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Armed Dragon Catapult Cannon
Fusion Monster
"VWXYZ-Dragon Catapult Cannon" + "Armed Dragon LV7" Must first be Special Summoned (from your Extra Deck) during a Duel you Special Summoned both the above cards, by banishing the above cards from your field and/or GY. (You do not use "Polymerization".) Your opponent cannot activate cards or effects with the same name as any banished card. Once per turn, during your opponent's turn (Quick Effect): You can banish 1 card from your Deck or Extra Deck, face-up; banish all cards your opponent controls and in their GY.
3500
3000
10
Machine
LIGHT
null
Armed Dragon
null
null
Armed Dragon Flash
Spell Card
Special Summon 1 Level 3 "Armed Dragon" monster from your Deck in Defense Position. You can only activate 1 "Armed Dragon Flash" per turn.
null
null
null
Quick-Play
null
null
Armed Dragon
null
null
Armed Dragon LV10
Effect Monster
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Armed Dragon LV7". You can send 1 card from your hand to the Graveyard to destroy all face-up monsters your opponent controls.
3000
2000
10
Dragon
WIND
null
Armed Dragon
null
null
Armed Dragon LV10 White
Effect Monster
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can banish "Armed Dragon" monsters from your field and/or GY whose total Levels equal 10; Special Summon this card from your hand, then you can add 1 "White Veil" from your Deck to your hand. You can only use this effect of "Armed Dragon LV10 White" once per turn. You take no effect damage. At the start of the Damage Step, if this card attacks: You can destroy 1 card on the field.
3000
2000
10
Dragon
LIGHT
null
Armed Dragon
null
null
Armed Dragon LV3
Effect Monster
During your Standby Phase: You can send this card to the GY; Special Summon 1 "Armed Dragon LV5" from your hand or Deck.
1200
900
3
Dragon
WIND
null
Armed Dragon
null
null
Armed Dragon LV5
Effect Monster
You can send 1 monster from your hand to the GY, then target 1 monster your opponent controls with ATK less than or equal to the sent monster's ATK; destroy that target. During the End Phase, if this card destroyed a monster by battle this turn: You can send this card to the GY; Special Summon 1 "Armed Dragon LV7" from your hand or Deck.
2400
1700
5
Dragon
WIND
null
Armed Dragon
null
null
Armed Dragon LV7
Effect Monster
Cannot be Normal Summoned/Set. Must be Special Summoned by "Armed Dragon LV5". You can send 1 monster from your hand to the GY; destroy all monsters your opponent controls with ATK less than or equal to that sent monster's ATK.
2800
1000
7
Dragon
WIND
null
Armed Dragon
null
null
Armed Dragon Lightning
Spell Card
If an "Armed Dragon" monster(s) you control would be destroyed by card effect, you can send this card to the GY instead. You can target 1 "Armed Dragon" monster you control, then activate 1 of these effects; ● It gains ATK equal to its Level x 100 (even if this card leaves the field). ● Add 1 "Armed Dragon" monster with an equal or lower Level than it from your GY to your hand. You can only use this effect of "Armed Dragon Lightning" once per turn.
null
null
null
Continuous
null
null
Armed Dragon
null
null
Armed Dragon Thunder LV10
Effect Monster
If this card was Special Summoned by the effect of an "Armed Dragon" monster, it gains the following effects based on its ATK. ● 1+: Its name becomes "Armed Dragon LV10". ● 10+: Control of it cannot switch. ● 100+: Cannot be destroyed by battle. ● 1000+: Once per opponent's turn (Quick Effect): You can send 1 card from your hand to the GY, then target 1 other card on the field; destroy it, and if you do, this card gains 1000 ATK. ● 10000+: Once per turn: You can destroy all other cards on the field.
3000
2000
10
Dragon
WIND
null
Armed Dragon
null
null
Armed Dragon Thunder LV3
Effect Monster
This card's name becomes "Armed Dragon LV3" while on the field or in the GY. You can only use each of the following effects of "Armed Dragon Thunder LV3" once per turn. You can send 1 monster from your hand to the GY; send this card from the field to the GY, and if you do, Special Summon 1 Level 5 or lower "Armed Dragon" monster from your hand or Deck. If this card is sent to the GY to activate a Dragon monster's effect: You can draw 1 card.
1200
900
3
Dragon
WIND
null
Armed Dragon
null
null
Armed Dragon Thunder LV5
Effect Monster
This card's name becomes "Armed Dragon LV5" while on the field or in the GY. You can only use each of the following effects of "Armed Dragon Thunder LV5" once per turn. You can send 1 monster from your hand to the GY; send this card from the field to the GY, and if you do, Special Summon 1 Level 7 or lower "Armed Dragon" monster from your hand or Deck. If this card is sent to the GY to activate a Dragon monster's effect: You can add 1 Level 5 or higher WIND Dragon monster from your Deck to your hand.
2400
1700
5
Dragon
WIND
null
Armed Dragon
null
null
Armed Dragon Thunder LV7
Effect Monster
This card's name becomes "Armed Dragon LV7" while on the field or in the GY. You can only use each of the following effects of "Armed Dragon Thunder LV7" once per turn. You can send 1 monster from your hand to the GY; send this card from the field to the GY, and if you do, Special Summon 1 Level 10 or lower "Armed Dragon" monster from your hand or Deck. If this card is sent to the GY to activate a Dragon monster's effect: You can add 1 "Armed Dragon" card from your Deck to your hand.
2800
1000
7
Dragon
WIND
null
Armed Dragon
null
null
Armed Dragon Thunderbolt
Trap Card
Target 1 "Armed Dragon" monster you control; it gains 1000 ATK for each "Armed Dragon" monster in your GY with an equal or lower Level than it and with different names from each other, also for the rest of this turn, your opponent takes no battle damage from its attacks. You can banish this card from your GY, then target 1 "Armed Dragon" Spell in your GY; add it to your hand. You can only use 1 "Armed Dragon Thunderbolt" effect per turn, and only once that turn.
null
null
null
Normal
null
null
Armed Dragon
null
null
Armed Dragon, the Armored Dragon
Effect Monster
When this card destroys an opponent's monster by battle: You can Special Summon 1 Level 5 or lower WIND Dragon monster from your hand or Deck, except "Armed Dragon, the Armored Dragon", but it cannot attack directly this turn.
1900
1400
4
Dragon
WIND
null
Armed Dragon
null
null
Armed Neos
Fusion Monster
"Elemental HERO Neos" + 1 "Armed Dragon" monster Must be Fusion Summoned. If this card is Special Summoned: You can choose 1 Dragon monster in your GY and destroy all monsters your opponent controls with an equal or lower Level than it. When this card destroys a monster by battle: You can make this card gain the following effect. ● During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, ignoring its Summoning conditions.
3500
3000
10
Warrior
WIND
null
Neos
null
null
Armed Ninja
Flip Effect Monster
FLIP: Target 1 Spell Card on the field; destroy that target. (If the target is Set, reveal it, and destroy it if it is a Spell Card. Otherwise, return it to its original position.)
300
300
1
Warrior
EARTH
null
Ninja
null
null
Armed Protector Dragon
Effect Monster
Face-up Equip Cards you control cannot be destroyed by card effects. This card gains 500 ATK for each Equip Card equipped to this card.
2000
2800
8
Dragon
LIGHT
null
null
null
null
Armed Samurai - Ben Kei
Effect Monster
For each Equip Card equipped to this card, it gains 1 additional attack during each Battle Phase.
500
800
4
Warrior
DARK
null
null
null
null
Armed Sea Hunter
Effect Monster
After damage calculation, if this card battles an Effect Monster: Negate the effects of that monster (including in the Graveyard). You must control another face-up WATER monster to activate and to resolve this effect. If this card would be destroyed, you can destroy 1 face-up Level 3 or lower WATER monster you control instead.
1800
400
4
Sea Serpent
WATER
null
null
null
null
Armed and Ready!
Skill Card
Once per Duel, during your Main Phase, you can send 1 "LV" monster you control to the GY, then Special Summon the "LV" monster mentioned in its text from your hand, Deck, or GY, as if it were Summoned by the sent monster's effect.
null
null
null
Chazz Princet
null
null
null
null
null
Armillyre, the Starleader Dragon
Link Monster
2 Effect Monsters Cannot be used as Link Material. You can target 1 face-up monster this card points to; Special Summon 1 monster with the same original Level from your hand to your zone this card points to, in Defense Position, but negate its effects. You can only use this effect of "Armillyre, the Starleader Dragon" once per turn.
1400
null
null
Dragon
DARK
null
null
2
['Bottom-Left', 'Bottom-Right']
Armityle the Chaos Phantasm
Fusion Monster
"Uria, Lord of Searing Flames" + "Hamon, Lord of Striking Thunder" + "Raviel, Lord of Phantasms" Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) Cannot be destroyed by battle. Gains 10,000 ATK during your turn only.
0
0
12
Fiend
DARK
null
Chaos Phantom
null
null
Armityle the Chaos Phantasm - Phantom of Fury
Fusion Monster
"Uria, Lord of Searing Flames" + "Hamon, Lord of Striking Thunder" + "Raviel, Lord of Phantasms" This card's name becomes "Armityle the Chaos Phantasm" while on the field. Once per turn, during your Main Phase: You can give control of this card to your opponent. Once per turn, during the End Phase, if this card's control was changed this turn: Banish all cards you control, then the owner of this card can Special Summon 1 "Armityle the Chaos Phantasm" from their Extra Deck, ignoring its Summoning conditions.
0
0
12
Fiend
DARK
null
Sacred Beast
null
null
Armor Blast
Spell Card
Target 1 face-up "Inzektor" card you control and 2 face-up cards your opponent controls; destroy them.
null
null
null
Normal
null
null
Inzektor
null
null
Armor Break
Trap Card
Negate the activation of an Equip Spell Card and destroy it.
null
null
null
Counter
null
null
null
null
null
Armor Breaker
Union Effect Monster
Once per turn, you can equip this card to a Warrior-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, when that monster inflicts Battle Damage to your opponent, destroy 1 card on the field. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)
800
800
3
Warrior
EARTH
null
null
null
null
Armor Dragon Ritual
Spell Card
This card is used to Ritual Summon "Knight of Armor Dragon". You must also Tribute monsters from your hand or field whose total Levels equal 4 or more. During your Main Phase, except the turn this card was sent to the GY: You can banish monsters from your hand or face-up field whose total Levels equal 4 or more; banish this card from your GY, and if you do, Special Summon 1 "Knight of Armor Dragon" from your GY. You can only use this effect of "Armor Dragon Ritual" once per turn.
null
null
null
Ritual
null
null
null
null
null
Armor Exe
Effect Monster
This card cannot attack in the same turn it is Normal Summoned, Flip Summoned, or Special Summoned. During each of your and your opponent's Standby Phases, remove 1 Spell Counter on your side of the field. If you do not, destroy this card.
2400
1400
4
Rock
LIGHT
null
null
null
null
Armor Ninjitsu Art of Alchemy
Spell Card
If you control a "Ninjitsu Art" card: Destroy as many other "Ninjitsu Art" cards you control as possible, then draw 2 cards.
null
null
null
Normal
null
null
Ninjitsu Art
null
null
Armor Ninjitsu Art of Freezing
Trap Card
When an opponent's monster declares an attack, if you control a "Ninja" monster: You can flip this card face-up; negate that attack and end the Battle Phase. While this card is face-up on the field and you control a "Ninja" monster, monsters your opponent controls cannot change their battle positions.
null
null
null
Continuous
null
null
Ninja
null
null
Armor Ninjitsu Art of Rust Mist
Trap Card
When a monster(s) is Special Summoned to your opponent's field, if you control a "Ninja" monster: Halve the current ATK of that Special Summoned monster(s).
null
null
null
Continuous
null
null
Ninja
null
null
Armored Axon Kicker
Effect Monster
If you control a face-up Psychic-Type monster, you can Normal Summon this card without Tributing. If this card destroys an opponent's monster by battle, you take damage equal to half the destroyed monster's ATK. Then, you can Special Summon 1 monster from your Graveyard with ATK less than or equal to the damage you took.
2200
1800
6
Psychic
EARTH
null
null
null
null
Armored Bee
Effect Monster
Once per turn: You can target 1 face-up monster your opponent controls
halve that target's ATK until the End Phase.
1600
1,200
4
Insect
WIND
null
null
null
Armored Bitron
Effect Monster
You can Tribute this card: Special Summon 1 Cyberse monster from your Deck, except "Armored Bitron", but negate its effects, also you cannot Special Summon for the rest of this turn, except Cyberse monsters. If a Link-3 or higher Link Monster you control is destroyed by battle or an opponent's card effect, while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Armored Bitron" once per turn.
500
0
2
Cyberse
DARK
null
null
null
null
Armored Cybern
Union Effect Monster
Once per turn, you can either: Target 1 "Cyber Dragon" you control, or 1 Fusion Monster you control that lists "Cyber Dragon" as Fusion Material; equip this card to that target, OR: Unequip this card and Special Summon it. Once per turn, while equipped to a monster by this effect: You can target 1 face-up monster on the field; the equipped monster loses exactly 1000 ATK (even if this card leaves the field), and if it does, destroy that target. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
0
2000
4
Machine
WIND
null
Cyber Dragon
null
null
Armored Glass
Trap Card
You can only activate this card when a monster is equipped with an Equip Card. Negate the effects of all Equip Cards on the field during the turn this card is activated.
null
null
null
Normal
null
null
null
null
null
Armored Kappa
XYZ Monster
2 Level 2 monsters Once per turn: You can detach 1 Xyz Material from this card; this card gains 1000 ATK or DEF. During either player's Battle Step, while an attack involving your monster is occurring: You can discard 1 card; for the rest of this turn, monsters you control cannot be destroyed by battle, also you take no battle damage. You can only use this effect of "Armored Kappa" once per Duel.
400
1000
2
Psychic
WATER
null
null
null
null
Armored Lizard
Normal Monster
A lizard with a very tough hide and a vicious bite.
1500
1200
4
Reptile
EARTH
null
null
null
null
Armored Rat
Normal Monster
The fur on this monster rat is tough enough to repel swords.
950
1100
3
Beast
EARTH
null
null
null
null
Armored Starfish
Normal Monster
A bluish starfish with a solid hide capable of fending off attacks.
850
1400
4
Aqua
WATER
null
null
null
null
Armored White Bear
Effect Monster
If this card is Normal or Special Summoned while a Synchro Monster is on the field: You can target 1 Field Spell in your GY; add it to your hand. If this card is destroyed by battle and sent to the GY, or if this card in your possession is destroyed by an opponent's card effect and sent to your GY: You can Special Summon 1 Level 4 or lower Beast monster from your Deck or GY, except "Armored White Bear". You can only use each effect of "Armored White Bear" once per turn.
1800
1400
4
Beast
WATER
null
null
null
null
Armored Xyz
Spell Card
Target 1 face-up monster you control and 1 Xyz Monster in your GY; equip that monster from the GY to that other monster on the field as an Equip Spell with these effects. ● The equipped monster's ATK becomes this card's. ● The equipped monster's Attribute is also treated as this card's. ● If the equipped monster attacked, at the end of the Damage Step: You can send this card to the GY; the monster it was equipped to can make a second attack in a row.
null
null
null
Normal
null
null
Xyz
null
null
Armored Zombie
Normal Monster
This warrior blindly swings a deadly blade with devastating force.
1500
0
3
Zombie
DARK
null
null
null
null
Armoroid
Effect Monster
If this card is Tribute Summoned by Tributing at least 1 "roid" monster: Banish all Spells and Traps on the field.
2700
2000
8
Machine
EARTH
null
Roid
null
null
Armory Arm
Synchro Monster
1 Tuner + 1 or more non-Tuner monsters Once per turn, you can either: Target 1 monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in Attack Position. While equipped by this effect, that target gains 1000 ATK. If that target destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.
1800
1200
4
Machine
LIGHT
null
null
null
null
Armory Call
Trap Card
Add 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn.
null
null
null
Normal
null
null
null
null
null
Arms Regeneration
Spell Card
Activate 1 of the following effects. ● Target 1 face-up monster you control; it gains 800 ATK until the end of this turn. ● Target 1 Equip Spell in either GY; Set it to your field, or equip it to 1 appropriate monster you control. You can only activate 1 "Arms Regeneration" per turn.
null
null
null
Quick-Play
null
null
null
null
null
Arms of Genex Return Zero
Synchro Monster
1 DARK Tuner + 1+ non-Tuner monsters When your opponent activates a monster effect (Quick Effect): You can banish 1 monster from your GY with the same Attribute as that monster, but a different one than those banished to activate this effect of "Arms of Genex Return Zero" this turn; negate the activation, and if you do, destroy that monster. Once per turn: You can target up to 6 of your "Genex" monsters with different Attributes that are banished and/or in your GY; shuffle them into the Deck, then you can destroy up to that many cards in the Spell & Trap Zone.
3100
2950
10
Machine
DARK
null
Genex
null
null
Army Ant Token
Token
Special Summoned with the effect of "Multiplication of Ants". This Token cannot be used as a Tribute for a Tribute Summon.
500
1200
4
Insect
EARTH
null
null
null
null
Arnis, the Empowered Warrior
Effect Monster
When this card you control is destroyed by battle with an opponent's attacking monster and sent to your Graveyard: You can Special Summon 1 Spellcaster-Type monster with 1500 or less ATK from your Deck in Attack Position.
1700
1200
4
Warrior
FIRE
null
Empowered Warrior
null
null
Aroma Blend
Spell Card
Discard 1 card; place 1 "Humid Winds", "Dried Winds", or "Blessed Winds" from your hand or Deck face-up in your Spell & Trap Zone. You can banish this card from your GY; Fusion Summon 1 Plant Fusion Monster from your Extra Deck, by banishing materials mentioned on it from your hand and/or field. If your LP are higher than your opponent's, you can also banish Plant monsters from your GY as material. You can only use each effect of "Aroma Blend" once per turn.
null
null
null
Normal
null
null
Aroma
null
null
Aroma Garden
Spell Card
Once per turn, if you control an "Aroma" monster: You can gain 500 LP, also all monsters you control gain 500 ATK and DEF until the end of your opponent's next turn (even if this card leaves the field). If a face-up "Aroma" monster you control is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP.
null
null
null
Field
null
null
Aroma
null
null
Aroma Gardening
Spell Card
If you Normal or Special Summon an "Aroma" monster(s) (except during the Damage Step): You can gain 1000 LP. When an opponent's monster declares an attack, while your LP are lower than your opponent's: You can Special Summon 1 "Aroma" monster from your Deck. You can only use each effect of "Aroma Gardening" once per turn.
null
null
null
Continuous
null
null
Aroma
null
null
Aroma Healing
Trap Card
Gain 1000 LP for each "Aroma" monster with different names you control. You can banish this card from your GY, then target 1 "Aroma" monster in your GY; Special Summon it (but banish it when it leaves the field), then gain 500 LP. You can only use 1 "Aroma Healing" effect per turn, and only once that turn.
null
null
null
Normal
null
null
Aroma
null
null
Aroma Jar
Flip Effect Monster
If this card is flipped face-up, this card cannot be destroyed by battle while it is face-up on the field. If this card is flipped face-up, during each player's End Phase: You gain 500 LP.
500
400
1
Rock
WIND
null
Aroma
null
null
Aroma Strategy
Skill Card
[At the start of the Duel, flip this card over.] You may look at the top card of your Deck at any time.
null
null
null
Mai
null
null
null
null
null
Aromage Bergamot
Effect Monster
While your LP is higher than your opponent's, if a Plant-Type monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if you gain LP: This card gains 1000 ATK and DEF until the end of your opponent's turn.
2400
1800
6
Plant
FIRE
null
Aroma
null
null
Aromage Cananga
Effect Monster
While your LP is higher than your opponent's, face-up monsters your opponent controls lose 500 ATK and DEF. Once per turn, if you gain LP: Target 1 Spell/Trap Card your opponent controls; return it to the hand.
1400
1000
3
Plant
EARTH
null
Aroma
null
null
Aromage Jasmine
Effect Monster
During your Main Phase, while your LP are higher than your opponent's, you can Normal Summon 1 Plant monster in addition to your Normal Summon/Set, except "Aromage Jasmine". (You can only gain this effect once per turn.) Once per turn, if you gain LP: Draw 1 card.
100
1900
2
Plant
LIGHT
null
Aroma
null
null
Aromage Laurel
Effect Monster
If your LP are higher than your opponent's: You can Special Summon this card from your hand. If you gain LP: Target 1 non-Tuner Plant monster on the field; it is treated as a Tuner this turn. If this card is sent to the GY: You can gain 500 LP. You can only use each effect of "Aromage Laurel" once per turn.
800
0
1
Plant
WIND
null
Aroma
null
null
Aromage Marjoram
Effect Monster
While your LP are higher than your opponent's, you take no battle damage from attacks involving your Plant monsters. You can only use each of the following effects of "Aromage Marjoram" once per turn. ● When a Plant monster you control is destroyed by battle: You can Special Summon this card from your hand, then gain 500 LP. ● If you gain LP: Target cards in your opponent's GY, up to the number of "Aroma" monsters you control; banish them.
2000
1600
5
Plant
DARK
null
Aroma
null
null
Aromage Rosemary
Effect Monster
While your LP are higher than your opponent's, if a Plant monster you control attacks, your opponent cannot activate monster effects until the end of the Damage Step. Once per turn, if you gain LP: Target 1 face-up monster on the field; change its battle position.
1800
700
4
Plant
WATER
null
Aroma
null
null
Aromalylith Magnolia
Fusion Monster
1 "Aroma" monster + 1 Plant monster While your LP are higher than your opponent's, Plant monsters you control cannot be destroyed by your opponent's card effects. Once per turn: You can pay 2000 LP; banish cards on the field equal to the total number of "Humid Winds", "Dried Winds", and "Blessed Winds" you control. Once per turn, if you gain LP (even during the Damage Step): You can make all Plant monsters you currently control gain an equal amount of ATK until the end of this turn.
2600
1800
8
Plant
DARK
null
Aroma
null
null
Aromalylith Rosalina
Tuner Monster
(Quick Effect): You can discard this card, then target 1 "Aroma" monster you control; gain LP equal to half its ATK. If this card is Normal or Special Summoned: You can Special Summon 1 non-Tuner "Aroma" monster from your Deck, also you cannot Special Summon monsters for the rest of this turn, except Plant monsters. You can only use each effect of "Aromalylith Rosalina" once per turn.
0
0
1
Plant
DARK
null
Aroma
null
null
Aromalylith Rosemary
Link Monster
2+ Plant monsters If this card is Special Summoned: You can add 1 "Aroma" card from your Deck to your hand. If you gain LP (even during the Damage Step): You can Special Summon up to 3 "Aroma" monsters from your hand to your zones this card points to. You can Tribute 1 monster this card points to, then target 1 card on the field; banish it, and if you do, gain 1000 LP. You can only use each effect of "Aromalylith Rosemary" once per turn.
2200
null
null
Plant
DARK
null
Aroma
3
['Bottom-Left', 'Bottom', 'Bottom-Right']
Aromaseraphy Angelica
Tuner Monster
During either player's turn: You can discard this card, then target 1 "Aroma" monster in your Graveyard; gain LP equal to that target's ATK. While your LP is higher than your opponent's, you control an "Aroma" monster, and this card is in your Graveyard: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Aromaseraphy Angelica" once per turn.
0
0
1
Plant
LIGHT
null
Aroma
null
null
Aromaseraphy Jasmine
Link Monster
2 Plant monsters If your LP are higher than your opponent's, this card and any Plant monsters it points to cannot be destroyed by battle. You can Tribute 1 monster this card points to; Special Summon 1 Plant monster from your Deck in Defense Position. You can only use this effect of "Aromaseraphy Jasmine" once per turn. Once per turn, if you gain LP: Add 1 Plant monster from your Deck to your hand.
1800
null
null
Plant
LIGHT
null
Aroma
2
['Bottom-Left', 'Bottom-Right']
Aromaseraphy Rosemary
Synchro Monster
1 Tuner + 1 or more non-Tuner monsters While your LP is higher than your opponent's, all Plant-Type monsters you control gain 500 ATK and DEF. Once per turn, if you gain LP: Target 1 face-up card your opponent controls; that face-up card has its effects negated until the end of this turn.
2000
900
5
Plant
LIGHT
null
Aroma
null
null
Aromaseraphy Sweet Marjoram
Synchro Monster
1 Tuner + 1+ non-Tuner monsters While your LP are higher than your opponent's, your opponent cannot target Plant monsters you control with card effects. You can only use each of the following effects of "Aromaseraphy Sweet Marjoram" once per turn. ● If this card is Synchro Summoned: You can add 1 "Humid Winds", "Dried Winds", or "Blessed Winds" from your Deck to your hand. ● If you gain LP: Target 1 card your opponent controls; destroy it.
2200
2000
6
Plant
LIGHT
null
Aroma
null
null
Aron, the Ogdoadic King
Effect Monster
If this card is in your GY: You can Tribute 2 monsters; Special Summon this card. If your opponent adds a card(s) to their hand (except during the Draw Phase or Damage Step): You can send 1 random card from their hand to the GY. If a monster(s) your opponent controls is sent to the GY (except during the Damage Step): You can add 1 LIGHT or DARK Reptile monster from your Deck or GY to your hand, except "Aron, the Ogdoadic King". You can only use each effect of "Aron, the Ogdoadic King" once per turn.
2500
2800
8
Reptile
LIGHT
null
Ogdoadic
null
null
Array of Revealing Light
Spell Card
Declare 1 Type of monster. Any monster of the declared Type cannot declare an attack during the turn it is Normal Summoned, Flip Summoned or Special Summoned.
null
null
null
Field
null
null
null
null
null
Arrivalrivals
Spell Card
During the Battle Phase: Immediately after this effect resolves, Normal Summon 1 monster. You can only activate 1 "Arrivalrivals" per turn.
null
null
null
Quick-Play
null
null
null
null
null
Arrive in Light
Spell Card
When this card is activated: Place 1 Level 1 Dragon monster from your hand or Deck on top of the Deck. Neither player can return "Stardust Dragon", or a Synchro Monster that lists "Stardust Dragon" in its text, from the field to the Extra Deck. If a Synchro Monster(s) is Special Summoned (except during the Damage Step): You can apply 1 of these effects, but you cannot apply that same effect of "Arrive in Light" again this turn. ● Draw 1 card. ● Special Summon 1 Tuner from your hand.
null
null
null
Continuous
null
null
Stardust
null
null
Arsenal Bug
Effect Monster
If you control no other Insect-Type monsters, this card's ATK and DEF become 1000.
2000
2000
3
Insect
EARTH
null
null
null
null
Arsenal Robber
Trap Card
Your opponent selects 1 Equip Spell Card from his/her Deck and sends it to the Graveyard.
null
null
null
Normal
null
null
null
null
null
Arsenal Summoner
Flip Effect Monster
FLIP: Add 1 "Guardian" card from your Deck to your hand, except "Celtic Guardian", "Winged Dragon, Guardian of the Fortress #1", "Winged Dragon, Guardian of the Fortress #2", "Guardian of the Labyrinth", or "The Reliable Guardian".
1600
1600
4
Spellcaster
WIND
null
Guardian
null
null
Artemis, the Magistus Moon Maiden
Link Monster
1 Level 4 or lower Spellcaster monster If another "Magistus" monster(s) is Normal or Special Summoned while you control this monster (except during the Damage Step): You can target 1 of those monsters; equip this card you control to it. While this card is equipped to a monster: You can add 1 "Magistus" monster from your Deck to your hand. You can only use each effect of "Artemis, the Magistus Moon Maiden" once per turn. You can only Special Summon "Artemis, the Magistus Moon Maiden" once per turn.
800
null
null
Spellcaster
LIGHT
null
Magistus
1
['Top']
Artifact Achilleshield
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot target "Artifact" monsters you control for attacks for the rest of this turn.
1500
2200
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Aegis
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: "Artifact" monsters you control cannot be targeted or destroyed by your opponent's card effects until the end of this turn.
1200
2500
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Beagalltach
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy up to 2 Set cards you control (min. 1). You can only use this effect of "Artifact Beagalltach" once per turn.
1400
2100
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Caduceus
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. During your opponent's turn, each time an "Artifact" monster(s) is Special Summoned: Draw 1 card. You must control this face-up card to activate and to resolve this effect. You can only control 1 "Artifact Caduceus".
1600
2400
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Chakram
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. During either player's turn, when a card or effect is activated that would destroy a Spell/Trap Card(s) you control, while this card is in your hand: You can return 1 Set Spell/Trap Card you control to the hand; Special Summon this card.
1900
2000
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Dagda
Link Monster
2 monsters with different names When an effect of another card on the field is activated (Quick Effect): You can Set 1 "Artifact" monster from your hand or Deck to your Spell & Trap Zone as a Spell, but destroy it during your opponent's next End Phase. During your opponent's turn, if this Link Summoned card is destroyed: You can Special Summon 1 "Artifact" monster from your GY in Defense Position. You can only use each effect of "Artifact Dagda" once per turn.
1500
null
null
Fairy
LIGHT
null
Artifact
2
['Bottom-Left', 'Bottom-Right']
Artifact Durendal
XYZ Monster
2 Level 5 monsters Once per turn, during either player's turn, you can activate 1 of these effects. ● When a monster effect is activated on the field OR when a Normal Spell/Trap Card is activated: You can detach 1 Xyz Material from this card; the activated effect becomes "Destroy 1 Spell/Trap Card your opponent controls". ● You can detach 1 Xyz Material from this card; each player with a hand shuffles their entire hand into the Deck, then draws the same number of cards they shuffled into the Deck.
2400
2100
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Failnaught
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: You can target 1 "Artifact" monster in your Graveyard; Set that target in your Spell & Trap Zone as a Spell Card.
2000
1600
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Ignition
Spell Card
Target 1 Spell/Trap Card on the field; destroy that target, and if you do, Set 1 "Artifact" monster directly from your Deck to your Spell & Trap Zone as a Spell Card. If this card in its owner's possession is destroyed by an opponent's card: Your opponent skips their next Battle Phase. (You must have an "Artifact" monster in your Main Deck to activate this card.)
null
null
null
Quick-Play
null
null
Artifact
null
null
Artifact Labrys
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. When an "Artifact" card(s) is destroyed and sent to your Graveyard (except during the Damage Step): You can Special Summon this card from your hand.
2300
1000
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Lancea
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.
1700
2300
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Mjollnir
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Target 1 "Artifact" monster in your GY; Special Summon it in Defense Position, also you cannot Special Summon monsters until the end of the next turn, except "Artifact" monsters. You can only use this effect of "Artifact Mjollnir" once per turn.
1300
1800
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Moralltach
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: You can destroy 1 face-up card your opponent controls.
2100
1400
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Sanctum
Trap Card
Special Summon 1 "Artifact" monster from your Deck. You can only activate 1 "Artifact Sanctum" per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 card on the field; destroy that target.
null
null
null
Normal
null
null
Artifact
null
null
Artifact Scythe
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.
2200
900
5
Fairy
LIGHT
null
Artifact
null
null
Artifact Vajra
Effect Monster
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy all cards in your Spell & Trap Zones. When an opponent's monster declares a direct attack: You can Special Summon this card from your hand.
1800
1900
5
Fairy
LIGHT
null
Artifact
null
null
Artifacts Unleashed
Spell Card
Target 2 "Artifact" monsters you control; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only, also for the rest of this turn after this card resolves, monsters you control cannot attack, except "Artifact" monsters. If this card in its owner's possession is destroyed by an opponent's card: You can reveal 1 Level 5 LIGHT monster from your hand; draw 1 card.
null
null
null
Quick-Play
null
null
Artifact
null
null
Artillery Catapult Turtle
Effect Monster
You can Tribute 1 monster; Special Summon 1 "Gaia The Fierce Knight" monster, or 1 Level 5 Dragon monster, from your hand or Deck. You can only use this effect of "Artillery Catapult Turtle" once per turn.
1000
2000
4
Aqua
WATER
null
Gaia The Fierce Knight
null
null
Artorigus, King of the Noble Knights
XYZ Monster
2 Level 4 "Noble Knight" monsters When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card; destroy any number of Spell/Trap Cards on the field, up to the number of "Noble Arms" Equip Spell Cards you control.
2000
2000
4
Warrior
LIGHT
null
Noble Knight
null
null
Ascator, Dawnwalker
Effect Monster
You can discard 1 card; Special Summon this card from your hand in Defense Position, then you can Special Summon 1 "Fire Ant Ascator" from your hand or Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Synchro Monsters. You can only use this effect of "Ascator, Dawnwalker" once per turn.
2300
1500
5
Spellcaster
EARTH
null
null
null
null
Ascending Soul
Spell Card
Once per turn, when a Ritual Monster(s) is Ritual Summoned: You can target 1 monster in your Graveyard that was Tributed for the Ritual Summon; add that target to your hand.
null
null
null
Continuous
null
null
null
null
null
Ascension Sky Dragon
Synchro Monster
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: It gains 800 ATK for each card currently in your hand. When this card you control is destroyed by your opponent's card and sent to your GY, if all of the monsters that were used for the Synchro Summon of this card are in your GY: You can Special Summon all of them, but their effects are negated. You can only use this effect of "Ascension Sky Dragon" once per turn.
0
3000
10
Dragon
LIGHT
null
null
null
null
Asceticism of the Six Samurai
Spell Card
Target 1 "Six Samurai" monster you control; Special Summon 1 "Six Samurai" monster from your Deck with the same ATK but a different name, and if you do, destroy it during the End Phase of this turn.
null
null
null
Quick-Play
null
null
Six Samurai
null
null