8 2800 2900 8 Pyro Fire Hino-Kagu-Tsuchi Spirit, If this card causes Battle Damage to your opponent's life points, he must discard the hand at the beginning of his next Draw phase. 7 2200 1800 6 Zombie Dark Dark Dust Spirit Spirit, When Normal or Flip Summoned, or flipped face up, all other face up creatures on the field are destroyed. 15 2000 1600 4 Thunder Earth Susa Soldier Spirit, Battle damage that this creature deals to an opponent's life points is halved. 14 1200 0 4 Bird Fire Fushi no Tori Spirit, If this card causes battle damage to your opponent's life points, an equal amount of life is added to your life points. 9 700 500 3 Beast Earth Inaba White Rabbit Spirit, This monster may deal direct damage to your opponent's life points. 7 300 200 3 Zombie Dark Spirit Reaper This creature may never be destroyed as a result of battle, though damage calculation is carried out normally. Dies immediately if specifically targeted by a spell, trap, or effect monster. If it deals damage to your opponent, opponent must discard a random card. 7 500 2000 4 Fiend Earth Earthbound Spirit 2 0 1800 3 Fairy Wind Spirit of the Breeze If spirit of the Wind is in attack position during your standby phase, increase your life by 1000 points. 3 Spring of Rebirth Continuous Spell - Gain 500 life each time a creature returns to its owner's hand. 2 Spiritual Energy Settle Machine Continuous Spell - Spirit monsters remain face-up on the field and do not return to their owners' hands, even if they are summoned. Discard one card from your hand during each of your end phases or destroy this card. 15 Bottomless Trap Hole Trap - When your opponent Normal Summons, Flip Summons, or Special Summons a monster with an ATK of 1500 or more, that monster is destroyed and removed from play. 13 Swords of Revealing Light Spell - Counting from your opponent's turn, none of your opponent's monsters can attack for 3 turns of his/her own. When this card is activated, opponent's face-down monsters at that time are turned face-up, but remain in defense position. Any effects the monsters have are immediately activated. 3 Magic Jammer Counter Trap - Discard a card from your hand to negate the activation of a spell and destroy it. 16 Dark Hole Spell - Destroy all monsters in play. 10 Bottomless Shifting Sand Continuous Trap - At the end of your opponent's turn, the face-up monster(s) with the highest ATK on the field are destroyed. During your own Standby phase, if you have four or fewer cards in your hand, this card is destroyed. 10 Pot of Greed Spell - Draw two cards. Hand: In Play: Grave: