Card Name | Rarity | Number | Fist of the Gadgets Lowest Price (NM) |
|
---|---|---|---|---|
Brotherhood of the Fire Fist - Panda | Secret Rare | FIGA-EN013 | $6.97 | Buy |
Brotherhood of the Fire Fist - Elephant | Secret Rare | FIGA-EN012 | $6.99 | Buy |
Brotherhood of the Fire Fist - Eagle | Secret Rare | FIGA-EN016 | $5.61 | Buy |
The Hidden City | Super Rare | FIGA-EN049 | $3.50 | Buy |
Mythical Beast Master Cerberus | Super Rare | FIGA-EN059 | $1.88 | Buy |
Fire Formation - Tenki | Secret Rare | FIGA-EN028 | $1.73 | Buy |
Code Radiator | Secret Rare | FIGA-EN039 | $1.40 | Buy |
Shootingcode Talker | Super Rare | FIGA-EN044 | $0.10 | Buy |
Code Talker | Super Rare | FIGA-EN043 | $0.15 | Buy |
Spool Code | Super Rare | FIGA-EN040 | $0.11 | Buy |
Cynet Conflict | Super Rare | FIGA-EN042 | $0.17 | Buy |
Cynet Optimization | Super Rare | FIGA-EN041 | $0.45 | Buy |
Talkback Lancer | Super Rare | FIGA-EN046 | $0.10 | Buy |
Prohibit Snake | Super Rare | FIGA-EN038 | $0.05 | Buy |
Defcon Bird | Super Rare | FIGA-EN037 | $0.05 | Buy |
Swap Cleric | Super Rare | FIGA-EN036 | $0.01 | Buy |
Elphase | Super Rare | FIGA-EN045 | $0.04 | Buy |
Boot-Up Corporal - Command Dynamo | Super Rare | FIGA-EN001 | $0.10 | Buy |
Rasterliger | Super Rare | FIGA-EN047 | $0.08 | Buy |
Subterror Fiendess | Super Rare | FIGA-EN048 | $0.10 | Buy |
Archfiend's Manifestation | Secret Rare | FIGA-EN034 | $0.25 | Buy |
Subterror Final Battle | Super Rare | FIGA-EN050 | $0.10 | Buy |
Scrap Recycler | Super Rare | FIGA-EN051 | $0.73 | Buy |
Majesty Maiden, the True Dracocaster | Super Rare | FIGA-EN052 | $0.16 | Buy |
Ignis Heat, the True Dracowarrior | Secret Rare | FIGA-EN053 | $0.45 | Buy |
Dinomight Knight, the True Dracofighter | Super Rare | FIGA-EN054 | $0.22 | Buy |
Amorphage Lechery | Super Rare | FIGA-EN055 | $0.03 | Buy |
Amorphage Sloth | Super Rare | FIGA-EN056 | $0.70 | Buy |
Amorphage Goliath | Super Rare | FIGA-EN057 | $0.10 | Buy |
Chronograph Sorcerer | Super Rare | FIGA-EN058 | $0.09 | Buy |
Latency | Super Rare | FIGA-EN035 | $0.03 | Buy |
Archfiend's Awakening | Secret Rare | FIGA-EN031 | $0.25 | Buy |
Archfiend's Ascent | Secret Rare | FIGA-EN033 | $0.19 | Buy |
Brotherhood of the Fire Fist - Peacock | Secret Rare | FIGA-EN017 | $0.20 | Buy |
Boot-Up Order - Gear Charge | Super Rare | FIGA-EN003 | $0.05 | Buy |
Boot-Up Order - Gear Force | Secret Rare | FIGA-EN004 | $0.10 | Buy |
Powerhold the Moving Battery | Super Rare | FIGA-EN005 | $0.05 | Buy |
Green Gadget | Super Rare | FIGA-EN006 | $0.10 | Buy |
Red Gadget | Super Rare | FIGA-EN007 | $0.15 | Buy |
Yellow Gadget | Super Rare | FIGA-EN008 | $0.08 | Buy |
Gold Gadget | Super Rare | FIGA-EN009 | $0.09 | Buy |
Silver Gadget | Super Rare | FIGA-EN010 | $0.09 | Buy |
Brotherhood of the Fire Fist - Ram | Secret Rare | FIGA-EN011 | $0.14 | Buy |
Brotherhood of the Fire Fist - Eland | Secret Rare | FIGA-EN014 | $0.99 | Buy |
Brotherhood of the Fire Fist - Swan | Secret Rare | FIGA-EN015 | $0.13 | Buy |
Fire Fortress atop Liang Peak | Secret Rare | FIGA-EN018 | $0.10 | Buy |
Archfiend's Call | Secret Rare | FIGA-EN032 | $0.23 | Buy |
Fire Formation - Domei | Secret Rare | FIGA-EN019 | $0.15 | Buy |
Fire Formation - Ingen | Secret Rare | FIGA-EN020 | $0.15 | Buy |
Ultimate Fire Formation - Sinto | Secret Rare | FIGA-EN021 | $0.10 | Buy |
Brotherhood of the Fire Fist - Gorilla | Super Rare | FIGA-EN022 | $0.05 | Buy |
Brotherhood of the Fire Fist - Bear | Super Rare | FIGA-EN023 | $0.03 | Buy |
Brotherhood of the Fire Fist - Spirit | Super Rare | FIGA-EN024 | $0.06 | Buy |
Brotherhood of the Fire Fist - Rooster | Super Rare | FIGA-EN025 | $0.08 | Buy |
Brotherhood of the Fire Fist - Cardinal | Super Rare | FIGA-EN026 | $0.05 | Buy |
Brotherhood of the Fire Fist - Tiger King | Super Rare | FIGA-EN027 | $0.15 | Buy |
Fire Formation - Tensu | Super Rare | FIGA-EN029 | $0.05 | Buy |
Fire Formation - Yoko | Super Rare | FIGA-EN030 | $0.09 | Buy |
Boot-Up Admiral - Destroyer Dynamo | Secret Rare | FIGA-EN002 | $0.20 | Buy |
Starving Venom Fusion Dragon | Super Rare | FIGA-EN060 | $0.35 | Buy |
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If you activate a "Fire Formation" Spell/Trap Card (except during the Damage Step): You can Special Summon this card from your hand, then you can Special Summon 1 "Fire Fist" monster from your GY, except "Brotherhood of the Fire Fist - Panda", also you cannot Special Summon monsters for the rest of this turn, except "Fire Fist" monsters. If a "Fire Fist" monster(s) you control would be destroyed by your opponent's card effect, you can send 1 face-up "Fire Formation" Spell/Trap you control to the GY instead. You can only use each effect of "Brotherhood of the Fire Fist - Panda" once per turn.
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If this card is Normal or Special Summoned: You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY; Special Summon 1 "Fire Fist" monster from your hand, except "Brotherhood of the Fire Fist - Elephant". You can target 1 "Fire Formation" Spell/Trap in your GY; shuffle it into the Deck, then, you can add 1 Level 5 or higher "Fire Fist" monster from your Deck to your hand. You can only use each effect of "Brotherhood of the Fire Fist - Elephant" once per turn.
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2 Beast-Warrior monsters
You can only Special Summon "Brotherhood of the Fire Fist - Eagle(s)" once per turn. You can activate "Fire Fist" monsters' effects without sending "Fire Fist" or "Fire Formation" card(s) from your hand or field to the GY. You can target 1 "Fire Formation" Spell/Trap you control or in your GY; return it to the hand, then send 1 "Fire Fist" monster from your Deck to the GY. You can only use this effect of "Brotherhood of the Fire Fist - Eagle" once per turn.
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When this card is activated: You can add 1 "Subterror" monster from your Deck to your hand. Once per turn: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position. Once per turn, when an opponent's monster declares an attack: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position, then you can negate the attack. You can only activate 1 "The Hidden City" 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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When this card is activated: You can add 1 Level 4 or lower Beast-Warrior-Type monster from your Deck to your hand. All Beast-Warrior-Type monsters you control gain 100 ATK. You can only activate 1 "Fire Formation - Tenki" per turn.
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If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can target 1 face-up monster your opponent controls; change its ATK 0, also negate its effects. If this card on the field was used as material, you can target 2 monsters, instead. You can only use each effect of "Code Radiator" once per turn.
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2+ Cyberse monsters
At the start of your Battle Phase: You can activate this effect; this Battle Phase, this card can make attacks on your opponent's monsters, up to the number of monsters this card currently points to +1, but this turn, when it attacks your opponent's only monster, this card loses 400 ATK during that damage calculation only. At the end of each Battle Phase: You can draw cards equal to the number of monsters this card destroyed by battle this turn.
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Gains 500 ATK for each monster it points to. Cannot be destroyed by battle or your opponent's card effects, while it points to a monster.
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When an opponent's monster declares a direct attack, while you have 3 or more Cyberse monsters in your GY: Negate the attack, then, you can Special Summon up to 3 "Spool Tokens" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon.
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When a Spell/Trap Card, or monster effect, is activated while you control a "Code Talker" monster: Negate the activation, and if you do, banish that card, and if you do, your opponent cannot activate cards, or effects of cards, with the same original name as that card that was banished, until the end of the next turn. You can only activate 1 "Cynet Conflict" per turn.
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If your "Code Talker" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters (even if this card leaves the field). You can only use this effect of "Cynet Optimization" once per turn.
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1 Level 2 or lower Cyberse monster
You can Tribute 1 other Cyberse monster, then target 1 "Code Talker" monster in your GY with a different original name from that monster; Special Summon it to your zone this card points to. You can only use this effect of "Talkback Lancer" once per turn.
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At the start of the Damage Step, if your Cyberse Link Monster battles an opponent's monster: You can send this card from your hand to the GY; return that opponent's monster to the hand. When your Cyberse monster destroys an opponent's monster by battle and sends it to the GY, while this card is in your GY: You can banish 1 card from your GY, then target 1 Level 4 or lower Cyberse monster in your GY; add it to your hand. You can only use each effect of "Prohibit Snake" once per turn.
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You can discard 1 other Cyberse monster; Special Summon this card from your hand. You can only use this effect of "Defcon Bird" once per turn. Once per turn, when your Cyberse monster is targeted for an attack: You can make its ATK/DEF become double its original ATK, then you can change it to Defense Position. This ATK/DEF change lasts until the end of the Damage Step.
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If this card is sent to the GY as Link Material: You can have that Link Monster lose 500 ATK, then draw 1 card. You can only use this effect of "Swap Cleric" once per turn.
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2 Level 3 or higher Cyberse monsters
Gains 300 ATK for each monster this card points to. If this Link Summoned card leaves the field: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it, but for the rest of this turn, its effects (if any) are negated and it cannot be used as Link Material. You can only use this effect of "Elphase" once per turn.
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You can target up to 2 Machine "Gadget" monsters you control or in your GY with different names; Special Summon this card from your hand, then equip those targets to this card (regardless of their Type). You can only use this effect of "Boot-Up Corporal - Command Dynamo" once per turn. Gains 1000 ATK for each monster equipped to this card by this effect.
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2+ monsters, except Tokens
You can target 1 Link Monster in either GY; this card gains ATK equal to that target's ATK until the end of this turn. You can Tribute any number of your monsters this card points to; destroy an equal number of cards on the field. You can only use each effect of "Rasterliger" once per turn.
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During either player's turn, when your opponent activates a card or effect: You can send this card from your hand or field to the Graveyard, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or Graveyard, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn.
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"Summoned Skull" + 1 DARK monster
This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. All "Summoned Skull" you control gain 500 ATK. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.
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Activate 1 of these effects, also, after that, Set this card face-down instead of sending it to the Graveyard.
- Change 1 Set "Subterror" monster on the field to face-up Attack or Defense Position.
- Change 1 face-up "Subterror" monster on the field to face-down Defense Position.
- ATK and DEF of 1 "Subterror" monster on the field become equal to its combined original ATK and DEF until the end of this turn.
- This turn, activated effects of "Subterror" cards cannot be negated.
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When this card is Normal Summoned or Special Summoned successfully, you can select 1 Machine-Type monster from your deck and send it to the Graveyard. Once per turn, you can return 2 Level 4 EARTH Machine-Type monsters in your Graveyard to your deck to dr
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To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can add 1 "True Draco" or "True King" monster from your Deck to your hand.
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To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can take 1 "True Draco" or "True King" Continuous Spell Card from your Deck, and either activate it or add it to your hand.
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To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can take 1 "True Draco" or "True King" Continuous Trap Card from your Deck, and either activate it or add it to your hand.
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Pendulum Effect : While you control an "Amorphage" monster, neither player can activate Spell Cards or their effects, except for "Amorphage" cards. Once per turn, during your Standby Phase, Tribute 1 monster or destroy this card.
Monster Effect : If this card is Pendulum Summoned or flipped face-up, neither player can Special Summon monsters from the Extra Deck while this card is face-up on the field, except "Amorphage" monsters.
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Pendulum Effect : While you control an "Amorphage" monster, neither player can add cards from the Deck to the hand, except by drawing them. Once per turn, during your Standby Phase, Tribute 1 monster or destroy this card.
Monster Effect : Neither player can Special Summon monsters from the Extra Deck, except "Amorphage" monsters.
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Pendulum Effect : While you control an "Amorphage" monster, any card sent to the Graveyard is banished instead, except "Amorphage" cards. Once per turn, during your Standby Phase, Tribute 1 monster or destroy this card.
Monster Effect : Neither player can Special Summon monsters from the Extra Deck, except "Amorphage" monsters.
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Pendulum Effect : During your Main Phase: You can destroy this card, and if you do, take 1 "Timegazer Magician" from your hand or Deck, and either place it in your Pendulum Zone or Special Summon it. You can only use this effect of "Chronograph Sorcerer" once per turn.
Monster Effect : If a card(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand, then you can Special Summon 1 monster from your hand. You can banish this card you control, plus 4 monsters from your hand, field, and/or Graveyard (1 each with "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" in their names); Special Summon 1 "Supreme King Z-ARC" from your Extra Deck. (This is treated as a Fusion Summon.)
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You can Ritual Summon this card with "Contract with the Abyss". This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Cannot be destroyed by battle, except by battle with a Ritual Monster, and cannot be destroyed by monster effects, except those of Ritual Monsters. If this Ritual Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.
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2 Level 6 monsters
This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. If "Summoned Skull(s)" you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this Xyz Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.
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2 "Fire Fist" monsters
While this card points to a "Fire Fist" monster, your opponent's monsters cannot target this card for attacks. When this card declares an attack: You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY, then target 1 monster your opponent controls; place that opponent's monster in a zone this card points to and take control of it until the End Phase, but it cannot declare an attack this turn. You can only use this effect of "Brotherhood of the Fire Fist - Peacock" once per turn.
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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 2 "Gadget" Monster Cards from your hand and/or face-up field to the GY. Cannot be destroyed by battle or card effects while you control a "Gadget" monster or a "Gadget" Monster Card equipped to a monster. Once per turn: You can target 1 other card on the field; destroy it.
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When either player's monster declares an attack and all monsters you control are face-up Machine monsters (min. 1): Destroy Attack Position monsters your opponent controls, up to the number of Machine monsters you control.
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Special Summon this card as an Effect Monster (Machine/EARTH/Level 4/ATK 0/DEF 2000), then, you can equip 1 Level 4 Machine "Gadget" monster from your hand or Deck to this card. (This card is also still a Trap.) If Summoned this way, this card gains ATK equal to double the ATK of the monster equipped to it by this effect.
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When this card is Normal or Special Summoned: You can add 1 "Red Gadget" from your Deck to your hand.
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When this card is Normal or Special Summoned: You can add 1 "Yellow Gadget" from your Deck to your hand.
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When this card is Normal or Special Summoned: You can add 1 "Green Gadget" from your Deck to your hand.
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When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine-Type monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Gold Gadget". You can only use 1 "Gold Gadget" effect per turn, and only once that turn.
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When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine-Type monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Silver Gadget". You can only use 1 "Silver Gadget" effect per turn, and only once that turn.
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When this card is Normal Summoned: You can discard 1 card, then target 1 "Fire Formation" Spell/Trap you control; Set 1 "Fire Formation" Spell/Trap with a different name directly from your Deck. If this card is Special Summoned by the effect of a "Fire Fist" monster: You can Set 1 "Fire Formation" Spell/Trap directly from your Deck, with a different name from the cards in your GY. You can only use each effect of "Brotherhood of the Fire Fist - Ram" once per turn.
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You can Ritual Summon this card with "Fire Formation - Domei". You can discard 1 monster; Set 1 "Fire Formation" Spell/Trap directly from your Deck or GY. When your opponent activates a monster effect (Quick Effect): You can send 1 face-up "Fire Fist" or "Fire Formation" card you control to the GY, except "Brotherhood of the Fire Fist - Eland"; negate that effect. You can only use each effect of "Brotherhood of the Fire Fist - Eland" once per turn.
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2 Beast-Warrior monsters
If this card is Special Summoned: You can inflict 200 damage to your opponent for each "Fire Formation" Spell/Trap you control. During the Battle Phase (Quick Effect): You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY, then target 1 card your opponent controls; destroy it. You can only use each effect of "Brotherhood of the Fire Fist - Swan" once per turn.
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(This card is always treated as a "Fire Formation" card.)
Each time a "Fire Fist" monster(s) is Normal or Special Summoned, place 1 Fire Fist Counter on this card. Once per turn: You can remove Fire Fist Counters from your field to activate 1 of these effects;
• 2: If your Beast-Warrior monster attacks this turn, your opponent cannot activate cards or effects until the end of the Damage Step.
• 6: Add 1 Beast-Warrior monster from your Deck to your hand.
• 10: Special Summon 1 Beast-Warrior monster from your Deck or Extra Deck, ignoring its Summoning conditions.
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1 Tuner + 1+ non-Tuner monsters
This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Your opponent cannot target any "Summoned Skull" you control with card effects. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.
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When this card is activated: You can Ritual Summon 1 Beast-Warrior Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 "Fire Fist" monster in your GY; Special Summon it. You can only use this effect of "Fire Formation - Domei" once per turn. You can only activate 1 "Fire Formation - Domei" per turn.
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When this card is activated: You can Fusion Summon 1 Beast-Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 "Fire Fist" monster in your GY; add it to your hand. You can only use this effect of "Fire Formation - Ingen" once per turn. You can only activate 1 "Fire Formation - Ingen" per turn.
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When a Spell/Trap Card is activated, while you control a "Fire Fist" monster and a "Fire Formation" Spell/Trap: Negate the activation, and if you do, destroy that card. You can only activate 1 "Ultimate Fire Formation - Sinto" per turn.
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Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Set 1 "Fire Formation" Spell Card directly from your Deck. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap Card you control to the Graveyard to target 1 Spell/Trap Card on the field; destroy that target.
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Once per turn, when this card inflicts battle damage to your opponent: You can Set 1 "Fire Formation" Spell Card directly from your Deck. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap Card you control to the Graveyard to target 1 monster on the field; destroy that target.
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Cannot be used as a Synchro Material, except for the Synchro Summon of a Beast-Warrior-Type monster. When this card is Normal Summoned: You can target 1 Level 3 FIRE monster with 200 or less DEF in your Graveyard; Special Summon that target in Defense Position, and if you do, monsters you control cannot attack for the rest of this turn, except Beast-Warrior-Type monsters. You can only use this effect of "Brotherhood of the Fire Fist - Spirit" once per turn.
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When this card is Special Summoned by the effect of a "Fire Fist" monster: You can add 1 "Fire Fist" monster from your Deck to your hand. You can only use this effect of "Brotherhood of the Fire Fist - Rooster" once per turn. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap Card you control to the Graveyard; Set 1 "Fire Formation" Spell/Trap Card directly from your Deck.
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2 Level 3 "Fire Fist" monsters // You can detach 2 Xyz Materials from this card, then target 2 “Fire Fist” / “Fire Formation” cards in your Graveyard and/or face-up on your side of the field, and 2 cards in your opponent’s Graveyard and/or face-up on their side of the field; shuffle those targets into the Deck. You can only use the effect of “Brotherhood of the Fire Fist – Cardinal” once per turn.
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2 Level 4 Beast-Warrior-Type monsters When this card is Xyz Summoned: You can Set 1 "Fire Formation" Spell/Trap Card directly from your Deck. Once per turn: You can detach 1 Xyz Material from this card; negate the effects of all face-up Effect Monsters currently on the field, except Beast-Warrior-Type, until the end of your opponent's turn. When this card is sent from the field to the Graveyard: You can send 3 "Fire Formation" Spell/Trap Cards you control to the Graveyard; Special Summon 2 Level 4 or lower Beast-Warrior-Type monsters with the same ATK from your Deck, in face-up Defense Position.
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During your Main Phase, you can Normal Summon 1 Beast-Warrior-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All Beast-Warrior-Type monsters you control gain 100 ATK.
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When this card is activated, you can target 1 face-up card your opponent controls; discard 1 Beast-Warrior-Type monster, and if you do, destroy that card. All Beast-Warrior-Type monsters you control gain 100 ATK.
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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 2 "Gadget" Monster Cards from your hand and/or face-up field to the GY. Cannot be destroyed by battle or card effects while you control a "Gadget" monster or a "Gadget" Monster Card equipped to a monster. Once per turn: You can target 1 other card on the field; destroy it.
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2 DARK monsters on the field, except Tokens
If this card is Fusion Summoned: You can make this card gain ATK equal to 1 opponent's Special Summoned monster, until the end of this turn. Once per turn: You can target 1 Level 5 or higher monster your opponent controls; until the end of this turn, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. If this Fusion Summoned card is destroyed: You can destroy all your opponent's Special Summoned monsters.