recursal/Fanatic-Fandom huggingface dataset:
Spell Speed

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 Japanese (romanized)
 English

* **German**: Zaubergeschwindigkeit
* **Italian**: Spell Speed
* **Korean**: 스펠 스피드 *Seupel Seupideu*
* **Portuguese**: Velocidade de Magia
* **Spanish**: Velocidad de Hechizo
* **Chinese**: 咒文速度 *Zhòuwén Sùdù / Zau3 man4 Cuk1 dou6*

**Spell Speed** (Japanese: スペルスピード *Superusupīdo*) refers to how "fast" a card effect resolves after activation. Despite their name, they are not restricted to the effects of Spell Cards, but rather apply to any card effect that can activate. There are 3 Spell Speeds:

* Spell Speed 1
* Spell Speed 2
* Spell Speed 3

When a card effect activates on a Chain, only effects with an equal or greater Spell Speed can respond to it. However, Spell Speed 1 effects cannot be used in response to another Spell Speed 1 effect. The only time two Spell Speed 1 effects can exist on the same Chain (and the only time Spell Speed 1 effects can be anything higher than Chain Link 1) is if both effects activate at exactly the same time due to some external factor; see Simultaneous Effects Go On Chain for more explanation.

Summoning a monster and declaring an attack are not card effects and do not "activate", therefore they do not have a Spell Speed and do not start a Chain. If a card like "Bottomless Trap Hole" or "Mirror Force" is used in response to such an action, that card will be considered Chain Link 1.
Normal Summon Monster

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A **Normal Summon Monster** (通常召喚モンスター, *Tsūjō Shōkan Monsutā*) is a monster that can be Normal Summoned and/or Normal Set. Cards such as "Mystic Swordsman LV4" and "Guardian Elma" count as Normal Summon Monsters, since even though they can't be Normal Summoned (or can be, albeit with some difficulty), they can still be Normal Set.

This term is commonly used in Japanese rulings where a monster has an effect that limits its ways of being Summoned, or has an effect that Special Summons itself. This category of monsters essentially consists of all monsters that are not Special Summon Monsters, similar to how the category of Non-Effect Monsters consists of all monsters that are not Effect Monsters.
Reveal

* **German**: vorzeigen
* **Italian**: rivelare (formerly mostrare)
* **Portuguese**: revelar (formerly mostrar)
* **Spanish**: mostrar

To **reveal** a card is to show the card's face to all players.

If a card is revealed, both players may look at the card (read all information on it). This must be done in a timely manner so as to not hold up the current Duel.

Cards cannot be voluntarily revealed; they must be revealed for card effects, costs, or to verify that the card is what the opponent says it is.

After revealing the cards, they normally return to their original position. Revealing the card does not activate it, nor does it activate or apply its effect. Revealing a face-down card does not count as flipping it.

If a card is already public knowledge, it cannot be revealed. For example, if "Mind on Air" is face up on a player's side of the field (with its effect active), their opponent cannot activate the effect of "Golden Ladybug".

## Reveal for verification

Sometimes cards must be revealed to prevent cheating.

When an effect causes a player to search for a card of a specific type in their Deck, that player must reveal the card to their opponent before adding it to their hand, Setting it on the field or placing it on the top of the Deck with that effect. For example, when a player adds a Monster Card to their hand using the effect of "Sangan", their opponent may read all of the information on the Monster Card added.

If a mandatory effect would search for a card(s) but no cards in the Deck meet the required criteria, then that player's Deck must be revealed to their opponent. For example, when a player activates "Magician's Circle" and their opponent has no card that meets the required criteria in their Main Deck, they must reveal their Main Deck to prove that they cannot Special Summon a monster.

While resolving an effect that asks for a card to be verified, if all legal copies of that specific card can be accounted for in public knowledge areas, the area that would be revealed does not need to be. For example, if a player uses "Mind Crush" and names a Limited card, and it is public knowledge that the opponent's only legal copy of that card is not in their hand (e.g. it is in the Graveyard), their hand does not need to be revealed.

In the case where an effect requires the hand to be revealed, the opponent may read every card in the hand. For example, if a player uses "Trap Dustshoot", they may look at all the cards in their opponent's hand, even the non-Monster Cards.

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Standby Phase

Japanese (romanized)
 English

* **German**: Standby Phase
* **Italian**: Standby Phase
* **Korean**: 스탠바이 페이즈 *Seutaenbai Peijeu*Formerly: 스텐바이 페이즈 *Seutenbai Peijeu*
* **Portuguese**: Fase de ApoioFormerly: Standby Phase
* **Spanish**: Standby Phase
* **Chinese**: 準備階段 *Zhǔnbèi Jiēduàn / Zeon2 bei6 Gaai1 dyun6*

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The **Standby Phase** (Japanese: スタンバイフェイズ *Sutanbaifeizu*) happens immediately after the Draw Phase. Nothing is required of either player during this Phase unless a card mentions it.

Effects of "Treeborn Frog", "Royal Writ of Taxation", "Bowganian", "Legendary Fiend" and "Armed Dragon LV3" occur during this Phase. Many Maintenance Costs cards, such as those of "Messenger of Peace" and "Fairy Box", are paid during this Phase. If multiple actions are required during the Standby Phase, the Turn Player chooses the order in which these actions are performed. There are some cards that can only be activated in the Standby Phase, such as "Curse of Fiend".

Trap Cards, Quick-Play Spell Cards and monster Quick Effects may be activated in this Phase.
Marie Clovis

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*

**Marie Clovis** (マリー クロビス, *Marii Kurobisu*) is a High School student attending Domino High School, enrolled in their International and Gifted Program, she aims to become a Neurosurgeon. She does duel on her free time and does so by using a deck known as Fire Fist Combat, which she built alongside her boyfriend, Zach.
Lingering Effect

A **Lingering Effect** (残存効果 *Zanzon Kōka*) is any effect that applies even if the card is no longer on the field. Lingering effects cannot be negated (except by negating the initial effect). Here are a few such cards with these effects:

* Final Countdown
* Last Will
* Cold Wave
* Return from the Different Dimension
* Power Bond
* Hieroglyph Lithograph
* Gold Sarcophagus
* Crush Card Virus
* Trial and Tribulation
* Spellbook of Judgment

One type of card which often has a "lingering" effect are the Token Monsters. Tokens are not Effect Monsters and they do not have any effects of their own; rather, the "effects" of Token Monsters are actually the lingering effect of the Spell, Trap or Effect Monster that Summoned it, and the tokens are always treated as normal monsters.

An example of this is Cobra Jar.

These effects, however, are listed as effect(s) of the Token Monsters in video games to make their purposes less confusing.

Once applied, a Lingering Effect cannot be negated. For example, if "Limiter Removal" affects a monster, and that monster later becomes unaffected by card effects (e.g. due to the effect of "Number 81: Superdreadnought Rail Cannon Super Dora"), it will still be destroyed during the End Phase.
Starter Deck: Assault and Batteryman

This Starter Deck is based around the easy to pick up, but difficult to master archetype known as Batteryman, an archetype of monsters with pun names based around different types of batteries and other battery related terms. Batteryman monsters all have effects that benefit from having other Batteryman monsters in the hand, field, or graveyard. Its deckmaster, Super-Electromagnetic Voltech Dragon, has special abilities based on which Batteryman monster is tributed to summon it. On top of this, the deck contains Spells and Traps meant to wipe out the opponent's field and prevent them from using their counters, leaving them open for attack if used properly.
Miru Tokei

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*
**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*

**Miru Tokei** (時計・見る, Tokei Miru) is a student at Duel Academy, holding the position of Obelisk Blue, hailing from Japan. Born within the Tokei Family, she was taught in the art of the cards with her brother, Ryoko Tokei, by their parents. Eventually, she and her brother entered in doubles tournaments with their Elemental HERO and Destiny HERO decks, respectively. Due to their near undefeated status, they were given the moniker, the **Heroic Tokei Twins**. After Ryoko's departure for Duel Academy, Miru pondered on what she would do after her brother left Japan. Deciding that she didn't want to leave her brother alone, as well as looking for new opponents and experiences, she set off for Duel Academy.

Miru and Ryoko serve as protagonists for their creator, using the characters in a way that would benefit themselves as well as others.

## History

* Entrance Exam - Miru Tokei
* Blockbuster Special: Afternoon Duel
* Clash of Countrymen

### Money History

 Second
 Third
 Fourth

### Duel History

 Ulrich Stöermer | Blockbuster Special: Afternoon Duel | Challenged
 Ken Kirimoto | Clash of Countrymen | Challenging

## Decks

### Artifacts of the Past

**Artifacts of the Past** is a deck used by Miru quite often. It follows the Incan archetype, allowing for quick summons by using Oracle of the Sun, other level 5 Monsters, Fire Ant Ascator and Supay to summon the two main focus points of the deck: Moon Dragon Quilla and Sun Dragon Inti. While Moon Dragon Quilla and Sun Dragon can act as an infinite chain of sorts, the deck also contains powerful monsters such as Red Nova Dragon and Shooting Quasar Dragon, but require more effort to summon them. This deck hosts Miru's two Duel Spirits, Supay and Fire Ant Ascator.

## Trivia

* Miru uses the design of Alice Nakiri from the series Shokugeki no Soma.
Property

> "*There are six types of icons that represent special properties a Spell or Trap Card may have. Spell and Trap Cards without an icon are called Normal Spell Cards or Normal Trap Cards.*"
>
>
>

**Properties**, represented on cards by effect icons (効（こう）果（か）アイコン *kōka aikon*), are similar to Types for Spell and Trap Cards. The additional manga- and anime-only card types Virus and Trap Spell also feature properties.

The following properties are featured in the *OCG*/*TCG*:

DarkHole-YS15-EU-SR-1E.pngNormal Spell Cards BurningLand-YGLD-EN-C-1E.pngContinuous Spell Cards File:Continuous.svgOddEyesAdvent-BOSH-EN-R-1E.pngRitual Spell Cards MysticalSpaceTyphoon-SDMP-EN-C-1E.pngQuick-Play Spell Cards File:Quick-Play.svgChickenGame-CORE-EN-SP-1E.pngField Spell Cards File:Field.svgBlackPendant-YS15-NA-C-1E.pngEquip Spell Cards File:Equip.svgMirrorForce-YS14-EN-C-1E.pngNormal Trap Cards CalloftheHaunted-SDSE-EN-C-1E.pngContinuous Trap Cards File:Continuous.svgSolemnWarning-SDSE-EN-C-1E.pngCounter Trap Cards File:Counter.svg
Post-resolution window

At the end of every chain resolution, the Turn Player will retain Priority to activate a Fast Effects, before passing priority to his opponent. This small window of timing is unofficially coined as a "Post-Resolution Window". It is similar to the Priority passing at the end of every Phase.

## Example 1

During the timing that a card is added to hand through the effect of "Magician of Faith" or "Reinforcement of the Army", the Turn Player cannot continue with a Normal Spell card activation or a Monster summon immediately.

During the timing that a card is added to hand, only after the Turn Player passes his Priority without activating a Fast Effect, and when the Opponent Player passes Priority as well, then can the activation of a Normal Spell card and the Summon of a monster be performed. That's why the Opponent player can always use card such as "Mind Crush", "Trap Dustshoot" after an effect that add a card to hand has been resolved, but before such card can be played.

## Example 2

After the resolution of effects such as "Armageddon Knight", etc, during the timing that "Destiny HERO - Malicious" is sent to the graveyard, the Turn Player cannot continue with the activation of the effect of "Destiny HERO - Malicious" immediately.

Therefore, when the Turn Player passes Priority without activating an Effect of Spell Speed 2 and above, before the effect of "Destiny HERO - Malicious" can be activated, the Opponent Player can activate effects such as "D.D. Crow", etc.

A popular application of this "Post-Resolution Window" is the activation of "Mind Crush" right after the resolution of "Reinforcement of the Army" or "Pot of Duality", or the activation of "D.D. Crow" after the resolution of the effect of "Dark Grepher" and "Armageddon Knight".

## References

1. ↑ Konami FAQ: [Priority] Can the Turn Player immediately activate a Normal Spell Card or Normal Summon after an effect adds a card to the hand?
2. ↑ Konami FAQ: [Priority] At the time of a monster being sent to the Graveyard by the effect of "Armageddon Knight", can the Ignition Effect of a monster be activated?
Strategy Card

Japanese (translated)
 English

* **German**: Strategiekarte
* **Italian**: Carta Strategia
* **Korean**: 전략 가이드
* **Spanish**: Carta de Estrategia

**Strategy Cards** are non-game cards that give advice on older cards, and their ability to play alongside or together with the cards showcased in the same set.

They are included in the *TCG* releases of the first 9 Duelist Packs as well as Duelist Pack: Yugi and Duelist Pack: Kaiba. Each Duelist Pack series has 10 non-game cards, 9 being Strategy Cards and 1 being a Card Checklist.

## List

Main article: **Script error: No such module "Autolink".**
Nikola Ruzicka

This article, Nikola Ruzicka, is property of **the Dark Magician**. Do not modify or use any of its content without her express permission.

> "*A good magician never reveals his secrets, and an excellent one reveals even less.*"
> ― Nikola
>
>

**Nikola Ruzicka** (ルジカニコラ, *Rujika Nikora*) is a third year student of the Obelisk Blue dorm at Duel Academy, as well as a descendant of the great priest Mahad. He has earned himself a reputation for the use of his Spellcaster deck, Magical Supremacy, which is based around the legendary mage Dark Magician - a nod to the legacy he inherited. Born in Prague, Nikola is the son of a magician and illusionist who is famous in their country, and as such, he has an affinity for all kinds of illusions, magic tricks, sleight of hand maneuvers, etc. He is a blossoming magician himself, choosing to walk the path of the father he admires so dearly.

## Design

### Appearance

Nikola is considered very handsome by his peers. His height is above average, as he stands close to around six feet, two inches tall. Nik has an exceedingly athletic build, being very lean and physically fit. He weighs around one hundred and thirty four pounds, most of which is his lean muscle, ostensibly. Nik's eyes are striking, leaving a lasting impression on all who are privileged enough to meet his gaze. His eyes are a portal into his heart, enigmatic and easy to get lost in, yet kind and reassuring. They are a deep, beautiful blue, glowing as intensely as the magical energy of the Dark Magician's staff. On the longer side and slighty messy and unkempt, his hair frames his face, accentuating its shape and providing a stark contrast with his flawless pale skin tone and beautiful eyes. He has a slighly broody expression, as well as well-manicured eyebrows and a strong jaw. With a strong, regal posture and a deliberate gait, he carries himself with an air of nobility and mystique. Preferring to dress in black and leaning more toward an edgy, alternative style, his wardrobe outside of class will usually consist of hoodies, leather jackets, tight jeans, combat boots, sneakers. In class, however, he will swap his favorite outerwear for the upperclassmens' Obelisk Blue coat.
Maximum Deck size

The **maximum Deck size** is an unofficial term used to refer to the upper limit on the number of cards allowed in a player's Main, Extra, and Side Decks. Since its introduction in the *Yu-Gi-Oh! 5D's* series, the limit has been 60 cards for the Main Deck, and 15 for both the Extra and Side Decks.

Before its introduction, there were no upper limits to either the Main or Extra Deck. The Side Deck, however, was required to contain either exactly 15 or exactly 0 cards.

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Negating Continuous Card Costs

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Costs for cards come in three varieties.

The first kind is "Activation Costs". These are paid when you activate ("play") a card. Activation costs cannot be negated by cards that negate the effect of a card.

The second kind is "Maintenance Costs". "Maintenance Costs" are costs that are paid in order to keep a card on the field. Examples of cards with "Maintenance Costs" costs include most of the "Archfiend" monsters from the Dark Crisis expansion, "Imperial Order", "Messenger of Peace", "Mirror Wall", "The Regulation of Tribe", "Armor Exe", and more.

"Maintenance Costs" costs cannot be negated by card effects that negate the effects of another card. They can only be negated by a card that specifically does so (such as "Pandemonium").

* Example #1: "Imperial Order" will negate the effects of "Messenger of Peace", but will not negate the "maintenance" cost of 100 LP during your Standby Phase. If you do not pay the 100 LP, then "Messenger of Peace" is destroyed (you always have the choice whether to pay or not to pay).

* Example #2: "Jinzo" will negate the effects of "Imperial Order", but will not negate the "maintenance" cost of 700 LP during your Standby Phase. If you do not pay the 700 LP, then "Imperial Order" is destroyed (you do not have the choice whether to pay or not to pay).

* Example #3: "Skill Drain" will negate the effects of "Armor Exe" (so with "Skill Drain" active, "Armor Exe" can attack the same turn it is Summoned), but will not negate the "maintenance" cost of removing 1 Spell Counter during each Standby Phase. If you do not remove 1 Spell Counter, then "Armor Exe" is destroyed (you always have the choice whether to pay or not to pay).

* Example #4: "Skill Drain" will negate the effects of "Terrorking Archfiend" (so "Terrorking Archfiend" will not negate the effects of monsters it destroys in battle, and will not get to roll its die when targeted by an opponent's card effect), but will not negate the "maintenance" cost of paying 800 LP during your Standby Phase. If you cannot pay the 800 LP, then "Terrorking Archfiend" is destroyed (you must pay if possible, because "Terrorking Archfiend" says "this is not optional").

The third kind of cost is non-"maintenance" costs for cards that remain on the field. Examples include paying LP to attack with "Dark Elf", "Jirai Gumo", or Toon monsters. These are not "maintenance" costs because they are not costs that are paid to keep the card on the field. These costs are negated when the card's effect is negated. So if "Skill Drain" is active then you do not pay the cost for attacking with such monsters.
Hand advantage

**Hand advantage** is the comparison of the number of cards in each player's hand.

A player with more cards in their hand should have a greater chance of countering what their opponent plays, due to the larger pool of cards at their disposal. (Of course, a player actually has to *use* the cards for them to be effective, and that's usually going to reduce his or her hand size.)

Playing cards from one's hand tends to use up hand advantage. The impact on hand advantage is calculated by subtracting the hand size before using a card from the size after using the card

* Cards such as "Book of Moon" and "Dark Hole" are considered to be "-1".
* Cards with discard costs, such as "Back to Square One" are considered to be "-2".
* Cards with no effect on the hand size such as "Allure of Darkness", "Reinforcement of the Army" and "Graceful Charity" are considered neutral.
* Cards such as "Pot of Greed" and "Preparation of Rites" are considered "+1".

Most cards negatively impact hand size values, often causing players' hand sizes to decrease as a Duel progresses.

Hand advantage is often off-set by the effect each card has on field advantage. For example, "Smashing Ground" is a "-1" for the user's hand advantage, but a -1 on the opponent's field advantage.

Some cards have varying effects on hand advantage, such as "Morphing Jar", which sends both players' hands to the Graveyard, and then each player draws 5 cards. Having an empty hand can make the effect of "Morphing Jar" a +5. Having a hand greater than five has the opposite effect. Some cards have variable impacts on field advantage, such as "Lightning Vortex", which is a "-2" for the user's hand advantage, but can be a "-1" to "-5" on the opponent's field advantage. It is generally best to use "Lightning Vortex" when it can destroy at least two of the opponent's cards, so the user's loss does not exceed the opponent's.

As you will almost always have a greater chance of beating your opponent if your hand advantage exceeds theirs, it is important to limit the number of cards you play per turn carefully to maintain a decent sized hand advantage.
Limit Over Accel Synchro Monster

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 Japanese
 Japanese (romanized)
 Japanese (translated)
 English
 Lists
* members
* support
* anti-support

A **Limit Over Accel Synchro Monster** (リミットオーバーアクセルシンクロ *Rimittoōbāakuserushinkuro*) is a sub-type of Accel Synchro Monster, which is itself an anime-only subtype of Synchro Monster. All Limit Over Accel Synchro Monsters require at least three Synchro Monsters as Synchro Material (one Tuner Synchro Monster and the rest non-Tuner Synchro Monsters) for its Limit Over Accel Synchro Summon, and can only be Summoned when the player is in a state of Over Top Clear Mind. The only known Limit Over Accel Synchro Monster is "Shooting Quasar Dragon".

Like all Accel Synchro Monsters, "Shooting Quasar Dragon" was released as a regular Synchro Monster in the *TCG* and *OCG*.

## Example

File:ShootingQuasarDragon-JP-Anime-5D.png
Shuffle

Template:About

 Japanese
 Japanese (romanized)
 English

* **German**: mischen
* **Italian**: mischiare
* **Korean**: 셔플 *Syeopeul*
* **Portuguese**: embaralhar
* **Spanish**: barajar
* **Chinese**: 洗牌 *Xǐpái / Sai2 paai2*

To **shuffle** (Japanese: シャッフル *Shaffuru*) is to have sufficiently randomized a pile of cards, usually the Main Deck.

A player cannot check or order the cards when shuffling, or pre-sort the Deck (sorting Monsters/Spell/Trap, etc) without thoroughly shuffling it afterwards.

The Deck must be randomized by using an accepted shuffling method (riffle, pile, Hindu, etc.) and then cut. This must be done at the start of every Duel, and after searching a card from it.

Each player must thoroughly randomize (shuffle) their Main Deck where the opponent can see. The opponent must shuffle the Deck further and then cut their deck, then return it to the original owner. No additional randomization may be done to the Deck after this point.

All card searchers involve shuffling the Deck. However, some card effects involve shuffling the Deck specifically, like "Card Shuffle". In rare cases, some card may involve shuffling the cards outside the Main Deck, like "Magical Hats".

In the manga and original Japanese anime, when Yami Yugi and Arkana dueled, Arkana used the "shotgun shuffle" method at the preparation for the duel, which Yugi noted as a highly discouraged style as it will bend and damage the player's cards. This stands the same in the real world. It was Arkana's willingness to use this shuffle method that made Yugi realize that Arkana used the stripper technique, since he has no qualms damaging his own cards. Later, when Gansley used Ashingray's effect, he used the shotgun shuffle to re-shuffle his deck, though at the time it was a virtual data deck, so no real card would be damaged.
Original ATK and DEF

Japanese (ruby)
 Japanese (base text)
 Japanese (romanized)
 Japanese (translated)
 English

* **German**: Grund-ATK/DEF
* **Italian**: ATK/DEF originale
* **Korean**: 원래 공격력/수비력 (元來攻擊力/守備力) *Wollae Gonggyeongnyeok/Subiryeok*
* **Portuguese**: ATK/DEF original
* **Spanish**: ATK/DEF original
* **Chinese**: 原本的攻擊力/守備力 *Yuánběn de Gōngjīlì/Shǒubèilì / Jyun4 bun2 dik1 Gung1 gik1 lik6/Sau2 bei6 lik6*

**Original ATK** (元（もと）々（もと）の攻（こう）撃（げき）力（りょく） *Motomoto no Kōgekiryoku*) and **original DEF** (元（もと）々（もと）の守（しゅ）備（び）力（りょく） *Motomoto no Shubiryoku*) refer to the ATK and DEF values of a Monster Card before any monster, Spell, or Trap Cards alter the value. They are the ATK and DEF values listed on the card.

Certain monsters only have well-defined original ATK and DEF while they are on the field. For example, when "Chimeratech Overdragon" is Fusion Summoned, its original ATK and DEF become a specific value dependent on the number of Materials used to Summon it. Cards with effects that change their own original ATK/DEF normally have a printed ATK/DEF of ? or 0. Monsters with an original ATK/DEF of ? are not treated as having an ATK/DEF value that is less than or greater than any value; consequently, cards with an original ATK of ? in the hand will not be destroyed by either "Crush Card Virus" or "Deck Devastation Virus". However, such cards are supported by "Catoblepas and the Witch of Fate". If a monster on the field has original ATK/DEF of ? and no effect has changed its ATK/DEF, its ATK/DEF is treated as 0; for example, "The Winged Dragon of Ra - Sphere Mode" has ? ATK and DEF but no effect to change its own ATK or DEF, so they will be treated as 0 on the field by default.
Public knowledge

Japanese (romanized)
 English

* **German**: öffentliches Wissen
* **Italian**: conoscenza pubblica
* **Korean**: 공개 정보 (公開情報) *Gonggae Jeongbo*
* **Portuguese**: conhecimento público
* **Spanish**: conocimiento público
* **Chinese**: 公開情報 *Gōngkāi Qíngbào / Gung1 hoi1 Cing4 bou3*

During a Duel, the following items are considered to be **public knowledge** (公開情報 *Kōkai Jōhō*), unless a card effect says otherwise (e.g. "Question"). Duelists can verify these items at any time and must answer questions involving them truthfully.

* Both duelists' current Life Points.
* The number of cards in both players' hands, Decks (this includes the Main Deck, Side Deck, and Extra Deck), and Graveyards, and the number of each player's cards that are banished.
* Information printed on a specific, named card, that both duelists can look at.
*Examples:
• The DEF of a "Sangan" that is face-up on the field
• The printed effect of a "Soul Exchange" in the Graveyard*
	+ Both players can look at all face-up cards on the field, cards in the Graveyards, face-up cards in the Extra Decks, and cards that are banished face-up, as well as any card currently being revealed. If the top card of either player's Main Deck is face-up (due to a card effect), it can also be looked at by both players.
* Counters
*Examples: Number of Spell Counters on "Skilled Dark Magician"*
* Any notes taken by either Duelist during a Duel
*Examples: Reminders for "Gold Sarcophagus"*

Duelists are allowed to pick up and verify the cards in their opponent's Graveyard, face-up banished cards in their opponent's possession, and face-up cards in their opponent's Extra Deck but the Duelist must ask for permission first. Also, Duelists must not change the order of the cards.
Material

Template:About

 Japanese (ruby)
 Japanese (base text)
 Japanese (romanized)
 English

* **German**: Material
* **Italian**: Materiale
* **Korean**: 소재 (素材) *Sojae*
* **Portuguese**: Material
* **Spanish**: Material
* **Chinese**: 素材 *Sùcái*

**Materials** (素（そ）材（ざい） *Sozai*) are cards used to Special Summon Fusion Monsters, Synchro Monsters, Xyz Monsters, and Link Monsters from the Extra Deck. Each type of monster has a corresponding type of Material: Fusion Materials, Synchro Materials, Xyz Materials, and Link Materials, respectively.

Most Fusion, Synchro, Xyz, and Link Monsters have their required Materials listed in their card text on a designated line above any card effect, cost or condition. However, some Fusion Monsters, such as "Masked HERO" Fusion Monsters (which are Summoned in a special way that does not use Materials) and "Elemental HERO Divine Neos" (which has complex Materials), do not list their Materials in this way. Similarly, the Synchro Monsters "Ultimaya Tzolkin" and "Phantasmal Lord Ultimitl Bishbaalkin" do not list Synchro Materials as they cannot be Synchro Summoned. Strangely, "Number C88: Gimmick Puppet Disaster Leo" does list appropriate Materials despite the fact it cannot be Xyz Summoned other than by the effect of a "Rank-Up-Magic" card.

While Materials are usually only used in Fusion Summons, Synchro Summons, Xyz Summons, and Link Summons, not all of these Summons always require Materials, and Materials can be used in Special Summons other than these. For example, "Instant Fusion" can perform a Special Summon that is treated as a Fusion Summon without using Materials. Conversely, Contact Fusion and the monsters in the "Hex-Sealed Fusion" series both Special Summon Fusion Monsters using Fusion Materials, despite not being Fusion Summons.

Fusion Materials, Synchro Materials, and Link Materials are sent to the Graveyard after being used (by default); Xyz Materials are instead placed under the Xyz Monster until detached (or that monster is no longer on the field). Cards such as "Overlay Regen" can be used to retroactively attach Xyz Materials to an Xyz Monster.
Main Phase 2

Japanese (romanized)
 English

* **German**: Main Phase 2
* **Italian**: Main Phase 2
* **Korean**: 메인 페이즈 2 *Mein Peiju 2*
* **Portuguese**: Fase Principal 2Formerly: Main Phase 2
* **Spanish**: Main Phase 2
* **Chinese**: 主要階段２ *Zhǔyào Jiēduàn 2 / Zyu2 jiu3 Gaai1 dyun6 2*

Template:Turn Structure

**Main Phase 2** (メインフェイズ２ *Mein Feizu Ni*) is a Main Phase conducted after the Battle Phase. As a Main Phase, most actions that could normally be performed in Main Phase 1 can also be performed in this phase.

Some cards and effects can only be activated during Main Phase 2, such as "Emergency Assistance" and the effect of "Sweet Corn". Some Xyz Monsters, such as "Stellarknight Constellar Diamond" and "Downerd Magician", can be Xyz Summoned using an Xyz Monster as Xyz Material only if Xyz Summoned during Main Phase 2.

## Possible actions

In Main Phase 2, the turn player may:

* Normal Summon/Set a monster (the player can only perform one Normal Summon/Set per turn, so the player cannot Normal Summon/Set in both Main Phases).
* Special Summon a monster(s).
* Manually change the battle position of a monster, provided that monster did not declare an attack during the Battle Phase, it was not Summoned or Set during that same turn, and it has not already manually changed its battle position that turn.
* Flip Summon a monster, provided it was not Summoned or Set during that same turn.
* Activate Ignition Effects, such as those of "Barrel Dragon" or "Cannon Soldier".
* Set Spell/Trap Cards.
* Activate Spell/Trap Cards of any Spell Speed. Quick-Play Spell Cards and Trap Cards cannot be activated in the turn they are Set.
Lair of Song

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*Remember to check what links here and the page history before deletion.*

This article, Lair of Song, is property of **Fracenata**. Do not modify or use any of its content without his express permission.

 **Description** | All monsters on the field are also treated as LIGHT monsters. The controller of this card takes no battle damage from a battle involving a fairy type monster. You can tribute LIGHT monsters from either side of the field.
Special Summon-only monster

File:DarkSage-LCYW-EN-C-1E.png
**Special Summon-only monsters**, often referred to as **Semi-Nomi** monsters, are monsters with the card text "*Cannot be Normal Summoned/Set. Must first be Special Summoned...*" (or an older variant).

Ritual, Fusion, Synchro, Xyz, and Link Monsters that are Special Summon-only monsters do not include the text "*Cannot be Normal Summoned/Set.*" because it is unnecessary; if they can be Ritual/Fusion/Synchro/Xyz Summoned, they replace "*Special Summoned*" with "*Ritual/Fusion/Synchro/Xyz Summoned*".

Some examples of Special Summon-only monsters include "Aqua Spirit", "XYZ-Dragon Cannon" and "Gem-Knight Ruby".

## Mechanics

A Special Summon-only monster cannot be Special Summoned from the hand, Main Deck, Extra Deck, or Spell & Trap Zone, except by the specified method, unless the card effect ignores the Summoning conditions.

A Special Summon-only monster can be Special Summoned from the Graveyard or while banished as long as it was Special Summoned properly first. If the Summon of a Special Summon-only monster is negated (such as by "Black Horn of Heaven") it is not considered to have been properly Special Summoned. If a Special Summon-only monster is in the Graveyard or banished and was not Special Summoned properly, it cannot be Special Summoned by any means other than the proper method, even by ignoring the Summoning conditions. This contrasts to "Nomi" monsters, which can only be Summoned by their own effect, even after they have been properly Special Summoned.

After being properly Special Summoned, as long as that Monster Card remains on the field (even if face-down), in the Graveyard, or banished, it is considered properly Special Summoned.

## Example

A player banishes three Fiend-Type monsters from the Graveyard to Special Summon "Dark Necrofear".

* If "Dark Necrofear" is sent to the Graveyard, such as by being destroyed by "Raigeki Break", it can be Special Summoned from the Graveyard with a card like "Monster Reborn".
* If "Dark Necrofear" is banished, such as by "Dark Core", it can be Special Summoned while banished with a card like "Dimensional Inversion".

However, if it is moved to other locations, it cannot be Special Summoned except by the specified method.

* If "Dark Necrofear" is returned to the hand or Deck, such as by "Compulsory Evacuation Device" or "Phoenix Wing Wind Blast", it cannot be Special Summoned by any way other than the proper way (except by a card or effect that ignores its Summoning conditions, like "A Wild Monster Appears!").
	+ Even if it is later sent to the Graveyard or banished, such as by "Graceful Charity" or "Allure of Darkness", it cannot be Special Summoned because it was not properly Special Summoned.

## See also

* Nomi
* List of Special Summon-only monsters
* Special Summon Monster
Rank-Down

Japanese (base text)
 Japanese (romanized)
 English

**Rank-Down** (ランクダウン *Rankudaun*) is a method used to Summon lower-Rank Xyz Monsters in the *Yu-Gi-Oh! ZEXAL* anime. A variant of Xyz Evolution, it was first seen in the Duel between Eliphas and Yuma Tsukumo, who used "Rank-Down-Magic Numeron Fall" to Rank Down "Number 39: Utopia" into "Number 39: Utopia Roots". Later, Astral used "Rank-Down-Magic Utopia Fall" to Summon "Utopia Roots" in his Duel against Yuma.

## Example

RankDownMagicNumeronFall-LVAL-EN-R-1E.pngA "Rank-Down-Magic" Spell Card +Number39Utopia-YS13-EN-SR-1E.pngA Rank 4 Xyz Monster =Number39UtopiaRoots-LVAL-EN-R-1E.pngA Rank 1 Xyz Monster
## Related

* Chaos Xyz Evolution
* Rank-Up
* Shining Xyz Evolution

## References

1. ↑ Template:Episode
2. ↑ Template:Episode

Template:Yu-Gi-Oh! ZEXAL
Minus monster

Japanese (base text)
 Japanese (romanized)
 English
 Appears in (anime)
 Lists
* members
* support
* anti-support

**Minus monster** is an Effect Monster sub-type used with the related Plus monsters and Plus Minus monsters in *Yu-Gi-Oh! GX* by Bastion Misawa. Their effects are based on how magnets attract and/or repel other magnets depending on their charge.

Template:Card types
Series

A **series** is a group of three or more cards that share an appearance in artwork, name, or effect similarity, but are not genuine archetypes due to lacking any support cards. Series commonly, but not exclusively, comprise themed groups used by characters in the anime or manga.

A group of cards may be a series in one media and an archetype in another. Examples of this include the "Vision HERO" and "White" cards, which are both archetypes in the manga, but lack any specific support in the *TCG*/*OCG*. Also, a member of a series may also be a part of an archetype, an example being the "Ultimate Insect" series, whose members are all also included in the "LV" archetype.

From a practical standpoint, the most notable difference between a series and an archetype is the fact that many archetypes, such as "Lightsworn", "Blackwing" and "Six Samurai", can all have entire Decks easily built around them thanks to their own effects and the support cards they possess. Meanwhile, card series do not have support cards, and building a complete Deck out of a series such as "Hex-Sealed Fusion" can be a hard task. However, this can be also be an advantage, as some series-based Decks can be combined with other Deck types more easily than archetypes can, as they do not have specific support cards that could clog up Deck space.

Template:See also
Strike From The Heavens

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*Remember to check what links here and the page history before deletion.*

This article, Strike From The Heavens, is property of **Fracenata**. Do not modify or use any of its content without his express permission.

 **Description** | Tribute 1 LIGHT monster with 1000 or less attack; your opponent checks their hand, field and all cards they draw until their third standby phase after this cards activation: Banish all monsters with 1500 or more attack.
Naomi Drake

> "*You shouldn't underestimate the power of the sea. One moment it can be calm, soothing, healing even...and the next it can be a raging tsunami.*"
> ― Naomi
>
>

**Naomi Drake** (ドレイクナオミ, *Doreiku Naomi*) is professional duelist with the International Dueling League, a California native, and a graduate of Duel Academy's Obelisk Blue dorm. A marine biology student, Naomi has always felt a strong bond with the sea and its creatures, and this bond is reflected in her powerful Atlantean deck, From the Depths.
Phase

Japanese (romanized)
 English

* **German**: Phase
* **Italian**: fase
* **Korean**: 페이즈 *Peijeu*
* **Portuguese**: faseFormerly: Phase
* **Spanish**: Phase
* **Chinese**: 階段 *Jiēduàn / Gaai1 dyun6*

Throughout the course of a Duel, each player's turn is comprised of six **phases** (Japanese: フェイズ *Feizu*). These six phases continually cycle, alternating between players until the Duel ends. Strictly speaking, you must declare when you are entering or leaving a phase, and a phase can only be left if both players agree.

## References

1. ↑ Yu-Gi-Oh! Game Play: Fast Effect Timing
Start Step

Japanese (romanized)
 English

* **German**: Start Step
* **Italian**: Start Step
* **Korean**: 스타트 스텝 *Seutateu Seutep*
* **Portuguese**: Etapa InicialFormerly: Start Step
* **Spanish**: Start Step
* **Chinese**: 開始步驟 *Kāishǐ Bùzhòu / Hoi1 ci2 Bou6 zaau6*

The **Start Step** (Japanese: スタートステップ *Sutātosuteppu*) is the first step of the Battle Phase.

Template:Turn Structure

## Breakdown of the Start Step

* The turn player now declares that he/she is entering the Battle Phase.

* Fast effects and appropriate Trigger Effects may be activated here, such as those of "Number 107: Galaxy-Eyes Tachyon Dragon", "Threatening Roar", or "Anti-Magic Arrows".

* Even if the turn player wishes to end the Battle Phase at this point, they must proceed to the Battle Step in order to do so.

## References

1. ↑ 1.0 1.1 Template:Cite web
2. ↑ Template:Cite book
Starter Deck: Roar of Darkness

This Starter Deck is built around the Red-Eyes archetype, featuring the iconic Red-Eyes Black Dragon and its support cards. With this deck, you can use the Graveyard effects of your monsters to speed up the Summoning of your more powerful dragons to pound your opponent into submission. You can also use your other Red-Eyes monsters' effects to help protect your dragons once they're out on the field. Of all the Starter Decks, this is one of the most effective.
Normal Set

* **German**: Normal setzen
* **Italian**: Posizionamento NormaleVerb: Posizionare Normalmente
* **Portuguese**: Baixar de forma Normal or Baixar Normalmente
* **Spanish**: Colocar de Modo Normal

A **Normal Set** is when you play and Set a monster directly from your hand. It can only be performed when the game state is open during your Main Phase.

A Normal Set can only be conducted once per turn, just like Normal Summon. A Normal Set will take up your Normal Summon for the turn, and vice-versa.

If the monster you want to Normal Set is Level 5 or higher, you must Tribute another monster(s) you control first and then “Tribute Set” the monster (you do not show your opponent the monster you Set). Level 5 and 6 require one Tribute, while Level 7 and higher require two Tributes.

You cannot Normal Set Special Summon Monsters.

Template:See also
Quincy Romano

**Quincy Romano** (—-,—-) was a junior at OPPCA. Hailing from Toronto, his tuition in rural Japan was paid for by his uncle, a man of high standings within a certain company. Quincy’s deck choice, strategy, and passion for dueling itself all come from his innocent, near-idolatrous love for his father — a professional duelist in hiding who left his wife and son for a game. To his boy, despite his obvious flaws, he was placed upon a pedestal above everyone else, much to his mother’s dismay. Quincy’s goal at his school was to accumulate enough skill from the countless duels he would take part in to stand next to his father — an ambition that would never be realized.

While he is a master at all sorts of Pendulum-based decks, be it Qliphort, D/D, Odd-Eyes, and patchwork decks of his own creation, Quincy’s favorite would be his infamous Endymion turbo-style build. It was his near-undefeated status with this deck that earned him the title Pend God at his school. Dueling became a sort of adventure for Quincy, but like all great journeys, it *eventually* had to come to an end.
Leaves the field

* **German**: Das Spielfeld verlassen
* **Italian**: Lasciare il Terreno
* **Portuguese**: Deixar o campo
* **Spanish**: Dejar el Campo

 File:RebornTengu-EXVC-EN-UR-LE.png
**Leaves the field** (Japanese: フィールドから離（はな）れた *Fīrudo kara hanareta*, lit. "removed from the field"), formerly known as **removed from the field** (Japanese: フィールド上（じょう）から離（はなら）れた *Fīrudo-jō kara hanareta*, lit. "removed from the field"), refers to when a card is moved from the field to a different place. Cards on the field that have become Xyz Materials are not considered to leave the field even though they are no longer treated as cards on the field after that change. If a Token Monster would leave the field, it is simply removed from the game, but it is still considered to leave the field.

From September 1, 2011 onward, when a card on the field is moved into the Main Deck, that card cannot activate its "leaves the field" effect. However, any effects or conditions that card has that apply when it "leaves the field" that do not use a Chain will still be applied. Additionally, if a card is banished face-down, it cannot activate its "leaves the field" effect. If a card or effect can be activated when another card(s) leaves the field, it can be activated even if the card that left the field is shuffled into the Main Deck.

If a card is affected by an effect that would apply or activate when it leaves the field, that effect will not apply if that card leaves the field while face-down.

While uncommon, some cards and effects do describe a card leaving a particular zone (e.g. "leaves your Monster Zone or Pendulum Zone").

## References

1. ↑ Official Rulebook Version 8.0: "Monsters that have become Xyz Materials are not treated as cards on the field."
2. ↑ Important Rulebook Updates! “Xyz Materials” and “Leaves the Field”: "Monsters that become Xyz Materials stop being treated as actual cards on the field."
3. ↑ Template:Cite web
4. ↑ Official Rulebook Version 8.0: "When a monster on the field is shuffled into the Main Deck, or becomes an Xyz Material, it is no longer a card on the field, however its effects that activate when it “leaves the field” will not activate."
5. ↑ THE SHINING DARKNESS SNEAK PEEK – CARD RULINGS: "If Call of the Haunted is returned to your hand or Deck instead, only the Special Summoned monster would be destroyed..."
Special Summon Monster

Japanese
 Japanese (ruby)
 Japanese (base text)
 Japanese (romanized)
 English

* **German**: Spezialbeschwörungsmonster
* **Italian**: Mostro a Evocazione Speciale
* **Korean**: 특수 소환 (몬스터) (特殊召喚 (Monster)) *Teuksu Sohwan (Monseuteo)*
* **Portuguese**: Monstro de Invocação-Especial
* **Spanish**: Monstruo de Invocación Especial
* **Chinese**: 特殊召喚怪獸 *Tèshū Zhàohuàn Guàishòu / Dak6 syu4 Ziu6 wun6 Gwaai3 sau3*
 Lists
* members

A **Special Summon Monster** (特（とく）殊（しゅ）召（しょう）喚（かん）モンスター *Tokushu Shōkan Monsutā*) is a type of Effect Monster that has a Summoning condition that prevents it both from being Normal Summoned and from being Normal Set.

Monsters with the "Cannot be Normal Summoned/Set." line in their card text are all Special Summon Monsters. Fusion, Ritual, Synchro, Xyz and Link Monsters are also Special Summon Monsters.

They were introduced as a group in the *OCG* with the release of *Deck Custom Pack 01* by the Japanese reprint of "Photon Thrasher". The group were first referred to as "Special Summon Monsters" in official Japanese rulebooks in the Summoning Monster Cards section, as some Effect Monsters that have a specific conditions that allow them to be Special Summoned.

So far, only Japanese and Korean prints of Special Summon Monsters denote the fact that they are a secondary type of Effect Monster, by writing the phrase 「特（とく）殊（しゅ）召（しょう）喚（かん）」 or "특수 소환" on the Type/Ability line.

These monsters often have a Summoning condition that restricts how the monster can be Special Summoned. As such, most of these monsters are Nomi or Semi-Nomi monsters.

Any monster that is not a Special Summon Monster is considered a Normal Summon Monster.

The "Assault Mode", "Meklord", "Malefic", "Lightray", "Infernoid", "Legendary Knight", "Cubic", and "Elemental Lord" archetypes; as well as the "Attribute Spirit", "Sky Scourge", and "Sacred Beast" series are mostly composed of Special Summon Monsters.

Special Summon Monsters can also be Toon, Union, or Spirit monsters.

## Notes

1. ↑ The parentheses here specify what part is not shown on the cards' Type/Ability line.
2. ↑ Monster Cards printed prior to *Generation Force* state "*This card cannot be Normal Summoned or Set.*" instead, while Monster Cards printed after *Generation Force* but before *Legendary Collection 3: Yugi's World* state "*Cannot be Normal Summoned or Set.*" instead.
Normal draw

Japanese (ruby)
 Japanese (base text)
 Japanese (romanized)
 English

* **German**: normales Ziehen
* **Italian**: pescata normale
* **Korean**: 일반 드로우 (一般 Draw) *Ilban Deurou*
* **Portuguese**: compra normal
* **Spanish**: robo normal

The **normal draw** is the mandatory act by a player of drawing 1 card at the very beginning of that player's Draw Phase. Unless stated otherwise, cards and effects cannot be activated before the normal draw is conducted. (Effects such as those of "Hino-Kagu-Tsuchi" and "Maharaghi" activate before the Draw Phase begins, and are only applied before the normal draw, so they don't count.)

If a player would conduct their normal draw, but has no cards left in their Deck, they automatically lose the Duel.

Some cards allow the player do to something other than conducting the normal draw (most commonly returning themselves from the Graveyard to the hand), such as "Rank-Up-Magic Astral Force".

It is impossible to conduct a normal draw outside Draw Phase, yet some rulings still redundantly state "normal draw in Draw Phase."

Template:See also