Name - Number |
Attribute/Type
| ATK/ DEF |
Effect |
Jinzo- 000 |
(Dark/Machine)
2400/1500
(SECRET RARE) |
As long as this
card remains face-up on the field, all Trap Cards cannot be activated. The
effects of all face-up Trap Cards are also negated. |
Steel Ogre
Grotto #2-
001 |
(Earth/Machine)
1900/2200
(COMMON) |
|
Three-Headed Geedo
- 002 |
(Dark/Fiend)
1200/1400
(COMMON) |
|
Parasite Paracide-
003 |
(Earth/Insect)
500/300
(SUPER RARE) |
FLIP: Put this card
face-up in your opponent’s deck and shuffle it. When your opponent draws
this card, it is immediately Special Summoned on your opponent’s side of the
field face-up in Defense Position and inflicts 1000 points of Direct Damage
to your opponent’s Life Points. From this point, all face-up Monster Cards
on your opponent’s side of the field are treated as Insect-Type monsters as
long as this card remains face-up on the field. |
7 Completed - 004 |
Equip Magic
(COMMON) |
A Machine-Type
Monster equipped with this card increases its ATK or DEF by 700 points. You
cannot change your choice as long as this card remains face-up on the field.
|
Lightforce Sword -
005 |
Trap Card (RARE) |
Select 1 card at
random from your opponent’s hand. Keep it face-down and place it outside of
the field. During your opponent’s 4th turn, the card is returned to his/her
hand in the Standby Phase. |
|
|
|
Chain Destruction -
006 |
Trap Card (ULTRA
RARE) |
You can activate
this card when a monster with an ATK of 2000 points or less is summoned
(including Special Summon). This monster is not destroyed, but all Monster
Cards of the same name in the summoning player’s hand and Deck are
destroyed. The summoning player’s Deck is then shuffled. |
Time Seal - 007 |
Trap Card (COMMON) |
Your opponent skips
the Draw Phase of his/her next turn. |
Graverobber - 008 |
Trap Card (SUPER
RARE) |
You can take 1
Magic Card from your opponent’s Graveyard. If it is your turn and you
activate it, you take 2000 points of Direct Damage. If it is your
opponent’s turn, you cannot activate it. The Magic Card is returned to your
opponent’s Graveyard at the end of this turn. |
Gift Of The
Mystical Elf - 009 |
Trap Card (COMMON) |
Increase your Life
Points by 300 points for each monster on the field, regardless of position. |
The Eye Of Truth -
010 |
Continuous Trap
Card (COMMON) |
As long as this
card remains face-up on the field, your opponent must show his/her hand.
Your opponent increases his/her Life Points by 1000 points at each of
his/her Standby Phases if he/she has a Magic Card in his/her hand. |
Dust Tornado - 011 |
Trap Card (SUPER
RARE) |
Destroy 1 Magic or
Trap on your opponent’s side of the field. You can then Set 1 Magic or Trap
Card from your hand. This card can only be activated if it is a Quick-Play
Magic Card. |
Call of the Haunted
- 012 |
Continuous Trap
Card (ULTRA RARE) |
Select 1 monster
from your Graveyard and Special Summon it in face-up Attack Position. When
this card is destroyed or removed from the field, the summoned monster is
destroyed. If the summoned monster is destroyed, this card is also
destroyed. |
Solomon’s Lawbook -
013 |
Trap Card (COMMON) |
Skip your own
Standby Phase. |
Earthshaker - 014 |
Trap Card (COMMON) |
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. |
Enchanted Javelin -
015 |
Trap Card (COMMON) |
When your
opponent’s monster attacks, increase your Life Points by the attacking
monsters’s ATK points. |
Mirror Wall - 016 |
Continuous Trap
Card (SUPER RARE) |
Decrease the ATK of
all your opponent’s attacking monsters by half. You must pay 2000 Life
Points during each of your Standby Phases. If you cannot, this card is
destroyed. |
Gust - 017 |
Trap Card (COMMON) |
You can activate
this card when 1 or more of your Magic Cards are destroyed and sent from the
field to the Graveyard by a card effect your opponent controls. Destroy 1
Magic or Trap Card on the field. |
Driving Snow - 018 |
Trap Card (COMMON) |
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
Magic or Trap Card on the field. |
Armored Glass - 019 |
Trap Card (COMMON) |
You can activate
this card when a monster is equipped with an Equip Magic Card. Negate the
effects of all Equip Magic Cards on the field during the turn this card is
activated. |
World Suppression -
020 |
Trap Card (COMMON) |
You can activate
this card when a Field Magic Card is activated. Negate the Field Magic Card
during the turn this card is activated. |
Mystic Probe - 021 |
Trap Card (COMMON) |
You can activate
this card when a Continous Magic Card is activated. Negate all Continous
Magic Cards during the turn this card is activated. |
Metal Detector -
022 |
Trap Card (COMMON) |
You can activate
this card when a Continous Trap Card is activated. Negate all Continous Trap
Cards during the turn this card is activated. |
Numinous Healer -
023 |
Trap Card (COMMON) |
You can activate
this card when you take damage to your Life Points. Increase your Life
Points by 1000 points. In addition, increase your Life Points by 500 points
per card if there are additional “Numinous Healer” cards in the Graveyard. |
Appropriate - 024 |
Continuous Trap
Card (RARE) |
You can activate
this card when your opponent draws a card outside of his/her Draw Phase.
Draw 2 cards your Deck. |
Forced Requistion -
025 |
Continuous Trap
Card (RARE) |
You can activate
this card when you discard from your hand. Every time you discard from your
hand, your opponent must also discard the same number of cards from his/her
hand. |
|
|
|
DNA Surgery - 026 |
Continuous Trap
Card (COMMON) |
Select 1 Type of
monster. As long as this card remains on the field, all face-up Monster
Cards will be treated as the Type you selected. |
The Regulation Of
Tribe - 027 |
Continuous Trap
Card
(COMMON) |
Select 1 Type of
Monster. Any monster of the selected type cannot attack. To keep this card
in effect, you must offer 1 monster from the field as a Tribute at each of
your Standby Phases. If you cannot, this card is destroyed. |
Backup Soldier -
028 |
Trap Card (SUPER
RARE) |
You can activate
this card when there are 5 or more Monster Cards in your Graveyard. Take up
to 3 Monster Cards (except monsters with effects) with an ATK of 1500 points
or less from your Graveyard and add them to your hand. |
Major Riot - 029 |
Trap Card (COMMON) |
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. |
Ceasefire - 030 |
Trap Card (ULTRA
RARE) |
Flip all face-down
Monster Cards on the field face-up (Flip Effects are not activated). Inflict
500 points of Direct Damage to your opponent's Life Points for each Effect
Monster Card on the field. |
Light of
Intervention - 031 |
Continuous Trap
Card (COMMON) |
Monster Cards
cannot be played face-down. Monsters set in Defense Position are played
face-up on the field and are considered summoned. |
Respect Play - 032 |
Continous Trap Card
(COMMON) |
During their
respective turns, each player must show their opponent their hand. |
Magical Hats - 033 |
Trap Card (SUPER
RARE) |
You can activate
this card during your opponent’s Battle Phase. Take 2 non-Monster Cards from
your Deck and select 1 of your Monster Cards on the field, then shuffle your
Deck. Shuffle the 3 selected cards and Set them on the field in face-down
Defense Position. The 2 cards selected from your Deck are treated as
monsters (ATK 0/ Def 0) and are destroyed at the end of the Battle Phase. |
Nobleman of Crossout - 034 |
Magic Card (SUPER
RARE) |
Destroy 1 face-down
Monster Card and remove it from play. If the monster destroyed has a Flip
Effect, both players must remove all Monster Cards of the same name from
their respective decks and remove them from play. The Decks are then
shuffled. |
Nobleman of
Extermination - 035 |
Magic Card (RARE) |
Destroy 1 face-down
Magic or Trap Card and remove it from play. If the card is a Trap Card, both
players must remove all Trap Cards of the same name from their respective
Decks and remove them from play. The Decks are then shuffled. |
The Shallow Grave -
036 |
Magic Card (RARE) |
Each player takes 1
Monster Card from his/her respective Graveyard and Special Summons them on
the field in face-down Defense Position. |
Premature Burial -
037 |
Equip Magic Card
(ULTRA RARE) |
Pay 800 Life
Points. Select 1 Monster Card from your Graveyard, Special Summon it on the
field in face-up Attack Position, and equip it with this card. When this
card is destroyed, the monster is also destroyed. |
Inspection - 038 |
Continuous Magic
Card (COMMON) |
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. |
Prohibition - 039 |
Continuous Magic
Card (RARE) |
When you play this
card, declare the name of 1 card. As long as this remains on the field, the
declared card cannot be played. The cards which are already on the field
before this card’s activation are excluded. |
Morphing Jar #2 -
040 |
(Earth/Rock)
800/700 (RARE) |
FLIP: Return all
Monster Cards on the field to their respective Decks and shuffle them. You
and your opponent then pick up cards until you both have the same number of
Monster Cards (Level 4 or lower) that were returned to each Deck. Special
Summon the monsters on the field in face-down Defense Position. Any other
cards picked up are discarded to the Graveyard. |
Flame Champion -
041 |
(Fire/Pyro)
1900/1300 (COMMON) |
|
Twin-Headed Fire
Dragon - 042 |
(Fire/Pyro)
2200/1700 (COMMON) |
|
Darkfire Soldier #1
- 043 |
(Fire/Pyro)
1700/1150 (COMMON) |
|
Mr. Volcano - 044 |
(Fire/Pyro)
2100/1300 (COMMON) |
|
Darkfire Soldier #2
- 045 |
(Fire/Pyro)
1700/1100 (COMMON) |
|
Kiseitai - 046 |
(Dark/Fiend)
300/800 (COMMON) |
When your
opponent’s monster attacks this card in face-down Defence Position, the
attacking monster is equipped with this card (damage calculations are
cancelled). Treat this card as an Equip Magic Card. During each of your
opponent’s Standby Phases, increase your Life Points by half of the ATK of
the monster equipped with this card. |
Cyber Falcon - 047 |
(Wind/Machine)
1400/1200 (COMMON) |
|
Flying Kamakiri #2
- 048 |
(Wind/Insect)
1500/800 (COMMON) |
|
Harpie’s Brother -
049 |
(Wind/Winged Beast)
1800/600 (COMMON) |
|
Buster Blader - 050 |
(Earth/Warrior)
2600/2300 (ULTRA RARE) |
The ATK of this
card increases by 500 points for every Dragon-Type monster on your
opponent’s side of the field and Graveyard. |
Michizure - 051 |
Trap Card (RARE) |
You can activate
this card when your monster is sent from the field to the Graveyard. Destroy
1 monster on the field. |
Minor Goblin
Official - 052 |
Continuous Trap
Card (COMMON) |
You can activate
this card when your opponent’s Life Points are 3000 or less. Inflict 500
points of Direct Damage to your opponent’s Life Points during each of
his/her Standby Phases. |
Gamble - 053 |
Trap Card (COMMON) |
You can activate
this card when your opponent’s hand has 6 or more cards and your hand
contains 2 or less. Toss a coin and call it. If you call it right, draw
until your hand has 5 cards. If you call it wrong, skip your next turn. |
Attack And Receive
- 054 |
Trap Card (COMMON) |
You can activate
this card when you take damage to your Life Points. Inflict 700 points of
Direct Damage to your opponent’s Life Points. In addition, inflict 300
points of Direct Damage to your opponent’s Life Points per card if there are
additional “Attack and Receive” cards in your Graveyard. |
Solemn Wishes - 055 |
Continuous Trap
Card (COMMON) |
You gain 500 Life
Points when you draw a card (or cards). |
Skull Invitation -
056 |
Continuous Trap
Card (RARE) |
Every time a card
is sent to the Graveyard, inflict 300 points of Direct Damage to its owner’s
Life Points per card. |
Bubonic Vermin -
057 |
(Earth/Beast)
900/600 (COMMON) |
FLIP: You can take
1 “Bubonic Vermin” card from your Deck and Special Summon it on the field in
face-down Defense Position. The Deck is then shuffled. |
Dark Bat - 058 |
(Wind/Winged Beast)
1000/1000 (COMMON) |
|
Oni Tank T-34 - 059 |
(Earth/Machine)
1400/1700 (COMMON) |
|
Overdrive - 060 |
(Earth/Machine)
1600/1500 (COMMON) |
|
Burning Land - 061 |
Continuous Magic
Card (COMMON) |
Destroys all Field
Magic Cards on the field. In addition, both players take 500 points of
Direct Damage during each of their respective Standby Phases. |
Cold Wave - 062 |
Magic Card (COMMON) |
This card can only
be activated at the start of Main Phase 1. Until your next turn, neither you
nor your opponent can play or Set any Magic or Trap cards. |
Fairy Meteor Crush
- 063 |
Equip Magic Card
(SUPER RARE) |
When your monster
equipped with this card attacks with an ATK that is higher than the DEF of
your opponent's Defense Position monster, inflict the difference as Battle
Damage to your opponent's Life Points.
|
Limiter Removal -
064 |
Quick Play Magic
Card (SUPER RARE) |
Doubles the ATK of
all Machine-Type monsters on your side of the field. At the end of the turn,
all the Machine-Type monsters on your side of the field are destroyed. |
Rain Of Mercy - 065 |
Magic Card (COMMON) |
Increases the Life
Points of both players by 1000 points. |
Monster Recovery -
066 |
Quick Play Magic
Card (RARE) |
Select 1 of your
own monsters on your side of the field and combine it with your Deck. At the
same time, combine your hand and Deck together and shuffle the Deck. Draw
the same number of cards that were in your hand from the shuffled Deck. |
Shift - 067 |
Trap Card (RARE) |
Select 1 of your
own monsters on your side of the field and combine it with your Deck. At the
same time, combine your hand and Deck together and shuffle the Deck. Draw
the same number of cards that were in your hand from the shuffled Deck. |
Insect Imitation -
068 |
Magic Card (COMMON) |
Offer 1 monster on
your side of the field as a Tribute. Select 1 Insect-Type monster from your
Deck that is 1 Level higher than the Tribute monster and Special Summon it
on the field in face-up Attack Position or face-down Defense Position. The
Deck is then shuffled. |
Dimension Hole -
069 |
Magic Card (RARE) |
Remove 1 monster on
your side of the field from play until your next Standby Phase. The card
still counts towards the 5 card Monster Zone limit. |
Ground Collapse -
070 |
Continuous Magic
Card (COMMON) |
Select 2 Monster
Card Zones on the field (you cannot select a zone occupied by a Monster
Card). The selected zones cannot be used as long as this card remains
face-up on the field. |
Magic Drain - 071 |
Counter Trap Card
(RARE) |
You can activate
this card when your opponent activates a Magic Card. If your opponent cannot
immediately discard a Magic Card from his/her hand, negate the activation of
the Magic Card and destroy it. |
Infinite Dismissal
- 072 |
Continuous Trap
Card (COMMON) |
All monsters of
level 3 or lower that are summoned to the field during this turn (excluding
Special Summon) are destroyed at the End Phase of the turn. |
Gravity Bind - 073 |
Continuous Trap
Card (RARE) |
All monsters of
Level 4 or higher cannot attack. Their positions may still be changed. |
Type Zero Magic
Crusher - 074 |
Continuous Trap
Card (COMMON) |
For each Magic Card
that you discard from your hand, inflict 500 points of Direct Damage to your
opponent’s Life Points. |
Shadow Of Eyes -
075 |
Trap Card (COMMON) |
When your opponent
Sets a Monster Card in face-down Defense Position, change it to face-up
Attack Position. If the Monster Card has a Flip Effect, it is not activated. |
The Legendary
Fisherman - 076 |
(Water/Warrior)
1850/1600 (ULTRA RARE) |
When “Umi” is
face-up on the field, this card is unaffected by any Magic Cards and cannot
be attacked by your opponent’s monsters. |
Sword Hunter - 077 |
(Earth/Warrior)
2450/1700 (COMMON) |
A monster destroyed
by this card becomes an Equip Magic Card. Equip “Sword Hunter” with the card
to increase the ATK of this monster by 200 points. The equipped card remains
on the field until this card is destroyed. |
Drill Bug - 078 |
(Earth/Insect)
1100/200 (COMMON) |
When this card
inflicts damage to your opponent’s Life Points, you may take1 “Parasite
Paracide” card from your Deck, shuffle the Deck, and place “Parasite
Paracide” face-down on top of the Deck. |
Deepsea Warrior -
079 |
(Water/Warrior)
1600/1800 (COMMON) |
When “Umi” is
face-up on the field, this card is unaffected by any Magic Cards. |
Bite Shoes - 080 |
(Dark/Fiend)
500/300 (COMMON) |
FLIP: Change the
Attack or Defense Position of 1 face-up monster on the field. The card must
remain face-up. |
Spikebot - 081 |
(Dark/Machine)
1800/1700 (COMMON) |
|
Invitation
To A Dark Sleep - 082 |
(Dark/Spellcaster)
1500/1800 (COMMON) |
When this monster
is summoned (excluding Special Summon) select 1 of your opponent’s monsters.
As long as this card remains face-up on the field, the selected monster
cannot attack. |
Thousand-Eyes Idol
- 083 |
(1)
(Dark/Spellcaster) 0/0 (COMMON) |
|
Thousand-Eyes
Restrict - 084 |
(1)
(Dark/Spellcaster
/Fusion/Effect) 0/0
(ULTRA RARE) |
"Relinquished" +
"Thousand-Eyes Idol"
As long as this
card remains face-up on the field, other monsters cannot change their
positions or attack. This monster can take on the ATK and DEF of 1
opponent's monster on the field (a face-down monster results in an ATK and
DEF of 0). Treat the selected monster as an Equip Magic Card and use it to
equip "Thousand-Eyes Restrict". You may use this effect only once per turn
and can equip "Thousand-Eyes Restrict" with only 1 monster at a time. |
Girochin Kuwagata -
085 |
(Wind/Insect)
1700/1000 (COMMON) |
|
Hayabusa Knight -
086 |
(Earth/Warrior)
1000/700 (RARE) |
This monster can
attack twice during the same Battle Phase. |
Bombardment Beetle
- 087 |
(Wind/Insect)
400/900 (COMMON) |
FLIP: Flip 1
face-down Defense Position Monster Card on your opponent's side of the field
face-up. If the flipped card is an Effect Monster Card, immediately destroy
it without activating its effect. If the card is not an Effect Monster Card,
return it to its original position. |
4-Starred Ladybug
of Doom - 088 |
(Wind/Insect)
800/1200 (COMMON) |
FLIP: Destroys all
face-up Level 4 monsters on your opponent’s side of the field. |
Gradius- 089 |
(Light/Machine)
1200/800 (COMMON) |
|
Red Moon Baby - 090 |
(Dark/Zombie)
700/1000 (RARE) |
A monster destroyed
by this card can be Special Summoned in face-up Attack or Defence Position
at the end of the Battle Phase to your side of the field. |
Mad Sword Beast -
091 |
(Earth/Dinosaur)
1400/1200 (RARE) |
When this card
attacks with an ATK that is higher than the DEF of your opponent’s Defence
Position monster, inflict the difference as Battle Damage to your opponent’s
Life Points. |
Skull Mariner - 092 |
(Water/Warrior)
1600/900 (COMMON) |
|
The All-Seeing
White Tiger - 093 |
(Wind/Beast)
1300/500 (COMMON) |
|
Goblin Attack Force
- 094 |
(Earth/Warrior)
2300/0 (ULTRA RARE) |
When this card
attacks, it is changed to Defence Position at the end of the Battle Phase.
This position cannot be changed during your next turn. |
Island Turtle - 095 |
(Water/Aqua)
1100/2000 (COMMON) |
|
Wingweaver - 096 |
(Light/Fairy)
2750/2400 (COMMON) |
|
Science Soldier -
097 |
(Dark/Warrior)
800/800 (COMMON) |
|
Souls Of The
Forgotten - 098 |
(Dark/Fiend)
900/200 (COMMON) |
|
Dokuroyaiba - 099 |
(Fire/Fiend)
1000/400 (COMMON) |
|
The Fiend Megacyber
- 100 |
(Dark/Warrior)
2200/1200 (ULTRA RARE) |
If your opponent
has 2 or more monsters than you have on the field, you can summon this card
without offering any Tributes. |
Gearfried The Iron
Knight - 101 |
(Earth/Warrior)
1800/1600 (SUPER RARE) |
Any Equip Card this
card is equipped with is automatically destroyed. |
Insect Barrier -
102 |
Continuous Magic
Card (COMMON) |
Your opponent’s
Insect-Type monsters cannot attack as long as this card remains face-up on
the field. |
Beast Of Talwar - 103 |
(Dark/Fiend)
2400/2150 (ULTRA RARE) |
|
Imperial Order
- 104 |
Continuous Trap
Card (SECRET RARE) |
As long as this
card remains face-up on the field, negate the effects of all Magic Cards.
Pay 700 Life Points during each of your Standby Phases. If you cannot, this
card is destroyed. |