Card Name | Rarity | Number | Extreme Force Lowest Price (NM) |
|
---|---|---|---|---|
Heavymetalfoes Electrumite | Secret Rare | EXFO-EN098 | $9.80 | Buy |
Saryuja Skull Dread | Secret Rare | EXFO-EN048 | $6.35 | Buy |
Triple Burst Dragon | Ultra Rare | EXFO-EN044 | $5.00 | Buy |
Isolde, Two Tales of the Noble Knights | Ultra Rare | EXFO-EN094 | $3.99 | Buy |
Boot Sector Launch | Ultra Rare | EXFO-EN053 | $3.99 | Buy |
Inspector Boarder | Secret Rare | EXFO-EN035 | $1.74 | Buy |
Ghostrick Renovation | Common | EXFO-EN074 | $1.14 | Buy |
Mythical Beast Master Cerberus | Secret Rare | EXFO-EN027 | $2.07 | Buy |
Mythical Beast Jackal King | Ultra Rare | EXFO-EN026 | $1.65 | Buy |
Mekk-Knight Purple Nightfall | Secret Rare | EXFO-EN020 | $2.15 | Buy |
Excode Talker | Ultra Rare | EXFO-EN038 | $1.08 | Buy |
World Legacy's Secret | Ultra Rare | EXFO-EN072 | $1.58 | Buy |
World Legacy Whispers | Rare | EXFO-EN071 | $0.99 | Buy |
Called by the Grave | Super Rare | EXFO-ENSE2 | $1.74 | Buy |
Mekk-Knight Blue Sky | Secret Rare | EXFO-EN014 | $1.22 | Buy |
There Can Be Only One | Super Rare | EXFO-EN076 | $0.39 | Buy |
Power of the Guardians | Super Rare | EXFO-EN060 | $0.94 | Buy |
PSY-Framegear Gamma | Super Rare | EXFO-ENSE3 | $1.71 | Buy |
Pendulum Paradox | Secret Rare | EXFO-EN061 | $0.34 | Buy |
Hey, Trunade! | Secret Rare | EXFO-EN062 | $0.74 | Buy |
Clara & Rushka, the Ventriloduo | Ultra Rare | EXFO-EN049 | $1.20 | Buy |
Altergeist Manifestation | Super Rare | EXFO-EN070 | $0.09 | Buy |
Trading Places | Common | EXFO-EN065 | $0.04 | Buy |
Column Switch | Common | EXFO-EN064 | $0.03 | Buy |
Downbeat | Super Rare | EXFO-EN063 | $0.10 | Buy |
Mythical Bestiamorph | Rare | EXFO-EN073 | $0.05 | Buy |
Tindangle Delaunay | Common | EXFO-EN069 | $0.09 | Buy |
Borrel Cooling | Common | EXFO-EN068 | $0.07 | Buy |
Parallel Port Armor | Common | EXFO-EN066 | $0.04 | Buy |
Cynet Refresh | Common | EXFO-EN067 | $0.05 | Buy |
Call of the Archfiend | Common | EXFO-EN075 | $0.10 | Buy |
Kuro-Obi Karate Spirit | Common | EXFO-EN081 | $0.15 | Buy |
Dai Dance | Common | EXFO-EN077 | $0.04 | Buy |
Steelswarm Origin | Rare | EXFO-EN093 | $0.01 | Buy |
Galaxy-Eyes Cipher Blade Dragon | Super Rare | EXFO-ENSE4 | $0.19 | Buy |
Mekk-Knight Avram | Super Rare | EXFO-ENSE1 | $0.16 | Buy |
Vendread Revolution | Super Rare | EXFO-EN085 | $0.10 | Buy |
Vendread Charge | Rare | EXFO-EN084 | $0.50 | Buy |
Vendread Core | Super Rare | EXFO-EN083 | $0.13 | Buy |
Masterking Archfiend | Rare | EXFO-EN090 | $0.45 | Buy |
Scramble Egg | Common | EXFO-EN099 | $0.04 | Buy |
Zefra Metaltron | Super Rare | EXFO-EN097 | $0.10 | Buy |
Ritual Beast Ulti-Kimunfalcos | Rare | EXFO-EN096 | $0.22 | Buy |
Qliphort Genius | Rare | EXFO-EN095 | $0.31 | Buy |
Gem-Knight Phantom Quartz | Super Rare | EXFO-EN092 | $0.15 | Buy |
Showdown of the Secret Sense Scroll Techniques | Common | EXFO-EN078 | $0.05 | Buy |
Curious, the Lightsworn Dominion | Super Rare | EXFO-EN091 | $0.39 | Buy |
Mythical Beast Garuda | Ultra Rare | EXFO-EN023 | $1.08 | Buy |
F.A. Test Run | Common | EXFO-EN089 | $0.05 | Buy |
F.A. City Grand Prix | Common | EXFO-EN088 | $0.05 | Buy |
F.A. Motorhome Transport | Common | EXFO-EN087 | $0.05 | Buy |
F.A. Auto Navigator | Common | EXFO-EN086 | $0.09 | Buy |
Vendread Battlelord | Super Rare | EXFO-EN082 | $0.25 | Buy |
Mythical Bestiary | Ultra Rare | EXFO-EN058 | $0.15 | Buy |
Oops! | Common | EXFO-EN080 | $0.04 | Buy |
Parthian Shot | Common | EXFO-EN079 | $0.05 | Buy |
Glory of the Noble Knights | Rare | EXFO-EN059 | $0.39 | Buy |
Yoko-Zuna Sumo Spirit | Common | EXFO-EN000 | $0.07 | Buy |
World Legacy Key | Rare | EXFO-EN057 | $0.70 | Buy |
Tindangle Protector | Common | EXFO-EN012 | $0.11 | Buy |
Mythical Beast Jackal | Rare | EXFO-EN022 | $0.33 | Buy |
World Legacy - "World Shield" | Common | EXFO-EN021 | $0.04 | Buy |
Mekk-Knight Indigo Eclipse | Super Rare | EXFO-EN019 | $0.25 | Buy |
Mekk-Knight Red Moon | Rare | EXFO-EN018 | $0.34 | Buy |
Mekk-Knight Yellow Star | Rare | EXFO-EN017 | $0.29 | Buy |
Mekk-Knight Orange Sunset | Common | EXFO-EN016 | $0.15 | Buy |
Mekk-Knight Green Horizon | Common | EXFO-EN015 | $0.12 | Buy |
Tindangle Intruder | Common | EXFO-EN013 | $0.05 | Buy |
Tindangle Hound | Common | EXFO-EN011 | $0.07 | Buy |
Mythical Beast Bashilisk | Rare | EXFO-EN025 | $0.17 | Buy |
Tindangle Base Gardna | Common | EXFO-EN010 | $0.06 | Buy |
Tindangle Angel | Common | EXFO-EN009 | $0.08 | Buy |
Metalrokket Dragon | Rare | EXFO-EN008 | $0.10 | Buy |
Shelrokket Dragon | Rare | EXFO-EN007 | $0.10 | Buy |
Linkbelt Wall Dragon | Common | EXFO-EN006 | $0.03 | Buy |
Bitrooper | Common | EXFO-EN005 | $0.04 | Buy |
Flick Clown | Common | EXFO-EN004 | $0.03 | Buy |
Striping Partner | Common | EXFO-EN003 | $0.04 | Buy |
Lockout Gardna | Common | EXFO-EN002 | $0.03 | Buy |
Mythical Beast Medusa | Super Rare | EXFO-EN024 | $0.09 | Buy |
Artifact Mjollnir | Common | EXFO-EN028 | $0.07 | Buy |
World Legacy Scars | Rare | EXFO-EN056 | $0.10 | Buy |
Recovery Sorcerer | Common | EXFO-EN042 | $0.05 | Buy |
Euler's Circuit | Common | EXFO-EN055 | $0.07 | Buy |
Nagel's Protection | Common | EXFO-EN054 | $0.05 | Buy |
Zombino | Common | EXFO-EN001 | $0.07 | Buy |
Link Hole | Common | EXFO-EN051 | $0.05 | Buy |
Duelittle Chimera | Rare | EXFO-EN050 | $0.09 | Buy |
Mekk-Knight Spectrum Supreme | Ultra Rare | EXFO-EN047 | $0.44 | Buy |
Altergeist Hexstia | Super Rare | EXFO-EN046 | $0.18 | Buy |
Tindangle Acute Cerberus | Common | EXFO-EN045 | $0.07 | Buy |
Secure Gardna | Common | EXFO-EN043 | $0.39 | Buy |
Flame Administrator | Common | EXFO-EN041 | $0.03 | Buy |
Grappler Angler | Common | EXFO-EN029 | $0.02 | Buy |
Vector Scare Archfiend | Rare | EXFO-EN040 | $0.09 | Buy |
Underclock Taker | Common | EXFO-EN039 | $0.08 | Buy |
Contact "C" | Common | EXFO-EN037 | $0.23 | Buy |
Overtex Qoatlus | Super Rare | EXFO-EN036 | $0.19 | Buy |
Wattkinetic Puppeteer | Common | EXFO-EN034 | $0.04 | Buy |
Desmanian Devil | Rare | EXFO-EN033 | $0.08 | Buy |
Ghost Bird of Bewitchment | Rare | EXFO-EN032 | $0.09 | Buy |
D.D. Seeker | Common | EXFO-EN031 | $0.02 | Buy |
Mahjong Munia Maidens | Common | EXFO-EN030 | $0.04 | Buy |
Fire Prison | Common | EXFO-EN052 | $0.05 | Buy |
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2 Pendulum Monsters
If this card is Link Summoned: You can add 1 Pendulum Monster from your Deck to your Extra Deck face-up. Once per turn: You can target 1 other face-up card you control; destroy it, then add 1 face-up Pendulum Monster from your Extra Deck to your hand. If a card(s) in your Pendulum Zone leaves the field: Draw 1 card. You can only use this effect of "Heavymetalfoes Electrumite" once per turn.
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2+ monsters with different names
This card gains effects based on the number of monsters used for its Link Summon.
• 2+: If a monster(s) is Normal or Special Summoned to a zone this card points to: That monster(s) gains 300 ATK/DEF.
• 3+: Once per turn: You can Special Summon 1 monster from your hand.
• 4: When this card is Link Summoned: You can draw 4 cards, then place 3 cards from your hand on the bottom of the Deck in any order.
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2+ monsters, except Tokens
Once per turn, during the Damage Step, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can negate the activation. If this card attacks a Defense Position monster, inflict piercing battle damage. During your Main Phase, except the turn this card was Special Summoned: You can Tribute this card, then target 1 Link-2 or lower monster in your GY; Special Summon it, then you can Special Summon 1 Level 4 or lower Dragon monster from your hand.
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2 Warrior monsters
If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.
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All "Rokket" monsters on the field gain 300 ATK/DEF.
You can activate 1 of these effects;
• Special Summon up to 2 "Rokket" monsters with different names from your hand in Defense Position.
• If your opponent controls more monsters than you do: Special Summon "Rokket" monsters with different names from your GY in Defense Position, up to the difference.
You can only use this effect of "Boot Sector Launch" once per turn.
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Cannot be Normal or Special Summoned if you control a monster. Neither player can activate a monster effect unless the number of monster effects that player has previously activated that turn is less than the number of monster card types currently on the field (Ritual, Fusion, Synchro, Xyz, Pendulum, and Link). (If an effect’s activation was negated, it still counts toward the total for that turn. Only count effects that were activated while this monster was face-up on the field.)
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Target 1 "Ghostrick" Field Spell in your Field Zone; return it to the hand, then you can activate 1 Field Spell from your hand or Deck. You can banish this card from your GY, then target 1 "Ghostrick" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Ghostrick" Xyz Monster with a different name, by using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Ghostrick Renovation" once per turn.
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Pendulum Effect: If you have no cards in your other Pendulum Zone: You can destroy this card, and if you do, add 1 Level 7 or lower "Mythical Beast" Effect Monster from your Deck to your hand. You can only use this effect of "Mythical Beast Master Cerberus" once per turn.
Monster Effect: Each time a Spell Card is activated, place 2 Spell Counters on this card when that Spell resolves. Cannot be destroyed by card effects while 4 or more Spell Counters are on your field. Once per turn: You can remove 4 Spell Counters from your field, then target 1 monster your opponent controls; banish it face-up, and if you do, this card gains ATK equal to the banished monster's original ATK until the end of the opponent's turn.
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Pendulum Effect: If you have no cards in your other Pendulum Zone: You can destroy this card, and if you do, Special Summon 1 face-up "Mythical Beast" Pendulum Monster from your Extra Deck, except "Mythical Beast Jackal King". You can only use this effect of "Mythical Beast Jackal King" once per turn.
Monster Effect: Each time a Spell is activated, place 2 Spell Counters on this card when that Spell resolves. Once per turn, when an opponent activates a monster effect (Quick Effect): You can remove 2 Spell Counters from your field; negate the activation, and if you do, destroy that card.
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If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Purple Nightfall" once per turn this way. (Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn.
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2+ Cyberse monsters
When this card is Link Summoned: You can choose unused Main Monster Zones equal to the number of monsters currently in the Extra Monster Zones; those zones cannot be used while this monster is face-up on the field. You can only use this effect of "Excode Talker" once per turn. Monsters this card points to gain 500 ATK, also they cannot be destroyed by card effects.
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When this card is activated: You can target 1 Level 5 or higher monster in your GY; Special Summon it. When this card leaves the field, destroy that monster. Negate any opponent's monster effect that activates in the same column as a "Mekk-Knight" monster you control.
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When this card is activated: You can target 1 Level 5 or higher monster on the field; it gains 1000 ATK/DEF until the end of this turn. Negate any opponent's Spell Card effect that activates in the same column as a "Mekk-Knight" monster you control.
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Target 1 monster in your opponent's GY; banish it, and if you do, monsters with the same original name as that banished monster have their effects negated until the end of the next turn.
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If 2 or more cards are in the same column, you can Special Summon this card (from your hand) to that column. You can only Special Summon "Mekk-Knight Blue Sky" once per turn this way. If this card is Normal or Special Summoned from the hand: You can add "Mekk-Knight" monsters with different names, except "Mekk-Knight Blue Sky", from your Deck to your hand, equal to the number of your opponent's cards in this card's column. You can only use this effect of "Mekk-Knight Blue Sky" once per turn.
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Each player can only control 1 monster of each Type. If a player controls 2 or more monsters of the same Type, they must send some to the GY so they control no more than 1 monster of that Type.
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If an attack is declared involving the equipped monster: Place 1 Spell Counter on this card. The equipped monster gains 500 ATK/DEF for each Spell Counter on this card. If the equipped monster would be destroyed by battle or card effect, you can remove 1 Spell Counter from your field, instead.
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Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when your opponent activates a monster effect while you control no monsters: You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.
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Add 2 face-up Pendulum Monsters with the same Pendulum Scale but different names, from your Extra Deck to your hand. You can only activate 1 "Pendulum Paradox" per turn.
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Return all Set Spells and Traps on the field to the hand.
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1 Normal Summoned/Set monster
Cannot be Link Summoned, except during Main Phase 2.
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Target 1 "Altergeist" monster in your GY; Special Summon it in Attack Position, and if you do, equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 "Altergeist" Trap in your GY; add it to your hand. You can only use this effect of "Altergeist Manifestation" once per turn.
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If your LP is higher than your opponent's, switch your LP with your opponent.
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Target 1 monster in your Main Monster Zone; move that target to another of your Main Monster Zones.
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Each time an opponent's monster effect is activated, place 1 Spell Counter on this card when that effect resolves. You can send this card with 6 or more Spell Counters to the GY; add 1 Spell from your Deck to your hand. You can only use this effect of "Mythical Bestiamorph" once per turn.
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When you take battle damage from an opponent's attacking monster while you have 3 or more "Tindangle" monsters with different names in your GY: You can destroy the attacking monster, and if you do, Special Summon 1 "Tindangle Acute Cerberus" from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 3 "Tindangle" monsters with different names in your GY; Special Summon them in face-down Defense Position.
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Tribute 1 "Rokket" monster, then target 1 "Borrel" Link Monster you control; equip it with this card. If this card is equipped to a monster by this effect, the equipped monster gains this effect.
• Once per turn (Quick Effect): You can target 1 monster you control; it cannot be destroyed by battle or card effects this turn.
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Target 1 Link Monster you control; equip it with this card. Your opponent cannot target the equipped monster with card effects, also it cannot be destroyed by battle. You can banish this card and 2 Link Monsters from your GY, then target 1 Link Monster you control; it can make a second attack during each Battle Phase this turn.
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When an opponent's Cyberse monster declares an attack: Destroy all monsters in the Main Monster Zoness. During the End Phase of this turn, Special Summon from the GY as many Cyberse Link Monsters as possible, to their owner's fields, that were destroyed by this effect. When an opponent's monster activates its effect: You can banish this card from your GY; Cyberse Link Monsters you currently control are unaffected by other card effects, until the end of this turn.
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You can target 1 Level 5 or higher Fiend monster in your GY; discard 1 Fiend monster, and if you do, Special Summon the targeted monster. You can only use this effect of "Call of the Archfiend" once per turn.
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Pendulum Effect: If a monster(s) is Pendulum Summoned: Return this card from the Pendulum Zone to the hand.
Monster Effect: When this card is Normal Summoned: You can send to the GY all Spells/Traps your opponent controls in the same column as the card(s) in your Pendulum Zones. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.
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Choose 1 opponent's unused Main Monster Zones; if your opponent would Normal or Special Summon a monster to their Main Monster Zone, and the chosen zone can be used, they must use that zone. (They cannot Summon multiple monsters to their Main Monster Zones while this effect is applied.) This effect is applies until the zone is occupied or becomes unusable. You can only apply the effect of "Dai Dance" once per Duel.
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2 "lswarm" monsters
While this card is in an Extra Monster Zone, neither player can Special Summon monsters from the Extra Deck to Main Monster Zones, except to zones this card points to. While this card points to a monster, this card cannot be destroyed by battle or card effects, also neither player can target it with card effects. Once per turn, when a monster(s) on the field is destroyed by battle or card effect: You can Special Summon Level 4 or lower "lswarm" monsters from your Deck in Defense Position, up the number of monsters destroyed.
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3 Level 9 monsters
You can also Xyz Summon this card by using a Rank 8 "Galaxy-Eyes" Xyz Monster you control as material. (Transfer its materials to this card.) Cannot be used as material for an Xyz Summon. Once per turn: You can detach 1 material from this card, then target 1 card on the field; destroy it. If this Xyz Summoned card you control, is destroyed by battle with an opponent's attacking monster, or destroyed by an opponent's card effect, and sent to your GY: You can target 1 "Galaxy-Eyes Cipher Dragon" in your GY; Special Summon it.
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discard 1 card, then target 1 "Vendread" monster and 1 Ritual Spell in your GY; Special Summon that monster in Defense Position, and if you do, add that Ritual Spell to your hand. You can banish this card from your GY, then target 5 of your banished Zombie monsters; shuffle them into your Deck, then draw 1 card. You can only use each effect of "Vendread Revolution" once per turn.
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Send 1 Zombie monster from your hand or face-up from your field to the GY; Special Summon 1 "Vendread" monster from your Deck. You can only activate 1 "Vendread Charge" per turn.
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If this card is in your GY: You can banish 1 other Zombie monster from your GY: Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Core" once per turn.
• Your opponent cannot target this card with card effects.
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2 Fiend monsters
Once per turn, during your Standby Phase, pay 500 LP or destroy this card. Once per Chain, if you pay LP (except during the Damage Step), You can send 1 Fiend monster from your Deck to the GY with ATK or DEF equal to the amount paid. Once per Chain, if a Fiend monster(s) is sent toyour GY (except during Damage Step), You can roll a six-sided die, then apply this effect on 1 of those monsters based on the result.
• 1: Add it to your hand.
• 2, 3, 4, 5: Shuffle into the Deck.
• 6: Special Summon it.
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If a monster you control is destroyed by battle or card effect and sent to the GY: Special Summon 1 "Sonic Chick" from your hand, Deck, or GY.
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2+ monsters that were Special Summoned from the Extra Deck
If a monster this card points to that was Special Summoned from the Extra Deck is destroyed by battle or an opponent's card effect: You can add to your hand, 1 monster from your GY or 1 face-up Pendulum Monster from your Extra Deck. You can target 1 other monster you control and 1 monster your opponent controls that were Special Summoned from the Extra Deck; banish both monsters until the End Phase. You can only use each effect of "Zefra Metaltron" once per turn.
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2 "Ritual Beast" monsters
"Ritual Beast" monsters this card points to gain 600 ATK/DEF. You can banish 1 "Ritual Beast" card from your GY; immediately after this effect resolves, Normal Summon 1 "Ritual Beast" monster from your hand. You can only use this effect of "Ritual Beast Ulti-Kimunfalcos" once per turn. (Quick Effect): You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.
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2 Machine monsters
This Link Summoned card is unaffected by Spell/Trap effects and the activated effects from other Link Monsters. Once per turn: You can target 1 face-up card on each player's field, except this card; both face-up cards have their effects negated until the end of this turn. When 2 monsters are Special Summoned at the same time to the zones this card points to: You can add 1 Level 5 or higher Machine monster from your Deck to your hand.
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2 "Gem-" monsters
If this card is Link Summoned: You can add 1 "Gem-Knight" card from your Deck to your hand. You can pay 1000 LP; Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by shuffling Fusion Materials in your possession listed on it into your Deck, that are banished or in your GY, but it cannot attack directly this turn. You can only use each effect of "Gem-Knight Phantom Quartz" once per turn.
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When your opponent activates a Spell/Trap Card, or monster effect, with the same name as a card in their GY: Negate the activation, and if you do, destroy that card.
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3 monsters with the same Attribute but different Types
If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 1 card in your GY; add it to your hand. You can only use each of the following effects of "Curious, the Lightsworn Dominion" once per turn.
• If this card is Link Summoned: You can send 1 card from your Deck to the GY.
• If a card(s) is sent from your Deck to the GY by an effect: Send the top 3 cards of your Deck to the GY.
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Pendulum Effect: If you have no card in your other Pendulum Zone: You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Mythical Beast Garuda" once per turn.
Monster Effect: Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. When your opponent Normal or Special Summons a monster (except during the Damage Step): You can remove 3 Spell Counters from your field; Special Summon this card from your hand, then return that opponent's Summoned monster(s) to the hand. You can only use this effect of "Mythical Beast Garuda" once per turn.
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Target 1 "F.A." monster you control; change its battle position, then, destroy 1 card on the field. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "F.A." monster from your Deck. You can only use each effect of "F.A. Test Run" once per turn.
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Increase the Levels of all "F.A." monsters on the field by 2 during the Main Phase and Battle Phase. Your opponent cannot target "F.A." monsters you control with card effects. If this face-up card on the field is destroyed by a card effect: You can add 1 "F.A." card from your Deck to your hand, except "F.A. City Grand Prix". You can only use this effect of "F.A. City Grand Prix" once per turn.
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1 Tuner + 1+ non-Tuner monsters
Gains ATK equal to its Level x 300. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase the Level of this card by 1. This card gains the following effect(s), based on its current Level.
• Level 11 or higher: Cannot be destroyed by battle or card effects.
• Level 13 or higher: Once per turn: You can target 1 "F.A." monster in your GY; Special Summon it.
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If this card is in your hand or GY: You can target 1 "F.A." monster you control whose current Level is higher than its original Level; Special Summon this card, and if you do, reduce that target's Level by the difference between its current and original Level, and if you do that, this card's Level become equal to the amount reduced. If this card is Normal or Special Summoned: You can add 1 "F.A." Field Spell from your Deck to your hand. You can only use each effect of "F.A. Auto Navigator" once per turn.
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You can Ritual Summon this card with any "Vendread" Ritual Spell. You can banish 1 "Vendread" card from your GY and declare 1 type of card (Monster, Spell, or Trap); for the rest of this turn, your opponent cannot activate cards or effects of that type. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Monster from your Deck to your hand, and if you do, send 1 "Vendread" monster from your Deck to the GY. You can only use each effect of "Vendread Battlelord" once per turn.
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Send the top 2 cards of your Deck to the GY, then target 1 card on the field that you can place a Spell Counter on; place up to 2 Spell Counters on it. If this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon 1 monster from your Deck that you can place a Spell Counter on, and if you do, place up to 2 Spell Counters on it. You can only activate 1 "Mythical Bestiary" per turn.
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At the end of the Battle Phase: It becomes the End Phase of this turn.
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Target 1 "Noble Knight" monster you control; equip it with 1 Equip Spell from your Deck that can equip to that target. You can only activate 1 "Glory of the Noble Knights" per turn.
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Pendulum Effect: If a monster(s) is Pendulum Summoned: Return this card from the Pendulum Zone to the hand.
Monster Effect: When this card is Normal Summoned: You can send to the GY all monsters your opponent controls in the same column as the card(s) in your Pendulum Zones. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.
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When this card is activated: You can target 1 of your banished "Mekk-Knight" monsters or "World Legacy" cards; add it to your hand. Negate any opponent's Trap Card effect that activates in the same column as a "Mekk-Knight" monster you control.
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FLIP: You can change up to 3 face-down Defense Position monsters you control to face-up Defense Position, then if all those monsters are "Tindangle" monsters, you can add up to that many "Tindangle" cards from your Deck to your hand. You can only use this effect of "Tindangle Apostle" once per turn.
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Pendulum Effect: If you have no card in your other Pendulum Zone: You can target 1 card you control that you can place a Spell Counter on; destroy this card, and if you do, place 1 Spell Counter on that card. You can only use this effect of "Mythical Beast Jackal" once per turn.
Monster Effect: Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from your field and Tribute this card; Special Summon 1 "Mythical Beast" Effect Monster from your Deck, except "Mythical Beast Jackal".
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Unaffected by activated effects from any monster Special Summoned from the Extra Deck. Your opponent cannot target your "World Legacy" cards in this card's column with card effects, also they cannot be destroyed by your opponent's card effects. During the Standby Phase, if this card is in your GY: You can pay 1000 LP; Special Summon this card, then your opponent can Special Summon 1 monster from their hand or GY. You can only use this effect of "World Legacy - "World Shield"" once per turn.
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If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones.
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If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Red Moon" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 face-up monster in this card's column; destroy it.
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If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Yellow Star" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 Spell/Trap in this card's column; destroy it.
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If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Orange Sunset" once per turn this way. If an opponent's card in this card's column is destroyed by battle, or leaves the field: You can Special Summon 1 "Mekk-Knight" monster from your hand.
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If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Green Horizon" once per turn this way. When an attack is declared involved this card and an opponent's monster in this card's column: You can target 1 "Mekk-Knight" monster in your GY; add it to your hand.
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FLIP: You can add 1 "Tindangle" card from your Deck to your hand.
When this card is Normal Summoned: You can send 1 "Tindangle" card from your Deck to the GY. If a monster(s) is Special Summoned to your field in face-down Defense Position while this card is in your GY: Special Summon this card in face-down Defense Position (this is not optional). You can only use each effect of "Tindangle Intruder" once per turn.
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FLIP: You can target 1 other face-up monster on the field; this card gains ATK equal to that target's original ATK, then change that target to face-down Defense Position.
Each monster your opponent controls loses 1000 ATK for each monster linked to it. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 face-down monster on the field; change it to face-up Defense Position.
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Pendulum Effect: If you have no card in your other Pendulum Zone: You can destroy this card, and if you do, shuffle 1 face-up Spellcaster Pendulum Monster from your Extra Deck into your Deck, except "Mythical Beast Bashilisk", then draw 1 card. You can only use this effect of "Mythical Beast Bashilisk" once per turn.
Monster Effect: Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from your field; return 1 "Mythical Beast" card from your Pendulum Zone or face-up from your Extra Deck to the hand. You can only use this effect of "Mythical Beast Bashilisk" once per turn.
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If you control a face-down Defense Position monster, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Tindangle Base Gardna" once per turn this way. If a monster(s) is Normal or Special Summoned, and is now pointed to by an opponent's Link Monster (except during the Damage Step): You can Tribute this card; Special Summon 1 "Tindangle" monster from your hand or Deck in Attack Position or face-down Defense Position.
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FLIP: You can Special Summon 1 Flip monster from your hand or GY in face-down Defense Position, except "Tindangle Angel", then if it is your opponent's Battle Phase, end the Battle Phase. You can only use this effect of "Tindangle Angel" once per turn.`
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When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then destroy all cards your opponent controls in the same column as the zone this card was in. During the End Phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 "Rokket" monster from your Deck, except "Metalrokket Dragon". You can only use each effect of "Metalrokket Dragon" once per turn.
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When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then destroy 1 monster in the column this card was in, and if you do, destroy any monsters in that card's adjacent zones. During the End Phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 "Rokket" monster from your Deck, except "Shellrokket Dragon". You can only use each effect of "Shellrokket Dragon" once per turn.
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Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. When you Link Summon: You can Special Summon this card from your hand, and if you do, place 2 counters on it. If a monster is Link Summoned: Remove 2 of these counters from this card (or all, if less than 2). Once per turn, during each Standby Phase: Place 1 of these counters on this card. No monster can be Link Summoned unless this card has at least as many of these counters as that monster's Link Rating. Monsters cannot attack, except Link Monsters.
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If you control at least 2 other Cyberse monsters and you have no cards in your hand: You can pay 1000 LP; draw 1 card. You can only use this effect of "Flick Clown" once per turn.
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Cannot be Normal Summoned/Set. Must be Special Summoned by the following effect. If the effect activation of a monster you control is negated (except during the Damage Step): You can Special Summon this card from your hand. When this card is Special Summoned: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it. You can only use this effect of "Striping Partner" once per turn.
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When an opponent's monster declares a direct attack: You can Special Summon this card from your hand in Attack Position, and if you do, it cannot be destroyed by battle this turn. When an effect of a monster your opponent controls is activated that targets 1 Cyberse monster you control (and no other cards) (Quick Effect): You can negate the effects of both that Cyberse monster you control and that opponent's monster until the end of this turn.
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Pendulum Effect: If you have no card in your other Pendulum Zone: You can target 1 monster in your GY that you can place a Spell Counter on; destroy this card, and if you do, Special Summon that monster, and if you do that, place 1 Spell Counter on it. You can only use this effect of "Mythical Beast Medusa" once per turn.
Monster Effect: Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Once per turn, during the Battle Phase (Quick Effect): You can remove 2 Spell Counters from your field, then target 1 face-up monster on the field; its ATK/DEF become half its current ATK/DEF until the end of this turn.
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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 Mjolnir" once per turn.
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All "Mekk-Knight" monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; draw 1 card. You can banish 8 "Mekk-Knight" monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY.
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2 Cyberse monsters
(Quick Effect): You can target 1 Cyberse Link Monster in your GY that was destroyed this turn; Special Summon it, but it has its effects negated, also destroy it during the End Phase. You can only use this effect of "Recovery Sorcerer" once per turn.
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Your opponent's monsters cannot attack if you control 3 or more "Tindangle" monsters. Once per turn, during your Standby Phase: You can target 1 "Tindangle" monster you control; give control of it to your opponent. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 "Euler's Circuit" from your Deck to your hand. You can only use this effect of "Euler's Circuit" once per turn.
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"Tindangle" monsters in your Main Monster Zone cannot be destroyed by battle or your opponent's card effects. Once per turn, if your "Tindangle" monster inflicts battle damage to your opponent, the damage becomes doubled. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 "Nagel's Protection" from your Deck to your hand. You can only use this effect of "Nagel's Protection" once per turn.
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2 FIRE monsters
All FIRE monsters on the field gain 500 ATK/DEF, also all WATER monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 FIRE monster in your GY; add it to your hand. You can only use this effect of "Duelittle Chimera" once per turn.
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2+ "Mekk-Knight" monsters
This card can attack directly if it is the only card in its column. If this card in the Extra Monster Zone points to no monsters, it cannot be destroyed by card effects, also your opponent cannot target it with card effects. You can send 1 other card you control in this card's column to the GY; Special Summon 1 "Mekk-Knight" monster from your Deck in Defense Position. You can only use this effect of "Mekk-Knight Spectrum Supreme" once per turn.
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2 "Altergeist" monsters
Gains ATK equal to the original ATK of all "Altergeist" monsters it points to. When a Spell/Trap Card and Spell/Trap Effect is activated (Quick Effect): You can Tribute 1 "Altergeist" monster this card points to; negate the activation, and if you do, destroy that card. If this card is sent from the field to the GY: You can add 1 "Altegeist" card from your Deck to your hand. You can only use this effect of "Altergeist Hexstia" once per turn.
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3 "Tindangle" monsters
Gains 3000 ATK if you have 3 or more "Tindangle" monsters with different names in your GY, including "Tindangle Base Gardna". Gains 500 ATK for each "Tindangle" monster it points to. At the end of the Battle Phase, if this card declared an attack: You can Special Summon 1 "Tindangle Token" (Fiend/DARK/Level 1/ATK 0/DEF 0).
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1 Cyberse Link Monster
After this card is Special Summoned, you take no effect damage for the rest of this turn. Once per turn, if you would take battle or effect damage, you take no damage. Cannot be used as Link Material. You can only control 1 "Secure Gardna".
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2 Cyberse monsters
All Link Monsters you control gain 800 ATK. You can only control 1 "Flame Administrator".
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When this card inflicts battle damage to your opponent by a direct attack: You can target 1 monster in your GY; Special Summon it in Defense Position.
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2+ Cyberse monsters
When this card destroys an opponent's monster by battle and sends it to the GY: You can Tribute 1 monster that this card points to; Special Summon that destroyed monster to any zone this card points to. If you Special Summon to your opponent's field to your opponent's field by this effect, this card can make a second attack during this Battle Phase (although your opponent gains control of that Special Summoned monster).
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2 Effect Monsters
Once per turn: You can target 1 face-up monster this card points to, and 1 face-up monster your opponent controls; the opponent's target loses ATK equal to the ATK of the target this monster points to, until the end of this turn.
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When your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can Special Summon this card from your hand to the opponent's field in Defense Position. This card's controller cannot Fusion, Synchro, Xyz, or Link Summon unless they use this card as material.
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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling 5 of your banished Dinosaur monsters into the Main Deck. Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can destroy 1 Dinosaur monster in your hand or face-up on your field, and if you do, negate that activation, and if you do that, destroy that card. If this card is sent to the GY by a card effect: You can add 1 "Evolution Pill" Spell from your Deck to your hand. You can only use this effect of "Overtex Qoatlus" once per turn.
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(Quick Effect): You can send this card from your hand or field to the GY, then target 1 monster your opponent controls; move that target to another of their Main Monster Zones.
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When this card destroys an opponent's monster by battle: You can add 1 Level 4 or lower Beast monster from your Deck to your hand.
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This card gains an effect based on your Main Monster Zone it is in.
• Leftmost: Gains 1000 ATK/DEF.
• Rightmost: Can make up to 2 attacks on monsters during each Battle Phase.
• Center: Your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects.
• Others: Monsters in this column cannot activate their effects.
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(Quick Effect): You can target 1 face-up monster you control; banish it until the End Phase of the next turn. You can only use this effect of "D.D. Seeker" once per turn.
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FLIP: You can draw 1 card, then discard 1 card.
Once per turn: You can change this card to face-down Defense Position.
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All Dragon monsters on the field gain 300 DEF. If any Link Monster is on the field, neither player can Link Summon a monster with a lower Link Rating than the highest Link Rating on the field. Monsters cannot attack, except Link Monsters. Apply the following effects while 2 or more Cyberse Link Monsters are on the field.
• Negate the activated effects of Cyberse monsters.
• Cyberse monsters cannot attack, cannot be targeted for attacks, and cannot be targeted by card effects.