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MONSTER CA

Name Attribute Level Monster Type Card Type ATK


Beaver Warrior EARTH 4 Beast-Warrior Normal 1200
Hitotsu-Me Giant EARTH 4 Beast-Warrior Normal 1200
Mammoth Graveyard EARTH 3 Dinosaur Normal 1200
Megazowler EARTH 6 Dinosaur Normal 1800
Great White WATER 4 Fish Normal 1600
Basic Insect EARTH 2 Insect Normal 500
Big Insect EARTH 4 Insect Normal 1200
Gokibore EARTH 4 Insect Normal 1200
Hercules Beetle EARTH 5 Insect Normal 1500
Killer Needle WIND 4 Insect Normal 1200
Petit Moth EARTH 1 Insect Normal 300
Pendulum Machine DARK 6 Machine Normal 1750
Rock Ogre Grotto #1 EARTH 3 Rock Normal 800
Oscillo Hero #2 LIGHT 3 Thunder Normal 1000
Judge Man EARTH 6 Warrior Normal 2200
Swordstalker DARK 6 Warrior Normal 2000
Dragon Zombie DARK 3 Zombie Normal 1600
Skull Servant DARK 1 Zombie Normal 300

Star Boy WATER 2 Aqua Effect 550


Little Chimera FIRE 2 Beast Effect 600
The Wicked Worm Beast EARTH 3 Beast Effect 1400
Hoshiningen LIGHT 2 Fairy Effect 500
Skelengel LIGHT 2 Fairy Effect 900
Big Eye DARK 4 Fiend Effect 1200
Crass Clown DARK 4 Fiend Effect 1350

Reaper of the Cards DARK 5 Fiend Effect 1380

Bladefly WIND 2 Insect Effect 600

Cocoon of Evolution EARTH 3 Insect Effect 0

Great Moth EARTH 8 Insect Effect 2600

Larvae Moth EARTH 2 Insect Effect 500


Man-Eater Bug EARTH 2 Insect Effect 450
Perfectly Ultimate Great Moth EARTH 8 Insect Effect 3500

Dragon Piper FIRE 3 Pyro Effect 200

Dream Clown EARTH 3 Warrior Effect 1200

Trap Master EARTH 3 Warrior Effect 500


Bracchio-Raidus WATER 6 Dinosaur Fusion 2200
Bickuribox DARK 7 Fiend Fusion 2300
Crimson Sunbird FIRE 6 Winged Beast Fusion 2300
Zombie Warrior DARK 3 Zombie Fusion 1200
MONSTER CARDS
DEF
1500
1000
800
2000
800
700
1500
1400
2000
1000
200
2000
1200
500
1500
1600
0
200

500
550
700
700
400
1000
1400

1930

700

2000

2500

400
600
3000

1800

900

1100
2000
2000
1800
900
MONSTER CARDS
Card Text
What this creature lacks in size it makes up for in defense when battling in the prairie.
A one-eyed behemoth with thick, powerful arms made for delivering punishing blows.
A mammoth that protects the graves of its pack and is absolutely merciless when facing grave-robbers.
Nothing stands in the way of this spike-covered dinosaur!
A giant white shark with razor-sharp teeth.
Usually found traveling in swarms, this creature's ideal environment is the forest.
A giant ant that dwells in the jungle, it is powerful whetherattackingor defending.
A large, spherical roach that attacks its enemies by rolling over them.
A massive beetle with a tough carapace and a dangerous horn.
A huge bee with exceptional strength that's particularly dangerous in a swarm.
This small but deadly creature is better off avoided.
A horrible torture machine with a large pendulum blade.
Protected by a solid body of rock, this monster throws a bone-shattering punch.
A creature that electrocutes opponents with bolts of lightning.
This club-wielding warrior battles to the end and will never surrender.
A monster formed by the vengeful souls of those who passed away in battle.
A dragon revived by sorcery. Its breath is highly corrosive.
A skeletal ghost that isn't strong but can mean trouble in large numbers.

As long as this card remains face-up on the field, increase the ATK of all WATER monsters by 500 points and
decrease the ATK of all FIRE monsters by 400 points.
All FIRE monsters on the field gain 500 ATK. All WATER monsters on the field lose 400 ATK.
This face-up card on the field is returned to the owner's hand during the End Phase of your turn.
As long as this card remains face-up on the field, increase the ATK of all LIGHT monsters by 500 points and
decrease the ATK of all DARK monsters by 400 points.
FLIP: Draw 1 card.
FLIP: Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order.
When this card is changed from Defense Position to Attack Position, return 1 monster on your opponent's side of
the field to the owner's hand.
FLIP: Select 1 Trap Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a
Trap Card, it is destroyed. If it is a Spell Card, return it to its original position.
As long as this card remains face-up on the field, increase the ATK of all WIND monsters by 500 points and
decrease the ATK of all EARTH monsters by 400 points.
You can equip this card from your hand as an Equip Spell Card to a face-up "Petit Moth" on the field. If equipped,
the ATK and DEF of "Cocoon of Evolution" is applied to "Petit Moth".
This monster cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing "Petit
Moth" on the 4th of your turns after "Petit Moth" has been equipped with "Cocoon of Evolution".
This monster cannot be Normal Summoned or Set. This card can only be Special Summoned by offering "Petit
Moth" as a Tribute on the 2nd of your turns after "Petit Moth" has been equipped with "Cocoon of Evolution".
FLIP: Target 1 monster on the field; destroy that target.
This card cannot be Normal Summoned or Set. This monster can only be Special Summoned by Tributing "Petit
Moth" on the 6th of your turns after "Petit Moth" has been equipped with "Cocoon of Evolution".
FLIP: Destroy all face-up "Dragon Capture Jar"(s) on the field. If you destroy any, change all face-up Dragon-Type
monsters on the field to Attack Position.
When this card is changed from Attack Position to Defense Position, destroy 1 monster on your opponent's side
of the field.
FLIP: Select 1 Trap Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a
Trap Card, it is destroyed. If it is a Spell Card, return it to its original position.
"Two-Headed King Rex" + "Crawling Dragon #2"
"Crass Clown" + "Dream Clown"
"Faith Bird" + "Skull Red Bird"
"Skull Servant" + "Battle Warrior"
SPELL CARDS
Name Icon
Machine Conversion Factory Equip Spell
Power of Kaishin Equip Spell
Raise Body Heat Equip Spell
Silver Bow and Arrow Equip Spell
Sword of Dark Destruction Equip Spell
Forest Field Spell
Wasteland Field Spell
Blue Medicine Normal Spell
Mooyan Curry Normal Spell
Pot of Greed Normal Spell
Shield & Sword Normal Spell

TRAP CARDS
Name Icon
Just Desserts Normal Trap
Reverse Trap Normal Trap
SPELL CARDS
Card Text
A Machine-Type monster equipped with this card increases its ATK and DEF by 300 points.
An Aqua-Type monster equipped with this card increases its ATK and DEF by 300 points.
A Dinosaur-Type monster equipped with this card increases its ATK and DEF by 300 points.
A Fairy-Type monster equipped with this card increases its ATK and DEF by 300 points.
A DARK monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points.
Increases the ATK and DEF of all Insect, Beast, Plant, and Beast-Warrior-Type monsters by 200 points.
Increases the ATK and DEF of all Dinosaur, Zombie, and Rock-Type monsters by 200 points.
Gain 400 Life Points.
Choose 1 player; that player gains 200 Life Points.
Draw 2 cards.
Switch the original ATK and DEF of all face-up monsters currently on the field, until the End Phase.

TRAP CARDS
Card Text
Inflict 500 points of damage to your opponent's Life Points for each monster on your opponent's side of the field
Until the End Phase, all effects that add or subtract ATK or DEF are reversed. (Additions now subtract, and
subtractions now add, instead. Multiplications and divisions, including halving/doubling, are not affected.)
f the field.
MONS
Name Attribute Level Monster Type Card Type
Griffore EARTH 4 Beast Normal
Silver Fang EARTH 3 Beast Normal
Torike EARTH 3 Beast Normal
Wolf EARTH 3 Beast Normal
Battle Ox EARTH 4 Beast-Warrior Normal
Battle Steer EARTH 5 Beast-Warrior Normal
Garoozis FIRE 5 Beast-Warrior Normal

Rude Kaiser EARTH 5 Beast-Warrior Normal


Tiger Axe EARTH 4 Beast-Warrior Normal
Sword Arm of Dragon EARTH 6 Dinosaur Normal
Crawling Dragon EARTH 5 Dragon Normal
Dark Chimera DARK 5 Fiend Normal
Feral Imp DARK 4 Fiend Normal
Horn Imp DARK 4 Fiend Normal
Man-Eating Treasure Chest DARK 4 Fiend Normal
Ryu-Kishin DARK 3 Fiend Normal
Ryu-Kishin Powered DARK 4 Fiend Normal

Dungeon Worm EARTH 5 Insect Normal

Gadget Soldier FIRE 6 Machine Normal

Clown Zombie DARK 2 Zombie Normal

Suijin WATER 7 Aqua Effect

Milus Radiant EARTH 1 Beast Effect

Goddess with the Third Eye LIGHT 4 Fairy Effect

Hiro's Shadow Scout DARK 2 Fiend Effect

Kuriboh DARK 1 Fiend Effect


The Bistro Butcher DARK 4 Fiend Effect

Kazejin WIND 7 Spellcaster Effect

Sanga of the Thunder LIGHT 7 Thunder Effect

Gate Guardian DARK 11 Warrior Effect


Lava Battleguard EARTH 5 Warrior Effect
Mysterious Puppeteer EARTH 4 Warrior Effect
Swamp Battleguard EARTH 5 Warrior Effect
Pumpking the King of Ghosts DARK 6 Zombie Effect

Shadow Ghoul DARK 5 Zombie Effect

Labyrinth Tank DARK 7 Machine Fusion


MONSTER TYPE
ATK DEF
1200 1500
1200 800
1200 600
1200 800
1700 1000
1800 1300
1800 1500

1800 1600
1300 1100
1750 2030
1600 1400
1610 1460
1300 1400
1300 1000
1600 1000
1000 500
1600 1200

1800 1500

1800 2000

1350 0

2500 2400

300 250

1200 1000

650 500

300 200
1800 1000

2400 2200

2600 2200

3750 3400
1550 1800
1000 1500
1800 1500
1800 2000

1600 1300

2400 2400
MONSTER TYPE
Card Text
This monster's tough hide deflects almost any attack.
A snow wolf that's beautiful to the eye, but absolutely vicious in battle.
Although a poor defender, this monster's sharp horn gives it an edge when attacking.
Dis alpha wolf yoozes his sense a smell ta find da enemy. 'ey, quit sniffin at my socks!
A monster with tremendous power, it destroys enemies with a swing of its axe.
A bull monster often found in the woods, it charges enemy monsters with a pair of deadly horns.
An axe-swinging beast-warrior with the head of a dragon.

With an axe in each hand, this monster delivers heavy damage.


A fast and powerful axe-wielding beast-warrior.
This Jurassic juggernaut has a spine covered in sword-like plates, and a tail to split open skulls.
This weakened dragon can no longer fly, but is still a deadly force to be reckoned with.
A fire-breathing monster that dwells in the netherworld.
A playful little fiend that lurks in the dark, waiting to attack an unwary enemy.
A small fiend that dwells in the dark, its single horn makes it a formidable opponent.
A monster disguised as a treasure chest that is known to attack the unwary adventurer.
A very elusive creature that looks like a harmless statue until it attacks.
A gargoyle enhanced by the powers of darkness. Very sharp talons make it a worthy opponent.

Hidden under the floors of a labyrinth, it swallows any who pass above.

A rust-free machine warrior born to battle.

A clown revived by the powers of darkness. Its deadly dance has sent many monsters to their graves.

During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacki
monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can on
be used once while this card is face-up on the field.
As long as this card remains face-up on the field, increase the ATK of all EARTH monsters by 500 points an
decrease the ATK of all WIND monsters by 400 points.
You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Materia
Monster(s) must be the correct one(s).
FLIP: Your opponent draws 3 cards. Both players look at the cards. If there are any Spell Cards among them
discard all those Spell Card(s) to the Graveyard.
During your opponent's turn, at damage calculation: You can discard this card; you take no battle damage fr
that battle (this is a Quick Effect).
When this card inflicts Battle Damage to your opponent's Life Points, your opponent draws 2 cards from their D
During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacki
monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can on
be used once while this card is face-up on the field.
During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacki
monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can on
be used once while this card is face-up on the field.
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Sanga
the Thunder", "Kazejin", and "Suijin".
This card gains 500 ATK for each "Swamp Battleguard" you control.
Each time you or your opponent Normal Summons or Flip Summons a monster, increase your Life Points by 5
points.
This card gains 500 ATK for each "Lava Battleguard" you control.
If "Castle of Dark Illusions" is face-up on the field, increase the ATK and DEF of this card by 100 points. As lo
as this "Castle of Dark Illusions" remains face-up on the field, the ATK and DEF of this card continues to incre
by 100 points during each of your Standby Phases. This effect continues until your 4th turn after the card
activated.
This card gains 100 ATK for each monster in your Graveyard.

"Giga-Tech Wolf" + "Cannon Soldier"


SPELL CARDS
Name Icon
Burning Spear Equip Spell
Dark Energy Equip Spell
Gust Fan Equip Spell
Laser Cannon Armor Equip Spell
Legendary Sword Equip Spell
Sogen Field Spell
Umi Field Spell

De-Spell Normal Spell


Ookazi Normal Spell
Raimei Normal Spell
Swords of Revealing Light Normal Spell
The Cheerful Coffin Normal Spell
Rush Recklessly Quick-Play Spell

TRAP CARDS
Name Icon
Spellbinding Circle Continuous Trap

Negate Attack Counter Trap

Eatgaboon Normal Trap

Trap Hole Normal Trap

their Deck.
SPELL CARDS
Card Text
A FIRE monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 point
A Fiend-Type monster equipped with this card increases its ATK and DEF by 300 points.
A WIND monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 poin
An Insect-Type monster equipped with this card increases its ATK and DEF by 300 points.
A Warrior-Type monster equipped with this card increases its ATK and DEF by 300 points.
Increases the ATK and DEF of all Beast-Warrior and Warrior-Type monsters by 200 points.
Increase the ATK and DEF of all Fish, Sea Serpent, Thunder, and Aqua-Type monsters by 200 points. Decrea
the ATK and DEF of all Machine and Pyro-Type monsters by 200 points.
Select 1 Spell Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a S
Card, it is destroyed. If it is a Trap Card, return it to its original position.
Inflict 800 points of damage to your opponent's Life Points.
Decrease your opponent's Life Points by 300 points.
Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent's tur
While this card is face-up on the field, monsters your opponent controls cannot declare an attack.
Discard up to 3 Monster Cards from your hand to the Graveyard.
Target 1 face-up monster on the field; it gains 700 ATK until the end of this turn.

TRAP CARDS
Card Text
Activate this card by targeting 1 monster your opponent controls; it cannot attack or change its battle positi
When that monster is destroyed, destroy this card.
When an opponent's monster declares an attack: Target the attacking monster; negate the attack, then end
Battle Phase.
If the ATK of a monster summoned by your opponent (excluding Special Summon) is 500 points or less, th
monster is destroyed.
When your opponent Normal or Flip Summons 1 monster with 1000 or more ATK: Target that monster; destr
that target.
MON
Name Attribute Level Monster Type Card Type
Firewing Pegasus FIRE 6 Beast Normal
Crawling Dragon #2 EARTH 4 Dinosaur Normal
Two-Headed King Rex EARTH 4 Dinosaur Normal
Parrot Dragon WIND 5 Dragon Normal

Red-Eyes B. Dragon DARK 7 Dragon Normal

Gyakutenno Megami LIGHT 6 Fairy Normal


King of Yamimakai DARK 5 Fiend Normal
Whiptail Crow DARK 4 Fiend Normal
Zoa DARK 7 Fiend Normal
Launcher Spider FIRE 7 Machine Normal
Slot Machine DARK 7 Machine Normal
Steel Ogre Grotto #2 EARTH 6 Machine Normal
Mushroom Man EARTH 2 Plant Normal
Grappler WATER 4 Reptile Normal
Krokodilus WATER 4 Reptile Normal
Neo the Magic Swordsman LIGHT 4 Spellcaster Normal
Battle Warrior EARTH 3 Warrior Normal
Monster Tamer EARTH 5 Warrior Normal
Zanki EARTH 5 Warrior Normal

Ameba WATER 1 Aqua Effect

Hane-Hane EARTH 2 Beast Effect


Dark Artist DARK 3 Fiend Effect
Jinzo #7 DARK 2 Machine Effect
Machine King EARTH 6 Machine Effect
Metalzoa DARK 8 Machine Effect

Red-Eyes Black Metal Dragon DARK 8 Machine Effect


Dark Elf DARK 4 Spellcaster Effect
Witch's Apprentice DARK 2 Spellcaster Effect
Thunder Dragon LIGHT 5 Thunder Effect
The Little Swordsman of Aile WATER 3 Warrior Effect

Twin-Headed Thunder Dragon LIGHT 7 Thunder Fusion

Fortress Whale WATER 7 Fish Ritual


MONSTER CARDS
ATK DEF
2250 1800
1600 1200
1600 1200
2000 1300

2400 2000

1800 2000
2000 1530
1650 1600
2600 1900
2200 2500
2000 2300
1900 2200
800 600
1300 1200
1100 1200
1700 1000
700 1000
1800 1600
1500 1700

300 350

450 500
600 1400
500 400
2200 2000
3000 2300

2800 2400
2000 800
550 500
1600 1500
800 1300

2800 2100

2350 2150
MONSTER CARDS
Card Text
A heavenly stallion soaring through the skies on crimson wings.
A powerful dragon with teeth that can grind almost anything to dust.
A powerful monster whose two heads attack as one.
A dragon from the cartoons that's more dangerous than it appears to be.

A ferocious dragon with a deadly attack.

This fairy uses her mystical power to protect the weak and provide spiritual support.
Wields the power of darkness to destroy its enemies.
Attacks from the skies with a whip-like tail.
A monster whose full potential can be achieved when outfitted with "Metalmorph".
A mechanical spider with rocket launchers capable of random fire.
The machine's ability is said to vary according to its slot results.
A mechanized iron doll with tremendous strength.
Found in humid regions, this creature attacks enemies with a lethal rain of poison spores.
A devious snake with a thick body that wraps around an enemy monster and squeezes the life out of it.
A vicious crocodile with great intelligence.
A dimensional drifter who not only practices sorcery, but is also a sword and martial arts master.
A warrior that fights with his bare hands!!!
A master of monsters that exercises control over several creatures.
His swiftly drawn blade delivers quick and fatal damage.

When the control of this face-up card on the field shifts to your opponent, inflict 2000 points of damage to y
opponent's Life Points. This effect can only be used once as long as this card remains face-up on the field
FLIP: Select 1 monster on the field and return it to its owner's hand.
If this card is being attacked by a LIGHT monster, its DEF is halved during damage calculation only.
This monster can attack your opponent's Life Points directly.
This card gains 100 ATK for each Machine-Type monster on the field.
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your Deck) by Tributing "Zoa"
equipped with "Metalmorph".
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your Deck) by Tributing "Red-Eyes
Dragon" equipped with "Metalmorph".
This card requires a cost of 1000 of your own Life Points to attack.
As long as this card remains face-up on the field, increase the ATK of all DARK monsters by 500 points and
decrease the ATK of all LIGHT monsters by 400 points.
During your Main Phase, by discarding this card, add up to 2 "Thunder Dragons" from your Deck to your han
Offer 1 monster on your side of the field as a Tribute to increase this monster's ATK by 700 points until the e
of the turn.

"Thunder Dragon" + "Thunder Dragon"

This monster can only be Ritual Summoned with the Ritual Spell Card, "Fortress Whale's Oath".
SPELL CARDS
Name Icon
7 Completed Equip Spell
Beast Fangs Equip Spell
Elf's Light Equip Spell
Insect Armor with Laser Cannon Equip Spell

Sword of Dragon's Soul Equip Spell

Mountain Field Spell


Yami Field Spell
Graceful Charity Normal Spell
Polymerization Normal Spell
Red Medicine Normal Spell
Soul of the Pure Normal Spell
Tremendous Fire Normal Spell
Fortress Whale's Oath Ritual Spell

TRAP CARDS
Name Icon
Dragon Capture Jar Continuous Trap
Castle Walls Normal Trap
House of Adhesive Tape Normal Trap

Metalmorph Normal Trap

Reinforcements Normal Trap

Time Machine Normal Trap


Two-Pronged Attack Normal Trap
SPELL CARDS
Card Text
Activate this card by choosing ATK or DEF; equip only to a Machine-Type monster. It gains 700 ATK or DEF
depending on the choice.
A Beast-Type monster equipped with this card increases its ATK and DEF by 300 points.
A LIGHT monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 poin
Equip only to an Insect-Type monster. It gains 700 ATK.
This card can only be equipped to a Warrior-Type monster. A monster equipped with this card increases its A
by 700 points. A Dragon-Type monster that battles with the monster equipped with this card is destroyed at
end of the Battle Phase. (Damage Calculation is applied normally.)
Increase the ATK and DEF of all Dragon, Winged Beast, and Thunder-Type monsters by 200 points.
Increases the ATK and DEF of all Fiend and Spellcaster-Type monsters by 200 points. Also decreases the ATK
DEF of all Fairy-Type monsters by 200 points.
Draw 3 cards, then discard 2 cards.
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion
Materials.
Increase your Life Points by 500 points.
Increase your Life Points by 800 points.
Inflict 1000 points of damage to your opponent's Life Points and 500 points of damage to your Life Points
This card is used to Ritual Summon "Fortress Whale". You must also Tribute monsters whose total Levels equ
or more from the field or your hand.

TRAP CARDS
Card Text
Change all face-up Dragon-Type monsters on the field to Defense Position, also they cannot change their ba
positions.
Increase a selected monster's DEF by 500 points during the turn this card is activated.
If the DEF of a monster summoned by your opponent (excluding Special Summon) is 500 points or less, th
monster is destroyed.
Target 1 face-up monster on the field; equip this card to that target. It gains 300 ATK and DEF. If it attacks,
gains ATK equal to half the ATK of the attack target, during damage calculation only.
Target face-up monster gains 500 ATK until the End Phase.
When exactly 1 monster is destroyed by battle and sent to the Graveyard: Special Summon that monster to
same side of the field it was on, in the same battle position it was in when destroyed.
Select and destroy 2 of your monsters and 1 of your opponent's monsters.
MONSTE
Name Attribute Level Monster Type Card Type ATK
Uraby EARTH 4 Dinosaur Normal 1500
Blackland Fire Dragon DARK 4 Dragon Normal 1500
Koumori Dragon DARK 4 Dragon Normal 1500
Meteor Dragon EARTH 6 Dragon Normal 1800
Baron of the Fiend Sword DARK 4 Fiend Normal 1550
Giant Flea EARTH 4 Insect Normal 1500
Flame Cerebrus FIRE 6 Pyro Normal 2100
Armored Lizard EARTH 4 Reptile Normal 1500
Toon Alligator WATER 4 Reptile Normal 800
Mystical Elf LIGHT 4 Spellcaster Normal 800
Rogue Doll LIGHT 4 Spellcaster Normal 1600
Saggi the Dark Clown DARK 3 Spellcaster Normal 600
Axe Raider EARTH 4 Warrior Normal 1700
Beautiful Headhuntress EARTH 4 Warrior Normal 1600
Kojikocy EARTH 4 Warrior Normal 1500
Harpie Lady WIND 4 Winged Beast Normal 1300
Armored Zombie DARK 3 Zombie Normal 1500
The Snake Hair DARK 4 Zombie Normal 1500

Armed Ninja EARTH 1 Warrior Effect 300

Mystical Sheep #1 EARTH 3 Beast Effect 1150


Harpie's Pet Dragon WIND 7 Dragon Effect 2000

Castle of Dark Illusions DARK 4 Fiend Effect 920

Dragon Seeker DARK 6 Fiend Effect 2000


Mask of Darkness DARK 2 Fiend Effect 900
Versago the Destroyer DARK 3 Fiend Effect 1100
Wall of Illusion DARK 4 Fiend Effect 1000
Jirai Gumo EARTH 4 Insect Effect 2200
Rigras Leever FIRE 3 Plant Effect 1600
Muka Muka EARTH 2 Rock Effect 600
Lord of D. DARK 4 Spellcaster Effect 1200
Princess of Tsurugi WIND 3 Warrior Effect 900
Harpie Lady Sisters WIND 6 Winged Beast Effect 1950
MONSTER CARDS
DEF
800
800
1200
2000
800
1200
1800
1200
1600
2000
1000
1500
1150
800
1200
1400
0
1200

300

900
2500

1930

2100
400
900
1850
100
100
300
1100
700
2100
MONSTER CARDS
Card Text
Fast on its feet, this dinosaur rips enemies to shreds with its sharp claws.
A dragon that dwells in the depths of darkness, its vulnerability lies in its poor eyesight.
A vicious, fire-breathing dragon whose wicked flame corrupts the souls of its victims.
This dragon appeared from the sky and crashed to the earth.
An aristocrat who wields a sword possessed by a malicious spirit that preys on the weak.
A massive flea that feeds on the blood of its enemies.
Known to many as the "Burning Executioner", this monster is capable of burning enemies to cinders.
A lizard with a very tough hide and a vicious bite.
An alligator monster straight from the cartoons.
A delicate elf that lacks offense, but has a terrific defense backed by mystical power.
A deadly doll gifted with mystical power, it is particularly powerful when attacking against dark forces.
This clown appears from nowhere and executes very strange moves to avoid enemy attacks.
An axe-wielding monster of tremendous strength and agility.
A vicious creature that has decapitated numerous enemy monsters.
A man-hunter with powerful arms that can crush boulders.
This human-shaped animal with wings is beautiful to watch but deadly in battle.
This warrior blindly swings a deadly blade with devastating force.
A monster with a head of poison snakes. One look from this monster can turn an opponent to stone.

FLIP: Target 1 Spell Card on the field; destroy that target. (If the target is Set, reveal it, and destroy it if it is a
Spell Card. Otherwise, return it to its original position.)
You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material
Monster(s) must be the correct one(s).
This card gains 300 ATK and DEF for each "Harpie Lady" on the field.

FLIP: Increases the ATK and DEF of all Zombie-Type monsters by 200 points. As long as this card remains face-up
on the field, the ATK and DEF of Zombie-Type monsters continues to increase by 200 points during each of your
Standby Phases. This effect continues until your 4th turn after the card is activated.

When this card is Normal Summoned or Flip Summoned, destroy 1 face-up Dragon-Type monster on the field.
FLIP: Target 1 Trap Card in your Graveyard; add that target to your hand.
You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material
Monster(s) must be the correct one(s).
If this card is attacked by a monster, after damage calculation: Return that monster to the hand.
When this card declares an attack: Toss a coin and call it. If you call it wrong, lose half your Life Points.
FLIP: Each player discards 1 card. If this card is destroyed by battle: The monster that destroyed it loses 500
ATK and DEF.
This card gains 300 ATK and DEF for each card in your hand.
Dragon-Type monsters on the field cannot be targeted by card effects.
FLIP: Inflict 500 points of damage to your opponent's Life Points for each Spell and Trap Card on your opponent's
side of the field.
Cannot be Normal Summoned/Set. Must first be Special Summoned with "Elegant Egotist".
SPELL CARDS
Name Icon
Cyber Shield Equip Spell
Electro-Whip Equip Spell
Germ Infection Equip Spell
Invigoration Equip Spell
Sword of Deep-Seated Equip Spell
Ancient Telescope Normal Spell
Dian Keto the Cure Master Normal Spell
Elegant Egotist Normal Spell
Eternal Drought Normal Spell
Fissure Normal Spell
Goblin's Secret Remedy Normal Spell
Restructer Revolution Normal Spell
Share the Pain Normal Spell
Sparks Normal Spell
Stop Defense Normal Spell
The Flute of Summoning
Normal Spell
Dragon
The Inexperienced Spy Normal Spell

TRAP CARDS

Name Icon
Royal Decree Continuous Trap

Kunai with Chain Normal Trap

Snake Fang Normal Trap


SPELL CARDS
Card Text
Equip only to "Harpie Lady" or "Harpie Lady Sisters". It gains 500 ATK.
A Thunder-Type monster equipped with this card increases its ATK and DEF by 300 points.
The ATK of a non Machine-Type monster equipped with this card is decreased by 300 points at each of its
Standby Phases.
An EARTH monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points.
A Monster Card equipped with this card increases its ATK and DEF by 500 points. When this card is sent to the
Graveyard, place it on top of your Deck.
See the top 5 cards of your opponent's Deck. Return the cards to the Deck in the same order.
Increase your Life Points by 1000 points.
If "Harpie Lady" is on the field: Special Summon 1 "Harpie Lady" or "Harpie Lady Sisters" from your hand or Deck
Destroy all face-up Fish-Type monsters on the field.
Destroy the 1 face-up monster your opponent controls that has the lowest ATK (your choice, if tied).
Increase your Life Points by 600 points.
Inflict 200 points of damage to your opponent's Life Points for each card in your opponent's hand.
Tribute 1 monster; make your opponent Tribute 1 monster (for no effect).
Inflict 200 points of damage to your opponent's Life Points.
Select 1 Defense Position monster on your opponent's side of the field and change it to Attack Position.
Special Summon up to 2 Dragon-Type monsters from your hand. "Lord of D." must be on the field to activate and
to resolve this effect.
Select and see 1 card in your opponent's hand.

TRAP CARDS

Card Text
Negate all other Trap effects on the field.
Activate 1 or both of these effects (simultaneously).
When an opponent's monster declares an attack: Target the attacking monster; change that target to Defense
Position.
Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK.
Decrease 1 selected monster's DEF by 500 points during the turn this card is activated.
nd or Deck.
Name Attribute Level Monster Type Card Type
Dark Rabbit DARK 4 Beast Normal
Prevent Rat EARTH 4 Beast Normal
Curse of Dragon DARK 5 Dragon Normal
Winged Dragon, Guardian of the
WIND 4 Dragon Normal
Fortress #1
Mokey Mokey LIGHT 1 Fairy Normal
Headless Knight EARTH 4 Fiend Normal
Metal Guardian DARK 5 Fiend Normal
The Portrait's Secret EARTH 4 Fiend Normal
Three-Headed Geedo DARK 4 Fiend Normal
Molten Behemoth FIRE 5 Pyro Normal
Giant Soldier of Stone EARTH 3 Rock Normal

Illusionist Faceless Mage DARK 5 Spellcaster Normal


Left Arm of the Forbidden One DARK 1 Spellcaster Normal
Left Leg of the Forbidden One DARK 1 Spellcaster Normal
Right Arm of the Forbidden One DARK 1 Spellcaster Normal
Right Leg of the Forbidden One DARK 1 Spellcaster Normal
Sorcerer of the Doomed DARK 4 Spellcaster Normal
Celtic Guardian EARTH 4 Warrior Normal
Gaia The Fierce Knight EARTH 7 Warrior Normal
Tyhone WIND 4 Winged Beast Normal

Bowganian DARK 3 Machine Effect

Buster Blader EARTH 7 Warrior Effect

Timeater DARK 6 Machine Effect

Exodia the Forbidden One DARK 3 Spellcaster Effect


Magician of Faith LIGHT 1 Spellcaster Effect
Maha Vailo LIGHT 4 Spellcaster Effect
White Magical Hat LIGHT 3 Spellcaster Effect

Crimson Ninja EARTH 1 Warrior Effect


Dimensional Warrior EARTH 4 Warrior Effect

Gaia the Dragon Champion WIND 7 Dragon Fusion


ATK DEF
1100 1500
500 2000
2000 1500

1400 1200

300 100
1450 1700
1150 2150
1200 1500
1200 1400
1000 2200
1300 2000

1200 2200
200 300
200 300
200 300
200 300
1450 1200
1400 1200
2300 2100
1200 1400

1300 1000

2600 2300

1900 1700

1000 1000
300 400
1550 1400
1000 700

300 300
1200 1000

2600 2100
Card Type
He leaps up, down, and all around! Nobody can lay a hand on this funny bunny.
This creature is shielded with a tough hide of hair and is excellent at defending itself.
A wicked dragon that taps into dark forces to execute a powerful attack.

A dragon commonly found guarding mountain fortresses. Its signature attack is a sweeping dive from out of the blu

An outcast angel. Nobody knows what he is thinking at all. Sometimes he gets mad and that is dreadful.
A haunted spirit of a falsely accused knight who wanders in search of truth and justice.
A fiend guarding the treasures of the netherworld, it's most at home in the dark.
A portrait cursed by the artist, it is said to bring ill fortune to anyone who owns it.
A three-headed nocturnal monster that is absolutely ruthless when fighting.
A giant born from magma, it attacks with a magma punch.
A giant warrior made of stone. A punch from this creature has earth-shaking results.

Manipulates enemy attacks with the power of illusion.


A forbidden left arm sealed by magic. Whosoever breaks this seal will know infinite power.
A forbidden left leg sealed by magic. Whosoever breaks this seal will know infinite power.
A forbidden right arm sealed by magic. Whosoever breaks this seal will know infinite power.
A forbidden right leg sealed by magic. Whosoever breaks this seal will know infinite power.
A slave of the dark arts, this sorcerer is a master of life-extinguishing spells.
An elf who learned to wield a sword, he baffles enemies with lightning-swift attacks.
A knight whose horse travels faster than the wind. His battle-charge is a force to be reckoned with.
Capable of firing cannonballs from its mouth for long-range attacks, this creature is particularly effective in
mountain battles.

During each of your Standby Phases: Inflict 600 damage to your opponent.

This card gains 500 ATK for each Dragon-Type monster your opponent controls or is in their Graveyard.

If this card destroys an opponent's monster by battle: Your opponent skips their next Main Phase 1.
If you have "Right Leg of the Forbidden One", "Left Leg of the Forbidden One", "Right Arm of the Forbidden One"
and "Left Arm of the Forbidden One" in addition to this card in your hand, you win the Duel.
FLIP: Target 1 Spell Card in your Graveyard; add that target to your hand.
This card gains 500 ATK for each Equip Card equipped to this card.
When this card inflicts Battle Damage to your opponent's Life Points, your opponent discards 1 card randomly
from his/her hand.
FLIP: Target 1 Trap Card on the field; destroy that target. (If the target is Set, reveal it, and destroy it if it is a
Trap Card. Otherwise, return it to its original position.)
After damage calculation, when this card battles a monster: Banish that monster, also banish this card.

"Gaia The Fierce Knight" + "Curse of Dragon"


SPELL CARDS
Name Icon
Book of Secret Arts Equip Spell
Bright Castle Equip Spell
Paralyzing Potion Equip Spell

t of the blue. Ring of Magnetism Equip Spell

Stim-Pack Equip Spell


Acid Rain Normal Spell
Block Attack Normal Spell
Eradicating Aerosol Normal Spell
Final Flame Normal Spell
Hinotama Normal Spell
Mesmeric Control Normal Spell

Seal of the Ancients Normal Spell


Soul Release Normal Spell
Tribute to the Doomed Normal Spell
Warrior Elimination Normal Spell
Graceful Dice Quick-Play Spell

TRAP CARDS
Name Icon
Magical Thorn Continuous Trap

Chain Destruction Normal Trap

Fairy's Hand Mirror Normal Trap

Lightforce Sword Normal Trap

Skull Dice Normal Trap

Waboku Normal Trap


SPELL CARDS
Card Text
A Spellcaster-Type monster equipped with this card increases its ATK and DEF by 300 points.
Equip only to a LIGHT monster. It gains 700 ATK.
A non Machine-Type monster equipped with this card cannot attack.
You can only equip this card to a monster on your side of the field. Decrease the ATK and DEF of a monster
equipped with this card by 500 points. In addition, all the monsters on your opponent's side of the field can only
attack the monster equipped with this card, if they attack.
The equipped monster gains 700 ATK. During each of your Standby Phases, the equipped monster loses 200 ATK
Destroy all face-up Machine-Type monsters on the field.
Select 1 face-up Attack Position monster on your opponent's side of the field and change it to Defense Position.
Destroy all face-up Insect-Type monsters on the field.
Inflict 600 points of damage to your opponent's Life Points.
Inflict 500 damage to your opponent.
During your opponent's next turn after you activate this card, your opponent cannot change the battle positions
of monsters, except with a card effect.
Pay 1000 Life Points. Pick up and see all face-down cards on your opponent's side of the field, then return them
to their original positions. (The effects of the face-down cards are not activated.)
Target up to 5 cards in any Graveyard(s); banish them.
Discard 1 card, then target 1 monster on the field; destroy it.
Destroy all face-up Warrior-Type monsters on the field.
Roll a six-sided die. All monsters you currently control gain ATK and DEF equal to the result x 100, until the End Pha

TRAP CARDS
Card Text
When your opponent's card(s) in their hand are discarded to the Graveyard, inflict 500 points of damage to their
Life Points for each card that was discarded.
When a monster(s) with 2000 or less ATK is Summoned: Target 1 of them; destroy all cards with that name in its
controller's hand and Main Deck.
When your opponent activates a Spell Card that targets exactly 1 monster (and no other cards) on the field:
Target another card that would be an appropriate target; that Spell now targets the new target.
Banish 1 random card from your opponent's hand, face-down. During your opponent's 4th Standby Phase after
this card's activation, return that card to their hand.
Roll a six-sided die. All monsters your opponent currently controls lose ATK and DEF equal to the result x 100,
until the End Phase.
You take no battle damage from your opponent's monsters this turn. Your monsters cannot be destroyed by
battle this turn.
s 200 ATK.

e End Phase.
MO
Name Attribute Level Monster Type Card Type
Red Archery Girl WATER 4 Aqua Normal
Sengenjin EARTH 8 Beast-Warrior Normal
Ryu-Ran FIRE 7 Dragon Normal

Shining Abyss LIGHT 4 Fairy Normal

Grand Tiki Elder DARK 4 Fiend Normal


La Jinn the Mystical Genie of the
DARK 4 Fiend Normal
Lamp
Melchid the Four-Faced Beast DARK 4 Fiend Normal
Mechanicalchaser DARK 4 Machine Normal
Labyrinth Wall EARTH 5 Rock Normal
The Statue of Easter Island EARTH 4 Rock Normal
Aqua Madoor WATER 4 Spellcaster Normal
Millennium Shield EARTH 5 Warrior Normal

Penguin Soldier WATER 2 Aqua Effect


Servant of Catabolism LIGHT 3 Aqua Effect

Dancing Fairy WIND 4 Fairy Effect

Goddess of Whim LIGHT 3 Fairy Effect

Giant Germ DARK 2 Fiend Effect


Arsenal Bug EARTH 3 Insect Effect

Insect Queen EARTH 7 Insect Effect

Cannon Soldier DARK 4 Machine Effect


Cyber-Stein DARK 2 Machine Effect

Fairy King Truesdale WATER 6 Plant Effect

Woodlan Sprite EARTH 3 Plant Effect

Invitation to a Dark Sleep DARK 5 Spellcaster Effect


Masked Sorcerer DARK 4 Spellcaster Effect
The Unhappy Maiden LIGHT 1 Spellcaster Effect
Thunder Nyan Nyan LIGHT 4 Thunder Effect
Wall Shadow DARK 7 Warrior Effect

Meteor B. Dragon FIRE 8 Dragon Fusion

Magician of Black Chaos DARK 8 Spellcaster Ritual


MONSTER CARDS
ATK DEF
1400 1500
2750 2500
2200 2600

1600 1800

1500 800

1800 1000
1500 1200
1850 800
0 3000
1100 1400
1200 2000
0 3000

750 500
700 500

1700 1000

950 700

1000 100
2000 2000

2200 2400

1400 1300
700 500

2200 1500

900 400

1500 1800
900 1400
0 100
1900 800
1600 3000

3500 2000

2800 2600
ONSTER CARDS
Card Text
A mermaid archer that hides in a protective shell, waiting for the right moment to strike.
An unstoppable savage that carries Millennium Items.
A vicious little dragon sheltered in an egg that looks deceptively harmless.

This monster employs the powers of both Light and Darkness.

A masked monster that wields the most deadly of curses.

A genie of the lamp that is at the beck and call of its master.
This monster has four different masks for four different attacks.
A hunter that relentlessly pursues its target by order of the Machine King.
These walls form a labyrinth with no exit for enemies.
A stone monument from Easter Island that launches laser blasts from its rock-hewn lips.
A wizard of the waters that conjures a liquid wall to crush any enemies that oppose him.
A famous shield said to belong to an ancient Egyptian Pharaoh. Legends tell of its power to block any strong a

FLIP: You can target up to 2 monsters on the field; return those targets to the hand.
This monster may attack your opponent's Life Points directly.
As long as this card remains in face-up Defense Position on your side of the field, increase your Life Points b
1000 points during each of your Standby Phases.
Once per turn: You can toss a coin and call Heads or Tails. If you call it right, double this card's ATK during th
turn. If you call it wrong, halve its ATK during this turn.
When this card is destroyed by battle and sent to the Graveyard: Inflict 500 damage to your opponent, then
can Special Summon any number of "Giant Germs" from your Deck in face-up Attack Position.
If you control no other Insect-Type monsters, this card's ATK and DEF become 1000.
Cannot declare an attack unless you Tribute 1 monster. This card gains 200 ATK for each Insect-Type monster
the field. During the End Phase, if this card destroyed an opponent's monster by battle this turn: Special
Summon 1 "Insect Monster Token" (Insect-Type/EARTH/Level 1/ATK 100/DEF 100) in Attack Position.
You can Tribute 1 monster; inflict 500 damage to your opponent.
Pay 5000 Life Points. Special Summon 1 Fusion Monster from your Extra Deck to the field in Attack Position

While this card is in Defense Position, all Plant-Type monsters you control gain 500 ATK and DEF.

Send 1 Equip Card equipped to this card to the Graveyard. Inflict 500 points of damage to your opponent's Life

When this monster is summoned (excluding Special Summon), select 1 of your opponent's monsters. As long
this card remains face-up on the field, the selected monster cannot attack.
When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck.
When this card is sent to the Graveyard as a result of battle, the Battle Phase for that turn ends immediate
If there is a non-LIGHT monster on your side of the field, destroy this face-up card.
Cannot be Normal Summoned/Set. Must first be Special Summoned with "Magical Labyrinth".

"Red-Eyes B. Dragon" + "Meteor Dragon"

You can Ritual Summon this card with "Black Magic Ritual".
Name Icon
Dragon Treasure Equip Spell
Follow Wind Equip Spell
Horn of Light Equip Spell

Magical Labyrinth Equip Spell

Malevolent Nuzzler Equip Spell

Mystical Moon Equip Spell


Steel Shell Equip Spell
Vile Germs Equip Spell
Violet Crystal Equip Spell
Breath of Light Normal Spell
Eternal Rest Normal Spell
rong attack. Exile of the Wicked Normal Spell
Fusion Sage Normal Spell
Last Day of Witch Normal Spell
Last Will Normal Spell

Collapse Quick-Play Spell

The Reliable Guardian Quick-Play Spell


Dark Magic Ritual (Black Magic
Ritual Spell
Ritual)

TRAP CARDS

Name Icon
Horn of Heaven Counter Trap

Acid Trap Hole Normal Trap

s Life Points. Deck Destruction Virus Normal Trap

Mirror Force Normal Trap


Card Text
A Dragon-Type monster equipped with this card increases its ATK and DEF by 300 points.
A Winged Beast-Type monster equipped with this card increases its ATK and DEF by 300 points.
Increase the DEF of a monster equipped with this card by 800 points. When this card is sent from the field
the Graveyard, if you pay 500 Life Points, this card returns to the top of your Deck.
Equip only to "Labyrinth Wall". You can Tribute the equipped monster; Special Summon "Wall Shadow" from y
Deck.
The equipped monster gains 700 ATK. When this card is sent from the field to the Graveyard: You can pay 5
LP; place this card on the top of your Deck.
Equip only to a Beast-Warrior-Type monster. It gains 300 ATK and DEF.
A WATER monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 poin
A Plant-Type monster equipped with this card increases its ATK and DEF by 300 points.
A Zombie-Type monster equipped with this card increases its ATK and DEF by 300 points.
Destroy all face-up Rock-Type monsters on the field.
Destroy all monsters equipped with Equip Cards.
Destroy all face-up Fiend-Type monsters on the field.
Add 1 "Polymerization" card from your Deck to your hand. Then shuffle your Deck.
Destroy all face-up Spellcaster-Type monsters on the field.
If a monster on your side of the field was sent to your Graveyard this turn, you can Special Summon 1 mons
with an ATK of 1500 points or less from your Deck once during this turn. Then shuffle your Deck.
Target 1 face-up monster on the field; the original ATK of that monster is halved until the end of this turn.

Increase 1 face-up monster's DEF by 700 points until the end of this turn.
This card is used to Ritual Summon "Magician of Black Chaos". You must also Tribute monsters from your ha
or field whose total Levels equal 8 or more.

TRAP CARDS

Card Text
When a monster(s) would be Summoned: Tribute 1 monster; negate the Summon, and if you do, destroy th
monster(s).
Target 1 face-down Defense Position monster on the field; flip it face-up, then destroy it if its DEF is 2000 o
less, or return it face-down if its DEF is more than 2000.
Tribute 1 DARK monster with 2000 or more ATK; check your opponent's hand, all monsters they control, and
cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters w
1500 or less ATK.

When an opponent's monster declares an attack: Destroy all Attack Position monsters your opponent contro
MONS
Name Attribute Level Monster Type Card Type
Humanoid Slime WATER 4 Aqua Normal

Alligator's Sword EARTH 4 Beast Normal

Gazelle the King of Mythical Beasts EARTH 4 Beast Normal


Baby Dragon WIND 3 Dragon Normal
Dunames Dark Witch LIGHT 4 Fairy Normal
Worm Drake EARTH 4 Reptile Normal

Gemini Elf EARTH 4 Spellcaster Normal

Thousand-Eyes Idol DARK 1 Spellcaster Normal

Penguin Knight WATER 3 Aqua Effect

Gilasaurus EARTH 3 Dinosaur Effect


Mad Sword Beast EARTH 4 Dinosaur Effect
Berfomet DARK 5 Fiend Effect

Serpentine Princess WATER 4 Reptile Effect

Copycat LIGHT 1 Spellcaster Effect

Time Wizard LIGHT 2 Spellcaster Effect

Luminous Soldier LIGHT 5 Warrior Effect

Alligator's Sword Dragon WIND 5 Dragon Fusion/Effect

Chimera the Flying Mythical Beast WIND 6 Beast Fusion/Effect

Humanoid Worm Drake WATER 7 Aqua Fusion

Thousand Dragon WIND 7 Dragon Fusion

The Masked Beast DARK 8 Fiend Ritual


Black Luster Soldier EARTH 8 Warrior Ritual
MONSTER CARDS
ATK DEF
800 2000

1500 1200

1500 1200
1200 700
1800 1050
1400 1500

1900 900

0 0

900 800

1400 400
1400 1200
1400 1800

1400 2000

0 0

500 400

2100 1400

1700 1500

2100 1800

2200 2000

2400 2000

3200 1800
3000 2500
ONSTER CARDS
Card Text
This slime apparently has some human genes in its genetic makeup.

ey, dis mighty lissard man can swing his sword so fast, dat it's more dan da speed a sound!

This monster moves so fast that it looks like an illusion to mortal eyes.
Much more than just a child, this dragon is gifted with untapped power.
Even when all odds are against this brave fairy, she will press onwards in battle and never retreat.
Once this monster wraps itself around a victim, there is no escape.

Elf twins that alternate their attacks.


A wicked entity that controls the hearts of men, its thousand eyes are able to see and expand the negative
influences in an individual's soul.

When this card is sent directly from your Deck to the Graveyard by an effect of a card controlled by your
opponent, unite your Graveyard cards and your own Deck, shuffle them and form a new Deck.

You can Special Summon this card (from your hand). If Summoned this way: Activate this effect; your opponent
can Special Summon 1 monster from their Graveyard.
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
When this card is Normal or Flip Summoned: You can add 1 "Gazelle the King of Mythical Beasts" from your
Deck to your hand.

If this face-up card is returned from the field to your Deck, select and Special Summon 1 Level 3 or lower
monster from your Deck to your side of the field. Then shuffle your Deck.

When this card is Summoned: Target 1 face-up monster your opponent controls; this card's ATK and DEF
become equal to that monster's original ATK and DEF.
Once per turn: You can toss a coin and call it. If you call it right, destroy all monsters your opponent controls. If
you call it wrong, destroy as many monsters you control as possible, and if you do, take damage equal to half
the total ATK those destroyed monsters had on the field.
If this card battles with a DARK monster, increase the ATK of this card by 500 points during the Damage Step.

"Baby Dragon" + "Alligator's Sword"


This card can attack your opponent directly if the only face-up monsters they control are EARTH, WATER, or
FIRE.
"Gazelle the King of Mythical Beasts" + "Berfomet"
(This card is always treated as a "Phantom Beast" card.)
When this card is destroyed: You can target 1 "Berfomet" or 1 "Gazelle the King of Mythical Beasts" in your
Graveyard; Special Summon that target.

"Worm Drake" + "Humanoid Slime"

"Time Wizard" + "Baby Dragon"

You can Ritual Summon this card with "Curse of the Masked Beast".
You can Ritual Summon this card with "Black Luster Ritual".
SPELL CARDS
Name Icon
Chain Energy Continuous Spell

Dangerous Machine TYPE-6 Continuous Spell

Gravekeeper's Servant Continuous Spell


Inspection Continuous Spell
Toll Continuous Spell
Black Pendant Equip Spell

Horn of the Unicorn Equip Spell

Fusion Gate Field Spell

Cold Wave Normal Spell

Curse of Fiend Normal Spell

Darkness Approaches Normal Spell


Dark-Piercing Light Normal Spell
Final Destiny Normal Spell

Friendship Normal Spell

Rain of Mercy Normal Spell

Remove Trap Normal Spell

The Forceful Sentry Normal Spell


The Shallow Grave Normal Spell
Upstart Goblin Normal Spell

Unity Quick-Play Spell

Black Luster Ritual Ritual Spell

Curse of the Masked Beast Ritual Spell

TRAP CARDS
Name Icon
Anti-Spell Fragrance Continuous Trap
Aqua Chorus Continuous Trap

Infinite Dismissal Continuous Trap


Robbin' Goblin Continuous Trap
Ultimate Offering Continuous Trap

Attack and Receive Normal Trap

Gift of the Mystical Elf Normal Trap


Windstorm of Etaqua Normal Trap
SPELL CARDS
Card Text
Each player must pay 500 Life Points per card to Normal Summon, Special Summon, Set or activate cards from
his/her respective hand.
During each of your Standby Phases: Roll a six-sided die and apply the result.
1: Discard 1 card.
2: Your opponent discards 1 card.
3: Draw 1 card.
4: Your opponent draws 1 card.
5: Destroy 1 monster your opponent controls.
6: Destroy this card.
Unless your opponent sends 1 card from the top of his/her Deck to the Graveyard, he/she cannot declare an attac
During your opponent's Standby Phase, you can randomly select 1 card in your opponent's hand and look at it
at the cost of 500 Life Points.
Each player must pay 500 Life Points to declare an attack.
The equipped monster gains 500 ATK. When this card is sent from the field to the Graveyard: Inflict 500 damage
to your opponent.
The equipped monster gains 700 ATK and DEF. When this card is sent from the field to the Graveyard: Return it
to the top of the Deck.
While this card is on the field: The turn player can Fusion Summon 1 Fusion Monster from their Extra Deck, by
banishing Fusion Materials listed on it from their hand or field.
This card can only be activated at the start of Main Phase 1. Until your next turn, you and your opponent cannot
play or Set any Spell or Trap Cards.
Changes the battle positions of all Attack Position monsters on the field to Defense Position and vice-versa.
These positions cannot be changed during the turn this card is activated except by the effect of a Spell, Trap or
Effect Monster Card. You can activate this card only during your Standby Phase.

Discard 2 cards from your hand. Select 1 face-up monster and flip it face-down, but do not change its battle positio
Flip all face-down monsters on your opponent's side of the field face-up.
Discard 5 cards from your hand. Destroy all cards on the field.

Offer your opponent a handshake. If they accept your handshake, each player's Life Points become half the
combined Life Points of both players. If you have "Unity" in your hand and show it to your opponent, they must
accept the handshake.

Increase the Life Points of both players by 1000 points.

Select 1 face-up Trap Card on the field and destroy it.

Look at your opponent's hand. Select 1 card among them and return it to his/her Deck. The Deck is then shuffled
Each player selects a monster in their Graveyard and Special Summons it in face-down Defense Position.
Draw 1 card, then your opponent gains 1000 Life Points.

Select 1 monster on your side of the field. The DEF of the selected monster becomes equal to the combined
original DEF of all face-up monsters on your side of the field, until the end of this turn.

This card is used to Ritual Summon "Black Luster Soldier". You must also Tribute monsters from your hand or
field whose total Levels equal 8 or more.
This card is used to Ritual Summon "The Masked Beast". You must also Tribute monsters from your hand or field
whose total Levels equal 8 or more.

TRAP CARDS
Card Text
Both players must Set Spell Cards before activating them, and cannot activate them until their next turn.
If there are monsters with the same name on the field, increase the ATK and DEF of all of those monsters with
the same name by 500 points.
Level 3 or lower monsters are destroyed during the End Phase of the turn that they are Normal Summoned or
Flip Summoned.
Each time a monster you control inflicts Battle Damage to your opponent, your opponent discards 1 random card
During your Main Phase or your opponent's Battle Phase: You can pay 500 Life Points; immediately after this
effect resolves, Normal Summon/Set 1 monster.
You can only activate this card when you take damage to your Life Points. Inflict 700 points of damage to your
opponent's Life Points. Also, inflict 300 points of damage to your opponent's Life Points for each "Attack and
Receive" card in your Graveyard.
Increase your Life Points by 300 points for each monster on the field.
Change the battle positions of all face-up monsters your opponent controls.
e an attack.

ttle position.

n shuffled.
ndom card.
MONSTE
Name Attribute Level Monster Type Card Type ATK
Fiend Kraken WATER 4 Aqua Normal 1200

Giant Red Seasnake WATER 4 Aqua Normal 1800

Jellyfish WATER 4 Aqua Normal 1200


Mystic Horseman EARTH 4 Beast Normal 1300
The Earl of Demise DARK 5 Fiend Normal 2000
The Gross Ghost of Fled Dreams DARK 4 Fiend Normal 1300

Kairyu-Shin WATER 5 Sea Serpent Normal 1800


The Illusory Gentleman DARK 4 Spellcaster Normal 1500

Maiden of the Aqua WATER 4 Aqua Effect 700

Nimble Momonga EARTH 2 Beast Effect 1000

Panther Warrior EARTH 4 Beast-Warrior Effect 2000

Kryuel DARK 4 Fiend Effect 1000

Electromagnetic Bagworm LIGHT 3 Insect Effect 200

Jigen Bakudan FIRE 2 Pyro Effect 200

Granadora WATER 4 Reptile Effect 1900

Command Knight FIRE 4 Warrior Effect 1200

Obnoxious Celtic Guard EARTH 4 Warrior Effect 1400

The Legendary Fisherman WATER 5 Warrior Effect 1850

Rabid Horseman EARTH 6 Beast-Warrior Fusion 2000

Thousand-Eyes Restrict DARK 1 Spellcaster Fusion/Effect 0


Relinquished DARK 1 Spellcaster Ritual 0
MONSTER CARDS
DEF
1400

800

1500
1550
700
1800

1500
1600

2000

100

1600

1700

1400

1000

700

1900

1200

1600

1700

0
0
MONSTER CARDS
Card Text
A giant squid that drags its enemies to a watery grave.

A sea-dwelling snake that attacks passing enemies with its sharp teeth.

An almost invisible, semi-transparent jellyfish that drifts in the sea.


Half man and half horse, this monster is known for its extreme speed.
This gentlemanly creature is extremely wicked, feared by man and fiend alike.
This monster feeds on the dreams of an unwary sleeper, dragging the victim into eternal slumber.

A sea dragon known as the King of the Ocean, it attacks its enemies with huge tidal waves.
Wearing odd fashions, this gentleman is very fickle. He sometimes saves people and at other times commits crime

As long as this card remains face-up on the field, the field is treated as "Umi" (however there is no increasing or
decreasing of ATK/DEF due to "Umi"'s effect). If there is an active Field Spell Card on the field, this effect is not
applied.
When this card is destroyed by battle and sent to the Graveyard: Gain 1000 Life Points, then you can Special
Summon any number of "Nimble Momongas" from your Deck in face-down Defense Position.
This card cannot declare an attack unless you Tribute 1 monster.
When this card is sent to the Graveyard as a result of battle, toss a coin and call it. If you call it right, destroy 1
monster on your opponent's side of the field.
FLIP: Target 1 Machine-Type monster your opponent controls; take control of that target until your next End
Phase.
If this card is destroyed by battle: The monster that destroyed it loses 500 ATK and DEF.
FLIP: After this card is flipped, offer it as a Tribute during your Standby Phase to destroy all monsters on your
side of the field and inflict Direct Damage equal to half of the total ATK of the destroyed cards (excluding this
monster) to your opponent's Life Points.
When this monster is Normal Summoned, Flip Summoned or Special Summoned, increase your Life Points by
1000 points. When this card is destroyed and sent to the Graveyard, you take 2000 points of damage.
All Warrior-Type monsters you control gain 400 ATK. If you control another monster, monsters your opponent
controls cannot target this card for an attack.
Cannot be destroyed by battle with a monster that has 1900 or more ATK.
While "Umi" is on the field, this card is unaffected by Spell effects and cannot be targeted for attacks, but does
not prevent your opponent from attacking you directly.

"Battle Ox" + "Mystic Horseman"

"Relinquished" + "Thousand-Eyes Idol"


Other monsters on the field cannot change their battle positions or attack. Once per turn: You can target 1
monster your opponent controls; equip that target to this card. (You can only equip 1 monster at a time to this
card with this effect.) This card's ATK and DEF become equal to that equipped monster's. If this card would be
destroyed by battle, destroy that equipped monster instead.
You can Ritual Summon this card with "Black Illusion Ritual". Once per turn: You can target 1 monster your
opponent controls; equip that target to this card. (You can only equip 1 monster at a time to this card with this
effect.) This card's ATK and DEF become equal to that equipped monster's. If this card would be destroyed by
battle, destroy that equipped monster instead. While equipped with that monster, any battle damage you take
from battles involving this card inflicts equal effect damage to your opponent.
SPELL CARDS
Name Icon
Ground Collapse Continuous Spell

Prohibition Continuous Spell

A Legendary Ocean Field Spell


Chorus of Sanctuary Field Spell
Silent Fiend Normal Spell
De-Fusion Quick-Play Spell

Black Illusion Ritual Ritual Spell


mits crimes.
TRAP CARDS

Name Icon

Appropriate Continuous Trap

Bad Reaction to Simochi Continuous Trap

Call of the Haunted Continuous Trap

Forced Requisition Continuous Trap

Minor Goblin Official Continuous Trap

Solemn Wishes Continuous Trap

The Eye of Truth Continuous Trap

Tornado Wall Continuous Trap

Seven Tools of the Bandit Counter Trap

Solemn Judgment Counter Trap

Armored Glass Normal Trap

Driving Snow Normal Trap

Enchanted Javelin Normal Trap


Gamble Normal Trap

Gorgon's Eye Normal Trap


Gust Normal Trap

Magical Arm Shield Normal Trap

Major Riot Normal Trap

Metal Detector Normal Trap

Michizure Normal Trap

Mystic Probe Normal Trap


Solomon's Lawbook Normal Trap
Widespread Ruin Normal Trap

World Suppression Normal Trap


SPELL CARDS
Card Text
Select 2 Monster Card Zones on the field. Neither player can use the selected zones. You cannot select a zone
that is occupied by a Monster Card.
Activate by declaring 1 card name. Cards with that name, and their effects, cannot be used. Cards already on
the field are not affected (including face-down cards).
This card's name is treated as "Umi". Reduce the Level of all WATER monsters in both players' hands and on the
field by 1. All WATER monsters gain 200 ATK and DEF.
Increase the DEF of all Defense Position monsters by 500 points.
Target 1 Normal Monster in your Graveyard; Special Summon it in face-up Defense Position, but it cannot attack
Target 1 Fusion Monster on the field; return that target to the Extra Deck, then, if all the Fusion Materials that
were used for its Fusion Summon are in your Graveyard, you can Special Summon all of them.
This card is used to Ritual Summon "Relinquished". You must also Tribute monsters from your hand or field
whose total Levels equal 1 or more.

TRAP CARDS

Card Text

Activate only when your opponent draws a card(s), except during their Draw Phase. Draw 2 cards.
As long as this card remains face-up on the field, any effect of increasing your opponent's Life Points is changed
to inflict the same amount of points in damage to your opponent's Life Points.
Activate this card by targeting 1 monster in your Graveyard; Special Summon that target in Attack Position.
When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.

You can activate this card when you discard from your hand. After that, each time you discard from your hand,
your opponent must also discard the same number of cards from his/her hand.

You can only activate this card when your opponent's Life Points are 3000 or less. Inflict 500 points of damage
to your opponent's Life Points during each of his/her Standby Phases.

Increase your Life Points by 500 points each time you draw a card (or cards).
Your opponent must keep their hand revealed. During each of your opponent's Standby Phases, if they have a
Spell Card in their hand: They gain 1000 LP.
Activate only while "Umi" is on the field. While "Umi" is face-up on the field, you take no Battle Damage from
attacking monsters. Destroy this card when "Umi" leaves the field.
When a Trap Card is activated: Pay 1000 LP; negate the activation, and if you do, destroy it.
When a monster would be Summoned, OR a Spell/Trap Card is activated: Pay half your Life Points; negate the
Summon or activation, and if you do, destroy that card.
You can activate this card when a monster is equipped with an Equip Card. Negate the effects of all Equip Cards
on the field during the turn this card is activated.

You can activate this card when 1 or more of your Trap Cards are destroyed and sent from the field to the
Graveyard by a card effect your opponent controls. Destroy 1 Spell or Trap Card on the field.

Increase your Life Points by the ATK of 1 attacking monster.


You can only activate this card when your opponent's hand is 6 or more cards and your hand is 2 or less. Toss a
coin and call heads or tails. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your
next turn.

Until the end of this turn, all effects of Defense Position monsters are negated.
You can activate this card when 1 or more of your Spell Cards are destroyed and sent from the field to the
Graveyard by a card effect your opponent controls. Destroy 1 Spell or Trap Card on the field.
When your opponent declares an attack while you control a monster: Target 1 face-up monster your opponent
controls, except the attacking monster; take control of that target until the end of the Battle Phase, and if you
do, it is attacked instead, and you proceed to damage calculation.
You can activate this card when 1 or more of your monsters are returned from the field to your hand. Return all
Monster Cards on the field to your respective hands. Both you and your opponent can then Special Summon
from your hand the same number of Monster Cards on the field in face-down Defense Position.
You can activate this card when a Continuous Trap Card is activated. Negate all Continuous Trap Cards during
the turn this card is activated.
Activate only when a monster is sent from the field to your Graveyard. Select and destroy 1 monster on the
field. (You can activate this card during the Damage Step.)
You can activate this card when a Continuous Spell Card is activated. Negate all Continuous Spell Cards during
the turn this card is activated.
Skip your own Standby Phase.
When an opponent's monster declares an attack: Destroy the Attack Position monster your opponent controls
with the highest ATK (your choice, if tied).
You can activate this card when a Field Spell Card is activated. Negate the Field Spell Card during the turn this
card is activated.
MON
Name Attribute Level Monster Type Card Type
Cyber-Tech Alligator WIND 5 Machine Normal
Gradius LIGHT 4 Machine Normal

Alpha the Magnet Warrior EARTH 4 Rock Normal

Beta the Magnet Warrior EARTH 4 Rock Normal

Gamma the Magnet Warrior EARTH 4 Rock Normal

Ancient Lamp WIND 3 Spellcaster Effect

Mucus Yolk DARK 3 Aqua Effect

Toon Mermaid WATER 4 Aqua Toon/Effect

Blue-Eyes Toon Dragon LIGHT 8 Dragon Toon/Effect

Manga Ryu-Ran FIRE 7 Dragon Toon/Effect

Banisher of the Light LIGHT 3 Fairy Effect

Archfiend of Gilfer DARK 6 Fiend Effect

Toon Summoned Skull DARK 6 Fiend Toon/Effect

Drill Bug EARTH 2 Insect Effect

Needle Worm EARTH 2 Insect Effect

Pinch Hopper EARTH 4 Insect Effect

Swarm of Locusts DARK 3 Insect Effect


Gradius' Option LIGHT 1 Machine Effect

Sinister Serpent WATER 1 Reptile Effect

Morphing Jar EARTH 2 Rock Effect

Valkyrion the Magna Warrior EARTH 8 Rock Effect

Goblin Attack Force EARTH 4 Warrior Effect


MONSTER CARDS
ATK DEF
2500 1600
1200 800

1400 1700

1700 1600

1500 1800

900 1400

0 100

1400 1500

3000 2500

2200 2600

100 2000

2200 2500

2500 1200

1100 200

750 600

1000 1200

1000 500
? ?

300 250

700 600

3500 3850

2300 0
MONSTER CARDS
Card Text
Originally a pterodactyl, he was viciously attacked by a dragon. Using the newest technologies, his keepe
saved him from near-fatal wounds and brought him back as a powerful Cyborg.
A high-performance jet fighter with power capsules for variable attack capabilities.

Alpha, Beta, and Gamma meld as one to form a powerful monster.

Alpha, Beta, and Gamma meld as one to form a powerful monster.

Alpha, Beta, and Gamma meld as one to form a powerful monster.

During your Main Phase: You can Special Summon "La Jinn the Mystical Genie of the Lamp" from your hand. T
card must be face-up on the field to activate and to resolve this effect. Before damage calculation, if this car
being attacked by an opponent's monster, and was face-down at the start of the Damage Step: You can targe
monster your opponent controls, except the attacking monster; the attacking monster attacks it instead, an
you proceed to damage calculation.
This card can attack your opponent's Life Points directly. Each time this card inflicts Battle Damage to you
opponent's Life Points, increase the ATK of this card by 1000 points during your next Standby Phase. The AT
increase lasts as long as this card remains face-up on the field.
Cannot be Normal Summoned/Set. Cannot be Special Summoned unless you control a face-up "Toon World
Must first be Special Summoned (from your hand) by Tributing the same number of monsters needed for a
Tribute Summon (normally 0). This card cannot attack the turn it is Special Summoned. You must pay 500 L
Points to declare an attack with this monster. If "Toon World" on the field is destroyed, destroy this card. Th
card can attack your opponent directly, unless they control a Toon Monster. If they do control one, this car
must target a Toon Monster for its attacks.
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 2 monste
while you control "Toon World". Cannot attack the turn it is Special Summoned. You must pay 500 LP to decl
an attack with this monster. If "Toon World" on the field is destroyed, destroy this card. Can attack your
opponent directly, unless they control a Toon monster, in which case this card must target a Toon monster fo
attacks.
Cannot be Normal Summoned/Set. Cannot be Special Summoned unless you control a face-up "Toon World
Must first be Special Summoned (from your hand) by Tributing the same number of monsters needed for a
Tribute Summon (normally 2). This card cannot attack the turn it is Special Summoned. You must pay 500 L
Points to declare an attack with this monster. If "Toon World" on the field is destroyed, destroy this card. Th
card can attack your opponent directly, unless they control a Toon Monster. If they do control one, this car
must target a Toon Monster for its attacks.

Any card sent to the Graveyard is banished instead.


When this card is sent to the Graveyard: You can target 1 face-up monster on the field; equip that target wi
this card. That monster loses 500 ATK while equipped with this card.
(This card is always treated as an "Archfiend" card.)
Cannot be Normal Summoned/Set. Cannot be Special Summoned unless you control "Toon World". Must first
Special Summoned (from your hand) by Tributing the same number of monsters needed for a Tribute Summ
(normally 1). This card cannot attack the turn it is Special Summoned. You must pay 500 Life Points to decla
an attack with this monster. If "Toon World" on the field is destroyed, destroy this card. This card can attack y
opponent directly, unless they control a Toon Monster. If they do control one, this card must target a Toon
Monster for its attacks.
When this card inflicts Battle Damage to your opponent's Life Points, you can select 1 "Parasite Paracide" ca
from your Deck, shuffle the Deck, and place "Parasite Paracide" on top of the Deck.
FLIP: Send the top 5 cards of your opponent's Deck to the Graveyard.
When this card you control is sent to your Graveyard: You can Special Summon 1 Insect-Type Monster from y
hand.
Once per turn: You can change this card to face-down Defense Position. When this card is Flip Summoned
Target 1 Spell/Trap Card your opponent controls; destroy that target.
This card cannot be Normal Summoned or Set. This monster can only be Special Summoned by selecting 1 fa
up "Gradius" on your side of the field. The ATK and DEF of this card becomes the same as the ATK and DEF
the selected "Gradius". If the selected "Gradius" is removed from the field, destroy this card.
During your Standby Phase, if this card is in your Graveyard: You can add it to your hand, also banish 1 "Sinis
Serpent" from your Graveyard during your opponent's next End Phase. You can only use this effect of "Sinis
Serpent" once per turn.
FLIP: Both players discard their entire hands, then draw 5 cards.
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Alpha T
Magnet Warrior", "Beta The Magnet Warrior", and "Gamma The Magnet Warrior" from your hand and/or field.
can Tribute this card, then target 1 "Alpha The Magnet Warrior", "Beta The Magnet Warrior", and "Gamma T
Magnet Warrior" in your Graveyard; Special Summon them.
If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position
cannot be changed until the End Phase of your next turn.
SPELL CARDS
Name Icon
Messenger of Peace Continuous Spell
Toon World Continuous Spell

Axe of Despair Equip Spell

Cyclon Laser Equip Spell

Fairy Meteor Crush Equip Spell


Megamorph Equip Spell

Salamandra Equip Spell

Molten Destruction Field Spell

Rising Air Current Field Spell

Card Destruction Normal Spell

Chosen One Normal Spell

Delinquent Duo Normal Spell

Giant Trunade Normal Spell

Mind Control Normal Spell

Riryoku Normal Spell

Soul Exchange Normal Spell

Tailor of the Fickle Quick-Play Spell


TRAP CARDS

Name Icon

DNA Surgery Continuous Trap

Shadow Spell Continuous Trap

The Regulation of Tribe Continuous Trap


Type Zero Magic Crusher Continuous Trap
Backup Soldier Normal Trap

Ceasefire Normal Trap

Collected Power Normal Trap

Dust Tornado Normal Trap

Earthshaker Normal Trap


Jar of Greed Normal Trap
Numinous Healer Normal Trap

Shadow of Eyes Normal Trap


Time Seal Normal Trap
SPELL CARDS
Card Text
Monsters with 1500 or more ATK cannot declare an attack. Once per turn, during your Standby Phase, pay 1
LP or destroy this card.
Activate this card by paying 1000 LP.
(This card is always treated as an "Archfiend" card.)
The equipped monster gains 1000 ATK. When this card is sent from the field to the Graveyard: You can Tribut
monster; place this card on the top of your Deck.
You can only equip this card to "Gradius". Increase the ATK of "Gradius" by 300 points. When the equipped
"Gradius" attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference
Battle Damage to your opponent's Life Points.
If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponen
While your LP is lower than your opponent's, the equipped monster's ATK becomes double its original ATK. W
your LP is higher, the equipped monster's ATK becomes half its original ATK.

Equip only to a FIRE monster. It gains 700 ATK.

Increase the ATK of all FIRE monsters by 500 points and decrease their DEF by 400 points.

Increase the ATK of all WIND monsters by 500 points and decrease their DEF by 400 points.

Each player discards their entire hand, then draws the same number of cards they discarded.

Select 1 Monster Card and 2 non-Monster Cards from your hand. Your opponent randomly selects 1 card amo
them. If it is a Monster Card, it is Special Summoned and send the remaining 2 cards to the Graveyard. If no
send all the cards to the Graveyard.

Pay 1000 Life Points. Your opponent randomly selects and discards 1 card from his/her hand and then selec
and discards another card from his/her hand.
Return all Spell and Trap Cards on the field to the hand.

Target 1 monster your opponent controls; until the End Phase, take control of that target, but it cannot decla
an attack or be Tributed.

Target 2 face-up monsters on the field; halve the ATK of 1 monster, and if you do, add that lost ATK to the ot
monster. These effects last until the End Phase.
Target 1 monster your opponent controls; this turn, if you Tribute a monster, you must Tribute that monster, a
you controlled it. You cannot conduct your Battle Phase the turn you activate this card.
Switch 1 Equip Card equipped to a monster to another correct target.
TRAP CARDS

Card Text

Activate this card by declaring 1 Monster Type. All face-up monsters on the field become that Type.

Activate this card by targeting 1 face-up monster your opponent controls; it loses 700 ATK, also it cannot att
or change its battle position. When it leaves the field, destroy this card.

Select 1 Type of monster. Any monster of the selected Type cannot attack. To keep this card in effect, you m
offer 1 monster from the field as a Tribute at each of your Standby Phases. If you cannot, this card is destroy
Discard 1 Spell Card from your hand to inflict 500 points of damage to your opponent's Life Points.
While there are 5 or more monsters in your Graveyard: Target up to 3 non-Effect Monsters with 1500 or less
in your Graveyard; add them to your hand.
If a face-down Defense Position monster or an Effect Monster is on the field: Change all face-down Defens
Position monsters on the field to face-up Defense Position (Flip monsters' effects are not activated at this tim
also inflict 500 damage to your opponent for each Effect Monster on the field.
Target 1 face-up monster on the field; equip it with all Equip Cards on the field. If any of those Equip Cards
now equipped to an incorrect target, destroy that Equip Card.
Target 1 Spell/Trap Card your opponent controls; destroy that target, then you can Set 1 Spell/Trap Card fro
your hand.
Select 2 Monster Card Attributes. Your opponent then selects 1 of the 2 Attributes and destroys all face-up
monsters with that Attribute on the field.
Draw 1 card.
You can only activate this card when you take damage to your Life Points. Increase your Life Points by 100
points. Also, increase your Life Points by 500 points for each "Numinous Healer" card in your Graveyard.
When a monster(s) is Set on your opponent's side of the field: Target 1 of those Set monsters; change that S
monster to face-up Attack Position. (Flip Effects are not activated.)
Skip the Draw Phase of your opponent's next turn.
MONSTE
Name Attribute Level Monster Type Card Type ATK

Summoned Skull DARK 6 Fiend Normal 2500

Robotic Knight FIRE 4 Machine Normal 1600

Dark Magician DARK 7 Spellcaster Normal 2500

Barrel Dragon DARK 7 Machine Effect 2600

Moisture Creature LIGHT 9 Fairy Effect 2800

Nuvia the Wicked DARK 4 Fiend Effect 2000

Parasite Paracide EARTH 2 Insect Effect 500

Blast Sphere DARK 4 Machine Effect 1400

Spell Canceller WIND 5 Machine Effect 1800

Cyber Jar DARK 3 Rock Effect 900

Morphing Jar #2 EARTH 3 Rock Effect 800

Dark Magician Girl DARK 6 Spellcaster Effect 2000

Big Shield Gardna EARTH 4 Warrior Effect 100

Gearfried the Iron Knight EARTH 4 Warrior Effect 1800

The Fiend Megacyber DARK 6 Warrior Effect 2200

Double Coston DARK 4 Zombie Effect 1700

B. Skull Dragon DARK 9 Dragon Fusion 3200


MONSTER CARDS
DEF

1200

1800

2100

2200

2900

800

300

1400

1600

900

700

1700

2600

1600

1200

1650

2500
MONSTER CARDS
Card Text
A fiend with dark powers for confusing the enemy. Among the Fiend-Type monsters, this monster boasts
considerable force.
(This card is always treated as an "Archfiend" card.)

The Commander of Machine-Types, he serves the Machine King. He is famous for the way he controls his troops.

The ultimate wizard in terms of attack and defense.

Once per turn: You can target 1 monster your opponent controls; toss a coin 3 times and destroy it if at least 2
of the results are Heads.

If you Tribute Summon this monster by Tributing 3 monsters on the field, destroy all Spell and Trap Cards on
your opponent's side of the field.

If this monster is Normal Summoned, destroy this card. If your opponent controls any monster, decrease the
ATK of this card by 200 points for each monster on your opponents side of the field.
FLIP: Put this card face-up in your opponent's Deck and shuffle it. When your opponent draws this card, it is
Special Summoned to their side of the field in face-up Defense Position, and inflicts 1000 damage to them.
Then, while this card is face-up on the field, all monsters your opponent controls become Insect-Type monsters.
If this face-down Defense Position card was attacked by an opponent's monster, before damage calculation:
Equip this card to the attacking monster. Then, during your opponent's next Standby Phase: Destroy the
monster this card is equipped to, and if you do, inflict damage to your opponent equal to the ATK the destroyed
monster had on the field.
As long as this card remains face-up on the field, Spell Cards cannot be activated. The effects of all Spell Cards
are also negated.
FLIP: Destroy all monsters on the field, then both players reveal the top 5 cards from their Decks, then Special
Summon all revealed Level 4 or lower monsters in face-up Attack Position or face-down Defense Position, also
add any remaining cards to their hand. (If either player has less than 5 cards in their Deck, reveal as many as
possible.)
FLIP: Shuffle all monsters on the field into the Deck. Then, each player excavates cards from the top of their
Deck, until they excavate the same number of monsters they shuffled into their Main Deck. Special Summon all
excavated Level 4 or lower monsters in face-down Defense Position, also send the remaining cards to the
Graveyard.

This card gains 300 ATK for every "Dark Magician" or "Magician of Black Chaos" in either player's Graveyard.

During either player's turn, when this face-down card (and no other cards) is targeted by a Spell Card: Change
this card to face-up Defense Position, and if you do, negate the Spell Card's activation. If this card is attacked,
change it to Attack Position at the end of the Damage Step.

When an Equip Card(s) is equipped to this card: Destroy that Equip Card(s).

If your opponent controls at least 2 more monsters than you do, you can Special Summon this card (from your
hand).

This card can be treated as 2 Tributes for the Tribute Summon of a DARK monster.

"Summoned Skull" + "Red-Eyes B. Dragon"


(This card is always treated as an "Archfiend" card.)
SPELL CARDS
Name Icon

Ectoplasmer Continuous Spell

Dark Magician's Tome of Black


Equip Spell
Magic
Premature Burial Equip Spell
Luminous Spark Field Spell
Mystic Plasma Zone Field Spell

Bait Doll Normal Spell

Card of Sanctity Normal Spell

Confiscation Normal Spell

Dark Magic Attack Normal Spell

Dark Magic Curtain Normal Spell

Dimensionhole Normal Spell

Exchange Normal Spell

Gravedigger Ghoul Normal Spell

Heavy Storm Normal Spell

Insect Imitation Normal Spell

Makiu Normal Spell

Mystic Box Normal Spell


Reinforcement of the Army Normal Spell
Thousand Knives Normal Spell

Tribute Doll Normal Spell

Limiter Removal Quick-Play Spell


Monster Recovery Quick-Play Spell

Multiply Quick-Play Spell

TRAP CARDS
Name Icon
Light of Intervention Continuous Trap
Mask of Restrict Continuous Trap

Mirror Wall Continuous Trap

Respect Play Continuous Trap


Skull Invitation Continuous Trap
Skull Lair Continuous Trap
Magic Jammer Counter Trap
Graverobber Normal Trap

Magical Hats Normal Trap

Mask of Weakness Normal Trap


Tragedy Normal Trap
SPELL CARDS
Card Text
Once per turn, during each player's End Phase: The turn player must Tribute 1 face-up monster, and if they do,
inflict damage to their opponent equal to half the original ATK of the Tributed monster.

Equip only to "Dark Magician" or "Dark Magician Girl". It gains 700 ATK. When this card is sent from the field to
the Graveyard: Gain 1000 LP.
Activate this card by paying 800 LP, then target 1 monster in your Graveyard; Special Summon that target in
Attack Position and equip it with this card. When this card is destroyed, destroy the equipped monster.
Increase the ATK of all LIGHT monsters by 500 points and decrease their DEF by 400 points.
Increase the ATK of all DARK monsters by 500 points and decrease their DEF by 400 points.

Target 1 Set card in the Spell & Trap Card Zone; reveal that target, force its activation if it is a Trap Card, then
negate its effect if the activation timing is incorrect, and if you do, destroy it. (If it is not a Trap Card, return it
face-down.) When this card resolves, shuffle it into the Deck instead of sending it to the Graveyard.

Banish all other cards you control and in your hand (min.1 from each); draw until you have 2 cards in your hand.

Pay 1000 Life Points. Look at your opponent's hand, select 1 card in it and discard that card.

If you control "Dark Magician": Destroy all Spell and Trap Cards your opponent controls.

Pay half your LP; Special Summon 1 "Dark Magician" from your Deck. You cannot Summon other monsters the
turn you activate this card (but you can Set).

Select 1 monster on your side of the field and remove it from play until your next Standby Phase. While the
monster is removed from play, the Monster Card Zone of the selected monster cannot be used.

Both players reveal their hands and add 1 card from each other's hand to their hand.

Select 2 Monster Cards from your opponent's Graveyard. These Monster Cards are removed from play for the
remainder of the Duel.

Destroy all Spell and Trap Cards on the field.

Tribute 1 monster. Special Summon 1 Insect-Type monster from your Deck whose Level is 1 higher than the
Tributed monster's.
Target 1 "Summoned Skull" or Thunder-Type monster you control; destroy all monsters your opponent controls
with DEF less than or equal to the ATK of that monster. You cannot conduct your Battle Phase the turn you
activate this card.
Target 1 monster your opponent controls and 1 monster you control; destroy the first target, then give control of
the second target to your opponent.
Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
If you control "Dark Magician": Target 1 monster your opponent controls; destroy that target.
Tribute 1 monster; Special Summon 1 Level 7 monster from your hand that can be Normal Summoned or Norma
Set. It cannot attack this turn.
Double the ATK of all Machine-Type monsters you currently control, until the end of this turn. During the End
Phase of this turn, destroy those monsters.
Target 1 monster you control that is owned by you; if that monster is still on the field, shuffle it and your entire
hand into the Deck, also, after that, draw cards equal to the number of cards you shuffled from your hand into
the Deck by this effect. (You cannot activate this card if you have a card in your hand that is owned by your
opponent.)
Tribute 1 face-up "Kuriboh"; Special Summon as many "Kuriboh Tokens" (Fiend-Type/DARK/Level 1/ATK 300/DEF
200) as possible, in Defense Position. These Tokens cannot be Tributed for a Tribute Summon.

TRAP CARDS
Card Text
While this card is on the field, Monster Cards cannot be Set or flipped face-down. If a Monster Card would be
Set, it must be Normal Summoned in face-up Defense Position.
Neither player can Tribute cards.
Each of your opponent's monsters that conducted an attack while this card was face-up on the field has its ATK
halved as long as this card remains on the field. During each of your Standby Phases, pay 2000 LP or destroy
this card.
During their respective turns, each player must show their opponent their hand.
Each time a card(s) is sent to the Graveyard, inflict 300 damage to its owner for each card sent.
Remove from play any number of Monster Cards in your Graveyard to destroy 1 face-up monster on the field
whose Level is equal to the number of the cards you removed from play.
When a Spell Card is activated: Discard 1 card; negate the activation, and if you do, destroy it.
Select 1 Spell Card from your opponent's Graveyard. You can use it as your hand until the end of the turn. If you
use it, you take 2000 points of damage.
During your opponent's Battle Phase: Choose 2 Spell/Trap Cards from your Deck and 1 monster you control.
Special Summon them as Normal Monsters (ATK 0/DEF 0) in face-down Defense Position, Set the chosen
monster if it is face-up, and shuffle them on the field. The 2 cards chosen from your Deck are destroyed at the
end of the Battle Phase, and cannot remain on the field except during this Battle Phase.
Target 1 attacking monster; that target loses 700 ATK until the end of this turn.
When a face-up Attack Position monster(s) your opponent controls is changed to face-up Defense Position:
Destroy all Defense Position monsters your opponent controls.
MONSTE
Name Attribute Level Monster Type Card Type ATK
Vorse Raider DARK 4 Beast-Warrior Normal 1900

Wolf Axwielder EARTH 4 Beast-Warrior Normal 1650


Aitsu FIRE 5 Fairy Normal 100
Gil Garth DARK 4 Fiend Normal 1800
Amphibian Beast WATER 6 Fish Normal 2400

Cyber Raider DARK 4 Machine Effect 1400

Revival Jam WATER 4 Aqua Effect 1500

Spear Dragon WIND 4 Dragon Effect 1900

Twin-Headed Behemoth WIND 4 Dragon Effect 1500

Koitsu WATER 10 Fairy Union/Effect 200

Dark Necrofear DARK 8 Fiend Effect 2200

Newdoria DARK 4 Fiend Effect 1200

Sangan DARK 3 Fiend Effect 1000

Viser Des DARK 4 Fiend Effect 500

Skull-Mark Ladybug EARTH 4 Insect Effect 500


Kinetic Soldier EARTH 3 Machine Effect 1350

Stone Statue of the Aztecs EARTH 4 Rock Effect 300

Rocket Warrior LIGHT 4 Warrior Effect 1500

Strike Ninja DARK 4 Warrior Effect 1700


MONSTER CARDS
DEF
1200

1000
100
1200
2000

1000

500

1200

100

2800

800

600

1200

1500
1800

2000

1300

1200
MONSTER CARDS
Card Text
This wicked Beast-Warrior does every horrid thing imaginable, and loves it! His axe bears the marks of his
countless victims.
Once it has started battle, this monster attacks fiercely and cannot stop.
He seems to be very unreliable, but he might have incredible potential.
This steel-armored terror machine ruthlessly strikes down enemies with its giant katana.
On land or in the sea, the speed of this monster is unmatchable.

When this card is Summoned: Activate 1 of these effects.


Target 1 Equip Card equipped to a monster on the field; destroy that target.
Target 1 Equip Card equipped to a monster on the field; equip that target to this card.
When this card is destroyed by battle and sent to the Graveyard: You can pay 1000 Life Points; Special Summon
it in face-up Defense Position during your next turn's Standby Phase.
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of
this card, inflict the difference as Battle Damage to your opponent. If this card attacks, it is changed to Defense
Position at the end of the Damage Step.
During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this
turn: You can Special Summon this card, but its ATK and DEF become 1000. You can only use this effect of "Twin-
Headed Behemoth" once per Duel.
Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Aitsu" as an
Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position.
While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 3000 points.
When it attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as
Battle Damage to your opponent's Life Points. (1 monster can only be equipped with 1 Union Monster at a time.
If the equipped monster is destroyed as a result of battle, destroy this card instead.)
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 Fiend-Type
monsters from your Graveyard. During the End Phase, if this card is in the Graveyard because it was destroyed
by an opponent's card this turn (by battle or card effect) and sent to your Graveyard while it was a Monster Card
under your control: Target 1 face-up monster your opponent controls; equip this card to that target. While this
card is equipped to a monster by this effect, take control of that monster.

When this card is destroyed by battle and sent to the Graveyard: Target 1 monster on the field; destroy that targe

If this card is sent from the field to the Graveyard: Add 1 monster with 1500 or less ATK from your Deck to your
hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. You can only
use this effect of "Sangan" once per turn.
If this card is Normal Summoned: Target 1 monster your opponent controls; during your third Standby Phase
after this effect's activation, destroy that monster. This card cannot be destroyed by battle while the targeted
monster is on the field.
When this card is sent to the Graveyard, increase your Life Points by 1000 points.
If this card battles a Warrior-Type monster, during damage calculation: This card gains 2000 ATK and DEF during
that damage calculation only.

Double any Battle Damage your opponent takes when they attack this monster.

During your Battle Phase, this card cannot be destroyed by battle and you take no battle damage from attacks
involving this card. If this card attacks a monster, after damage calculation: That attack target loses 500 ATK
until the end of this turn.
Once per turn, during either player's turn: You can banish 2 DARK monsters from your Graveyard; banish this
face-up card until the End Phase.
SPELL CARDS
Name Icon
7 Continuous Spell

Burning Land Continuous Spell


Card of Safe Return Continuous Spell
Infinite Cards Continuous Spell
Insect Barrier Continuous Spell
Jam Breeding Machine Continuous Spell

Spirit Message "A" Continuous Spell

Spirit Message "I" Continuous Spell

Spirit Message "L" Continuous Spell

Spirit Message "N" Continuous Spell

Cestus of Dagla Equip Spell

Ekibyo Drakmord Equip Spell

that target. Heart of Clear Water Equip Spell

Lightning Blade Equip Spell

Smoke Grenade of the Thief Equip Spell

Gaia Power Field Spell


Umiiruka Field Spell

D. D. Designator Normal Spell

Dark Designator Normal Spell

Excavation of Mage Stones Normal Spell


Foolish Burial Normal Spell
Return of the Doomed Normal Spell
Spiritualism Normal Spell
Mystical Space Typhoon Quick-Play Spell
Sebek's Blessing Quick-Play Spell

TRAP CARDS
Name Icon

Destiny Board Continuous Trap

Fatal Abacus Continuous Trap

Jam Defender Continuous Trap


The Emperor's Holiday Continuous Trap
Curse of Aging Normal Trap

Dark Spirit of the Silent Normal Trap

Hidden Soldier Normal Trap

Monster Relief Normal Trap


SPELL CARDS
Card Text
When there are 3 face-up "7" cards on your side of the field, draw 3 cards from your Deck. Then destroy all "7"
cards. When this card is sent directly from the field to your Graveyard, increase your Life Points by 700 points.
When this card is activated: If there are any Field Spell Cards on the field, destroy them. During each player's
Standby Phase: The turn player takes 500 damage.
When a monster is Special Summoned from your Graveyard, you can draw 1 card.
There is no limit to the number of cards in players' hands.
Insect-Type monsters your opponent controls cannot declare an attack.
During each of your Standby Phases: Special Summon 1 "Slime Token" (Aqua-Type/WATER/Level 1/ATK 500/DEF
500) in Attack Position. You cannot Summon any monsters, except "Slime Tokens" (but you can Set).

This card can only be placed on the field by the effect of "Destiny Board".

This card can only be placed on the field by the effect of "Destiny Board".

This card can only be placed on the field by the effect of "Destiny Board".

This card can only be placed on the field by the effect of "Destiny Board".

Equip only to a Fairy-Type monster. It gains 500 ATK. If it inflicts battle damage to your opponent: Gain LP equal
to the damage inflicted.

The equipped monster cannot attack. Destroy the equipped monster at the end of its controller's 2nd turn after
this card is activated. At that time, this card is returned to the owner's hand.

If the equipped monster's ATK is 1300 or higher, this card is destroyed. The monster equipped with this card is
not destroyed as a result of battle or by the effect of a card that targets the monster. (Damage calculation is
applied normally.)

Equip only to a Warrior-Type monster. It gains 800 ATK. All WATER monsters lose 500 ATK.

When this Equip Spell Card is active and is destroyed by a card effect, look at your opponent's hand. Select 1
card from their hand and discard it to the Graveyard.
Increase the ATK of all EARTH monsters by 500 points and decrease their DEF by 400 points.
Increase the ATK of all WATER monsters by 500 points and decrease their DEF by 400 points.

Declare 1 card name. Look at your opponent's hand, and if they have the declared card in their hand, remove
from play that 1 card. If they do not have the declared card in their hand, remove from play 1 random card in
your hand.

Declare 1 Monster Card name. If the declared card is in your opponent's Deck, add 1 of that card to your
opponent's hand.

Discard 2 cards, then target 1 Spell Card in your Graveyard; add it to your hand.
Send 1 monster from your Deck to the Graveyard.
Discard 1 Monster Card from your hand to the Graveyard. Return 1 of your monsters destroyed and sent to your
Graveyard as a result of battle during this turn to your hand at the end of this turn.
Return 1 Spell/Trap Card your opponent controls to the hand. This card's activation and effect cannot be negated
Target 1 Spell/Trap Card on the field; destroy that target.
Activate only when a monster you control has attacked your opponent directly. Gain Life Points equal to the
Battle Damage that the monster inflicted to your opponent.

TRAP CARDS
Card Text
When this card and all 4 "Spirit Message" cards with different names are placed on your field, you win the Duel.
Once per turn, during your opponent's End Phase: Place 1 "Spirit Message" card from your hand or Deck in your
Spell & Trap Zone face-up, in the proper order of "I", "N", "A", and "L". When any "Spirit Message" card or
"Destiny Board" you control leaves the field, send all "Spirit Message" cards and "Destiny Board" you control to
the Graveyard.
Each time 1 monster is sent from the field to the Graveyard, inflict 500 points of damage per card to the
respective card owner's Life Points.
When an opponent's monster declares an attack on a monster you control: You can target 1 "Revival Jam" you
control; switch the attack target to that target.
Negate all Equip Card effects on the field.
Discard 1 card from your hand. Decrease the ATK and DEF of all monsters on your opponent's side of the field
by 500 points until the end of the turn this card is activated.
Activate only when an opponent's monster declares an attack. Negate that attack, and select another face-up
monster your opponent controls. That monster attacks instead. (If it is in face-up Defense Position, change it to
Attack Position.)
When your opponent Normal or Flip Summons a monster: Special Summon 1 Level 4 or lower DARK monster
from your hand.
When an opponent's monster declares an attack: Target 1 monster you control; return that target to the hand,
then Special Summon 1 Level 4 monster from your hand.
e negated.

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