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No.
Name
Attribute
Type
Level
Attack
Defense
Effects
Rarity
000
Jinzo
Dark
Machine
6
2400
1500
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.
Secret Rare
001
Steel Ogre Grotto
Earth
Machine
6
1900
2200
Normal
002
Three-Headed Geedo
Dark
Fiend
4
1200
1400
Normal
003
Parasite Paracide
Earth
Insect
2
500
300
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.
Super Rare
004
7 Completed
Magic
Equipment
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.
Normal
005
Lightforce Sword
Trap
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.
Rare
006
Chain Destruction
Trap
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.
Ultra Rare
007
Time Seal
Trap
Your opponent skips the Draw Phase of his/her next turn.
Normal
008
Graverobber
Trap
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.
Super Rare
009
Gift of the Mystical Elf
Trap
Increase your Life Points by 300 points for each monster on the field, regardless of position.
Normal
010
The Eye of Truth
Trap
Continuous
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.
Normal
011
Dust Tornado
Trap
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.
Super Rare
012
Call of the Haunted
Trap
Continuous
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.
Ultra Rare
013
Solomon's Lawbook
Trap
Skip your own Standby Phase.
Normal
014
Earthshaker
Trap
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.
Normal
015
Enchanted Javelin
Trap
When your opponent’s monster attacks, increase your Life Points by the attacking monsters’s ATK points.
Normal
016
Mirror Wall
Trap
Continuous
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.
Super Rare
017
Gust
Trap
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.
Normal
018
Driving Snow
Trap
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.
Normal
019
Armored Glass
Trap
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.
Normal
020
World Supression
Trap
You can activate this card when a Field Magic Card is activated. Negate the Field Magic Card during the turn this card is activated.
Normal
021
Mystic Probe
Trap
You can activate this card when a Continous Magic Card is activated. Negate all Continous Magic Cards during the turn this card is activated.
Normal
022
Metal Detector
Trap
You can activate this card when a Continous Trap Card is activated. Negate all Continous Trap Cards during the turn this card is activated.
Normal
023
Numinous Healer
Trap
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.
Normal
024
Apropriate
Trap
Continuous
You can activate this card when your opponent draws a card outside of his/her Draw Phase. Draw 2 cards your Deck.
Rare
025
Forced Requisition
Trap
Continuous
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.
Rare
026
DNA Surgery
Trap
Continuous
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.
Normal
027
The Regulation of Tribe
Trap
Continuous
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.
Normal
028
Backup Soldier
Trap
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.
Super Rare
029
Major Riot
Trap
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.
Normal
030
Ceasefire
Trap
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.
Ultra Rare
031
Light of Intervention
Trap
Continuous
Monster Cards cannot be played face-down. Monsters set in Defense Position are played face-up on the field and are considered summoned.
Normal
032
Repsect Play
Trap
Continuous
During their respective turns, each player must show their opponent their hand.
Normal
033
Magical Hats
Trap
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.
Super Rare
034
Nobleman of Crossout
Magic
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.
Super Rare
035
Nobleman of Extermination
Magic
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.
Rare
036
The Shallow Grave
Magic
Each player takes 1 Monster Card from his/her respective Graveyard and Special Summons them on the field in face-down Defense Position.
Rare
037
Premature Burial
Magic
Equipment
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.
Ultra Rare
038
Inspection
Magic
Continuous
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.
Normal
039
Prohibition
Magic
Continuous
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.
Rare
040
Morphing Jar #2
Earth
Rock
3
800
700
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.
Rare
041
Flame Champion
Fire
Pyro
5
1900
1300
Normal
042
Twin-Headed Fire Dragon
Fire
Pyro
6
2200
1700
Normal
043
Darkfire Soldier #1
Fire
Pyro
4
1700
1150
Normal
044
Mr. Volcano
Fire
Pyro
5
2100
1300
Normal
045
Darkfire Soldier #2
Fire
Pyro
4
1700
1100
Normal
046
Kiseitai
Dark
Fiend
2
300
800
When your opponent’s monster attacks this card in face-down Defense Position, the attacking monster is equipped with this card (damage calculations are canceled). 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.
Normal
047
Cyber Falcon
Wind
Machine
4
1400
1200
Normal
048
Flying Kamakiri #2
Wind
Insect
4
1500
800
Normal
049
Harpie's Brother
Wind
Winged-Beast
4
1800
600
Normal
050
Buster Blader
Earth
Warrior
7
2600
2300
The ATK of this card increases by 500 points for every Dragon-Type monster on your opponent’s side of the field and Graveyard.
Ultra Rare
051
Michizure
Trap
You can activate this card when your monster is sent from the field to the Graveyard. Destroy 1 monster on the field.
Rare
052
Minor Goblin Official
Trap
Continuous
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.
Normal
053
Gamble
Trap
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.
Normal
054
Attack and Receive
Trap
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.
Normal
055
Solemn Wishes
Trap
Continuous
You gain 500 Life Points when you draw a card (or cards).
Normal
056
Skull Invitation
Trap
Continuous
Every time a card is sent to the Graveyard, inflict 300 points of Direct Damage to its owner’s Life Points per card.
Rare
057
Bubonic Vermin
Earth
Beast
3
900
600
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.
Normal
058
Dark Bat
Wind
Winged-Beast
3
1000
1000
Normal
059
Oni Tank T-34
Earth
Machine
4
1400
1700
Normal
060
Overdrive
Earth
Machine
4
1600
1500
Normal
061
Burning Land
Magic
Continuous
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.
Normal
062
Cold Wave
Magic
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.
Normal
063
Fairy Meteor Crush
Magic
Equipment
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.
Super Rare
064
Limiter Removal
Magic
Quick Effect
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.
Super Rare
065
Rain of Mercy
Magic
Increases the Life Points of both players by 1000 points.
Normal
066
Monster Recovery
Magic
Quick Effect
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.
Rare
067
Shift
Trap
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.
Rare
068
Insect Imitation
Magic
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.
Normal
069
Dimension Hole
Magic
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.
Rare
070
Ground Collapse
Magic
Continuous
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.
Normal
071
Magic Drain
Trap
Counter
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.
Rare
072
Infinite Dismissal
Trap
Continuous
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.
Normal
073
Gravity Bind
Trap
Continuous
All monsters of Level 4 or higher cannot attack. Their positions may still be changed.
Rare
074
Type Zero Magic Crusher
Trap
Continuous
For each Magic Card that you discard from your hand, inflict 500 points of Direct Damage to your opponent’s Life Points.
Normal
075
Shadow of Eyes
Trap
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.
Normal
076
The Legendary Fisherman
Water
Warrior
5
1850
1600
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.
Ultra Rare
077
Sword Hunter
Earth
Warrior
7
2450
1700
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.
Normal
078
Drill Bug
Earth
Insect
2
1100
200
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.
Normal
079
Deepsea Warrior
Water
Warrior
5
1600
1800
When “Umi” is face-up on the field, this card is unaffected by any Magic Cards.
Normal
080
Bite Shoes
Dark
Fiend
2
500
300
FLIP: Change the Attack or Defense Position of 1 face-up monster on the field. The card must remain face-up.
Normal
081
Spikebot
Dark
Machine
5
1800
1700
Normal
082
Invitation to a Dark Sleep
Dark
Spellcaster
5
1500
1800
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.
Normal
083
Thousand-Eyes Idol
Dark
Spellcaster
1
0
0
Normal
084
Thousand-Eyes Restrict
Dark
Spellcaster
1
0
0
FUSION: 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.
Ultra Rare
085
Girochin Kuwagata
Wind
Insect
4
1700
1000
Normal
086
Hayabusa Knight
Earth
Warrior
3
1000
700
This monster can attack twice during the same Battle Phase.
Normal
087
Bombardment Beetle
Wind
Insect
2
400
900
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.
Normal
088
4-Starred Ladybug of Doom
Wind
Insect
3
800
1200
FLIP: Destroys all face-up Level 4 monsters on your opponent’s side of the field.
Normal
089
Gradius
Light
Machine
4
1200
800
Normal
090
Red Moon Baby
Dark
Zombie
3
700
1000
A monster destroyed by this card can be Special Summoned in face-up Attack or Defense Position at the end of the Battle Phase to your side of the field.
Rare
091
Mad Sword Beast
Earth
Dinosaur
4
1400
1200
When 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.
Rare
092
Skull Mariner
Water
Warrior
4
1600
900
Normal
093
The All-Seeing White Tiger
Wind
Beast
3
1300
500
Normal
094
Goblin Attack Force
Earth
Warrior
4
2300
0
When this card attacks, it is changed to Defense Position at the end of the Battle Phase. This position cannot be changed during your next turn.
Ultra Rare
095
Island Turtle
Water
Aqua
4
1100
2000
Normal
096
Wingweaver
Light
Fairy
7
2750
2400
Normal
097
Science Soldier
Dark
Warrior
3
800
800
Normal
098
Souls of the Forgotten
Dark
Fiend
2
900
200
Normal
099
Dokuroyaiba
Fire
Fiend
3
1000
400
Normal
100
The Fiend Megacyber
Dark
Warrior
6
2200
1200
If your opponent has 2 or more monsters than you have on the field, you can summon this card without offering any Tributes.
Ultra Rare
101
Gearfried the Iron Knight
Earth
Warrior
4
1800
1600
Any Equip Card this card is equipped with is automatically destroyed.
Super Rare
102
Insect Barrier
Magic
Continuous
Your opponent’s Insect-Type monsters cannot attack as long as this card remains face-up on the field.
Normal
103
Beast of Talwar
Dark
Fiend
6
2400
2150
Ultra Rare
104
Imperial Order
Trap
Continuous
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.
Secret Rare