Card Name | Rarity | Number | Speed Duel GX: Duel Academy Box Lowest Price (NM) |
|
---|---|---|---|---|
Book of Moon | Secret Rare | SGX1-ENI15 | $6.65 | Buy |
Cyber Dragon | Secret Rare | SGX1-ENG01 | $2.16 | Buy |
Destiny HERO - Dasher | Secret Rare | SGX1-ENB05 | $1.10 | Buy |
Volcanic Rocket | Secret Rare | SGX1-ENH10 | $1.10 | Buy |
Polymerization | Secret Rare | SGX1-ENA12 | $1.98 | Buy |
D.D. Warrior Lady | Secret Rare | SGX1-ENE04 | $1.50 | Buy |
Here Goes Something! | Common | SGX1-ENS01 | $0.01 | Buy |
Gravelstorm | Common | SGX1-ENF19 | $0.04 | Buy |
Ancient Gear Castle | Common | SGX1-END13 | $0.08 | Buy |
Rainbow Gravity | Common | SGX1-ENF18 | $0.04 | Buy |
Ancient Gear Gadget | Common | SGX1-END11 | $0.01 | Buy |
Earthquake | Common | SGX1-END12 | $0.01 | Buy |
Rainbow Life | Common | SGX1-ENF17 | $0.18 | Buy |
Crystal Raigeki | Common | SGX1-ENF16 | $0.13 | Buy |
Ancient Gear Knight | Common | SGX1-END10 | $0.14 | Buy |
Crystal Tree | Common | SGX1-ENF15 | $0.03 | Buy |
Crystal Conclave | Common | SGX1-ENF20 | $0.09 | Buy |
Rainbow Overdragon | Common | SGX1-ENF21 | $0.09 | Buy |
Geartown | Common | SGX1-END14 | $0.11 | Buy |
Crystal Release | Common | SGX1-ENF14 | $0.04 | Buy |
Double Cyclone | Common | SGX1-END15 | $0.09 | Buy |
Card Advance | Common | SGX1-END16 | $0.08 | Buy |
Metalmorph | Common | SGX1-END17 | $0.10 | Buy |
Statue of the Wicked | Common | SGX1-END18 | $0.04 | Buy |
Blade Skater | Common | SGX1-ENE01 | $0.03 | Buy |
Damage Condenser | Common | SGX1-END19 | $0.04 | Buy |
Senju of the Thousand Hands | Common | SGX1-ENE02 | $0.18 | Buy |
Miniaturize | Common | SGX1-END20 | $0.02 | Buy |
Sonic Bird | Common | SGX1-ENE03 | $0.14 | Buy |
D.D. Warrior Lady | Common | SGX1-ENE04 | $0.34 | Buy |
Ancient Gear Engineer | Common | SGX1-END09 | $0.01 | Buy |
Ancient Gear | Common | SGX1-END08 | $0.01 | Buy |
Warrior Lady of the Wasteland | Common | SGX1-ENE05 | $0.04 | Buy |
Ojama King | Common | SGX1-ENC21 | $0.20 | Buy |
Tri-Wight | Common | SGX1-ENC15 | $0.09 | Buy |
Crystal Beast Amethyst Cat | Common | SGX1-ENF02 | $0.07 | Buy |
Ojamatch | Common | SGX1-ENC16 | $0.14 | Buy |
Crystal Beast Amber Mammoth | Common | SGX1-ENF03 | $0.04 | Buy |
The Grave of Enkindling | Common | SGX1-ENC17 | $0.01 | Buy |
Crystal Beast Ruby Carbuncle | Common | SGX1-ENF04 | $0.07 | Buy |
Crystal Beast Emerald Tortoise | Common | SGX1-ENF05 | $0.07 | Buy |
Super Rush Recklessly | Common | SGX1-ENC18 | $0.01 | Buy |
Crystal Beast Topaz Tiger | Common | SGX1-ENF06 | $0.08 | Buy |
Spikeshield with Chain | Common | SGX1-ENC19 | $0.04 | Buy |
Crystal Beast Cobalt Eagle | Common | SGX1-ENF07 | $0.07 | Buy |
Wall of Disruption | Common | SGX1-ENC20 | $0.26 | Buy |
Crystal Beast Sapphire Pegasus | Common | SGX1-ENF08 | $0.09 | Buy |
Crystal Promise | Common | SGX1-ENF13 | $0.05 | Buy |
VW-Tiger Catapult | Common | SGX1-ENC22 | $0.04 | Buy |
Crystal Seer | Common | SGX1-ENF09 | $0.04 | Buy |
Ojama Knight | Common | SGX1-ENC23 | $0.25 | Buy |
Ancient Gear Golem | Common | SGX1-END01 | $0.09 | Buy |
Mechanicalchaser | Common | SGX1-END02 | $0.01 | Buy |
Giant Rat | Common | SGX1-END03 | $0.09 | Buy |
Ancient City - Rainbow Ruins | Common | SGX1-ENF10 | $0.02 | Buy |
The Trojan Horse | Common | SGX1-END04 | $0.01 | Buy |
Rare Value | Common | SGX1-ENF11 | $0.08 | Buy |
Dekoichi the Battlechanted Locomotive | Common | SGX1-END05 | $0.30 | Buy |
Crystal Blessing | Common | SGX1-ENF12 | $0.04 | Buy |
Ancient Gear Beast | Common | SGX1-END06 | $0.04 | Buy |
Ancient Gear Soldier | Common | SGX1-END07 | $0.01 | Buy |
Ultimate Ancient Gear Golem | Common | SGX1-END21 | $0.01 | Buy |
Cyber Prima | Common | SGX1-ENE09 | $0.02 | Buy |
Etoile Cyber | Common | SGX1-ENE06 | $0.01 | Buy |
VWXYZ-Dragon Catapult Cannon | Common | SGX1-ENI14 | $0.01 | Buy |
Mokey Mokey | Common | SGX1-ENI03 | $0.19 | Buy |
Don Zaloog | Common | SGX1-ENI04 | $0.32 | Buy |
Apprentice Magician | Common | SGX1-ENI05 | $0.08 | Buy |
Des Kangaroo | Common | SGX1-ENI06 | $0.04 | Buy |
Gyroid | Common | SGX1-ENI07 | $0.03 | Buy |
Hydrogeddon | Common | SGX1-ENI08 | $0.04 | Buy |
Rainbow Dark Dragon | Common | SGX1-ENI09 | $0.04 | Buy |
Black Brachios | Common | SGX1-ENI10 | $0.02 | Buy |
Toon Ancient Gear Golem | Common | SGX1-ENI11 | $0.13 | Buy |
Sphere Kuriboh | Common | SGX1-ENI12 | $0.15 | Buy |
Master of Oz | Common | SGX1-ENI13 | $0.19 | Buy |
Book of Moon | Common | SGX1-ENI15 | $0.73 | Buy |
Hourglass of Life | Common | SGX1-ENI01 | $0.04 | Buy |
Fusion Weapon | Common | SGX1-ENI16 | $0.04 | Buy |
Mokey Mokey Smackdown | Common | SGX1-ENI17 | $0.06 | Buy |
Crystal Beacon | Common | SGX1-ENI18 | $0.04 | Buy |
Ojama Country | Common | SGX1-ENI19 | $0.13 | Buy |
Advanced Dark | Common | SGX1-ENI20 | $0.02 | Buy |
Rising Energy | Common | SGX1-ENI21 | $0.04 | Buy |
Justi-Break | Common | SGX1-ENI22 | $0.04 | Buy |
Floodgate Trap Hole | Common | SGX1-ENI23 | $0.24 | Buy |
Don Zaloog | Secret Rare | SGX1-ENI04 | $0.72 | Buy |
Apprentice Magician | Secret Rare | SGX1-ENI05 | $0.35 | Buy |
Hydrogeddon | Secret Rare | SGX1-ENI08 | $0.35 | Buy |
Sphere Kuriboh | Secret Rare | SGX1-ENI12 | $0.50 | Buy |
Big Koala | Common | SGX1-ENI02 | $0.04 | Buy |
Cyber Blader | Common | SGX1-ENE21 | $0.06 | Buy |
Cyber Tutu | Common | SGX1-ENE07 | $0.04 | Buy |
Dekoichi the Battlechanted Locomotive | Secret Rare | SGX1-END05 | $0.99 | Buy |
Cyber Gymnast | Common | SGX1-ENE08 | $0.04 | Buy |
Ojamagic | Common | SGX1-ENC14 | $0.17 | Buy |
Winged Kuriboh | Secret Rare | SGX1-ENA06 | $0.40 | Buy |
Cyber Angel Benten | Common | SGX1-ENE10 | $0.13 | Buy |
Cyber Angel Idaten | Common | SGX1-ENE11 | $0.14 | Buy |
Cyber Angel Izana | Common | SGX1-ENE12 | $0.13 | Buy |
Elemental HERO Flame Wingman | Secret Rare | SGX1-ENA21 | $0.84 | Buy |
Destiny HERO - Plasma | Secret Rare | SGX1-ENB01 | $0.68 | Buy |
Armed Dragon LV7 | Secret Rare | SGX1-ENC08 | $0.18 | Buy |
Ojama King | Secret Rare | SGX1-ENC21 | $0.38 | Buy |
Ancient Gear Golem | Secret Rare | SGX1-END01 | $0.48 | Buy |
Ultimate Ancient Gear Golem | Secret Rare | SGX1-END21 | $0.35 | Buy |
Jar of Avarice | Common | SGX1-ENE20 | $0.17 | Buy |
The Warrior Returning Alive | Common | SGX1-ENE13 | $0.04 | Buy |
Rainbow Dragon | Secret Rare | SGX1-ENF01 | $0.99 | Buy |
Crystal Beast Sapphire Pegasus | Secret Rare | SGX1-ENF08 | $0.75 | Buy |
Ritual Weapon | Common | SGX1-ENE14 | $0.06 | Buy |
Cyber End Dragon | Secret Rare | SGX1-ENG21 | $0.58 | Buy |
Volcanic Doomfire | Secret Rare | SGX1-ENH01 | $0.30 | Buy |
Machine Angel Ritual | Common | SGX1-ENE15 | $0.08 | Buy |
Berserk Scales | Common | SGX1-ENE16 | $0.02 | Buy |
Cyber Blader | Secret Rare | SGX1-ENE21 | $0.16 | Buy |
Cosmic Cyclone | Common | SGX1-ENE17 | $0.20 | Buy |
Hallowed Life Barrier | Common | SGX1-ENE18 | $0.07 | Buy |
Doble Passe | Common | SGX1-ENE19 | $0.08 | Buy |
Rainbow Dragon | Common | SGX1-ENF01 | $0.10 | Buy |
Ojama Delta Hurricane!! | Common | SGX1-ENC13 | $0.09 | Buy |
Powerful Group of Guys | Common | SGX1-ENS02 | $0.01 | Buy |
Elemental HERO Plasma Vice | Common | SGX1-ENA26 | $0.23 | Buy |
Reinforcement of the Army | Common | SGX1-ENA14 | $0.04 | Buy |
Skyscraper | Common | SGX1-ENA15 | $0.04 | Buy |
Fusion Recovery | Common | SGX1-ENA16 | $0.09 | Buy |
R - Righteous Justice | Common | SGX1-ENA17 | $0.04 | Buy |
Negate Attack | Common | SGX1-ENA18 | $0.17 | Buy |
A Hero Emerges | Common | SGX1-ENA19 | $0.04 | Buy |
Hero Signal | Common | SGX1-ENA20 | $0.07 | Buy |
Elemental HERO Flame Wingman | Common | SGX1-ENA21 | $0.24 | Buy |
Elemental HERO Thunder Giant | Common | SGX1-ENA22 | $0.24 | Buy |
Elemental HERO Rampart Blaster | Common | SGX1-ENA23 | $0.23 | Buy |
Elemental HERO Steam Healer | Common | SGX1-ENA24 | $0.20 | Buy |
Elemental HERO Darkbright | Common | SGX1-ENA25 | $0.20 | Buy |
Volcanic Doomfire | Common | SGX1-ENH01 | $0.05 | Buy |
Polymerization | Common | SGX1-ENA12 | $0.14 | Buy |
Blazing Inpachi | Common | SGX1-ENH02 | $0.04 | Buy |
Charcoal Inpachi | Common | SGX1-ENH03 | $0.04 | Buy |
UFO Turtle | Common | SGX1-ENH04 | $0.09 | Buy |
Spirit of Flames | Common | SGX1-ENH05 | $0.08 | Buy |
Raging Flame Sprite | Common | SGX1-ENH06 | $0.09 | Buy |
Volcanic Shell | Common | SGX1-ENH07 | $0.17 | Buy |
Volcanic Blaster | Common | SGX1-ENH08 | $0.03 | Buy |
Volcanic Hammerer | Common | SGX1-ENH09 | $0.04 | Buy |
Volcanic Rocket | Common | SGX1-ENH10 | $0.20 | Buy |
Royal Firestorm Guards | Common | SGX1-ENH11 | $0.09 | Buy |
Salamandra | Common | SGX1-ENH12 | $0.04 | Buy |
Twister | Common | SGX1-ENH13 | $0.09 | Buy |
Fusion Sage | Common | SGX1-ENA13 | $0.12 | Buy |
Elemental HERO Necroshade | Common | SGX1-ENA11 | $0.14 | Buy |
Tri-Blaze Accelerator | Common | SGX1-ENH15 | $0.04 | Buy |
Cyberdark Style | Common | SGX1-ENS15 | $0.04 | Buy |
Land of the Ojamas | Common | SGX1-ENS03 | $0.04 | Buy |
Ancient Fusion | Common | SGX1-ENS04 | $0.01 | Buy |
Cyber Blade Fusion | Common | SGX1-ENS05 | $0.01 | Buy |
Crystal Transcendence | Common | SGX1-ENS06 | $0.01 | Buy |
Forbidden Cyber Style Technique | Common | SGX1-ENS07 | $0.01 | Buy |
Blaze Accelerator Deployment | Common | SGX1-ENS08 | $0.01 | Buy |
The Right Hero for the Job | Common | SGX1-ENS09 | $0.04 | Buy |
Looking into the Future | Common | SGX1-ENS10 | $0.04 | Buy |
Armed and Ready! | Common | SGX1-ENS11 | $0.04 | Buy |
Middle Age Mechs | Common | SGX1-ENS12 | $0.01 | Buy |
Machine Angel Ascension | Common | SGX1-ENS13 | $0.01 | Buy |
Rainbow Crystal Collection | Common | SGX1-ENS14 | $0.01 | Buy |
Volcanic Cannon | Common | SGX1-ENS16 | $0.04 | Buy |
Elemental HERO Wildheart | Common | SGX1-ENA10 | $0.09 | Buy |
Energizing Elements | Common | SGX1-ENS17 | $0.01 | Buy |
Room for Growth | Common | SGX1-ENS18 | $0.01 | Buy |
I've Got Dino DNA! | Common | SGX1-ENS19 | $0.01 | Buy |
Consumed By Darkness | Common | SGX1-ENS20 | $0.01 | Buy |
Elemental HERO Avian | Common | SGX1-ENA01 | $0.14 | Buy |
Elemental HERO Burstinatrix | Common | SGX1-ENA02 | $0.15 | Buy |
Elemental HERO Clayman | Common | SGX1-ENA03 | $0.17 | Buy |
Elemental HERO Sparkman | Common | SGX1-ENA04 | $0.15 | Buy |
Goddess with the Third Eye | Common | SGX1-ENA05 | $0.09 | Buy |
Winged Kuriboh | Common | SGX1-ENA06 | $0.04 | Buy |
Wroughtweiler | Common | SGX1-ENA07 | $0.05 | Buy |
Elemental HERO Bubbleman | Common | SGX1-ENA08 | $0.09 | Buy |
Elemental HERO Bladedge | Common | SGX1-ENA09 | $0.04 | Buy |
Blaze Accelerator | Common | SGX1-ENH14 | $0.13 | Buy |
Wild Fire | Common | SGX1-ENH16 | $0.04 | Buy |
Polymerization | Common | SGX1-ENC12 | $0.32 | Buy |
Trap Jammer | Common | SGX1-ENG16 | $0.13 | Buy |
Ojama Green | Common | SGX1-ENC02 | $0.18 | Buy |
Ojama Black | Common | SGX1-ENC03 | $0.18 | Buy |
V-Tiger Jet | Common | SGX1-ENC04 | $0.05 | Buy |
Exploder Dragon | Common | SGX1-ENG08 | $0.18 | Buy |
Cyber Valley | Common | SGX1-ENG09 | $0.10 | Buy |
Cyberdark Claw | Common | SGX1-ENG10 | $0.08 | Buy |
Polymerization | Common | SGX1-ENG11 | $0.25 | Buy |
Different Dimension Capsule | Common | SGX1-ENG12 | $0.05 | Buy |
Future Fusion | Common | SGX1-ENG13 | $0.12 | Buy |
Overload Fusion | Common | SGX1-ENG14 | $0.07 | Buy |
Chiron the Mage | Common | SGX1-ENC05 | $0.01 | Buy |
Cyberdark Impact! | Common | SGX1-ENG15 | $0.03 | Buy |
Cyber Shadow Gardna | Common | SGX1-ENG17 | $0.07 | Buy |
Cyberdark Keel | Common | SGX1-ENG07 | $0.04 | Buy |
Straight Flush | Common | SGX1-ENG18 | $0.04 | Buy |
Armed Dragon LV3 | Common | SGX1-ENC06 | $0.05 | Buy |
Memory Loss | Common | SGX1-ENG19 | $0.04 | Buy |
Cyber Network | Common | SGX1-ENG20 | $0.04 | Buy |
Cyber End Dragon | Common | SGX1-ENG21 | $0.12 | Buy |
Armed Dragon LV7 | Common | SGX1-ENC08 | $0.09 | Buy |
Armed Dragon LV5 | Common | SGX1-ENC07 | $0.09 | Buy |
Chimeratech Overdragon | Common | SGX1-ENG22 | $0.04 | Buy |
Cyberdark Dragon | Common | SGX1-ENG23 | $0.04 | Buy |
W-Wing Catapult | Common | SGX1-ENC09 | $0.01 | Buy |
Ojama Red | Common | SGX1-ENC10 | $0.23 | Buy |
Ojama Blue | Common | SGX1-ENC11 | $0.25 | Buy |
Ojama Yellow | Common | SGX1-ENC01 | $0.18 | Buy |
Cyberdark Edge | Common | SGX1-ENG06 | $0.04 | Buy |
Michizure | Common | SGX1-ENH17 | $0.08 | Buy |
Destiny HERO - Dark Angel | Common | SGX1-ENB09 | $0.20 | Buy |
Covering Fire | Common | SGX1-ENH18 | $0.03 | Buy |
Firewall | Common | SGX1-ENH19 | $0.04 | Buy |
Destiny HERO - Plasma | Common | SGX1-ENB01 | $0.10 | Buy |
Destiny HERO - Doom Lord | Common | SGX1-ENB02 | $0.05 | Buy |
Destiny HERO - Diamond Dude | Common | SGX1-ENB03 | $0.04 | Buy |
Destiny HERO - Blade Master | Common | SGX1-ENB04 | $0.01 | Buy |
Destiny HERO - Dasher | Common | SGX1-ENB05 | $0.27 | Buy |
Destiny HERO - Fear Monger | Common | SGX1-ENB06 | $0.04 | Buy |
Cyber Dragon | Common | SGX1-ENG01 | $0.18 | Buy |
Destiny HERO - Dogma | Common | SGX1-ENB07 | $0.04 | Buy |
Destiny HERO - Malicious | Common | SGX1-ENB08 | $0.44 | Buy |
Hunter Dragon | Common | SGX1-ENG02 | $0.04 | Buy |
Proto-Cyber Dragon | Common | SGX1-ENG03 | $0.06 | Buy |
Destiny HERO - Dangerous | Common | SGX1-ENB21 | $0.09 | Buy |
Polymerization | Common | SGX1-ENB10 | $0.29 | Buy |
Reinforcement of the Army | Common | SGX1-ENB11 | $0.04 | Buy |
Fusion Sword Murasame Blade | Common | SGX1-ENB12 | $0.04 | Buy |
Dark City | Common | SGX1-ENB13 | $0.01 | Buy |
D - Spirit | Common | SGX1-ENB14 | $0.01 | Buy |
Over Destiny | Common | SGX1-ENB15 | $0.01 | Buy |
Night Beam | Common | SGX1-ENB16 | $0.09 | Buy |
Destiny Signal | Common | SGX1-ENB17 | $0.01 | Buy |
D - Chain | Common | SGX1-ENB18 | $0.01 | Buy |
D - Counter | Common | SGX1-ENB19 | $0.01 | Buy |
Cyber Phoenix | Common | SGX1-ENG04 | $0.07 | Buy |
Destiny End Dragoon | Common | SGX1-ENB20 | $0.09 | Buy |
Cyberdark Horn | Common | SGX1-ENG05 | $0.04 | Buy |
Floodgate Trap Hole | Secret Rare | SGX1-ENI23 | $0.69 | Buy |
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Target 1 face-up monster on the field; change that target to face-down Defense Position.
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If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand).
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When this card is Normal Summoned, Flip Summoned, or Special Summoned, you can add 1 Blaze Accelerator card from your Deck or your Graveyard to your hand.
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Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
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After damage calculation, when this card battles an opponent's monster: You can banish that monster, also banish this card.
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Once per Duel, you can activate this Skill at the start of your Battle Phase, while you control exactly 1 "Elemental HERO" monster (and no other monsters). For the rest of this turn, that 1 monster gains 800 ATK while battling an opponent's monster and can attack all monsters your opponent controls, once each, also you cannot Special Summon monsters for the rest of this turn.
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Target 1 Spell/Trap Card on each side of the field, return them to the hand.
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All "Ancient Gear" monsters gain 300 ATK. Each time a monster is Normal Summoned/Set, place 1 counter on this card. If you Tribute Summon an "Ancient Gear" monster face-up, you can Tribute this card instead, if the number of its counters is equal to or greater than the number of required Tribute(s).
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If you have 7 "Crystal Beast" cards with different names on the field or in your Graveyard: Special Summon 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck or Graveyard, ignoring the Summoning conditions.
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If this card is Normal or Special Summoned: You can declare 1 card type (Monster, Spell, or Trap); this turn, if a monster you control attacks, your opponent's Spell Cards, Trap Cards, or monster effects (whichever was declared) cannot be activated until the end of the Damage Step. Once per turn: You can declare 1 "Gadget" monster's card name; until the End Phase, this card's name becomes that name.
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Discard 1 card. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead.
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This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
- If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
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Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Card Zone: Place 1 Crystal Counter on this card. You can send this card to the Graveyard; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, then place those monsters face-up in your Spell & Trap Card Zone as Continuous Spell Cards.
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Once per turn, if a face-up "Crystal Beast" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Crystal Beast" monster from your Deck. You can send this face-up card from the field to the GY, then target 1 "Crystal Beast" card you control and 1 other card on the field; return them to the hand. You cannot activate these effects in the same Chain.
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7 "Crystal Beast" monsters
(This card is always treated as an "Ultimate Crystal" card.)
Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster (in which case you do not use "Polymerization"). Once per turn: You can banish 1 "Crystal Beast" monster from your GY; this card gains ATK equal to the banished monster's, until the end of this turn. (Quick Effect): You can Tribute this Fusion Summoned card; shuffle all cards on the field into the Deck.
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Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the Graveyard: You can place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Card Zone as a Continuous Spell Card.
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Select 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls. Destroy the selected card(s).
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Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order. You can Tribute Summon 1 monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.)
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Target 1 face-up monster on the field; equip this card to that target. It gains 300 ATK and DEF. If it attacks, it gains ATK equal to half the ATK of the attack target, during damage calculation only.
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When this face-down card is destroyed and sent to the Graveyard, Special Summon 1 Wicked Token (Fiend-Type/DARK/4 Stars/ATK 1000/DEF 1000) in Attack or Defense Position on your side of the field.
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Activate only by discarding 1 card when you take Battle Damage. Special Summon, in Attack Position, 1 monster from your Deck with ATK equal to or less than the Battle Damage you took.
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When this card is Normal or Flip Summoned: You can add 1 Ritual Monster from your Deck to your hand.
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Activate this card by targeting 1 face-up monster on the field with more than 1000 original ATK that has a Level; its Level is reduced by 1, also it loses 1000 ATK. When that monster leaves the field, destroy this card.
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When this card is Normal or Flip Summoned, you can add 1 Ritual Spell Card from your Deck to your hand.
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After damage calculation, when this card battles an opponent's monster: You can banish that monster, also banish this card.
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Negate any Trap effects that target this card, and if you do, destroy that Trap Card. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. At the end of the Damage Step, if this card attacked: Target 1 Spell/Trap Card your opponent controls; destroy that target.
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Effect: While an Ancient Gear is face-up on your side of the field, you can Special Summon this card from your hand in Attack Position.
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When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 EARTH Warrior-Type monster with 1500 or less ATK from your Deck, in face-up Attack Position.
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"""Ojama Green"" + ""Ojama Yellow"" + ""Ojama Black""
Select up to 3 of your opponent's Monster Card Zones. The selected zones cannot be used."
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This card can attack your opponent directly, but when it uses this effect, any Battle Damage it inflicts to your opponent is halved. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
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Send 1 "Ojama" card from your hand or face-up from your field to the GY; add to your hand, 1 "Ojama" monster with a different name and 1 "Armed Dragon" monster from your Deck and/or GY, then, immediately after this effect resolves, you can Normal Summon 1 of those monsters. During your Main Phase: You can banish this card from your GY, then target 3 of your banished "Ojama" monsters; shuffle them into the Deck, then draw 1 card.
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When another face-up "Crystal Beast" monster you control is targeted for an attack: You can make this card the attack target instead. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
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You can only activate this card when a monster on your side of the field is destroyed as a result of battle and sent to the Graveyard. You and your opponent each select 1 monster from your respective Graveyards and Special Summon them in Defense Position. Neither monster Special Summoned by this card''s effect can change its battle position while it is face-up on the field, except with a card effect.
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When this card is Special Summoned: You can Special Summon as many "Crystal Beast" cards as possible from your Spell & Trap Card Zone. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
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Once per turn: You can target 1 monster you control that attacked this turn; change that target to Defense Position. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
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Target 1 Beast-Type monster you control and 1 monster your opponent controls; destroy the first target, and if you do, shuffle the second target into the Deck.
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If this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
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Target 1 face-up monster on the field; equip this card to that target. It gains 500 ATK. If the equipped monster attacks or is attacked while in Defense Position, it gains DEF equal to its ATK during damage calculation only.
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Once per turn: You can target 1 face-up "Crystal Beast" card you control; return that target to the top of the Deck. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
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When an opponent's monster declares an attack: All Attack Position monsters your opponent controls lose 800 ATK for each monster they control.
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When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
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Target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
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"V-Tiger Jet" + "W-Wing Catapult"
This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control. (You do not use "Polymerization"). You can discard 1 card from your hand to change the battle position of 1 monster your opponent controls. (Flip Effects are not activated at this time.)
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FLIP: Pick up 2 cards from the top of your Deck. Select 1 of those cards and add it to your hand, and put the other card on the bottom of your Deck.
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The Fusion Material Monsters for this card are any 2 "Ojama" monsters. Select up to 2 of your opponent's Monster Card Zones. As long as this card remains face-up on the field, the selected zones cannot be used.
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Cannot be Special Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
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A hunter that relentlessly pursues its target by order of the Machine King.
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You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and resolve these effects. ? 1+: This card cannot be destroyed by card effects. ? 2+: Once per turn (including the opponent's) you can halve the Battle Damage you take. ? 3+: During either player's turn, when a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the Graveyard; negate the activation, and if you do, destroy it. ? 4+: Once per turn, during your Main Phase: You can draw 1 card. ? 5: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
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When Tribute Summoning an EARTH monster, you can treat this 1 monster as 2 Tributes.
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If there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Card Zone and sends it to the Graveyard, then you draw 2 cards.
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FLIP: Draw 1 card. If you have face-up "Bokoichi, the Freightening Car" card(s) on your side of the field, draw an additional card for each of them.
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Target up to 2 "Crystal Beast" monsters in your Graveyard; place those targets face-up in your Spell & Trap Card Zone as Continuous Spell Cards.
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Cannot be Special Summoned. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. Negate the effects of an opponent's monster destroyed by battle with this card (including in the Graveyard).
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If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
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"Ancient Gear Golem" + 2 "Ancient Gear" monsters
Must be Fusion Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card is destroyed: You can target 1 "Ancient Gear Golem" in your GY; Special Summon it, ignoring the Summoning conditions.
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When this card is Tribute Summoned: Destroy all face-up Spell Cards on the field.
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If this card attacks your opponent directly, it gains 500 ATK during the Damage Step only.
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"VW-Tiger Catapult" + "XYZ-Dragon Cannon"
This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control. (You do not use "Polymerization"). Once per turn, remove from play 1 card your opponent controls. When this card attacks, you can change the battle position of the attack target. (Flip Effects are not activated at this time.)
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An outcast angel. Nobody knows what he is thinking at all. Sometimes he gets mad and that is dreadful.
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When this card inflicts Battle Damage to your opponent, you can activate 1 of these effects:
Discard 1 random card from their hand.
Send the top 2 cards of their Deck to the Graveyard.
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When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, put 1 Spell Counter on a face-up card on the field that you can put a Spell Counter on. If this card is destroyed in battle, you can select 1 Spellcaster-Type monster Level 2 or lower from your deck and Special Summon it on the field in face-down Defense Position.
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When the ATK of a monster that attacks this monster is lower than the DEF of this monster, destroy the attacking monster. Damage calculations is applied normally.
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When this card destroys a monster your opponent controls by battle and sends it to the Graveyard: You can Special Summon 1 "Hydrogeddon" from your Deck.
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(This card is always treated as an "Ultimate Crystal" card.)
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by banishing 7 DARK monsters with different names from your Graveyard, and cannot be Special Summoned by other ways. You can banish all other DARK monsters you control and from your Graveyard; this card gains 500 ATK for each card banished this way.
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When this card is Normal Summoned: You can target 1 monster on the field; change that target to face-up Defense Position.
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Cannot attack the turn it is Summoned. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
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When an opponent's monster declares an attack: You can send this card from your hand to the GY; change the attacking monster to Defense Position. When you Ritual Summon, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.
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Target 1 face-up monster on the field; change that target to face-down Defense Position.
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Equip only to a Level 6 or lower Fusion Monster. The equipped monster gains 1500 ATK and DEF.
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While a face-up "Mokey Mokey" is on your side of the field, if a Fairy-Type monster on your side of the field is destroyed, the ATK of each "Mokey Mokey" on your side of the field becomes 3000 until the end of this turn.
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Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect.
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Once per turn, by sending 1 Ojama card from your hand to the Graveyard, Special Summon 1 Ojama monster from your Graveyard. If you control a face-up Ojama monster, switch the Original ATK and DEF of all face-up monsters on the field.
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All "Crystal Beast" monsters on the field and in the Graveyard become DARK. If an "Ultimate Crystal" monster attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a "Crystal Beast" monster you control battles and you would take damage: You can send 1 "Crystal Beast" monster from your Deck to the Graveyard; you take no Battle Damage from that battle.
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Discard 1 card, then target 1 face-up monster on the field; that target gains 1500 ATK until the End Phase.
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Activate only when your opponent declares an attack against a face-up Normal Monster you control. Destroy all monsters on the field, except face-up Attack Position Normal Monsters.
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When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.
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When this card inflicts Battle Damage to your opponent, you can activate 1 of these effects:
Discard 1 random card from their hand.
Send the top 2 cards of their Deck to the Graveyard.
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When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, put 1 Spell Counter on a face-up card on the field that you can put a Spell Counter on. If this card is destroyed in battle, you can select 1 Spellcaster-Type monster Level 2 or lower from your deck and Special Summon it on the field in face-down Defense Position.
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When this card destroys a monster your opponent controls by battle and sends it to the Graveyard: You can Special Summon 1 "Hydrogeddon" from your Deck.
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When an opponent's monster declares an attack: You can send this card from your hand to the GY; change the attacking monster to Defense Position. When you Ritual Summon, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.
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"Etoile Cyber" + "Blade Skater" A Fusion SUmmon of this card can only be conducted with the above Fusion Material Monsters. While your opponent controls only 1 monster, this card is not destroyed as a result of battle. While your opponent controls only 2 monsters, double the ATK of this card. While your opponent controls only 3 monsters, this card negates the effects of your opponent's Spell, Trap, and Effect Monster Cards.
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When the attack strength of all monsters on the opponent field are higher than the attack strength of this card, This card can attack the opponent directly.
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FLIP: Draw 1 card. If you have face-up "Bokoichi, the Freightening Car" card(s) on your side of the field, draw an additional card for each of them.
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Discard a card from your hand, Destroy 1 monster in face up attack mode on the opponent field. You can use this effect only 1 time for 1 turn.
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If this card on the field is destroyed and sent to the Graveyard: Any further Battle Damage you take this turn becomes 0.
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You can Ritual Summon this card with "Machine Angel Ritual". If this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to that monster's original DEF in the Graveyard. If this card is Tributed: You can add 1 LIGHT Fairy-Type monster from your Deck to your hand.
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You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can add 1 Ritual Spell Card from your Deck or Graveyard to your hand. If this card is Tributed: You can make all Ritual Monsters you control gain 1000 ATK and DEF.
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You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can make your opponent send 1 Spell/Trap they control to the GY. When this attacking card destroys an opponent's monster by battle and sends it to the GY: You can activate this effect; this card can make a second attack on an opponent's monster in a row. Once per turn, when your opponent activates a card or effect that targets a "Cyber Angel" Ritual Monster(s) you control (Quick Effect): You can shuffle 1 Ritual Monster from your GY into the Deck, and if you do, destroy 1 card your opponent controls.
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"Elemental HERO Avian" + "Elemental HERO Burstinatrix"
Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.
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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, and cannot be Special Summoned by other ways. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (you can only equip 1 monster at a time to this card with this effect). This card gains ATK equal to the half the original ATK of the monster equipped to it by this effect.
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Cannot be Normal Summoned/Set. Must be Special Summoned by "Armed Dragon LV5", and cannot be Special Summoned by other ways. You can send 1 monster from your hand to the Graveyard; destroy all face-up monsters your opponent controls with ATK less than or equal to the sent monster's ATK.
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"""Ojama Green"" + ""Ojama Yellow"" + ""Ojama Black""
Select up to 3 of your opponent's Monster Card Zones. The selected zones cannot be used."
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Cannot be Special Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
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"Ancient Gear Golem" + 2 "Ancient Gear" monsters
Must be Fusion Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card is destroyed: You can target 1 "Ancient Gear Golem" in your GY; Special Summon it, ignoring the Summoning conditions.
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Target 5 cards in your GY, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. You can only activate 1 "Jar of Avarice" per turn.
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Target 1 Warrior-Type monster in your Graveyard; add that target to your hand.
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Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field or in your Graveyard, and cannot be Special Summoned by other ways. This card cannot activate its effects the turn it is Special Summoned.
• During either player's turn: You can send all "Crystal Beast" monsters you control to the Graveyard; this card gains 1000 ATK for each card sent.
• You can banish all "Crystal Beast" monsters in your Graveyard; shuffle all cards on the field into the Deck.
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When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
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Equip only to a Level 6 or lower Ritual Monster. The equipped monster gains 1500 ATK and DEF.
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"Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon"
A Fusion Summon of this card can only be done with the above Fusion Material Monsters. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 1 face-up "Tri-Blaze Accelerator" you control to the Graveyard. During your opponent's Battle Phase, your opponent must attack this monster with any Attack Position monsters they control. When this card destroys a monster and sends it to the Graveyard, destroy all monsters your opponent controls and inflict 500 damage to your opponent for each monster destroyed by this effect.
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This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If a LIGHT monster(s) you control would be destroyed by battle or card effect while this card is in your Graveyard, you can banish this card instead.
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Target 1 face-up mosnter you control (except a monster that is attacking directly): It gains 1000 ATK but cannot attack your opponent directly for the rest of this turn, and in the End Phase of this turn, it loses 2000 ATK.
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"Etoile Cyber" + "Blade Skater" A Fusion SUmmon of this card can only be conducted with the above Fusion Material Monsters. While your opponent controls only 1 monster, this card is not destroyed as a result of battle. While your opponent controls only 2 monsters, double the ATK of this card. While your opponent controls only 3 monsters, this card negates the effects of your opponent's Spell, Trap, and Effect Monster Cards.
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Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.
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Discard 1 card from your hand. This turn, any damage you take from your opponent's cards and effects becomes 0.
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When an opponent's monster declares an attack on a face-up Attack Position monster you control: Make your opponent's attack a direct attack instead and inflict damage to your opponent equal to the ATK of the attack target you control. Also, that monster you control can attack your opponent directly during your next turn.
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Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field or in your Graveyard, and cannot be Special Summoned by other ways. This card cannot activate its effects the turn it is Special Summoned.
• During either player's turn: You can send all "Crystal Beast" monsters you control to the Graveyard; this card gains 1000 ATK for each card sent.
• You can banish all "Crystal Beast" monsters in your Graveyard; shuffle all cards on the field into the Deck.
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You can only activate this card while Ojama Green, Ojama Yellow and Ojama Black are face-up on your side of the field. Destroy all cards on your opponent''s side of the field.
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While you control exactly 1 "Destiny HERO" monster (and no other monsters), and your opponent controls more monsters than you, Special Summon 1 "Destiny HERO" monster from your hand or Deck with a lower Level than the monster you control. You can only Summon "Destiny HERO" monsters during the turn you activate this Skill. Flip this card over at the end of the turn you activated this Skill.
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Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
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When a monster that includes Elemental Hero in its card name attacks, if its ATK is lower than the ATK of the attack target, increase the ATK of the attacking monster by 1000 points during damage calculation only.
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Target 1 "Polymerization", and 1 Fusion Material that was used for a Fusion Summon, in your Graveyard; add them to your hand.
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Destroy Spell/Trap Cards equal to the number of "Elemental HERO" cards you control.
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When an opponent's monster declares an attack: Target the attacking monster; negate the attack, then end the Battle Phase.
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When an opponent's monster declares an attack: Your opponent chooses 1 random card from your hand, then if it is a monster that can be Special Summoned, Special Summon it. Otherwise, send it to the Graveyard.
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When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Elemental HERO" monster from your hand or Deck.
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"Elemental HERO Avian" + "Elemental HERO Burstinatrix"
Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.
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"Elemental HERO Sparkman" + "Elemental HERO Clayman"
Must be Fusion Summoned and cannot be Special Summoned by other ways. Once per turn: You can discard 1 card to target 1 face-up monster on the field with original ATK less than the ATK of this card; destroy that target.
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"E-Hero Burst Lady" + "E-Hero Clayman" This monster cannot be Special Summoned except by Fusion Summon. While this card is in face-up Defense Position, this card can attack your opponent's Life Points directly. In that case, apply half the ATK of this card for damage calculation.
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"""Elemental Hero Necroshade"" + ""Elemental Hero Sparkman""
This monster cannot be Special Summoned except by Fusion Summon. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks, it is changed to Defense Position at the end of the Damage Step. If this card is destroyed, destroy 1 monster your opponent controls."
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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 1 face-up "Tri-Blaze Accelerator" you control to the Graveyard. During your opponent's Battle Phase, your opponent must attack this monster with any Attack Position monsters they control. When this card destroys a monster and sends it to the Graveyard, destroy all monsters your opponent controls and inflict 500 damage to your opponent for each monster destroyed by this effect.
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Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
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A wicked wooden spirit that has burned out. The barbecue grilled with this charcoal is so awesome that everybody thinks it's priceless.
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When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 FIRE monster with 1500 or less ATK from your Deck, in face-up Attack Position.
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Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 FIRE monster from your Graveyard. This card gains 300 ATK during your Battle Phase only.
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This card can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: This card gains 1000 ATK.
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Once per turn, while this card is in the Graveyard you can pay 500 Life Points to add 1 Volcanic Shell from your Deck to your hand.
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When this card is destroyed and sent to the Graveyard by battle, you can place 1 "Volcanic" monster from your Deck on top of your Deck.
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Once Per turn, you can inflict damage to your opponent equal to the number of "Volcanic" monsters in your Graveyard x 200. If you activate this effect, this card cannot attack during this turn.
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When this card is Normal Summoned, Flip Summoned, or Special Summoned, you can add 1 Blaze Accelerator card from your Deck or your Graveyard to your hand.
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When this card is Normal Summoned, select 4 Pyro-Type monsters in your Graveyard. Return those cards to your Deck, then draw 2 cards.
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Add 1 "Polymerization" card from your Deck to your hand. Then shuffle your Deck.
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Once, while this card is in the Graveyard, you can Normal Summon 1 Level 5 or higher "Elemental HERO" monster from your hand without Tributes.
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Activate only by sending 1 face-up "Blaze Accelerator" on your side of the field to the Graveyard. You can send 1 Pyro-Type monster from your hand to the Graveyard to destroy 1 monster your opponent controls and inflict 500 damage to your opponent.
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Once per turn, choose 3 "Cyberdark" monsters from your Deck. Your opponent randomly adds 1 of them to your hand. Shuffle the other 2 along with 1 card from your hand back into your Deck, then flip this card over. This Skill can be used up to three times, once when your LP are 3000 or less, once when your LP are 2000 or less, and once when your LP are 1000 or less.
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Once per turn: You can send 1 "Ojama" card from your hand to the GY; Special Summon 1 "Ojama" monster from your GY. While you control an "Ojama" monster, switch the original ATK/DEF of all monsters on the field.
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Once per Duel, you can discard 1 card to Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your field as Fusion Material. If 1 of those materials is an "Ancient Gear Golem" monster, you can also use monsters from your hand and/or Deck as the other material. Your opponent takes no damage for the rest of this turn. Any battle damage your opponent takes from that Fusion Monster is halved.
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Once per turn, you can discard 1 card to Fusion Summon 1 "Cyber Blader" by sending either "Etoile Cyber" or "Blade Skater" from your field to the GY as 1 Fusion Material, and the other material from your hand, field, or Deck to the GY. That "Cyber Blader" gains 400 ATK. This Skill can be used twice per Duel.
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You can only Summon/Set "Crystal" monsters and Dragon monsters while this Skill is face-up. Once per turn, during your Main Phase, you can send up to 3 cards from your hand to your GY, then choose that many "Crystal Beast" monster(s) with different names from your Deck and place them in your Spell & Trap Zone as Continuous Spell Card(s). This Skill can be used twice per Duel.
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Activate this Skill once per Duel, if your LP are 1500 or less and you control no monsters. Reduce your LP to 50, then Special Summon up to 3 Machine "Cyber" monsters from your hand, Deck, and/or GY. They each become "Cyber Dragon" (Machine/LIGHT/Level 5/ATK 2100/DEF 1600), and cannot be Tributed. For the rest of this turn, you cannot Summon/Set except by Fusion Summoning, nor attack except with Fusion Monsters. Destroy any monsters Summoned by this Skill during your End Phase.
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Once per turn, you can change the name of 1 "Blaze Accelerator" you control to "Tri-Blaze Accelerator". This Skill can be used twice per Duel.
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Once per Duel, during your Main Phase, you can shuffle 1 "Elemental HERO" monster you control into your Deck, then Special Summon 1 Level 4 or lower "Elemental HERO" monster from your Main Deck with a different name than the shuffled card.
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During your Main Phase, you can look at the top 3 cards of your Deck and return them in any order. You cannot activate Spell Cards the turn you use this Skill. Flip this card over at the end of the turn you activated this Skill.
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Once per Duel, during your Main Phase, you can send 1 "LV" monster you control to the GY, then Special Summon the "LV" monster mentioned in its text from your hand, Deck, or GY, as if it were Summoned by the sent monster's effect.
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All "Ancient Gear" monsters gain 300 ATK. Each time a monster is Normal Summoned/Set, place 1 counter on this card. If you Tribute Summon an "Ancient Gear" monster face-up, you can Tribute this card instead, if the number of its counters is equal to or greater than the number of required Tribute(s).
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Once per turn, during your Main Phase, you can use 1 of these Skills, but each can only be used once per Duel:
• Discard 1 Spell, then add 1 "Cyber Angel" Ritual Monster or 1 "Machine Angel" Ritual Spell from your Deck to your hand.
• Shuffle 1 "Cyber Angel" Ritual Monster or 1 "Machine Angel" Ritual Spell from your GY into the Deck.
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If a face-up "Crystal Beast" monster you control would be destroyed, you can place a Crystallization Counter on it instead. Monsters with Crystallization Counters are considered Continuous Spell Cards in your Spell & Trap Zone instead of monsters. If a card with a Crystallization Counter would be Special Summoned, remove the counter. Cards with Crystallization Counters can be used as Fusion Material for "Ultimate Crystal" monsters.
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Once per Duel, you can send 1 face-up "Tri-Blaze Accelerator" you control to the GY, then Special Summon 1 "Volcanic Doomfire" from your hand, Deck, or GY, ignoring its Summoning conditions. Your opponent takes no effect damage the turn you activate this Skill.
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You can declare FIRE, WATER, EARTH, or WIND. This turn, monsters with the declared Attribute gain 500 ATK and lose 400 DEF, also any battle damage they inflict is halved. If you control no monsters with the declared Attribute, flip this card over.
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During your Main Phase, you can increase the ATK of 1 Level 3 or lower monster you control by 300 x its Level, until the end of this turn. Flip this card over at the end of the turn you activated this Skill.
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During each of your Draw Phases, you gain 200 LP. During your Draw Phase, if you draw a Dinosaur monster for your normal draw, you can reveal it and place it on the bottom of your Deck, then draw 1 card. Once per turn, during your Main Phase, you can make 1 Dinosaur monster you control gain 200 ATK until the end of this turn.
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All "Crystal Beast" monsters on the field and in the GY become DARK. If an "Ultimate Crystal" monster attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a "Crystal Beast" monster you control battles and you would take damage: You can send 1 "Crystal Beast" monster from your Deck to the GY; you take no battle damage from that battle.
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A winged Elemental HERO who wheels through the sky and manipulates the wind. His signature move, Featherbreak, gives villainy a blow from sky-high.
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A flame manipulator who was the first Elemental HERO woman. Her Burstfire burns away villainy.
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An Elemental HERO with a clay body built-to-last. He'll preserve his Elemental HERO colleagues at any cost.
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An Elemental HERO and a warrior of light who proficiently wields many kinds of armaments. His Static Shockwave cuts off the path of villainy.
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You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s).
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If this card on the field is destroyed and sent to the Graveyard: Any further Battle Damage you take this turn becomes 0.
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When this card is destroyed as a result of battle and sent to the Graveyard, add from your Graveyard to your hand 1 card that includes Elemental Hero in its card name, and 1 Polymerization.
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If this is the only card in your hand, you can Special Summon it (from your hand). When this card is Summoned: You can draw 2 cards. You must control no other cards and have no cards in your hand to activate and to resolve this effect.
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If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
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You can target 1 monster your opponent controls; send 1 Pyro-Type monster with 500 or less ATK from your hand to the Graveyard, and if you do, destroy that target. You cannot declare an attack during the turn you activate this effect.
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Pay 500 Life Points. Destroy a face-up "Blaze Accelerator" card you control and destroy all monsters on the field. Then, Special Summon 1 "Wild Fire Token" (Pyro-Type/FIRE/LEVEL 3/ATK 1000/DEF 1000) in Attack Position. Also, you cannot declare an attack this turn.
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Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
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You can only activate this card when your opponent activates a Trap Card during the Battle Phase. Negate the activation of the Trap Card and destroy it.
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He''s one of the Ojama Trio. It''s said that he butts in by any means necessary. It''s also said that when the three are together, something happens.
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He''s one of the Ojama Trio. It''s said that he butts in by any means necessary. It''s also said that when the three are together, something happens.
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This ace fighter is unbeatable in a dogfight. It combines with other monsters to launch an array of encircling attacks.
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If this card is destroyed by battle and sent to the Graveyard: Destroy the monster that destroyed it. Neither player takes any battle damage from attacks involving this attacking card.
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You can use 1 of these effects.
• When this card is targeted for an attack by an opponent's monster: You can banish this card; draw 1 card, then end the Battle Phase.
• You can target 1 face-up monster you control and this card; banish both that target and this card, then draw 2 cards.
• You can target 1 card in your GY; banish both this card and 1 card from your hand, then place that target on top of the Deck.
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If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn.
• You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand.
• During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.
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Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
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Select 1 card from your Deck and remove it from play face-down. During your 2nd Standby Phase after activation, destroy this card and add the removed card to your hand.
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During your 1st Standby Phase after this card's activation: Show 1 Fusion Monster in your Extra Deck and send the Fusion Materials listed on it from your Main Deck to the Graveyard. During your 2nd Standby Phase after this card's activation: Fusion Summon 1 Fusion Monster from your Extra Deck with the same name as the monster you showed, and target it with this card. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
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Fusion Summon 1 DARK Machine Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY.
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Once per turn, by discarding 1 Spell Card from your hand, destroy 1 Spell or Trap Card on your opponent's side of the field.
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Return 1 "Cyberdark Horn", "Cyberdark Edge" and "Cyberdark Keel" from your side of the field, hand, or Graveyard to your Deck. Special Summon 1 "Cyberdark Dragon" from your Extra Deck. (This Special Summon is treated as a Fusion Summon.)
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During your opponent's Main Phase: Special Summon this card as an Effect Monster (Machine/EARTH/Level 4/ATK ?/DEF ?). (This card is also still a Trap.) When an opponent's monster declares an attack that targets this card: The ATK/DEF of this card become the ATK/DEF of the attacking monster. Once per turn, during your opponent's End Phase: Set this card in its Spell & Trap Zone.
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If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card destroys an opponent's monster by battle: Inflict 300 damage to your opponent. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.
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Activate only when all of your opponent''s Spell & Trap Card Zones are occupied. Destroy all cards in your opponent''s Spell & Trap Card Zones.
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During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Armed Dragon LV5" from your hand or Deck.
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When a face-up Attack Position monster your opponent controls just activated an effect: Negate that effect, and if you do, change that monster to face-up Defense Position.
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Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Dragon" is on the field: You can banish 1 LIGHT Machine monster from your Deck. When this card is sent from the field to the GY: Special Summon as many of your banished LIGHT Machine monsters as possible, and if you do, destroy all Spells and Traps you control. Monsters that were Special Summoned by this effect cannot activate their effects. You cannot conduct your Battle Phase the turn you activate this effect.
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"Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon"
A Fusion Summon of this card can only be done with the above Fusion Material Monsters. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
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Cannot be Normal Summoned/Set. Must be Special Summoned by "Armed Dragon LV5", and cannot be Special Summoned by other ways. You can send 1 monster from your hand to the Graveyard; destroy all face-up monsters your opponent controls with ATK less than or equal to the sent monster's ATK.
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You can send 1 monster from your hand to the Graveyard to target 1 face-up monster your opponent controls with ATK less than or equal to the sent monster's ATK; destroy that target. During the End Phase, if this card destroyed a monster by battle this turn: You can send this face-up card to the Graveyard; Special Summon 1 "Armed Dragon LV7" from your hand or Deck.
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"Cyber Dragon" + 1+ Machine monsters
Must be Fusion Summoned. If this card is Fusion Summoned: Send all other cards you control to the GY. The original ATK/DEF of this card each become equal to the number of Fusion Materials used for its Fusion Summon x 800. Each turn, this card can attack your opponent's monsters a number of times equal to the number of Fusion Materials used for its Fusion Summon.
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Cyberdark Horn + Cyberdark Edge + Cyberdark Keel
This monster cannot be Special Summoned except by Fusion Summon. When this monster is Special Summoned, select 1 Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card''s ATK. This card gains 100 ATK for each Monster Card in your Graveyard. If this card would be destroyed by battle, the equipped monster is destroyed instead.
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Once per turn, you can equip this card to a "V-Tiger Jet" you control, OR unequip it to Special Summon this card in face-up Attack Position. When equipped to a monster by this card's effect, the equipped monster gains 400 ATK and DEF. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)
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When this card is destroyed by battle and sent to the GY: You can add 2 "Ojama" cards from your Deck to your hand.
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He''s one of the Ojama Trio. It''s said that he butts in by any means necessary. It''s also said that when the three are together, something happens.
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If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. This card can attack directly. If it does using this effect, its ATK is halved during damage calculation only. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.
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If you have 3 or more "Destiny HERO" monsters in your Graveyard: You can discard this card, then target 1 "Destiny HERO" monster in your Graveyard; Special Summon it to your opponent's field in Defense Position. When a Spell Card or effect you activate resolves, negate that effect, and if you do, or if it did not have an effect, destroy that card. During your Standby Phase: You can banish this card and 1 "Destiny HERO" monster from your Graveyard; each player chooses 1 Normal Spell Card from their Deck, and places it on top of their Deck.
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If your opponent''s monster attacks a monster on your side of the field, you can activate this card during the Damage Step. Your attacked monster gains ATK equal to the ATK of 1 other face-up monster on your side of the field during the Damage Step only.
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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, and cannot be Special Summoned by other ways. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (you can only equip 1 monster at a time to this card with this effect). This card gains ATK equal to the half the original ATK of the monster equipped to it by this effect.
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When this card in attack mode on your field, you can remove 1 monster on the opponent field from the game for 1 turn. The player who use this effect cannot battle in this turn. The monster which is removed by this effect return on the opponent field in the same mode in your 2nd standby phase.
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Once per turn: You can excavate the top card of your Deck, and if it is a Normal Spell Card, send it to the Graveyard, otherwise place it on the bottom of your Deck. During the Main Phase of your next turn, you can activate the effect of that Spell Card in your Graveyard (even if you no longer control this face-up card).
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During your Standby Phase, if this card is in your Graveyard because it was destroyed by battle and sent there since your last Standby Phase: Target 1 "Destiny HERO" monster in your Graveyard, except a "Destiny HERO - Fear Monger"; Special Summon that target.
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If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand).
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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, including at least 1 "Destiny HERO" monster, and cannot be Special Summoned by other ways. If you still control this face-up card during your opponent's next Standby Phase after you Special Summoned it this way: Halve your opponent's LP.
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You can banish this card from your Graveyard; Special Summon 1 "Destiny HERO - Malicious" from your Deck.
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This dragon has taken down countless prey with its sharp fangs. It strikes very quickly, because if it does not strike first, it is vulnerable to a counter-attack.
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This card's name becomes "Cyber Dragon" while on the field.
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1 "Destiny HERO" monster + 1 DARK Effect Monster
(Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.
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Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
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Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
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Equip only to a Warrior-Type monster. It gains 800 ATK. While equipped to a monster, this card cannot be destroyed by card effects.
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Target 1 "Destiny HERO" monster in your Graveyard; Special Summon 1 "Destiny HERO" monster from your Deck whose Level is less than or equal to half of that target's Level, but destroy it during the End Phase of this turn.
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Target 1 Set Spell/Trap your opponent controls; destroy that target. Your opponent cannot activate the targeted card in response to this card's activation.
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When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand or Deck.
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While this card is in Attack Position, negate any Spell/Trap effects that target 1 Machine monster you control (and no other cards). When this card is destroyed by battle and sent to the GY: You can draw 1 card.
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"Destiny HERO - Plasma" + "Destiny HERO - Dogma"
A Fusion Summon of this card can only be done with the above Fusion Materials. Once per turn: You can target 1 monster your opponent controls; destroy that target, and if it was face-up, inflict damage to your opponent equal to the ATK it had on the field. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, during your Standby Phase, if this card is in your Graveyard: You can banish 1 "Destiny HERO" card from your Graveyard; Special Summon this card.
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If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.
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When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.