AGM Generics/Backrow

This page will contain the Extra Deck monsters that exist in our format.

For the rest of stuff, please see the following redirect links.

* AGM Generics/Main Deck Monsters
* AGM Generics/Extra Deck Monsters
* **AGM Generics/Backrow**

Field Spell

Neither player can Special Summon monsters. Face-up monsters must attack, if able. Monsters cannot activate effects during the turn they are Summoned. All cards that would destroy a card also negate its effects. "Tableau of Evil Magic" can only be activated once per Duel.

Soul-Burning Battlefield

Field Spell

During their 2nd Main Phase, if both players control at least one monster, the turn player can pay 1500 Life Points to declare a second Battle Phase, which initiates a 3rd Main Phase when it ends. If a player activates this effect, all monsters they control that did not declare an attack during this second Battle Phase are destroyed at the start of their 3rd Main Phase.

Sinister Madness

Field Spell

Only the turn player can activate the effects of Monster Cards. Once per turn, if the turn player has not Normal Summoned this turn, and has no monsters in their hand they can Normal Summon: The turn player Special Summons the monster in their hand with the lowest original ATK (their choice, if tied). During each Draw Phase, the opposing player selects and activates one of the following effects:

●The turn player skips their Normal Draw, and instead adds the monster with the lowest original ATK (their choice, if tied) from their Deck to their hand.

●Both players draw 1 card.

●Every time the turn player Special Summons this turn, they must pay 800 Life Points.

Library of Sanctuary

Field Spell

When this card is activated, both players can add 1 Spell Card from their Deck to their hand. Both players can activate Normal Spell Cards from their hand during either player's Main Phase. The Spell Speed of Spell Cards you activate is increased by 1. If a Continuous Spell Card would be destroyed (except by its own effect), its controller can banish the top card of their Deck face-down: That card is not destroyed. If this card is destroyed or banished by your opponent's card effect, banish the top 5 cards of your opponent's Deck.

Twin Star Dreamland

Field Spell

You can Normal Summon Level 5 or higher Gemini monsters without Tributing. If a Gemini monster you control attacks, you can add 1 Gemini monster from your Deck to your hand. If you control no other face-up Spell Cards, Gemini monsters on the field get their effects without being Normal Summoned a second time.

Hall of Eternal Tears

Field Spell

All battle damage becomes 500. If a monster is destroyed by battle: the player that controls the attacking monster skips their next Draw Phase. If this card is destroyed during the Battle Phase, end the current turn (cards and effects cannot be chained to this effect).

Xyz Arc

Field Spell

If an Xyz Monster on the field detaches a Pendulum Monster Xyz Material: You can pay 800 LP; the owner of that Xyz Monster can send that Pendulum Monster to its original owner's Extra Deck instead of the Graveyard. The player who activated this card's effect cannot Pendulum Summon until the Main Phase 1 of their next turn.

Chains of the Underworld

Field Spell

If a monster is Special Summoned, either player can discard 1 card: Negate the Special Summoned monster's effects on the field, also both players draw 2 cards. Your opponent's Special Summoned monsters cannot attack.

Automatic Deployment Ramp

Field Spell

You can Special Summon 1 Level 4 or lower Machine-Type monster (from your hand or Deck). If this card is destroyed: You can Special Summon 1 Machine-Type monster from your hand or Deck. You can only use each effect of this card's name once per turn.

Monochrome Anomaly

Field Spell

When this card is activated, both players choose either LIGHT or DARK; all monsters they control are treated as the chosen Attribute instead of their original Attribute, for as long as this card is face-up on the field. LIGHT monsters gain 200 ATK for each card in their controller's opponent's hand. DARK monsters cannot be targeted by card effects as long as there are at least 15 total cards in the Graveyards.

Improvisation Colosseum

Field Spell

When this card is activated: Pay 1000 LP (this effect cannot be negated). Monsters on the field have their effects negated. Once per turn, during either player's turn, either player can activate the following effect:

●Discard 1 card: equip 1 Equip Spell card from your Deck or either player's Graveyard to an appropriate monster you control.

If there are no Equip Spell cards on the field during either player's End Phase: Banish this card. You can only activate 1 "Improvisation Colosseum" per turn.

Nonentity World

Field Spell

All monsters on the field have their names treated as "?", and are treated as having no Attribute.

Cold Forest

Field Spell

During either player's turn, if a monster on your side of the field would be destroyed (either by battle or by card effect): You can pay 800 Life Points; it is not destroyed. If you do, its effects are negated and it cannot attack. These changes last until your next End Phase. You can only activate this effect of "Cold Forest" once per turn. If this card is sent to the Graveyard: You can target 1 monster on the field; its effects are negated and it cannot attack.

Violet Factory

Field Spell

Once per turn, you can discard 1 card to add 1 "Polymerization" card from your Deck to your hand. Your opponent cannot activate cards or effects in response to a Fusion Summon. During the End Phase, if a monster was Fusion Summoned this turn, you can add 1 "Polymerization" or "Fusion" Spell/Trap Card, or a Spell/Trap Card that specifically Summons a Fusion monster, from the Graveyard to your hand.

Gravel Pit

Field Spell

When this card is activated, you can add 1 Level 4 or lower EARTH monster from your Deck to your hand (you can only activate this effect of "Gravel Pit" once per turn). Monsters cannot be Special Summoned from the hand. Monsters you control gain 400 ATK.

Snowfall

Field Spell

Cards with Ice Counters have their effects negated, except "Snowfall". If a WATER monster you control is destroyed (by battle or card effect), you can place 1 Ice Counter on this card. Once per turn (Quick Effect): you can remove 1 Ice Counter from this card and place it on 1 face-up card your opponent controls.

Forgotten Town

Field Spell

Neither player can activate Field Spell while this card is face-up on the field. Once per turn, the turn player can target 1 monster they control: banish it. Monsters banished by this card's effect return to the field during the End Phase, in the same battle position.

City of Radiant Ruin

Field Spell

All face-up monsters on the field are treated as LIGHT-attribute. LIGHT monsters on the field gain 300 ATK. Once per turn, when a LIGHT monster destroys a monster by battle, the turn player's opponent can destroy 1 card on the field. When this card is destroyed by a card effect and sent to the Graveyard, you can banish 1 monster you control: add this card to your hand. It cannot be activated this turn.

Inherent Universal Truth

Field Spell

This card is treated as "Macro Cosmos" while face-up on the field. "Helios" monsters you control gain 100 ATK and DEF for each Spell/Trap Card in the Banished Zone. Once per turn, during either player's turn, you can banish 1 card each from both Graveyards. If a card(s) your opponent owns is destroyed, that card(s) is banished.

Lost Labyrinth

Field Spell

During each Standby Phase, all Normal monsters you control gain 400 DEF. If "Labyrinth Dragon" destroys your opponent's Effect monster by battle, increase its ATK by 300. If your opponent controls no Normal monsters, Level 3 or lower Normal monsters you control can attack your opponent directly.

Fortress Cannon Base

Field Spell

Neither player can activate a Field Spell Card. All monsters you control gain 400 ATK and DEF. Once per turn, you can target 1 face-up monster on the field with a Level: Place a number of Armament Counters on this card equal to the target's Level. If a card you control declares an attack, place 1 Armament Counter on this card. Once per turn, during your Battle Phase, this face-up card can declare an attack, and if it does, its ATK and DEF are equal to the number of Armament Counters on this card x200. If this card on the field is destroyed, you can target 1 face-up monster on the field: That target gains 200 ATK for each Armament Counter that was on this card when it was destroyed.

Lunar Eclipse

Field Spell

DARK monsters on the field gain 300 ATK and DEF. Once per turn (Quick Effect): You can rearrange your Set cards. When a monster you control is flipped face-up, you can activate this effect: Immediately flip that monster face-down again. During the turn you activate this effect, you cannot activate the effects of any other monsters you control that activate when they are flipped face-up. You can only activate this effect of "Lunar Eclipse" once per turn.

Citadel of Veldaion

Field Spell

After a "Veldaion" Counter Trap Card resolves, gain 1000 LP. "Veldaion" monsters you control gain 100 ATK times their Level. If either player pays LP to activate a card or effect, you can gain LP equal to half the amount of LP paid, and if you do, you can add 1 "Veldaion" card from your Deck to your hand (you can only activate this effect of this card's name once per turn).

Notice Anything?

Field Spell

You can send 1 "LV" monster in your hand to the bottom of your Deck; draw 1 card. If this card on the field is sent to the GY, you can target 1 "LV" monster you control: tribute it; Special Summon 1 "LV" monster written on that card's text from your hand or Deck, ignoring summoning conditions. You can only use each effect of this card's name once per turn.

Agony Theater

Field Spell

When this card is activated, banish all Special Summoned monsters you control. If a player Normal or Special Summons a monster(s), that player pays LP equal to half the ATK of the monster they Summoned. Each player must pay 800 LP during their Draw Phase, or skip their Normal Draw (a player who skips their Normal Draw due to this effect cannot activate cards or effects that add cards from their Deck to their hand). All increases to a player's LP are doubled.

Orichalcos Deuteros

Field Spell

During either player's turn: You can activate this card from your hand by sending 1 "The Seal of Orichalcos" from your hand or side of the field to the Graveyard, or by banishing "The Seal of Orichalcos" from your Graveyard. If this card is activated this way, this card gains the name and effects of "The Seal of Orichalcos", also draw 1 card. If you control 2 or more face-up monsters, the monster you control with the highest ATK cannot be destroyed or targeted by your opponent's card effects. Once per turn, during either player's turn, if a card or effect is activated that would destroy 2 or more cards on the field: You can negate that card/effect, and if you do, destroy it, and if you do that; you can Special Summon 1 Level 4 or lower monster from your hand or Graveyard.

Orichalcos Tritos

Field Spell

During either player's turn: You can activate this card from your hand by sending 1 "Orichalcos Deuteros" from your hand or field to the Graveyard, or by banishing "Orichalcos Deuteros" from your Graveyard. If this card is activated this way, this card gains the name and effects "Orichalcos Deuteros" had, also draw 1 card. This card cannot be targeted by your opponent's card effects. Once per turn, during either player's turn, if your opponent would declare an attack or activate a monster effect: You can negate that attack/effect, and if you do; destroy that monster. During your End Phase: Gain 500 LP for each face-up Monster Card you control, including monsters not being treated as monsters (this includes cards in the Pendulum Zone).

Abyss Canyon

Field Spell

Once per turn, during either player's turn: You can rearrange any number of face-down Defense Position monsters you control (those monsters do not leave face-down Defense Position). Once during the End Phase, you can: Change a number of face-up monsters on the field to face-down Defense Position up to the number of Rock-Type monsters you control. Battle damage your opponent takes from battles involving at least 1 each of a Rock-Type monster and a monster they control is doubled.

Invigorating Apothecary

Field Spell

If a Level 3 or lower monster you control inflicts damage to your opponent (by battle or its own effect): Gain LP equal to the amount of damage inflicted. When your LP are increased, place 1 Potion Counter on this card for every 500 LP you gained (rounded up). Monsters you control gain 300 ATK and DEF for each Potion Counter on this card. Once per turn, you can remove any number of Potion Counters from this card to target 1 monster in your Graveyard whose Level is equal to the number of removed Counters: Special Summon that target.

Mountain Valley

Field Spell

Dragon-Type and Warrior-Type monsters you control gain 500 ATK and DEF. Once per turn, as a Quick Effect during your turn, you can target 1 Dragon-Type, Warrior-Type, or Spellcaster-Type monster you control: Send that target to the Graveyard, and Special Summon 1 Dragon-Type or Warrior-Type monster from your hand or Graveyard, except a monster with the same name as the sent monster. If you Normal Summon a monster, you can place 1 Dragon-Type or Warrior-Type monster from your Deck or Graveyard on top of your Deck. If a monster you control destroys your opponent's monster by battle and sends it to the Graveyard: Draw 1 card (You can only activate this effect of this card's name once per turn).

Terracotta Labyrinth

Field Spell

When either player declares a direct attack: Special Summon 1 "Ancient Statue Token" (Rock-type/EARTH/Level 6/ATK 2000/DEF 2000) to the turn player's opponent's side of the field; the Token becomes the new attack target. When an "Ancient Statue Token" is removed from the field: Both players take 1000 damage. If a player controls no monsters, this card cannot be targeted by card effects.

Realm of the Aged

Field Spell

During each Standby Phase: Increase the turn count by 1. Monsters cannot attack during the turn they are Summoned. If this card is destroyed: Increase the turn count by 3.

Bug-Eat-Bug World

Field Spell

If an Insect-Type monster is sent to the Graveyard, you can banish that monster: Special Summon 1 Insect-Type monster from your Deck whose Level is 1 higher than the banished monster's. You can only use this effect of "Bug-Eat-Bug World" once per turn. You can target 2 Insect-Type monsters you control: Destroy the first target, and if you do, the second target gains 500 ATK until the End Phase.

Jailyard

Field Spell

All monsters lose 400 ATK and DEF. When a monster effect is activated: That monster's owner must banish a number of cards from the top of their Deck face-down equal to the Level/Rank of the monster whose effect was activated. Once per turn: Players can activate 1 Trap Card during the turn it was Set.

Sparring Grounds

Field Spell

Players can target their own monsters for attacks. When they do, monsters are not destroyed by battle, also, increase the ATK of the monster with the lower ATK by the amount of damage they take from that battle. This increase remains even if this card leaves the field.

Perpetual Motion World

Field Spell

When a monster is Summoned: All monsters on the field must move to an adjacent Monster Zone to its left. If a monster cannot change its Zone: Destroy it. Once per turn: You can target 1 card in your Spell/Trap Zone; destroy it, and if you do, Special Summon 1 "Greased Gear Token" (Machine-type/LIGHT/Level 3/ATK 1000/DEF 1000). If a "Greased Gear Token" moves to another column: Increase the ATK and DEF of all "Greased Gear Tokens" by 300 (even if this card leaves the field).

Different Dimension Incarnation Zone

Field Spell

You can activate this card if the top card in your Banished Zone is a face-up monster that can be Normal Summoned. That monster is treated as being on the field. If the monster that was on top of your Banished Zone when this card is activated is not on top of your Banished Zone: Destroy this card.

Palace of the Eternal - Zombie Citadel

Field Spell

This card is treated as "Zombie World" while face-up on the field or in the Graveyard. Monsters on the field and in every Graveyard become Zombie-Type. Monsters cannot be Tributed, except to Tribute Summon Zombie-Type monsters. Once per turn: You can Special Summon 1 Zombie-Type monster from the Graveyard, but banish it when it leaves the field. If this card is destroyed by an opponent's effect and sent to the Graveyard: You can send 1 Zombie-Type monster from your Deck to the Graveyard; activate this card in your Field Zone. You can only use this effect of "Palace of the Eternal - Zombie Citadel" once per turn.

High-Energy Impact Terrain

Field Spell

When this card is activated: Your opponent can activate 1 "High-Energy Impact Terrain" from their hand or Deck, and if they do so this way; Place 2 High-Energy Counters on this card. This face-up card cannot be destroyed or banished. During each Standby Phase, place 1 High-Energy Counter on each "High-Energy Impact Terrain" on the field. You can remove any number of High-Energy Counters from this card: Apply the appropriate effect:

●2: Add 1 "High-Energy" Normal or Quick-Play Spell Card from your Deck to your hand.

●4: Target 1 monster your opponent controls: Destroy that target.

●6: Add 1 Level 3 or lower Tuner from your Deck or Graveyard to your hand.

●8: Inflict 200 damage to your opponent for each monster they control, then gain LP equal to the amount of damage inflicted.

Splinter Targe

Equip Spell

The equipped monster gains 200 ATK and DEF. When either this card or the equipped monster is destroyed, Special Summon 2 "Splinter Tokens" with the same Attribute, Type, Level, ATK, and DEF of the equipped monster on the field to any 2 unoccupied Monster Card Zones.

Cestus of the Gods

Equip Spell

Can only be equipped to a Level 3 or lower monster. Increase the equipped monster's ATK by 400. If the equipped monster inflicts Battle Damage to your opponent's Life Points, except by a direct attack, activate each of the following effects in sequence:

●Increase your Life Points by the amount of damage inflicted.

●Increase this monster's ATK by half the amount of damage inflicted.

●If your opponent's Life Points are higher than yours, draw 1 card.

Weapon Watch

Equip Spell

Roll a six-sided die: Excavate cards from the top of your deck equal to the result and equip any number of Equip Spells to appropriate monsters on the field. Shuffle all other excavated cards back into the Deck. If this face-up card is sent to the Graveyard, add 1 Equip Spell from your Graveyard to your Hand except "Weapon Watch". You can only use each effect of "Weapon Watch" once per turn.

Sword of Pain

Equip Spell

Increase the ATK of the equipped monster by 1000. If the equipped monster attacks, you take 500 points of damage.

Greedy Golden Gauntlet

Equip Spell

The equipped monster gains 200 ATK. If the equipped monster attacks, no cards or effects can be activated until the end of the Damage Step. If your opponent's Life Points are less than the combined ATK of all monsters you control at the end of your 1st Main Phase, you must skip your Battle Phase.

Foolish King's Sceptre

Equip Spell

The equipped monster gains an additional attack for each Equip Spell Card equipped to it. Your opponent draws an additional during each of their Draw Phases for each Equip Spell Card face-up on the field. There can be only 1 face-up "Foolish King's Sceptre".

Shield Gong

Equip Spell

Once per turn, the equipped monster cannot be destroyed by battle. The equipped monster is treated as a Tuner monster. If a monster on the field is destroyed, you can Special Summon this card from your Graveyard as a Normal Tuner monster (EARTH/Level 1/Machine-Type/100 ATK/800 DEF) (You can only activate this effect of this card's name once per turn).

Mighty Hammer

Equip Spell

The equipped monster gains 800 ATK. If the equipped monster destroys your opponent's monster by battle, draw 1 card. If the equipped monster battles, change its Battle Position at the end of the Damage Step.

Convincing Costume

Equip Spell

When this card is activated, select up to 2 words: Add those words to the name of of the equipped monster. If the equipped monster would leave the field, you can destroy this card, instead.

Sword of the Hero

Equip Spell

Equip only to the monster you control with the highest Level. If the equipped monster is destroyed, you can Special Summon this card to either player's field as a monster with the same Attribute, Type, Level/Rank, ATK, DEF, and effects as the equipped monster (This card is NOT treated as a Spell Card).

Flaming Sword of Fire

Equip Spell

Equip only to a Warrior-Type monster. If the equipped monster destroys a monster by battle, inflict damage to your opponent equal to half the destroyed monster's original ATK.

Blessed Soul Staff

Equip Spell

Cannot be equipped to a DARK monster. The equipped monster gains 200 ATK. If the equipped monster inflicts battle damage, increase your Life Points by the amount of damage inflicted.

Sturmfalken

Equip Spell

During your Standby Phase, if this card is equipped to a monster, except "Dame of the Sacred Tome", take 2000 damage. The equipped monster gains 800 ATK. If the equipped monster battles, no cards or effects can be activated until the end of the Damage Step, except the effects of the equipped monster and Equip Spell Cards equipped to the equipped monster. At the start of the Damage Step, a monster battling the equipped monster has its ATK halved.

Flamenshlangen

Equip Spell

During your Standby Phase, if this card is equipped to a monster, except "Dame of the Sacred Tome", take 2000 damage. The equipped monster inflicts piercing battle damage. If the equipped monster inflicts battle damage to your opponent, draw 1 card. At the start of the Damage Step, you can Special Summon 1 monster from your hand or Graveyard of the same Type as the equipped monster, but of a lower Level than the equipped monster's Level/Rank.

Frosthaifisch

Equip Spell

During your Standby Phase, if this card is equipped to a monster, except "Dame of the Sacred Tome", take 2000 damage. A monster that battles the equipped monster has its effects negated. If the equipped monster is the only monster you control, it is unaffected by your opponent's card effects. Your opponent's monsters must attack the equipped monster during your opponent's Battle Phase.

Wattlewall

Equip Spell

The equipped monster cannot be destroyed by battle. Once per turn, this card cannot be destroyed. The first attack your opponent makes in a turn must target the equipped monster. If your opponent attacks and you take no damage, draw 1 card.

Magic of the Pharoah

Equip Spell

During your Main Phase, you can declare 1 card name, then draw 1 card: If the name you declared is the same as the card you drew by this effect, the equipped monster gains 200 ATK and an additional attack during each Battle Phase. If the card you draw does not have the same name as the declared card, discard that card, also you cannot activate this effect of "Magic of the Pharoah" for the rest of the turn.

Razing Flames

Equip Spell

Equip only to a FIRE, Dragon-Type, or Spellcaster-Type monster. The equipped monster inflicts piercing Battle Damage. The equipped monster gains 200 ATK times its Level (Xyz monsters are treated as Level 0). If the equipped monster attacks, destroy all face-up Field Spell Cards in play, and if you do, this monster can attack all monsters your opponent controls this turn, once each.

Okami Dagger

Equip Spell

Equip only to a Beast or Beast-Warrior-Type monster. The equipped monster gains 1000 ATK. Once per turn: You can pay 1000 Life Points to target 1 Level 4 or lower Beast-Type monster in your Graveyard; Special Summon it. If this card leaves the field: You can halve the ATK of 1 monster on the field.

Alendra's Tears

Equip Spell

If "Alendra" is destroyed by battle, you can equip this card from your Deck to 1 face-up monster on the field. The equipped monster's effects are negated, and it is banished when it leaves the field. The equipped monster's ATK is doubled. During each Standby Phase, gain LP equal to the equipped monster's original ATK.

Summoner Watch

Equip Spell

Once per turn, you can discard 1 card: Add 1 monster from your Deck to your hand whose Level, Type, and Attribute are the same as the equipped monster's. If this card is sent from the field to the Graveyard, you can target the equipped monster on the field; Special Summon 1 monster from your Graveyard whose Level, Type, and Attribute are the same as the target's, but its effects are negated.

Lunar Spike

Equip Spell

The equipped monster gains 300 ATK and DEF, also it cannot be destroyed by battle or card effects. If the equipped monster would be targeted by a card's effect, you can destroy this card to negate the activation, and if you do, destroy it and inflict 300 damage to your opponent. During your Draw Phase, you can add this card from your Graveyard to your hand instead of drawing (you can only activate this effect of "Lunar Spike" once per turn).

Berserk Chain

Equip Spell

The equipped monster gains 200 ATK. If the equipped monster destroys your opponent's monster by battle while your opponent controls a monster in the Zone adjacent to the destroyed monster's Zone, it can attack that monster.

Arcane Spellsword

Equip Spell

The equipped monster gains 300 ATK, plus 200 additional ATK and DEF for every Spell Counter on this card. If a Spell Card is activated, or the equipped monster attacks, place 1 Spell Counter on this card. If the equipped monster would be destroyed, you can remove 2 Spell Counters from this card: The equipped monster is not destroyed. If the equipped monster destroys your opponent's monster by battle, you can remove 2 Spell Counters from this card: The equipped monster can declare an additional attack in a row.

Xyz Raid

Equip Spell

Equip only to an Xyz monster. Once per turn, you can attach 1 Spell/Trap Card from your hand to the equipped monster as Xyz Material. Once per turn, you can detach 1 Xyz Material from the equipped monster; destroy 1 card on the field.

Twin Breaker Blades

Equip Spell

The equipped monster gains 400 ATK. When this card is activated, you can discard up to 3 cards to select and apply a number of the following effects for each card discarded:

●If the equipped monster battles your opponent's monster, negate the effects of the opposing monster (including in the Graveyard), beginning at the start of the Damage Step.

●Once per turn, if the equipped monster destroys your opponent's monster by battle, it can attack once again in a row.

●At the start of your 2nd Main Phase, draw 1 card for each monster destroyed by the equipped monster this turn (by battle or its own effect).

You can only control 1 "Twin Breaker Blades".

Drill Break Lance

Equip Spell

Your opponent cannot attack monsters you control, except the equipped monster. When this card is activated, you can banish up to 3 cards from your Graveyard to select and apply a number of the following effects equal to the number of cards banished:

●The equipped monster gains 1000 ATK.

●At the end of the Damage Step, if the equipped monster battled, you can target and destroy 1 card on the field.

●Once per turn, during either player's turn, if the equipped monster would be destroyed, you can target and destroy 1 other card on the field; the equipped monster is not destroyed.

You can only control 1 "Drill Break Lance".

Massive Break Hammer

Equip Spell

The equipped monster gains 500 ATK. When this card is activated, you can send up to 3 cards from your Deck to your Graveyard of different card Types (Monster, Spell, and/or Trap) to activate a number of the following effects in order equal to the number of cards sent to the Graveyard this way:

●Banish any monster destroyed by battle with the equipped monster.

●If the equipped monster destroys your opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's original ATK.

●The equipped monster inflicts piercing Battle Damage, and if it does, draw 2 cards.

You can only control 1 "Massive Break Hammer".

Living Dead Shackles

Equip Spell

Target 1 Normal monster in your Graveyard: Special Summon that target, and equip it with this card. If the equipped monster is not Zombie-Type, it becomes Zombie-Type, and if it does, increase its ATK by half its original ATK, but its DEF becomes 0. This card cannot be destroyed by its controller. You can only control 1 "Living Dead Shackles".

Nails of Bane

Equip Spell

The equipped monster gains 500 ATK, also once per turn it cannot be destroyed by battle. For each of the following criteria the equipped monster meets, this card gains the appropriate effect:

●Level 7 or lower: If the equipped monster attacks, it gains ATK equal to its Level x100 until its controller's next Standby Phase.

●DARK-Attribute: If the equipped monster destroys your opponent's monster by battle, you can draw 1 card, and if the drawn card is a DARK monster with 2000 or less ATK, you can Special Summon that monster.

●Dragon-Type: This card and the equipped monster cannot be destroyed by card effects, except the effects of Dragon-Type monsters.

Viper's Seal

Equip Spell

When this card is activated, banish 1 Reptile-Type monster from your Graveyard to target 1 monster in your opponent's Graveyard: Special Summon that target, and equip this card to the Special Summoned monster. A monster Summoned by this effect cannot activate its effects during the turn it is Summoned. The equipped monster gains 200 ATK, also it is treated as Reptile-Type. If this equipped card is destroyed, banish the equipped monster.

Evolution Blade

Equip Spell

If a "Silvermoth" monster is Special Summoned, you can equip this card from your Graveyard to that monster. The equipped monster gains 500 ATK. During each Standby Phase, if an Insect-Type equipped monster with a Level destroyed your opponent's monster during the previous turn, increase the equipped monster's Level by 2, otherwise, increase it by 1. During either player's turn, you can Tribute the equipped monster: Special Summon 1 Insect-Type monster from your hand, Deck, or Graveyard whose Level is less than or equal to the equipped monster's Level on the field, but destroy it during the End Phase if it is not a "Silvermoth" monster.

Evolution Saber

Equip Spell

You can discard this card to Special Summon 1 "Larva Silvermoth" from your hand, Deck, or Graveyard (you can only activate this effect of this card's name once per turn). If a "Silvermoth" monster is Special Summoned, you can equip this card from your Graveyard to that monster. The equipped monster gains 500 ATK. During each Standby Phase, if an Insect-Type equipped monster with a Level destroyed your opponent's monster during the previous turn, increase the equipped monster's Level by 2, otherwise, increase it by 1.

Evolution Armor

Equip Spell

Equip only to an Insect-Type monster. If a "Silvermoth" monster is Special Summoned, you can equip this card from your Graveyard to that monster. The equipped monster cannot be destroyed by battle or card effects. During each of your Standby Phases, increase the equipped monster's Level by 1, and if you do, you can target 1 face-up monster whose Level/Rank is less than or equal to the equipped monster's: Destroy that target. If the equipped monster destroys your opponent's monster by battle, you can add 1 "Evolution" Equip Spell Card from your Deck to your hand, except "Evolution Armor".

Skull Hammer

Equip Spell

The equipped monster loses 1000 ATK. If the equipped monster attacks your opponent's monster, the attack target loses ATK equal to the equipped monster's ATK. If the equipped monster is changed to from Attack Position to Defense Position by a card's effect: Immediately change it back to Attack Position, and increase its ATK by 100.

Disgraceful Mask

Equip Spell

Discard all cards in your hand (min. 3) to activate this card. While you control this face-up card, you draw 1 card during your opponent's Draw Phase. During the End Phase, if the equipped monster activated an effect that you discarded 1 or more cards to activate, you can add 1 of those discarded cards from your Graveyard to your hand. You can only control 1 "Disgraceful Mask".

Thundersmith's Blade

Equip Spell

The equipped monster gains 200 ATK. If the equipped monster attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If the equipped monster destroys your opponent's monster by battle, you can decrease the ATK of all monsters your opponent controls by the difference between the original ATK of the equipped monster and the destroyed monster, until the End Phase.

Super Premature Burial

Equip Spell

Target 1 Gemini monster in your GY; Special Summon that target and equip it with this card. If the equipped monster is Normal Summoned: destroy this card. If this card is destroyed while equipped to a Gemini monster, you can equip 1 Equip Spell from your Deck to 1 appropriate Gemini monster you control.

Triangle-Cut Blade

Equip Spell

If the equipped monster destroys your opponent's monster by battle, you can Special Summon 1 monster with the same name as the equipped monster from your hand or Graveyard. If you control 3 monsters with the same name, the equipped monster's ATK is doubled.

Sealing Sword of the Oricalchos

Equip Spell

The equipped monster's effects are negated. During each of your End Phases, discard 1 card. If you control "The Seal of Oricalchos", you can activate this card in your opponent's Spell/Trap Card Zone (you still select the equipped monster).

Flip-Flops Version 3000

Equip Spell

The equipped monster gains 100 ATK and DEF. Equip this card to another appropriate target; flip the monster this card was originally equipped to into face-down Defense Position. If this card is sent from the field to the GY: you can Special Summon 1 monster from your GY in face-down Defense Position. If a monster you control is Flip Summoned, you can equip this card from the GY to that target. You can only activate each effect of this card's name once per turn.

Darkness Metal Flare

Equip Spell

The equipped monster gains 200 ATK for each Dragon-Type monster in the Graveyard. If the equipped monster destroys your opponent's monster by battle, you can Special Summon 1 Level 4 or lower Dragon-Type monster from your Deck (you can only activate this effect of this card's name once per turn).

Radiant Rayshield

Equip Spell

Once per turn, the equipped monster cannot be destroyed by battle. Once per turn, the equipped monster cannot be destroyed by card effects. At the start of the Damage Step, if the equipped monster battles, your opponent's monsters lose 500 ATK until the end of the turn.

Armored Laser Cannon

Equip Spell

If the equipped monster attacks your opponent's Defense Position monster, increase the equipped monster's ATK by 800. Once per turn, during your opponent's turn, if your opponent activates a monster effect that would remove the equipped monster from the field, you can: Negate that effect, then, change that opponent's monster to face-up Defense Position. A monster whose Battle Position was changed by this effect cannot be changed to Attack Position, also its effects are negated.

Spiritfire Cloak

Equip Spell

The equipped monster cannot be targeted by other effects. The first time the equipped monster would be destroyed by a card effect in a turn: The equipped monster is not destroyed, also gain 300 LP for each turn this card has been on the field. During each Standby Phase, inflict 100 damage to your opponent for each Spell/Trap Card on the field.

Saturated Rain-Bow

Equip Spell

The equipped monster cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. The equipped monster can attack your opponent directly. If the equipped monster would inflict battle damage, gain an equal amount of LP instead. You can only control 1 “Saturated Rain-Bow”.

Crimson Mask

Equip Spell

The equipped monster becomes FIRE. If the equipped monster was already FIRE: any battle damage it inflicts is doubled. You can destroy the equipped monster, and if you do, draw cards equal to the number of Equip Spells equipped to it when it was destroyed.

Cerulean Mask

Equip Spell

The equipped monster becomes WATER. If the equipped monster was already WATER: you gain LP equal to the battle damage it inflicts. You can destroy this card and target 1 monster on the field; send monsters from your Deck to the Graveyard equal to the number of Equip Spells equipped to that target.

Celadon Mask

Equip Spell

The equipped monster becomes WIND. If the equipped monster was already WIND: it gains 500 ATK. Also, shuffle any monster that battles the equipped monster into the Deck after damage calculation. You can target a number of Spell/Trap cards on the field up to the number of Equip Spells equipped to the equipped monster; shuffle them and this card into their owner's Deck.

Kobicha Mask

Equip Spell

The equipped monster becomes EARTH. If the equipped monster was already EARTH: it gains 800 DEF. Also, it can attack while in defense position using its DEF for damage calculation. You can target a number of monsters on the field up to the number of Equip Spells equipped to the equipped monster; Set those targets, and if you do, shuffle this card into your Deck.

Obsidian Mask

Equip Spell

The equipped monster becomes DARK. If the equipped monster was already DARK: destroy any non-DARK monster the equipped monster battles at the start of damage calculation. You can banish the equipped monster; take control of a number of monsters your opponent controls up to the number of Equip Spells equipped to it when it was banished until the End Phase. You cannot Special Summon from the Extra Deck for the rest of the turn after you activate this effect.

Goldenrod Mask

Equip Spell

The equipped monster becomes LIGHT. If the equipped monster was already LIGHT, if it destroys a monster(s) (by battle or its own effect): you can draw 1 card then discard 1 card. Once per turn: you can send a number of cards from the top of your Deck to the Graveyard equal to the number of Equip Spells equipped to 1 monster on the field.

Broad-axe of Destiny

Equip Spell

The equipped monster gains 1000 ATK. During the End Phase of the turn this card was sent to the Graveyard by your opponent's card: Draw 1 card.

Super Force

Equip Spell

Cannot be equipped to a monster without an original Level. The equipped monster gains 200 ATK for each monster with a different name in your Graveyard. During the End Phase of the turn the equipped monster destroys your opponent's monster by battle: Shuffle this card into the Deck, and if you do; Special Summon 1 monster from your Deck of a lower Level than the equipped monster whose Attribute and Type are different from the equipped monster's.

Duelance

Equip Spell

If the equipped monster attacks, it gains 1000 ATK during the Damage Step only, and if it does; you can destroy 1 Spell/Trap Card on the field. If the equipped monster destroys your opponent's Special Summoned monster by battle, draw 1 card. If the equipped monster destroys your opponent's Effect monster by battle, inflict 500 damage to your opponent.

Shrink Ray

Equip Spell

Equip only to a Psychic-Type or Spellcaster-Type monster. If the equipped monster attacks your opponent's monster, the attack target's ATK and DEF are halved at the start of the Damage Step. If an equipped monster with an original Level of 3 or lower destroys your opponent's monster by battle, banish 1 Spell/Trap Card from your Deck: A card banished by this effect is added to your hand during your next Standby Phase.

Pure Weapon of the Soul

Equip Spell

This card can only be equipped to a Normal monster. The equipped monster gains 500 ATK and DEF and inflicts piercing battle damage. Once per turn, if the equipped monster destroys a monster by battle, it can declare an additional attack. At the end of the Battle Phase, if the equipped monster battled: You can target 1 Spell/Trap Card on the field; destroy that target. If this card is sent from the field to the Graveyard because the equipped monster was removed from the field: You can draw 2 cards.

Mask of Evil

Equip Spell

The equipped monster gains 500 ATK. If the equipped monster leaves the field, except by your card effect or as Material for the Summon of a monster from your Extra Deck: Inflict damage to your opponent equal to double the equipped monster's original ATK. You can pay 1000 LP to activate this card from your hand during your opponent's turn.

Blademaster Blaster

Equip Spell

If you control no monsters, you can reveal this card in your hand to add 1 Level 4 EARTH Machine-Type monster from your Deck to your hand (you can only activate this effect of this card's name once per turn). If the equipped monster attacks, increase its ATK by 100 for each card you control (even if this card leaves the field). During the End Phase of the turn this card was destroyed on the field or banished from your Graveyard: You can add this card to your hand. If the equipped monster is equipped with another Equip Spell Card, you can select and activate 1 of the following effects:

●Destroy 1 card on the field.

●Banish 1 card from the Graveyard.

Silica Scimitar

Equip Spell

Equip only to a Normal Monster. You can only use each of this card name's effects once per turn. (1) If the equipped monster battles an opponent's monster: You can destroy that opponent's monster, then the equipped monster gains ATK equal to half the destroyed monster's original ATK. (2) You can banish this card you control, face-down; your opponent takes damage equal to the deficit between the equipped monster's ATK at activation and its original ATK.

Armodia Unit Attack Drones

Equip Spell

You can only control 1 "Armodia Unit Attack Drones". Once per turn, you can roll a six-sided die, and select a number of the following effects equal to the result:

●Once per turn, if the equipped monster attacked this turn: You can halve the equipped monster's ATK until the end of the Battle Phase; the equipped monster can declare an additional attack this turn.

●The equipped monster can attack your opponent directly.

●The equipped monster gains 800 ATK and DEF.

●If the equipped monster destroys your opponent's monster by battle: You can Special Summon 1 "Armodia" from your hand, Deck, or Graveyard.

●At the start of the Damage Step, if this card attacks: You can target 1 monster from your opponent's field or Graveyard whose ATK is less than the equipped monster's, except the attack target; banish it.

●Once per turn, during either player's turn: You can lower the ATK and DEF of all monsters your opponent controls by 100 for each card in their Banished Zone, then gain 500 LP for each monster your opponent controls whose ATK or DEF is currently 0.

Armodia Unit Artillery Drones

Equip Spell

The equipped monster gains 500 ATK. If the equipped monster attacks, increase its ATK and DEF by 300. If the equipped monster destroys your opponent's monster by battle: You can Special Summon 1 " Drone Token" of the same Level, Type, and Attribute as the equipped monster, with ATK and DEF equal to the difference between the equipped monster's current and original ATK. If this card is sent from the field to the Graveyard: You can Special Summon 1 "Armodia" from your hand, Deck, or Graveyard.

Flareburst Gladius

Equip Spell

Special Summon 1 monster with 200 DEF from your Graveyard and equip it with this card. The equipped monster gains 200 ATK for each monster with a different name that has 200 DEF in your Graveyard. If this card is removed from the field: Destroy the equipped monster and take 200 damage for each monster with 200 DEF with a different name in your Graveyard.

Running Shoes

Equip Spell

Special Summon 1 Level 2 or lower monster from your hand and equip it with this card. The equipped monster cannot be targeted by your opponent's card effects.

Soulseeker Sword

Equip Spell

The equipped monster gains 100 ATK. If the equipped monster destroys your opponent's monster by battle: Note its ATK in multiples of 200 (rounded down), and increase the equipped monster's ATK by half the noted ATK. If the equipped monster destroys your opponent's monster by battle, you can destroy 1 other card equipped to the equipped monster: The equipped monster gains 1 additional attack during this Battle Phase.

Torment Ring

Equip Spell

The equipped monster cannot attack, be Tributed or used as Material for a Summon. During each of your End Phases, inflict damage to your opponent equal to half the equipped monster's original ATK. If this equipped card is destroyed, you can Set 1 Normal Trap Card with an effect that inflicts damage from your Graveyard.

Thunder Cuffs

Equip Spell

The equipped monster cannot be destroyed by battle, also its effect is negated and it cannot be used as Material for a Summon. Each time the equipped monster battles: Place 1 Thunder Counter on this card. When a Thunder-Type monster is Summoned: Inflict damage to both players equal to the number of Thunder Counters on this card x100. You can only control 1 "Thunder Cuffs".

Jealous and Talkative Dagger

Equip Spell

The equipped monster gains 100 ATK and DEF. The equipped monster cannot be equipped with other Equip Spells. During the Battle Phase, negate the equipped monster's effects. During your Main Phase, while this card is in the Graveyard: You can equip it to an appropriate monster on the field, but banish it if it leaves the field. You can only use this effect of "Jealous and Talkative Dagger" once per turn.

EXP Blade

Equip Spell

Increase the equipped monster's ATK and DEF by the turn count x100. If this card is sent from the field to the Graveyard, you can target 1 monster you control: Increase its ATK and DEF by 500.

Lightning Longsword

Equip Spell

The equipped monster gains 300 ATK. If the equipped monster attacks, you can target 1 face-up card on the field: That target's effects are negated until the 2nd End Phase after this effect resolves. If this face-up card is sent to the Graveyard: Draw 1 card.

Blade of Lost Heroes

Equip Spell

Target 1 Level 3 or lower Warrior-Type monster in your Graveyard: Special Summon that target and equip it with this card. The equipped monster's effect is negated (if any). If the equipped monster destroys a monster(s) by battle: Draw 1 card, and if you do; the equipped monster gains 200 ATK and DEF.

Platinum Scales

Equip Spell

Equip only to a Fish or Sea Serpent-Type monster. The equipped monster cannot be destroyed. Once per turn, if the equipped monster would be destroyed: Inflict 1000 damage to your opponent. During either player's turn, you can target 1 other Fish or Sea Serpent monster on the field; Tribute the equipped monster, and if you do, equip this card to that target.

Power Grasp

Equip Spell

The equipped monster gains 100 ATK. If the equipped monster battles: Increase the ATK and DEF of all monsters you control by 100. If a monster(s) on the field would gain ATK and/or DEF from the effect of a card you control, except the equipped monster: You can return the ATK of 1 or more of those monsters to their original ATK; the equipped monster gains ATK equal to the combined change in ATK.

Plume of Victory

Equip Spell

The equipped monster loses 800 ATK. If the equipped monster destroys an opponent's monster by battle, note the Level/Rank of the destroyed monster. If this card is sent to the Graveyard by the equipped monster leaving the field: Special Summon 1 or more monsters from your hand or Graveyard whose combined Level is exactly equal to the combined noted Level/Rank(s).

Mystical Item - Cracked Mirror

Equip Spell

Once per turn, when the equipped monster attacks or is attacked: You can Special Summon 1 "Cracked Reflection Token" (Fairy/DARK) 1 Level lower than and with 500 less ATK and DEF each than the attacking monster. If your opponent declared an attack that triggered this effect, change the attack target to that Token. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Jet Bootsu

Equip Spell

The equipped monster cannot be targeted for an attack, but it does not prevent your opponent from attacking you directly. If your opponent attacked you directly since your last battle phase: The equipped monster can attack your opponent directly. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Tangle Web Comb

Equip Spell

Once per turn, during either player's turn: You can target 1 monster your opponent controls with a Level less than the equipped monster's Level/Rank; the target's effects are negated, also its ATK and DEF become 100. If this card is sent from the field to the Graveyard: shuffle it into the Deck.

Mystical Item - Mantis Flip Coin

Equip Spell

Activate by targeting a face-down monster you control: Flip that target into face-up Attack Position or Defense Position and equip it with this card. Once per turn, during either player's turn: You can change the battle position of the equipped monster. If the equipped monster changed its battle position this turn: It can declare a direct attack. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Two-Ton Tunic

Equip Spell

The equipped monster cannot be destroyed. The equipped monster cannot attack. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Eye of Dashi

Equip Spell

The equipped monster gains 500 ATK. Your opponent cannot activate the effects of monsters the equipped monster battles (including in the Graveyard). If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Third Arm Sash

Equip Spell

When this card is activated: you can excavate cards until you excavate an Equip Spell (except "Mystical Item - Third Arm Sash"). Equip the excavated Equip to the equipped monster. Shuffle the other excavated cards into your Deck. The equipped monster gains 200 ATK and DEF for each Equip Spell equipped to it. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Fist of Tebigong

Equip Spell

The equipped monster gains 1200 ATK. During your Standby Phase: Target 1 monster your opponent controls. The equipped monster cannot attack, except to attack a monster targeted by this card. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Monkey Staff

Equip Spell

During each Standby Phase: Increase the equipped monster's ATK by 300, and decrease its DEF by 300. Once per turn: You can Special Summon 1 "Monkey Servant Token" (Beast-Type/EARTH/Level 2/ATK 800/DEF 0). The equipped monster cannot be targeted for an attack while you control another Beast-Type monster. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Golden Tiger Claws

Equip Spell

The equipped monster gains 300 ATK. Twice per turn: You can move the equipped monster to an unoccupied Monster Zone on your side of the field. If this card is sent from the field to the Graveyard: shuffle it into the Deck.

Mystical Item - Changing Chopsticks

Equip Spell

The equipped monster's ATK and DEF become 100. If this card is sent from the field to the Graveyard: shuffle it into the Deck.

Mystical Item - Sword of the Storm

Equip Spell

When the equipped monster declares an attack: Reduce the ATK and DEF of all monsters your opponent controls by 400. If this card is sent from the field to the Graveyard: shuffle it into the Deck.

Mystical Item - Shroud of Shadows

Equip Spell

The equipped monster loses 300 ATK and DEF. It is unaffected by card effects that do not target it. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Helmet of Jong

Equip Spell

The equipped monster gains 500 DEF. It is unaffected by its owner's card effects, except the effects of "Mystical Item" cards. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Ring of the Nine Dragons

Equip Spell

Once per turn: You can reduce the ATK and DEF of the equipped monster by 500; Special Summon 1 Token (ATK 0/DEF 0). The Token's name, Level, Type, and Attribute are the same as the equipped monster's. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Mystical Item - Falcon's Eye

Equip Spell

Once per turn: You can reveal 1 random card in your opponent's hand. If the revealed card is a monster whose ATK or DEF is less than the equipped monster's, banish it until your opponent's next End Phase. If this card is sent from the field to the Graveyard: Shuffle it into your Deck.

Mystical Item - Sapphire Dragon

Equip Spell

Special Summon 1 monster from your hand and equip it with this card. The equipped monster cannot be destroyed by battle. The equipped monster's name becomes "Sapphire Clone". "Sapphire Clones" on the field have their effects changed to:

●Once per turn, during either player's turn, you can target 1 monster on the field; increase or decrease its level by up to 2.

A monster targeted by a "Sapphire Clone" (by battle or card effect) has its name changed to "Sapphire Clone" as long as this card remains face-up on the field. If this card is removed from the field, banish the equipped monster. If this card is sent from the field to the Graveyard: Shuffle it into the Deck.

Twin Fang Blades

Equip Spell

You can only control 1 "Twin Fang Blades". Apply the appropriate effects:

●During your turn: The equipped monster can make up to 2 attacks on monsters per Battle Phase. If the equipped monster destroys your opponent's monster by battle, you can banish 1 card from your opponent's Graveyard.

●During your opponent's turn: The equipped monster cannot be destroyed by battle twice per turn. Monsters Summoned this turn whose Level/Rank is less than or equal to the number of their controller's banished cards have their effects negated, also they cannot be used as Material for a Summon.

Airknight's Gladius

Equip Spell

The equipped monster gains 300 ATK, also it cannot be destroyed during the Battle Phase. This card gains the appropriate effects depending on the number of the following criteria the equipped monster satisfies.

●Level 5 or lower Fairy-Type monster: The equipped monster inflicts piercing battle damage. If the equipped monster inflicts battle damage to your opponent: You can draw 1 card.

●Non-Effect monster: Your opponent's monsters that battle the equipped monster have their effects negated, including in the Graveyard. Once per turn if this card destroys your opponent's monster by battle, it can attack once again in a row.

●"Aeris": If the equipped monster attacks your opponent's monster: Increase the ATK of the equipped monster by half the ATK of the monster your opponent controls with the lowest ATK until the end of the Battle Phase. If a card(s) is added to your hand by the effect of an equip card, you can target 1 monster in your opponent's Graveyard: Special Summon that target.

Goblin Spear

Equip Spell

Equip only to a "Goblin" monster. If the equipped monster attacks, your opponent cannot activate Spell/Trap Cards or effects until the end of the Damage Step. If the equipped monster's battle position is changed by its own effect: Increase its ATK and DEF by its Level x100, and if you do; your opponent discards 1 card, and you draw 1 card. If the equipped monster is changed from Defense Position to Attack Position: You can destroy 1 card your opponent controls, and if you do; banish 1 card from your opponent's Graveyard.

Cuneiforment Obelisk

Equip Spell

Equip only to a Level 4 Rock-Type monster. The equipped monster gains 800 ATK and DEF, also it is unaffected by the effects of other Spell/Trap Cards. Once per turn, during either player's turn, if a monster equipped with this card changes its battle position, you can target 1 "Cuneiforment" monster in your Graveyard: Special Summon that target, and equip this card to that Summoned monster. If you take damage while this card is in your Graveyard, you can banish this card from your Graveyard: Inflict damage to your opponent equal to the amount of damage you took, then Special Summon 1 "Cuneiforment" monster from your Graveyard with ATK less than or equal to the amount of damage inflicted.

Dominion Blade

Equip Spell

The equipped monster gains 300 ATK and DEF. If this card is destroyed on the field: You can inflict 300 damage to your opponent. During your Main Phase, you can shuffle this card from your Graveyard into your Deck: Excavate the top 3 cards of your Deck; banish 1, and return the rest to the top or bottom of your Deck in any order (you can only activate this effect of this card's name once per turn). During your Draw Phase, add any cards that were banished by this effect to your hand.

Accursed Cloak

Equip Spell

If this card was sent from your hand or Deck to the Graveyard this turn, you can equip this card from your Graveyard to a monster you control. The equipped monster loses 500 ATK, also its effects on the field are negated. Once per turn, if this card and/or the equipped monster would be destroyed by your opponent's card effect: You can negate that effect, then draw 1 card. If the equipped monster attacks your opponent's monster and its ATK is less than the attack target's, your attacking monster gains ATK equal to double the difference until your next turn.

Mizunoken

Equip Spell

The equipped monster gains 500 ATK. If the equipped monster destroys your opponent's monster by battle: You can Special Summon 1 monster from your Deck or Graveyard whose original Type is not Dragon, but whose effect specifically treats it as Dragon-Type. If this face-up card is sent from the field to the Graveyard: You can equip this card from your Graveyard to a face-up "Dragonna-bugeisha" you control; regardless, you can add 1 card from your Deck to your hand with "Dragonna-bugeisha" in its card text, except "Mizunoken" (you can only activate this effect of this card's name up to twice per turn). You can only control 1 "Mizunoken".

Jawbone Club

Equip Spell

If this card is equipped to a Level 7 or higher monster: You can Special Summon 1 Level 4 or lower monster from your Graveyard with the same Attribute and Type as the equipped monster. If the equipped monster battles: Negate the opposing monster's effects, and increase the equipped monster's ATK by 500. You can shuffle this card from your Graveyard into your Deck: Draw 1 card. You can only activate each effect of this card's name once per turn.

### Continuous Spell

Dual Option

Continuous Spell

Banish half of your Deck face-down. Whenever you would add a card from your Deck to your hand, you can add the appropriate face-down banished card to your hand instead of from your Deck. Once per turn, you can shuffle 1 face-down banished card to your Deck. If this card would leave the field, return all your banished cards to your Deck.

Start the Party

Continuous Spell

During the turn player's End Phase, if they used this card's effect, that player takes 800 damage for each monster they control. Both players can Normal Summon as many Level 1 monsters as possible. If all monsters on one side of the field are Level 1 monsters, the other player cannot Special Summon monsters from their hand.

Candles for the Lost

Continuous Spell

Once per turn, you can place 1 Candle Counter on this card. When a monster is Normal or Flip Summoned, or Normal Set: Place 1 Candle Counter on this card. Once per turn, during either player's turn, if a Monster Card(s) is sent to the Graveyard: You can place 1 Candle Counter on this card for each. During each Standby Phase, increase your Life Points by 200 for each Candle Counter on this card.

Multiple Purpose Machine

Continuous Spell

When this card is activated, place 2 Energy Counters on it. During each End Phase, place 1 Energy Counter on this card. Once per turn, during either player's turn, you can remove 1 Energy Counter from this card to select and activate 1 of the following effects:

●Inflict damage to your opponent equal to the number of Energy Counters on this card times 100, also increase the ATK of all monsters you control by 100 for every Energy Counter on this card until the next time an Energy Counter is removed from this card.

●Increase your Life Points by the number of Energy Counters on this card times 200, also decrease the ATK and DEF of all monsters your opponent controls by 100 for every Energy Counter on this card until the next time an Energy Counter is removed from this card.

●Both players send a number of cards from the top of their Deck to the Graveyard equal to the number of Energy Counters on this card, also this card cannot be destroyed until the next time an Energy Counter is removed from this card.

If one effect of this card is already active, you cannot activate that effect again until you have activated another of this card's effects.

Game of One

Continuous Spell

This face-up card cannot leave the field, except by the effect of "Game of One". You can destroy this face-up card to permanently negate the effect of 1 card in the Graveyard. While this card is in the Graveyard, both players can only Summon 1 monster, or activate 1 card or effect, per turn (this effect cannot be negated, except by the effect of "Game of One"). If this card is in the Graveyard, and a player has only 1 card in their hand, that player draws 5 cards, one by one, and must discard any Level 1 Normal monsters they draw.

Numeral Advance

Continuous Spell

When a "Numerix" Xyz monster is Summoned successfully: Draw 1 card. If a "Numerix" Xyz monster you control declares an attack, you can destroy this card: Increase the ATK of all monsters you control by 2000 until the end of the Battle Phase.

Numeral Shift

Continuous Spell

You can target 1 face-up "Numerix" Xyz monster you control: Xyz Summon 1 "Numerix" Xyz monster exactly 1 Rank higher than that target, using the target as Xyz Material (Xyz Materials attached to the target monster also become Xyz Material on the new monster). You can only activate this effect of "Numeral Shift" once per turn.

Candy Candy Candy

Continuous Spell

When your opponent Special Summons a monster, increase your Life Points by its combined ATK and DEF. You can only activate this effect of "Candy Candy Candy" once per turn.

Grimoire of Fear

Continuous Spell

The Levels of all Level 4 or lower monsters on the field becomes 1. Monsters Special Summoned from the Extra Deck cannot activate their effects the turn they are Special Summoned. During each of your Standby Phases, pay 500 Life Points or destroy this card. If this card is destroyed (except by its own effect), add 1 "Grimoire" Continuous Spell to your hand, except "Grimoire of Fear".

Grimoire of Wrath

Continuous Spell

When a monster you control attacks, and its level is higher than the defending monster's Level/Rank, your monster gains 1000 ATK until the end of the Damage Step. You must control another face-up Spell Card to activate and resolve this effect. If this card is destroyed, set 1 "Grimoire" Continuous Spell from your Graveyard to your side of the field except "Grimiore of Wrath".

Grimoire of Sorrow

Continuous Spell

As long as this card is face-up on the field, all Pendulum cards have a Scale of 5, and their effects are negated. If this card is destroyed, add 1 "Grimoire" Continuous Spell Card from your Deck to your hand, except "Grimoire of Sorrow".

Grimoire of Pain

Continuous Spell

Each player must pay 500 Life Points to activate a card or effect. If the effect that was activated negates a card or effect, that player pays an additional 1000 Life Points at the end of the Chain. If this card is destroyed, add 1 "Grimoire" Continuous Spell Card from your Deck to your hand, except "Grimoire of Pain".

Innocent Starter

Continuous Spell

When this card is activated, add 1 Level 3 or lower Spellcaster-Type monster from your Deck to your hand. Spellcaster-Type monsters you control gain 200 ATK for each monster on the field. If "Eternal Blaze" is also on the field, Level 3 or lower Spellcaster-Type monsters you control are unaffected by your opponent's card effects.

Eternal Blaze

Continuous Spell

When this card is activated, you can add a number of Level 3 or lower Spellcaster and/or Warrior-Type monsters from your Deck to your hand equal to the number of Level 4 or lower Spellcaster-Type monsters you control. If you control a face-up Spellcaster-Type monster, all Warrior-Type monsters you control gain 800 ATK. If "Innocent Starter" is also on the field, the ATK and DEF of Level 4 or lower Spellcaster-Type and Warrior-Type monsters you control is doubled.

Secret Ambition

Continuous Spell

If a Spell Card or the effect of a Spell Card (except the effect of "Secret Ambition") is activated, place 1 Spell Counter on this card. Level 3 or lower Spellcaster-Type and Warrior-Type monsters you control gain 100 ATK for each Spell Counter on this card. You can remove 4 Spell Counters from this card: Add 1 Spell Card from your Deck or Graveyard to your hand (you can only activate this effect of "Secret Ambition" once per turn). If you control both "Innocent Starter" and "Eternal Blaze", Continuous Spell Cards you control cannot be destroyed.

Field Maintenance

Continuous Spell

A Field Spell Card you control is unaffected by your opponent's card effects. All monsters you control that have their ATK and/or DEF increased by a Field Spell Card gain 500 ATK and DEF. If you do not control a Field Spell Card, you can banish this card from your Graveyard: Activate 1 Field Spell Card from your Deck or Graveyard.

Park Field

Continuous Spell

Banish 1 Field Spell Card from your Graveyard: This card gains that card's name and effects. Monsters you control gain 500 ATK.

Dummy Field

Continuous Spell

Pay 1000 Life Points to reveal 1 Field Spell Card from your Deck: This card gains that card's name and effects. If this card is destroyed by your opponent's card or effect, you can activate a Spell Card from your hand or Deck with the name this card had on the field.

Denied Evacuation

Continuous Spell

Monsters that would be sent from the field to the hand, Extra Deck, or Banished Zone are sent to the Graveyard instead. Monsters cannot activate effects that negate cards or effects.

Revitalization Spring

Continuous Spell

Monsters with 1800 or less original ATK gain 800 ATK. If you destroy your opponent's monster by battle, you can draw 1 card. If your opponent destroys a monster(s) you control, except by battle, you can draw 1 card. You can only activate each effect of "Revitalization Spring" once per turn.

Illuminating Red Flash

Continuous Spell

When this card is activated: You can add 1 LIGHT Beast-Type monster from your Deck to your hand. Your opponent cannot activate cards or effects in response to the Normal or Special Summon of a LIGHT Beast-Type monster.

The Mark of Lernaeus

Continuous Spell

You cannot Normal or Special Summon monsters, but you can Set (this effect cannot be negated). FIRE Dragon-Type monsters you control gain 3000 ATK and DEF. During the End Phase, you can pay 2000 Life Points: Give control of this card to your opponent.

Noblesse Oblige

Continuous Spell

While you control a face-up Level 7 or higher monster, your opponent cannot target monsters you control with attacks or effects, except for the highest-Level monster you control. If you do not control a face-up Level 7 or higher monster, destroy this card.

Metamorphing Powerstone

Continuous Spell

Once per turn, you can target 1 face-up card on the field with a Counter(s), place up to 2 Counters on it. The name of the Counters become the same as the name of the Counter(s) already on the card. If this card is sent to the Graveyard, you can remove 3 Counters of any kind on the field; Set this card.

Dust to Dust

Continuous Spell

If an EARTH monster is sent to your Graveyard (except by the effect of "Dust to Dust"), you can send 1 Level 4 or lower monster from your Deck to the Graveyard.

Steel To Rust

Continuous Spell

Each time a Machine-type monster(s) is sent to the Graveyard, place 1 Rust Counter on this card for each. Machine-type monsters on the field lose 100 ATK for each Rust Counter on this card. When this card is destroyed, you can target 1 Machine-type monster on the field: destroy it.

Weak with Hunger

Continuous Spell

If a face-up monster does not destroy a monster by battle during its controller's turn, it is destroyed.

Spell of Reinforcement

Continuous Spell

When a Spell Card is activated, or the effect of a Spell Card is activated from the hand or Graveyard, place 1 Spell Counter on all face-up Spell Cards and Spellcaster-Type monsters you control. Level 3 or lower monsters you control gain 100 ATK and DEF for every Spell Counter on this card. Spellcaster-Type monsters you control gain 100 ATK and DEF for every Spell Counter on the field.

Forbidden Warp Gate

Continuous Spell

During each of your Standby Phases, place 1 Drone Counter on each face-up card you can place a Drone Counter on. All monsters with a Drone Counter on them gain 100 ATK for each. If this card, or a card with Drone Counters on it, would be destroyed: You can remove 2 Drone Counters from anywhere on the field; that card is not destroyed.

Gathering Coals

Continuous Spell

If you control a FIRE monster, you can Special Summon 1 level 4 or lower FIRE monster from your hand. You can only gain this effect once per turn.

Gathering Dust

Continuous Spell

If you control an EARTH monster, you can Special Summon 1 level 4 or lower EARTH monster from your hand. You can only gain this effect once per turn.

Gathering Feathers

Continuous Spell

If you control a WIND monster, you can Special Summon 1 level 4 or lower WIND monster from your hand. You can only gain this effect once per turn.

Gathering Waves

Continuous Spell

If you control a WATER monster, you can Special Summon 1 level 4 or lower WATER monster from your hand. You can only gain this effect once per turn.

Drain Energy

Continuous Spell

Each time the turn player activates a card or effect: The turn player loses 500 LP and their opponent gains 500 LP. Once per chain, if a Chain of 2 or Links is resolved: Both players gain LP equal to the highest Chain Link number x300.

Wildling Training Grounds

Continuous Spell

When this card is activated, you can Special Summon 1 Level 4 or lower Beast-Warrior-Type monster from your hand or Graveyard, or 1 "Wildling" monster from your Deck. If a "Wildling" monster destroys your opponent's monster by battle, you can Special Summon 1 Beast-Warrior-Type monster from your hand or Graveyard whose Level is less than or equal to the Level of that "Wildling" monster. During either player's turn, you can destroy this card to destroy 1 face-up Beast-Warrior-Type monster on the field, and if you do; Special Summon 1 "Wildling" monster from your hand or Graveyard whose Level is exactly 1 higher or lower than the destroyed monster's Level (monsters without an original Level are treated as Level 0).

Armory Aid

Continuous Spell

When this card is activated, you can add 1 monster from your Deck or Graveyard to your hand with exactly 1700 ATK or DEF. Once per turn, you can Tribute 1 face-up monster you control with exactly 1700 original ATK or DEF to target up to 2 cards your opponent controls: Destroy that target(s).

Labyrinth Assault

Continuous Spell

When this card is activated, you can add 1 "Labyrinth Dragon" from your Deck, Graveyard, or Banished Zone to your hand. Normal monsters in your Deck are treated as having 300 less ATK, and their Levels are decreased by 1. During either player's turn, if a Normal monster(s) you control is destroyed, you can Special Summon that destroyed monster(s) from the Graveyard, with its DEF increased by the ATK it had on the field when it was destroyed (you can only activate this effect of this card's name once per turn).

Spell of White Magic

Continuous Spell

When this card is activated, you can add 1 Level 4 or lower Spellcaster-Type monster from your Deck to your hand. If a Spell Card is activated, place 1 Spell Counter on this card. Spellcaster-Type monsters you control gain 100 ATK for each Spell Counter on this card. During each Standby Phase, gain 100 LP for every 3 Spell Counters on this card (rounded down).

Spell of Dark Magic

Continuous Spell

When this card is activated, you can Special Summon 1 Level 3 or lower Spellcaster-Type monster from your Graveyard. If a Spell Card is activated, place 1 Spell Counter on this card. During each End Phase, inflict 100 damage to your opponent for every 5 Spell Counters on this card.

LV Transfer

Continuous Spell

You can only activate each of the following effects of this card's name once per turn:

●If you Special Summon an "LV" monster by the effect of an "LV" monster, you can Special Summon 1 monster of the same Type, but a lower Level than the Summoned monster from your Graveyard, except the monster that Summoned the new monster.

●If you Special Summon an "LV" monster, you can Special Summon 1 "LV" monster from your Graveyard, except the monster that Summoned the new monster.

●If an "LV" monster you control is sent to the Graveyard by a card effect, you can Special Summon 1 monster with a Level from your Graveyard of a different Attribute than the sent monster, whose Level is at least 2 lower than that monster's.

Spell Slime Stampede

Continuous Spell

During each of your Standby Phases, Special Summon 1 "Spell Slime Token" (WATER/Level 1/Aqua-Type/ATK 500/DEF 500). When a Spell or Trap Card is activated, or a "Spell Slime Token" is Summoned, place 1 Spell Counter on this card, and if you do, you can place 1 Spell Counter on 1 other face-up card you can place a Spell Counter on. "Spell Slime Tokens" you control gain 200 ATK and DEF for each Spell Counter on this card. If this card leaves the field, you can distribute its Spell Counters among other face-up cards you can place a Spell Counter on.

Rank-Up Advantage

Continuous Spell

When an Xyz monster is Summoned by the effect of a "Rank-Up-Magic" or "Rank-Down-Magic" Spell Card: Draw 1 card. If an Xyz monster you control that was Summoned using a "Rank-Up-Magic" card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step.

Throne of the Dragon General

Continuous Spell

When this card is activated, you can add 1 "Dragonna-bugeisha" from your Deck or Banished Zone to your hand. During each of your opponent's Main Phases, Summon 1 "Dragon Servant Token" (EARTH/Level 3/Dragon-Type/ATK 0/DEF 2100) in face-up Defense Position. "Dragon Servant Tokens" cannot be Tributed, except for the Summon of "Dragonna-bugeisha". Once per turn, if a Spell/Trap Card on the field is destroyed, you can inflict 500 damage to your opponent, and if you do, you can target 1 Spell/Trap Card your opponent controls; destroy that target.

Ascent of Fusion

Continuous Spell

When this card is activated, you can reveal 1 non-Effect Fusion monster in your Extra Deck. During your Standby Phase after this card is activated, send appropriate Fusion Materials for that monster from your hand or Deck to the Graveyard, and if you do, Fusion Summon the revealed monster (you can only activate this effect of this card's name once per Duel). When a non-Effect Fusion monster is Fusion Summoned, you can Special Summon any named Fusion Materials printed in that monster's card text from your Graveyard in face-up Defense Position (you can only activate this effect of this card's name once per turn). If a monster Summoned by this card is Tributed for a Summon or used as Fusion Material, you can target 1 face-up monster your opponent controls: Destroy that target, then draw 1 card.

Oricalchos Soul Contract

Continuous Spell

When this card is activated: Pay 2000 LP, and add 1 "The Seal of Oricalchos" from your Deck or Graveyard to your hand. You can Special Summon monsters from the Extra Deck, even if a face-up card on the field would prevent you from doing so. While you control "The Seal of Oricalchos", your opponent's Special Summoned monsters cannot activate their effects during the turn they are Summoned.

On Your Payroll

Continuous Spell

At the end of each of your turns, discard 1 card or destroy this card. If your opponent would add 2 or more cards to their hand with a card or effect, they instead add 1 card that fits one or more of the requirements specified by that card or effect.

Volt Satellite Formation

Continuous Spell

If you control 3 or more Thunder-Type monsters, monsters your opponent controls cannot declare an attack. Once per turn: You can send 1 Thunder-Type monster from your hand to the Graveyard; draw 1 card.

Zeal of the Sky

Continuous Spell

All damage your opponent takes is halved. WIND monsters can attack your opponent directly, but if they do, change them to Defense Position at the end of the Battle Phase. You can send 1 monster you control to the Graveyard; add 1 Winged Beast-Type monster from your Deck to your hand with a different name to the sent monster. You can only use this effect "Zeal of the Sky" once per turn.

Spite of Hand

Continuous Spell

Once per turn, you can shuffle 2 cards from your hand into your Deck, then add 1 card from your Deck to your hand. During your opponent's Draw Phase, you can declare 1 card Type (Monster, Spell, or Trap): Your opponent reveals the card they drew, and if the drawn card is of the declared Type, you can draw 1 card. During your End Phase, if you control a face-up Level 3 or lower Normal monster: You can draw 1 card. You can only control 1 "Spite of Hand".

Pot of Perserverance

Continuous Spell

During your End Phase, place 1 Greed Counter on this card for each monster your opponent controls that they controlled during the Standby Phase. All damage you would take from your opponent's monsters is reduced by 300 for each Greed Counter on this card, also monsters you control are not destroyed in battles that inflicted 200 or less damage to you. If this face-up card is destroyed, draw 1 card for each Greed Counter that was on this card when it was destroyed.

Flash Flame Cannon

Continuous Spell

Once per turn, during either player's turn, you can discard 1 Level 2 or lower FIRE monster: Destroy 1 card on the field, then banish 1 card from the Graveyard. If the discarded monster was a Pyro-Type monster with 200 or less DEF, draw 1 card.

Dragon's Servant Seal of Suppression

Continuous Spell

You can destroy 1 non-Dragon-Type monster in your hand or on your field: Add 1 Dragon-Type monster from your Deck or Graveyard to your hand of a different Attribute to the destroyed monster whose Level is exactly 1 higher or lower than the destroyed monster's. You can only activate this effect of this card's name once per turn. If a non-Dragon-Type monster you control is destroyed, you can Special Summon 1 "Dragon Servant Token" (EARTH/Level 3/Dragon-Type/ATK 0/DEF 2100).

Darts Repeater

Continuous Spell

When this card is activated, you can excavate the top 3 cards of your Deck: Special Summon 1 "Darts Blaster" monster among those excavated monsters if possible, then shuffle all remaining cards into the Deck. Once per turn, during either player's turn: You can activate the effect of a "Darts Blaster" monster as a Quick Effect. If a "Darts Blaster" monster is Tributed: You can banish 1 random card from your opponent's hand (You can only activate this effect of this card's name once per turn).

Exchange Spring

Continuous Spell

When you Normal Summon a Spirit monster: Place 1 Soul Counter on this card. When a Spirit monster is returned from the field or Graveyard to your hand: Place 1 Soul Counter on this card, and gain LP equal to the number of Soul Counters on this card x200. Once per turn, you can remove 3 Soul Counters from this card to target 1 face-up card on the field: Destroy that target, then draw 1 card.

Guardian Aura

Continuous Spell

If an Equip Spell Card is activated: Draw 1 card. If a monster you control that is equipped with an Equip Spell Card battles: That monster is unaffected by your opponent's card effects until the end of the Damage Step. If this card is destroyed, you can add up to 3 Equip Spell Cards from your Graveyard to your hand. You can only control 1 "Guardian Aura".

Solidarity 2

Continuous Spell

All Normal Monsters you control gain 800 ATK.

Card Market LV1

Continuous Spell

Once per turn: You can discard 1 card; draw 1 card. During your Standby Phase: You can send this face-up card you control to the Graveyard; activate 1 "Card Market LV2" from your Deck.

Card Market LV2

Continuous Spell

You cannot activate this card except by the effect of "Card Market LV1". Once per turn: You can discard 1 card; draw 2 cards. When this card is sent to the Graveyard: Shuffle all "Card Market" cards from your Graveyard into your Deck.

There Will Be Blood

Continuous Spell

If a battle occurs and neither player takes battle damage from that battle: Inflict 1500 damage to both players. If this card is targeted by your opponent: Inflict 1000 damage to your opponent.

Attrition

Continuous Spell

If either player takes 500 or more damage: Place 1 Pain Counter on this card. All monsters your opponent controls lose 200 ATK and DEF for each Pain Counter on this card. During each Standby Phase: Inflict 100 damage to your opponent for each Pain Counter on this card. Your opponent cannot activate the effects of monsters with 0 ATK or DEF.

Phalanx Formation

Continuous Spell

Your opponent cannot target Warrior-type monsters you control with card effects. Warrior-Type monsters you control gain 200 ATK and DEF.

Rally Point

Continuous Spell

Warrior-Type monsters you control cannot be destroyed or banished by effects that do not target them. Warrior-Type monsters you control gain 200 ATK and DEF.

Disruption Diffusion

Continuous Spell

Negate the effects of all other face-up Equip Cards, Continuous Spell/Trap Cards, and Pendulum Cards in the Pendulum Zone. During each of your End Phases, pay 700 LP. If you cannot, destroy this card. If you control a face-up Attack Position "Thousand-Eyes Idol", your opponent pays this card's maintenance cost, instead of you.

Glass Cannon

Continuous Spell

Target 1 monster you control; destroy it, and if you do, place 1 Explosion Counter on this card. During your Standby Phase: You can remove all Explosion Counters from this card to inflict 800 damage to your opponent for each counter removed. If you take damage, destroy this card and take 400 damage for each Explosion Counter on this card when it was destroyed.

Tale of the Underdog

Continuous Spell

Once per turn: You can add 1 Normal Monster with a different name to all monsters in your Graveyard from your Deck to your hand. If this card would be destroyed by a card or effect, you can banish 1 monster from your Graveyard instead.

Biggest Fish

Continuous Spell

If a WIND Aqua, Fish, or Sea Serpent-Type monster is banished from your hand or field: Place 1 Big Fish Counter on this card. WIND Aqua, Fish, and Sea Serpent-Type monsters you control gain 200 ATK for each Big Fish Counter on this card. If a monster that gained ATK due to this card's effect inflicts battle damage to your opponent, select and activate 1 of the following effects:

●Target 1 monster of the same Attribute and Level of that monster in your Banished Zone: Special Summon that target.

●Draw 1 card, and if the drawn card is a WIND Fish, Sea Serpent, or Aqua-Type monster; you can destroy 1 card your opponent controls.

Trap Insurance

Continuous Spell

Once per turn, if you activate a Trap Card: Draw 1 card.

Cuneiforment Tablet

Continuous Spell

While you control a face-up "Cuneiforment" monster, you take no effect damage. Once per turn, while you control 2 or more face-up "Cuneiforment" monsters: You can add 1 "Cuneiforment" monster from your Deck or Graveyard to your hand. If this card is sent to the Graveyard, you can target 1 face-up monster your opponent controls: Flip that target into face-down Defense Position, then shuffle this card into your Deck and draw 1 card (You can only activate this effect of this card's name once per turn).

Watchtower in the Frozen Kingdom

Continuous Spell

When this card is activated: Place 1 Ice Counter on it for each WATER monster you control. This card is unaffected by other Spell effects while it has an Ice Counter on it. If a WATER monster you control destroys an opponent's monster by battle: you can place 1 Ice Counter on this card (max. 5). Once per turn, if a card(s) you control is targeted by your opponent's card effect, you can remove 2 Ice Counters from this card and choose another appropriate target for that effect. The effect now targets the new target.

Anti-Zone

Continuous Spell

Activate while there are no monsters on the field. Neither player can Summon or Set monsters. Unaffected by your other card effects. If a Spell/Trap Card or effect is activated, place 1 Limiter Counter on this card. If this card has 5 Limiter Counters on it: Destroy it, and take 2000 damage.

Spell Economics Revision

Continuous Spell

If you pay LP to activate a Spell Card: Double the amount paid, also, when the Spell card resolves; draw 1 card.

Maarverse Codes

Continuous Spell

Once per turn, you can add 1 EARTH Warrior-Type "Maar" monster from your Graveyard to your hand. If you control a face-up EARTH Warrior-Type "Maar" monster, your opponent cannot Summon monsters to Zones in the same column as a Continuous Spell Card you control, except in Defense Position. You can only control 1 "Maarverse Codes".

Maarverse Law

Continuous Spell

Once per turn, if you control no monsters: You can Special Summon 1 EARTH Warrior-Type "Maar" monster from your hand or Graveyard. A monster Summoned by this effect gains 500 ATK (permanently). During your Standby Phase, inflict 100 damage to your opponent. If an EARTH Warrior-Type "Maar" monster, or a "Maarverse" Spell/Trap Card, inflicts damage to your opponent: Gain 100 LP for each face-up Spell/Trap Card you control. You can only control 1 "Maarverse Law".

Power Investment

Continuous Spell

When this card is activated: You can activate 1 Field Spell card from your hand, Deck, or Graveyard whose only effect is to increase and/or decrease the ATK and/or DEF of a monster(s) on the field. At the start of the Damage Step, if a monster you control whose ATK was increased by the effect of a Field Spell battles your opponent's monster: The opposing monster loses ATK equal to double that increase, also its effects are negated. If a monster(s) whose ATK was increased by the effect of a Field Spell card inflicts battle damage: You can banish 1 card on the field or in the Graveyard, and if you do; draw 1 card.

Ultra Shortcut

Continuous Spell

If a monster is Summoned by Tributing 2 or more monsters with the same name (except Tokens), or using them as Material: Draw 1 card. If a monster is Summoned by Tributing 3 monsters with the same original name except Tokens), or using them as Material: You can banish 1 face-up monster your opponent controls, and if you do; the Summoned monster gains ATK equal to the banished monster's ATK, until the End Phase. If a monster whose ATK was increased by this card's effect this turn inflicts battle damage to your opponent: You can draw 1 card, and if the drawn card was a monster; the monster that activated this effect can declare 1 additional attack this turn.

MagnaStack Overflow

Continuous Spell

If you have 3 or more "MagnaDrive" or "MagnaDisk" monsters in your Graveyard with the same name: You can target 1 of those monsters; Special Summon it. You cannot Special Summon more than 1 monster with the same name each turn with this effect of "MagnaStack Overflow". If you Normal or Special Summon a Normal Monster: Immediately after this effect resolves, you can Normal Summon 1 Machine-Type monster from your hand OR you control.

Families of the Goblins

Continuous Spell

When this card is activated: You can activate 1 "Supply Squad" from your Deck or Graveyard. Once per turn, if a "Goblin" monster(s), except a "Goblin Token", leaves the field: You can Special Summon up to 2 "Goblin Tokens" (EARTH/Level 4/Warrior-Type/1900 ATK/0 DEF) in Defense Position.

Winterfall

Continuous Spell

When this card is activated, move any number of Ice Counters on the field onto this card (min. 1). As long as this card has an Ice Counter on it, neither player can declare an attack. During your End Phase, remove 1 Ice Counter from this card. If this card has no Ice Counters, destroy it. If this card is destroyed by its own effect: draw 1 card.

### Normal Spell

Card Transmutation

Normal Spell

Destroy all cards you control (min. 2): Draw a number of cards equal to the number of cards destroyed -1. You can only activate 1 "Card Transmutation" per turn. You cannot Special Summon monsters for the rest of the turn. Cards and effects cannot activate in the Graveyard this turn.

Pendulum Substitute

Normal Spell

When this card is activated, place it in one of your unoccupied Pendulum Zones and, if you do, discard 1 monster. This card gains the following effects based on which Zone it is placed in:

-Blue: This card's Scale becomes the level of the discarded monster -1 (min 1)

-Red: This card's Scale becomes the level of the discarded monster +1 (max 12)

You can only control 1 "Pendulum Substitute".

Switch Fusion

Normal Spell

Fusion Summon 1 Fusion monster from your Extra Deck, using monsters you control or in your hand as Materials. You can skip your normal Draw: Add this card from your Graveyard to your hand. You cannot activate Spell Cards during the turn you activate this effect, except "Fusion" and "Polymerization" Spell Cards.

Fusion Fusion

Normal Spell

Discard 2 cards: Fusion Summon 1 Fusion monster from your Graveyard or Extra Deck, by sending exactly 2 monsters on your side of the field or in your Extra Deck to the Graveyard as Fusion Materials. If you activate this effect, you cannot Special Summon monsters, except by Fusion Summon, for the rest of the turn. If this card is in your Graveyard during your Standby Phase, you can banish this card: Return all Fusion, Synchro, and Xyz monsters in both players' Graveyards to their Extra Deck.

Divine Polymerization

Normal Spell

You cannot activate this card if either player sent 1 or more cards from their hand or Deck to the Graveyard this turn. Fusion Summon 1 Fusion monster from your Extra Deck by banishing the appropriate Materials from your side of the field and/or either Graveyard. Fusion monsters that list 'You do not use "Polymerization"' in their Summoning conditions can be Fusion Summoned with this card if all Fusion Materials are correct. Cards and effects cannot be activated in response to this effect or its activation.

Double Polymerization

Normal Spell

Discard 1 card, and pay 500 LP: Fusion Summon 1 Fusion monster from your Extra Deck using monsters in your hand or on your field as Materials, then, immediately Fusion Summon 1 additional Fusion monster, using monsters in your hand, on your field, and/or in either player's Graveyard as Materials (Materials in the Graveyard are banished). You can only activate 1 "Double Polymerization" per turn.

Furious Fusion

Normal Spell

Fusion Summon 1 Fusion monster from your Extra Deck using monsters in your hand as Fusion Material. Then, you can target 1 of the Fusion Materials used for the Fusion Summon in your Graveyard, and if you do, the Fusion Summoned monster gains ATK equal to the ATK of the target in the Graveyard. If a Fusion Summoned monster you control that lists 1 or more named Fusion Materials is destroyed while this card is in your Graveyard, you can banish this card to Special Summon those listed Materials from your hand or Graveyard with their original ATK doubled.

Dance with the Dragons

Normal Spell

You can only activate 1 "Dance with the Dragons" per turn. If you control 2 or more Dragon-Type monsters: Target 1 of them; until the end of this turn, the targeted monster gains ATK equal to the combined ATK of other Dragon-Type monsters you currently control, also it gains 1 additional attack for every other Dragon-Type monster you currently control. Other monsters you control cannot attack the turn you activate this card.

Sacred Tome of Oberon

Normal Spell

Discard this card from your hand to add 1 Spell or Trap Card from your Graveyard to your hand, except "Sacred Tome of Oberon". During your Draw Phase, you can declare any number: During the End Phase, if you activated that exact number of Spell/Trap Cards this turn, add this card in your Graveyard to your hand. Otherwise, this card is banished. You can only activate each effect of this card's name once per turn.

Sacred Tome of Titania

Normal Spell

Place 2 Normal and/or Continuous Spell or Trap Cards from your Graveyard on top of your Deck. During either player's Standby Phase, you can place 1 card in your hand on top of your Deck: Add this card from your Graveyard to your hand.

Proxydon

Normal Spell

If a card you control is targeted for a card effect, you can discard this card: That effect is negated, also cards with the same name as the card whose effect was negated cannot be activated this turn. If you would Fusion Summon, you can banish this card from your Graveyard to substitute 1 named Fusion Material.

Eyes of the Dragon

Normal Spell

If you control a Level 7 or 8 LIGHT or DARK Dragon-Type monster: you can target one of those monsters; Special Summon 1 Dragon-Type monster from your Deck that is 1 Level higher or lower than the target's Level. If this card is in your Graveyard: you can banish this card and target 1 Dragon-Type monster you control; All other Dragon-Type monsters you control become that target's Level.

Party! Party! Party!

Normal Spell

Inflict 1000 damage to your opponent for every Level 1 Normal monster you control. You can only activate this effect of "Party! Party! Party!" once per turn. If you control 5 "Party Popper" monsters of different names, you can banish this card from your Graveyard and send all monsters you control to the Graveyard: Special Summon 1 "Party Lord" from your hand, Deck, or Graveyard, ignoring Summoning conditions.

Negligence

Normal Spell

The activation and effects of cards in your opponent's Graveyard are negated this turn.

Exchange Papers

Normal Spell

You can Normal Summon 1 monster to your opponent's side of the field this turn, and if you do, draw 2 cards. A monster Summoned by this effect cannot be targeted by cards or effects this turn.

Jumpstart

Normal Spell

If you control no monsters, Special Summon 1 Level 4 or lower Thunder-type monster from your Deck. Destroy it during the End Phase. You can only activate 1 "Jumpstart" per turn.

Shooting Sonic

Normal Spell

Activate only if you control a face-up WIND Synchro monster. Target that monster: The target cannot be destroyed this turn, also increase its ATK and DEF by 1500 until the end of the turn. If the target attacks this turn, your opponent cannot activate cards or effects until the end of the Damage Step. You can only activate 1 "Shooting Sonic" per turn.

Synchroad Revival

Normal Spell

Special Summon any number of Synchro monsters from your Graveyard: Monsters Summoned this way have their Levels reduced to 1 and their ATK and DEF reduced to 0. During the End Phase, pay 1500 Life Points for each Special Summoned monster on the field, also take damage equal to the combined ATK of all monsters you control. You can only activate 1 "Synchroad Revival" per turn.

Numerix Evolution

Normal Spell

Target 1 Xyz monster you control, except a "Numerix" monster; Special Summon, from your Extra Deck, 1 "Numerix" Xyz monster that is the same Attribute as that monster and up to 2 Ranks higher or lower using it as Material (Xyz Materials attached to that monster also become Xyz Materials on the summoned monster. This is treated as an Xyz Summon). You can only activate 1 "Numerix Evolution" per turn.

Deal With Veldaion

Normal Spell

Discard 1 card, then add 1 Counter Trap Card from your Deck to your hand.

Pity for the Mermaid

Normal Spell

Select and activate 1 of the following effects:

● Target up to 2 of your banished WATER monsters; add them to your hand.

● Banish 1 Level 4 or lower WATER monster from your Deck, and if you do, add 1 monster with the same name from your Deck to your hand.

Peaceful Days

Normal Spell

Activate while your opponent controls a Special Summoned monster. Until your next Standby Phase, neither player can Special Summon monsters. If this card in your possession is destroyed by an opponent's card: Your opponent cannot declare attacks for the rest of this turn.

Synchro Junction

Normal Spell

If you control 2 or more Synchro Monsters with the same Level; Synchro Summon 1 Synchro Monster with the same Level, by banishing Synchro Material monsters from your hand or Graveyard. You can only activate 1 "Synchro Junction" per turn.

Blank Spell Slip

Normal Spell

Banish 1 Normal or Quick-Play Spell Card from the Graveyard: This card's effect becomes the effect of the banished card. You can only activate 1 "Blank Spell Slip" pet turn.

Here be Monsters

Normal Spell

Add 1 Level 6 or lower Sea Serpent-Type monster from your Deck to your hand. If you control a face-up Field Spell Card, you can banish this card from your Graveyard: Add 1 Level 7 or lower Sea Serpent, Dinosaur, or Dragon-Type monster from your Deck to your hand.

Ransacked Armory

Normal Spell

Send 1 Equip Spell Card from the field to the Graveyard and 1 Equip Spell Card from your Deck to the Graveyard: Draw 2 cards. If this card is in your Graveyard when an Equip Spell Card is destroyed: Banish this card and shuffle 3 Equip Spell Cards from your Graveyard into your Deck to draw 1 card.

The Last Dance

Normal Spell

Activate only if you control "Protector of the Weak", "Hero of the Last Stand", or "Dame of the Sacred Tome". Banish 1 Level 1 Normal monster from your Graveyard: Target 1 monster you control, and reduce the ATK of all monsters your opponent controls to 0, and if you do, the target gains that lost ATK. Banish the target during your opponent's next End Phase.

Rapid Forging

Normal Spell

Add 1 Equip Spell Card from your Deck to your hand. If you do not activate the card added to your hand by this effect during the turn you activated this card, draw 1 card. You can banish this card from your Graveyard, except during the turn this card was sent to the Graveyard: Add 1 Equip Spell Card from your Deck or Graveyard to your hand. You can only activate each effect of "Rapid Forging" once per turn.

Fusion Wisdom

Normal Spell

Add 1 "Polymerization" card from your Deck or Graveyard to your hand. If this card is in your Graveyard, you can banish this card and shuffle 1 "Polymerization" or "Fusion" card from your Graveyard into your Deck: Draw 1 card.

Restrictive Ring

Normal Spell

Both players discard 1 card. During the End Phase of a turn this card was activated, the player with more Spell Cards in their Graveyard draws 2 cards. If this card is discarded, draw 1 card.

Kuchikamizake

Normal Spell

Activate only if you control a face-up Level 2 or lower Spellcaster-Type monster. When this card is activated, both players must shuffle 1 card they control into their Deck. During any End Phase, you can banish this card from your Graveyard, and the following effect activates depending on the number of your opponent's Draw Phases have passed since you have activated "Kuchikamizake":

●1: Draw 1 card.

●2: Add 1 card from your Deck to your hand.

●3: Draw 2 cards.

●4+: Special Summon 1 Fairy, Fiend or Spellcaster-Type monster from your hand, ignoring Summoning conditions.

Call for Family

Normal Spell

Pay 1000 LP and target 1 Level 4 or lower monster you control: Special Summon 1 monster from your Deck with the same Level, Type, and Attribute as the target, but with a different name. The Summoned monster has its effects on the field negated, also it cannot be used as Material for the Summon of a Fusion, Synchro, or Xyz monster until the End Phase.

Magical Hex

Normal Spell

Banish 1 Spellcaster-Type monster from your Graveyard or face-up from your Extra Deck and if you do: You can place Spell Counters on a face-up card on the field equal to its Level. You can only activate this effect of "Magical Hex" once per turn.

Entropic Draw

Normal Spell

Banish 1 FIRE monster, 1 WATER monster, 1 WIND monster, and 1 EARTH monster from your hand, field, or Graveyard; draw 2 cards. You can only activate 1 "Entropic Draw" per turn.

Frostburn

Normal Spell

Tribute 1 WATER or FIRE monster you control; Special Summon 1 monster from your Deck with the other Attribute and an equal or lower level than the Tributed monster. If you Summoned a WATER monster by this effect, gain 1000 LP. If you Summoned a FIRE monster by this effect, inflict 800 damage to your opponent.

War Horn of the Apocalypse

Normal Spell

This card and its effects cannot be negated. Cannot be activated unless your opponent controls a monster with more than 3000 ATK. Add 1 "Dame of the Sacred Tome" from your Deck to your hand, and if you do, you can activate 1 "Sacred Tome" Continuous Trap Card from your hand or Deck, and if you do that, you can add 1 Equip or Continuous Spell Card from your Deck to your hand, and if you do that, you can add 1 Level 3 or lower monster from your Deck to your hand. You can banish this card from your Graveyard, except during the turn it was sent there: Destroy all Spell/Trap Cards your opponent controls.

Isotize

Normal Spell

Send 1 "eddon" Dinosaur-type monster in your hand or on your side of the field to the Graveyard; Special Summon 1 "Isotope" monster that includes the sent monster's name from your Extra Deck (this is treated as a Fusion Summon). If an "Isotope" monster leaves the field while this card is in the Graveyard, you can add this card to your hand. You can only add 1 "Isotize" per removed monster this way.

Twin Blood Sacrifice

Normal Spell

Target 1 Gemini monster you control that is being treated as a Normal Monster: send 1 monster with the same name as the target from your Deck to the Graveyard; that target is treated as an effect monster and gains its effects.

Lonely Melody

Normal Spell

Banish 1 monster from your Graveyard; Special Summon 1 monster from your Graveyard. You can only activate 1 "Lonely Melody" per turn.

Flocking

Normal Spell

Add 1 Level 5 or lower Winged-Beast-Type monster from your Deck to your hand.

Overlay Charge

Normal Spell

Your opponent can banish 1 Xyz monster from their field or Extra Deck to negate this card's activation and banish it, otherwise, attach this card and as many "Overlay Charge" from your Graveyard to a face-up Xyz monster you control as possible.

Archrival's Bondservant

Normal Spell

Tribute 1 monster on the field with exactly 3000 ATK; add up to 2 monsters from your Deck to your hand with a total ATK and DEF of 3000 (each). You can only activate 1 "Archrival's Bondservant" per turn.

Overwind

Normal Spell

Return all WIND monsters you control to your hand (min. 1); return all Set Spell/Trap Cards your opponent controls to the hand.

Eruption Plume

Normal Spell

Select and activate 1 of the following effects:

●Discard 1 Pyro-Type monster from your hand: Draw 2 cards.

●Send 1 Level 3 or lower FIRE monster from your Deck to the Graveyard: Draw 1 card.

You can only activate 1 "Eruption Plume" per turn.

Tuning Grove

Normal Spell

Select and activate 1 of the following effects:

●Target 1 Plant-Type Tuner monster you control: it is not treated as a Tuner.

●Target 1 non-Tuner Plant-Type monster you control: That target becomes a Tuner.

During your Standby Phase, if this card is in your Graveyard (and was not sent there this turn) while you control "Miracle Fertilizer", you can add this card to your hand.

Tri-Attack

Normal Spell

Banish 1 each of a Thunder, Pyro, and Aqua monster from your GY; Draw 2 cards OR banish 2 cards on the field.

Tuner's LV

Normal Spell

Discard 1 "LV" monster from your hand: Draw 2 cards, and if you drew a Tuner monster by this effect, you can Special Summon 1 Tuner monster from your hand whose Level is less than or equal to the Level of the discarded monster. If you control a face-up Tuner monster, you can banish this card from your Graveyard, except during the turn it was sent there: Special Summon 1 Level 4 or lower "LV" monster from your Graveyard. You can only activate 1 effect of "Tuner's LV" per turn, and only once that turn.

Monster Vaccine

Normal Spell

Target 1 monster you control, and discard 1 card. The target is unaffected by the effects of cards with the discarded type (Monster, Spell, or Trap) except "Monster Vaccine".

Untapped Potential

Normal Spell

Target 1 Normal Gemini monster you control: banish all copies of that card from your hand, Deck, and GY (min. 1); that target is treated as an Effect Monster and gains its effects. If a Gemini monster you control is destroyed by your opponent's card (by battle or card effect): you can banish this card from your GY; Special Summon 1 Gemini monster from your Banished Zone.

Tuner's Replacement

Normal Spell

Send 1 Tuner monster from your hand or side of the field to the GY; Special Summon 1 monster from your Deck with the same Type and 1 Level lower than the sent monster. The Special Summoned monster is treated as a Tuner monster.

Bells of Ceremony

Normal Spell

Discard 1 card: add 2 Level 4 Fairy-Type monsters from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect. You can only activate 1 "Bells of Ceremony" per turn.

Salvation from the Grave

Normal Spell

Target 1 monster you control and 1 monster in your Graveyard: The target on the field cannot attack this turn, also, if that target would be destroyed before your next Standby Phase, that target is not destroyed, also Special Summon the targeted monster in your Graveyard. If your opponent declares an attack on a monster you control that was Special Summoned from the Graveyard, you can banish 5 cards from your Graveyard: Negate the attack, end the Battle Phase, and draw 1 card. You can only activate each effect of this card's name once per turn.

Raid on Tsurugi

Normal Spell

Each player Special Summons 1 monster from their GY. As long as this card is in your GY, those monsters cannot be destroyed by battle and are unaffected by card effects. If those 2 monsters battle each other: You can banish this card to draw 1 card. You can only activate each effect of this card's name once per turn.

Tributes to the Doomed

Normal Spell

Target up to 2 monsters on the field: Discard 1 card; destroy them.

Darkness Strikes

Normal Spell

Discard 1 card to all negate the effects of all face-up monsters your opponent controls, and if you do, they are changed to face-down Defense Position. They cannot change their battle positions until the end of your opponent's next turn.

Multiple Choice Quiz

Normal Spell

Activate only if there are 4 or more monsters with different names in your Graveyard: Until all of this card's effects resolves, your opponent cannot check your Graveyard. Your opponent declares 4 card names, then you can Special Summon 1 monster from your Graveyard, except a monster whose name is the same as one of the declared names. If you do not Special Summon a monster by this effect, take 2000 damage. If 3 or fewer of the declared names exactly match a monster in your Graveyard, your opponent takes 1000 damage for each of the declared names that did not match a monster in your Graveyard. You can only activate 1 "Multiple Choice Quiz" per turn.

Decision of Destiny

Normal Spell

Discard all cards in your hand (min. 2) to select 2 cards in your Deck (1 monster that can be Special Summoned, and 1 Spell/Trap Card): Your opponent selects 1 of those cards at random. If the selected card is a monster, Special Summon it, and add the other card to your hand. If the selected card is a Spell/Trap Card, banish both cards, face-down. If a coin is flipped or a die is rolled while this card is in your Graveyard, you can declare a result: If the result is the same as the one you declared, add this card from your Graveyard to your hand. Otherwise, banish this card from the Graveyard.

Undead Legion

Normal Spell

Activate only while you control a face-up monster. Pay 1000 Life Points to target 1 monster in your Graveyard with the same Type or Attribute as a face-up monster you control; Special Summon it. You can only activate this effect of "Undead Legion" once per turn.

Stampede of Elephants

Normal Spell

Discard 1 card. During the End Phase of this turn, you can add 1 Normal monster from your Deck or Graveyard to your hand for each card in the Graveyard that was on the field when this card was activated. You can only activate 1 "Stampede of Elephants" per turn.

Spell Power Defense

Normal Spell

Target 1 face-up card you control with at least 1 Spell Counter on it: Place 1 Spell Counter on that target. Until your next Standby Phase, cards with Spell Counters on them cannot be destroyed or targeted by your opponent's card effects. You can only activate 1 "Spell Power Defense" per turn.

New Game+

Normal Spell

Send 1 "LV" monster from your hand or Deck to the Graveyard: Add 1 "LV 3" or "LV 4" monster from your Deck or Graveyard to your hand (You can only activate this effect of this card's name once per turn). If this card in your Graveyard was activated successfully on the field, your opponent cannot negate the Summon of an "LV" monster. If an "LV" monster you control would be destroyed by battle or your opponent's card effect, you can banish this card from your Graveyard, instead.

Lonefire Lease

Normal Spell

Send the top 3 cards of your Deck to the Graveyard: Add 1 "Lonefire Blossom" from your Deck to your hand. If you cannot, take 1500 damage. You cannot Summon monsters the turn you activate this effect, except Plant-Type monsters. During the End Phase, banish all cards in your hand. You can only activate 1 "Lonefire Lease" per turn.

Ergosphere

Normal Spell

Add 1 "Schwartzchild Limit Dragon", "Radius, the Half-Moon Dragon" or "Parsec, the Interstellar Dragon" from your Deck or Graveyard to your hand. You can banish this card from your Graveyard to target 1 face-up Xyz monster you control with 1 or more of the following monsters as Xyz Material, and that target gains the appropriate effect(s):

●"Schwartzchild Limit Dragon": If this monster attacks, increase its ATK by 500 at the start of the Damage Step.

●"Parsec, the Interstellar Dragon": Once while this card is on the field, if an Xyz Material that was originally a monster is detached from this card: You can immediately Special Summon that detached Material from the Graveyard.

●"Radius, the Half-Moon Dragon": Once while this card is face-up on the field, you can target 1 face-up Xyz monster your opponent controls: Detach 1 of its attached Xyz Materials, and attach that detached Material to this card. If the target has no attached Xyz Materials, you can attach that monster to this card as Xyz Material.

You can only use 1 effect of this card's name per turn, and only once that turn.

Draconic Conduct Code

Normal Spell

Add 1 "Dragonna-bugeisha", or a card that lists "Dragonna-bugeisha" in its card text, from your Deck to your hand (except "Draconic Conduct Code"). If you control "Dragonna-bugeisha", "Dragonna-bugeisha" you control gain the following effect:

●Once per opponent's turn, except during the Battle Phase, you can target 1 face-up card your opponent controls: Destroy that target, and if you do, inflict 300 damage to your opponent.

The Onna's Tactics

Normal Spell

Tribute 1 "Dragonna-bugeisha" you control: Your opponent gives control of the Attack Position monster they control with the highest ATK to you. The monster given to you by this effect cannot attack or activate its effects until the 2nd End Phase after you activate this effect. During either player's turn, except during the turn this card was sent to the Graveyard, you can banish this card from your Graveyard: Special Summon up to 2 monsters with "Dragonna-bugeisha" in their card text from your Graveyard. You can only activate 1 effect of this card's name per turn, and only once that turn. You cannot activate this card's effects during two consecutive turns.

Dragon's Return

Normal Spell

Special Summon 1 Level 7 or 8 Dragon-Type monster from your Graveyard. If a Dragon-Type monster(s) you control is returned to your hand or Deck by a card effect, you can banish this card from your Graveyard: Special Summon the monster(s) that were returned to the hand/Deck by that effect.

Roll the Bones

Normal Spell

Reveal 3 Rock-Type monsters with different names in your Deck; your opponent selects one randomly to add to your hand, and the rest are sent to your Graveyard. If this card was not sent to the Graveyard this turn: You can banish this card and 1 monster with a Level from your Graveyard; send cards from the top of your Graveyard equal to the banished monster's Level. You can only use each effect of "Roll the Bones" once per turn.

Adamantine Sword Revival

Normal Spell

Send 1 Dragon-Type monster from the field to the Graveyard: Special Summon 1 "Diamond Head Dragon" from your hand or Deck, and if you do, the Summoned monster gains ATK equal to the sent monster's. You can banish this card from your Graveyard to Special Summon 1 "Diamond Head Dragon" from your Graveyard with its ATK and DEF increased by 2000.

Writhing in the Abyss

Normal Spell

Banish 2 DARK monsters from your Graveyard; banish 1 card on the field.

Lost and Found

Normal Spell

Banish the top 5 cards of your Deck, face-down, then, your opponent randomly adds 1 of those cards to your hand. During your Draw Phase, instead of conducting your Normal Draw: You can banish this card from your Graveyard to add 1 face-down card from your Banished Zone to your hand. You can only use 1 "Lost and Found" effect per turn, and only once that turn.

Overdose on Destruction

Normal Spell

For the rest of the turn, at the start of each Phase: Destroy all monsters on the field.

Upstart Zombie

Normal Spell

Draw 1 card, then end the current Phase.

Step on Shadow

Normal Spell

If your opponent controls a Special Summoned monster, target 1 Synchro monster in either Graveyard: Special Summon that target. During either player's turn, if your opponent Special Summons a monster from their Extra Deck, you can banish this card from your Graveyard: Special Summon 1 Synchro monster from your Graveyard or Banished Zone, then negate the effects of all Synchro monsters Summoned this turn (you can only activate this effect of this card's name once per turn).

Mobilizing Forces

Normal Spell

Excavate the top 3 cards from your Deck. If 2 or more monsters are excavated: your opponent chooses 1 of those monsters and you choose 1 other monster. Both players Special Summon those chosen monsters, but their effects are negated until the End Phase. Send the remaining excavated cards to the Graveyard. You can only activate 1 "Mobilizing Forces" per turn.

Blazing Soul

Normal Spell

Discard 1 FIRE monster: Draw a number of cards equal to the number of "Blazing Soul" in your Graveyard +1. If a FIRE monster with 200 or less DEF is added to your hand by your Normal Draw while this card is in your Graveyard, you can banish this card from your Graveyard and discard that card: Special Summon 1 Level 4 or lower FIRE monster from your Graveyard in face-up Defense Position. You can only activate each effect of this card's name once per turn.

Gemini Gemini

Normal Spell

Target 1 Gemini monster in your Graveyard: Special Summon that target, and if you do; you can Special Summon 1 Gemini monster of equal or lower Level from your Deck in face-up Defense Position. You cannot Special Summon monsters for the rest of the turn after you activate and resolve this effect, except Gemini monsters.

Rainbow Polymerization

Normal Spell

If this card is added from your Deck to your hand (except by drawing): Send it to the Graveyard. Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters with different Attributes from one another from your Deck as Fusion Material. The monster Fusion Summoned by this effect has its effects negated on the field, and it is destroyed during the End Phase. You can only activate 1 "Rainbow Polymerization" per turn. All battle damage your opponent takes for the rest of the turn after this card is activated is halved.

Cards from the Deep

Normal Spell

If all monsters on your field and in your Graveyard are WATER-Attribute (min. 3): Draw 2 cards. You cannot add cards from your Deck to your hand the turn you activate this effect.

Frostbite

Normal Spell

Inflict damage to your opponent equal to the ATK of all monsters your opponent controls with Ice Counters. You can only activate 1 "Frostbite" per turn.

Tesseract Graveyard

Normal Spell

Shuffle 2 or more "LV" monsters from your Graveyard into your Deck: Draw 1 card. If you control a "LV" monster when this card is activated, you can draw 1 additional card. If you control a face-up Level 9 or higher monster when this card is activated, you can draw 2 additional cards. You can only activate 1 "Tesseract Graveyard" per turn.

Wheel of Greed

Normal Spell

Roll a six-sided die. You can send a monster from your Deck to the Graveyard whose Level is equal to the result of the roll: Add a number of cards from the bottom of your Deck to your hand equal to the roll. If you choose to not send a monster for this effect, your opponent can use this card's effect, instead, using the same result you rolled (they must still send a monster of the appropriate Level). During the End Phase, if neither player used this card's effect to add a card(s) to their hand this turn, both players take 1000 damage. You can only activate 1 "Wheel of Greed" per turn.

Sealing Sarcophagus

Normal Spell

Banish 1 card from your Deck. If either player activates a card or effect, or Summons a monster, with the same name as the card banished by this effect while this card that was activated on the field is in the Graveyard: Banish this card from your Graveyard, negate the activation, destroy that card, and add the card banished by this card from your Banished Zone to your hand.

Service Soul

Normal Spell

Discard 1 monster from your hand that specifically names 1 other monster in its card text: Draw 2 cards. During your opponent's Draw Phase, if this card is in your Graveyard because it was activated on the field, you can banish this card from your Graveyard: Return the card discarded for this card's activation from your Graveyard to your hand. You can only activate each effect of this card's name once per turn.

Time for Greed!

Normal Spell

You can only activate this card if the turn count is 6 or higher. Draw 1 card.

Samsara Spell

Normal Spell

You can only activate this card if the current turn count is evenly divisible by the number of cards in your hand. Discard 1 card and send the top card of your Deck to the Graveyard: Add 1 monster from your Graveyard to your hand, and Special Summon 1 monster from your Graveyard in face-up Attack Position. During the End Phase of the turn this card was activated, if you control no monsters that were Summoned from the Extra Deck and you have 3 or fewer cards in your hand: Draw 1 card (You can only activate this effect of this card's name once per turn).

Dual Gates

Normal Spell

If this card is added to your hand by your Normal Draw, you can discard this card: Add the bottom card of your Deck to your hand. Banish a total of 2 Normal Spell Cards with the same name from your hand, field, and/or Graveyard: Draw 2 cards. If your opponent adds a Spell Card or Pendulum monster from their Deck to their hand: You can place this card from your Banished Zone on top of your Deck. You can only activate each effect of this card's name once per turn.

Normal Gainer

Normal Spell

If all monsters you control are Level 2 or lower Normal monsters, you can target 1 monster you control: All monsters you control gain ATK equal to the target's ATK; also, for the rest of this turn, if a monster that gained ATK by this effect inflicts damage to your opponent, draw 1 card. During the End Phase, if you control no Effect monsters, and at least 1 face-up Normal monster: You can add this card from your Graveyard to your hand.

Healing Bubbles

Normal Spell

Target 1 WATER monster in your Graveyard with 200 ATK: Special Summon that target in Attack Position. You can only activate 1 "Healing Bubbles" per turn.

Devastating Deal

Normal Spell

Shuffle 5 monsters from your Graveyard into your Deck: Draw 2 cards. When this card would be sent to the Graveyard after resolving, you can either banish all cards in your hand, or place this card into your opponent's hand. You can only activate 1 "Devastating Deal" per turn.

Transferring Deed

Normal Spell

Target 1 face-up Spell/Trap your opponent controls: Set that target on your side of the field. If you activate that target this turn, return it to your opponent's side of the field during the End Phase.

Dragon Whistle

Normal Spell

Reveal 1 monster in your hand; Special Summon 1 Dragon-Type monster of the same Attribute as the revealed monde from your hand or Graveyard with a Level/Rank equal to the revealed monster's Level, except the monster you revealed. The revealed monster stays revealed for the rest of the turn. You can only activate 1 "Dragon Whistle" per turn.

D. D. Spawn

Normal Spell

Banish 1 DARK monster from your Graveyard: Special Summon 2 "D. D. Tokens" (DARK/Level 2/Fiend/ATK 800/DEF 800) to your field. If the banished monster was a "D. D." monster, you can select and activate 1 of the following effects:

●Add 1 "D. D." monster from your Deck to your hand.

●Special Summon 1 additional "D. D. Token".

If this card is banished, you can flip all of your face-down banished cards face-up.

Custom Toolkit 2

Normal Spell

Activate the appropriate effect depending on the type of card on top of your Graveyard:

●Monster: Special Summon 1 monster from your hand with the same Attribute but lower ATK than the monster on top of the Graveyard.

●Spell: Draw 1 card.

●Trap: Target 1 face-up card on the field: Destroy it.

Banish this card when it leaves the field.

Battleguard Reborn

Normal Spell

Target 2 "Battleguard" monsters in your Graveyard: Special Summon those targets in face-up Defense Position. If a "Battleguard" card is destroyed or Tributed, you can banish this card from your Graveyard: Add 1 "Battleguard" card from your Deck to your hand, except "Battleguard Reborn".

Monster Freeborn

Normal Spell

Banish 1 Spell Card from your Graveyard to target 1 monster in either player's Graveyard with 2000 or less ATK: Special Summon that target. Also, if the banished card was "Monster Reborn", "Monster Reborn Reborn", or "Monster Freeborn", you can Special Summon 1 additional monster from your Graveyard of the same Attribute and Type as the other Summoned monster. You can only activate 1 "Monster Freeborn" per turn.

Dispose and Recycle

Normal Spell

Send 1 Union monster from your Spell/Trap Zone to the Graveyard: Draw 2 cards. You cannot activate effects of monsters in your Graveyard during the turn you activate this effect. You can only activate 1 "Dispose and Recycle" per turn.

Odd-Dice Return

Normal Spell

Target 3 monsters in either player's Graveyard, and roll a six-sided die. Special Summon the appropriate monster depending on the result:

●1-2: The first target

●3-4: The second target

●5-6: The third target

During the End Phase of the turn this card was activated, if you rolled 5 or more six-sided dice this turn: You can Special Summon the other two monsters targeted for this card's effect, if both of those monsters are still in the Graveyard.

Gold Scale Selling

Normal Spell

Detach 1 Fish-Type monster from an Xyz monster you control; draw 2 cards. You can only activate 1 "Gold Scale Selling" per turn.

Physic

Normal Spell

Activate only if you control a Psychic-Type monster. Gain LP equal to the combined ATK of all your opponent's monsters, and if you do, pay LP equal to the combined ATK of all your Psychic-Type monsters. During your Main Phase, except the turn this card was sent to the Graveyard, you can banish this card and 1 Psychic-type monster your Graveyard; gain LP equal to the ATK of the banished monster.

Plus Minus Extravaganza

Normal Spell

Inflict 200 damage to your opponent for each "Plus Minus Extravaganza" in your Graveyard +1, then gain LP equal to the amount of damage inflicted. If your opponent's LP are less than or equal to half of yours when this effect resolves, discard 1 card from your opponent's hand at random. If your LP are now above 10000 after this effect resolves, draw 1 card.

Plus Minus Party Planning

Normal Spell

Inflict 400 damage to your opponent, then gain 600 LP, plus an additional 300 LP for each "Plus Minus Extravaganza" in your Graveyard. After this card resolves, if your LP are 12000 or more: You can draw 1 card. During the End Phase of the turn this card was activated: You can add 1 "Plus Minus Extravaganza" or "Plus Minus Party Planning" from your Deck to your hand. This card is treated as "Plus Minus Extravaganza" in your Graveyard.

Plus Minus Pity Party

Normal Spell

Gain 100 LP for each "Plus Minus Extravaganza" in your Graveyard +1, then inflict damage to your opponent equal to the amount of LP you gained. After this card resolves, if your opponent's LP are 3000 or less, your opponent must place 1 card from their hand on top of their Deck, then, if your LP are 3000 or more greater than your opponent's; draw 1 card for every 3000 LP of difference. This card is treated as "Plus Minus Extravaganza" in your Graveyard.

Cauterized Party

Normal Spell

Inflict 200 damage to your opponent, then gain 400 LP. Then, if there are 2 or fewer monsters on your field: Add 1 "Plus Minus" Normal Spell Card from your Deck to your hand. This card is treated as "Plus Minus Extravaganza" in your Graveyard.

Mystical Item - Heart of Jong

Normal Spell

Excavate the top 5 cards from your Deck and add any excavated "Mystical Item" Equip Spells to your hand, shuffle the remaining excavated cards into your Deck, then Special Summon this card as a monster (Fiend-type/DARK/Level 12/ATK 0/DEF 0) (This card is NOT treated as a Spell Card). This card gains 1000 ATK for each "Mystical Item" Equip Spell equipped to it. Once per turn, during either player's turn: You can target any number of face-up Spell cards you control and an equal number of cards your opponent controls -1; negate their effects until the End Phase. If this card is sent from the field to the Graveyard: shuffle it into the Deck.

Warping through the Ages

Normal Spell

Target 1 non-Pendulum monster you control: Add 1 Pendulum monster from your Deck, Graveyard, or face-up in your Extra Deck to your hand whose Pendulum Scale equals the Level/Rank of the targeted monster. If you control "Ancestor Clock of Space-time", you can add 1 "Ancestor Clock of Space-time" from one of the listed locations to your hand instead.

Goblin Lawyer

Normal Spell

Negate the effects of all other face-up cards you control. If you negate 3 or more cards' effects by this effect: Draw 1 card.

Mystical Item Fusion

Normal Spell

Reveal 1 "Mystical Item" Fusion Monster from your Extra Deck that can be Special Summoned with "Mystical Item Fusion". Banish 2 "Mystical Item" Equip Spells listed on the revealed monster from your hand, field, Deck, or Graveyard. Special Summon that Fusion Monster from your Extra Deck or Graveyard. You can return 1 "Mystical Item" Fusion monster and this card from your Graveyard to your Deck; add 1 Equip Spell listed on the returned monster from your Deck to your hand.

Genetic Berserk Tag

Normal Spell

Target 1 face-up card on the field with its effects negated: That card regains its effects. If you targeted an opponent's card for this effect, draw 1 card.

Aria of the Traitor Sword

Normal Spell

During this turn, if a card(s) is shuffled into your opponent's Deck: Banish that same number of cards from the top of your opponent's Deck, face-down. If your opponent controls a monster(s) with 3 or more Equip Spell Cards equipped to it: You can activate this card during your opponent's Main Phase, and if you do, draw 1 card.

Estrangement

Normal Spell

If you have 2 or more monsters with the same name in your Banished Zone: Special Summon 1 of those monsters. You can only activate 1 "Estrangement" per turn.

Blast Beam

Normal Spell

Destroy 1 card on the field. You cannot Normal Summon the turn you activate this card.

Slow and Steady

Normal Spell

If you control a Normal Monster: Add 1 Normal Trap card from your Deck to your hand.

Pot of Rapacity

Normal Spell

Declare a number. If you Special Summon the declared number of monsters this turn: Draw 2 cards, then end your turn. You can only activate 1 "Pot of Rapacity" per turn.

Worthwhile Sacrifice

Normal Spell

Destroy 1 monster you control. During your opponent's next End Phase, if the destroyed monster is in your Graveyard: Destroy all monsters your opponent controls with a higher Level than your destroyed monster in the Graveyard.

Stolen Credit

Normal Spell

Target 1 card on the field. The next time a card(s) is destroyed on the field by an effect, you can treat that card(s) as having been destroyed by the target's effect, instead of the card whose effect was activated.

Telltale Travels

Normal Spell

Send up to 3 monsters with the same Type and Attribute from your Extra Deck to the Graveyard; add 1 monster from your Deck to your hand whose Type and Attribute are the same as those sent monsters and whose Level is equal to the number of monsters sent. You can only activate 1 "Telltale Travels" per turn.

Draining Maintenance

Normal Spell

Place 1 Maintenance Counter on your opponent for each monster they control. (Players with Maintenance Counters must pay 100 LP during each End Phase. A Player with a Maintenance Counter can Tribute 1 monster; remove this Counter).

Horoscope of Armageddon

Normal Spell

Shuffle the face-down cards in your Extra Deck, then flip the top face-down card in your Extra Deck face-up. While that card remains face-up in your Extra Deck, you cannot Summon face-down cards from your Extra Deck. If the card flipped face-up by this effect is Summoned: destroy all other cards on the field, also, until the End Phase, it is unaffected by cards or effects (except its own).

Power of Nothing

Normal Spell

Add 1 monster with 0 ATK from your Graveyard to your hand. You can only activate 1 "Power of Nothing" per turn.

Login Drive

Normal Spell

Special Summon 1 Level 6 or lower Cyberse-Type monster from your hand. This turn, if that monster is used as Material for a Summon, apply the appropriate effect based on the type of monster it was used as Material for:

Fusion: During the End Phase: Add 1 "Polymerization" and/or 1 monster used for that Fusion Summon from your Graveyard to your hand.

Synchro: You can Special Summon 1 Tuner monster from your Graveyard, but banish it when it leaves the field.

Xyz: You can attach 1 monster from your Extra Deck to the monster as Xyz Material, also, it gains 200 ATK for each Xyz Material it has until the End Phase.

Fortune Tuning

Normal Spell

Ask your opponent to reveal 1 Tuner monster from their Deck.

●If they revealed a monster, add that revealed card to your opponent's hand, then excavate a number of cards from the top of your Deck equal to the added monster's Level, rearrange the excavated cards in any order (you do not show your opponent the new order), then draw 1 card. ●If they did not, add the bottom card of your Deck to your hand.

You can banish this card from your Graveyard, except during the turn it ead sent there: Draw 1 card, then place 1 card from your hand on top of your Deck. You can only activate each effect of this card's name once per turn.

Current Confusion

Normal Spell

After this card's activation, it remains face-up on the field, but destroy it during the End Phase of your opponent's 3rd turn after this card was activated. When a player would draw a card(s) from their Deck, they draw the same number of cards from the opponent's Deck instead.

Desperate Emotion

Normal Spell

If you control no monsters: Add 1 each of "Morale Dragon" and "Unstable Hatchling" from your Deck or Graveyard to your hand. You can only activate 1 "Desperate Emotion" per turn. While this card is in your Graveyard, negate the first monster effect to activate in your opponent's Graveyard each turn.

Magnetic Launch Tube

Normal Spell

Pay 500 LP: Special Summon 1 Level 2 Machine-Type monster from your hand or Deck. You can only activate 1 "Magnetic Launch Tube" per turn.

Unzip.exe

Normal Spell

Target 1 Set monster on the field. Flip that target into face-up Attack or Defense position. During your Main Phase (except the turn this card was sent to the Graveyard): You can banish this card from your Graveyard; add 1 Cyberse-type Flip monster from your Deck to your hand.

Glory Seeker

Normal Spell

When this card is activated, you can either: Add 1 "Glory Seeker" from your Deck to your hand, but you cannot Normal or Special Summon Level 4 or lower monsters for the rest of this turn OR all monsters your opponent controls lose 200 ATK and all monsters you control gain ATK equal to that combined lost ATK. If your opponent's monster attacks, you can banish this card from your Graveyard: Draw 1 card for each of your banished "Glory Seeker", then return 1 card from your hand to the top or bottom of your Deck. During your Standby Phase, if 3 of your "Glory Seeker" are banished, you can shuffle all 3 into your Deck: Special Summon 1 Level 4 or lower monster from your Graveyard. You can only activate each effect of "Glory Seeker" once per turn.

Variety Pack

Normal Spell

Target 1 face-up Synchro monster you control: Return that target to the Extra Deck, then Special Summon Tuner monsters of the same Attribute as that target whose combined Levels exactly equal the Level of the returned monster. You cannot Special Summon monsters from your Extra Deck during the turn you activate this effect, except Synchro monsters.

High-Energy Trade-Off

Normal Spell

You can only activate this card if there are 3 or more High-Energy Counters on a face-up "High-Energy Impact Terrain" you control. Draw 2 cards, then discard 1 card. During your Draw Phase, you can banish this card from your Graveyard: Place 1 High-Energy Counter on a face-up "High-Energy Impact Terrain" you control, and if you do, you can target 1 Level 2 or lower Effect monster in your Graveyard; Special Summon that target with its effects negated. You can only activate 1 "High-Energy Trade-Off" per turn.

High-Energy Detonator

Normal Spell

You can only activate this card if there are 3 or more High-Energy Counters on a face-up "High-Energy Impact Terrain" you control. Target 1 Level 4 or lower monster you control: Destroy that target, then Special Summon 1 monster from your Deck of the same Attribute and Type, of an equal or lower Level to that monster, and with less ATK than that monster. You can banish this card from your Graveyard, except during the turn it was sent there: Place 1 High-Energy Counter on a face-up "High-Energy Impact Terrain" you control, then Special Summon the monster destroyed for this effect.

Shooting Sparks

Normal Spell

Inflict 200 damage to your opponent, then activate any number of these effects depending on the number of "Sparks" Spell cards in your Graveyard:

●1 or more: Target 1 Spell/Trap Card your opponent controls: Destroy that target.

●2 or more: Destroy the monster your opponent controls with the lowest DEF.

You can banish this card from your Graveyard, except during the turn this card is sent to the Graveyard: Add 1 "Sparks" Spell Card from your Deck to your hand.

Swirling Sparks

Normal Spell

Inflict 200 points of damage to your opponent, also increase the ATK of 1 monster on the field by 200. You can banish this card from your Graveyard, except during the turn this card was sent to the Graveyard: Add 1 "Sparks" Spell Card from your Deck to your hand.

D. D. Sparks

Normal Spell

Inflict 200 points of damage to your opponent, then you can target 3 of your banished Spell cards and 1 card on the field: Return the banished targets to the Graveyard, and banish the second target. During your End Phase, you can banish this card from your Graveyard: Add 1 "Sparks" Spell Card from your Deck to your hand, except "D. D. Sparks".

Rapid-Fire Sparks

Normal Spell

Inflict 200 points of damage to your opponent, then inflict 300 damage to your opponent for each "Sparks" Spell Card in your Graveyard. If you draw a card(s), you can banish 1 other card in your Graveyard to add this card from your Graveyard to your hand.

Aeon Sparks

Normal Spell

Inflict 200 damage to your opponent, and place 1 Aeon Counter on "Temple of Endless Aeons". During the End Phase after this effect resolves, you can return 2 of your banished "Sparks" cards to your Graveyard: Add 1 "Sparks" or "Aeon Sparks" from your Deck to your hand.

Double Sparks

Normal Spell

Inflict 200 damage to your opponent, and Special Summon 1 "Sparks Token" (FIRE/Pyro-Type/Level 1/200 ATK/200 DEF) with the following effect:

●If a "Sparks" Spell Card is activated, increase this monster's ATK by half the difference between your LP and your opponent's after that card resolves.

Quantum Sparks

Normal Spell

Inflict 200 damage to your opponent. Then, reveal 3 "Sparks" Spell cards from your Deck including at least 1 "Sparks", and have your opponent randomly pick one. Add the one they picked to your hand and send the remaining ones to the GY. While this card and at least 5 other "Sparks" Spell cards are in your GY: increase all effect damage to your opponent by 200.

Chain Sparks

Normal Spell

Inflict 200 damage to your opponent. If you inflict exactly 200 damage to your opponent while this card is in the GY: you can banish this card; add 1 banished "Sparks" Spell to your hand, except "Chain Sparks".

Sparkstorm

Normal Spell

Inflict 200 damage to your opponent, then, you can banish any number of "Sparks" cards from your GY: For every "Sparks" card banished this way, you can banish 1 card on the field and inflict 200 damage to your opponent.

### Quick-Play Spell

D. D. Tempest

Quick-Play Spell

Pay 500 Life Points to target 1 Spell/Trap Card on the field: Banish that target.

Forgotten One's Denial

Quick-Play Spell

Banish 1 monster from your Graveyard, then target 1 face-up card in your opponent's Spell/Trap Zone; Negate it's effects until the end of the turn. You can only activate one "Forgotten One's" card per turn.

Forgotten One's Curse

Quick-Play Spell

Banish 1 Spell Card from your Graveyard, then target 1 face-up card in your opponent's Monster Zone: During each End Phase, if that card is still face-up on the field, your opponent takes 1000 damage. You can only activate one "Forgotten One's" card per turn.

Forgotten One's Call

Quick-Play Spell

Banish 1 Trap Card from your Graveyard, then target 1 card in your opponent's Graveyard: Special Summon it to your side of the field, but negate its effects, also it cannot attack this turn. You can only activate one "Forgotten One's" card per turn.

Miracle Mirror

Quick-Play Spell

Change all instances of "you" in a declared card's text with "your opponent", and vice versa. These changes last until the end of this turn.

Fireburst Cemetery

Quick-Play Spell

If you control a face-up FIRE or Dragon-Type monster, you can Tribute 1 monster you control: Send all face-up cards your opponent controls to the Graveyard, and inflict 200 damage to your opponent for every card sent to the Graveyard by this effect. Cards and effects cannot activate in response to this effect. Your opponent cannot take damage the turn you activate this effect, except by this effect.

Double Pendulum

Quick-Play Spell

Shuffle two face-up monsters in your Extra Deck into your Main Deck: You can Pendulum Summon a second time this turn.

Numeral Coat

Quick-Play Spell

Attach this card to a face-up "Numerix" Xyz monster as Material. While this card is attached as Xyz Material, the monster this card is attached to cannot have its Materials detached by your opponent's cards or effects. If the card this card is attached to would be targeted by your opponent's attack or effect, you can detach this card: Negate that attack or effect.

The Four Legends

Quick-Play Spell

Activate only if there is a face-up Ritual, Synchro, Xyz, and Fusion monster on the field (at least 1 each): Banish all cards on the field, except for those monsters and this card; For the rest of the turn, those monsters are unaffected by effects except for the effects of themselves and one another, also those monsters gain 1000 ATK (permanently). You can banish this card from your Graveyard, except during the turn you activated it, to Special Summon 1 Ritual, Fusion, Synchro, or Xyz monster from either player's Graveyard or Banished Zone. If you summon an Xyz Monster this way, you can attach this card to it as Xyz Material.

Overdrive Tuning

Quick-Play Spell

You can only activate 1 "Overdrive Tuning" per turn. Pay 1000 LP; Synchro Summon 1 monster from your Extra Deck, using monsters you control and/or banishing monsters in your Graveyard as Synchro Material.

Nightmare Pain

Quick-Play Spell

Banish 2 Quick-Play Spell Cards from your hand or Deck. This turn, your opponent takes all damage from battles involving monsters with 0 original ATK. Monsters you control with 0 ATK cannot be destroyed by battle this turn. At the end of the Battle Phase, if a monster you control with 0 ATK declared an attack this turn, you can send all cards in your opponent's hand to the Graveyard.

Mystic Blizzard

Quick-Play Spell

Activate only if you control a face-up Aqua-Type monster. Select and activate 1 of the following effects:

●Target 1 Spell/Trap Card your opponent controls; Destroy that target, then increase your Life Points by 800.

●Target 1 monster your opponent controls; Destroy that target; then inflict damage to your opponent equal to half that monster's original ATK.

●Target 2 cards your opponent controls; Destroy both targets.

Roll of Fate

Quick-Play Spell

Both players roll a six-sided die. The player who rolled the higher number activates the following effect (in case of a tie, both players activate the effect):

●Draw cards equal to the number you rolled, then banish the same number of cards from your hand and/or Graveyard.

Emotional Overload

Quick-Play Spell

If you control a face-up "Shining Hope Dragon" or "Crushing Despair Dragon", send the top 3 cards of your opponent's Deck to the Graveyard, and if you do, increase your Life Points by half the combined ATK of all monsters sent to the Graveyard this way. Cards sent to the Graveyard this way have their effects in the Graveyard negated, also they cannot be Summoned from the Graveyard. You can banish this card from your Graveyard to Special Summon 1 "Shining Hope Dragon" or "Crushing Despair Dragon" from your Graveyard, and if you do, the monster Summoned this way gains the following effect:

●If this monster battles, it gains ATK equal to the difference between your and your opponent's Life Points until the end of the Damage Step.

Duplicate Fusion

Quick-Play Spell

If you would Fusion Summon a Fusion monster using Materials from your hand and/or side of the field, you can Fusion Summon 1 additional Fusion monster of a different name using the same Materials. You can only activate 1 "Duplicate Fusion" per turn.

Incompetent Lawyer

Quick-Play Spell

Move all cards in your Extra Deck (min. 3) to your opponent's Extra Deck (min. 3), and vice versa.

Storm Surge

Quick-Play Spell

Special Summon 1 Level 4 or lower WATER or Thunder-Type monster from your hand. A monster Summoned by this effect has its ATK and DEF doubled.

Building Firestorm

Quick-Play Spell

Special Summon 1 Level 4 or lower FIRE or Pyro-Type monster from your hand. Your opponent takes doubled battle damage from battles involving the Summoned monster.

Monochrome Resurgence

Quick-Play Spell

Gain 300 LP for each LIGHT and DARK monster on the field, and if you do, you can Special Summon 1 LIGHT or DARK monster from your Graveyard, whose ATK is equal to or lower than the amount of LP gained.

Multiple Link Shooter

Quick-Play Spell

Inflict 100 damage to your opponent for each Link in the Chain this card is activated in, then inflict 100 damage to both players times this card's Chain Link number. If this card is destroyed: Each player takes 100 damage times the number of cards in their hand.

Gathering of the Books

Quick-Play Spell

If you control "Dame of the Sacred Tome", "Lady of the Night Sky", or "Studious Sorcerer Mellaxis", activate any number of the following effects depending on the Attributes of face-up Ritual, Fusion, Synchro, Xyz, and/or Pendulum monsters on the field:

●DARK: Draw 2 cards.

●LIGHT: Destroy all monsters your opponent controls.

●FIRE: Inflict 2000 damage to your opponent.

●WATER: Add 1 card either player controls, or in your Graveyard, to your hand.

●EARTH: Flip all cards your opponent controls face-down.

●WIND: Shuffle all Spell/Trap Cards on the field into the Deck, except this card.

You can only activate 1 "Gathering of the Books" per turn.

Luck Bubble

Quick-Play Spell

Target 1 face-up monster you control: Declare a number up to 4, then toss that number of coins, and increase the target's ATK by 2000 until the end of the turn for each Heads, but you lose 2000 LP for each Tails. If the result of all coins tossed for this card was Heads, draw 1 card per coin tossed.

Thrumming Tune

Quick-Play Spell

If you control a face-up Tuner monster, and no other monsters, you can, immediately after this effect resolves: Synchro Summon, using that monster on the field and up to 2 monsters in your hand as Materials. You cannot Special Summon monsters for the rest of the turn. During either player's End Phase, if you control no Tuners, you can banish this card from your Graveyard: Special Summon 1 Tuner monster from your Graveyard, and if you do, Special Summon 1 non-Tuner monster from your hand or Graveyard of the same Type and Attribute as that Tuner monster and of an equal or lower Level, and if you do, you can: immediately after this effect resolves, Synchro Summon using monsters you control as Material.

Again! Again! Again!

Quick-Play Spell

Activate only if your opponent Special Summons exactly 1 monster from their Extra Deck. Pay 2000 LP: Look at your opponent's Extra Deck for a monster with the same name as that Summoned monster, and if you find one, Special Summon it to your opponent's side of the field, ignoring Summoning conditions. If you do not, banish the Summoned monster and all cards in your opponent's Extra Deck, face-down. Cards and effects cannot be activated in response to this card, its activation, or its effect. "Again! Again! Again!" can only be activated once per Duel.

Tuner Burial

Quick-Play Spell

Send 1 Tuner monster from your Deck or Extra Deck to the Graveyard; gain LP equal to its ATK or DEF, whichever is lower.

Awakening from the Dream

Quick-Play Spell

Banish 2 cards from your Graveyard; draw 1 card. You can only activate this effect of "Awakening from the Dream" once per turn.

Reunion in Tears

Quick-Play Spell

If a monster you control is destroyed by battle: Special Summon that monster, then Special Summon 1 monster form your Deck, with the same Level, Attribute, and Type as that Summoned monster, but with a different name. The effects of monsters Summoned by this card are negated, also, you cannot Summon monsters this turn, except monsters with the same Attribute as the monsters Summoned by this card. You can only activate 1 "Reunion in Tears" per turn.

Encroaching Darkness

Quick-Play Spell

Discard 1 card and target up to 2 face-up cards on the field: Flip both targets face-down.

Card from Heaven

Quick-Play Spell

Target 1 face-up Wyrm-Type monster you control: Destroy that target, and if you do, draw 1 card. You can only activate 1 "Card from Heaven" per turn. During the End Phase, if you Special Summoned a Wyrm-Type monster of a higher Level than the monster destroyed by this effect, you can return the destroyed monster to your hand.

Deadly Strings

Quick-Play Spell

If a monster is Special Summoned, or if a monster attacks; halve its ATK and DEF. During your Main Phase (except during the turn this card was sent to the Graveyard): You can banish this card from your Graveyard; destroy 1 monster on the field whose current ATK is different from its original ATK.

Super Cell Division

Quick-Play Spell

Target 1 monster on the field with more ATK than its original ATK; the target's ATK becomes its original ATK, and if it does, you can add 1 monster from your Deck to your hand whose name is the same as the target.

Cyberse Wireframe

Quick-Play Spell

Banish 1 Cyberse monster you control; Special Summon 1 Machine monster with a Level equal to or lower than the banished monster from your Deck. You can only activate this effect of "Cyberse Wireframe" once per turn.

Discounter

Quick-Play Spell

If 2 or more different types of Counter are on cards on the field, you can select 1 of those types of Counter, then select and apply 1 of the following effects:

●Remove all Counters of that type from the field.

●Remove all Counters from the field, except Counters of that type.

You can only activate 1 "Discounter" per turn.

LV Soul

Quick-Play Spell

Banish 1 "LV" monster from your field or Graveyard, and 1 monster with a Level from your hand or field: Special Summon 1 "LV" monster from your hand, Deck, or Graveyard whose Level is exactly equal to the sum of the banished monster's Levels, ignoring Summoning conditions. If the monster Summoned this way is destroyed or banished by your opponent's card (by battle or card effect) during this turn, Special Summon both monsters banished to activate this effect, if possible. You can only activate 1 "LV Soul" per turn.

Small Trunade

Quick-play Spell

Return up to 2 Spell/Trap Cards your opponent controls to the hand.

Big 1 Return

Quick-Play Spell

Target 1 face-up monster on the field, and activate 1 of the following effects:

●If that target has an effect that can only be activated once per turn, that target can activate its effect exactly once more this turn.

●If that target has an effect that can only be activated during your turn that does not destroy cards, add cards to a player's hand, or inflict damage, that effect of the target becomes a Quick Effect, during this turn only.

If you activate "Big 1 Return", neither player can activate "Big 1 Return" until the 4th Standby Phase after this effect resolves.

Unexpected Remorse

Quick-Play Spell

If a DARK monster you controlled was destroyed by battle while there is a Level 5 or higher monster in your hand that can be Normal Summoned, and you control at least 2 monsters, you can, immediately after this effect resolves: Tribute Summon that monster in your hand, using the monster that destroyed your monster by battle, plus monsters you control (if necessary).

Ride the Lightning

Quick-Play Spell

If you Normal or Special Summon a Thunder-Type monster with a Level, you can Special Summon 1 other monster from your hand whose Level is less than that monster's Level. You can only activate 1 "Ride the Lightning" per turn.

Double Battle

Quick-Play Spell

At the start of your Battle Phase, if you control exactly 2 face-up monsters, you can increase each of those monsters' ATK by the other's ATK. Those monsters cannot attack your opponent directly. You can only activate 1 "Double Battle" per turn.

Labyrinth Trap

Quick-Play Spell

Special Summon 1 Level 3 or lower Normal monster from your hand or Graveyard. If you control "Labyrinth Dragon" when this card is activated, you can also Special Summon 1 Normal monster from your Deck whose DEF is lower than its ATK in face-up Attack Position. You can banish this card from your Graveyard, except during the turn it was sent there, to discard up to 2 Normal monsters from your hand: Draw 1 card for each monster discarded for this effect.

Instant Union

Quick-Play Spell

Target 1 face-up Normal or Union monster you control: Equip that target with 1 Union monster from your hand or Deck. If the target is an appropriate target for that Union monster, treat it as if it were equipped by its own effect. You can banish this card from your Graveyard to Special Summon up to 3 of your banished Union monsters and/or named targets for the Summoned Union monster(s).

Landmine Rearmament

Quick-Play Spell

Pay 800 LP: Target up to 2 Flip monsters in your Graveyard; Special Summon that target(s) in face-down Defense Position.

Re-Synchro

Quick-Play Spell

If a Level 8 or lower Synchro Effect monster you control leaves the field without activating its effect (except as Material for another Synchro Summon), you can pay 1000 LP: Special Summon the Synchro Materials used for its Synchro Summon from the Graveyard with their effects negated. You can only activate 1 "Re-Synchro" per turn.

Chaos Cantrip

Quick-Play Spell

Target 1 face-up card you control: Place 2 Spell Counters on that target, then, if there are 10 or more Spell Counters on the field, draw 1 card. If 10 or more Spell Counters are removed from the field simultaneously, you can Set this card from your Graveyard. You can banish this card from your Graveyard to add 2 cards from your Deck to your hand with "Spell Counter" in their card text, except "Chaos Cantrip" (you can only activate each effect of this card's name once per turn).

Dinosaurrage

Quick-Play Spell

If you control a face-up Dinosaur-Type monster, destroy 1 Spell/Trap Card your opponent controls, and if you do, inflict damage to your opponent equal to the Level of the Dinosaur-Type monster you control with the lowest Level x200. If this card is activated during a battle involving a Dinosaur-Type monster you control and your opponent's monster, halve the ATK and DEF of the opposing monster. You can only activate 1 "Dinosaurrage" per turn.

Defense Pact

Quick-Play Spell

If both players have at least 1 unoccupied Monster Zone, both players declare a number up to the number of unoccupied Monster Zones on their field (min. 1): Special Summon a number of "Digital Defense Tokens" (EARTH/Level 4/Cyberse-Type/ATK 0/DEF 2500) to each player's field up to the average between those numbers (as many as possible, rounded down). For the rest of the turn after this effect resolves, neither player can declare an attack, or Special Summon monsters in Attack Position. You can only activate 1 "Defense Pact" per turn.

Winded Wind

Quick-Play Spell

Target 1 Spell/Trap Card on the field: Return it to the hand. After this effect resolves, if a card is not returned to the hand by this effect, return this card to the hand. You can only activate 1 "Winded Wind" per turn.

D-Xyz

Quick-Play Spell

Return 1 Xyz monster you control to the Extra Deck; Special Summon 2 monsters from your Graveyard that could be used as Material for the Xyz Summon of that monster. During either player's turn, you can banish this card from your Graveyard: Special Summon 1 Xyz Monster from your Extra Deck using any monsters you control as Xyz Materials. (This Special Summon is treated as an Xyz Summon.) You can only use each effect of "D-Xyz" once per turn.

First Rat

Quick-Play Spell

Target 1 Set Spell/Trap Card on the field; force its activation. If the activation timing is wrong, negate its effects, and if you do, destroy it. Your opponent cannot activate the targeted card in response to this card's activation.

Lightningrod

Quick-Play Spell

When a Spell/Trap Card is activated: The activated effect becomes "Destroy 1 Spell/Trap Card your opponent controls". You can only activate 1 “Lightningrod” per turn.

Evaluation

Quick-Play Spell

If there are no cards in your hand, and you control fewer cards than your opponent: Draw cards equal to the surplus, then, if 1 or more cards drawn by this effect is a monster; you can Special Summon one of those drawn monsters. During your opponent's next End Phase after you drew cards by this effect, they draw cards equal to the number of cards you drew by this effect. You can only activate 1 "Evaluation" per turn, also this card's effect cannot be activated during two consecutive turns.

Calling of the Deep Dimension

Quick-Play Spell

Target up to 5 face-up banished cards; flip them face-down. If you flipped exactly 5 cards face-down by this effect: you can draw 1 card.

Braying of the Doomdog

Quick-Play Spell

Special Summon 1 "Doomdog Octhros" from your hand, Deck, or Graveyard. If "Doomdog Octhros" is destroyed (by battle or card effect), you can banish this card from your Graveyard: Special Summon 1 "Doomdog Octhros" from your Graveyard, and no further cards or effects can be Linked in this Chain, except the effect of "Doomdog Octhros".

Blood Bug Birth

Quick-Play Spell

If you take 600 or more damage, you can target a number of Level 5 or lower Insect-Type monsters in your Graveyard up to each 600 points of damage you took. If an Insect-Type monsters you control attacks or is attacked by your opponent's monster, you can banish this card from your Graveyard: Negate that attack, then gain LP equal to the combined ATK of the attacker and the attack target.

Shadow Duplication

Quick-Play Spell

Tribute 1 non-Token Level 1 monster you control: Special Summon as many Tokens as possible with the same name, Level, Attribute, ATK, and DEF as that Tributed monster. During either player's turn, except during the turn this card was sent to the Graveyard, you can banish this card from your Graveyard: Special Summon up to 3 "Shadow Spectre Tokens" (DARK/Level 1/Zombie-Type/ATK 1000/DEF 0) to either player's field. While you control a Token Summoned by this effect, your opponent cannot target monsters you control for attacks or effects, except that Token(s).

Fogmaker Blade Dance

Quick-Play Spell

Target 1 monster you control whose original Type is not Dragon, but that is treated as Dragon-Type by its own effect, and 1 face-up monster your opponent controls: Negate the effects of the second target, then halve its ATK, and if you do; the target you control gains ATK equal to that lost ATK until the End Phase. If "Dragonna-bugeisha" is face-up on the field when this card is activated, "Dragonna-bugeisha" you control gain the following effects:

●Once per turn, during either player's turn, if your opponent activates a monster effect: You can negate the activation. Once per turn, during either player's turn, if your opponent activates a monster effect: You can destroy 1 card on the field.

During either player's turn, except during the turn this card was sent to the Graveyard, you can banish this card from your Graveyard: The activated effects of "Dragonna-bugeisha" become Quick Effects, until the End Phase.

Snowfall Blade Dance

Quick-Play Spell

If an EARTH Dragon-Type monster you control battles your opponent's monster, the opposing monster's ATK and DEF are reduced by 200 for each Dragon-Type monster on the field and in the Graveyard, also any Spell/Trap Cards that your opponent activates for the rest of this Battle Phase are negated and destroyed. If you control a face-up "Dragonna-bugeisha" when this card is activated, "Dragonna-bugeisha" you control gain the following effect:

●If this card inflicts damage to your opponent, gain LP equal to half that damage, also increase this monster's ATK by 100.

Rainstorm Blade Dance

Quick-Play Spell

If your opponent targets a face-up monster that is simultaneously being treated as two different Types for an attack or effect: Negate that attack/effect, and if you do; draw 1 card. If you control a face-up "Dragonna-bugeisha" when this card is activated, "Dragonna-bugeisha" you control gain the following effect:

●Your opponent's monsters that battle this monster, or target this card with an effect, have their effects negated.

During either player's turn, except during the turn this card was sent to the Graveyard, you can banish this card from your Graveyard: The activated effects of "Dragonna-bugeisha" become Quick Effects, until the End Phase.

Wavebreaker Blade Dance

Quick-Play Spell

If your opponent Special Summons 4 or more monsters in the same turn while you control a Level 7 or higher EARTH Dragon-Type or Warrior-Type monster: You can Special Summon 1 Level 4 or lower Warrior-Type or Dragon-Type monster from your hand or Graveyard, and banish 1 card from your opponent's hand, face-down. If you control "Dragonna-bugeisha" when this card is activated, "Dragonna-bugeisha" you control gain the following effect:

●Your opponent's Special Summoned monsters lose ATK and DEF equal to half their original ATK.

If another card in your Graveyard would be banished to activate its effect: You can banish this card from your Graveyard, instead (you can only activate this effect of this card's name once per turn).

Odd-Dice Cyclone

Quick-Play Spell

If this card is Chained to another effect that rolls a six- sided die: You can inflict 500 damage to your opponent. Roll a six-sided die, and apply the appropriate effect based on the roll:

●2: Target 1 Set Spell/Trap Card your opponent controls and destroy it, but if you cannot, take 1000 damage.

●4, 6: Target 1 Spell/Trap Card your opponent controls and destroy it.

●1, 3, 5: Destroy up to 2 Spell/Trap Cards on the field.

You can only activate 1 "Odd-Dice Cyclone" per turn. If, during the turn you activate this card, neither player rolls a result of 1, 3, or 5 on a six-sided die: You take 1000 damage during the End Phase.

Book of Brilliance

Quick-Play Spell

Target 1 face-down Defense Position monster on the field: Flip it face-up, and all monsters your opponent controls lose ATK and DEF equal to its Level x300; then, during the End Phase, you can return it to face-down Defense Position. If the targeted monster was a Flip monster, you can add 1 Flip monster from your Deck to your hand.

Tricky Spell 1

Quick-Play Spell

If you control "The Tricky": Special Summon 1 "Tricky Token" (WIND/Spellcaster-Type/Level 5/ATK 2000/DEF 1200). If this card is discarded to Summon "The Tricky": You can Set this card from your Graveyard. You can banish this card from your Graveyard: Special Summon "The Tricky" from your Graveyard.

Tricky Spell 2

Quick-Play Spell

Select and activate 1 or more of the following effects:

●Add 1 "The Tricky" from your Deck or Graveyard to your hand.

●Target 1 "The Tricky" you control: Special Summon 2 "Tricky Tokens" (WIND/Spellcaster-Type/Level 5/ATK 2000/DEF 1200) in Defense Position.

If you control "The Tricky", you can banish this card from your Graveyard, except during the turn it was sent there: Draw 1 card for each "The Tricky" and "Tricky Token" on the field, then shuffle 1 card from your hand into your Deck.

Tricky Spell 3

Quick-Play Spell

Send 1 "The Tricky" from your Deck to the Graveyard: Special Summon 3 "Tricky Tokens" (WIND/Level 5/Spellcaster-Type/ATK 2000/DEF 1200). You cannot Summon monsters from the Extra Deck during the turn you activate this effect. If 3 "Tricky Tokens" are removed from the field simultaneously, banish this card from your Graveyard: Special Summon "The Tricky" from your Graveyard.

Ultra Double Summon

Quick-Play Spell

Target 1 Gemini monster you control that is being treated as a Normal monster: That target becomes an Effect Monster, and gains its effects. Then, immediately after this effect resolves, you can Normal Summon 1 monster (this is in addition to your Normal Summon/Set, if activated during your turn).

Psychic Space Typhoon

Quick-Play Spell

Target 1 Set Spell/Trap Card on the field, and declare a card Type (Spell or Trap): Regardless, destroy that card; if you called it right, draw 1 card, if you called it wrong, take 500 damage.

Overlay Cyclone

Quick-Play Spell

Detach 1 Xyz Material a face-up Xyz monster on the field to target 1 Spell/Trap Card on the field: Destroy that target, then inflict 500 damage to your opponent.

Compressed Alchemy Reaction

Quick-Play Spell

If you control a face-up "Helios - The Primordial Sun", you can target 1 card your opponent controls: Banish that target, and inflict 300 damage to your opponent. If this card is banished: You can Special Summon 1 "Helios" monster from your hand, Graveyard, or Banished Zone, and if you do; you can banish 1 card from your opponent's Graveyard. You can only activate each effect of this card's name once per turn.

Last Wind of the Soul

Quick-Play Spell

If your LP are less than 4000, your opponent's LP are 4000 or more, and a monster you control battles your opponent's monster: Increase your LP to 4000, and reduce your opponent's LP by the amount of LP you gained. Then, your battling monster gains ATK equal to the amount of LP your opponent lost. You can only activate 1 "Last Wind of the Soul" per Duel.

Dueling Network

Quick-Play Spell

If your opponent activates a monster effect: Special Summon 1 monster from your hand or Graveyard with equal or lesser ATK than the monster whose effect was activated.

Fusion Charger

Quick-Play Spell

If you Fusion Summon a monster and 1 or more of its named Materials are banished by this Summon: Special Summon up to 2 Level 3 or 4 monsters from your Banished Zone of the same Attribute and Type as that Fusion Summoned monster. If a Fusion monster leaves the field while you controlled it, got can banish this card from your Graveyard: Special Summon as many of that monster's printed Fusion Materials as possible from your Graveyard or Banished Zone.

Interceptor Barrage

Quick-Play Spell

Place 1 Interceptor Counter on each face-up "Driver Cruiser" you control, then target 1 face-up monster your opponent controls: That target's effects are negated, also it loses 100 ATK and DEF for each Interceptor Counter on the field. The first time a card(s) on the field is destroyed each turn while this card is in your Graveyard, you can target 1 face-up "Driver Cruiser" you control: Place 1 Interceptor Counter on that target for each card destroyed. If a face-up "Driver Cruiser" you control would be targeted by your opponent's card or effect, you can banish this card from your Graveyard: Negate that card/ effect, then place 1 Interceptor Counter on "Driver Cruiser".

Gift of Rebirth

Quick-Play Spell

Target 1 monster in your opponent's Graveyard: Special Summon that target to your opponent's side of the field, then draw 1 card, and if the drawn card is a monster, you can reveal the drawn monster; Special Summon 1 monster from your Graveyard with 2000 or less ATK. You can only activate 1 "Gift of Rebirth" per turn.

The Big One

Quick-Play Spell

You can target 1 Level 1 monster you control: Banish up to 3 Level 1 monsters from your Graveyard; that target gains 1000 ATK for each monster banished and can attack a number of monsters up to the number of monsters banished by this effect. Return the target to your hand during the End Phase. You can only activate 1 "The Big One" per turn.

Field Conversion

Quick-Play Spell

Target 1 Field Spell Card on the field, and banish up to 2 Field Spell Cards from either Graveyard with names different from the target (and each other): Negate 1 effect of the target, then apply 1 effect of each of the banished cards that occupies the same place as the negated effect in their card text. After this card is activated, "Field Conversion" cannot be activated again until the target leaves the field.

Rushed Order Smithing

Quick-Play Spell

Pay half your LP; equip 1 Equip Spell from your Deck to a monster you control but banish it during the End Phase.

Planet Alignment

Quick-Play Spell

If you control "Helios - The Primordial Sun" or "True Primal Helios": Destroy all monsters your opponent controls, then inflict 300 damage to your opponent.

Clockwork Transit

Quick-Play Spell

Target 1 monster you control: Banish it until the End Phase of the next turn. If you control "Ancestor Clock of Space-Time", you can target 1 monster your opponent controls instead.

Cuneiforment Shift

Quick-Play Spell

Target up to 3 Rock-Type monsters you control: Change their battle positions, and if you do; send a number of cards your opponent controls to the Graveyard equal to the number of monsters whose battle positions were changed this way. During the End Phase, if this card was sent to the Graveyard this turn: You can add up to 1 each of a "Cuneiforment" card from your Graveyard and/or Banished Zone to your hand (you can only activate this effect of this card's name once per turn).

Targeted Counter Cleanup

Quick-Play Spell

Declare a Counter name. Remove all Counters with that name from all cards on the field and on each player.

Cast-Off

Quick-Play Spell

Banish any number of cards from your Graveyard. Gain 100 LP for each card banished this way. Banish this card when it leaves the field.

Bait Wait

Quick-Play Spell

If your opponent controls 3 or more cards, and you control no cards, you can activate this card from your hand during your opponent's turn. If your opponent adds a card(s) from their Deck to their hand by an effect: Banish 1 random card from your opponent's hand until the 3rd Standby Phase after this card's activation. If your opponent adds a card to their hand by an effect, you can banish this card from your Graveyard, except during the turn it was sent there: Draw 1 card.

Rage of the Flame King

Quick-Play Spell

If your opponent takes damage from the effect of a Pyro-Type monster: Special Summon 1 "Eternal Flame Emperor" from your hand, Deck, or Graveyard. You can only activate this effect once per Chain. You can banish this card from your Graveyard: "Eternal Flame Emperor" you control can attack all monsters your opponent controls, once each. This card is treated as a Pyro-Type monster in the Banished Zone.

Fury of the Dimension Dragon

Quick-Play Spell

Target 1 Dragon-Type monster you control: If that target destroys your opponent's monster by battle this turn, increase its ATK by 100 for each of your opponent's banished cards. During the End Phase, gain LP equal to the target's ATK.

Kettle of Avarice

Quick-Play Spell

You can only activate 1 "Kettle of Avarice" per turn. (1) If you have exactly 5 monsters in your Graveyard: Shuffle all 5 into the Deck, then draw 2 cards. You cannot add cards from your Deck to your hand by other effects for the rest of this turn after you activate this card.

Ajar Jar

Quick-Play Spell

Target 1 monster on the field:

●If that target is a face-up Flip monster: Flip it into face-down Defense Position, also that monster cannot be destroyed or banished by card effects this turn.

●If that target is in face-down Defense Position: Flip it face-up, then, if that monster is a Flip monster; you can draw 1 card.

You can only activate 1 "Ajar Jar" per turn.

Auradvance

Quick-Play Spell

Tribute 1 "Kaidan the Aurapprentice": Special Summon 1 "Aura-Evolved Kaidan" from your hand, Deck, or Graveyard. If this card is activated during the Battle Phase: Halve the ATK of the monster your opponent controls with the highest ATK, and if you do; you can draw 1 card (you can only activate this effect of "Auradvance" once per turn this way).

High-Energy Redirect

Quick-Play Spell

Activate only if a card you control is targeted for an attack or effect while you control a face-up "High-Energy Impact Terrain". Negate that attack or effect and place 1 High-Energy Counter on a "High-Energy Impact Terrain" on the field. For the rest of the turn, all monsters you control gain 200 ATK for each High-Energy Counter on a face-up "High-Energy Impact Terrain" you control. While this card is in your Graveyard, if a High-Energy" Spell Card activates its effect in the Graveyard: You can add this card from your Graveyard to your hand, then place 1 High-Energy Counter on a face-up "High-Energy Impact Terrain" you control (you can only activate this effect of this card's name once per turn).

High-Energy Impact

Quick-Play Spell

Select and activate 1 of the following effects:

●Activate 1 "High-Energy Impact Terrain" from your Deck or Graveyard.

●If there are 4 or more High-Energy Counters on a face-up "High-Energy Impact Terrain" you control: Target 1 monster you control; send all Attack Position monsters your opponent controls with less ATK than the target to the Graveyard.

During your opponent's Standby Phase, you can banish this card from your Graveyard: Place 1 High-Energy Counter on a face-up "High-Energy Impact Terrain" for each card in your hand.

High-Energy Recharge

Quick-Play Spell

Remove any number of High-Energy Counters from a face-up "High-Energy Impact Terrain" you control: Special Summon any number of monsters from your Graveyard whose combined Levels are exactly equal to the number of Counters removed, but their effects are negated, also destroy them during the End Phase. If a High-Energy Counter(s) is placed on a "High-Energy Impact Terrain" on the field, except by the effect of "High-Energy Recharge", you can banish this card from your Graveyard: Place a number of High-Energy Counters on a "High-Energy Impact Terrain" you control equal to the number of Counters placed by that effect (you can only activate this effect of this card's name once per turn).

High-Energy Strategizing

Quick-Play Spell

During your next Standby Phase, if you control "High-Energy Impact Terrain": Draw 1 card. If you controlled a face-up "High-Energy Impact Terrain" when this card was activated, you can target up to 3 "High-Energy" Spells with different names in your Banished Zone: Shuffle all targets into your Deck, place a number of High-Energy Counters on a face-up "High-Energy Impact Terrain" you control equal to the number of cards shuffled into the Deck this way, then, if you placed 3 High-Energy Counters on "High-Energy Impact Terrain" this way, you can negate the effect of the monster your opponent controls with the highest ATK this turn. During your End Phase, banish this card from your Graveyard.

Rank-Up-Magic: Vivid Numeral Force

Quick-Play Spell

Select and activate 1 of the following effects:

●During your turn: Xyz Summon 1 "Numerix" Xyz monster, exactly 1 Rank higher than a face-up Xyz monster you control, using that monster as Material (Xyz Material attached to that monster also become Xyz Materials on the new monster).

●During your opponent's turn: Target 1 "Numerix" Xyz monster you control; Xyz Summon 1 Xyz monster of the same Type that is exactly 1 Rank higher than the target monster, using the target monster as Xyz Material (Xyz Materials attached to the target monster also become Xyz Materials on the new monster).

Rank-Up-Magic: Absolute Force

Quick-Play Spell

If an Xyz monster attacks, you can negate that attack: Xyz Summon 1 "Numerix" Xyz monster exactly 1 Rank higher than the monster whose attack was negated (Xyz Material attached to that monster also become Xyz Materials on the new monster). Attach this card as Xyz Material to the new monster. During a battle involving a monster with this card as Xyz Material, both monsters are destroyed at the end of the Damage Step.

Rank-Up-Magic: Centurion Force

Quick-Play Spell

Target 1 face-up Xyz monster you control: Special Summon 1 "Numerix" Xyz monster exactly 1 Rank higher than the target, using the target as Xyz Material (Xyz Materials attached to the target also become Xyz Material on the new monster). If you control a "Numerix-10" monster, and this card is in your Graveyard: You can banish this card from your Graveyard to select up to 2 cards in your Graveyard; attach the selected cards to a face-up Xyz monster you control as Material.

Rank-Up-Magic: Split Force

Normal Spell

If you control an Xyz monster with 1 or more Xyz monsters as Materials: Pay 2000 Life Points; Target that monster, and 1 Xyz monster currently attached to it as Material: Special Summon, from your Extra Deck, 2 Xyz monsters 1 Rank higher than each target, of the same Type(s) of the targets, using those targets as Material (This is treated as an Xyz Summon. You decide how to distribute any other attached Materials). You cannot Summon monsters during the turn you activate this card, except by this card's effect. You can only activate 1 "Rank-Up-Magic: Split Force" per turn.

Rank-Up-Magic: Delta Force

Normal Spell

Target 1 "Numerix" Xyz monster you control, except a "Delta-Numerix" monster: Special Summon 1 "Delta-Numerix" monster exactly 1 Rank higher than that target from your Extra Deck, using that target as Xyz Material (This is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the new monster). During either player's turn, if you control a face-up "Delta-Numerix" monster with a "Numerix" monster with the same number as Xyz Material, you can return this card from your Graveyard to your hand, and if you do, your opponent must send the top card of their Deck to the Graveyard. You can only activate this effect of "Rank-Up-Magic: Delta Force" once per turn.

Rank-Up-Magic: Fast Delta

Quick-Play Spell

Target 1 "Numerix" Xyz monster you control, except a "Delta-Numerix" monster: Special Summon 1 "Delta-Numerix" monster with the same number in its name from your Graveyard or Extra Deck, using that target as Xyz Material (This is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the new monster). The new monster is unaffected by your opponent's card effects this turn.

Rank-Up-Magic: Mathematical Force

Normal Spell

Target 2 "Numerix" Xyz monsters on the field and/or in the Graveyard, including at least 1 face-up "Numerix" monster on your field with no Xyz Materials: Special Summon 1 "Numerix" Xyz monster from your Extra Deck (except a "Delta-Numerix" monster or "Numerix-10" monster) whose Numerix Identification Number is exactly the sum of the Numerix Identification Numbers of the targeted monsters, using the targets as Material (this is treated as an Xyz Summon). The monster Summoned by this card has its effects negated during the turn it is Summoned. You can only activate 1 "Rank-Up-Magic: Mathematical Force" per turn.

Rank-Up-Magic: Consumption Force

Normal Spell

Target 1 face-up "Numerix" Xyz monster you control: Special Summon 1 "Delta-Numerix" Xyz monster with the same Numerix Identification Number and exactly 1 Rank higher than that target, using that target as Xyz Material (This is treated as an Xyz Summon. Transfer its Materials to the new monster). Then, if your opponent controls 1 or more Xyz monsters with Xyz Material, your opponent must detach 1 Xyz Material from each Xyz monster they control with Materials, and attach that detached Material(s) to the Summoned monster. After this card is activated, your opponent cannot activate monster effects until this card is sent to the Graveyard.

Rank-Down-Magic: Devastation Force

Quick-Play Spell

Target 1 "Numerix" Xyz monster you control: Xyz Summon 1 "Numerix" Xyz monster exactly 1 Rank lower than the target monster, using the target monster as Material (Xyz Materials attached to the target monster also become Xyz Materials on the new monster). If you draw this card during your Normal Draw, you can discard this card to Xyz Summon the Xyz monster from your Extra Deck with the lowest Rank (your choice, if tied), using this card as Material.

Rank-Down-Magic: Symbol Suppression

Quick-Play Spell

Return 1 Xyz monster on either side of the field to the Extra Deck. Special Summon 1 Xyz monster from your Extra Deck whose Rank is exactly 2 less than the returned monster's. The Special Summoned monster cannot attack, activate its effects, or be used as Xyz Material until the End Phase of your next turn.

Rank-Down-Magic: Generation Shift

Normal Spell

Target 1 face-up Xyz monster you control; Special Summon, from your Extra Deck, 1 "Numerix" monster with the same Attribute as that monster you control but up to 2 Ranks lower, by using it as Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) A monster Special Summoned by this effect gains 800 ATK. If a monster that has its ATK changed by "Rank-Down-Magic: Generation Shift" is used as Xyz material, increase the ATK of the monster summoned by 1000.

Rank-Conversion-Magic: Heroic Force

Normal Spell

Return 1 face-up Xyz monster you control to your Extra Deck, and banish all attached Materials. Special Summon 1 Fusion monster of the same Attribute of the returned monster from your Extra Deck up to 2 Levels higher than the Rank of the returned monster (This is treated as a Fusion Summon). You can only activate 1 "Rank-Conversion-Magic" per turn.

Rank-Conversion-Magic: Resonant Force

Normal Spell

Return 1 face-up Xyz monster you control to your Extra Deck, and banish all attached Materials. Special Summon 1 Synchro monster of the same Attribute as the returned monster from your Extra Deck up to 2 Levels higher than the Rank of the returned monster (This is treated as a Synchro Summon). You can only activate 1 "Rank-Conversion- Magic" per turn.

Rank-Conversion-Magic: Worn Force

Normal Spell

Return 1 face-up Xyz monster you control to your Extra Deck, and banish all attached Materials. Special Summon 1 Ritual monster of the same Attribute as the returned monster from your Deck up to 2 Levels higher than the Rank of the returned monster (This Special Summon treated as a Ritual Summon.) . You can only activate 1 "Rank-Conversion-Magic" per turn.

Rank-Conversion-Magic: Sacred Force

Normal Spell

Return 1 face-up Xyz monster you control to your Extra Deck, and banish all attached Materials. Special Summon 1 monster from your hand or Deck of the same Attribute as the returned monster that lists "Cannot be Special Summoned" in its card text up to 2 Levels higher than the Rank of the returned monster, ignoring Summoning conditions. You can only activate 1 "Rank-Conversion-Magic" per turn.

### Ritual Spell

Flame Dance of Illusion Dragon

Ritual Spell

This card is used to Ritual Summon "Ryubí, Emperor of Illusion Dragons". You must also Tribute monsters from your hand or field whose total Levels equal 7 or more. If a Ritual Monster(s) you control would be affected by an opponent's card effect while this card is in your Graveyard, you can banish this card instead.

Divination of Fate

Ritual Spell

This card can be used to Ritual Summon "Card Diviner Clotho", "Card Diviner Lachesis", or "Card Diviner Atropos". You must also Tribute exactly 1 monster with a Level in your hand or on your side of the field. If you have not Ritual Summoned this turn, you can banish 2 cards from your Graveyard: Add this card to your hand (you can only activate this effect of "Divination of Fate" once per turn).

Ritual of Dragon Sorcery

Ritual Spell

This card is used to Ritual Summon "Dragon King Avogadro". You must also Tribute monsters from your hand or field whose total Levels equal or exceed 8. During your Standby Phase, if this card is in your Graveyard and you control a face-up Ritual monster, your opponent must Special Summon 1 "Peon Token" (LIGHT/Level 1/Dragon-Type/100 ATK/100 DEF) to their side of the field. Your opponent does not take damage from battles involving "Peon Tokens".

Weapon Altar of Insects

Ritual Spell

This card is used to Ritual Summon "Bident Beetle". You must also Tribute monsters from your hand or side of the field whose total Levels equal exactly 9. You can discard this card to add 1 Ritual monster from your Deck to your hand. While this card is in your Graveyard, you can banish 1 Insect-Type monster from your Graveyard: Add this card to your hand.

Return of the Ultimate Evil

Ritual Spell

This card is used to Ritual Summon "Hakkaiku, the Ultimate Evil" from your hand or Graveyard. You must also Tribute at least 2 monsters you control whose combined Levels equal exactly 12, also you can banish 3 each of Monster, Spell, and/or Trap Cards from your Deck. The monster Summoned by this card is unaffected by the effects of your opponent's cards of the same Type as the cards banished this way. This card and its activation cannot be negated.

Pixie Convocation

Ritual Spell

This card is used to Ritual Summon "Pixie Sorceress". You must also Tribute monsters from your hand or field whose total Levels equal 2 or more. During either player's turn, except the turn this card is sent to the GY: You can banish this card from your GY; Special Summon 1 Fairy-Type monster from your Deck or GY.

Karmic Rebirth

Ritual Spell

This card is used to Ritual Summon "Karmic Archfiend". You must also Tribute monsters from your hand or side of the field whose total Levels equal exactly 7. If you take damage while you control "Karmic Archfiend", you can banish this card from your Graveyard to inflict damage to your opponent equal to the damage you took.

A Little Alliteritual

Ritual Spell

Send 3 Level 4 or lower monsters with the same name from your hand or Deck to the Graveyard to Ritual Summon 1 Ritual monster from your hand whose Level is less than or equal to the combined Level of the sent monsters (The combined Levels of the sent monsters cannot exceed the Level of the Ritual Summoned monster by more than 2). If there are 3 "A Little Alliteritual" in your Graveyard, the ATK and DEF of non-Effect Ritual monsters you control is doubled.

Sky Union

Ritual Spell

This card is used to Ritual Summon "Ancient Fortress Ziggurat". You must also Tribute monsters from your hand or field whose total Levels equal or exceed 9. If the Levels of Tokens on the field (and only Tokens) equal or exceed 9, you can Tribute Tokens either player controls to Ritual Summon "Ancient Fortress Ziggurat" from your Deck, instead. You can banish this card from your Graveyard to Special Summon 2 "Guardian Tokens" (Machine-Type/EARTH/Level 3/ATK 1500/DEF 400). If a "Guardian Token" is destroyed by your opponent's card (by battle or card effect), inflict 300 damage to your opponent.

Sky Whale's Ballad

Ritual Spell

This card is used to Ritual Summon "Sky Whale". You must also offer monsters you control or in your hand, and/or banish monsters in your Graveyard whose total Levels equal or exceed 10. While this card that was activated on the field is in your Graveyard, the activation of Continuous Spell Cards you control cannot be negated. If a Level 8 or higher Ritual Monster you control would leave the field by your opponent's card effect while this card is in your Graveyard: You can banish this card instead.

Dragon Master's Call

Ritual Spell

This card is used to Ritual Summon "Dragonmaster Rouge". You must also Tribute monsters from your hand or side of the field, and/or banish Dragon-Type monsters from your Graveyard, whose combined Levels equal exactly 7. During either player's turn, you can banish this card from your Graveyard to can banish a number of cards in your opponent's Graveyard or face-up in their Extra Deck up to the number of Dragon-Type Ritual and/or Fusion monsters you control (you must control "Dragonmaster Rouge" to activate and resolve this effect).

Colosseum of the Archfiends

Ritual Spell

This card is used to Ritual Summon "Archfiend Gladiator". You must also Tribute Fiend-Type monsters you control whose combined Levels exactly equal 6. During each of your Standby Phases, if this card is in your Graveyard, you must pay 500 LP or banish 1 "Archfiend" card you control.

Revised Synthesis

Ritual Spell

This card is used to Summon "Lycanthrope" or "Soul-Corroded Lycanthrope" from your hand or Deck. You must also Tribute monsters from your hand or field whose total Levels equal or exceed 6. If the only monsters Tributed for this Summon are Beast-Warrior-Type Normal monsters, the Summoned monster cannot be destroyed or targeted by your opponent's card effects. You can banish this card from your Graveyard: Add 1 "Synthesis Spell" from your Deck or Graveyard to your hand.

Inner Balance Paradigm

Ritual Spell

This card can be used to Ritual Summon "Yin the Secular Flame", or "Yang the Holy Frost". You must also Tribute monsters from the field or your hand whose total Levels equal or exceed 6. During the End Phase: you can banish this card and 1 Ritual Spell; add 1 Ritual Monster from your Deck to your hand whose name is listed on that Ritual Spell Card. You can only activate each effect of "Inner Balance Paradigm" once per turn.

Inner Balance Internal Shift

Ritual Spell

This card can be used to Ritual Summon "Yin the Secular Flame", or "Yang the Holy Frost". You must also Tribute monsters from the field or your hand whose total Levels equal or exceed 6. If this card is used to Ritual Summon "Yang the Holy Frost", it is unaffected by other card effects.

Inner Balance Dispersion - Lunatic

Ritual Spell

This card can be used to Ritual Summon "Yin the Secular Flame", or "Yang the Holy Frost". You must also Tribute monsters from the field or your hand whose total Levels equal or exceed 6. If this card is used to Ritual Summon "Yin the Secular Flame", it is unaffected by other card effects.

Doom Plague Ritual

Ritual Spell

This card can be used to Ritual Summon "Plague Emperor Peste". You must also Tribute monsters from your hand or field whose total Levels exactly equal 10. If a "Virus" Normal Trap was activated earlier this turn, you can also use 1 monster your opponent controls as Tribute. This card and its activation cannot be negated, also your opponent cannot activate card effects in response to the Summon of "Plague Emperor Peste".

X-Cremation Ritual

Ritual Spell

You can Ritual Summon 1 Ritual Monster from your hand by banishing Xyz monsters from your Graveyard whose total Ranks equal or exceed the Ritual Monster's level. If you Xyz Summon using a Ritual Monster you controlled as Material: You can add this card from your Graveyard to your hand. You can only use this effect of "X-Cremation Ritual" once per turn.

S-Cremation Ritual

Ritual Spell

You can Ritual Summon 1 Ritual monster from your hand by banishing Synchro monsters from your Graveyard whose total Levels exceed the Ritual monster's. If you Synchro Summon using a Ritual monster you controlled as Material: You can add this card from your Graveyard to your hand. You can only use this effect of "S-Cremation Ritual" once per turn.

F-Cremation Ritual

Ritual Spell

You can Ritual Summon 1 Ritual monster from your hand by banishing Fusion monsters from your Graveyard whose total Levels exceed the Ritual monster's. If you Fusion Summon using a Ritual Monster you controlled as Material: You can add this card from your Graveyard to your hand. You can only use this effect of "F-Cremation Ritual" once per turn.

EX-Cremation Ritual

Ritual Spell

If you control at least 1 each of a Fusion, Synchro, and Xyz Monster: You can add this card from your Deck to your hand. You can Ritual Summon 1 Ritual monster from your hand by banishing Fusion, Synchro, and/or Xyz Monsters from your Graveyard whose total Levels/Ranks are more than double the Ritual Monster's Level. A monster Ritual Summoned using this card is unaffected by the effects of monster types (Fusion, Synchro, Xyz) banished to Summon it.

Arctic Ritual

Ritual Spell

This card can be used to Summon "of Frost" Ritual Monster from your hand or Deck. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you intend to Summon OR Tribute 1 monster whose Level/Rank, when increased by 1 for each Ice Counter on it, is exactly equal to the Level of the Ritual monster you intend to Summon. During the End Phase, you can target 1 WATER Ritual monster you control and activate 1 of the following effects:

●Place 1 Ice Counter on a face-up card in that target's column.

●Remove 1 Ice Counter from that target, and if you do, add this card to your hand.

Excess Excrement Ritual

Ritual Spell

During the End Phase of a turn when 1 or more monsters you controlled were destroyed (by battle or card effect): You can banish as many of those destroyed monster(s) as possible from the Graveyard to Ritual Summon up to 2 Ritual monsters from your hand or Graveyard that name a Ritual Spell Card in their card text, whose (combined) Level is exactly equal to the combined Level of the monsters you banished. If at least one of the monsters you banished was a Ritual monster, 1 of the Ritual monsters you Summon can be from your Deck.

Goblet Shattering Ritual

Ritual Spell

This card is used to Ritual Summon a non-Effect Ritual monster. You must also Tribute a monster(s) from your hand or field, and/or send 1 monster from your Extra Deck to the Graveyard, whole total Levels are equal to or higher than the Ritual monster you intend to Summon. You can discard this card; Reveal 1 Ritual Spell or Ritual monster from your hand or field, except "Goblet Shattering Ritual", and either send it to the Graveyard, or return it to the bottom of your Deck, and if you do, draw 2 cards. Then, you can return 1 banished Ritual Spell or Ritual monster with the same name to your Graveyard. You can only use each effect of "Goblet Shattering Ritual" once per turn.

Pluslight Promotion Sequence

Ritual Spell

This card is used to Ritual Summon "Pluslight Chevalier" and "Pluslight Blademaster". You must also Tribute monsters from your hand or field whose total Levels equal or exceed 9. If it is your Main Phase 2 and a "Pluslight" monster inflicted battle damage to your opponent this turn, you can apply up to 2 of the following effects:

●1 of the monsters used as Tribute can be from your Deck.

●1 of the monsters you Tribute can be from your opponent's field.

●The Ritual Summoned monsters can be Summoned from the Graveyard.

## Traps

### Normal Trap

Transfer Slider

Normal Trap

Target 1 monster on the field and select 1 of its effects: Select 1 monster you control, except the target monster; The second monster gains the selected effect of the first monster until the End Phase of this turn.

Micro Reinforcement

Normal Trap

Pay 500 LP; Special Summon 1 level 2 monster from your Deck in face-down defense position.

Slip Strike

Normal Trap

Target 1 monster you control and 1 monster your opponent controls. Conduct battle between those 2 targets. Your opponent takes no damage from this battle.

Delinquent Ace

Normal Trap

This card's activation and effect can only be resolved if the number of cards in you and your opponent's hands are the same. Pay 1000 LP and look at your opponent's hand. Send 1 card from their hand to the Graveyard. You can only activate 1 "Delinquent Ace" per turn.

Solomon's Patience

Normal Trap

After the end of the next Standby Phase, repeat that Standby Phase.

Solomon's Finality

Normal Trap

After the end of the next End Phase, repeat that End Phase.

Deadline Fishing

Normal Trap

Target up to 3 cards on the field with their effects negated: Add those targets to your hand. If this card is activated in response to the attack of a monster, negate that attack.

Flat Level 4

Normal Trap

Both players Special Summon 1 Level 4 monster from their hand or Deck, if possible. You can banish this card from your Graveyard: Special Summon 1 Level 4 monster from either player's Graveyard.

Hand of the Nameless Deity

Normal Trap

If your opponent has 1 or more cards in their hand and you do not: Draw cards until you have the same number of cards in your hand as your opponent. During either player's Main Phase 2, if both players have 4 or less cards in their hand, you can banish this card in your Graveyard: Both players draw until they have 4 cards in their hand. You can only activate one effect of "Hand of the Nameless Deity" per turn, and only once that turn.

Divine Protection of the Average

Normal Trap

Activate if you control a non-effect monster. Until the End Phase, negate the effects of all effect monsters on the field and non-effect monsters on the field cannot be destroyed (by battle or by card effect).

Subspatial Battle

Normal Trap

Activate only during Main Phase 1. Both players reveal 1 monster from their Deck that can be Special Summoned: The player that revealed the monster with lower original ATK takes damage equal to the combined ATK of both revealed monsters, and Special Summons the monster they revealed, and the player that revealed the monster with higher original ATK sends their revealed card to the Graveyard (effects are not activated at this time). In the event of a tie, both monsters are banished. Skip this turn's Battle Phase.

Sword Skill - Rapier Advance

Normal Trap

"Sword", "Blade", "edge", "Knight", and/or "Dame" monsters you control gain 1000 ATK until the end of this turn, also they inflict piercing Battle Damage.

Sword Skill - Flechette Storm

Normal Trap

If a "Sword", "Blade", "edge", "Knight", and/or "Dame" monster you control attacked a monster this turn, you can halve its ATK: That monster can attack again this turn. This change lasts until the end of the turn.

Sword Skill - Shatter Pommel

Normal Trap

If a monster you control with "Sword", "Blade", "edge", "Knight", and/or "Dame" in their name attacks a monster this turn, you can destroy that monster without applying damage calculation, also inflict damage to your opponent equal to the DEF of the monster destroyed by this effect.

Sword Skill - Tyrant Crusher

Normal Trap

This turn, if a "Sword", "Blade", "edge", "Knight" or "Dame" monster you control battles a monster whose Level/Rank is higher than its own Level, destroy that opponent's monster at the start of the Damage Step, then inflict damage to your opponent equal to the difference in Levels between your monster and the opponent's monster x500.

Sword Skill - Quick Parry

Normal Trap

Activate when a face-up "Sword", "Blade", "edge", "Knight" or "Dame" monster you control is chosen as an attack target; destroy the attacking monster, then end the Battle Phase.

Sword Skill - Slash Charge

Normal Trap

This turn, if a "Sword", "Blade", "edge", "Knight" or "Dame" monster you control attacks, your opponent cannot activate cards or effects until the end of the Damage Step. If you activated this card in the same Chain as 2 or more other "Sword Skill" cards with different names, you can target 1 "Sword", "Blade", "edge", "Knight" or "Dame" monster you control: That target gains the following effect:

●If this monster battles your opponent's monster, you can increase its ATK by half the ATK of the opposing monster, until the End Phase.

Sword Skill - Viper Strike

Normal Trap

If a "Sword", "Blade", "edge", "Knight" or "Dame" monster you control attacks or is attacked by your opponent's monster, the opposing monster's effects are negated. If this card is activated in a Chain that contains at least 2 other "Sword Skill" cards, except "Sword Skill - Viper Strike", you can activate each of the following effects in sequence:

●During the End Phase, Set 1 "Sword Skill" card from your hand or Graveyard, except "Sword Skill - Viper Strike".

●Increase the ATK of all "Sword", "Blade", "edge", "Knight" and/or "Dame" monsters you control by 400 for every Spell/Trap Card on the field.

Single Rupture

Normal Trap

Target 1 monster on the field; if that target is targeted by another card, banish it. If that target leaves the field while this card is in your Graveyard, you can Set this card.

Venom Trap Hole

Normal Trap

If your opponent Summons a monster(s) with 1500 or more ATK: Send 1 Reptile-Type monster from your Deck to the Graveyard, and if you do, destroy that monster(s), but banish it instead of sending it to the Graveyard.

Disproportionate Retribution

Normal Trap

When you take damage: Your opponent takes damage equal to double that amount you took.

Exposing the Truth

Normal Trap

When your opponent Summons a monster, you can negate the effects of that monster (even in the Graveyard).

Double Duststorm

Normal Trap

If this card is part of a Chain of at least 4 Links: Draw 2 cards. Target 1 Spell/Trap Card on the field: Destroy that target. If this card is destroyed, you can target 1 Spell/Trap Card your opponent controls: Destroy that target, and if you do, you can Set 1 card from your hand to either player's field.

Dynamic Fusion

Normal Trap

Select and activate 1 of the following effects:

● Fusion Summon 1 Fusion Monster from your Extra Deck by banishing appropriate Fusion Materials from the field or your Graveyard; a monster Summoned by this effect cannot be targeted by your opponent's card effects until the end of this turn.

● Fusion Summon 1 Fusion Monster from your Extra Deck using monsters either player controls as Fusion Materials, including at least 1 monster you control. Monster effects cannot be activated in response to this effect or its activation.

You can only activate 1 "Dynamic Fusion" per turn.

Agony Fusion

Normal Trap

Activate only if you take 2000 or more damage from a direct attack. Send the Fusion Materials required for the Summon of 1 Fusion monster in your Extra Deck from your Deck to the Graveyard, Fusion Summon that monster, and if you do, destroy all cards on the field, except Fusion monsters. You cannot Special Summon monsters this turn, except by the effect of "Agony Fusion". All other Trap Cards in the same Chain as this card are negated. You can only activate 1 "Agony Fusion" per turn.

Twisted Emotions

Normal Trap

Activate only if you would inflict damage to your opponent with a monster effect: Double that damage. During either player's turn, you can banish this card from your Graveyard: Special Summon 1 "Shining Hope Dragon" or "Crushing Despair Dragon" from your Graveyard, and if you do, inflict 200 damage to your opponent for every card on the field.

Cross-5-r

Normal Trap

Both players can Special Summon 1 Level 5 monster from their hand or Graveyard.

●If neither player Special Summons a monster by this effect: Both players discard their hand, then draw 1 card.

●If only one player Special Summons a monster by this effect: The player that did not Summon a monster takes 1000 damage.

●If both players Special Summon a monster by this effect, both players draw 2 cards.

You can only activate 1 "Cross-5-r" per turn.

Apology of the Downtrodden

Normal Trap

Draw 1 card, also, if you control a Level 3 or lower Normal monster, you can draw 1 additional card. If a card you draw by this effect was a Level 3 or lower Normal monster, you can draw 1 additional card. You can only activate each effect of "Apology of the Downtrodden" once per turn.

Realization of a Mistake

Normal Trap

If a monster you control attacks, you can negate the attack and take control of the attack target. Your turn ends.

True Feelings

Normal Trap

Activate if a monster is Summoned or attacks. Pay 1000 Life Points to activate 1 of the following effects:

● Increase its ATK by 1000.

● Decrease its ATK by 1000.

Solar Storm

Normal Trap

Activate only when a LIGHT or Pyro-type monster inflicts Battle Damage. Target that monster: banish it, and if you do, inflict 500 damage to both players for each LIGHT and/or Pyro-type monster on the field. You can banish this card from your Graveyard: Special Summon 1 "Helios" monster from your hand, Graveyard, or Banished Zone, and if you do, that monster gains 1000 ATK. You can only activate one "Solar Storm" effect per turn, and only once that turn.

Ashes to Ashes

Normal Trap

Destroy 1 FIRE monster you control and up to 2 monsters your opponent controls.

Pained Thrashing

Normal Trap

Destroy 1 face-up Sea Serpent-Type monster on the field: Destroy up to 2 cards on the field. You can banish this card from your Graveyard, except during the turn it was sent there, to Special Summon 1 Level 6 or lower Sea Serpent-Type monster from your Graveyard.

Forced Silence

Normal Trap

If your opponent would Special Summon a monster(s) from the Graveyard or Main Deck, select 1 of those monsters: Banish it, also check your opponent's field, Deck, and Graveyard for other monster(s) with that name and banish them. You can only activate 1 "Forced Silence" per turn.

Birth of a Rival

Normal Trap

When your opponent Special Summons exactly 1 monster, you can Special Summon 1 monster from your Deck or Graveyard whose ATK is exactly 500 higher or lower than that monster's. A monster Summoned by this effect cannot attack or activate its effects this turn, also that opponent's monster cannot attack monsters, or target monsters for its effects, except that Summoned monster. You can only activate 1 "Birth of a Rival" per turn.

Siphon Processor

Normal Trap

Target 1 monster your opponent controls and 1 Machine, Thunder, or Cyberse monster you control; the first target's ATK and DEF are halved and the second target's ATK and DEF are doubled. If this Set card was destroyed by your opponent's card effect; you can target 1 monster on the field: its ATK and DEF become 0, and if it does, Set this card from your Graveyard.

Rail Shot

Normal Trap

If a card is placed in the same column as this card: Destroy all cards in the same column as this card. If you control "Rail Cannon Delinquent" when this card is activated, you can move this card to another of your unoccupied Spell/Trap Card Zones and Set it again (even if its activation was Chained to a card or effect that would have removed this card from the field).

Rail Pierce

Normal Trap

If a Spell, Trap, or Monster effect is activated: Target and banish 1 card in the same column as this card, or, if you cannot, inflict 400 damage to your opponent. If you control "Rail Cannon Delinquent" when this card is activated, you can move this card to another of your unoccupied Spell/Trap Card Zones and Set it again. If this card is in your Graveyard, except during the turn it was sent there, you can target 1 "Rail Cannon Delinquent" you control: That target gains 200 ATK (ignoring its own effect), also Set this card from your Graveyard in the same column as the target (if Set this way, this card is banished when it leaves the field).

Rail Mortar

Normal Trap

If a card(s) you control is destroyed: Destroy all cards in the same column as this card, then target 1 Zone that contained a card that was destroyed by this effect; destroy any cards in the Zones adjacent to the targeted Zone. If you control "Rail Cannon Delinquent" when this card is activated, you can move it to another of your unoccupied Spell/Trap Card Zones and Set it again. If this card destroys 3 or more of your opponent's cards, you can add 1 "Rail" Normal Trap Card or 1 "Rail Cannon Delinquent" from your Deck to your hand.

Rail Whiff

Normal Trap

Target 1 card in the same column as this card: Return that target to its original owner's hand, and if you do, you can Set 1 "Rail" Normal Trap Card from your Graveyard, except "Rail Whiff", or Special Summon 1 "Rail Cannon Delinquent" from your Graveyard in face-up Defense Position. If you control "Rail Cannon Delinquent" when this card is activated, you can move it to another of your unoccupied Spell/Trap Card Zones and Set it again. If 4 or more Trap Cards or their effects have been activated in the same turn, including this card, you can draw 1 card (you can only activate this effect of this card's name once per turn).

Rail Misfire

Normal Trap

For each other card in the same column as this card, except "Rail Cannon Delinquent", toss a coin: Destroy 1 of those cards for each Heads, and shuffle 1 of those cards into the Deck for each Tails. Then, add all face-up Field Spell Cards to your hand. If you control "Rail Cannon Delinquent" when this card is activated, you can move it to another of your unoccupied Spell/Trap Card Zones and Set it again. Once per turn, while this card is in your Graveyard, you can shuffle your Set Spell/Trap Cards: During the turn you activate this effect, "Rail" Normal Trap Cards do not have to move themselves to a different Spell/Trap Card Zone in order to Set themselves.

Rail Switch

Normal Trap

You can target up to 3 cards on the field: move them to different columns. If you control "Rail Cannon Delinquent" when this card is activated, you can Set 1 "Rail" Normal Trap from your Deck. It can be activated the turn it was set.

Railcoming Party

Normal Trap

Destroy 1 monster in the Zone in front of this card (if possible). Special Summon 1 "Rail Cannon Delinquent" from your Deck to the Zone in front of this card. If "Rail Cannon Delinquent" is in the Zone in front of this card when this card is activated: send all other cards in this column to the bottom of their owner's Deck.

Rail Bolt

Normal Trap

Target 1 monster in the same column as this card: that target gains 400 ATK and cannot be destroyed by card effects this turn. Also, inflict 400 damage to your opponent. If you control "Rail Cannon Delinquent" when this card is activated, you can move it to another of your unoccupied Spell/Trap Card Zones and Set it again.

Dimensional Double

Normal Trap

Target 1 monster you control; banish it, and if you do, Special Summon 1 monster with the same name as that monster from your hand, Deck or GY, and if you do that, equip this card to that monster. If this face-up card leaves the field, Special Summon the monster banished by this card's first effect.

Thunderbolt

Normal Trap

Target 1 Thunder monster you control: activate the appropriate effect based on that monster's ATK:

●0-1000: Negate the effects of 1 face-up card on the field.

●1001-2000: Destroy 1 card on the field, and if you do, negate the effect of 1 other face-up card on the field. The target loses 1000 ATK.

●2001+: Destroy 2 cards on the field. The target loses 1000 ATK.

Flamethrower

Normal Trap

Target 1 Pyro monster you control: activate the appropriate effect based on that monster's ATK:

●0-1000: Inflict the monster's ATK as damage to your opponent's LP.

●1001-2000: Destroy 1 card on the field. The target loses 1000 ATK, and if it does, inflict its ATK as damage to your opponent's LP.

●2001+: Destroy 2 cards on the field. The target loses 1000 ATK.

Ice Beam

Normal Trap

Target 1 Aqua monster you control: activate the appropriate effect based on that monster's ATK:

●0-1000: Banish 1 random card from your opponent's hand face-down until the End Phase.

●1001-2000: Destroy 1 card on the field, and if you do, banish 1 random card from your opponent's hand face-down until the End Phase. The target loses 1000 ATK.

●2001+: Destroy 2 cards on the field. The target loses 1000 ATK.

Tackle

Normal Trap

Target 1 Normal monster you control: activate the appropriate effect based on that monster's ATK:

●0-1000: Destroy 1 card on the field.

●1001-2000: Destroy 2 cards on the field. The target loses 1000 ATK.

●2001+: Destroy 3 cards on the field. The target loses 1000 ATK.

Dieflection

Normal Trap

If a monster attacks, declare a number between 1 and 6, and roll a six-sided die: All monsters your opponent controls lose ATK and DEF equal to the result x100, also if the result was the same as the one you declared, negate that attack. After that, Set this card face-down instead of sending it to the Graveyard. If this card is destroyed by a card's effect, you can Special Summon 1 "Odd-Dice Wyvern" from your hand, Deck, or Graveyard.

All Dice on Me

Normal Trap

Target 1 face-up monster you control: Your opponent cannot target monsters you control for attacks or effects, except that target, for the rest of the turn. During the turn in which this card is activated, each time that target is targeted for an attack or effect, you can roll a six-sided die: If the result is 2, 4, or 6, negate that attack/effect. If your opponent activates a card or effect that negates one of your cards or effects, you can Set this card from your Graveyard, but banish it when it leaves the field.

Pincer Attack

Normal Trap

Negate the effects of all other face-up cards you control. For every 2 cards negated this way: destroy 1 monster your opponent controls.

Guardian Formation

Normal Trap

If a Level 5 or lower monster you control attacks or is attacked, you can move that monster to an adjacent unoccupied Monster Card Zone: Negate that attack, and if you do, add 1 Equip Spell Card from your Deck to your hand.

Malfunctioning Mirror Force

Normal Trap

When a monster declares an attack: Destroy all cards on the field.

Traitor's Trap Hole

Normal Trap

If your opponent Normal or Special Summons a monster(s) with 2000 or more ATK and DEF, pay 2000 LP: Destroy that monster(s). During the End Phase of the turn this card was activated, your opponent can pay 2000 LP, but if they do not, Special Summon 1 of those destroyed monsters from the Graveyard (or take control of 1 of those monsters If all monsters destroyed by this card are on the field). You can only activate 1 "Traitor's Trap Hole" per turn.

Damage Impact Device

Normal Trap

If you would take damage from your opponent's attack or monster effect: Halve that damage, also Special Summon 1 monster from your hand, Deck, or GY whose ATK is less than or equal to the damage you took, and equip it with this card. The equipped monster cannot be destroyed by battle, but its effects are negated, also it cannot attack. Any damage you take from your opponent's cards and effects (including Battle Damage from your opponent's monsters' attacks) is reduced by the ATK of the monster equipped with this card. You can only control 1 "Damage Impact Device".

Devastating War

Normal Trap

For the rest of the turn, each player must discard 1 card to attack, also, if a card discarded for this effect was a monster, the player that discarded it takes damage equal to the ATK of the discarded monster. Only 1 "Devastating War" can be activated per turn.

Nightmare Chain

Normal Trap

Equip this card to a face-up Effect monster your opponent controls. The equipped monster's effects are negated. During each Standby Phase, the equipped monster loses 500 ATK, also you gain 500 LP. If the equipped monster's ATK is reduced to 0 by this effect, destroy the equipped monster and inflict damage to your opponent equal to the destroyed monster's original ATK. If a monster equipped with this card is used as Material for the Summon of an Effect monster, this card is automatically equipped to the new monster, instead of being destroyed.

Penta Escape

Normal Trap

If a face-up monster you control would be destroyed by battle or your opponent's card effect, target that monster: That target cannot be destroyed this turn, also all damage you take from battles involving the target is halved this turn. If this effect activates (and is not negated), you can Special Summon 1 Level 5 monster from your hand with its effects negated, and its ATK halved, until the End Phase. If a Level/Rank 5 monster(s) you control would leave the field by your opponent's card effect, you can banish this card from your Graveyard: Negate the activation, and if you do, destroy that card.

Fusion Back

Normal Trap

Target 1 Fusion monster in your Graveyard: Special Summon that target. If a Fusion monster you control is sent from the field to the Graveyard by battle or your opponent's card effect, you can banish this card from your Graveyard to Special Summon that monster from your Graveyard in face-up Defense Position.

Hand Mirror Force

Normal Trap

This card on the field is treated as "Mirror Force". If your opponent's monster declares an attack, destroy the attacking monster, and if you do, all Attack Position monsters your opponent controls lose ATK equal to the original ATK of the destroyed monster. During either player's turn, except during the turn this card was sent to the Graveyard, you can banish this card from your Graveyard to Set 1 "Mirror Force" Normal Trap Card from your hand or Deck, except "Hand Mirror Force" (you can activate that Set card this turn).

Fight for the Lost Cause

Normal Trap

Activate if an opponent's monster is Summoned or attacks. During the End Phase, banish that monster. During either player's turn: You can banish this card from your Graveyard, except during the turn this card was sent there; at the end of the Battle Phase, destroy all monsters that attacked this turn.

Invitation of the Abyss Spirit

Normal Trap

Target 1 monster in either player's Graveyard with 2000 or less ATK and DEF: Special Summon that target. If this card is activated in the same Chain as a monster's attack, destroy the attacking monster. If this card is activated in a Chain of 3 or more Links, and none of the other Links in that Chain were "Invitation of the Abyss Spirit", you can target 1 additional monster in your Graveyard whose ATK is less than or equal to this card's Chain Link number x800: Special Summon that target, then draw 1 card. You can only activate 1 "Invitation of the Abyss Spirit" per turn.

Tri Your Luck

Normal Trap

Each player selects 1 Monster Card that can be both Normal and Special Summoned, or a Spell/Trap Card, from their Graveyard, except "Tri Your Luck". Your opponent shuffles the 2 selected cards with this card, then you select 1 of those cards at random. If the selected card is "Tri Your Luck", both players' LP is added together and distributed evenly between players. Otherwise, the player whose card was selected can either add their card to their hand or Set it on the field. Afterward, the two cards that were not selected are sent to the Graveyard (their effects cannot activate at this time). You can banish this card from your Graveyard that was activated on the field: Add 2 cards from your Deck to your hand that include tossing a coin(s) or rolling 1 or more six-sided dice as part of their effects.

Revival Dice

Normal Trap

Roll a six-sided die, and Special Summon a monster from your Graveyard whose Level is equal to the result, if possible. If you cannot, Set this card on your opponent's field, and they must activate it during the next Standby Phase.

Armodia Unit

Normal Trap

If your opponent declares an attack while they control 2 or more face-up monsters: Change the attack target to one of your opponent's monsters, except the attacking monster. Battle damage inflicted in this battle is doubled, also you gain LP equal to 1/4 that inflicted damage. If this card resolves successfully, you can Special Summon 1 "Armodia" from your hand, Deck, or Graveyard.

Armodia Unit II

Normal Trap

If exactly 1 monster you control would be destroyed while your opponent controls 3 or more cards: Your monster is not destroyed, also destroy 2 cards your opponent controls. If this effect resolves successfully, you can Special Summon 1 "Armodia" from your hand, Deck, or Graveyard.

Armodia Unit III

Normal Trap

If your opponent declares a direct attack while you have no cards in your hand and they have 3 or more cards in their hand: Negate that attack, then your opponent can choose to banish any number of cards from their hand. Draw cards until the number of cards in your hand is exactly equal to the number of cards in your opponent's hand, and if you do; Special Summon 1 "Armodia" from your hand, Deck, or Graveyard. You can only activate 1 "Armodia Unit III" per turn, and you cannot activate it during 2 of your opponent's consecutive turns.

Armodia Unit IV

Normal Trap

If your opponent activates the effect of a Special Summoned Attack Position monster with 2400 or more ATK: Negate that effect and change that monster to Defense Position, and if you do; you can Set this card instead of sending it to the Graveyard. If this effect resolves successfully: Special Summon 1 "Armodia" from your hand, Deck, or Graveyard.

Armodia Unit V

Normal Trap

If your opponent activates the effect of a monster originally Summoned from the Extra Deck, and they have Special Summoned a monster(s) 3 or more times this turn: Your opponent can discard cards equal to the number of cards they control; If they do not, banish all monsters your opponent controls. Regardless, Special Summon 1 "Armodia" from your hand, Deck, or Graveyard, and increase its ATK by 100 for each card in your opponent's Banished Zone.

Siege Castle Walls

Normal Trap

Target 1 monster on the field; increase its DEF by 1000. During either player's turn (except during the turn this card was sent to the Graveyard): You can banish this card from your Graveyard; Set 1 Normal Trap Card directly from your Deck to your side of the field, except "Siege Castle Walls".

Serpent's Eggs

Normal Trap

If a Reptile-Type monster is destroyed: Special Summon 1 Level 4 or lower Reptile-Type monster from your Deck. If this card is destroyed: Special Summon up to 2 Reptile-Type monsters from your hand.

Prayer of the Elves

Normal Trap

If a monster you control battles your opponent's monster on the field, you can send 1 Normal monster from your Deck to the Graveyard: Your battling monster gains ATK equal to the sent monster's ATK until the end of the Damage Step. If you activate this effect during your turn, you cannot declare an attack this turn, except with the monster whose ATK was increased by this card's effect. You can only activate 1 "Prayer of the Elves" per battle.

Burnburst

Normal Trap

When you inflict effect damage to your opponent, you can activate this card: Special Summon 1 FIRE monster from your Deck whose DEF is less than or equal to the amount inflicted.

Urgent Fusion

Normal Trap

During the Battle Phase: Fusion Summon 1 Fusion monster from your Extra Deck, using monsters you control or in your hand as Fusion Material. A monster Fusion Summoned by this card gains 1000 ATK. If this card is activated in response to your opponent's attack, the Fusion Summoned monster becomes the new attack target.

Evacuation Transporter

Normal Trap

Target 1 face-up monster you control: Return it to your hand, then Special Summon it from your hand.

Ultimate Nutrient Omega

Normal Trap

If your opponent declares an attack, or activates an effect that would inflict damage to you: Gain 4000 LP, then halve the next damage you take after this effect resolves. If a monster on the field attacks, you can banish this card from your Graveyard: Gain LP equal to the attacking monster's ATK or DEF (whichever is higher), and if you do; increase the turn count by 1. During either player's Main Phase 1, if the current turn count is 15 or less: You can Set this card directly from your Banished Zone (you can only activate this effect of this card's name once per turn).

Second Rat

Normal Trap

Reveal 1 Set card on the field. If it has an effect that would not miss its activation timing of activated immediately, force its activation and destroy it, otherwise, flip it face-up and negate its effects.

Sudden Cyclone

Normal Trap

When a monster(s) is Summoned: Banish all monsters on the field until your next Standby Phase.

The Madness Method

Normal Trap

When you take 2000 or more damage: Destroy all cards on the field. This card can be activated the turn it was Set.

Weapon Shipment

Normal Trap

You can activate any number of these effects (simultaneously). You can only use each effect of “Weapon Shipment” once per turn.

● Increase the ATK of 1 monster you control by 400 until the end of the turn.

● Increase the ATK of 1 monster you control by 500 until the end of the turn.

● Increase the ATK of 1 monster you control by 600 until the end of the turn.

● Increase the ATK of 1 Warrior monster you control by 700 until the end of the turn.

Overtune

Normal Trap

Activate only during your opponent's turn. All monsters your opponent currently controls become Tuner monsters. At the end of the turn, if your opponent did not Synchro Summon this turn: Destroy all monsters your opponent controls.

Prevent Reborn

Normal Trap

If you would take 1000 or more battle damage in a battle involving a monster you control: Reduce that damage by 1000. Then, at the end of the Battle Phase, Special Summon 1 monster from your Graveyard with ATK less than or equal to the printed original ATK of your monster that was battling when this card was activated in face-up Attack Position.

Lease Loan

Normal Trap

Your opponent gives control of one monster they control to you. During the End Phase: give control of all monsters you control to your opponent.

True Mercenary

Normal Trap

Target 1 monster on the field: banish it. That target gains this effect as long as it remains face-up on the field or in the Banished Zone:

●During the Battle Phase: The turn player can pay 1500 LP; Special Summon this banished monster to the turn player's side of the field. Banish it from the field at the end of the Battle Phase.

Necessary Reserves

Normal Trap

Target up to 3 Normal monsters in your Graveyard whose ATK and/or DEF is 1500 or less: Special Summon any targets whose ATK is 1500 or less in Attack Position, and any targets whose DEF is 1500 or less in Defense Position (your choice for each target that has both ATK and DEF at or below 1500). During either player's turn, you can banish this card from your Graveyard: Special Summon 1 Normal monster or "Labyrinth Dragon" from your Graveyard.

Flash Pendulum

Normal Trap

If there are no cards in your Pendulum Zones, and at least 1 face-up card in your Extra Deck: Activate 1 Pendulum card each from your hand and face-up in your Extra Deck, and if you do, you can, immediately after this effect resolves; Pendulum Summon. You cannot activate this card if you have Pendulum Summoned this turn.

Surge Surfboard

Normal Trap

Target 1 monster you control; equip this card to that target. It gains 800 ATK. If that monster would be destroyed (by battle or card effect), you can destroy this card instead. If this card is sent to the Graveyard: you can Special Summon 1 "Surge Surf" monster from your Deck.

Revenge Return

Normal Trap

If a monster is destroyed by battle: Draw 1 card for each monster that has been destroyed by battle this turn. If your opponent's monster declares a direct attack, you can banish this card from your Graveyard: Special Summon 1 monster from your Graveyard in Attack Position.

D. D. Release

Normal Trap

Special Summon 1 monster from your hand or Graveyard whose Level is between 5 and 9 by banishing a number monsters of the same Type as the monster you would Summon from your field or Graveyard equal to the number of monsters that would normally be required for its Tribute Summon (1 for 5 or 6, 2 for 7-9). If a monster Summoned by this effect destroys your opponent's monster by battle, or is destroyed by battle, you can banish this card from your Graveyard: Draw 1 card.

Tale of an Infant Dragon

Normal Trap

If a monster(s) you control is destroyed: Special Summon 1 "Stone of Legend" monster, or "The Dragon's Cradle", from your hand, Deck, or Graveyard. If this card is destroyed, you can add 1 "Genryu-ohime", "Red-Eyes Darkness Dragon", or "Blue-Eyes Shining Dragon" from your Deck or Graveyard to your hand. If you Special Summon a Dragon-Type monster from your hand that lists a named monster in its card text, except during the turn this card was sent to the Graveyard, you can banish this card from your Graveyard: The Summoned monster gains the following effects:

●Once per turn, during either player's turn, if your opponent activates a Spell Card or the effect of a Spell Card: You can negate the activation, and if you do, destroy that card.

●If a card or effect is activated that would affect this card, you can make this card unaffected by that effect.

Heart of the Water Blade

Normal Trap

Send 1 "Dragonna-bugeisha" from your Deck to the Graveyard. If you control a monster that lists "Dragonna-bugeisha" in its text, you can activate this card from your hand. You can banish this card from your Graveyard; Activate 1 Spell Card that lists "Dragonna-bugeisha" in its text from your Deck or Graveyard. You can only use each effect of this card's name once per turn.

Routing

Normal Trap

Activate only if you control a face-up "Dragonna-bugeisha". Your opponent sends 2 cards from their hand to the Graveyard, then you can excavate the top 2 cards of your Deck. Any excavated cards of the same card Type (Monster, Spell, or Trap) of the sent cards, of an equal or lower number to the number of sent cards of that Type, are added to your hand, but shuffle any other excavated cards into your Deck. You can only activate 1 "Routing" per turn.

Tactical Trap Hole

Normal Trap

If your opponent Normal or Special Summons a monster(s) with 1800 or more ATK, Tribute 1 monster from your hand or field: Negate the effects of that monster(s) with 1800 or more ATK, and if you do, destroy it. If a monster Tributed for this card's effect would grant "Dragonna-bugeisha" a listed effect, and you control "Dragonna-bugeisha": "Dragonna-bugeisha" you control gain the appropriate effect.

Blast Tether

Normal Trap

If a monster in your possession is Tributed: Special Summon up to 2 "Darts Blaster" monsters from your Graveyard. During your opponent's End Phase, if they activated a Spell Card this turn and that card is still face-up on the field: You can Set this card from your Graveyard. You can only activate this effect of this card's name once per turn.

The Ultimate Dragon's Might

Normal Trap

If a monster that was Summoned by Tributing 1 or more monsters named in its card text, or by sending a monster who lists that card's name in its card text from your hand or field to the Graveyard or Banished Zone, leaves the field: Special Summon 1 monster named by that card from your Graveyard or Banished Zone, then draw 2 cards. If that monster was the only monster you controlled when it left the field, you can activate this card from your hand. If this card is sent from the field to the Graveyard, except after being activated: You can add up to 1 card each from your Deck or Graveyard to your hand that lists 1 specific, named monster in its card text.

Spiteful Charity

Normal Trap

Discard 1 card, then both players draw 1 card. You can banish this card from your Graveyard: Add up to 3 cards from your Graveyard to your hand that were sent there from your hand. During the End Phase, if this card was banished this turn: Your opponent discards 2 cards. You can only activate each effect of this card's name once per turn.

Revenge Defense

Normal Trap

If your opponent declares an attack: Negate that attack, then draw 1 card. If your opponent declares an attack while this card is in your Graveyard, you can banish this card from your Graveyard: Negate that attack; then Special Summon 1 monster from your Graveyard that was sent there by a card effect in face-up Attack Position.

Infernoil

Normal Trap

Each time exactly 1 FIRE monster is destroyed this turn: Increase the ATK of all FIRE monsters you control by the ATK of the destroyed monster, and if 1 or more monsters have their ATK increased by this effect; draw 1 card, then discard 1 card.

Another Dance

Normal Trap

If a monster on the field is destroyed by battle: Special Summon that monster from the Graveyard, then, if the monster that destroyed it is still face-up on the field; conduct the same battle again. Your opponent takes all battle damage you would take from this battle.

Infinite Nightmare Serum

Normal Trap

Target 5 DARK monsters in your Graveyard with 0 DEF: Add 1 of those targets to your hand, Special Summon another of those targets, and shuffle the remaining 3 into your Deck. If a "Virus" Normal Trap Card is activated while this card is in your Graveyard: You can Set this card from your Graveyard, but banish it when it leaves the field.

Goblin Resource Desk

Normal Trap

If your opponent declares an attack, you can destroy 1 face-up card your opponent controls, plus 1 more for every 2 " Good Goblin Housekeeping" in your Graveyard. If this card on the field is destroyed, you can banish 1 card from your opponent's Graveyard: Add 1 "Goblin" card from your Deck to your hand. This card is treated as "Good Goblin Housekeeping" in your Graveyard.

Goblin Micro Management

Normal Trap

If a "Goblin" monster you control attacks or is attacked: Draw 1 card, and if you do, halve all damage both players take from this battle, and if you do that; gain 200 LP for each "Good Goblin Housekeeping" in your Graveyard. This card is treated as "Good Goblin Housekeeping" in the Graveyard.

Goblin's Guard House

Normal Trap

Send 1 card from your hand to the bottom of your Deck, then target a number of cards on the field up to the number of "Good Goblin Housekeeping" in your Graveyard +1; send those targets to the Graveyard. This card's name in the Graveyard is treated as "Good Goblin Housekeeping".

Recipe for Disaster

Normal Trap

Shuffle 1 each of a monster, Spell, and Trap Card from your hand into your Deck. Add 3 cards with the same name from your Deck to your hand.

Flash Famine Virus

Normal Trap

Tribute 1 DARK monster whose ATK and DEF are both 1500 or less: Destroy all Special Summoned monsters your opponent controls, and cards on your opponent's field with an effect that includes Special Summoning a monster(s). Also, destroy all cards they draw for the next 3 turns with an effect that Special Summons a monster(s) (including itself). For the rest of the turn after this card is activated: Neither player can activate effects in the Graveyard. For the next 5 End Phases after this card's activation, neither player can activate "Flash Famine Virus".

Collapsing Roof

Normal Trap

Destroy all Field Spells. For each Field Spell destroyed: target 1 column. Destroy all cards in the targeted column(s).

Disturbance Denial

Normal Trap

If your opponent adds a card(s) to their hand by their card effect while you control a face-up non-Effect monster: Discard 1 card at random from your opponent's hand for each card added to their hand by that effect, then draw 1 card for each card you sent to the Graveyard by this effect. You can only activate 1 "Disturbance Denial" per turn.

Custom Toolkit 1

Normal Trap

Discard 1 card. Activate the appropriate effect depending on the type of card discarded:

●Monster: Special Summon 1 monster from your Graveyard with a lower ATK than the discarded monster.

●Spell: Draw 2 cards.

●Trap: Destroy 1 card on the field, and if you do, banish it.

Banish this card when it leaves the field.

Agonizing Absorption Virus

Normal Trap

Tribute 1 DARK Monster with 0 DEF; look at your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters whose ATK is greater than their DEF. While this card is in the Graveyard: If a monster(s) is destroyed by a Trap Card or effect, gain 200 LP for each monster destroyed.

Half Off!

Normal Trap

If you take damage, except by your own card effect, target 1 face-up monster you control: Gain LP equal to half the damage you took, then increase that target's ATK by the amount of LP you gained, until your next Standby Phase. You can banish this card from your Graveyard, except during the turn it was sent there, to target 1 face-up monster you control: If the target battles a monster this turn, the target gains ATK equal to half the ATK of the opposing monster, until the end of the Battle Phase.

Scavenger Methods

Normal Trap

Target 2 Level 4 Beast-Type monsters in your Graveyard: Special Summon those targets.You can target 1 monster in either player's Graveyard whose ATK is less than the ATK of 2 Beast-type monsters you control: Banish this card from your Graveyard, and if you do; banish that target and all cards with the same original name as that target from both players' hands, Decks, Graveyards, and Extra Decks.

Nest Eggs

Normal Trap

Tribute 1 Winged Beast-Type monster with an even Level; Special Summon 2 "Nest Egg Tokens" (Winged Beast-type/WIND/ATK 0/DEF 0) with an original Level of half the Tributed monster's Level on the field. You can Tribute 1 "Nest Egg Token": Special Summon 1 Winged Beast-Type monster whose Level is less than or equal to the level of the "Nest Egg Token" on the field +1.

Trojan Backstab

Normal Trap

You can only activate this card during your opponent's Main Phase 1. Give control of a monster you control to your opponent. During the End Phase: If the monster given is still face-up on the field, take control of it, and if you do; destroy all face-up cards your opponent controls.

Cynetoile

Normal Trap

If your opponent's monster attacks a Cyberse-Type monster you control: That monster cannot be destroyed by that battle, also, at the end of the Damage Step, if you took damage from ttat battle; you can Special Summon 1 Cyberse-Type monster from your hand or Graveyard whose ATK or DEF (whichever is lower) is less than or equal to the damage you took, in face-up Defense Position.

Numeral Veil

Normal Trap

If you control a "Numerix" monster, monsters on the field cannot be destroyed this turn. You can banish this card from your Graveyard: Detach 2 Xyz Material from a "Numerix" monster you control and if you do; draw 2 cards.

Sky Spirit

Normal Trap

Special Summon this card as a Effect Monster (Winged Beast/WIND/Level 6/ATK 2000/DEF 2000). (This card is NOT treated as a Trap Card.) If this card in the Monster Zone would leave the field: You can Set it face-down in your Spell/Trap Card Zone instead, then your opponent takes 200 damage for each card they control. You can only use each effect of "Sky Spirit" once per turn.

Present Jar

Normal Trap

Special Summon 1 monster from your Graveyard to your opponent's field, then draw 2 cards. If your opponent activates the effect of a Trap Card by banishing that card from the Graveyard, you can banish this card from your Graveyard: Negate that effect, then both players draw 1 card. You can only activate each effect of this card's name once per turn.

Disaster Impact

Normal Trap

If a Fusion monster you control attacks: Increase its ATK by 800, also it cannot be destroyed or targeted by your opponent's card effects this turn. Unless the attacking monster was "Disasterman", this increase lasts until the end of the Battle Phase. You can banish this card from your Graveyard: Each time "Disasterman" destroys your opponent's monster by battle this turn: Draw 1 card.

Lava Orbs

Normal Trap

Special Summon 3 "Molten Tokens" (Rock-Type/FIRE/Level 1/ATK 0/DEF 2000). If a "Molten Token" is destroyed: Inflict 500 damage to both players. If a "Molten Token" is Tributed or used as Material for the Summon of a monster(s), the monster(s) gains this effect:

●During the End Phase: both players take damage equal to the Level of this monster x100.

Vulcan Eruption

Normal Trap

Destroy "Jurassic World" and all monsters on the field. For each Dinosaur-type monster destroyed by this effect: You can reduce the number of Tributes needed to Normal Summon Dinosaur-Type monsters by 1 during your next Main Phase.

Vicious Cycle

Normal Trap

Add 1 "Vicious Cycle" from your Deck to your hand, and if you do, you can shuffle 1 "Vicious Cycle" from your Graveyard into your Deck, and if you do that, inflict 1000 damage to your opponent.

Battle of Bones

Normal Trap

If the top card in both players' Graveyards are monsters: Special Summon those monsters to their owner's side of the field (ignoring Summoning conditions), then, immediately conduct battle between those two monsters. If a monster(s) is destroyed by this battle, banish it. Return all monsters not destroyed by that battle to the Graveyard.

Cuneiforment Law

Normal Trap

Negate the effects of a number of cards on the field equal to the number of "Cuneiforment" monsters on the field. If this card is activated in response to the battle position of a Rock-Type monster being changed: Draw 1 card, then banish 1 card at random from your opponent's hand. You can banish this card from your Graveyard: Special Summon 1 "Cuneiforment" monster from your Graveyard.

On Holiday

Normal Trap

Activate when your opponent declares an attack: Change all monsters on the field to face-down Defense Position. If you Flip Summon a monster(s) while this card is in your Graveyard: You can target 1 of those monsters; banish this card, and if you do, gain LP equal to the ATK or DEF of that target (whichever is higher).

Splicing DNA

Normal Trap

Target 1 monster on the field and declare a Type and/or Attribute: That monster gains that Type and Attribute in addition to its normal Type and Attribute. If a monster(s) with the declared Type or Attribute is destroyed: You can Set this card from your Graveyard.

Maiden's Tears

Normal Trap

If the opponent's monster targets a monster you control for an attack or its own effect: Negate that attack or effect. The monster cannot attack, activate its effects, or be used as Material for a Summon while you control no monsters whose ATK is greater than that monster's.

Smoke Bomb

Normal Trap

Set all monsters you control, then you can choose 1 Spell/Trap Card from your Deck and Special Summon it as an Effect Monster (ATK 0/DEF 0) in face-down defense position (it is NOT treated as a Spell/Trap card) with this effect:

●If this card is flipped face-up, end the turn.

Shuffle all Set monsters you control. The card chosen from the Deck is destroyed at the end of the turn.

Vicious Void Virus

Normal Trap

Tribute 1 DARK Monster whose ATK is less than or equal to the number of Normal Traps in your Graveyard x500; your opponent destroys 1 card (of their choice) in their hand or Extra Deck for every 500 ATK that monster had on the field. If you Tributed a monster with 2000 or more ATK to activate this card, look at all cards your opponent draws until the end of their 3rd turn after this card's activation. If they draw a Monster Card(s), you can Set 1 Normal Trap from your Graveyard (except "Vicious Void Virus"), but banish it when it leaves the field.

Negative Threshold

Normal Trap

If a Field Spell is face-up on the field, you can target up to 2 monsters your opponent controls; negate their effects and decrease their ATK by 500 until the End Phase.

Shut and a Half

Normal Trap

Target 1 monster on the field: Halve that target's ATK, also it cannot be destroyed by battle this turn. If your opponent adds exactly 1 card to their hand by a card effect: You can banish 1 card from your opponent's hand at random, and if you do, draw 1 card. You can only activate this effect of this card's name once per turn.

Draw of Fate

Normal Trap

If your opponent declares an attack, or targets a monster with an effect, while you control 2 or more monsters, you can pay 1000 LP and declare a card Type (Monster, Spell, or Trap): Draw 1 card, and if the card drawn is of the declared Type, change the target of that effect or attack to any other monster on the field (except the attacking monster, if this card was activated in response to an attack). If you activate "Draw of Fate" while this card is in your Graveyard, you can draw 1 additional card, but you do not declare an additional card Type.

Phantasm Destralus

Normal Trap

Add 1 "Destralus" monster from your Deck to your hand. At the start of the next Battle Phase after this effect was activated, if this card was activated in response to your opponent's attack or effect: Banish 1 card your opponent controls, and if you do, add 1 "Phantasm Destralus" from your Deck to your hand. You can banish this card from your Graveyard: Special Summon 1 "Destralus" monster from your hand or Graveyard.

Triumphant Tuning

Normal Trap

If a Tuner monster you control leaves the field as Synchro Material for a Synchro Summon: you can target 1 card on the field and 1 Tuner monster in your Graveyard; add the second target to your hand, and if you do, banish the first target.

Mechanical Trick Mirror

Normal Trap

If your opponent's monster attacks: Apply the effect of 1 Normal or Quick-Play Spell Card in your opponent's Graveyard.

Meteor Stream

Normal Trap

If a monster(s) is Tributed for a Summon, or for its own effect: You can Special Summon that Tributed monster(s) from the Graveyard to your field. If a monster that was Special Summoned from the Graveyard this turn battles, you can banish this card from your Graveyard: Inflict 1000 damage to your opponent.

Dark Brood

Normal Trap

Tribute 1 monster. Special Summon 1 "Brood of Pandemonium Token" (Fiend-type/DARK/Level 1/ATK 0/DEF 0). The Token cannot be destroyed by battle and is unaffected by card effects this turn. During each of your Standby Phases: Halve your LP as long as you control a "Brood of Pandemonium Token(s)".

### Continuous Trap

Pain to Power

Continuous Trap

Once per turn, during either player's turn, when you take Battle Damage, you can Summon a monster(s) from your hand or Deck whose (combined) ATK is exactly equal to the amount of damage you took.

Distortion Coffin

Continuous Trap

Target 1 Level 6 or lower monster in the Graveyard: Special Summon it to your side of the field in Defense Position, and equip this card to that target. If this equipped card leaves the field, destroy the equipped monster. If this card is destroyed, except by destroying the equipped monster, banish 1 monster on the field.

Earnest Wishes

Continuous Trap

If your opponent draws a card(s), gain 500 Life Points for each card they draw.

Purest Wishes

Continuous Trap

Each player draws 1 card during their respective End Phase. During each Standby Phase, gain 500 Life Points for every Continuous Trap Card face-up on the field.

Rewritten Sacred Tome

Continuous Trap

Unaffected by the effects of Spell and Trap Cards. During either player's turn, you can banish 1 card from your Graveyard: Add 1 Normal or Continuous Spell or Trap Card from your Graveyard to your hand, except "Rewritten Sacred Tome". You can only activate this effect of "Rewritten Sacred Tome" once per turn.

Retrieval of the Sacred Tome

Continuous Trap

Cannot be targeted by card effects. During each of your End Phases, take 800 damage. Once per turn, you can target 1 Spell or Trap Card in your Graveyard, except "Retrieval of the Sacred Tome": Add it to your hand.

Cursed Sacred Tome

Continuous Trap

All face-down banished cards are flipped face-up in the Banished Zone. If this card would be destroyed or banished, either player can banish 1 card from their Graveyard: Negate the effect that would destroy or banish this card (This effect can trigger in response to a Counter Trap Card), and destroy it. During each Standby Phase, place 1 Curse Counter on this card. The turn player can select 1 Spell or Trap Card from either player's Graveyard and add it to their hand: If this effect is activated, that player must place 1 Curse Counter on this card, then send cards from the top of their Deck to the Graveyard equal to the number of Curse Counters on this card. The opponent of the turn player can select 1 Spell or Trap Card from either player's Banished Zone and add it to their hand: If this effect is activated, that player must place 1 Curse Counter on this card, then send cards from the top of their Deck to the Graveyard equal to the number of Curse Counters on this card.

Lost Sacred Tome

Continuous Trap

Activate only if there are 3 or less cards in your Deck, and only if your Life Points are higher than 100. When this card is activated, shuffle all cards in your Graveyard and Banished Zone into your Deck. Once per turn, you can activate 1 Continuous Spell or Trap Card from your Deck. If this card leaves the field, pay all but 100 of your Life Points.

Sacred Tome of Exiles

Continuous Trap

When this card is activated: Add 1 Normal or Continuous Spell/Trap Card from your Deck to your hand, except "Sacred Tome of Exiles". Once per turn, you can return 1 card from the Banished Zone to the Graveyard, except "Sacred Tome of Exiles": Add 1 Normal or Continuous Spell or Trap Card from your Graveyard to your hand, except "Sacred Tome of Exiles". If there are no cards in your Banished Zone, banish this card.

Numeral Zone

Continuous Trap

Activate only if you control a "Numerix" monster. "Numerix" monsters cannot be destroyed, except by battle with another "Numerix" monster. If you control no "Numerix" monsters, destroy this card and gain 300 LP for each "Numerix" monster in your Graveyard.

Tragedy in the Sakura Grove

Continuous Trap

When this card is activated: Banish 1 card from your Extra Deck, face-up. Monsters of the same monster type (Synchro, Xyz, Fusion, or Pendulum: If the banished monster is two of these, select one) as that banished card cannot be Summoned. During your your 3rd Standby Phase after this card's activation, destroy this card (this effect cannot be negated). If your opponent destroys this card, Special Summon the monster banished by this card (this can be treated as a Fusion, Synchro, or Xyz Summon: If the Summoned monster is an Xyz monster, attach this card to it as Xyz Material). You can only control 1 "Tragedy in the Sakura Grove".

Cursed Shadow Chain

Continuous Trap

Target 1 monster on the field: That target's ATK and DEF are permanently halved, also its effects are negated. The target cannot be used as Fusion, Synchro, or Xyz Material while this card is on the field. If this card is destroyed, destroy the target or Special Summon 1 DARK monster from your hand or Graveyard.

Synchro Fall

Continuous Trap

When this card is activated, banish 1 Tuner monster from your Deck. Once, during either player's Standby Phase, you can: Immediately after this effect resolves, Synchro Summon 1 monster from your Graveyard or Extra Deck using monsters you control. If this card is destroyed, you can Special Summon 1 Tuner monster from your Banished Zone.

Respect for a Fallen Foe

Continuous Trap

Monsters with the same name as monsters destroyed by battle by monsters you control cannot be Summoned. If a monster is destroyed by battle, other monsters on the field with the same original name as the destroyed monster cannot be targeted for attacks or effects.

Wisdom of Age

Continuous Trap

All monsters you control gain 800 ATK times the current turn count. If your opponent declares an attack, you can discard 1 card: Increase the turn count by 1 (you can only activate this effect of "Wisdom of Age" once per turn).

Bite Chain

Continuous Trap

Activate only when an Effect Monster(s) is Summoned: That monster's effect is negated, also it cannot attack or change its Battle Position. During each Standby Phase, the controller of that monster selects and activates one of the following effects:

●Send the top 4 cards of their Deck to the Graveyard.

●The monster(s) affected by this effect loses 1000 ATK and DEF.

Hate Diffusion

Continuous Trap

Only activate if both players control at least 1 face-up monster. Monsters on the field cannot attack, also their effects are negated. During your End Phase, destroy this card and all face-up monsters on the field, and if you do, inflict damage to each player equal to the combined original ATK of all monsters they controlled that were destroyed by this effect.

Alchemic Modification Plant

Continuous Trap

Declare 1 monster Attribute: All monsters in both Graveyards are treated as the declared Attribute. If this card is destroyed by your opponent's card, you can Special Summon 1 Level 4 or lower monster of the declared Attribute from your hand or Deck.

Blacklands Shadow

Continuous Trap

Activate this card by targeting 1 Level/Rank 6 or lower DARK Fiend-Type monster in your Graveyard; Special Summon that target in Attack Position. Monsters Summoned by this effect are unaffected by your opponent's monster effects. If this card leaves the field, destroy that target. If that target leaves the field: Destroy this card.

Enforced Sharing

Continuous Trap

If either player draws a card(s), except by the effect of "Enforced Sharing", the opposing player draws the same number of cards. If your opponent would add a card(s) from their Deck to their hand, except by drawing, you can draw 1 card.

Mysterious Mists of Time

Continuous Trap

During each Standby Phase, the opponent of the turn player declares a number up to the number of cards in the turn player's hand: If the turn player does not activate that exact number of Spell Cards by the end of their 1st Main Phase, their Battle Phase is skipped.

Gold Dust

Continuous Trap

When this card is activated, equip it to a Level 6 or lower monster you control. The equipped monster gains 1000 ATK and DEF, also it cannot be targeted by cards or effects, except its own effect and this card's effect. If the equipped monster would be destroyed, you can destroy this card instead.

Souls of the Stars

Continuous Trap

When this card is activated, you can target 1 Wyrm-Type monster you control and 1 card your opponent controls: Destroy those targets. Once per turn, when a Wyrm-Type monster you control is destroyed (by battle or card effect), you can Special Summon 1 Wyrm-Type monster from your hand or Deck with a lower Level than the destroyed monster.

The One True Alchemist

Continuous Trap

Cannot be destroyed. If a monster you control would be sent to the GY, return it to the bottom of your Deck. Once per turn, if you have 10 monsters on the bottom of your Deck, you can banish them and this card; Special Summon 1 "Flammel, the Grand Alchemist" from your Extra Deck.

Die of the Tiger

Continuous Trap

During each Standby Phase, declare a number from 1 through 6. If a monster on the field declares an attack on another face-up monster on the field, roll a six-sided die, and decrease the ATK and DEF of all monsters your opponent controls by 100 times the result; also, if the result was the same as the one you declared this turn, select and activate 1 of the following effects:

●Negate that attack.

●That attack becomes a direct attack.

You can only control 1 "Die of the Tiger".

Jaws of Dark Demise

Continuous Trap

Once per turn, during either player's turn, if a monster(s) you control is destroyed by your opponent's card (by battle or card effect), you can return that monster(s) to your hand. If a monster you control attacks, it gains 200 ATK for each card in your hand. If your opponent declares an attack, inflict 500 damage to your opponent.

Archfiend's Soul Puppet

Continuous Trap

Special Summon this card as an Effect Monster (Fiend-Type/DARK/Level 4/ATK 1900/DEF 1500) (This card is also still treated as a Trap Card). If this monster battles an Effect Monster, all monsters your opponent controls lose 800 ATK. If this card that is being treated as a monster is sent from the field to the Graveyard, inflict 800 damage to your opponent.

Magician's Soul Puppet

Continuous Trap

Special Summon this card as an Effect Tuner monster (Spellcaster-Type/DARK/Level 4/ATK 1400/DEF 1700)(This card is still also treated as a Trap Card). If this monster destroys your opponent's monster by battle, you can add 1 Continuous Trap Card from your Deck to your hand. If this card that is being treated as a monster is sent from the field to the Graveyard, you can Set 1 Continuous Trap Card directly from your hand or Deck.

Ifrit's Soul Puppet

Continuous Trap

When this card is activated, you can target 1 Continuous Trap Card in your Graveyard or Banished Zone: Add that target to your hand. Special Summon this card as a Normal monster (Pyro-Type/DARK/Level 6/ATK 2500/DEF 1200) (This card is still also treated as a Trap Card). If this card that is being treated as a monster is sent from the field to the Graveyard, draw 1 card.

Sprite's Soul Puppet

Continuous Trap

When this card is activated, target 1 Level 5 or higher Normal monster in your Graveyard: Special Summon that target, and if you do, it gains 300 ATK and DEF. If this card leaves the field, destroy the equipped monster. If the equipped monster is sent from the field to the Graveyard, Special Summon this card as an Effect Monster (Fairy-Type/DARK/Level 4/ATK 1300/DEF 2000) (This card is still treated as a Trap Card). Other Trap Cards you control cannot be targeted by your opponent's card effects. If this card that is being treated as a monster is sent from the field to the Graveyard, banish 2 cards from your opponent's Graveyard.

Golem's Soul Puppet

Continuous Trap

When this card is activated, you can target 1 face-up Special Summoned Effect monster of the field: While this card is face-up on the field, that target cannot attack or change its Battle Position, also its effects are negated. Regardless, Special Summon this card as an Effect Monster (Rock-Type/DARK/Level 5/ATK 0/DEF 3000). Once during your opponent's Battle Phase, if a monster they control attacks another monster you control: You can change the attack target to this card, and increase this card's ATK by half the original ATK of the attacking monster.

Silent Labyrinth

Continuous Trap

When this card is activated, you can Special Summon 1 "Labyrinth Dragon" from your hand, Deck, or Graveyard. Once per turn, if your opponent controls an Effect Monster, you can discard 1 Normal monster: Draw 1 card. Once per turn, you can Special Summon 1 Level 5 or lower Normal monster from your Graveyard. If a Normal monster you control attacks, that monster gains ATK equal to half its original DEF.

Jammin' Jam

Continuous Trap

Once per opponent's turn, if you control a "Revival Jam" monster, you can target 1 monster you control: Your opponent cannot attack monsters this turn, except the targeted monster. Once per turn, if you Special Summon a "Revival Jam" monster from the Graveyard: Draw 1 card. During each Standby Phase, gain 300 LP for each "Revival Jam" monster you control.

Midnight Power Stone

Continuous Trap

When this card is activated, place 3 Spell Counters on this card. If a Spell Card is activated, place 1 Spell Counter on all face-up cards you control with "Spell Counter" in their card text. During each Standby Phase, place 1 Spell Counter on all face-up monsters you control. Once per turn, during either player's turn, you can remove up to 3 Spell Counters from any face-up card on the field: Redistribute the removed Counters among face-up cards on the field. If this card has no Spell Counters, destroy it.

Contract Card

Continuous Trap

During each player's Draw Phase, the turn player can toss 2 coins, and if they do, one of the following effects activates depending on the result:

●Both Heads: The turn player draws 1 additional card.

●1 Heads: Both players draw 1 card at the start of the next Main Phase.

●Both Tails: The opponent of the turn player draws 1 card.

If this card is destroyed in the same Chain as its effect activating, its effect can still resolve.

Desperation Draw

Continuous Trap

If your opponent declares a direct attack while this is the only card in your Spell/Trap Card Zone, you can draw 1 card: If the drawn card is a monster, negate that attack, and destroy the attacking monster. At the end of the Battle Phase: Banish this card, and Special Summon all monsters you drew by this effect with their effects negated.

Union Testing Ground

Continuous Trap

When this card is activated, you can add 1 Level 4 LIGHT Machine-Type monster from your Deck to your hand. If a LIGHT Machine-Type Normal, Union, or Fusion monster destroys or banishes your opponent's card(s): Special Summon 1 Level 4 LIGHT Machine-Type Normal or Union monster from your hand, Graveyard, or Banished Zone (you can only activate this effect of this card's name once per turn). If this card is destroyed, you can banish 1 LIGHT Machine-Type Fusion monster from your Graveyard: Then, immediately Special Summon that banished monster.

Revival Rations

Continuous Trap

When this card is activated: You can Special Summon 1 "Revival Jam" from your hand, Deck, or Graveyard. If a monster(s) is Summoned from the Graveyard: Gain 700 LP for each. During the next End Phase after this face-up card leaves the field, you can Set 1 "Jammin' Jam" or "Revival Rations" from your hand or Graveyard.

Loanin' Goblin

Continuous Trap

Give control of 1 monster to your opponent. During the next Standby Phase after this effect was activated (even if this card leaves the field): take control of 1 monster your opponent controls.

Battleground Profiteering

Continuous Trap

Your opponent must banish 1 card from their Graveyard to declare an attack. During each Standby Phase, inflict 100 damage to your opponent for each card banished this way. While there are 5 or more cards in your opponent's Banished Zone that were banished by this card: Negate your opponent's card effects that target other Continuous Trap Cards you control.

Phantasmal Tomb of Kings

Continuous Trap

Once per turn, during either player's turn, if your opponent Special Summons a monster(s): You can inflict 500 damage to your opponent, then place 1 Phantasmal Counter on each face-up "Phantasmal Tomb" card you control. If a "Phantasmal Tomb" card(s) or "Phantasmal Overlord Gendrum" you control would be destroyed, you can remove 1 Phantasmal Counter from this card: No cards you control are destroyed. During your End Phase: You can Set 1 "Phantasmal Tomb" card from your Deck or Graveyard, except "Phantasmal Tomb of Kings".

Phantasmal Tomb of Queens

Continuous Trap

Once per turn, during either player's turn, if your opponent adds a card(s) to their hand by an effect: You can randomly discard 1 card from your opponent's hand, then place 1 Phantasmal Counter on each face-up "Phantasmal Tomb" card you control. If your opponent would target a "Phantasmal Tomb" card(s) or "Phantasmal Overlord Gendrum" you control with a card or effect, you can remove 1 Phantasmal Counter from this card: Negate that card or effect. During your End Phase: You can Set 1 "Phantasmal Tomb" card from your Deck or Graveyard, except "Phantasmal Tomb of Queens".

Phantasmal Tomb of Knights

Continuous Trap

Once per turn, during either player's turn, if your opponent activates a Spell/Trap Card, or the effect of a Spell/Trap Card, you can target 1 card on the field: Destroy that target, then place 1 Phantasmal Counter on each face-up "Phantasmal Tomb" card you control. If a "Phantasmal Overlord Gendrum" you control destroys your opponent's monster by battle, banish the destroyed monster instead of sending it to the Graveyard, then distribute a number of Phantasmal Counters among cards you control equal to the destroyed monster's Level. During your End Phase, you can Set 1 "Phantasmal Tomb" card from your Deck or Graveyard, except "Phantasmal Tomb of Knights".

Return of the Peasantry

Continuous Trap

Target up to 3 monsters with 1500 or less ATK in your Graveyard that can be Normal Summoned/Set: Special Summon that target(s). If this card is destroyed or banished, destroy that monster(s). If all cards Summoned by this card have left the field, destroy this card.

Jurassic Revitalization

Continuous Trap

(1)When this card is activated: Target 1 Dinosaur-Type monster in your Graveyard; Special Summon that target in face-up Attack Position (a monster Special Summoned by this card cannot attack or activate its effects during the turn it is Summoned). (2) If this card leaves the field, destroy all monsters you control that were Summoned by this card's effect. (3) While you control this card, "Jurassic World" cannot be destroyed or targeted by card effects. (4) If you control a face-up "Jurassic World", you can activate this card's (1) effect once per turn, during your turn.

Human Wave Blaster

Continuous Trap

Once per turn, if you Normal or Special Summon a Level 2 or lower Normal monster, select and activate 1 of the following effects:

●Inflict 500 damage to your opponent.

●Special Summon 1 monster of the same name as the Summoned monster from your hand or Graveyard.

●Destroy 1 card on the field.

●Banish 1 card from the Graveyard.

If you Fusion Summon a Fusion monster using only Normal monsters as Material, you can draw 1 card for each Fusion Material used in the Summon (you can only activate this effect of this card's name once per turn).

Right of Might

Continuous Trap

During each End Phase, if your opponent controls a face-up monster, and you control the monster on the field with the highest Level: Inflict damage to your opponent equal to the difference between the Levels of the monsters each player controls with the highest Level x100 (monsters without an original Level are treated as Level 0 for this effect). Once per turn, during either player's turn, you can banish 1 monster from your field or Graveyard: Monsters you control of the same Type as that banished monster gain ATK and DEF equal to their Level x100. If you control 2 or more monsters with different Levels, your opponent must target the monster you control with the highest Level for attacks, and cannot target the monster you control with the highest Level for effects. While you control this face-up card, destroy all other Spell/Trap Cards you control.

Horror Tablet

Continuous Trap

When this card is activated, you can target 1 Fiend-Type monster in your Graveyard with 2000 or less ATK: Special Summon that target in face-up Attack Position. If a non- Token Fiend-Type monster you control is destroyed by battle, or destroys your opponent's monster by battle: You can Special Summon 1 "Stone Archfiend Token" (DARK/Level 2/Fiend-Type) with an original ATK and DEF equal to the difference between the ATK of the monsters that battled. If your opponent takes damage from your card effect, reduce the ATK and DEF of all monsters your opponent controls by the amount of damage inflicted.

Battle Corridors

Continuous Trap

Monsters can only target monsters in the same column as themselves for an attack. If a monster does not have another monster in the same column as itself to attack: That monster cannot attack. Once per turn: The turn player can move 1 monster they control to an adjacent unoccupied Monster Zone. If this face-up card is removed from the field: Neither player can declare an attack until the End Phase of the next turn.

Leeching Unit Alpha

Continuous Trap

If your opponent pays LP to activate a card or effect: Gain LP equal to half the LP they paid after that effect resolves or is negated (even if that effect removed this card from the field). If a monster you control battles, you can pay LP in multiples of 100 (min. 500): Increase your battling monster's ATK and DEF by the amount of LP paid +100, until the end of the Battle Phase.

Goblin Tactical Command

Continuous Trap

Once per turn, if a card is added to your hand by a card effect: You can Special Summon 1 Level 4 "Goblin" monster from your hand. If a Level 4 "Goblin" monster inflicts battle damage to your opponent, you can increase the ATK of all Warrior-Type and Beast-Warrior-Type monsters you control by half the amount of damage inflicted.

Tower of Spiders

Continuous Trap

During each End Phase, place 1 Spider Counter on this card for each Defense Position monster on the field. If you would Normal Summon a monster that requires 1 or more Tributes, you can remove 2 Spider Counters for each monster that would be Tributed: You can conduct that Summon without Tributing. If this face-up card on the field is destroyed: You can add 1 Level 10 or higher monster from your Deck to your hand.

Curse of the Ill Fortune

Continuous Trap

You cannot activate this card if you control a face-up Effect monster. If a Spell or Trap Card, or the effect of a Monster, Spell, or Trap Card, would be activated, the player that would activate that card or effect must toss a coin. If Tails, that card or effect is negated and destroyed.

Doomsday Clock

Continuous Trap

You can only activate this card if the current turn count is 5 or higher. Place Doom Counters on this card equal to the turn count. During the End Phase, remove 1 Doom Counter from this card. If all Doom Counters are removed from this card by this effect, destroy this card and inflict 5000 damage to both players.

Ruins in the Depths

Continuous Trap

This card is treated as "Umi" while on the field or in the Graveyard. All WATER monsters you control gain 200 ATK and DEF. If a Fish, Sea Serpent or Aqua-Type monster(s) you control is banished: draw 1 card. You can only use this effect of "Ruins in the Depths" once per turn.

Living Weaponry

Continuous Trap

You cannot declare a direct attack. Once per turn: You can discard 1 card; add 1 Union monster from your Deck to your hand. Once per turn: You can equip 1 Union monster you control to an appropriate monster you control, OR unequip 1 Union monster from a monster you control and Special Summon it. If this card would be destroyed: Destroy 1 Union monster in your Spell/Trap Zone instead.

Union-Power Auto Disintegrator

Continuous Trap

You can send 1 Union Monster from your Spell/Trap Zone to the Graveyard: Destroy 1 card on the field. If this card is sent from the field to the Graveyard: You can target 1 monster you control; equip it with 1 appropriate Union monster from your Graveyard.

Ultimate Insect's Domain

Continuous Trap

Once per turn, during either player's turn, if you control no monsters: You can Special Summon 1 Level 4 or lower Insect-Type monster from your Graveyard. If your opponent controls a monster whose ATK is reduced by the effect of a monster you control: All Insect-Type monsters you control gain ATK and DEF equal to the ATK that monster lost. If an "LV" monster is shuffled into your Deck from outside it: You can Special Summon 1 "LV 3" or "LV 4" monster from your Deck (you can only activate this effect of this card's name once per turn). If this card is destroyed on the field, you can shuffle 5 cards from your Graveyard into your Deck, except "Ultimate Insect's Domain": Draw 2 cards, then Special Summon any Level 3 or lower Insect-Type monsters added to your hand by this effect.

Urban Demise

Continuous Trap

Once per battle, if a monster you control battles an opponent's monster: You can increase the ATK of your battling monster by 100. If a monster you control inflicts exactly 100 battle damage to your opponent: Draw 1 card.

Pack Hunting

Continuous Trap

If a Beast-Type monster you control battles, during the Damage Step you can target 1 other Beast-Type monster you control: Increase the battling monster's ATK and DEF by half the ATK or DEF of the target (whichever is higher) until the end of the Damage Step. The targeted monster cannot declare an attack during the turn you activate this effect. If you control 2 or more Beast-Type monsters, you can activate this card from your hand.

Viper Totem Demagogue

Continuous Trap

Special Summon this card as an Effect Monster (Reptile-type/DARK/Level 8/ATK 1900/DEF 1900). The original ATK and DEF of all other monsters on the field is halved. This card cannot attack unless you have declared at least 2 other attacks this turn. This card's effects cannot be negated. Once per turn, during either player's turn, you can Set this card.

The Nine Nails

Continuous Trap

If you take damage, place 1 Nail Counter on this card. When the 9th Nail Counter is placed on this card, destroy this card and inflict damage to your opponent equal to the damage you took when the 9th Nail Counter was placed x9.

Dragon Launcher

Continuous Trap

Once per turn, if a Level 2 Dragon-Type monster is added to your hand by a card's effect: You can Special Summon the added monster. Once per turn, during either player's turn, you can shuffle 1 Level 2 Dragon-Type monster from your Graveyard into your Deck to target 1 face-up card your opponent controls: Destroy that target. Each time either of this card's other effects activates: Increase the ATK of all Level 2 Dragon-Type monsters you control by 100 for each time either of those effects activated while this card was on the field.

Steel Repeater

Continuous Trap

Once per turn, during either player's turn, if you control a Rank 3 or lower Xyz monster, whose Summoning requirement is not exactly 2 monsters of its given Level: You can Special Summon 1 monster from your Graveyard of the same Type as that Xyz monster, with a Level equal to its Rank. Once per turn, if a Rank 3 or lower Xyz monster destroys your opponent's monster by battle, you can target 1 monster you control that would be appropriate Xyz Material for that monster's Xyz Summon: Attach that target to that Xyz monster, and if you do; that monster can declare exactly 1 additional attack this turn. You can only control 1 "Steel Repeater".

Cross Fire Blast

Continuous Trap

You must control a Rank 9 or higher Xyz monster to activate this card. The first time your opponent takes damage from the effect of a Rank 9 or higher Xyz monster each turn: Discard 1 random card from your opponent's hand, and if you do; draw 1 card. If you control "Deep-Space Cruiser Planetcarrier", this card cannot be destroyed or targeted by your opponent's card effects.

Buried Cards

Continuous Trap

Banish 2 cards from the top of your Deck face-down. If this face-up card is removed from the field: Add those banished cards to your hand.

Forked Re-Bolt

Continuous Trap

Target 2 Level 5 or lower Thunder-Type monsters in your Graveyard. Special Summon those targets, but their effects are negated. When this face-up card leaves the field, destroy those monsters. If those monsters are destroyed, destroy this card.

Mirage of Silence

Continuous Trap

Once per turn, you can shuffle 4 cards from your Banished Zone into your Deck that you sent there: Banish the top card of your opponent's Deck, face-down. If a Spell Card banishes 5 or more cards directly from your Deck: You can banish the top card of your Deck; draw 1 card.

Sandtrap Hourglass

Continuous Trap

This card cannot be targeted while there are face-up monsters on the field. Reduce the ATK of all monsters on the field by the current turn count x100. If a monster's ATK is reduced to 0 this way: destroy it. If there are no monsters on the field: destroy this card. If this card is removed from the field: You take damage equal to the current turn count x300.

Ogre Statuette

Continuous Trap

Special Summon this card as an Effect Monster (Fiend-type/EARTH/Level 5/ATK 2000/DEF 2000) (This card is also still treated as a Trap Card). If this card battles an opponent's monster: Set this card and return the opponent's monster to the hand. If you activate this card while you control no monsters: You can excavate the top card from your Deck. If the card is a Trap Card that can be Special Summoned as an Effect Monster, you can either: Set it to your side of the field OR add it to your hand. Otherwise, shuffle the excavated card into your Deck.

Stock Draw Trading

Continuous Trap

Activate by discarding 2 cards. Cannot be destroyed by your opponent's cards or effects while your LP is higher than theirs. If a card(s) is added to your opponent's hand, except for their Normal Draw: Gain 100 LP for each card in your opponent's hand, then, if your LP are 2000 or more higher than your opponent's: Draw 1 card for every 2000 LP of difference. You can only control 1 "Stock Draw Trading".

Dark Anubite

Continuous Trap

Special Summon this card as an Effect Monster (Beast-Warrior-type/DARK/Level 4/ATK 1900/DEF 0). (This card is also still a Trap Card.) If Summoned this way, it gains this effect:

●Once per turn: You can banish 1 Trap Card from your Graveyard and target 1 face-up card on the field; send it to the Graveyard.

If you have no Monster or Spell cards in your Graveyard: You can activate this card the turn it was Set.

Secret to Immortality

Continuous Trap

"Secret Dragon" you control are unaffected by your opponent's card effects. Once per turn, during either player's turn: You can Special Summon 1 "Secret Dragon" from your hand or Graveyard. If you Summon "Secret Dragon": Place 1 Secret Keeper Counter on this card ("Secret Dragon" you control gain 100 ATK and DEF for each Secret Keeper Counter on this card). If "Secret Dragon" destroys your opponent's monster by battle, you can apply a number of the following effects up to the number of "Secret Dragon" you control:

●Draw 1 card.

●Banish up to 2 cards from your opponent's Graveyard.

●Target 1 card your opponent controls: Destroy that target.

### Counter Trap

Dynamic Illusion

Counter Trap

If a card or effect activates during the Battle Phase: End the Battle Phase (if this card is activated during the Damage Step, neither monster is destroyed and neither player takes damage). You can banish 1 other Trap Card in your Graveyard: Set this card in an empty Spell/Trap Card Zone, but banish it when it leaves the field.

Illusion of Vanity

Counter Trap

This card and its effects cannot be negated. If your opponent declares a direct attack that would reduce your Life Points to 0: Negate that attack and destroy all cards your opponent controls, and if you do; Special Summon 1 Level 7 monster from your hand or Deck.

Sudden Mist

Counter Trap

Discard 1 card: Cards with effects that target 1 or more cards must target themselves for their effects, if possible, until the End Phase of this turn.

Sudden Shock

Counter Trap

Activate when your opponent activates a Spell or Trap card during your turn. When that card resolves, banish it. Also, Set cards on the field cannot be activated this turn.

Linkless

Counter Trap

Activate only as Chain Link 3 or higher. Roll a six-sided die. Negate the effect of the Chain Link that equals the die result. If the die result is greater than this card's chain link, re-roll it.

Veldaion's Hatred

Counter Trap

Activate only if an effect is activated. Pay 2500 Life Points: Negate that effect and banish the card whose effect was negated. If "Veldaion the Rampaging Emperor" was Summoned during the turn this card is activated: Draw 1 card during the End Phase.

Veldaion's Presence

Counter Trap

Activate only if your opponent's monster declares an attack. Pay 1500 Life Points: Negate that attack, then banish the monster whose attack was negated. If "Veldaion the Rampaging Emperor" was Summoned during the turn this card was activated: Draw 1 card during the End Phase.

Veldaion's Disapproval

Counter Trap

If your opponent would Summon a monster: Pay 2000 Life Points, negate that Summon, and if you do, banish the monster whose Summon was negated. If "Veldaion the Rampaging Emperor" was Summoned during the turn this card was activated: Draw 1 card during the End Phase.

Veldaion's Intent

Counter Trap

If a Spell/Trap Card, or the effect of a Spell/Trap Card, is activated, you can pay 1000 LP: Negate the activation, and if you do, banish up to 1 card each at random from your opponent's hand and Graveyard. If a "Veldaion" monster was Summoned during the turn this card was activated: Draw 1 card during the End Phase.

Veldaion's Arrogance

Counter Trap

If a card or effect is activated from the hand or Graveyard, discard 1 card: Negate the activation, and if you do, banish it, face-down. You can pay half your LP to activate this card from your hand. If a "Veldaion" monster was Summoned during the turn this card was activated: Draw 1 card during the End Phase; also, if the Summoned monster was "Veldaion, the Rampaging Emperor", you can banish 1 card from your opponent's Graveyard.

Emotional Disconnect

Counter Trap

If your opponent would activate a card or effect, discard all Monster Cards in your hand (min. 1): Negate the activation; the negated card's effects remain negated, face-up on the field (and remain negated if it leaves the field), also if it is a Pendulum Spell Card its Scale becomes "?". If you do, Special Summon 1 "Shining Hope Dragon" or "Crushing Despair Dragon" from your Graveyard, and if you do that, your opponent must send 1 monster they control to the Graveyard, except a monster whose effect was negated by this card. You cannot activate this card if you do not have both "Shining Hope Dragon" and "Crushing Despair Dragon" in your Graveyard.

Evasion Reborn

Counter Trap

If your opponent declares an attack on a face-up Attack Position monster you control, discard 1 card: Move the attack target to an adjacent unoccupied Monster Zone, negate the attack, and end the Battle Phase. Then, you can Special Summon 1 monster from your Graveyard whose ATK and DEF are both less than or equal to the ATK and DEF of the attack target, in the Monster Zone that that monster occupied before this card was activated.

Phantom Grip

Counter Trap

If your opponent activates a monster effect, pay 1000 LP: That card's effect becomes "Both players discard 1 card". If, after that effect resolves, you have no cards in your hand, monsters with that name cannot activate their effects, and their effects in the field are negated, for the rest of the current Duel.

Quick Combine

Counter Trap

If your opponent would activate a card or effect that would remove a Union monster, Level 4 Normal monster, or LIGHT Machine-Type Fusion monster that lists 2 or more named Fusion Materials you control from the field, you can negate that effect, and if you do, shuffle that card into the Deck. During the End Phase of the turn this card was activated, you can add 1 LIGHT Machine-Type Normal or Union monster from your Deck to your hand. During either player's turn, except during the turn this card was sent to the Graveyard, you can banish this card from your Graveyard to target 1 Union monster you control that names another monster(s) in its card text: Special Summon 1 of those monsters from your hand, Deck, or Graveyard. You can only activate each effect of this card's name once per turn.

Atomic Decay

Counter Trap

When your opponent activates a monster effect or a Spell/Trap Card while you control a Psychic-Type monster(s): You can discard 1 card, then pay LP equal to the number of cards you control x400; negate that card or effect, and if you do, banish it.

Assault Cyclone

Counter Trap

If your opponent activates a card or effect during the Damage Step: Negate the activation, and destroy that card. After this card's activation, if "Veldaion the Rampaging Emperor" is Summoned this turn, banish 1 card from your opponent's field or Graveyard. During the End Phase of the turn this card was activated, draw 1 card.

Jurassic Jurisdiction

Counter Trap

If your opponent activates a card or effect that would remove a monster(s) from the field (including as cost) while you control a face-up Level 6 or higher Dinosaur-Type monster: You can discard 1 card and negate that card/effect, and if you do, Dinosaur-Type monsters you control gain ATK equal to their Level x100. If you control "Jurassic World" when this card is activated: You can Special Summon 1 Dinosaur-Type monster from your Graveyard.

Galeforce Synchro

Counter Trap

If 1 or more Synchro monsters you control would be destroyed by your card effect: No cards you control are destroyed by that effect, also inflict 500 damage to your opponent for each Synchro monster you control. If this card is in your Graveyard after being activated on the field, you can banish this card from your Graveyard: Draw 1 card for each Level 7 or 8 Dragon-Type Synchro monster you control.

Buddy System

Counter Trap

If your opponent activates a Monster, Spell, or Trap effect while you control 2 monsters with the same Level/Rank, Type, and Attribute but different names: negate that effect, and if you do, you can destroy 1 card on the field. If you have 3 or more monsters with the same Level/Rank, Type, and Attribute but different names, you can activate this card from your hand.

Jamming Arms

Counter Trap

When a Spell/Trap Card activates, you can send 1 Union monster from your Spell/Trap Zone to the Graveyard: Negate that activation, and if you do, destroy it, and if you do that, draw 1 card.

Failsafe Methods

Counter Trap

You can only activate this card during your turn. If your opponent activates a card or effect in response to your card effect: negate the effects of both cards, and if you do, return your card to your hand and banish your opponent's card face-down. If your opponent controls more cards than you: you can activate this card from your hand.

Negate the Negation that Negates!

Counter Trap

Activate this card only as Chain Link 4 or higher. If a card or effect is activated that negates a card or effect, negate the activation, and if you do: Inflict damage to your opponent equal to this card's Chain Link x200. If the card whose effect was negated was a monster with 3000 or less ATK, your opponent discards 1 card.

Ire of the Emperor

Counter Trap

When a monster's effect is activated: Reveal 1 monster in your hand whose Level is higher than the Level/Rank of that monster; either negate the activation OR destroy that monster. You can discard this card and 1 Level 10 monster from your hand; draw 2 cards.

Heralding Horn

Counter Trap

When a monster effect is activated: You can target that monster and add 1 monster whose text includes "The Sanctuary in the Sky" from your Deck to your hand. If the added monster's Level exactly equals the Level of the target, negate the activation of the target, and if you do, destroy it.

Noble Deeds, Ignoble Form

Counter Trap

If your opponent would activate a Spell/Trap Card or effect, or the effect of a monster that was Special Summoned from the Extra Deck, while you control a Level 1 Fiend-Type monster: Negate the activation, and if you do, banish that card. During the End Phase of the turn this card was activated, draw 1 card for each "Tenguard" you control. If "Tenguard" inflicts battle damage to your opponent: You can Set this card directly from your Graveyard, but banish it when it leaves the field.