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Cards Released in 2002

1/19/2019

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Name Card Category Attribute Type Level ATK DEF Text Set Date
Aqua Madoor Monster Normal Water Spellcaster 4 1200 2000 A wizard of the waters that conjures a liquid wall to crush any enemies that oppose him. LOB 3/8/2002
Armaill Monster Normal Earth Warrior 3 700 1300 A strange warrior who manipulates three deadly blades with both hands and his tail. LOB 3/8/2002
Armed Ninja Monster Effect Earth Warrior 1 300 300 Flip: 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 Spell Card, it is destroyed. If it is a Trap Card, return it to its original position. LOB 3/8/2002
Armored Starfish Monster Normal Water Aqua 4 850 1400 A bluish starfish with a solid hide capable of fending off attacks. LOB 3/8/2002
Basic Insect Monster Normal Earth Insect 2 500 700 Usually found traveling in swarms, this creature's ideal environment is the forest. LOB 3/8/2002
Beast Fangs Spell Equip A Beast-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Beaver Warrior Monster Normal Earth Beast-Warrior 4 1200 1500 What this creature lacks in size it makes up for in defense when battling in the prairie. LOB 3/8/2002
Blue-Eyes White Dragon Monster Normal Light Dragon 8 3000 2500 This legendary dragon is a powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale. LOB 3/8/2002
Book of Secret Arts Spell Equip A Spellcaster-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Celtic Guardian Monster Normal Earth Warrior 4 1400 1200 An elf who learned to wield a sword, he baffles enemies with lightning-swift attacks. LOB 3/8/2002
Charubin the Fire Knight Monster Fusion Fire Pyro 3 1100 800 Monster Egg + "Hinotama Soul" LOB 3/8/2002
Curse of Dragon Monster Normal Dark Dragon 5 2000 1500 A wicked dragon that taps into dark forces to execute a powerful attack. LOB 3/8/2002
Dark Energy Spell Equip A Fiend-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Dark Gray Monster Normal Earth Beast 3 800 900 Entirely gray, this beast has rarely been seen by mortal eyes. LOB 3/8/2002
Dark Hole Spell Normal Destroy all monsters on the field. LOB 3/8/2002
Dark King of the Abyss Monster Normal Dark Fiend 3 1200 800 It's said that this King of the Netherworld once had the power to rule over the dark. LOB 3/8/2002
Dark Magician Monster Normal Dark Spellcaster 7 2500 2100 The ultimate wizard in terms of attack and defense. LOB 3/8/2002
Darkfire Dragon Monster Fusion Dark Dragon 4 1500 1250 Firegrass + "Petit Dragon" LOB 3/8/2002
Darkworld Thorns Monster Normal Earth Plant 3 1200 900 A thorny plant found in the darklands that wraps its body around any unwary travelers. LOB 3/8/2002
Dissolverock Monster Normal Earth Rock 3 900 1000 A monster born in the lava pits, it generates intense heat that can melt away its enemies. LOB 3/8/2002
Dragon Capture Jar Trap Continuous Change all face-up Dragon-Type monsters on the field to Defense Position, also they cannot change their battle positions. LOB 3/8/2002
Dragon Treasure Spell Equip A Dragon-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Dragoness the Wicked Knight Monster Fusion Wind Warrior 3 1200 900 Armaill + "One-Eyed Shield Dragon" LOB 3/8/2002
Drooling Lizard Monster Normal Earth Reptile 3 900 800 A blood-sucking snake in human form that attacks any living being that passes nearby. LOB 3/8/2002
Electro-Whip Spell Equip A Thunder-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Enchanting Mermaid Monster Normal Water Fish 3 1200 900 A beautiful mermaid that lures voyagers to a watery death. LOB 3/8/2002
Exodia the Forbidden One Monster Effect Dark Spellcaster 3 1000 1000 When 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. LOB 3/8/2002
Fiend Reflection #2 Monster Normal Light Winged Beast 4 1100 1400 A bird-beast that summons reinforcements with a hand mirror. LOB 3/8/2002
Final Flame Spell Normal Inflicts 600 points of Direct Damage to your opponent's Life Points. LOB 3/8/2002
Firegrass Monster Normal Earth Plant 2 700 600 A fire-breathing plant found growing near volcanoes. LOB 3/8/2002
Fireyarou Monster Normal Fire Pyro 4 1300 1000 A malevolent creature wrapped in flames that attacks enemies with intense fire. LOB 3/8/2002
Fissure Spell Normal Destroy the 1 face-up monster your opponent controls that has the lowest ATK. (If it's a tie, you get to choose.) LOB 3/8/2002
Flame Ghost Monster Fusion Dark Zombie 3 1000 800 Skull Servant + "Dissolverock" LOB 3/8/2002
Flame Manipulator Monster Normal Fire Spellcaster 3 900 1000 This Spellcaster attacks enemies with fire-related spells such as Sea of Flames" and "Wall of Fire"." LOB 3/8/2002
Flame Swordsman Monster Fusion Fire Warrior 5 1800 1600 "Flame Manipulator + "Masaki the Legendary Swordsman" LOB 3/8/2002
Flower Wolf Monster Fusion Earth Beast 5 1800 1400 Silver Fang + "Darkworld Thorns" LOB 3/8/2002
Follow Wind Spell Equip A Winged Beast-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Forest Spell Field Increases the ATK and DEF of all Insect, Beast, Plant, and Beast-Warrior-Type monsters by 200 points. LOB 3/8/2002
Frenzied Panda Monster Normal Earth Beast 4 1200 1000 A savage beast that carries a big bamboo stick for beating down its enemies. LOB 3/8/2002
Fusionist Monster Fusion Earth Beast 3 900 700 "Petit Angel" + "Mystical Sheep #2" LOB 3/8/2002
Gaia the Dragon Champion Monster Fusion Wind Dragon 7 2600 2100 "Gaia The Fierce Knight" + "Curse of Dragon" LOB 3/8/2002
Gaia the Fierce Knight Monster Normal Earth Warrior 7 2300 2100 A knight whose horse travels faster than the wind. His battle-charge is a force to be reckoned with. LOB 3/8/2002
Giant Soldier of Stone Monster Normal Earth Rock 3 1300 2000 A giant warrior made of stone. A punch from this creature has earth-shaking results. LOB 3/8/2002
Goblin's Secret Remedy Spell Normal Increases a selected player's Life Points by 600 points. LOB 3/8/2002
Gravedigger Ghoul Spell Normal Select 2 Monster Cards from your opponent's Graveyard. These Monster Cards are removed from play for the remainder of the Duel. LOB 3/8/2002
Green Phantom King Monster Normal Earth Plant 3 500 1600 This youthful king of the forest lives in a green world, abundant with trees and wildlife. LOB 3/8/2002
Hane-Hane Monster Effect Earth Beast 2 450 500 Flip: Select 1 Monster Card on the field (regardless of position) and return it to its owner's hand. LOB 3/8/2002
Hard Armor Monster Normal Earth Warrior 3 300 1200 A living suit of armor that attacks enemies with a bone-jarring tackle. LOB 3/8/2002
Hinotama Spell Normal Inflict 500 damage to your opponent. LOB 3/8/2002
Hinotama Soul Monster Normal Fire Pyro 2 600 500 An intensely hot flame creature that rams anything standing in its way. LOB 3/8/2002
Hitotsu-Me Giant Monster Normal Earth Beast-Warrior 4 1200 1000 A one-eyed behemoth with thick, powerful arms made for delivering punishing blows. LOB 3/8/2002
Kagemusha of the Blue Flame Monster Normal Earth Warrior 2 800 400 Serving as a double for the Ruler of the Blue Flame, he's a master swordsman that wields a fine blade. LOB 3/8/2002
Karbonala Warrior Monster Fusion Earth Warrior 4 1500 1200 M-Warrior #1 + "M-Warrior #2" LOB 3/8/2002
King Fog Monster Normal Dark Fiend 3 1000 900 A fiend that dwells in a blinding curtain of smoke. LOB 3/8/2002
Kumootoko Monster Normal Earth Insect 3 700 1400 A massive, intelligent spider that traps enemies with webbing. LOB 3/8/2002
Kurama Monster Normal Wind Winged Beast 3 800 800 A vicious bird that attacks from the skies with its whip-like tail. LOB 3/8/2002
Larvas Monster Normal Earth Beast 3 800 1000 A fast-moving, bird-like creature that strangles opposing monsters with its long, thin arms. LOB 3/8/2002
Laser Cannon Armor Spell Equip An Insect-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Left Arm of the Forbidden One Monster Normal Dark Spellcaster 1 200 300 A forbidden left arm sealed by magic. Whosoever breaks this seal will know infinite power. LOB 3/8/2002
Left Leg of the Forbidden One Monster Normal Dark Spellcaster 1 200 300 A forbidden left leg sealed by magic. Whosoever breaks this seal will know infinite power. LOB 3/8/2002
Legendary Sword Spell Equip A Warrior-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Lesser Dragon Monster Normal Wind Dragon 4 1200 1000 A minor dragon incapable of breathing fire. LOB 3/8/2002
M-Warrior #1 Monster Normal Earth Warrior 3 1000 500 Specializing in combination attacks, this warrior uses magnetism to block an enemy's escape. LOB 3/8/2002
M-Warrior #2 Monster Normal Earth Warrior 3 500 1000 Specializing in combination attacks, this warrior is equipped with a tough, magnetically coated armor. LOB 3/8/2002
Machine Conversion Factory Spell Equip A Machine-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Mammoth Graveyard Monster Normal Earth Dinosaur 3 1200 800 A mammoth that protects the graves of its pack and is absolutely merciless when facing grave-robbers. LOB 3/8/2002
Man Eater Monster Normal Earth Plant 2 800 600 Man-eating plant with poison feelers for attacking enemies. LOB 3/8/2002
Man-Eater Bug Monster Effect Earth Insect 2 450 600 FLIP: Select and destroy 1 monster on the field. LOB 3/8/2002
Masaki the Legendary Swordsman Monster Normal Earth Warrior 4 1100 1100 Legendary swordmaster Masaki is a veteran of over 100 battles. LOB 3/8/2002
Meda Bat Monster Normal Dark Fiend 2 800 400 An eyeball fiend created by a servant of the wicked, it uses "Dark Bombs" to blow away its enemies. LOB 3/8/2002
Metal Dragon Monster Fusion Wind Machine 6 1850 1700 Steel Ogre Grotto #1 + "Lesser Dragon" LOB 3/8/2002
Misairuzame Monster Normal Water Fish 5 1400 1600 A missile-launching fish protected by deadly spikes. LOB 3/8/2002
Monster Egg Monster Normal Earth Warrior 3 600 900 A warrior hidden within an egg that attacks enemies by flinging eggshells. LOB 3/8/2002
Monster Reborn Spell Normal Target 1 monster in either player's Graveyard; Special Summon it. LOB 3/8/2002
Mountain Spell Field Increases the ATK and DEF of all Dragon, Winged Beast, and Thunder-Type monsters by 200 points. LOB 3/8/2002
Mystical Elf Monster Normal Light Spellcaster 4 800 2000 A delicate elf that lacks offense, but has a terrific defense backed by mystical power. LOB 3/8/2002
Mystical Moon Spell Equip A Beast-Warrior-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Mystical Sheep #2 Monster Normal Earth Beast 3 800 1000 A monstrous sheep with a long tail for hypnotizing enemies. LOB 3/8/2002
Nemuriko Monster Normal Dark Spellcaster 3 800 700 A child-like creature that controls a sleep fiend to beckon enemies into eternal slumber. LOB 3/8/2002
One-Eyed Shield Dragon Monster Normal Wind Dragon 3 700 1300 This dragon wears a shield not only for its own protection, but also for ramming its enemies. LOB 3/8/2002
Petit Angel Monster Normal Light Fairy 3 600 900 A quick-moving and tiny fairy that's very difficult to hit. LOB 3/8/2002
Petit Dragon Monster Normal Wind Dragon 2 600 700 A very small dragon known for its vicious attacks. LOB 3/8/2002
Polymerization Spell Normal Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. LOB 3/8/2002
Pot of Greed Spell Normal Draw 2 cards. LOB 3/8/2002
Power of Kaishin Spell Equip A Aqua-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Raigeki Spell Normal Destroy all monsters your opponent controls. LOB 3/8/2002
Raise Body Heat Spell Equip A Dinosaur-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Ray & Temperature Monster Normal Light Fairy 3 1000 1000 The Sun and the North Wind join hands to deliver a devastating combination of heat and gale-force winds. LOB 3/8/2002
Reaper of the Cards Monster Effect Dark Fiend 5 1380 1930 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. LOB 3/8/2002
Red Medicine Spell Normal Increase your Life Points by 500 points. LOB 3/8/2002
Red-Eyes B. Dragon Monster Normal Dark Dragon 7 2400 2000 A ferocious dragon with a deadly attack. LOB 3/8/2002
Remove Trap Spell Normal Destroys 1 face-up Trap Card on the field. LOB 3/8/2002
Right Arm of the Forbidden One Monster Normal Dark Spellcaster 1 200 300 A forbidden right arm sealed by magic. Whosoever breaks this seal will know infinite power. LOB 3/8/2002
Right Leg of the Forbidden One Monster Normal Dark Spellcaster 1 200 300 A forbidden right leg sealed by magic. Whosoever breaks this seal will know infinite power. LOB 3/8/2002
Root Water Monster Normal Water Fish 3 900 800 An amphibian capable of calling up a massive tidal wave from the dark seas to wipe out enemy monsters. LOB 3/8/2002
Sand Stone Monster Normal Earth Rock 5 1300 1600 Appears from underground and attacks with long, snake-like tentacles. LOB 3/8/2002
Silver Bow and Arrow Spell Equip A Fairy-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Silver Fang Monster Normal Earth Beast 3 1200 800 A snow wolf that's beautiful to the eye, but absolutely vicious in battle. LOB 3/8/2002
Skull Red Bird Monster Normal Wind Winged Beast 4 1550 1200 This monster swoops down and attacks with a rain of knives stored in its wings. LOB 3/8/2002
Skull Servant Monster Normal Dark Zombie 1 300 200 A skeletal ghost that isn't strong, but can mean trouble in large numbers. LOB 3/8/2002
Sogen Spell Field Increases the ATK and DEF of all Beast-Warrior and Warrior-Type monsters by 200 points. LOB 3/8/2002
Sparks Spell Normal Inflicts 200 points of Direct Damage to your opponent's Life Points. LOB 3/8/2002
Spike Seadra Monster Normal Water Sea Serpent 5 1600 1300 Using the spikes sprouting from its body, this creature stabs its opponents and floods them with electricity. LOB 3/8/2002
Spirit of the Harp Monster Normal Light Fairy 4 800 2000 A spirit that soothes the soul with the music of its heavenly harp. LOB 3/8/2002
Steel Ogre Grotto #1 Monster Normal Earth Machine 5 1400 1800 A steel idol worshiped in the Land of Machines. LOB 3/8/2002
Stop Defense Spell Normal Select 1 of your opponent's monsters and switch it to Attack Position. If the card is face-down, flip it face-up. If the card has a flip effect, it is activated immediately. LOB 3/8/2002
Succubus Knight Monster Normal Dark Warrior 5 1650 1300 A warrior wizard adept in casting bone-chilling spells. LOB 3/8/2002
Swords of Revealing Light Spell Normal Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent's turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack. LOB 3/8/2002
Terra the Terrible Monster Normal Dark Fiend 4 1200 1300 Known as a swamp dweller, this creature is a minion of the dark forces. LOB 3/8/2002
The 13th Grave Monster Normal Dark Zombie 3 1200 900 A zombie that suddenly appeared from plot #13 - an empty grave. LOB 3/8/2002
The Furious Sea King Monster Normal Water Aqua 3 800 700 Grand King of the Seven Seas, he's able to summon massive tidal waves to drown the enemy. LOB 3/8/2002
Trap Hole Trap Normal When your opponent Normal or Flip Summons a monster with 1000 or more ATK: Target that monster; destroy that target. LOB 3/8/2002
Tri-Horned Dragon Monster Normal Dark Dragon 8 2850 2350 An unworthy dragon with three sharp horns sprouting from its head. LOB 3/8/2002
Trial of Nightmare Monster Normal Dark Fiend 4 1300 900 This fiend passes judgment on enemies that are locked in coffins. LOB 3/8/2002
Tripwire Beast Monster Normal Earth Thunder 4 1200 1300 This creature attacks with electromagnetic waves. LOB 3/8/2002
Turtle Tiger Monster Normal Water Aqua 4 1000 1500 A tiger encased in a protective shell that attacks with razor-sharp fangs. LOB 3/8/2002
Two-Mouth Darkruler Monster Normal Earth Dragon 3 900 700 A dinosaur with two deadly jaws, it stores electricity in its horn and releases high voltage bolts from the mouth on its back. LOB 3/8/2002
Two-Pronged Attack Trap Normal Select and destroy 2 of your monsters and 1 of your opponent's monsters. LOB 3/8/2002
Tyhone Monster Normal Wind Winged Beast 4 1200 1400 Capable of firing cannonballs from its mouth for long-range attacks, this creature is particularly effective in mountain battles. LOB 3/8/2002
Umi Spell Field Increase the ATK and DEF of all Fish, Sea Serpent, Thunder, and Aqua-Type monsters by 200 points. Also decrease the ATK and DEF of all Machine and Pyro-Type monsters by 200 points. LOB 3/8/2002
Uraby Monster Normal Earth Dinosaur 4 1500 800 Fast on its feet, this dinosaur rips enemies to shreds with its sharp claws. LOB 3/8/2002
Vile Germs Spell Equip A Plant-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Violet Crystal Spell Equip A Zombie-Type monster equipped with this card increases its ATK and DEF by 300 points. LOB 3/8/2002
Wasteland Spell Field Increases the ATK and DEF of all Dinosaur, Zombie, and Rock-Type monsters by 200 points. LOB 3/8/2002
Witty Phantom Monster Normal Dark Fiend 4 1400 1300 Dressed in a night-black tuxedo, this creature presides over death. LOB 3/8/2002
Yami Spell Field Increases the ATK and DEF of all Fiend and Spellcaster-Type monsters by 200 points. Also decreases the ATK and DEF of all Fairy-Type monsters by 200 points. LOB 3/8/2002
Acid Trap Hole Trap Normal Target 1 face-down Defense Position monster on the field; flip it face-up, then destroy it if its DEF is 2000 or less, or return it face-down if its DEF is more than 2000. DDS 3/19/2002
Salamandra Spell Equip Equip only to a FIRE monster; it gains 700 ATK. DDS 3/19/2002
Seiyaryu Monster Normal Light Dragon 7 2500 2300 A mystical dragon that burns away the unworthy with its mystic flames. DDS 3/19/2002
Harpie's Pet Dragon Monster Effect Wind Dragon 7 2000 2500 This card gains 300 ATK and DEF for each "Harpie Lady" on the field. FMR 3/20/2002
Metalmorph Trap Normal Target 1 face-up monster on the field; equip this card to that target. It gains 300 ATK and DEF. If it attacks, it gains ATK equal to half the ATK of the attack target, during damage calculation only. FMR 3/20/2002
Red-Eyes Black Metal Dragon Monster Effect Dark Machine 8 2800 2400 Cannot be Normal Summoned/Set. Must first be Special Summoned (from your Deck) by Tributing "Red-Eyes B. Dragon" equipped with "Metalmorph". FMR 3/20/2002
Ancient Elf Monster Normal Light Spellcaster 4 1450 1200 This elf is rumored to have lived for thousands of years. He leads an army of spirits against his enemies. SDY 3/29/2002
Ancient Telescope Spell Normal See the top 5 cards of your opponent's Deck. Return the cards to the Deck in the same order. SDK 3/29/2002
Ansatsu Monster Normal Earth Warrior 5 1700 1200 A silent and deadly warrior specializing in assassinations. SDY 3/29/2002
Baron of the Fiend Sword Monster Normal Dark Fiend 4 1550 800 An aristocrat who wields a sword possessed by a malicious spirit that preys on the weak. SDY 3/29/2002
Battle Ox Monster Normal Earth Beast-Warrior 4 1700 1000 A monster with tremendous power, it destroys enemies with a swing of its axe. SDK 3/29/2002
Card Destruction Spell Normal Each player discards their entire hand, then draws the same number of cards they discarded. SDY 3/29/2002
Castle Walls Trap Normal Increase the DEF of 1 face-up monster on the field by 500 points until the end of this turn. SDY 3/29/2002
Change of Heart Spell Normal Target 1 monster your opponent controls; take control of it until the End Phase. SDY 3/29/2002
Claw Reacher Monster Normal Dark Fiend 3 1000 800 Stretching arms and razor-sharp claws make this monster a formidable opponent. SDY 3/29/2002
D. Human Monster Normal Earth Warrior 4 1300 1100 Gifted with the power of dragons, this warrior wields a sword created from a dragon's fang. SDK 3/29/2002
Dark Assailant Monster Normal Dark Zombie 4 1200 1200 Armed with the Psycho Sword, this sinister assassin rules the bad land. SDK 3/29/2002
Dark Titan of Terror Monster Normal Dark Fiend 4 1300 1100 A fiend said to dwell in the world of dreams, it attacks enemies in their sleep. SDK 3/29/2002
De-Spell Spell Normal 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 Spell Card, it is destroyed. If it is a Trap Card, return it to its original position. SDY 3/29/2002
Destroyer Golem Monster Normal Earth Rock 4 1500 1000 A golem with a massive right hand for crushing its victims. SDK 3/29/2002
Dian Keto the Cure Master Spell Normal Increase your Life Points by 1000 points. SDY 3/29/2002
Doma the Angel of Silence Monster Normal Dark Fairy 5 1600 1400 This fairy rules over the end of existence. SDY 3/29/2002
Dragon Zombie Monster Normal Dark Zombie 3 1600 0 A dragon revived by sorcery. Its breath is highly corrosive. SDY 3/29/2002
Feral Imp Monster Normal Dark Fiend 4 1300 1400 A playful little fiend that lurks in the dark, waiting to attack an unwary enemy. SDY 3/29/2002
Great White Monster Normal Water Fish 4 1600 800 A giant white shark with razor-sharp teeth. SDY 3/29/2002
Gyakutenno Megami Monster Normal Light Fairy 6 1800 2000 This fairy uses her mystical power to protect the weak and provide spiritual support. SDK 3/29/2002
Invigoration Spell Equip An Earth monster equipped with this card increases its ATK by 400 and decreases its DEF by 200. SDK 3/29/2002
Judge Man Monster Normal Earth Warrior 6 2200 1500 This club-wielding warrior battles to the end and will never surrender. SDK 3/29/2002
Just Desserts Trap Normal Inflict 500 points of damage to your opponent's Life Points for each monster on your opponent's side of the field. SDK 3/29/2002
Kojikocy Monster Normal Earth Warrior 4 1500 1200 A man-hunter with powerful arms that can crush boulders SDK 3/29/2002
Koumori Dragon Monster Normal Dark Dragon 4 1500 1200 A vicious, fire-breathing dragon whose wicked flame corrupts the souls of its victims. SDK 3/29/2002
La Jinn the Mystical Genie of the Lamp Monster Normal Dark Fiend 4 1800 1000 A genie of the lamp that is at the beck and call of its master. SDK 3/29/2002
Last Will Spell Normal If a monster on your side of the field was sent to your Graveyard this turn, you can Special Summon 1 monster with an ATK of 1500 points or less from your Deck once during this turn. Then shuffle your Deck. SDY 3/29/2002
Lord of D. Monster Effect Dark Spellcaster 4 1200 1100 Face-up Dragon-Type monsters cannot be targeted by Spells, Traps, or card effects. SDK 3/29/2002
Magical Ghost Monster Normal Dark Zombie 4 1300 1400 This creature casts a spell of terror and confusion just before attacking its enemies. SDY 3/29/2002
Man-Eating Treasure Chest Monster Normal Dark Fiend 4 1600 1000 A monster disguised as a treasure chest that is known to attack the unwary adventurer. SDY 3/29/2002
Master & Expert Monster Normal Earth Beast 4 1200 1000 A deadly duo consisting of a beast master and its loyal servant. SDK 3/29/2002
Mysterious Puppeteer Monster Effect Earth Warrior 4 1000 1500 Each time you or your opponent Normal Summons or Flip Summons a monster, increase your Life Points by 500 points. SDK 3/29/2002
Mystic Clown Monster Normal Dark Fiend 4 1500 1000 Nothing can stop the mad attack of this powerful creature. SDY 3/29/2002
Mystic Horseman Monster Normal Earth Beast 4 1300 1550 Half man and half horse, this monster is known for its extreme speed. SDK 3/29/2002
Neo the Magic Swordsman Monster Normal Light Spellcaster 4 1700 1000 A dimensional drifter who not only practices sorcery, but is also a sword and martial arts master. SDY 3/29/2002
Ogre of the Black Shadow Monster Normal Earth Beast-Warrior 4 1200 1400 An ogre possessed by the powers of the dark. Few can withstand its rapid charge. SDK 3/29/2002
Ookazi Spell Normal Inflict 800 damage to your opponent. SDK 3/29/2002
Pale Beast Monster Normal Earth Beast 4 1500 1200 With skin tinged bluish-white, this strange creature is a fearsome sight to behold. SDK 3/29/2002
Reinforcements Trap Normal Increase the ATK of 1 face-up monster on the field by 500 points until the end of this turn. SDY 3/29/2002
Reverse Trap Trap Normal All increases and decreases to ATK and DEF are reversed for the turn in which this card is activated. SDY 3/29/2002
Rogue Doll Monster Normal Light Spellcaster 4 1600 1000 A deadly doll gifted with mystical power, it is particularly powerful when attacking against dark forces. SDK 3/29/2002
Rude Kaiser Monster Normal Earth Beast-Warrior 5 1800 1600 With an axe in each hand, this monster delivers heavy damage. SDK 3/29/2002
Ryu-Kishin Monster Normal Dark Fiend 3 1000 500 A very elusive creature that looks like a harmless statue until it attacks. SDK 3/29/2002
Ryu-Kishin Powered Monster Normal Light Fiend 4 1600 1200 A gargoyle enhanced by the powers of darkness. Very sharp talons make it a worthy opponent. SDK 3/29/2002
Sorcerer of the Doomed Monster Normal Dark Spellcaster 4 1450 1200 A slave of the dark arts, this sorcerer is a master of death-dealing spells. SDY 3/29/2002
Soul Exchange Spell Normal Target 1 monster your opponent controls; this turn, if you Tribute a monster, you must Tribute that monster, as if you controlled it. You cannot conduct your Battle Phase the turn you activate this card. SDY 3/29/2002
Summoned Skull Monster Normal Dark Fiend 6 2500 1200 A fiend with dark powers for confusing the enemy. Among the Fiend-Type monsters, this monster boasts considerable force. SDY 3/29/2002
Sword of Dark Destruction Spell Normal A Dark monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points. SDY 3/29/2002
Swordstalker Monster Normal Dark Warrior 6 2000 1600 A monster formed by the vengeful souls of those who passed away in battle. SDK 3/29/2002
The Flute of Summoning Dragon Spell Normal Special Summon up to 2 Dragon-Type monsters from your hand. There must be a face-up "Lord of D." on the field to activate and to resolve this effect. SDK 3/29/2002
The Inexperienced Spy Spell Normal Select and see 1 card in your opponent's hand. SDK 3/29/2002
The Stern Mystic Monster Effect Light Spellcaster 4 1500 1200 FLIP: All face-down cards on the field are turned face-up, and then returned to their original position. No card effects are activated when cards are turned face-up. SDY 3/29/2002
The Wicked Worm Beast Monster Effect Earth Beast 3 1400 700 This face-up card on the field is returned to the owner's hand during the End Phase of your turn. SDK 3/29/2002
Trap Master Monster Effect Earth Warrior 3 500 1100 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. SDY 3/29/2002
Ultimate Offering Trap Continuous You can pay 500 Life Points to Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase. SDY 3/29/2002
Unknown Warrior of Fiend Monster Normal Dark Warrior 3 1000 500 A deadly duo consisting of a beast master and its loyal servant. SDK 3/29/2002
Waboku Trap Normal You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn. SDY 3/29/2002
Wall of Illusion Monster Effect Dark Fiend 4 1000 1850 A monster that attacks this monster is returned to its owner's hand after damage calculation. Damage calculation is applied normally. SDY 3/29/2002
Winged Dragon, Guardian of the Fortress #1 Monster Normal Wind Dragon 4 1400 1200 A dragon commonly found guarding mountain fortresses. Its signature attack is a sweeping dive from out of the blue. SDY 3/29/2002
7 Colored Fish Monster Normal Water Fish 4 1800 800 A rare rainbow fish that has never been caught by mortal man MRD 6/27/2002
Ancient Brain Monster Normal Dark Fiend 3 1000 700 A fallen fairy that is powerful in the dark. MRD 6/27/2002
Ancient Lizard Warrior Monster Normal Earth Reptile 4 1400 1100 Before the dawn of time, this lizard warrior reigned supreme. MRD 6/27/2002
Armored Lizard Monster Normal Earth Reptile 4 1500 1200 A lizard with a very tough hide and a vicious bite. MRD 6/27/2002
Armored Zombie Monster Normal Dark Zombie 3 1500 0 This warrior blindly swings a deadly blade with devastating force. MRD 6/27/2002
B. Skull Dragon Monster Fusion Dark Dragon 9 3200 2500 "Summoned Skull" + "Red-Eyes B. Dragon" MRD 6/27/2002
Baby Dragon Monster Normal Wind Dragon 3 1200 700 Much more than just a child, this dragon is gifted with untapped power. MRD 6/27/2002
Barrel Dragon Monster Effect Dark Machine 7 2600 2200 Toss a coin 3 times. If 2 out of 3 results are Heads, destroy 1 monster on your opponent's side of the field. This effect can only be used once per turn during your Main Phase. MRD 6/27/2002
Battle Steer Monster Normal Earth Beast-Warrior 5 1800 1300 A bull monster often found in the woods, it charges enemy monsters with a pair of deadly horns. MRD 6/27/2002
Bickuribox Monster Fusion Dark Fiend 7 2300 2000 Crass Clown + "Dream Clown" MRD 6/27/2002
Big Eye Monster Effect Dark Fiend 4 1200 1000 FLIP: See the 5 cards from the top of your Deck, arrange them in any order desired, and replace them on the top of the Deck. MRD 6/27/2002
Blackland Fire Dragon Monster Normal Dark Dragon 4 1500 800 A dragon that dwells in the depths of darkness, its vulnerability lies in its poor eyesight. MRD 6/27/2002
Bladefly Monster Effect Wind Insect 2 600 700 As long as this card remains face-up on the Field, increase the ATK of all Wind monsters by 500 points and decreases the ATK of all Earth monsters by 400 points. MRD 6/27/2002
Blast Juggler Monster Effect Fire Machine 3 800 900 You can only activate this effect during your Standby Phase. Offer this face-up card as a Tribute to select and destroy 2 face-up monsters with an ATK 1000 or less. MRD 6/27/2002
Block Attack Spell Normal Select 1 face-up Attack Position monster on your opponent's side of the field and change it to Defense Position. MRD 6/27/2002
Blue-Winged Crown Monster Normal Wind Winged Beast 4 1600 1200 With hair shaped like a crown and a body incased in bluish white flames, this bird is a formidable sight. MRD 6/27/2002
Bottom Dweller Monster Normal Water Fish 5 1650 1700 This is one sea creature whose wrath is something monsters fear to face. MRD 6/27/2002
Cannon Soldier Monster Effect Dark Machine 4 1400 1300 You can Tribute 1 monster to inflict 500 damage to your opponent. MRD 6/27/2002
Castle of Dark Illusions Monster Effect Dark Fiend 4 920 1930 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 this card is activated. MRD 6/27/2002
Catapult Turtle Monster Effect Water Aqua 5 1000 2000 You can Tribute 1 monster; inflict damage to your opponent equal to half the Tributed monster's ATK on the field. MRD 6/27/2002
Cocoon of Evolution Monster Effect Earth Insect 3 0 2000 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"." MRD 6/27/2002
Crass Clown Monster Effect Dark Fiend 4 1350 1400 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. MRD 6/27/2002
Crawling Dragon Monster Normal Earth Dragon 5 1600 1400 This weakened dragon can no longer fly, but it is still a deadly force to be reckoned with. MRD 6/27/2002
Cyber Saurus Monster Fusion Earth Machine 5 1800 1400 Blast Juggler + "Two-Headed King Rex" MRD 6/27/2002
Dark Elf Monster Effect Dark Spellcaster 4 2000 800 This card requires a cost of 1000 of your own Life Points to attack. MRD 6/27/2002
Deapsea Shark Monster Fusion Water Fish 5 1900 1600 Bottom Dweller + "Tongyo" MRD 6/27/2002
Disk Magician Monster Normal Dark Machine 4 1350 1000 This monster hides in a saucer and only appears when executing an attack. MRD 6/27/2002
Dragon Piper Monster Effect Fire Pyro 3 200 1800 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." MRD 6/27/2002
Dream Clown Monster Effect Earth Warrior 3 1200 900 When this card is changed from Attack Position to Defense Position, destroy 1 monster on your opponent's side of the field. MRD 6/27/2002
Electric Lizard Monster Effect Earth Thunder 3 850 800 A non Zombie-Type monster attacking "Electric Lizard" cannot attack on its following turn. MRD 6/27/2002
Elegant Egotist Spell Normal If "Harpie Lady" is on the field: Special Summon 1 "Harpie Lady" or "Harpie Lady Sisters" from your hand or Deck. MRD 6/27/2002
Empress Judge Monster Fusion Earth Warrior 6 2100 1700 Queen's Double + "Hibikime" MRD 6/27/2002
Fake Trap Trap Normal You can only activate this card when your opponent uses an effect of a Spell, Trap, or Effect Monster to destroy Trap Card(s) on your side of the field. Destroy this card as a substitute of those Trap Card(s) and the other Trap Card(s) are not destroyed. If a Set card(s) would have been destroyed, pick up and see the Set card(s). MRD 6/27/2002
Flame Cerberus Monster Normal Fire Pyro 6 2100 1800 Known to many as the "Burning Executioner", this monster is capable of burning enemies to cinders. MRD 6/27/2002
Garnecia Elefantis Monster Normal Earth Beast-Warrior 7 2400 2000 A monster so heavy that each step rocks the earth. MRD 6/27/2002
Gate Guardian Monster Effect Dark Warrior 11 3750 3400 This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing "Sanga of the Thunder", "Kazejin" and "Suijin" MRD 6/27/2002
Gazelle the King of Mythical Beasts Monster Normal Earth Beast 4 1500 1200 This monster moves so fast that it looks like an illusion to mortal eyes. MRD 6/27/2002
Germ Infection Spell Equip The ATK of a non Machine-Type monster equipped with this card is decreased by 300 points at each of its Standby Phases. MRD 6/27/2002
Giga-Tech Wolf Monster Normal Fire Machine 4 1200 1400 An iron wolf with razor-sharp fangs that can penetrate any armor. MRD 6/27/2002
Giltia the D. Knight Monster Fusion Light Warrior 5 1850 1500 Guardian of the Labyrinth + "Protector of the Throne" MRD 6/27/2002
Great Moth Monster Effect Earth Insect 8 2600 2500 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"." MRD 6/27/2002
Ground Attacker Bugroth Monster Normal Earth Machine 4 1500 1000 A surface battle robot that was once used for sea warfare. MRD 6/27/2002
Guardian of the Labyrinth Monster Normal Earth Warrior 4 1000 1200 A monster that guards the entrance to the Netherworld. MRD 6/27/2002
Harpie Lady Monster Normal Wind Winged Beast 4 1300 1400 This human-shaped animal with wings is beautiful to watch but deadly in battle. MRD 6/27/2002
Harpie Lady Sisters Monster Effect Wind Winged Beast 6 1950 2100 Cannot be Normal Summoned/Set. Must first be Special Summoned with "Elegant Egotist". MRD 6/27/2002
Heavy Storm Spell Normal Destroy all Spell and Trap Cards on the field. MRD 6/27/2002
Hibikime Monster Normal Earth Warrior 4 1450 1000 Confuses enemies with a noise that is harsh to the ears. MRD 6/27/2002
Horn of Heaven Trap Counter Tribute 1 monster on your side of the field. Negate the Normal Summon / Flip Summon / Special Summon of a monster and destroy it. MRD 6/27/2002
Hoshiningen Monster Effect Light Fairy 2 500 700 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. MRD 6/27/2002
Hunter Spider Monster Normal Earth Insect 5 1600 1400 This monster feeds on whatever it catches in its web. MRD 6/27/2002
Hyosube Monster Normal Water Aqua 4 1500 900 This amphibian is strong on the attack, but leaves much to be desired when defending. MRD 6/27/2002
Illusionist Faceless Mage Monster Normal Dark Spellcaster 5 1200 2200 Manipulates enemy attacks with the power of illusion. MRD 6/27/2002
Insect Soldiers of the Sky Monster Effect Wind Insect 3 1000 800 The ATK of this card increases by 1000 points whenever it attacks a Wind monster. MRD 6/27/2002
Jellyfish Monster Normal Water Aqua 4 1200 1500 An almost invisible, semi-transparent jellyfish that drifts in the sea. MRD 6/27/2002
Jinzo #7 Monster Effect Dark Machine 2 500 400 This monster can attack your opponent's Life Points directly. MRD 6/27/2002
Jirai Gumo Monster Effect Earth Insect 4 2200 100 When you attack with this card, toss a coin and call it. If you call it right, attack normally. If you call it wrong, reduce your Life Points by half before attacking. MRD 6/27/2002
Kaminari Attack Monster Fusion Wind Thunder 5 1900 1400 Ocubeam + "Mega Thunderball" MRD 6/27/2002
Kazejin Monster Effect Wind Spellcaster 7 2400 2200 Reduce the ATK of an opponent's monster attacking this card to 0. This effect can be used only once. The card's owner chooses when to activate this effect. MRD 6/27/2002
Killer Needle Monster Normal Wind Insect 4 1200 1000 A huge bee with exceptional strength that's particularly dangerous in a swarm. MRD 6/27/2002
King of Yamimakai Monster Normal Dark Fiend 5 2000 1530 Wields the power of darkness to destroy its enemies. MRD 6/27/2002
Kuriboh Monster Effect Dark Fiend 1 300 200 During your opponent's Battle Phase, you can discard this card to reduce the Battle Damage you take from 1 of your opponent's attacking monsters to 0. MRD 6/27/2002
Labyrinth Tank Monster Fusion Dark Machine 7 2400 2400 "Giga Tech Wolf" + "Cannon Soldier" MRD 6/27/2002
Lady of Faith Monster Normal Light Spellcaster 3 1100 800 Soothes the souls of others by chanting a mysterious spell. MRD 6/27/2002
Larvae Moth Monster Effect Earth Insect 2 500 400 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"." MRD 6/27/2002
Launcher Spider Monster Normal Fire Machine 7 2200 2500 A mechanical spider with rocket launchers capable of random fire. MRD 6/27/2002
Lava Battleguard Monster Effect Earth Warrior 5 1550 1800 This card gains 500 ATK for each "Swamp Battleguard" you control. MRD 6/27/2002
Leghul Monster Effect Earth Insect 1 300 350 This monster may attack your opponent's Life Points directly. MRD 6/27/2002
Leogun Monster Normal Earth Beast 5 1750 1550 Huge monster with a lion's mane similar to the King of Beasts. MRD 6/27/2002
Little Chimera Monster Effect Fire Beast 2 600 550 As long as this card remains face-up on the field, increase the ATK of all FIRE monsters by 500 points and decrease the ATK of all WATER monsters by 400 points. MRD 6/27/2002
Magic Jammer Trap Counter When a Spell Card is activated: Discard 1 card; negate the activation, and if you do, destroy it. MRD 6/27/2002
Magician of Faith Monster Effect Light Spellcaster 1 300 400 FLIP: Add 1 Spell Card from your Graveyard to your hand. MRD 6/27/2002
Mask of Darkness Monster Effect Dark Fiend 2 900 400 FLIP: Add 1 Trap Card from your Graveyard to your hand. MRD 6/27/2002
Masked Sorcerer Monster Effect Dark Spellcaster 4 900 1400 When you inflict damage to your opponent's Life Points with this card, draw 1 card from your Deck. MRD 6/27/2002
Mega Thunderball Monster Normal Wind Thunder 2 750 600 Rolls along the ground releasing bolts of electricity to attack its enemies. MRD 6/27/2002
Milus Radiant Monster Effect Earth Beast 1 300 250 As long as this card remains face-up on the field, increase the ATK of all EARTH monsters by 500 points and decrease the ATK of all WIND monsters by 400 points. MRD 6/27/2002
Mirror Force Trap Normal When an opponent's monster declares an attack: Destroy all Attack Position monsters your opponent controls. MRD 6/27/2002
Morinphen Monster Normal Dark Fiend 5 1550 1300 A strange fiend with long arms and razor sharp talons. MRD 6/27/2002
Muka Muka Monster Effect Earth Rock 2 600 300 As long as this card remains face-up on the field, increase the ATK and DEF of this card by 300 points for every card in the controller's hand. MRD 6/27/2002
Mushroom Man #2 Monster Effect Earth Warrior 3 1250 800 A player controlling this monster loses 300 Life Points during each of his/her Standby Phases when this card is on the Field. Control of this card is shifted to your opponent by paying 500 Life Points at your End Phase. MRD 6/27/2002
Musician King Monster Fusion Light Spellcaster 5 1750 1500 Witch of the Black Forest + "Lady of Faith" MRD 6/27/2002
Mystic Lamp Monster Effect Dark Spellcaster 1 400 300 This monster may attack your opponent's Life Points directly. MRD 6/27/2002
Niwatori Monster Normal Earth Winged Beast 3 900 800 Swallows enemies whole and uses their essence as energy. MRD 6/27/2002
Ocubeam Monster Normal Light Fairy 5 1550 1650 Frightening in appearance, this creature uses its large eyes and ears to keep track of any movement. MRD 6/27/2002
Ooguchi Monster Effect Water Aqua 1 300 250 This monster may attack your opponent's Life Points directly. MRD 6/27/2002
Paralyzing Potion Spell Equip A non Machine-Type monster equipped with this card cannot attack. MRD 6/27/2002
Petit Moth Monster Normal Earth Insect 1 300 200 This small but deadly creature is better off avoided. MRD 6/27/2002
Prevent Rat Monster Normal Earth Beast 4 500 2000 This creature is shielded with a tough hide of hair and is excellent at defending itself. MRD 6/27/2002
Princess of Tsurugi Monster Effect Wind Warrior 3 900 700 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. MRD 6/27/2002
Protector of the Throne Monster Normal Earth Warrior 4 800 1500 While the king is away, this queen protects his throne with a mighty defense. MRD 6/27/2002
Pumpking the King of Ghosts Monster Effect Dark Zombie 6 1800 2000 If "Castle of Dark Illusions" is face-up on the Field, increase the ATK and DEF of this card by 900 points. As long this "Castle of Dark Illusions" remains face-up on the Field, the ATK and DEF of this card continues to increase by 100 points during each of your Standby Phases. This effect continues until your 4th turn after this card is activated. MRD 6/27/2002
Punished Eagle Monster Fusion Wind Winged Beast 6 2100 1800 Blue-Winged Crown + "Niwatori" MRD 6/27/2002
Queen's Double Monster Effect Earth Warrior 1 350 300 This monster may attack your opponent's Life Points directly. MRD 6/27/2002
Rabid Horseman Monster Fusion Earth Beast-Warrior 6 2000 1700 Battle Ox + "Mystic Horseman" MRD 6/27/2002
Rainbow Flower Monster Effect Earth Plant 2 400 500 This monster may attack your opponent's Life Points directly. MRD 6/27/2002
Ring of Magnetism Spell Equip 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. MRD 6/27/2002
Roaring Ocean Snake Monster Fusion Water Aqua 6 2100 1800 Mystic Lamp + "Hyosube" MRD 6/27/2002
Robbin' Goblin Trap Continuous Each time a monster you control inflicts Battle Damage to your opponent, your opponent discards 1 random card. MRD 6/27/2002
Rock Ogre Grotto #1 Monster Normal Earth Rock 3 800 1200 Protected by a solid body of rock, this monster throws a bone-shattering punch. MRD 6/27/2002
Saggi the Dark Clown Monster Normal Dark Spellcaster 3 600 1500 This clown appears from nowhere and executes very strange moves to avoid enemy attacks. MRD 6/27/2002
Sanga of the Thunder Monster Effect Light Thunder 7 2600 2200 You can only activate this card's effect during your opponent's damage calculation. Make the ATK of a monster attacking this card 0 during damage calculation. This effect can only be used once as long as this card remains face-up on the field. MRD 6/27/2002
Sangan Monster Effect Dark Fiend 3 1000 600 When this card is sent from the field to the Graveyard: Add 1 monster with 1500 or less ATK from your Deck to your hand. MRD 6/27/2002
Seven Tools of the Bandit Trap Counter When a Trap Card is activated: Pay 1000 Life Points; negate the activation, and destroy it. MRD 6/27/2002
Shadow Ghoul Monster Effect Dark Zombie 5 1600 1300 Increase the ATK of this monster by 100 points for each monster in your Graveyard. MRD 6/27/2002
Share the Pain Spell Normal Tribute 1 monster on your side of the field. Your opponent must Tribute 1 monster on their side of the field. MRD 6/27/2002
Shield & Sword Spell Normal Switch the original ATK and DEF of all face-up monsters on the field until the end of this turn. Any additions and subtractions to ATK and DEF due to card effects are applied to the new ATK and DEF. Monsters Summoned after this card's activation are excluded. MRD 6/27/2002
Skull Knight Monster Fusion Dark Spellcaster 7 2650 2250 Tainted Wisdom + "Ancient Brain" MRD 6/27/2002
Solemn Judgment Trap Counter Pay half of your Life Points. Negate an activation of a Spell / Trap Card / Normal Summon / Flip Summon / Special Summon and destroy the Spell Card, Trap Card or Summoned monster. MRD 6/27/2002
Soul Release Spell Normal Select up to 5 cards from the Graveyard(s) and remove them from play. MRD 6/27/2002
Star Boy Monster Effect Water Aqua 2 550 500 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. MRD 6/27/2002
Steel Scorpion Monster Effect Earth Machine 1 250 300 A non-Machine-Type Monster attacking "Steel Scorpion" will be destroyed at the End Phase of your opponent's 3rd turn after the attack. MRD 6/27/2002
Stim-Pack Spell Equip A monster equipped with this card increases its ATK by 700 points. Its ATK is then decreased by 200 points at each of its Standby Phases. MRD 6/27/2002
Suijin Monster Effect Water Aqua 7 2500 2400 Reduct the ATK of an opponent's monster attacking this card to 0. This effect can be used only once. The card's owner chooses when to activate this effect. MRD 6/27/2002
Swamp Battleguard Monster Effect Earth Warrior 5 1800 1500 This card gains 500 ATK for each "Lava Battleguard" you control. MRD 6/27/2002
Sword of Deep-Seated Spell Equip 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. MRD 6/27/2002
Tainted Wisdom Monster Effect Dark Fiend 3 1250 800 When this card is changed from Attack Position to Defense Position, shuffle your own Deck. MRD 6/27/2002
The Bistro Butcher Monster Effect Dark Fiend 4 1800 1000 When this card inflicts Battle Damage to your opponent's Life Points, your opponent draws 2 cards from their Deck. MRD 6/27/2002
The Cheerful Coffin Spell Normal You can discard up to 3 Monster Cards from your hand to the Graveyard. MRD 6/27/2002
The Immortal of Thunder Monster Effect Light Thunder 4 1500 1300 FLIP: Increase your Life Points by 3000 points. When this card is sent from the field to the Graveyard, you lose 5000 Life Points. MRD 6/27/2002
The Little Swordsman of Aile Monster Effect Water Warrior 3 800 1300 Offer 1 monster on your side of the Field as a Tribute to increase this monster's ATK by 700 points until the end of the turn. MRD 6/27/2002
The Unhappy Maiden Monster Effect Light Spellcaster 1 0 100 When this card is sent to the Graveyard as a result of battle, the Battle Phase for that turn ends immediately. MRD 6/27/2002
Thousand Dragon Monster Fusion Wind Dragon 7 2400 2000 "Time Wizard" + "Baby Dragon" MRD 6/27/2002
Thunder Dragon Monster Effect Light Thunder 5 1600 1500 During your Main Phase, by discarding this card, add up to 2 "Thunder Dragons" from your Deck to your hand. MRD 6/27/2002
Time Wizard Monster Effect Light Spellcaster 2 500 400 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 all monsters you control, and if you do, you take damage equal to half the total ATK that those destroyed monsters had on the field. MRD 6/27/2002
Tongyo Monster Normal Water Fish 4 1350 800 This monster captures other fish with its long tongue and sucks the energy out of them. MRD 6/27/2002
Tremendous Fire Spell Normal Inflict 1000 points of damage to your opponent's Life Points and 500 points of damage to your Life Points. MRD 6/27/2002
Trent Monster Normal Earth Plant 5 1500 1800 A guardian of the woods, this massive tree is believed to be immortal. MRD 6/27/2002
Tribute to the Doomed Spell Normal Discard 1 card. Destroy 1 monster on the field. MRD 6/27/2002
Twin-Headed Thunder Dragon Monster Fusion Light Thunder 7 2800 2100 "Thunder Dragon" + "Thunder Dragon" MRD 6/27/2002
Water Omotics Monster Normal Water Aqua 4 1400 1200 Transforms the water overflowing from a jar into attacking dragons. MRD 6/27/2002
White Magical Hat Monster Effect Light Spellcaster 3 1000 700 When this card inflicts damage to your opponent's Life Points, 1 card must be discarded randomly from your opponent's hand to the Graveyard. MRD 6/27/2002
Witch of the Black Forest Monster Effect Dark Spellcaster 4 1100 1200 When this card is sent from the field to the Graveyard, select 1 monster with a DEF of 1500 or less from your Deck, show it to your opponent, and add to your hand. Then shuffle your Deck. MRD 6/27/2002
Witch's Apprentice Monster Effect Dark Spellcaster 2 550 500 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. MRD 6/27/2002
Yado Karu Monster Effect Water Aqua 4 900 1700 When this card is changed from Defense Position to Attack Position, you can place any number of cards from your hand at the bottom of your Deck in any order you desire. MRD 6/27/2002
Axe Raider Monster Normal Earth Warrior 4 1700 1150 An axe-wielding monster of tremendous strength and agility. TP1 9/1/2002
Bean Soldier Monster Normal Earth Plant 4 1400 1300 A plant-warrior that attacks with seeds and sword. TP1 9/1/2002
Beastking of the Swamps Monster Effect Water Aqua 4 1000 1100 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). TP1 9/1/2002
Blue Medicine Spell Normal Increase your Life Points by 400 points. TP1 9/1/2002
Burning Spear Spell Equip A Fire monster equipped with this card increases its ATK by 400 and decreases its DEF by 200. TP1 9/1/2002
Cockroach Knight Monster Effect Earth Insect 3 800 900 When this card has been sent to the Graveyard, it is returned to the top of your deck. TP1 9/1/2002
Corroding Shark Monster Normal Dark Zombie 3 1100 700 A zombie shark that can deliver its lethal curse with a spell. TP1 9/1/2002
Cyber Soldier of the Darkworld Monster Normal Dark Machine 4 1400 1200 A mechanical soldier that won't stop attacking until all of its life readings have been extinguished from its sensors. TP1 9/1/2002
Elf's Light Spell Equip A Light monster equipped with this card increases its ATK by 400 and decreases its DEF by 200. TP1 9/1/2002
Giant Flea Monster Normal Earth Insect 4 1500 1200 A massive flea that feeds on the blood of its enemies. TP1 9/1/2002
Goddess with the Third Eye Monster Effect Light Fairy 4 1200 1000 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). TP1 9/1/2002
Gust Fan Spell Equip A Wind monster equipped with this card increases its ATK by 400 and decreases its DEF by 200. TP1 9/1/2002
Hercules Beetle Monster Normal Earth Insect 5 1500 2000 A massive beetle with a tough carapace and a dangerous horn. TP1 9/1/2002
Kuwagata Alpha Monster Normal Earth Insect 4 1250 1000 A very vicious stag beetle that goes for the head. TP1 9/1/2002
Kwagar Hercules Monster Fusion Earth Insect 6 1900 1700 Kuwagata Alpha + "Hercules Beetle" TP1 9/1/2002
Mechanicalchaser Monster Normal Dark Machine 4 1850 800 A hunter that relentlessly pursues its target by order of the Machine King. TP1 9/1/2002
Oscillo Hero Monster Normal Earth Warrior 3 1250 700 A strange warrior from another dimension. TP1 9/1/2002
Patrol Robo Monster Effect Earth Machine 3 1100 900 During your Standby Phase, look at on of your opponent's face-down cards on the field. TP1 9/1/2002
Raimei Spell Normal Decrease your opponent's Life Points by 300 points. TP1 9/1/2002
Shining Friendship Monster Normal Light Fairy 4 1300 1100 The peacemaker among monsters. TP1 9/1/2002
Steel Shell Spell Equip A Water monster equipped with this card increases its ATK by 400 and decreases its DEF by 200. TP1 9/1/2002
The Judgement Hand Monster Normal Earth Warrior 3 1400 700 An all-powerful hand that delivers ruthless attacks. TP1 9/1/2002
The Statue of Easter Island Monster Normal Earth Rock 4 1100 1400 A stone monument from Easter Island that launches laser blasts from its rock-hewn lips. TP1 9/1/2002
Tiger Axe Monster Normal Earth Beast-Warrior 4 1300 1100 A fast and powerful axe-wielding beast-warrior. TP1 9/1/2002
Versago the Destroyer Monster Effect Dark Fiend 3 1100 900 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). TP1 9/1/2002
Wattkid (F.K.A. Oscillo Hero #2) Monster Normal Light Thunder 3 1000 500 A creature that electrocutes opponents with bolts of lightning. TP1 9/1/2002
White Hole Trap Normal When your opponent plays "Dark Hole", the monsters on your side of the field are not destroyed. TP1 9/1/2002
Winged Dragon, Guardian of the Fortress #2 Monster Normal Wind Winged Beast 4 1200 1000 This creature's wings are capable of generating tornadoes. TP1 9/1/2002
Wodan the Resident of the Forest Monster Effect Earth Warrior 3 900 1200 Increase this card's ATK by 100 for every Plant-Type monster that is face-up on the field. TP1 9/1/2002
WOW Warrior Monster Normal Water Fish 4 1250 900 A fish with arms? TP1 9/1/2002
Ameba Monster Effect Water Aqua 1 300 350 When the control of this face-up card on the field shifts to your opponent, inflict 2000 points of damage to your opponent's Life Points. This effect can only be used once as long as this card remains face-up on the field. MRL 9/16/2002
Ancient One of the Deep Forest Monster Normal Earth Beast 6 1800 1900 This creature adopts the form of a white goat living in the forest, but is actually a Forest Elder. MRL 9/16/2002
Axe of Despair Spell Equip (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 Tribute 1 monster; return this card to the top of the Deck. MRL 9/16/2002
Banisher of the Light Monster Effect Light Fairy 3 100 2000 As long as this card remains face-up on the field, any card sent to the Graveyard is removed from play instead. MRL 9/16/2002
Black Illusion Ritual Spell Ritual This card is used to Ritual Summon "Relinquished". You must also Tribute monsters from the field or your hand whose total Levels equal 1 or more. MRL 9/16/2002
Black Pendant Spell Equip The equipped monster gains 500 ATK. When this card is sent from the field to the Graveyard, inflict 500 damage to your opponent. MRL 9/16/2002
Blue-Eyes Toon Dragon Monster Toon Light Dragon 8 3000 2500 This card cannot be Normal Summoned or Set. This card can only be Special Summoned while you control "Toon World". You can Special Summon this card from your hand (but Tributes are required if it is Level 5 or higher). This card cannot attack during the turn it is Summoned. This card cannot attack unless you pay 500 Life Points. When "Toon World" is destroyed, destroy this card. If your opponent doesn't control a Toon Monster, this card can attack your opponent directly. If your opponent controls a face-up Toon Monster, you must select it as an attack target. MRL 9/16/2002
Boar Soldier Monster Effect Earth Beast-Warrior 4 2000 500 If this card is Normal Summoned, destroy this card. If your opponent controls 1 or more monsters, decrease the ATK of this card by 1000 points. MRL 9/16/2002
Ceremonial Bell Monster Effect Light Spellcaster 3 0 1850 As long as this card remains face-up on the field, you and your opponent must show your respective hands to each other. MRL 9/16/2002
Chain Energy Spell Continuous Each player must pay 500 Life Points per card to Normal Summon, Special Summon, Set or activate cards from his/her respective hand. MRL 9/16/2002
Chorus of Sanctuary Spell Field Increase the DEF of all Defense Position monsters by 500 points. MRL 9/16/2002
Commencement Dance Spell Ritual This card is used to Ritual Summoned "Performance of Sword". You must also offer monsters whose total Level Stars equal 6 or more from the Field or your hand as a Tribute. MRL 9/16/2002
Confiscation Spell Normal Pay 1000 Life Points. Look at your opponent's hand, select 1 card in it, and discard that card. MRL 9/16/2002
Crab Turtle Monster Ritual Water Aqua 8 2550 2500 This monster can only be Ritual Summoned with the Ritual Magic Card, "Turtle Oath". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute form your Field or your hand. MRL 9/16/2002
Curse of Fiend Spell Normal 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 effects of a Magic, Trap, or Effect Monster Card. You can activate this card only during your Standby Phase. MRL 9/16/2002
Cyber Jar Monster Effect Dark Rock 3 900 900 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.) MRL 9/16/2002
Dark Witch Monster Normal Light Fairy 5 1800 1700 A popular creature in mythology that delivers fatal attacks with a sharp spear. MRL 9/16/2002
Dark Zebra Monster Effect Earth Beast 4 1800 400 If this is the only card you control during your Standby Phase, it is automatically placed in Defense Position. You cannot change the position of this card during the same turn. MRL 9/16/2002
Darkness Approaches Spell Normal Discard 2 cards from your hand. Select 1 face-up monster and flip it face-down, but do not change its battle position. MRL 9/16/2002
Delinquent Duo Spell Normal Pay 1000 Life Points. Your opponent randomly selects and discards 1 card from his/her hand and then selects and discards another card from his/her hand. MRL 9/16/2002
Eatgaboon Trap Normal If the ATK of a monster summoned by your opponent (excluding Special Summon) is 500 points or less, the monster is destroyed. MRL 9/16/2002
Electric Snake Monster Effect Light Thunder 3 800 900 When this card is discarded from your hand to the Graveyard by an effect of a card controlled by your opponent, draw 2 cards from your Deck. MRL 9/16/2002
Eternal Rest Spell Normal Destroy all monsters equipped with Equip Cards. MRL 9/16/2002
Fairy's Hand Mirror Trap Normal 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. MRL 9/16/2002
Final Destiny Spell Normal Discard 5 cards from your hand. Destroy all cards on the field. MRL 9/16/2002
Fire Kraken Monster Normal Fire Aqua 4 1600 1500 A squid that thrives on fire and heat. MRL 9/16/2002
Flash Assailant Monster Effect Dark Fiend 4 2000 2000 Decrease the ATK and DEF of this card by 400 points for every card in your hand. MRL 9/16/2002
Flying Kamakiri #1 Monster Effect Wind Insect 4 1400 900 When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 WIND monster with 1500 or less ATK from your Deck, in face-up Attack Position. MRL 9/16/2002
Gaia Power Spell Field Increase the ATK of all EARTH monsters by 500 points and decreases their DEF by 400 points. MRL 9/16/2002
Giant Germ Monster Effect Dark Fiend 2 1000 100 When this card is destroyed by battle and sent to the Graveyard, inflict 500 damage to your opponent. You can also Special Summon any number of "Giant Germs" from your Deck in face-up Attack Position. MRL 9/16/2002
Giant Rat Monster Effect Earth Beast 4 1400 1450 When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 EARTH monster with 1500 or less ATK from your Deck, in face-up Attack Position. MRL 9/16/2002
Giant Trunade Spell Normal Return all Spell and Trap Cards on the field to the hand. MRL 9/16/2002
Giant Turtle Who Feeds on Flames Monster Normal Water Aqua 5 1400 1800 A crimson-shelled tortoise that feeds on flames. MRL 9/16/2002
Gravekeeper's Servant Spell Continuous Unless your opponent sends 1 card from the top of his/her Deck to the Graveyard, he/she cannot declare an attack. MRL 9/16/2002
Griggle Monster Effect Earth Plant 1 350 300 When this card is face-up on the field and control shifts to your opponent, you gain 3000 Life Points. This effect can only be used once as long as this card remains face-up on the field. MRL 9/16/2002
Guardian of the Throne Room Monster Normal Light Machine 4 1650 1600 A robot guard built to guard throne rooms, it is armed with homing missiles. MRL 9/16/2002
Hamburger Recipe Spell Ritual This card is used to Ritual Summoned "Hungry Burger". You must also offer monsters whose total Level Stars equal 6 or more from the Field or your hand as a Tribute. MRL 9/16/2002
High Tide Gyojin Monster Normal Water Aqua 4 1650 1300 A very agile half-fish warrior known for its relentless attacks. MRL 9/16/2002
Hiro's Shadow Scout Monster Effect Dark Fiend 2 650 500 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. MRL 9/16/2002
Horn of Light Spell Equip Increase the DEF of a monster equipped with this card by 800 points. When this card is sent from the field to the Graveyard, if you pay 500 Life Points, this card returns to the top of your Deck. MRL 9/16/2002
Horn of the Unicorn Spell Equip 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. MRL 9/16/2002
House of Adhesive Tape Trap Normal If the DEF of a monster summoned by your opponent (excluding Special Summon) is 500 points or less, the monster is destroyed. MRL 9/16/2002
Hungry Burger Monster Ritual Dark Warrior 6 2000 1850 This monster can only be Ritual Summoned with the Ritual Magic Card, "Hamburger Recipe". You must also offer monsters whose total Level Stars equal 6 or more as a Tribute form your Field or your hand. MRL 9/16/2002
Hyozanryu Monster Normal Light Dragon 7 2100 2800 A dragon created from a massive diamond that sparkles with blinding light. MRL 9/16/2002
Invader of the Throne Monster Effect Earth Warrior 4 1350 1700 FLIP: Select 1 opponent's monster and switch control of it with this card. This effect cannot be activated during the Battle Phase. MRL 9/16/2002
Jigen Bakudan Monster Effect Fire Pyro 2 200 1000 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. MRL 9/16/2002
Karate Man Monster Effect Earth Warrior 3 1000 1000 Once per turn, the original ATK of this card can be doubled. When this effect is applied, the card is immediately destroyed at the end of the turn. MRL 9/16/2002
Kotodama Monster Effect Earth Fairy 3 0 1600 If there are face-up monsters with the same name on the field, destroy those monsters. (If a monster is Summoned or flipped face-up that has the same name as a monster that is already face-up on the field, the new face-up monster is destroyed. If they are Summoned or flipped face-up at the same time, they are all destroyed.) MRL 9/16/2002
Labyrinth Wall Monster Normal Earth Rock 5 0 3000 These walls form a labyrinth with no exit for enemies. MRL 9/16/2002
Liquid Beast Monster Normal Water Aqua 3 950 800 A liquid life form that thrives on water. MRL 9/16/2002
Luminous Spark Spell Field Increase the ATK of all LIGHT monsters by 500 and decreases their DEF by 400 points. MRL 9/16/2002
Magical Labyrinth Spell Equip Equip "Labyrinth Wall" with this card. If you offer "Labyrinth Wall" equipped with this card as a Tribute, you can Special Summon "Wall Shadow" from your Deck. MRL 9/16/2002
Maha Vailo Monster Effect Light Spellcaster 4 1550 1400 This card gains 500 ATK for each Equip Card equipped to this card. MRL 9/16/2002
Malevolent Nuzzler Spell Equip The equipped monster gains 700 ATK. When this card is sent from the field to the Graveyard, you can pay 500 Life Points to return this card to the top of your Deck. MRL 9/16/2002
Manga Ryu-Ran Monster Toon Fire Dragon 7 2200 2600 This card cannot be Normal Summoned or Set. This card can only be Special Summoned while you control "Toon World". You can Special Summon this card from your hand (but Tributes are required if it is Level 5 or higher). This card cannot attack during the turn it is Summoned. This card cannot attack unless you pay 500 Life Points. When "Toon World" is destroyed, destroy this card. If your opponent doesn't control a Toon Monster, this card can attack your opponent directly. If your opponent controls a face-up Toon Monster, you must select it as an attack target. MRL 9/16/2002
Mechanical Snail Monster Normal Dark Machine 3 800 1000 A cyborg snail that still travels at a slow place. MRL 9/16/2002
Megamorph Spell Equip While your Life Points are lower than your opponent's, the original ATK of the equipped monster is doubled. While your Life Points are higher, the original ATK of the equipped monster is halved MRL 9/16/2002
Messenger of Peace Spell Continuous Neither player can declare attacks with face-up monsters that have 1500 or more ATK. During each of your Standby Phases, pay 100 Life Points or destroy this card. MRL 9/16/2002
Metal Fish Monster Normal Water Machine 5 1600 1900 A metal fish with a razor-sharp caudal fin. MRL 9/16/2002
Minar Monster Effect Earth Insect 3 850 750 When this card is sent directly from your hand to the Graveyard by your opponent's card effect, inflict 1000 points of Direct Damage to your opponent's Life Points. MRL 9/16/2002
Molten Destruction Spell Field Increase the ATK of all FIRE monsters by 500 and decreases their DEF by 400 points. MRL 9/16/2002
Mother Grizzly Monster Effect Water Beast-Warrior 4 1400 1000 When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WATER monster with 1500 or less ATK from your Deck in face-up Attack Position. MRL 9/16/2002
Mystic Plasma Zone Spell Field Increase the ATK of all DARK monsters by 500 points and decrease their DEF by 400 points. MRL 9/16/2002
Mystic Tomato Monster Effect Dark Plant 4 1400 1100 When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 DARK monster with 1500 or less ATK from your Deck, in face-up Attack Position. MRL 9/16/2002
Mystical Space Typhoon Spell Quick-Play Target 1 Spell/Trap Card on the field; destroy that target. MRL 9/16/2002
Nimble Momonga Monster Effect Earth Beast 2 1000 100 When this card is destroyed by battle and sent to the Graveyard, gain 1000 Life Points. You can also Special Summon any number of "Nimble Momongas" from your Deck in face-down Defense Position. MRL 9/16/2002
Octoberser Monster Normal Water Aqua 5 1600 1400 With the head of a fish and the legs of an octopus, this strange creature attacks enemies by flinging spears. MRL 9/16/2002
Painful Choice Spell Normal Select 5 cards from your Deck and show them to your opponent. Your opponent selects 1 card among them. Add that card to your hand and discard the remaining cards to the Graveyard. MRL 9/16/2002
Peacock Monster Normal Wind Winged Beast 5 1700 1500 A large peacock that launches its feathers in a lethal attack. MRL 9/16/2002
Penguin Knight Monster Effect Water Aqua 3 900 800 When this card is sent directly from your Deck to the Graveyard by an opponent's card effect, combine your Graveyard cards with your own Deck, shuffle them and form a new Deck. MRL 9/16/2002
Performance of Sword Monster Ritual Earth Warrior 6 1950 1850 This monster can only be Ritual Summoned with the Ritual Magic Card, "Commencement Dance". You must also offer monsters whose total Level Stars equal 6 or more as a Tribute form your Field or your hand. MRL 9/16/2002
Psychic Kappa Monster Normal Water Aqua 2 400 1000 An amphibian with a myriad of powers to shield it from enemy attacks. MRL 9/16/2002
Queen Bird Monster Normal Wind Winged Beast 5 1200 2000 This monster attacks using its huge beak. MRL 9/16/2002
Red Archery Girl Monster Normal Water Aqua 4 1400 1500 A mermaid archer that hides in a protective shell, waiting for the right moment to strike. MRL 9/16/2002
Relinquished Monster Ritual Dark Spellcaster 1 0 0 Once per turn, select 1 monster your opponent controls and equip it to this card (only 1 monster can be equipped to it at a time). This card's ATK and DEF become equal to the ATK and DEF of the monster equipped to this card. If this card is destroyed by battle, the equipped monster is destroyed instead, and any battle damage you received from the battle is also inflicted to your opponent. MRL 9/16/2002
Rising Air Current Spell Field Increase the ATK of all WIND monsters by 500 and decreases their DEF by 400 points. MRL 9/16/2002
Rush Recklessly Spell Quick-Play Target face-up monster gains 700 ATK until the End Phase. MRL 9/16/2002
Ryu-Ran Monster Normal Fire Dragon 7 2200 2600 A vicious little dragon sheltered in an egg that looks deceptively harmless. MRL 9/16/2002
Senju of the Thousand Hands Monster Effect Light Fairy 4 1400 1000 When this card is Normal Summoned or Flip Summoned, you can select 1 Ritual Monster Card from your Deck and add it to your hand. Then shuffle your Deck. MRL 9/16/2002
Serpent Night Dragon Monster Normal Dark Dragon 7 2350 2400 A dragon created from the soul of a wicked knight. MRL 9/16/2002
Shining Angel Monster Effect Light Fairy 4 1400 800 When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 LIGHT monster with 1500 or less ATK from your Deck, in face-up Attack Position. MRL 9/16/2002
Slot Machine Monster Normal Dark Machine 7 2000 2300 The machine's ability is said to vary according to its slot results. MRL 9/16/2002
Snake Fang Trap Normal Decrease 1 selected monster's DEF by 500 during the turn this card is activated. MRL 9/16/2002
Snatch Steal Spell Equip Equip only to a monster your opponent controls. Take control of the equipped monster. During each of your opponent's Standby Phases: They gain 1000 Life Points. MRL 9/16/2002
Sonic Bird Monster Effect Wind Winged Beast 4 1400 1000 When this card is Normal or Flip Summoned, add 1 Ritual Spell Card from your Deck to your hand. MRL 9/16/2002
Spear Cretin Monster Effect Dark Fiend 2 500 500 FLIP: When this card is sent to the Graveyard after being flipped, each player Special Summons 1 monster from their Graveyard in face-up Attack Position or face-down Defense Position. MRL 9/16/2002
Spellbinding Circle Trap Continuous Select 1 monster your opponent controls. It cannot attack or change its battle position. When that monster is destroyed, destroy this card. MRL 9/16/2002
Stone Ogre Grotto Monster Normal Earth Rock 5 1600 1500 A behemoth shaped by giant boulders. MRL 9/16/2002
Tailor of the Fickle Spell Quick-Play Select 1 equipped Equip Card and switch it to another correct target. MRL 9/16/2002
The Forceful Sentry Spell Normal Look at your opponent's hand. Select 1 card among them and return it to his/her Deck. The Deck is then shuffled. MRL 9/16/2002
The Reliable Guardian Spell Quick-Play Increase 1 face-up monster's DEF by 700 points until the end of this turn. MRL 9/16/2002
Toll Spell Continuous Each player must pay 500 Life Points to declare an attack. MRL 9/16/2002
Toon Mermaid Monster Toon Water Aqua 4 1400 1500 This card cannot be Normal Summoned or Set. This card can only be Special Summoned while you control "Toon World". You can Special Summon this card from your hand (but Tributes are required if it is Level 5 or higher). This card cannot attack during the turn it is Summoned. This card cannot attack unless you pay 500 Life Points. When "Toon World" is destroyed, destroy this card. If your opponent doesn't control a Toon Monster, this card can attack your opponent directly. If your opponent controls a face-up Toon Monster, you must select it as an attack target. MRL 9/16/2002
Toon Summoned Skull Monster Toon Dark Fiend 6 2500 1200 This card cannot be Normal Summoned or Set. This card can only be Special Summoned while you control "Toon World". You can Special Summon this card from your hand (but Tributes are required if it is Level 5 or higher). This card cannot attack during the turn it is Summoned. This card cannot attack unless you pay 500 Life Points. When "Toon World" is destroyed, destroy this card. If your opponent doesn't control a Toon Monster, this card can attack your opponent directly. If your opponent controls a face-up Toon Monster, you must select it as an attack target. MRL 9/16/2002
Toon World Spell Continuous Activate this card by paying 1000 LP. MRL 9/16/2002
Turtle Oath Spell Ritual This card is used to Ritual Summoned "Crab Turtle". You must also offer monsters whose total Level Stars equal 8 or more from the Field or your hand as a Tribute. MRL 9/16/2002
Twin Long Rods #2 Monster Normal Water Aqua 3 850 700 An amphibious creature with two whip-like tails. MRL 9/16/2002
Tyhone #2 Monster Normal Fire Dragon 6 1700 1900 A crimson dragon that spits fireballs to create a blazing sea of fire. MRL 9/16/2002
UFO Turtle Monster Effect Fire Machine 4 1400 1200 When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 FIRE monster with 1500 or less ATK from your Deck, in face-up Attack Position. MRL 9/16/2002
Umiiruka Spell Field Increase the ATK of all WATER monsters by 500 and decreases their DEF by 400 points. MRL 9/16/2002
Upstart Goblin Spell Normal Draw 1 card, then your opponent gains 1000 Life Points. MRL 9/16/2002
Wall Shadow Monster Effect Dark Warrior 7 1600 3000 You cannot Normal Summon this monster. This card can only be Special Summoned by offering "Labyrinth Wall" equipped with "Magical Labyrinth" as a Tribute. No other Tribute Monsters are necessary. MRL 9/16/2002
Weather Report Monster Effect Water Aqua 4 950 1500 FLIP: Destroys all opponent's face-up "Swords of Revealing Light" on the field. If "Swords of Revealing Light" is destroyed, you can perform your Battle Phase twice this turn (or your next turn, if activated during your opponent's turn). MRL 9/16/2002
Whiptail Crow Monster Normal Dark Fiend 4 1650 1600 Attacks from the sky with a whip-like tail. MRL 9/16/2002
Beautiful Headhuntress Monster Normal Earth Warrior 4 1600 800 A vicious creature that has decapitated numerous enemy monsters. TP2 10/1/2002
Call of the Grave Trap Normal You can activate this card when your opponent activates Monster Reborn". Negate the effect of "Monster Reborn"." TP2 10/1/2002
Crawling Dragon #2 Monster Normal Earth Dinosaur 4 1600 1200 A powerful dragon with teeth that can grind almost anything to dust. TP2 10/1/2002
Dancing Elf Monster Normal Wind Fairy 1 300 200 An elf that dances across the sky with wings of razor-sharp blades. TP2 10/1/2002
Dharma Cannon Monster Normal Dark Machine 2 900 500 A monstrous creature whose body is lined with cannons that never miss their targets. TP2 10/1/2002
Dokurorider Monster Ritual Dark Zombie 6 1900 1850 This monster can only be Ritual Summoned with the Ritual Magic Card, Revival of Dokurorider". You must also offer monsters whose total Level Stars equal 6 or more as a Tribute from the field or your hand." TP2 10/1/2002
Dragon Seeker Monster Effect Dark Fiend 6 2000 2100 When this card is Summoned (excluding Special Summon), destroy 1 face-up Dragon-Type monster on the field. TP2 10/1/2002
Exile of the Wicked Spell Normal Destroy all face-up Fiend-Type monsters on the field. TP2 10/1/2002
Faith Bird Monster Normal Wind Winged Beast 4 1500 1100 This long-tailed bird blinds its enemies with mystical light. TP2 10/1/2002
Garoozis Monster Normal Fire Beast-Warrior 5 1800 1500 An axe-swinging beast-warrior with the head of a dragon. TP2 10/1/2002
Giant Red Seasnake Monster Normal Water Aqua 4 1800 800 A sea-dwelling snake that attacks passing enemies with its sharp teeth. TP2 10/1/2002
Maiden of the Moonlight Monster Normal Light Spellcaster 4 1500 1300 A sorcerer blessed by lunar light with powers far beyond mortal comprehension. TP2 10/1/2002
Mikazukinoyaiba Monster Normal Dark Dragon 7 2200 2350 A dragon warrior of the moon armed with a crescent sword. TP2 10/1/2002
Morphing Jar Monster Effect Earth Rock 2 700 600 FLIP: Both players discard all the cards in their hands, then draw 5 cards. TP2 10/1/2002
Mystical Sheep #1 Monster Effect Earth Beast 3 1150 900 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). TP2 10/1/2002
Novox's Prayer Spell Ritual This card is used to Ritual Summon Skull Guardian". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand." TP2 10/1/2002
Parrot Dragon Monster Normal Wind Dragon 5 2000 1300 A dragon from the cartoons that's more dangerous than it appears to be. TP2 10/1/2002
Queen of Autumn Leaves Monster Normal Earth Plant 5 1800 1500 Queen of the Emerald Forest and wife of the Spirit King, she lives surrounded by vivid red leaves. TP2 10/1/2002
Revival of Dokurorider Spell Ritual This card is used to Ritual Summon Dokurorider". You must also offer monsters whose total Level Stars equal 6 or more as a Tribute from the field or your hand." TP2 10/1/2002
Skull Guardian Monster Ritual Light Warrior 7 2050 2500 This monster can only be Ritual Summoned with the Ritual Magic Card, Novox's Prayer". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand." TP2 10/1/2002
Sky Dragon Monster Normal Wind Dragon 6 1900 1800 A flying dragon with four wings housing some very dangerous blades. TP2 10/1/2002
Sonic Maid Monster Normal Earth Warrior 3 1200 900 A maiden that uses sound to her advantage, she wields a scythe that's shaped like a musical note. TP2 10/1/2002
Soul of the Pure Spell Normal Increases your Life Points by 800 points. TP2 10/1/2002
Spirit of the Books Monster Normal Wind Winged Beast 4 1400 1200 This wise spirit dwells in books, using its accumulated knowledge to defeat enemies. TP2 10/1/2002
Stuffed Animal Monster Normal Earth Warrior 3 1200 900 It may look like a harmless stuffed animal, but its zipper mouth deals a deadly bite. TP2 10/1/2002
Takuhee Monster Normal Wind Winged Beast 4 1450 1000 This bird is known far and wide as a harbinger of doom. TP2 10/1/2002
Turu-Purun Monster Normal Water Aqua 2 450 500 A strange, one-eyed monster that can fell an enemy with a single stab of its spear. TP2 10/1/2002
Two-Headed King Rex Monster Normal Earth Dinosaur 4 1600 1200 A powerful monster whose two heads attack as one. TP2 10/1/2002
Warrior of Tradition Monster Fusion Earth Warrior 6 1900 1700 Sonic Maid + "Beautiful Headhuntress" TP2 10/1/2002
Water Magician Monster Normal Water Aqua 4 1400 1000 This monster swamps an opponent with an almost endless supply of water. TP2 10/1/2002
Exchange Spell Normal Each player looks at their opponent's hand, chooses 1 card in it and adds it to their own hand. EDS 10/15/2002
Graceful Dice Spell Quick-Play Roll a six-sided die. All monsters you currently control gain ATK and DEF equal to the result x 100, until the End Phase. EDS 10/15/2002
Skull Dice Trap Normal 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. EDS 10/15/2002
4-Starred Ladybug of Doom Monster Effect Wind Insect 3 800 1200 Flip: Destroy all face-up Level 4 monsters on your opponent's side of the field. PSV 10/20/2002
7 Completed Spell Equip A Machine-Type monster equipped with this card increases either its Attack or Defense by 700 points. You cannot change your choice as long as this card remains face-up on the Field. PSV 10/20/2002
Appropriate Trap Continuous Activate only when your opponent draws a card(s), except during their Draw Phase. Draw 2 cards. PSV 10/20/2002
Armored Glass Trap Normal You can activate this card when a monster is equpped with an Equip Magic Card. Negate the effects of all Equip Magic Cards on the field during the turn this card is activated. PSV 10/20/2002
Attack and Receive Trap Normal 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." PSV 10/20/2002
Backup Soldier Trap Normal You can activate this card when there are 5 or more Monster Cards in your Graveyard. Select up to 3 Monster Cards with an ATK of 1500 points or less (except Effect Monster Cards) from your Graveyard and add them to your hand. PSV 10/20/2002
Beast of Talwar Monster Normal Dark Fiend 6 2400 2150 Only the master of the sword among Fiend-Type monsters is permitted to hold the Talwar. PSV 10/20/2002
Bite Shoes Monster Effect 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. PSV 10/20/2002
Bombardment Beetle Monster Effect Wind Insect 2 400 900 FLIP: Pick up and see 1 face-down Defense Position Monster Card on your opponent's side of the field. If it is an Effect Monster, destroy it (its Flip Effect is not activated), and if the card is not, return it to its original position. PSV 10/20/2002
Bubonic Vermin Monster Effect 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." PSV 10/20/2002
Burning Land Spell Continuous Destroy all Field Spell Cards on the field. Inflict 500 points of damage to each player's Life Points during his/her Standby Phase. PSV 10/20/2002
Buster Blader Monster Effect Earth Warrior 7 2600 2300 This card gains 500 ATK for each Dragon-Type monster your opponent controls or is in their Graveyard. PSV 10/20/2002
Call of the Haunted Trap Continuous Activate this card by targeting 1 monster in your Graveyard; Special Summon that target in face-up Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card. PSV 10/20/2002
Ceasefire Trap Normal Flip all face-down Defense Position monsters on the field face-up. Flip effects are not activated at this time. Inflict 500 points of damage to your opponent's Life Points for each Effect Monster on the field. PSV 10/20/2002
Chain Destruction Trap Normal Activate only when a monster with 2000 ATK or less is Summoned. Destroy all monsters with the same name in its controller's hand and Deck. PSV 10/20/2002
Cold Wave Spell Normal This card can only be activated at the start of your Main Phase 1. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards. PSV 10/20/2002
Cyber Falcon Monster Normal Wind Machine 4 1400 1200 A jet-powered hawk that travels at the speed of sound. PSV 10/20/2002
Dark Bat Monster Normal Wind Winged Beast 3 1000 1000 Bats from the netherworld that use their hyper senses to detect their enemies. PSV 10/20/2002
Darkfire Soldier #1 Monster Normal Fire Pyro 4 1700 1150 An explosive expert from a special elite force. PSV 10/20/2002
Darkfire Soldier #2 Monster Normal Fire Pyro 4 1700 1100 A warrior who gained immeasurable power from the heart of a volcano. PSV 10/20/2002
Deepsea Warrior Monster Effect Water Warrior 5 1600 1800 As long as Umi" is face-up on the field, this card is unaffected by any Spell Cards." PSV 10/20/2002
Dimensionhole Spell Normal 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. PSV 10/20/2002
DNA Surgery Trap Continuous When you activate this card, declare 1 Type of monster. As long as this card remains face-up on the field, all face-up monsters become the Type you declared. PSV 10/20/2002
Dokuroyaiba Monster Normal Fire Fiend 3 1000 400 A boomerang with brains that will pursue a target to the ends of the earth. PSV 10/20/2002
Drill Bug Monster Effect Earth Insect 2 1100 200 When this card inflicts damage to your opponent's Life Points, you may take 1 Parasite Paracide" card from your Deck, shuffle the Deck, and place "Parasite Paracide" face-down on top of the Deck." PSV 10/20/2002
Driving Snow Trap Normal 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. PSV 10/20/2002
Dust Tornado Trap Normal Target 1 Spell/Trap Card your opponent controls; destroy that target, then you can Set 1 Spell/Trap Card from your hand. PSV 10/20/2002
Earthshaker Trap Normal 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. PSV 10/20/2002
Enchanted Javelin Trap Normal Increase your Life Points by the ATK of 1 attacking monster. PSV 10/20/2002
Fairy Meteor Crush Spell Equip When a monster equipped with this card 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. PSV 10/20/2002
Flame Champion Monster Normal Fire Pyro 5 1900 1300 A warrior protected by a flaming shield that nullifies any attack. PSV 10/20/2002
Flying Kamakiri #2 Monster Normal Wind Insect 4 1500 800 A flying mantis that feeds primarily on insects. PSV 10/20/2002
Forced Requisition Trap Continuous 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. PSV 10/20/2002
Gamble Trap Normal 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. PSV 10/20/2002
Gearfried the Iron Knight Monster Effect Earth Warrior 4 1800 1600 When an Equip Card(s) is equipped to this card:, Destroy the Equip Card(s). PSV 10/20/2002
Gift of The Mystical Elf Trap Normal Increase your Life Points by 300 points for each monster on the field. PSV 10/20/2002
Girochin Kuwagata Monster Normal Wind Insect 4 1700 1000 Despite its small size, this monster has powerful jaws that can rip metal to shreds. PSV 10/20/2002
Goblin Attack Force Monster Effect Earth Warrior 4 2300 0 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. PSV 10/20/2002
Gradius Monster Normal Light Machine 4 1200 800 A high-performance jet fighter with power capsules for variable attack capabilities. PSV 10/20/2002
Graverobber Trap Normal 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. PSV 10/20/2002
Gravity Bind Trap Continuous Level 4 or higher monsters cannot attack. PSV 10/20/2002
Ground Collapse Spell Continuous 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. PSV 10/20/2002
Gust Trap Normal 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. PSV 10/20/2002
Hayabusa Knight Monster Effect Earth Warrior 3 1000 700 This card can make a second attack during each Battle Phase. PSV 10/20/2002
Imperial Order Trap Continuous Negate all Spell Card effects on the field. During each of your Standby Phases, pay 700 Life Points or destroy this card. PSV 10/20/2002
Infinite Dismissal Trap Continuous Level 3 or lower monsters are destroyed during the End Phase of the turn that they are Normal Summoned or Flip Summoned. PSV 10/20/2002
Insect Barrier Spell Continuous Your opponent's Insect-Type monsters cannot attack as long as this card remains face-up on the field. PSV 10/20/2002
Insect Imitation Spell Normal 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 PSV 10/20/2002
Inspection Spell 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. PSV 10/20/2002
Invitation to a Dark Sleep Monster Effect 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. PSV 10/20/2002
Island Turtle Monster Normal Water Aqua 4 1100 2000 A huge turtle that is often mistaken for an island. PSV 10/20/2002
Jinzo Monster Effect Dark Machine 6 2400 1500 Trap Cards, and their effects on the field, cannot be activated. Negate all Trap Card effects on the field. PSV 10/20/2002
Kiseitai Monster Effect Dark Fiend 2 300 800 When your opponent's monster attacks this card in face-down Defense Position, this card becomes an Equip Spell Card equipped to the attacking monster (No damage calculation is conducted). During each of your opponent's Standby Phases, increase your Life Points by half of the ATK of the monster equipped with this card. PSV 10/20/2002
Light of Intervention Trap Continuous Monster Cards cannot be Set face-down. Monsters Set in Defense Position are Normal Summoned in face-up Defense Position. PSV 10/20/2002
Lightforce Sword Trap Normal Select 1 random card from your opponent's hand and remove it from play face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to their hand. PSV 10/20/2002
Limiter Removal Spell Quick-Play Double the ATK of all Machine-Type monsters you controlled at both the activation and resolution of this card, until the End Phase. During the End Phase, destroy those monsters. PSV 10/20/2002
Mad Sword Beast Monster Effect Earth Dinosaur 4 1400 1200 If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. PSV 10/20/2002
Magic Drain Trap Counter When your opponent activates a Spell Card: Negate the activation and destroy it. Your opponent can discard 1 Spell Card to negate this card's effect. PSV 10/20/2002
Magical Hats Trap Normal Activate only during your opponent's Battle Phase. Select 2 non-Monster Cards from your Deck and 1 monster you control. Shuffle those 3 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. PSV 10/20/2002
Major Riot Trap Normal 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. PSV 10/20/2002
Metal Detector Trap Normal You can activate this card when a Continuous Trap Card is activated. Negate all Continuous Trap Cards during the turn this card is activated. PSV 10/20/2002
Michizure Trap Normal You can activate this card when your monster is sent from the field to the Graveyard. Destroy 1 monster on the field. PSV 10/20/2002
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. PSV 10/20/2002
Mirror Wall Trap Continuous 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 Life Points or destroy this card. PSV 10/20/2002
Monster Recovery Spell Quick-Play Unite 1 of your own monsters on your side of the field and your hand with your Deck and then shuffle it. Draw the same number of cards that were in your hand from the Deck. (You cannot activate this card if you have your opponent's card in your hand.) PSV 10/20/2002
Morphing Jar #2 Monster Effect Earth Rock 3 800 700 FLIP: Shuffle all monsters on the field into the Deck. Then, each player reveals cards from the top of their Deck, until they reveal the same number of monsters they shuffled into their Main Deck. Special Summon all revealed Level 4 or lower monsters in face-down Defense Position, also send any remaining cards to the Graveyard. PSV 10/20/2002
Mr. Volcano Monster Normal Fire Pyro 5 2100 1300 This seemingly mild-mannered creature has an extremely volatile temper. PSV 10/20/2002
Mystic Probe Trap Normal You can activate this card when a Continuous Magic Card is activated. Negate all Continuous Magic Cards during the turn this card is activated. PSV 10/20/2002
Nobleman of Crossout Spell Normal Destroy 1 face-down monster and remove it from play. If the monster is a Flip Effect Monster, both players must remove from play all monsters from their Decks with the same name as the destroyed monster. PSV 10/20/2002
Nobleman of Extermination Spell Normal 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. PSV 10/20/2002
Numinous Healer Trap Normal 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." PSV 10/20/2002
Oni Tank T-34 Monster Normal Earth Machine 4 1400 1700 An armored tank possessed by a fiend that will pursue enemies until they're crushed. PSV 10/20/2002
Overdrive Monster Normal Earth Machine 4 1600 1500 An all-terrain armored vehicle armed with a heavy-duty machine gun. PSV 10/20/2002
Parasite Paracide Monster Effect 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 Special Summoned on your opponent's side of the field in face-up Defense Position and inflicts 1000 points of damage to your opponent's Life Points. Then all face-up monsters on your opponent's side of the field become Insect-Type as long as this card remains face-up on the field. PSV 10/20/2002
Premature Burial Spell Equip Activate this card by paying 800 Life Points, then target 1 monster in your Graveyard; Special Summon that target in face-up Attack Position and equip it with this card. When this card is destroyed, destroy the equipped monster. PSV 10/20/2002
Prohibition Spell Continuous 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). PSV 10/20/2002
Rain of Mercy Spell Normal Increase the Life Points of both players by 1000 points. PSV 10/20/2002
Respect Play Trap Continuous During their respective turns, each player must show their opponent their hand. PSV 10/20/2002
Science Soldier Monster Normal Dark Warrior 3 800 800 Soldiers equipped with state-of-the-art weaponry to face unknown creatures. PSV 10/20/2002
Shadow of Eyes Trap Normal When a monster(s) is set on your opponent's side of the field: Target 1 of those Set monsters; change that Set monster to face-up Attack Position. (Flip Effects are not activated.) PSV 10/20/2002
Shift Trap Normal You can activate this card when your opponent designates 1 monster on your side of the field as a target of a Spell, Trap, or battle attack. Switch the target to another monster on your side of the field. PSV 10/20/2002
Skull Invitation Trap Continuous Each time a card is sent to the Graveyard, inflict 300 points of damage to its owner's Life Points per card. PSV 10/20/2002
Skull Mariner Monster Normal Water Warrior 4 1600 900 A pirate ship that appears out of the mist and sinks any seagoing vessels. PSV 10/20/2002
Sky Scout (F.K.A. Harpie's Brother) Monster Normal Wind Winged Beast 4 1800 600 With eyes like a hawk and a flying speed exceeding Mach 5, this monster is a master of the sky. PSV 10/20/2002
Solemn Wishes Trap Continuous You gain 500 Life Points when you draw a card (or cards). PSV 10/20/2002
Solomon's Lawbook Trap Normal Skip your own Standby Phase. PSV 10/20/2002
Souls of the Forgotten Monster Normal Dark Fiend 2 900 200 A wicked spirit created by the hateful souls of those who fell in battle. It grows by assimilating the souls of its enemies. PSV 10/20/2002
Spikebot Monster Normal Dark Machine 5 1800 1700 A mechanical soldier created by a wicked sorcerer, it attacks with the two steel balls attached to its arms. PSV 10/20/2002
Steel Ogre Grotto #2 Monster Normal Earth Machine 6 1900 2200 A mechanized iron doll with tremedous strength. PSV 10/20/2002
Sword Hunter Monster Effect Earth Warrior 7 2450 1700 At the end of the Battle Phase, if this card destroyed a monster(s) by battle and sent it to the Graveyard this Battle Phase: Equip all those monsters from the Graveyard to this card as an Equip Spell Card(s) with this effect.
The equipped monster gains 200 ATK.
PSV 10/20/2002
The All-Seeing White Tiger Monster Normal Wind Beast 3 1300 500 A proud ruler of the jungle that some fear and others respect. PSV 10/20/2002
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 during each of his/her Standby Phases if he/she has a Spell Card in his/her hand. PSV 10/20/2002
The Fiend Megacyber Monster Effect Dark Warrior 6 2200 1200 If your opponent controls at least 2 more monsters than you do, you can Special Summon this card (from your hand). PSV 10/20/2002
The Legendary Fisherman Monster Effect Water Warrior 5 1850 1600 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. PSV 10/20/2002
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. PSV 10/20/2002
The Shallow Grave Spell Normal Each player selects a monster in their Graveyard and Special Summon it in face-down Defence Position. PSV 10/20/2002
Thousand-Eyes Idol Monster Normal Dark Spellcaster 1 0 0 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. PSV 10/20/2002
Thousand-Eyes Restrict Monster Fusion Dark Spellcaster 1 0 0 Relinquished+ "Thousand-Eyes Idol"
As long as this card remains face-up on the field, other monsters cannot change their battle positions or attack. Select 1 monster on your opponent's side of the field and equip it to this card (this effect can only be used once per turn and you can only equip 1 monster at a time to this card). The ATK and DEF of this card become the same amounts as the monster equipped to this card. If this card is destroyed as a result of battle, the equipped monster is destroyed instead.
PSV 10/20/2002
Three-Headed Geedo Monster Normal Dark Fiend 4 1200 1400 A three-headed nocturnal monster that is absolutely ruthless when fighting. PSV 10/20/2002
Time Seal Trap Normal Your opponent skips the Draw Phase of his/her next turn. PSV 10/20/2002
Twin-Headed Fire Dragon Monster Normal Fire Pyro 6 2200 1700 Two dragons fused as one from the effects of the Big Bang. PSV 10/20/2002
Type Zero Magic Crusher Trap Continuous Discard 1 Spell Card from your hand to inflict 500 points of damage to your opponent's Life Points. PSV 10/20/2002
Vampire Baby FKA Red-Moon Baby Monster Effect Dark Zombie 3 700 1000 At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the Graveyard this turn: You can Special Summon that monster to your side of the field. PSV 10/20/2002
Wingweaver Monster Normal Light Fairy 7 2750 2400 A six-winged fairy who prays for peace and hope. PSV 10/20/2002
World Suppression Trap Normal You can activate this card when a Field Magic Card is activated. Negate the Field Magic Card during the turn this card is activated. PSV 10/20/2002
Cosmo Queen Monster Normal Dark Spellcaster 8 2900 2450 Queen of the galaxies and mistress of the stars. MP1 12/20/2002
Dark-Piercing Light Spell Normal Flip all face-down monsters on your opponent's side of the field face-up. MP1 12/20/2002
Fairy's Gift Monster Normal Light Spellcaster 4 1400 1000 This flying monster is known for delivering happiness to all. MP1 12/20/2002
Flying Penguin Monster Normal Water Aqua 4 1200 1000 A very rare penguin that takes to the air with ears shaped like wings. MP1 12/20/2002
Frog the Jam Monster Normal Water Aqua 2 700 500 A slime with the head of a frog, it attacks by croaking terribly. MP1 12/20/2002
Goddess of Whim Monster Effect Light Fairy 3 950 700 Toss a coin and call Heads or Tails. Call it right and this card's ATK will be doubled during this turn. Call it wrong and it will be halved during this turn. MP1 12/20/2002
Megasonic Eye Monster Normal Dark Machine 5 1500 1800 Made of mysterious metal, this monster is a doomsday machine from the edge of the universe. MP1 12/20/2002
Millennium Shield Monster Normal Earth Warrior 5 0 3000 A Millennium item, it's rumored to block any strong attack. MP1 12/20/2002
Takriminos Monster Normal Water Sea Serpent 4 1500 1200 A member of a race of sea serpents that freely travels through the sea. MP1 12/20/2002
Three-Legged Zombies Monster Normal Dark Zombie 3 1100 800 A pair of friendly skeletons, lean and fat, that travel with extreme difficulty. MP1 12/20/2002
Turtle Bird Monster Normal Water Aqua 6 1900 1700 An unusual turtle that not only swims at tremendous speeds, but can also sail across the skies. MP1 12/20/2002
Ushi Oni Monster Normal Dark Fiend 6 2150 1950 A bull fiend restored by the dark arts, this monster appears out of a jar. MP1 12/20/2002
Yamadron Monster Normal Fire Dragon 5 1600 1800 This monster has three fire-breathing heads and can form a sea of blazing flames. MP1 12/20/2002
Yaranzo Monster Normal Dark Zombie 4 1300 1500 A treasure box containing a monster that attacks any unwary bandit. MP1 12/20/2002
Alpha the Magnet Warrior Monster Normal Earth Rock 4 1400 1700 Alpha, Beta, and Gamma meld as one to form a powerful monster. DOR 2/16/2003
Beta the Magnet Warrior Monster Normal Earth Rock 4 1700 1600 Alpha, Beta, and Gamma meld as one to form a powerful monster. DOR 2/16/2003
Gamma the Magnet Warrior Monster Normal Earth Rock 4 1500 1800 Alpha, Beta, and Gamma meld as one to form a powerful monster. DOR 2/16/2003
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