Name | Card | Category | Attribute | Type | Level | ATK | DEF | Text |
---|---|---|---|---|---|---|---|---|
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. |
Ancient Telescope | Spell | Normal | See the top 5 cards of your opponent's Deck. Return the cards to the Deck in the same order. | |||||
Ansatsu | Monster | Normal | Earth | Warrior | 5 | 1700 | 1200 | A silent and deadly warrior specializing in assassinations. |
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. |
Armaill | Monster | Normal | Earth | Warrior | 3 | 700 | 1300 | A strange warrior who manipulates three deadly blades with both hands and his tail. |
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. |
Armored Starfish | Monster | Normal | Water | Aqua | 4 | 850 | 1400 | A bluish starfish with a solid hide capable of fending off attacks. |
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. |
Basic Insect | Monster | Normal | Earth | Insect | 2 | 500 | 700 | Usually found traveling in swarms, this creature's ideal environment is the forest. |
Battle Ox | Monster | Normal | Earth | Beast-Warrior | 4 | 1700 | 1000 | A monster with tremendous power, it destroys enemies with a swing of its axe. |
Beast Fangs | Spell | Equip | A Beast-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
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. |
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. |
Book of Secret Arts | Spell | Equip | A Spellcaster-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Card Destruction | Spell | Normal | Each player discards their entire hand, then draws the same number of cards they discarded. | |||||
Castle Walls | Trap | Normal | Increase the DEF of 1 face-up monster on the field by 500 points until the end of this turn. | |||||
Celtic Guardian | Monster | Normal | Earth | Warrior | 4 | 1400 | 1200 | An elf who learned to wield a sword, he baffles enemies with lightning-swift attacks. |
Change of Heart | Spell | Normal | Target 1 monster your opponent controls; take control of it until the End Phase. | |||||
Charubin the Fire Knight | Monster | Fusion | Fire | Pyro | 3 | 1100 | 800 | Monster Egg + "Hinotama Soul" |
Claw Reacher | Monster | Normal | Dark | Fiend | 3 | 1000 | 800 | Stretching arms and razor-sharp claws make this monster a formidable opponent. |
Curse of Dragon | Monster | Normal | Dark | Dragon | 5 | 2000 | 1500 | A wicked dragon that taps into dark forces to execute a powerful attack. |
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. |
Dark Assailant | Monster | Normal | Dark | Zombie | 4 | 1200 | 1200 | Armed with the Psycho Sword, this sinister assassin rules the bad land. |
Dark Energy | Spell | Equip | A Fiend-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Dark Gray | Monster | Normal | Earth | Beast | 3 | 800 | 900 | Entirely gray, this beast has rarely been seen by mortal eyes. |
Dark Hole | Spell | Normal | Destroy all monsters on the field. | |||||
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. |
Dark Magician | Monster | Normal | Dark | Spellcaster | 7 | 2500 | 2100 | The ultimate wizard in terms of attack and defense. |
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. |
Darkfire Dragon | Monster | Fusion | Dark | Dragon | 4 | 1500 | 1250 | Firegrass + "Petit Dragon" |
Darkworld Thorns | Monster | Normal | Earth | Plant | 3 | 1200 | 900 | A thorny plant found in the darklands that wraps its body around any unwary travelers. |
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. | |||||
Destroyer Golem | Monster | Normal | Earth | Rock | 4 | 1500 | 1000 | A golem with a massive right hand for crushing its victims. |
Dian Keto the Cure Master | Spell | Normal | Increase your Life Points by 1000 points. | |||||
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. |
Doma the Angel of Silence | Monster | Normal | Dark | Fairy | 5 | 1600 | 1400 | This fairy rules over the end of existence. |
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. | |||||
Dragon Treasure | Spell | Equip | A Dragon-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Dragon Zombie | Monster | Normal | Dark | Zombie | 3 | 1600 | 0 | A dragon revived by sorcery. Its breath is highly corrosive. |
Dragoness the Wicked Knight | Monster | Fusion | Wind | Warrior | 3 | 1200 | 900 | Armaill + "One-Eyed Shield Dragon" |
Drooling Lizard | Monster | Normal | Earth | Reptile | 3 | 900 | 800 | A blood-sucking snake in human form that attacks any living being that passes nearby. |
Electro-Whip | Spell | Equip | A Thunder-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Enchanting Mermaid | Monster | Normal | Water | Fish | 3 | 1200 | 900 | A beautiful mermaid that lures voyagers to a watery death. |
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. |
Feral Imp | Monster | Normal | Dark | Fiend | 4 | 1300 | 1400 | A playful little fiend that lurks in the dark, waiting to attack an unwary enemy. |
Fiend Reflection #2 | Monster | Normal | Light | Winged Beast | 4 | 1100 | 1400 | A bird-beast that summons reinforcements with a hand mirror. |
Final Flame | Spell | Normal | Inflicts 600 points of Direct Damage to your opponent's Life Points. | |||||
Firegrass | Monster | Normal | Earth | Plant | 2 | 700 | 600 | A fire-breathing plant found growing near volcanoes. |
Fireyarou | Monster | Normal | Fire | Pyro | 4 | 1300 | 1000 | A malevolent creature wrapped in flames that attacks enemies with intense fire. |
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.) | |||||
Flame Ghost | Monster | Fusion | Dark | Zombie | 3 | 1000 | 800 | Skull Servant + "Dissolverock" |
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"." |
Flame Swordsman | Monster | Fusion | Fire | Warrior | 5 | 1800 | 1600 | "Flame Manipulator + "Masaki the Legendary Swordsman" |
Flower Wolf | Monster | Fusion | Earth | Beast | 5 | 1800 | 1400 | Silver Fang + "Darkworld Thorns" |
Follow Wind | Spell | Equip | A Winged Beast-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Forest | Spell | Field | Increases the ATK and DEF of all Insect, Beast, Plant, and Beast-Warrior-Type monsters by 200 points. | |||||
Frenzied Panda | Monster | Normal | Earth | Beast | 4 | 1200 | 1000 | A savage beast that carries a big bamboo stick for beating down its enemies. |
Fusionist | Monster | Fusion | Earth | Beast | 3 | 900 | 700 | "Petit Angel" + "Mystical Sheep #2" |
Gaia the Dragon Champion | Monster | Fusion | Wind | Dragon | 7 | 2600 | 2100 | "Gaia The Fierce Knight" + "Curse of Dragon" |
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. |
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. |
Goblin's Secret Remedy | Spell | Normal | Increases a selected player's Life Points by 600 points. | |||||
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. | |||||
Great White | Monster | Normal | Water | Fish | 4 | 1600 | 800 | A giant white shark with razor-sharp teeth. |
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. |
Gyakutenno Megami | Monster | Normal | Light | Fairy | 6 | 1800 | 2000 | This fairy uses her mystical power to protect the weak and provide spiritual support. |
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. |
Hard Armor | Monster | Normal | Earth | Warrior | 3 | 300 | 1200 | A living suit of armor that attacks enemies with a bone-jarring tackle. |
Hinotama | Spell | Normal | Inflict 500 damage to your opponent. | |||||
Hinotama Soul | Monster | Normal | Fire | Pyro | 2 | 600 | 500 | An intensely hot flame creature that rams anything standing in its way. |
Hitotsu-Me Giant | Monster | Normal | Earth | Beast-Warrior | 4 | 1200 | 1000 | A one-eyed behemoth with thick, powerful arms made for delivering punishing blows. |
Invigoration | Spell | Equip | An Earth monster equipped with this card increases its ATK by 400 and decreases its DEF by 200. | |||||
Judge Man | Monster | Normal | Earth | Warrior | 6 | 2200 | 1500 | This club-wielding warrior battles to the end and will never surrender. |
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. | |||||
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. |
Karbonala Warrior | Monster | Fusion | Earth | Warrior | 4 | 1500 | 1200 | M-Warrior #1 + "M-Warrior #2" |
King Fog | Monster | Normal | Dark | Fiend | 3 | 1000 | 900 | A fiend that dwells in a blinding curtain of smoke. |
Kojikocy | Monster | Normal | Earth | Warrior | 4 | 1500 | 1200 | A man-hunter with powerful arms that can crush boulders |
Koumori Dragon | Monster | Normal | Dark | Dragon | 4 | 1500 | 1200 | A vicious, fire-breathing dragon whose wicked flame corrupts the souls of its victims. |
Kumootoko | Monster | Normal | Earth | Insect | 3 | 700 | 1400 | A massive, intelligent spider that traps enemies with webbing. |
Kurama | Monster | Normal | Wind | Winged Beast | 3 | 800 | 800 | A vicious bird that attacks from the skies with its whip-like tail. |
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. |
Larvas | Monster | Normal | Earth | Beast | 3 | 800 | 1000 | A fast-moving, bird-like creature that strangles opposing monsters with its long, thin arms. |
Laser Cannon Armor | Spell | Equip | An Insect-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
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. | |||||
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. |
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. |
Legendary Sword | Spell | Equip | A Warrior-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Lesser Dragon | Monster | Normal | Wind | Dragon | 4 | 1200 | 1000 | A minor dragon incapable of breathing fire. |
Lord of D. | Monster | Effect | Dark | Spellcaster | 4 | 1200 | 1100 | Face-up Dragon-Type monsters cannot be targeted by Spells, Traps, or card effects. |
M-Warrior #1 | Monster | Normal | Earth | Warrior | 3 | 1000 | 500 | Specializing in combination attacks, this warrior uses magnetism to block an enemy's escape. |
M-Warrior #2 | Monster | Normal | Earth | Warrior | 3 | 500 | 1000 | Specializing in combination attacks, this warrior is equipped with a tough, magnetically coated armor. |
Machine Conversion Factory | Spell | Equip | A Machine-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Magical Ghost | Monster | Normal | Dark | Zombie | 4 | 1300 | 1400 | This creature casts a spell of terror and confusion just before attacking its enemies. |
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. |
Man Eater | Monster | Normal | Earth | Plant | 2 | 800 | 600 | Man-eating plant with poison feelers for attacking enemies. |
Man-Eater Bug | Monster | Effect | Earth | Insect | 2 | 450 | 600 | FLIP: Select and destroy 1 monster on the field. |
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. |
Masaki the Legendary Swordsman | Monster | Normal | Earth | Warrior | 4 | 1100 | 1100 | Legendary swordmaster Masaki is a veteran of over 100 battles. |
Master & Expert | Monster | Normal | Earth | Beast | 4 | 1200 | 1000 | A deadly duo consisting of a beast master and its loyal servant. |
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. |
Metal Dragon | Monster | Fusion | Wind | Machine | 6 | 1850 | 1700 | Steel Ogre Grotto #1 + "Lesser Dragon" |
Misairuzame | Monster | Normal | Water | Fish | 5 | 1400 | 1600 | A missile-launching fish protected by deadly spikes. |
Monster Egg | Monster | Normal | Earth | Warrior | 3 | 600 | 900 | A warrior hidden within an egg that attacks enemies by flinging eggshells. |
Monster Reborn | Spell | Normal | Target 1 monster in either player's Graveyard; Special Summon it. | |||||
Mountain | Spell | Field | Increases the ATK and DEF of all Dragon, Winged Beast, and Thunder-Type monsters by 200 points. | |||||
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. |
Mystic Clown | Monster | Normal | Dark | Fiend | 4 | 1500 | 1000 | Nothing can stop the mad attack of this powerful creature. |
Mystic Horseman | Monster | Normal | Earth | Beast | 4 | 1300 | 1550 | Half man and half horse, this monster is known for its extreme speed. |
Mystical Elf | Monster | Normal | Light | Spellcaster | 4 | 800 | 2000 | A delicate elf that lacks offense, but has a terrific defense backed by mystical power. |
Mystical Moon | Spell | Equip | A Beast-Warrior-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Mystical Sheep #2 | Monster | Normal | Earth | Beast | 3 | 800 | 1000 | A monstrous sheep with a long tail for hypnotizing enemies. |
Nemuriko | Monster | Normal | Dark | Spellcaster | 3 | 800 | 700 | A child-like creature that controls a sleep fiend to beckon enemies into eternal slumber. |
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. |
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. |
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. |
Ookazi | Spell | Normal | Inflict 800 damage to your opponent. | |||||
Pale Beast | Monster | Normal | Earth | Beast | 4 | 1500 | 1200 | With skin tinged bluish-white, this strange creature is a fearsome sight to behold. |
Petit Angel | Monster | Normal | Light | Fairy | 3 | 600 | 900 | A quick-moving and tiny fairy that's very difficult to hit. |
Petit Dragon | Monster | Normal | Wind | Dragon | 2 | 600 | 700 | A very small dragon known for its vicious attacks. |
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. | |||||
Pot of Greed | Spell | Normal | Draw 2 cards. | |||||
Power of Kaishin | Spell | Equip | A Aqua-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Raigeki | Spell | Normal | Destroy all monsters your opponent controls. | |||||
Raise Body Heat | Spell | Equip | A Dinosaur-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
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. |
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. |
Red Medicine | Spell | Normal | Increase your Life Points by 500 points. | |||||
Red-Eyes B. Dragon | Monster | Normal | Dark | Dragon | 7 | 2400 | 2000 | A ferocious dragon with a deadly attack. |
Reinforcements | Trap | Normal | Increase the ATK of 1 face-up monster on the field by 500 points until the end of this turn. | |||||
Remove Trap | Spell | Normal | Destroys 1 face-up Trap Card on the field. | |||||
Reverse Trap | Trap | Normal | All increases and decreases to ATK and DEF are reversed for the turn in which this card is activated. | |||||
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. |
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. |
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. |
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. |
Rude Kaiser | Monster | Normal | Earth | Beast-Warrior | 5 | 1800 | 1600 | With an axe in each hand, this monster delivers heavy damage. |
Ryu-Kishin | Monster | Normal | Dark | Fiend | 3 | 1000 | 500 | A very elusive creature that looks like a harmless statue until it attacks. |
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. |
Sand Stone | Monster | Normal | Earth | Rock | 5 | 1300 | 1600 | Appears from underground and attacks with long, snake-like tentacles. |
Seiyaryu | Monster | Normal | Light | Dragon | 7 | 2500 | 2300 | A mystical dragon that burns away the unworthy with its mystic flames. |
Silver Bow and Arrow | Spell | Equip | A Fairy-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Silver Fang | Monster | Normal | Earth | Beast | 3 | 1200 | 800 | A snow wolf that's beautiful to the eye, but absolutely vicious in battle. |
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. |
Skull Servant | Monster | Normal | Dark | Zombie | 1 | 300 | 200 | A skeletal ghost that isn't strong, but can mean trouble in large numbers. |
Sogen | Spell | Field | Increases the ATK and DEF of all Beast-Warrior and Warrior-Type monsters by 200 points. | |||||
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. |
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. | |||||
Sparks | Spell | Normal | Inflicts 200 points of Direct Damage to your opponent's Life Points. | |||||
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. |
Spirit of the Harp | Monster | Normal | Light | Fairy | 4 | 800 | 2000 | A spirit that soothes the soul with the music of its heavenly harp. |
Steel Ogre Grotto #1 | Monster | Normal | Earth | Machine | 5 | 1400 | 1800 | A steel idol worshiped in the Land of Machines. |
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. | |||||
Succubus Knight | Monster | Normal | Dark | Warrior | 5 | 1650 | 1300 | A warrior wizard adept in casting bone-chilling spells. |
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. |
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. | |||||
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. | |||||
Swordstalker | Monster | Normal | Dark | Warrior | 6 | 2000 | 1600 | A monster formed by the vengeful souls of those who passed away in battle. |
Terra the Terrible | Monster | Normal | Dark | Fiend | 4 | 1200 | 1300 | Known as a swamp dweller, this creature is a minion of the dark forces. |
The 13th Grave | Monster | Normal | Dark | Zombie | 3 | 1200 | 900 | A zombie that suddenly appeared from plot #13 - an empty grave. |
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. | |||||
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. |
The Inexperienced Spy | Spell | Normal | Select and see 1 card in your opponent's hand. | |||||
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. |
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. |
Trap Hole | Trap | Normal | When your opponent Normal or Flip Summons a monster with 1000 or more ATK: Target that monster; destroy that target. | |||||
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. |
Tri-Horned Dragon | Monster | Normal | Dark | Dragon | 8 | 2850 | 2350 | An unworthy dragon with three sharp horns sprouting from its head. |
Trial of Nightmare | Monster | Normal | Dark | Fiend | 4 | 1300 | 900 | This fiend passes judgment on enemies that are locked in coffins. |
Tripwire Beast | Monster | Normal | Earth | Thunder | 4 | 1200 | 1300 | This creature attacks with electromagnetic waves. |
Turtle Tiger | Monster | Normal | Water | Aqua | 4 | 1000 | 1500 | A tiger encased in a protective shell that attacks with razor-sharp fangs. |
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. |
Two-Pronged Attack | Trap | Normal | Select and destroy 2 of your monsters and 1 of your opponent's monsters. | |||||
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. |
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. | |||||
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. | |||||
Unknown Warrior of Fiend | Monster | Normal | Dark | Warrior | 3 | 1000 | 500 | A deadly duo consisting of a beast master and its loyal servant. |
Uraby | Monster | Normal | Earth | Dinosaur | 4 | 1500 | 800 | Fast on its feet, this dinosaur rips enemies to shreds with its sharp claws. |
Vile Germs | Spell | Equip | A Plant-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Violet Crystal | Spell | Equip | A Zombie-Type monster equipped with this card increases its ATK and DEF by 300 points. | |||||
Waboku | Trap | Normal | You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn. | |||||
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. |
Wasteland | Spell | Field | Increases the ATK and DEF of all Dinosaur, Zombie, and Rock-Type monsters by 200 points. | |||||
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. |
Witty Phantom | Monster | Normal | Dark | Fiend | 4 | 1400 | 1300 | Dressed in a night-black tuxedo, this creature presides over death. |
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. |
The Yugi vs. Kaiba Format is the first competitive TCG format there ever was. It includes only the Legend of Blue-Eyes White Dragon booster set and the 2 Original Starter Decks (Yugi & Kaiba). This is Yu-Gi-Oh! in its simplest form. Surprisingly, it is actually difficult and takes a lot more skill than you would think.
Games are almost always very close. The format revolves around battle and monster removal. Let's start with the Four Power Spells, since they are clearly the most powerful cards by far.
RAIGEKI and DARK HOLE are a constant threat and probably the best ways to gain card advantage. This means it is really only safe to summon and attack with 1 monster at a time while these cards are still left in your opponent's deck. This can make getting around high-DEF monsters such as Wall of Illusion and Giant Soldier of Stone very slow, because you usually have to attack them to flip them face-up and then play a Fissure on them the following turn. My favorite way to use these cards is to bait my opponent into summoning multiple monsters by setting my own flip effect monsters or defensive walls in response to their aggression. Another play that sometimes works is to hold Dark Hole or Raigeki when it seems obvious that I should use it (in the face of 2 monsters) and goad my opponent into bringing out a third monster. However, I like to hold one or the other for most of the duel. So I will try to gain advantage with the first copy I see and then hold the other one back to keep my opponent's summons in check. Ideally it is better to hold Raigeki if you can, because it can also be used like a Nobleman of Crossout to clear facedown monsters to swing for game or big damage.
MONSTER REBORN is almost unstoppable since it circumvents Trap Hole. It's one and only weakness is Waboku. The best card to target is obviously Summoned Skull, and it is obviously best to wait until late game to do this. This is the only mainstream card that can special summon a monster (besides Last Will, which is weakened by the Old Ruling and a lack of solid targets). If you want to swarm the field, this is the one card that can do it.
CHANGE OF HEART is a menace. Absolutely devastating to use it on your opponent's Flip Effect monster or when you only need to get one more attack in to kill your opponent. For this reason alone, it is the fourth power spell and is best to hold until late game.
POT OF GREED as good as we all know it to be, is at its weakest form in the Yugi Kaiba Format. I don't even consider it a power spell. Why is that? Because there are so few power cards you can draw off of it. That said, it is a staple and should be played whenever you don't have a trap card or a viable monster play in hand. However, keep in mind there are no cards around that will discard it from your hand, except Card Destruction, which is not a good card. This means there is very little downside to holding it, and it can actually effect how your opponent assesses the game state and the plays that they make.
SUMMONED SKULL is powerful in the end game, but risky to bring out earlier. That is why I like to run 1, it's kind of like a really weak BLS. The only effective way to bring it out is a hard tribute. It is also very powerful to use Change of Heart + Summoned Skull late game. However, you typically don't want to bring it out too early because there is so much generic 1-1 removal and there is the threat of your opponent's Monster Reborn and Change of Heart. Playing Monster Reborn into Summoned Skull can only be stopped by a Waboku, since the special summon avoids Trap Hole and Skull can attack over literally any monster. I find that 2 Summoned Skulls will clog in your hand quite often, which to me was a bit surprising and against my initial intuitions, but having played a lot of this format, it now makes perfect sense. A tribute summon is a bit of an over-extension, and you will wind up holding your Skull for many turns more often than not, even when you have prime tribute fodder like a flipped Man-Eater Bug or Trap Master.
LA JINN, BATTLE OX, and NEO are the primary aggressors. You need them. All 9 of them in my opinion. Think about the math here, there are 9 1-for-1 removal cards (Bug, Fissure, Trap Hole) and 9 Lv4 beaters. Odds are your opponent will have 1-for-1 removal every time you summon one. Just be wary of Trap Holes when you need to get an attack over an opposing monster. And try to summon only one at a time while Raigeki and Dark Hole are still around. They are the best play when your opponent has no monsters, because they demand a response. The easiest way to win in this format is 5 clean attacks coming from one of these guys.
MAN-EATER BUG is a staple at 3. It is an incredibly versatile removal card. However, it is also the slowest form of removal, since it takes 1 turn of commitment to the board, and it is quite vulnerable to Raigeki, Dark Hole, Change of Heart, and even Swords of Revealing Light. Be careful how you use this card and be aware of its weaknesses.
WALL OF ILLUSION and GIANT SOLDIER OF STONE are excellent walls. I like to use only 2 of each, because you don't often want to use them, but when you need to set them to stave off attacks late game, they are amazing. You would think Wall of Illusion is infinitely better, but I like the versatility of using both at 2, because sometimes it actually is better to have Stone. Keep in mind, Wall can be abused by your opponent's man-eater bug or trap master, since they can flip summon, eat 1300-1400 damage, and then re-use the flip effect by re-setting them. Neither of these cards is a particularly good opening play. It is somewhat debatable whether Stone or Mystical Elf is better, since Elf can slide under Trap Hole if you want to go for game.
FISSURE is also a staple at 3. It is particularly useful against Giant Soldier of Stone and Wall of Illusion, which can otherwise be a real pain to get rid of. It can also be used against beaters when necessary. Just remember, it's usually best to use a Fissure in Main Phase 1, not Main Phase 2, because your opponent can just set another monster before you get a chance to swing directly.
TRAP HOLE is the best tempo controller in the format, since it is the only card that can effectively deal with threats coming from the opponent on their turn in 90% of cases. You get 3 of them, and trust me, you will need all 3 to survive long enough in this format. It is a serious threat when one player has a Lv 4 beater and the other has a blank monster zone. It is very difficult to be aggressive with the threat of Trap Hole to impede your progress.
WABOKU is one of the most important cards in the format, and you almost always want to save it until you cannot afford to take any more damage or it is ideal to save your monster (say a La Jinn from a kamikaze with your opponent's La Jinn, in which case only theirs will die if you play Waboku). Be careful though, because going down to 500 or 1000 life points is quite risky due to Reinforcements (which can be activated in the Damage Step) and Just Desserts. Once your opponent has 3 Wabokus in the graveyard, it is safe to go for game with cards like Change of Heart and Monster Reborn to mount a big swing. It plays a similar role to Scapegoat before it came out in the TCG, a 3 of card that let's you live in response to an over-extension and ideally come back with a swift counter attack on your turn when you can play your power spells.
TRAP MASTER is a bit of a crap-shoot, but it is the only way you can remove Trap Holes and Wabokus. It is particularly nice to hit a Waboku on your opponent's turn. My best advice for choosing a target with Trap Master is to pay attention to what cards "could" be traps, depending on whether they were on the field when your opponent wished they had a Trap Hole to respond (for instance, if the S/T was set and you summoned your La Jinn to attack over a Battle Ox, they almost certainly would have played a Trap Hole if the S/T was a Trap Hole). Conversely, if they set a new S/T after that play, there is a decent chance that new S/T is a Trap Hole. It's often nice to have the option to set a Trap Master instead of summoning a beater or setting a defensive wall, especially early game when your opponent is likely playing cautiously with their summons and there is a higher chance that set S/T are real and not bluffs.
DE-SPELL is used strictly to counter SWORDS OF REVEALING LIGHT, which is at 2 in this format. It can be devastating to De-Spell a Swords, and that's why I've gone with the choice of only maining 1 Swords and 1 De-Spell. To me, Swords is a bit of a desperation play that is by no means guaranteed to protect you due to De-Spell. And running 1 Swords is a bit of a mental-counter to people who may be inclined to run 2 De-Spells. However, Swords can also be used aggressively, and that's why I like it enough to continue to main it. It is a powerful move if you hit a Man-Eater Bug while you have no monsters or you can flip up a defense wall in order to Fissure it during mp1 and subsequently attack with a beater.
REINFORCEMENTS is a nifty card, but it can be a bit situational. Either running 1 or 2 is the best number. It works great when you need to power over a beater or protect your own from getting run over. Remember it's almost always better to activate in the damage step when Waboku cannot be chained in response. Also be wary of your opponent's Reinforcements in response to your own.
JUST DESSERTS is a personal tech choice that could easily be filled in by either more monsters or another copy of Swords and/or De-Spell. I find it useful in clinching games and stealing games I probably shouldn't have won. It's also nice that it is chainable to Trap Master. It's best when games are wars of attrition and neither player can seem to capitalize with any of their power cards or when you had to use both your copies of Raigeki and Dark Hole to stay in the game. 2 Just Desserts can easily be 3000 damage if your opponent is trying to kill you with Monster Reborn and Change of Heart or just a big swarm. This is a huge amount of damage and an additional threat your opponent has to consider when debating whether or not to use their Wabokus. There is also almost no way to eliminate the possibility of Just Desserts with the lack of S/T removal or a Jinzo in this format.
Other decks: DRAGONS
Games are almost always very close. The format revolves around battle and monster removal. Let's start with the Four Power Spells, since they are clearly the most powerful cards by far.
RAIGEKI and DARK HOLE are a constant threat and probably the best ways to gain card advantage. This means it is really only safe to summon and attack with 1 monster at a time while these cards are still left in your opponent's deck. This can make getting around high-DEF monsters such as Wall of Illusion and Giant Soldier of Stone very slow, because you usually have to attack them to flip them face-up and then play a Fissure on them the following turn. My favorite way to use these cards is to bait my opponent into summoning multiple monsters by setting my own flip effect monsters or defensive walls in response to their aggression. Another play that sometimes works is to hold Dark Hole or Raigeki when it seems obvious that I should use it (in the face of 2 monsters) and goad my opponent into bringing out a third monster. However, I like to hold one or the other for most of the duel. So I will try to gain advantage with the first copy I see and then hold the other one back to keep my opponent's summons in check. Ideally it is better to hold Raigeki if you can, because it can also be used like a Nobleman of Crossout to clear facedown monsters to swing for game or big damage.
MONSTER REBORN is almost unstoppable since it circumvents Trap Hole. It's one and only weakness is Waboku. The best card to target is obviously Summoned Skull, and it is obviously best to wait until late game to do this. This is the only mainstream card that can special summon a monster (besides Last Will, which is weakened by the Old Ruling and a lack of solid targets). If you want to swarm the field, this is the one card that can do it.
CHANGE OF HEART is a menace. Absolutely devastating to use it on your opponent's Flip Effect monster or when you only need to get one more attack in to kill your opponent. For this reason alone, it is the fourth power spell and is best to hold until late game.
POT OF GREED as good as we all know it to be, is at its weakest form in the Yugi Kaiba Format. I don't even consider it a power spell. Why is that? Because there are so few power cards you can draw off of it. That said, it is a staple and should be played whenever you don't have a trap card or a viable monster play in hand. However, keep in mind there are no cards around that will discard it from your hand, except Card Destruction, which is not a good card. This means there is very little downside to holding it, and it can actually effect how your opponent assesses the game state and the plays that they make.
SUMMONED SKULL is powerful in the end game, but risky to bring out earlier. That is why I like to run 1, it's kind of like a really weak BLS. The only effective way to bring it out is a hard tribute. It is also very powerful to use Change of Heart + Summoned Skull late game. However, you typically don't want to bring it out too early because there is so much generic 1-1 removal and there is the threat of your opponent's Monster Reborn and Change of Heart. Playing Monster Reborn into Summoned Skull can only be stopped by a Waboku, since the special summon avoids Trap Hole and Skull can attack over literally any monster. I find that 2 Summoned Skulls will clog in your hand quite often, which to me was a bit surprising and against my initial intuitions, but having played a lot of this format, it now makes perfect sense. A tribute summon is a bit of an over-extension, and you will wind up holding your Skull for many turns more often than not, even when you have prime tribute fodder like a flipped Man-Eater Bug or Trap Master.
LA JINN, BATTLE OX, and NEO are the primary aggressors. You need them. All 9 of them in my opinion. Think about the math here, there are 9 1-for-1 removal cards (Bug, Fissure, Trap Hole) and 9 Lv4 beaters. Odds are your opponent will have 1-for-1 removal every time you summon one. Just be wary of Trap Holes when you need to get an attack over an opposing monster. And try to summon only one at a time while Raigeki and Dark Hole are still around. They are the best play when your opponent has no monsters, because they demand a response. The easiest way to win in this format is 5 clean attacks coming from one of these guys.
MAN-EATER BUG is a staple at 3. It is an incredibly versatile removal card. However, it is also the slowest form of removal, since it takes 1 turn of commitment to the board, and it is quite vulnerable to Raigeki, Dark Hole, Change of Heart, and even Swords of Revealing Light. Be careful how you use this card and be aware of its weaknesses.
WALL OF ILLUSION and GIANT SOLDIER OF STONE are excellent walls. I like to use only 2 of each, because you don't often want to use them, but when you need to set them to stave off attacks late game, they are amazing. You would think Wall of Illusion is infinitely better, but I like the versatility of using both at 2, because sometimes it actually is better to have Stone. Keep in mind, Wall can be abused by your opponent's man-eater bug or trap master, since they can flip summon, eat 1300-1400 damage, and then re-use the flip effect by re-setting them. Neither of these cards is a particularly good opening play. It is somewhat debatable whether Stone or Mystical Elf is better, since Elf can slide under Trap Hole if you want to go for game.
FISSURE is also a staple at 3. It is particularly useful against Giant Soldier of Stone and Wall of Illusion, which can otherwise be a real pain to get rid of. It can also be used against beaters when necessary. Just remember, it's usually best to use a Fissure in Main Phase 1, not Main Phase 2, because your opponent can just set another monster before you get a chance to swing directly.
TRAP HOLE is the best tempo controller in the format, since it is the only card that can effectively deal with threats coming from the opponent on their turn in 90% of cases. You get 3 of them, and trust me, you will need all 3 to survive long enough in this format. It is a serious threat when one player has a Lv 4 beater and the other has a blank monster zone. It is very difficult to be aggressive with the threat of Trap Hole to impede your progress.
WABOKU is one of the most important cards in the format, and you almost always want to save it until you cannot afford to take any more damage or it is ideal to save your monster (say a La Jinn from a kamikaze with your opponent's La Jinn, in which case only theirs will die if you play Waboku). Be careful though, because going down to 500 or 1000 life points is quite risky due to Reinforcements (which can be activated in the Damage Step) and Just Desserts. Once your opponent has 3 Wabokus in the graveyard, it is safe to go for game with cards like Change of Heart and Monster Reborn to mount a big swing. It plays a similar role to Scapegoat before it came out in the TCG, a 3 of card that let's you live in response to an over-extension and ideally come back with a swift counter attack on your turn when you can play your power spells.
TRAP MASTER is a bit of a crap-shoot, but it is the only way you can remove Trap Holes and Wabokus. It is particularly nice to hit a Waboku on your opponent's turn. My best advice for choosing a target with Trap Master is to pay attention to what cards "could" be traps, depending on whether they were on the field when your opponent wished they had a Trap Hole to respond (for instance, if the S/T was set and you summoned your La Jinn to attack over a Battle Ox, they almost certainly would have played a Trap Hole if the S/T was a Trap Hole). Conversely, if they set a new S/T after that play, there is a decent chance that new S/T is a Trap Hole. It's often nice to have the option to set a Trap Master instead of summoning a beater or setting a defensive wall, especially early game when your opponent is likely playing cautiously with their summons and there is a higher chance that set S/T are real and not bluffs.
DE-SPELL is used strictly to counter SWORDS OF REVEALING LIGHT, which is at 2 in this format. It can be devastating to De-Spell a Swords, and that's why I've gone with the choice of only maining 1 Swords and 1 De-Spell. To me, Swords is a bit of a desperation play that is by no means guaranteed to protect you due to De-Spell. And running 1 Swords is a bit of a mental-counter to people who may be inclined to run 2 De-Spells. However, Swords can also be used aggressively, and that's why I like it enough to continue to main it. It is a powerful move if you hit a Man-Eater Bug while you have no monsters or you can flip up a defense wall in order to Fissure it during mp1 and subsequently attack with a beater.
REINFORCEMENTS is a nifty card, but it can be a bit situational. Either running 1 or 2 is the best number. It works great when you need to power over a beater or protect your own from getting run over. Remember it's almost always better to activate in the damage step when Waboku cannot be chained in response. Also be wary of your opponent's Reinforcements in response to your own.
JUST DESSERTS is a personal tech choice that could easily be filled in by either more monsters or another copy of Swords and/or De-Spell. I find it useful in clinching games and stealing games I probably shouldn't have won. It's also nice that it is chainable to Trap Master. It's best when games are wars of attrition and neither player can seem to capitalize with any of their power cards or when you had to use both your copies of Raigeki and Dark Hole to stay in the game. 2 Just Desserts can easily be 3000 damage if your opponent is trying to kill you with Monster Reborn and Change of Heart or just a big swarm. This is a huge amount of damage and an additional threat your opponent has to consider when debating whether or not to use their Wabokus. There is also almost no way to eliminate the possibility of Just Desserts with the lack of S/T removal or a Jinzo in this format.
Other decks: DRAGONS
The Dragons deck revolves around Lord of D. and the Flute of Summoning Dragon combo to bring out Blue-Eyes White Dragons and Tri-Horned Dragons. This is difficult to pull off quickly, and seriously complicated by the fact that all decks play 3 Wabokus, Dark Hole, and Raigeki. A potential way to deal with this is to use Trap Masters. It is further hindered by the fact that the Old Ruling on Last Will requires one to activate it BEFORE your monster is sent to the Graveyard, making it harder to summon Lord of D. It would be much more powerful if you could summon a beater, bait out a Trap Hole, play Last Will into Lord of D. and bring out your Dragons, but alas this combo did not work back in the 2002 rules of the TCG.
Other decks: STALL MILL
I was thinking about how 2 Card Destruction could be abused in this format, and this is the best idea I can come up with. Since most normal games in this format take about 10+ turns, all you would have to do in theory would be to stall the game out a little bit longer to 20 turns, so your opponent has exactly 12 cards left in deck and 6 cards in hand, then activate 2 Card Destruction on your turn. Ideally you only need to make sure you don't deck yourself out, and you can manipulate the number of cards in your hand by setting spells, traps, and monsters to draw the maximum number without killing yourself. You could also do this to ensure or increase the odds that you draw your second Card Destruction off of your first Card Destruction if you only have drawn 1 that game.
Other decks: STALL BURN?
This deck revolves around Just Desserts, Ookazi (Normal Spell, 800 dmg), and potentially Hinotama (Normal Spell, 500 dmg). In theory, it could run a handful of beaters, 3 Stone Soldiers, 3 Elfs, 3 Bugs, 2 Swords, 3 Waboku, etc. It would only require ~2 attacks by one of your beaters early on, and then you can go into stall mode, setting lots of spells and holding off your opponent with walls. Then, when you have enough damage to kill your opponent or get them really really low, you can fire off all of your burn at once. This would work best in response to a full board of your opponent's monsters to maximize Just Desserts.
Other decks: STALL EXODIA?
Probably wouldn't work very well, with no viable methods to search out or retrieve Exodia pieces from the graveyard, meaning Card Destruction would probably fail in this build. Yeah, I don't see this deck being any good, but maybe someone can crack a decent build. Your opponent could also side in Card Destruction and that would basically kill your gameplan.
I was thinking about how 2 Card Destruction could be abused in this format, and this is the best idea I can come up with. Since most normal games in this format take about 10+ turns, all you would have to do in theory would be to stall the game out a little bit longer to 20 turns, so your opponent has exactly 12 cards left in deck and 6 cards in hand, then activate 2 Card Destruction on your turn. Ideally you only need to make sure you don't deck yourself out, and you can manipulate the number of cards in your hand by setting spells, traps, and monsters to draw the maximum number without killing yourself. You could also do this to ensure or increase the odds that you draw your second Card Destruction off of your first Card Destruction if you only have drawn 1 that game.
Other decks: STALL BURN?
This deck revolves around Just Desserts, Ookazi (Normal Spell, 800 dmg), and potentially Hinotama (Normal Spell, 500 dmg). In theory, it could run a handful of beaters, 3 Stone Soldiers, 3 Elfs, 3 Bugs, 2 Swords, 3 Waboku, etc. It would only require ~2 attacks by one of your beaters early on, and then you can go into stall mode, setting lots of spells and holding off your opponent with walls. Then, when you have enough damage to kill your opponent or get them really really low, you can fire off all of your burn at once. This would work best in response to a full board of your opponent's monsters to maximize Just Desserts.
Other decks: STALL EXODIA?
Probably wouldn't work very well, with no viable methods to search out or retrieve Exodia pieces from the graveyard, meaning Card Destruction would probably fail in this build. Yeah, I don't see this deck being any good, but maybe someone can crack a decent build. Your opponent could also side in Card Destruction and that would basically kill your gameplan.