Mythological
Age - MYTHOLOGICAL AGE - Card Translations
MA-01 Machine Corp
Fire/Machine/4/1600/1800
MA-02 Beowulf
Earth/Animal Warrior/4/1650/1000
MA-03 Magic Mentor J
Dark/Magic User/4/1500/1600
MA-04 Rare Metal Lady
Earth/Machine/3/450/900
MA-05 Rare Metal Soldier
Earth/Machine/3/900/450
MA-06 Fibre Pod
Type: Effect Monster, Earth/Plant/3/500/500
Effect: Reverse: Each player shuffles his cards on the Field, hand and Cemetery
into his or her deck, then draws 5 cards.
MA-07 Naga
Water/Reptile/1400/2000
Effect: You may return this card to your deck to Special Summon a monster with
level 3 or less from your deck.
MA-08 Noble du Noir
Dark/Undead/5/2000/1400
Effect: While this card is on the Field, when your opponent's Monsters attack,
this card's controller chooses the target.
MA-09 Volt Girl
Light/Angel/4/1900/800
Rarity: Rare
Effect: If you have any non-Light Main-Type Monsters on the Field, you cannot
be put onto the Field. Also, if this card is on the Field and you have any
non-Light Main-Type Monsters on the Field, destroy this card.
MA-10 Option
Light/Machine/1/?/?
Effect: Choose 1 of your [Futuristic Fighter Vic Viper] on the Field and
Special Summon this card. This card's statistics are that same as the chosen
card's. If the chosen card leaves play, destroy this card.
MA-11 Injection angel Lily
Earth/Magic User/3/400/1500
Rarity: Normal Rare
Effect: During your or your opponent's Damage Step, you may pay 2000 Life
Points and increase this card's attack strength by 3000 for the Damage Step.
MA-12 Leaf Faerie
Earth/Plant/3/900/400
Effect: Put 1 Equipment card equipped on this Monster in the Cemetery. Do 500
damage to your opponent.
MA-13 Heavenly Knight Perseus
Light/Angel/5/1900/1400
Rarity: Super Rare
Effect: When this card attacks a Monster in defence mode that has a lower
defence that this Monster's attack strength, do damage to your opponent equal
to the difference. When this Monster does Battle Damage to an opponent, draw 1
card.
MA-14 Dol Dra
Air/Dragon/3/1500/1200
Effect: If this card is destroyed and goes to the Cemetery from the Field,
Special Summon this card to the Field at the end of the turn, with its attack
and defence strengths at 1000. This effect can only happen once per duel.
MA-15 Illuminating Spirit
Earth/Rock - Spirit/4/1200/1700
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. If
this card is Summoned or Reversed, during your next Draw Phase, you may look at
the top card of a deck, and return it to the top of that deck.
MA-16 Pathfinding Spirit
Earth/Animal - Spirit/3/700/500
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. This
card may attack your opponent directly, even if he or she has Monsters on the
Field.
MA-17 Eight Giant Crows
Air/Demon - Spirit/2/200/100
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. If
this Monster does damage to your opponent, he or she skips his or her next Draw
Phase.
MA-18 The Divine Emperor of Thunder
Earth/Electric - Spirit/4/2000/1600
Rarity: Ultra Rare/Parallel Rare
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. Damage
that this Monster does to the opponent is reduced by half.
MA-19 Eight-Headed Serpent
Fire/Dragon - Spirit/7/2600/3100
Rarity: Ultra Rare/Parallel Rare
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. If
this Monster does damage to your opponent, draw cards until you have 5 cards in
your hand.
MA-20 Great Sky dog
Dark/Animal Warrior - Spirit/5/1900/1700
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. If
this card does damage to your opponent, he or she skips his or her next Battle
Phase.
MA-21 Dragon Princess
Light/Magic User - Spirit/3/0/100
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. If
this card is Summoned or Reversed, you may change the mode of 1 of your
opponent's face up Monsters.
MA-22 Fire Starter
Fire/Fire - Spirit/8/2800/2900
Rarity: Ultra Rare/Parallel Rare
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. If
this card does damage to your opponent, your opponent discards his or her hand
during the next turn.
MA-23 Ashura
Light/Angel - Spirit/4/1700/1200
Rarity: Super Rare
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. This
card can attack each of your opponent's Monsters.
MA-24 Firebird of Life
Fire/Bird - Spirit/4/1200/0
Effect: This card cannot be Special Summoned. Return this card to its owner's
hand during the End Phase of a turn in which it is Summoned or Reversed. If
this card does damage to your opponent, you gain that many Life Points.
MA-25 Rare Metal Valkyrie
Type: Fusion Monster, Earth/Machine/6/1200/500
Effect: [Rare Metal Lady] + [Rare Metal Soldier] During the Damage Step when
this Monster attacks your opponent directly, increase this monster's attack
strength by 1000 for the Damage Step. If this card is on the Field, you may
switch it with a [Rare Metal Knight] from your Fusion deck. (Not during the
turn that this card is Special Summoned).
MA-26 Rare Metal Knight
Type: Fusion Monster, Earth/Machine/6/1200/500
Effect: [Rare Metal Soldier] + [Rare Metal Lady] During the Damage Step when
this Monster attacks your opponent directly, increase this monster's attack
strength by 1000 for the Damage Step. If this card is on the Field, you may
switch it with a [Rare Metal Valkyrie] from your Fusion deck. (Not during the
turn that this card is Special Summoned).
MA-27 Spirit-Stealing Mirror
Type: Normal Magic Card
Effect: Look at your opponent's hand, choose a Spirit Monster there, and put it
in your opponent's Cemetery.
MA-28 Elemental Spring
Type: Permanent Magic Card
Effect: Whenever a Monster on the Field is returned to a player' hand, you gain
500 Life Points.
MA-29 A Mind that Reflects as Water
Type: Magic Card
Effect: If the Equipped Monster's attack strength is 1300 or greater, destroy
this card. This card is not destroyed by Battle, or Monster targeting effects.
MA-30 The Legendary City, Atlantis
Type: Field Magic Card
Effect: This card counts as the card named [Sea]. Water Main-Type Monsters in a
player's hand and on the Field are reduced by 1. Increase the attack and
defence of all Water Main-Type Monsters on the Field by 200.
MA-31 The Fused Weapon, Murasame Blade
Type: Equipment Magic Card
Rarity: Rare
Effect: Can only be Equipped on a Warrior Sub-Type. Increase the Equipped
Monster's attack strength by 800. This card cannot be destroyed by the Effects
of Magic cards.
MA-32 Thieving Smoke Bomb
Type: Equipment Magic Card
Effect: If the Monster that this card is Equipped to is destroyed by another
card effect, look at your opponent's hand, choose 1 cards there and discard it.
MA-33 Forced Transfer
Type: Normal Magic Card
Effect: Each player chooses 1 of his or her Monsters on the Field, then
exchanges control of those Monsters. The chosen Monsters cannot change their
modes during this turn.
MA-34 Spirit Siphoning Equipment
Type: Permanent Magic Card
Effect: While this card is on the Field, Spirit Monsters remain on the Field.
During your End Phase, discard 1 card from your hand or destroy this card.
MA-35 Second Chance
Type: Permanent Magic Card
Rarity: Rare
Effect: While this card is on the Field, once during a turn, if a coin is
flipped, you may negate that flip and force it to be flipped again.
MA-36 Disturbance between Heaven and Earth
Type: Permanent Magic Card
Effect: While this card is on the Field, each player plays with his or her deck
face up.
MA-37 Quiet theft
Type: Normal Magic Card
Effect: Target a Monster. If that Monster does any Battle Damage to your
opponent during this turn, your opponent discards 1 card at random from his or
her hand.
MA-38 Genocide War
Type: Normal Magic Card
Rarity: Rare
Effect: If any Battle Damage is done to your or your opponent during this turn,
destroy all of that player's monsters during the End Step.
MA-39 Magic Gardener
Type: Normal Magic Card
Rarity: Super Rare
Effect: Choose 1 of your face up Magic cards on the Field and put 1 counter on
it. If the chosen card would be destroyed, remove 1 counter from it instead.
MA-40 Chained dynamite
Type: Normal Trap
Rarity: Rare
Effect: This card becomes an Equipment card, increasing the attack strength of
1 of your Monsters by 500. If this card is destroyed by another card effect
while it is an Equipment card, destroy 1 card on the Field.
MA-41 Lost
Type: Normal Trap
Effect: Remove 1 card in your opponent's Cemetery from the game.
MA-42 Bubble Crush
Type: Normal Trap
Effect: Each player chooses his or her cards from the Field and in his or her
hand and discards them until each player has no more than 5 cards total on the
Field and in his or her hand combined.
MA-43 Imperial Oppression
Type: Permanent Trap
Rarity: Rare
Effect: While this card is on the Field, each player may pay 800 Life Points to
negate a Special Summon, destroying that Monster.
MA-44 Bottomless Pit Trap
Type: Normal Trap
Effect: If your opponent Summons, Reverse Summons or Special Summons a monster
with an attack strength of 1500 or greater, remove it from the game.
MA-45 Drug Reaction
Type: Permanent Trap
Effect: Effects that restore your opponent's Life Points do damage to your opponent
instead.
MA-46 Ill Prediction
Type: Permanent Trap
Effect: During your Standby Phase, choose 1 card from your opponent's hand and
guess whether it is a Monster, Magic or Trap card. If you are correct, do 700
damage to your opponent.
MA-47 Invitation from the Spirits
Type: Permanent Trap
Effect: When each of your Spirit Monsters are returned to your hand, choose 1
of your opponent's Monsters on the Field and return it to his or her hand. Pay
500 Life Points during your Standby Phase or destroy this card.
MA-48 Body Strengthening Supplement, Super Z
Type: Normal Trap
Effect: During this turn, if your opponent does 2000 or more damage to you at
one time, before you reduce your Life Points, you gain 4000 Life Points.
MA-49 Vanishing Pit
Type: Normal Trap
Effect: Activate during your opponent's Draw Phase. Your opponent puts 1 of the
cards he would draw into his or her Cemetery.
MA-50 Devil Comedian
Type: Normal Trap
Effect: Guessing whether a flipped coin is heads or tails. If you are correct,
remove your opponent's Cemetery from the game. If you are incorrect, take a
number of cards from the top of your deck equal to the number of cards in your
opponent's Cemetery, and put them in your Cemetery.
MA-51 Last Battle!
Type: Normal Trap
Rarity: Super Rare
Effect: You can only activate this card only if you have 1000 or less Life
Points and only during your opponent's turn. Choose 1 of your Monsters on the
Field, and destroy all other Monsters on the Field. Your opponent Special
Summons a Monster from his or her deck, and both Battle (Damage to players is
negated). At the end of the turn, the player with the remaining Monster is the
winner. Otherwise, it's a tie.
MA-52 Black Demon’s Dragon
Type: Fusion Monster, Dark/Demon/9/3200/2500
Rarity: Ultimate Rare
Effect: Demon Summon + Red Eyes Black Dragon.