20 Monster Reborn Spell - Target a monster in any graveyard. Special Summon it under your control in face-up attack or defense position. 20 Raigeki Spell - Destroy all monsters on your opponent's side of the field, regardless of position. 20 Change of Heart Spell - Target an opponent's monster. Gain control of that monster until the end of the turn. 20 Harpy's Feather Duster SPell - Destroy all Spell/Trap cards on your opponent's side of the field. 20 Mirror Force Trap - When your opponent attacks, end the battle phase immediately and destroy all attack-position monsters on his side of the field. 19 Magic CYlinder Trap - When your opponent declares an attack, redirect all damage from the attack to your opponent. 19 United We Stand Equip Spell - Equipped creature gains +800 ATK/DEF for each Monster in play under your control. 19 Mage Power Equip Spell - Equipped creature gains +800 ATK/DEF for each spell/trap you have in play. 19 Ring of Destruction Trap - Destroy a target monster. You and your opponent both take damage equal to the destroyed monster's ATK. 18 Polymerization Spell - Fuse any two creatures under your control. The fusion material monsters are put into your graveyard. 17 Snatch Steal Equip Spell - Equip an opponent's creature with this spell. YOu gain control of the equipped creature. Your opponent gains 1000 life points during each of your standby phases. 17 Ceasefire Trap - Flip all face-down monster cards on the field face-up, flip effects are not activated. Inflict 500 points of direct damage to your opponent's life points for each effect monster card on the field. 16 Soul Exchange Spell - You may Tribute an opponent's monster in place of one of your own. You may not attack this turn. 16 Dark Hole Spell - Destroy all monsters in play. 16 Last Will Spell - If a monster of yours is sent from the field to the Graveyard during the turn you played this card, you can select a monster with an ATK of 1500 or less from your deck and play it as a Special Summon. Shuffle the Deck after playing the card. 15 Fusion Gate Field Spell - You may fuse any two monsters under your control. Remove those monsters from play. 15 Gravity Bind Trap (Persistent) - Monsters of level 4 or higher cannot attack. Their positions may still be changed. 15 Royal Decree Trap (Persistent) - The effects of all Trap Cards except this one are deactivated. 15 Chain Destruction Trap - Activate this card when a monster with an ATK of 2000 points or less is summoned (including special summoned). This monster is not destroyed, but all monster cards of the same name in the summoning player's hand and deck are destroyed. 15 Widespread Ruin Trap - Activate when your opponent attacks. Destroy your opponent's attack position monster with the highest ATK 15 Trap Hole Trap - When your opponent Normal summons a monster with 1000 or more ATK, destroy it. 15 House of Adhesive Tape Trap - If the DEF of a monster summoned by your opponent (excluding special summon) is 500 points or less, the monster is destroyed. 15 Heavy Storm Spell - Destroy all Spell and Trap cards in play. 15 Megamorph Equip Spell - Double the equipped monster's ATK while you have less life than your opponent. Half the equipped monster's ATK while you have more life than your opponent. 15 Limiter Removal Spell - All your Machine-type monsters in play have their ATK doubled. At the end of the turn, destroy all your Machine-Type monsters. 15 Skull Invitation Trap (Persistent) - Every time a card is sent to the graveyard, inflict 300 points of Direct Damage to its owner's life points per card. 15 Mask of Restrict Trap (Persistent) - No matter the situation, neither player may offer any monster as a Tribute. 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. 15 Coffin Seller Trap (Persistent) - Each time you send one of your opponent's monsters to the graveyard, deal 300 points of direct damage to your opponent's life points. 14 Michizure Trap - When your opponent destroys one of your monsters in battle, destroy one of his monsters. 14 Negate Attack Trap - When your opponent attack, negate the attack and end the attack phase immediately. 14 Delinquent Duo Spell - Your opponent discards one card of his choice, then discards one card randomly. 14 Two Pronged Attack Trap - Select and destroy two of your monsters and one of your opponent's monsters. 14 The Flute of Dragon Summoning Spell - Playing this card when Lord of D. is face-up on the field allows you to play up to 2 Dragon-Type cards from your hand as a Special Summon. 14 Ekibyo Drakmord Equip Spell - A monster equipped with this card cannot attack. Destroys the equipped monster at the end of the second turn of the player controlling the monster. At that time, this card is returned to the owner's hand. 14 Light of Intervention Trap (Persistent)- Monster cards cannot be played face down. Monsters set in defense position are played face-up on the field and are considered summoned. 14 Solemn Wishes Trap (Persistent) - You gain 500 life points when you draw a card (or cards) 13 Imperial Order Trap (Persistent) - Negate the effect of all spell cards while this card is in play. You must pay 700 life during each of your Standby phases or destroy this card. 13 Offerings to the Doomed Spell - Destroy 1 face-up monster. Skip your next Draw phase. 13 Riryoku Spell - During your turn, you can reduce the ATK of 1 monster by half and add that amount to the ATK of another monster on the field. 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. 13 Stop Defense Spell - Select one of your opponents 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. 13 Ultimate Offering Trap (Persistent) - At the cost of 500 Life Points per monster, a player is allowed an extra Normal Summon, Tribute Summon, or Set. 13 Restructer Revolution Spell - Inflict 200 points of damage to your opponent's Life Points for each card in your opponent's hand 12 Needle Ceiling Trap - This card can only be activated when there are four or more monsters on the field. All face-up monsters on the field are destroyed. 12 Spellbinding Circle Trap (Persistent) - Select 1 monster. The selected monster cannot attack or changes its battle position except by the effect of a spell, trap, or effect monster card. If the selected monster is destroyed, this card is also destroyed. If the selected monster is offered as a tribute, this card is not destroyed. 12 Gust Trap - You can activate this card when one or more of your spell cards are destroyed and sent from the field to the graveyard by a card effect your opponent controls. Destroy one spell or trap card on the field. 12 Driving Snow Trap - You can activate this card when one or more of your trap cards are destroyed and sent from the field to the graveyard by a card effect your opponent controls. Destroy one spell or trap card on the field. 12 De-Fusion Quick Spell - Destroy any one fusion-monster in play. If both fusion material monsters are in the graveyard, special summon them into play. 12 Call of the Haunted Trap - Special Summon a monster from your graveyard into play. This card remains in play as long as the monster does. If this card is destroyed, destroy the monster. 12 Premature Burial Equip Spell - Pay 800 life points to Special Summon a monster from your graveyard into play. Equip the monster with this spell. If this spell is destroyed, destroy the monster. 12 Giant Trunade Spell - Return all spell and trap cards in play to their owner's hand. 12 Just Desserts Trap - Inflict 500 points of Direct Damage to your opponent's life points for each monster your opponent has on the field. 12 Scapegoat Spell - When this card is activated, you cannot summon any monster in the same turn (including Flip Summon and Special Summon). Place 4 Sheep Tokens (Beast Type/EARTH/1 Star/ATK 0/DEF 0) in Defense Position on your side of the field. The tokens cannot be used as tribute for a tribute summon. 12 Tribute to the Doomed Spell - Discard one card from your hand to destroy 1 Monster card on the field. 12 The Dark Door Continuous Spell - Both players can only attack with 1 monster during their respective battle phases. 12 Mirage of Nightmare Continuous Spell - During your opponent's standby phase, draw cards until you have four cards in your hand. During your standby phase, select at random the same number of cards as the number you drew and send the selected cards to the graveyard. 12 Call of the Mummy Continuous Spell - If there is no monster on your side of the field, you can special summon a Zombie-type monster from your hand. This card's effect may be used once per turn. 11 Card Destruction Spell - Both players discard their hands and draw an equal number of cards from their deck. 11 Malevolent Nuzzler Equip Spell - +700 ATK. When this card is sent from the field to the graveyard, you can pay 500 life points to place it on top of your deck. 11 Eternal Rest Spell - Destroy all monster equipped with Equip cards. 11 Graceful Charity Spell - Draw three cards. Then discard two cards of your choice. 11 Soul Release Spell - Remove up to five cards in any graveyard from play. 11 Messenger of Peace Continuous Spell - You must pay 100 life during each of your standby phases or destroy this card. All monsters with ATK 1500 or more cannot attack. 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 Fatal Abacus COntinuous Trap - As long as this card remains face-up on the field, each time a monster card is sent from the field to the graveyard, it causes 500 points of direct damage to its owner. 10 Torrential Tribute Trap - When your opponent Normal, Special, or Flip summons a monster, destroy all monsters in play. 10 Gift of the Mystical Elf Trap - Gain 300 life for each monster on the field. 10 Exchange Spell - Both players look at each other's hands, then choose one card from the opponent's hand and adds it to his own. When sent to the graveyard, the swapped cards go to the graveyard of the owner. 10 Attack and Receive Trap - You can activate this card when you take damage to your life points. Inflict 700 points of direct damage to your opponent's life points. Inflict an additional 300 points of direct damage for each Attack and Receive already in your graveyard. 10 Insect Imitation Spell - Tribute one of your monsters to special-summon from your deck an Insect type monster that is one level higher than the tributed monster, in face up attack position or face-down defense position. Shuffle your deck. 10 Pot of Greed Spell - Draw two cards. 10 Warrior Elimination Spell - Destroy all Warrior-type monsters on the field. 10 Stain Storm Spell - Destroy all Machine-type monsters on the field. 10 Eradicating Aerosol Spell - Destroy all Insect-type monsters on the field. 10 Breath of Light Spell - Destroy all Rock-type monsters on the field. 10 Eternal Drought Spell - Destroy all Aqua-type monsters on the field. 10 Last Day of Witch Spell - Destroy all Wizard-type monsters on the field. 10 Exile of the Wicked Spell - Destroy all Fiend-type monsters on the field. 10 Gravekeeper's Servant Continuous SPell - Each time your opponent attacks with a monster, the opponent must send one card from the top of his/her deck to the graveyard. 10 Painful Choice Spell - Go through your deck and choose five cards. Your opponent chooses one of those cards to be put into your hand. Discard the others. Shuffle your deck. 10 Nobleman of Crossout Spell - Target a monster in face-down defense position. Destroy it. If it has a Flip effect, both players must remove all monster cards of the same name from their respective decks and remove them from play. Shuffle the decks. 10 Nobleman of Extermination Spell - Destroy one face-down spell or trap card and remove it from play. If it is a trap card, both players must remove all trap cards of the same name from their respective decks and remove them from play. Shuffle the decks. 10 Collected Power Trap - Select 1 face-up monster on the field. Equip this monster with all Equip Spell cards on the field. If the target of the equip spell card is not correct, destroy the equip spell card. 10 Skull Lair Continuous Trap - Remove any number of cards in your graveyard from play to destroy one face-up monster on the field whose level stars are equal to the number of cards you removed from play. 10 Burst Breath Trap - Offer one Dragon-type monster as a Tribute to destroy all face-up monsters on the field with DEF equal to or lower than the ATK of the tribute. 9 Reckless Greed Trap - Draw two cards. Skip your next two draw phases. 9 Insect Barrier Continuous Spell - Your opponent's insect-type monsters cannot attack as long as this card remains face-up on the field. 9 Fissure Spell - Destroys opponent's face-up monster with the lowest ATK. 9 Ookazi Spell - Deal 800 points of Direct Damage to your opponent's life points. 9 Tremendous Fire Spell - Inflict 1000 points of direct damage to your opponent's life points and 500 points of direct damage to your life points. 9 Type Zero Magic Crusher Continuous Trap - For each Spell Card that you discard from your hand, inflict 500 points of direct damage to your opponent's life points. 9 Nightmare Wheel Continuous Trap - Select an opponent's monster. The selected monster cannot attack or change its battle position except by effect of a spell, trap, or effect monster card. This card causes 500 points of direct damage to your opponent's life points during each of your standby phases. When the selected monster is destroyed or removed from the field, this card is also destroyed. 8 Dark Spirit of the Silent Trap - This card can only be activated during your opponent's Battle phase. Negate the attack of one monster and select one of your opponent's other face-up monsters and have it attack. If the new attacker is in face-up defense mode, switch it to face-up attack mode. 8 Needle Wall Continuous Trap - During your standby phase, roll a die, rerolling any sixes. If there is a monster in your opponent's appropriate monster space, destroy it. 8 Minor Goblin Official Continuous Trap - You can activate this card when your opponent's life points are 3000 or less. INflict 500 points of direct damage to your opponent's life points during each of his/her standby phases. 8 The A. Forces Continuous Spell - The ATK of all Warrior-type monsters on your side of the field is increased by 200 points for every face-up warrior-type and wizard-type monster on your side of the field. 8 Gravedigger Ghoul Spell - Remove two monsters in your opponent's graveyard from play. 8 Axe of Despair Equip Spell - +1000 ATK. When this card is sent from the field to the graveyard, you may tribute one monster to place it on top of your deck instead. 8 Bright Castle Field Spell - All Light monsters are +700 ATK. 8 Toll Continuous Spell - You and your opponent must pay 500 life points per monster to attack. 8 Sword of Dragon's Soul Equip Spell - Can only equip to a Warrior-type monster. +700 ATK. Any Dragon-type monster battling a monster equipped with this card is automatically destroyed at the end of a Battle phase, regardless of ATK/DEF 8 Lightning Blade Equip Spell - Can only equip to a Warrior-type monster. +800 ATK. All Water monsters are -500 ATK 8 Mask of the Accursed Equip Spell - Equipped monster cannot attack. The monster's controller takes 500 points of direct damage during each of your standby phases. 8 Dark Snake Syndrome Continuous Spell - During your standby phase, you and your opponent each take direct damage. This damage starts at 200 points, and doubles each subsequent turn it is applied. 7 Ominous Fortunetelling Continuous Trap - Once per turn, during your standby phase, select a random card from your opponent's hand and guess Monster, Spell, or Trap. If you guess right, deal 700 points of direct damage to your opponent's life points. 7 Mask of Brutality Equip Spell - +1000 ATK/DEF. Pay 1000 life points during each of your STandby phases or destroy Mask of Brutality. 7 Horn of the Unicorn Equip Spell - +700 ATK/DEF. When this spell is sent from the field to the graveyard, return it to the top of your deck. 7 Waboku Trap - Any damage inflicted by an opponent's monster is decreased to 0 during the turn this card is activated. 7 Final Flame Spell - Inflict 600 points of direct damage to your opponent's life points. 7 Goblin's Secret Remedy Spell - Increase one player's life points by 600. 7 Graceful Dice Quick Spell - Roll a die. The result is multiplied by 100 and added to the ATK and DEF of all your monsters until the end of the turn. 7 Skull Dice Trap - Roll a die. THe result is multiplied by 100 and subtracted from the ATK and DEF of all your opponent's monsters until the end of your turn. 7 Blue Medicine Spell - Increase both you and your opponent's life points by 400. 7 A Legendary Ocean Field Spell - This card's name is treated as "Umi". Downgrade all water monsters in both players' hands and on the field by one level. All water monsters are +200 ATK/DEF 7 Dragon's Rage Continuous Trap - Your Dragon-type monsters gain Trample. 6 Life Absorbing Machine Continuous Trap - Half the life points you pay in each turn are restored during the subsequent standby phase. 6 The Shallow Grave Spell - Each player takes 1 Monster card from his/her graveyard and special summons it in face-down defense position. 6 Upstart Goblin Spell - Draw 1 card. Your opponent gains 1000 life. 6 Paralyzing Potion Equip Spell - Equipped monster cannot attack. 6 Germ Infection Equip Spell - The ATK of a non-Machine type monster equipped with this card is decreased by 300 points at each of its standby phases. 6 Black Pendant Equip Spell - +500 ATK. When this card is sent to the graveyard from the field, inflict 500 points of direct damage to your opponent's life points. 6 Hinotama Spell - Inflict 500 points of direct damage to your opponent's life points. 6 Umi Field Spell - All Fish, Sea Serpent, Thunder, and Aqua-type monsters are +200 ATK/DEF. All Machine and Pyro-type monsters are -200 ATK/DEF 6 Block Attack Spell - Select 1 of your opponent's monsters and shift it to defense position. 6 Numinous Healer Trap - Activate this card when you take damage to your life points. Gain 1000 life, plus 500 life per Numinous Healer already in your graveyard. 6 Sword of Deep Seated Equip Spell - +500 ATK/DEF. When this card is sent to the graveyard, put it on top of your deck. 6 Ring of Magnetism Equip Spell - Can only equip one of your monsters. -500 ATK/DEF. If your opponent's monsters attack, they MUST attack the equipped monster. 6 Gaia Power Field Spell - All Earth monsters are +500 ATK and -400 DEF 6 Umiiruka Field Spell - All Water monsters are +500 ATK and -400 DEF 6 Molten Destruction Field Spell - All Fire monsters are +500 ATK and -400 DEF 6 Rising Air Current Field Spell - All Wind monsters are +500 ATK and -400 DEF 6 Luminous Spark Field Spell - All Light monsters are +500 ATK and -400 DEF 6 Mystic Plasma Zone Field Spell - All Dark monsters are +500 ATK and -400 DEF 6 Graverobber's Retribution Continuous Trap - During your Standby phases, inflict 100 points of direct damage to your opponent for each of his/her monsters that have been removed from play. 6 The Emperor's Holiday Continuous Trap - Negate the effects of all Equip Spell cards. 5 Jar of Greed Trap - Draw one card. 5 Eatgaboon Trap - If the ATK of a monster summoned by your opponent (not special summoned) is 500 points or less, the monster is destroyed. 5 Dark Room of Nightmare Continuous Spell - An extra 300 points of Direct Damage is dealt to your opponent each time you cause damage other than Battle Damage to your opponent's life points. This card's effect is not cumulative with other copies of itself. 5 Chain Energy Continuous SPell - Both players must pay 500 life points per card to play or set cards from your respective hands. 5 Curse of Fiend Spell - Activate only during your standby phase. Switch the battle positions of all monsters on the field. These positions cannot be further changed this turn except by effect of a spell, trap, or effect monster. 5 Stim-Pack Equip SPell - +700 ATK. This monster's ATK decreases by 200 during each of its standby phases. 5 Share the Pain Spell - Tribute one of your monsters. Your opponent must tribute one of his monsters. 5 Dragon Capture Jar Continuous Trap - All Dragon-type monsters are switched to Defense position and remain in this position as long as this card is active. 5 Mountain Field Spell - All Dragon, Bird, and Thunder monsters are +200 ATK/DEF 5 7 Completed Equip Spell - Can only equip a Machine-type monster. +700 ATK OR +700 DEF. You must choose which when you play this card, and cannot change it while this card remains in play. 5 Elegant Egotist Spell - If there is at least one Harpie Lady card on the field, special summon one Harpie Lady or Harpie Lady Sisters card from your hand or deck. 5 Salamandra Equip Spell - Fire monsters only. +700 ATK 5 Fusion Sage Spell - Go through your deck and put one Polymerization card in your hand. Shuffle your deck. 5 Confiscation Spell - Pay 1000 life. Look at your opponent's hand and discard one card of your choice. 5 Burning Land Continuous Spell - Destroys all Field Spell cards on the field. Each player takes 500 points of direct damage during their standby phase. 5 Fairy Meteor Crush Equip Spell - Equipped creature gains Trample. 5 Monster Recovery Quick Spell - Select one of your monsters and combine it with your deck. Shuffle your hand into your deck and draw the same number of cards that were in your hand. 5 Reinforcement of the Army Spell - Go through your deck for a level 4 or lower Warrior-type monster and put it in your hand. Shuffle your deck. 5 Goblin Fan Continuous Trap - All flip summoned monsters of level 2 or lower are immediately destroyed without their effects being activated. 5 Bad Reaction to Simochi Continuous Trap - When your opponent's life points would be increased, instead decrease his life points by the same amount. 5 Robbin' Goblin Continuous Trap - EAch time you deal battle damage to your opponent, he discards a random card. 5 Earthshaker Trap - Select two monster attributes. Your opponent selects one of the two attributes and destroys all face-up monsters with that attribute on the field. 5 Mirror Wall Continuous Trap - Decrese the ATK of all your opponent's attacking monsters by half. Pay 2000 life points during each of your standby phases or destroy this card. 5 Windstorm of Etaqua Trap - Shift the position of all your opponent's face-up monster cards on the field to the opposite position. 5 Tornado Wall Continuous Trap - Can only be activated when "Umi" is on the field, and is destroyed if "Umi" is destroyed. All damage to your life points becomes 0. 5 Fairy Box Continuous Trap - Each time a monster on your opponent's side of the field attacks, toss a coin and call it. If you call it right, the attacking monster's ATK becomes 0 during this battle phase. Pay 500 life points during each of your standby phases or this card is destroyed. 5 Shadow of Eyes Trap - When your opponent sets a monster card in face-down defense position, change it to face-up attack position. If the monster card has a flip effect, it is not activated. 4 Blind Destruction Continuous Trap - During your Standby Phase, roll 1 die. Destroy any monsters whose level stars are equal to the number rolled. If the number is 6, destroy all face-up level 6 or higher monsters on the field. 4 Deal of Phantom Trap - Select one face-up monster on the field. Increase the monster's ATK and DEF by 100 for each monster currently in your graveyard. 4 The Eye of Truth Continuous Trap - Your opponent must show his/her hand. Your opponent gains 1000 life points at each of his/her standby phases if he/she has a spell card in hand. 4 Tailor of the Fickle Quick Spell - Switch one equip spell card to another legal target. 4 Darkness Approaches Spell - Discard two cards from your hand to flip one face-up monster face-down without changing its battle position. 4 Chorus of Sanctuary Field Spell - All defense position monsters are +500 DEF 4 Reverse Trap Trap - All increases and decreases to ATK and DEF are reversed for the turn in which this card is activated. 4 Reinforcements Trap - One monster gains +500 ATK until the end of the turn. 4 Forest Field Spell - all Insect, Beast, Plant, and Beast Warrior monsters are +200 ATK/DEF 4 Sogen Field Spell - All Warrior and Beast Warrior monsters are +200 ATK/DEF 4 Yami Field Spell - All Fiend and Spellcaster monsters are +200 ATK/DEF. All Fairy monsters are -200 ATK/DEF 4 Wasteland Field Spell - All Dinosaur, Zombie, and Rock monsters are +200 ATK/DEF 4 Dian Keto the Cure Master Spell - Gain 1000 life. 4 The Cheerful Coffin Spell - Discard up to 3 of your monster cards from your hand to the graveyard. 4 The Forceful Sentry Spell - Look at your opponent's hand. Choose one card and shuffle it back into his deck. 4 Mystical Space Typhoon Quick Spell - Destroy one spell or trap card on the field. 4 Mask of Dispel Continuous Spell - Select one face-up spell card on the field. The controller of the spell takes 500 points of direct damage during each of his/her standby phases. When the selected spell is destroyed or removed from the field, this card is also destroyed. 4 Card of Safe Return Continuous Spell - When a monster is special summoned to the field from your graveyard, draw one card. 4 Dragonic Attack Equip Spell - Warrior only. The equipped monster is treated as Dragon-type and gains +500 ATK/DEF 4 Dragon's Gunfire Spell - Play only when you have a face-up Dragon on your side of the field. Select one of the following effects: Cause 800 points of direct damage to your opponent's life points. Destroy 1 face-up monster with DEF 800 or less. 4 Stamping Destruction Spell - Play only when you have a face-up Dragon on your side of the field. Destroy one spell or trap card on the field to cause 500 points of direct damage to the destroyed card's controller. 4 Solemn Judgment Counter Trap - Pay half your Life Points when your opponent either activates a spell or trap card or summons a monster (including special summon) to negate the action and destroy the spell, trap, or summoned monster. 4 Seven Tools of the Bandit Counter Trap - Pay 1000 life to negate the activation of a trap and destroy it. 4 Forced Requisition Continuous Trap - You can activate this card when you discard from your hand. Every time you discard from your hand, your opponent must also discard the same number of cards from his/her hand. 4 The Regulation of Tribe Continuous Trap - Select 1 type of monster. Monsters of the selected type cannot attack. Tribute one monster during each of your standby phases or destroy this card. 4 Graverobber Trap - Take one spell card from your opponent's graveyard. If it is your turn and you activate it, take 2000 points of direct damage. If it is your opponent's turn, you cannot activate it. The spell card is returned to your opponent's graveyard at the end of your turn. 4 Enchanted Javelin Trap - When your opponent's monster attacks, increase your life points by the attacking monster's ATK. 3 Disturbance Strategy Trap - Your opponent must shuffle their hand back into their deck and draw the same number of cards. 3 Ready For Intercepting Trap - Flip 1 face-up Warrior or Spellcaster-Type monster on the field into face-down Defense Position. 3 Destruction Punch Trap - When the ATK of an opponent's attacking monster is lower than the DEF of your defense position monster, destroy the attacking monster. Damage calculation is applied normally. 3 Appropriate Continuous Trap - You can activate this card whenever your opponent draws a card outside of his/her Draw phase. Draw 2 cards from your deck. 3 Horn of Heaven Counter Trap - Tribute one of your own monsters to negate the summon (including special summon) of a monster and destroy it. 3 Magic Jammer Counter Trap - Discard a card from your hand to negate the activation of a spell and destroy it. 3 Lightforce Sword Trap - Select a random card from your opponent's hand. Keep it face-down and place it out of play. During your opponent's fourth turn after this one, the card is turned to his/her hand during the standby phase. 3 Cold Wave Spell - Activate at the beginning of Main Phase 1. Until your next turn, neither you nor your opponent can play or set any spell or trap cards. 3 Burning Spear Equip Spell - Fire monster only. +400 ATK, -200 DEF 3 Gust Fan Equip Spell - Wind monster only. +400 ATK, -200 DEF 3 Steel Shell Equip Spell - Water monster only. +400 ATK, -200 DEF 3 Elf's Light Equip Spell - Light monster only. +400 ATK, -200 DEF 3 Beast Fangs Equip Spell - Beast monster only. +300 ATK/DEF 3 Book of Secret Arts Equip Spell - Wizard monster only. +300 ATK/DEF 3 Dark Energy Equip Spell - Fiend monster only. +300 ATK/DEF 3 Dragon Treasure Equip Spell - Dragon monster only. +300 ATK/DEF 3 Electro Whip Equip Spell - Thunder monster only. +300 ATK/DEF 3 Follow Wind Equip Spell - Bird monster only. +300 ATK/DEF 3 Laser Cannon Armor Equip Spell - Insect monster only. +300 ATK/DEF 3 Legendary Sword Equip Spell - Warrior monster only. +300 ATK/DEF 3 Invigoration Equip Spell - Earth monster only. +400 ATK, -200 DEF 3 Machine Conversion Factory Equip Spell - Machine monster only. +300 ATK/DEF 3 Mystical Moon Equip Spell - Beast Warrior monster only. +300 ATK/DEF 3 Power of Kaishin Equip Spell - Aqua monster only. +300 ATK/DEF 3 Raise Body Heat Equip Spell - Dinosaur monster only. +300 ATK/DEF 3 Silver Bow and Arrow Equip Spell - Fairy monster only. +300 ATK/DEF 3 Sparks Spell - Inflict 200 points of direct damage to your opponent's life points. 3 Raimei Spell - Inflict 300 points of direct damage to your opponent's life points. 3 Vile Germs Equip SPell - Plant monster only. +300 ATK/DEF 3 Violet Crystal Equip Spell - Zombie monster only. +300 ATK/DEF 3 Sword of Dark Destruction Equip Spell - Dark monster only. +400 ATK, -200 DEF 3 The Reliable Guardian Quick Spell - Increase one monster's DEF by 700 until the end of the turn. 3 Spring of Rebirth Continuous Spell - Gain 500 life each time a creature returns to its owner's hand. 3 Soul of the Pure Spell - Gain 800 life. 3 Dark-Piercing Light Spell - Flip all your opponent's face-down monsters face-up. The effect of the monsters will activate at this time. 3 Black Luster Ritual Ritual - Ritual Summon Black Luster Soldier. YOu must offer monsters with total level stars 8 or more from the field or your hand as a tribute. 3 Zera Ritual Ritual - Ritual Summon Zera the Mant. YOu must offer monsters with total level stars 8 or more from the field or your hand as a tribute. 3 War-Lion Ritual Ritual - Ritual Summon Super War-Lion. YOu must offer monsters with total level stars 6 or more from the field or your hand as a tribute. 3 Beastly Mirror Ritual Ritual - Ritual Summon Fiend's Mirror. YOu must offer monsters with total level stars 6 or more from the field or your hand as a tribute. 3 Commencement Dance Ritual - Ritual Summon Performance of Sword. YOu must offer monsters with total level stars 6 or more from the field or your hand as a tribute. 3 Hamburger Recipe Ritual - Ritual Summon Hungry Burger. YOu must offer monsters with total level stars 6 or more from the field or your hand as a tribute. 3 Novox's Prayer Ritual - Ritual Summon Skull Guardian. YOu must offer monsters with total level stars 7 or more from the field or your hand as a tribute. 3 Turtle Oath Ritual - Ritual Summon Crab Turtle. YOu must offer monsters with total level stars 8 or more from the field or your hand as a tribute. 3 Resurrection of Chakra Ritual - Ritual Summon Chakra. YOu must offer monsters with total level stars 7 or more from the field or your hand as a tribute. 3 Javelin Beetle Pact Ritual - Ritual Summon Javelin Beetle. YOu must offer monsters with total level stars 8 or more from the field or your hand as a tribute. 3 Garma Sword Oath Ritual - Ritual Summon Garma Sword. YOu must offer monsters with total level stars 7 or more from the field or your hand as a tribute. 3 Revival of Dokurorider Ritual - Ritual Summon Dokurorider. YOu must offer monsters with total level stars 6 or more from the field or your hand as a tribute. 3 Fortress Whale's Oath Ritual - Ritual Summon Fortress Whale. YOu must offer monsters with total level stars 7 or more from the field or your hand as a tribute. 3 Dark Magic Ritual Ritual - Ritual Summon Magician of Black Chaos. YOu must offer monsters with total level stars 8 or more from the field or your hand as a tribute. 3 Book of Taiyou Spell - Flip one face-down monster on the field into face-up attack position. 3 Book of Moon Spell - Flip one face-up monster on the field into face-down defense position. 3 Black Illusion Ritual Ritual - Ritual Summon Relinquished. YOu must offer monsters with total level stars 1 or more from the field or your hand as a tribute. 3 Curse of the Masked Beast Ritual - Ritual Summon The Masked Beast. YOu must offer monsters with total level stars 8 or more from the field or your hand as a tribute. 3 Toon World Continuous Spell - This spell may be activated by paying 1000 life. 3 Rain of Mercy Spell - Both players gain 1000 life. 3 Spiritualism Spell - Return 1 spell or trap card on your opponent's side of the field to his/her hand. This card's activation cannot be negated by any other card. 3 Aqua Chorus Continuous Trap - If there are monster cards of the same name on the field, the ATK and DEF of those cards are increased by 500 points. 3 Pyramid Energy Quick Spell - You can activate one of the following effects: All your face-up creatures gain +200 ATK until the end of the turn. All your face-up monsters gain +500 DEF until the end of the turn. 3 A Wingbeat of Giant Dragon Spell - Return one face-up level 5 or higher Dragon-type monster on your side of the field to its owner's hand to destroy all spell and trap cards in play. 3 Magic Thorn Continuous Trap - You can inflict 500 points of direct damage per card to your opponent's life points when your opponent's cards are discarded to the graveyard by the effects of spell, trap, or effect monster cards. 3 Major Riot Trap - You can activate this card when one or more of your monsters are returned from the field to your hand. Return all monster cards on the field to your respective hands. Both players may then Special Summon the same number of monster cards as you had on the field in face-down defense position. 3 Time Seal Trap - Your opponent skips the draw phase of his/her next turn. 3 Non Agression Area Trap - You can activate this card during your standby phase. Send one card from your hand to the graveyard. YOur opponent cannot use Normal Summon and/or Special Summon during the next turn. 2 Remove Trap Spell - Destroy 1 face-up trap card on the field. 2 De-Spell Spell - Destroys 1 spell card on the field. If the target is face-down, flip it face up, if it is not a spell card, flip it face down again without activating it. 2 Rush Recklessly Quick Spell - Increase one monster's ATK by 700 until the end of the turn. 2 Horn of Light Equip Spell - +800 DEF. When this card is sent from the field to the graveyard, you can pay 500 life to place it on top of your deck. 2 Castle Walls Trap - Increase one monster's DEF by 500 points until the end of the turn. 2 Fake Trap Trap - When your opponent uses a Magic, Trap, or Effect Monster Card to destroy your Trap Card(s), this card can be destroyed as a substitute for your Trap Cards(s). 2 Red Medicine Spell - You gain 500 life. 2 Shield & Sword Spell - Swap the ATK and DEF of all monsters in play. The switch lasts until the end of the turn. 2 Seal of the Ancients Spell - Pay 1000 life to look at all your opponent's face-down cards without activating their effects. 2 Chosen One Spell - Select one monster card and two non-monster cards from your hand. Your opponent randomly selects one of the three cards. If it is the monster card, it is immediately special summoned in face-up attack or defense position and the remaining two cards are discarded. If it is not the monster, discard all three cards. 2 Thousand Knives Spell - If you have Dark Magician face-up on your side of the field, you can destroy one of your opponent's monster. 2 Vengeful Bog Spirit Continuous Spell - All monsters on the field cannot attack in the same turn that they are summoned (includes Flip Summon and Special Summon). 2 Array of Revealing Light Field Spell - Declare one type of monster. Monsters of that type cannot attack during the turn they are summoned, including Flip and Special summon. 2 Double Snare Counter Trap - When your opponent destroys one of your trap cards, destroy this card instead. 2 Emergency Provisions Quick Spell - Send all spell and trap cards on your side of the field to the graveyard. Your life points are increased by 1000 per card. 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. 2 Buster Rancher Equip Spell - Can only equip a monster with 1000 or less ATK. During damage calculation, increase the ATK of this monster by 2500 points if the opposing monster's ATK or DEF value is 2500 or more. 2 Infinite Cards Continuous Spell - All players may hold as many cards in their hand as they like. 2 Banner of Courage Continuous Spell - During your Battle Phase, your monsters are +200 ATK 2 Fairy's Hand Mirror Trap - When a spell targets exactly one monster, redirect the spell to another legal target. 2 Armored Glass Trap - Activate when a monster is equipped with an Equip Spell card. Negate the effects of all Equip Spell cards until the end of the turn. 2 Mask of Weakness Trap - Activate during the Battle phase. Select an attacking monster and give it -700 ATK until the end of this turn. 2 Drop Off Trap - Activate during your opponent's draw phase. Your opponent must discard one of the cards he drew. 2 Fiend Comedian Trap - Toss a coin and call it. If you call it right, all the cards in your opponent's graveyard are removed from play immediately. If you call it wrong, a number of cards equal to your opponent's graveyard are sent from your deck to your graveyard. 2 Curse of Aging Trap - Discard a card to give all your opponent's monsters -500 ATK/DEF until the end of the turn. 2 Narrow Pass Continuous Trap - Activate when each player has two or less monsters on each side of the field. Neither player may have more than two monsters normal-summoned or set while this card is in play. 1 Second Coin Toss Continuous SPell - Once per turn, cancel the result of a coin toss and redo the coin toss. 1 Scroll of Bewitchment Equip Spell - Select an Attribute when you activate this card. Change the attribute of the equipped monster to the one you select. 1 Mooyan Curry Spell - Gain 200 life. 1 Magical Labyrinth Equip Spell - Equip Labyrinth Wall with this card. If you offer Labyrinth Wall equipped with this card as a Tribute, you can special summon Wall Shadow from your deck. 1 Final Destiny Spell - Discard five cards from your hand to destroy all cards on the field. 1 Return of the Doomed Spell - Discard a monster card to return 1 of your monsters that is sent to your graveyard as a result of battle to your hand at the end of this turn. 1 Cyclon Laser Equip Spell - May only equip Gradius. Gradius gains Trample and +300 ATK. 1 Heiroglyph Lithograph Spell - Pay 1000 life. FOr the rest of the duel, you can hold 7 cards in your hand. 1 World Suppression Trap - Activate when a Field Spell is activated. Negate the field spell until the end of the turn. 1 Mystic Probe Trap - Activate when a continuous spell is activated. Negate all continuous spell cards until the end of the turn. 1 Metal Detector Trap - Activate when a continuous trap is activated. NEgate all continuous trap cards until the end of the turn. 1 Gamble Trap - Activate when your opponent has 6 or more cards in hand and you have 2 or less. Flip a coin and call it. Get it right, draw up to five cards. Get it wrong, skip your next turn. 1 DNA Surgery Continuous Trap - Select a type of monster. All face-up monster cards are treated as the type you selected. 1 Backup Soldier Trap - Activate when there are 5 or more monster cards in your graveyard. Take up to 3 NOrmal Monsters with ATK of 1500 or less from your graveyard and put them in your hand. 1 Infinite Dismissal Continuous Trap - All monsters of level 3 or lower that are summoned to the field this turn (excluding special summon) are destroyed at the end phase of the turn. 1 Jam Defender Continuous Trap - Each time a monster on your opponent's side of the field attacks a monster on your side and you have Revival Jam face up on the field, you can change the target of the attack to Revival Jam. 1 Curse of Royal Counter Trap - The effect of any card that can destroy spell or trap cards is cancelled and the card itself is destroyed. 1 D. Tribe Trap - All monsters on your side of the field are treated as Dragon-type monsters until the end of the turn this card is activated. 0 Disappear Trap - You may select a card from your opponent's graveyard and remove it from play. 0 Respect Play Continuous Trap - During their respective turns, each player must show their opponent their hand. 0 Solomon's Lawbook Trap - Skip your own Standby Phase. 0 Miracle Dig Spell - If there are 5 or more of your monsters that have been removed from play in the current duel, return 3 of them to the graveyard. 0 White Hole Trap - When your opponent plays Dark Hole, monsters on your side of the field are not destroyed. 0 Call of the Grave Trap - Activate when your opponent activates Monster Reborn. Negate the effect of Monster Reborn. 0 Anti-Raigeki Trap - When your opponent plays Raigeki, his monsters are destroyed instead of yours. 0 Call of the Dark Continuous Trap - All monsters restored with Monster Reborn are sent to the graveyard. Monster Reburn cannot be played. 0 Gryphon Wing Trap - When your opponent plays Harpie's Feather Duster, his own spell and trap cards are destroyed instead of yours. 0 The Inexperienced Spy Trap - Look at one random card from your opponent's hand. 0 Ancient Telescope Trap - Look at the top five cards of your opponent's deck. Return the cards to the deck in that order. 0 Inspection Continuous Spell - During your opponent's standby phase, you can randomly select one card in your opponent's hand and look at it at the cost of 500 life points. 0 Spirit Elimination Spell - When monsters in the graveyard are removed from play, remove monsters from y our side of the field from play as substitutes. This card remains active until the end of this turn, the substitutes are removed from play permanently. 0 Reversal Quiz Spell - Send all cards in your hand and on your side of the field to the graveyard. Call out the type of card (Monster, spell, or trap) on top of your deck. If you guess correctly, exchange life point totals with your opponent.