Monster Cards - Spell Cards - Trap Cards
Token Monsters
Types of Monster Cards
Effect - Fusion - Normal - Ritual - Synchro
Types of Spell Cards
Continuous - Field - EquipNormal - Quick-Play - Ritual
Types of Trap Cards
Continuous - Counter - Normal
Other Types of Card
Equip Cards
Turn Phases
Draw Phase - Standby Phase - Main Phase 1 Battle Phase - Main Phase 2 - End Phase
Start Step - Battle Step Damage Step - End Step
ATK - DEF - Level - Attribute - TypeMain Deck - Side Deck - Fusion Deck Hand - Graveyard - Field - Removed from PlayLife Points - Damage - Game Mechanics3 Card Rule - Spell Speed - Battle PositionAttack Position - Defense PositionFace-up - Face-down - FlippedDraw a Card - Pick up a CardHand Size Limit
Playing Field Zones
Monster Zones - Spell/Trap ZonesField Spell Zone - Graveyard ZoneDeck Zone - Fusion Deck ZoneRemoved from Play Zone
Types of Summon
Flip - Normal - TributeFusion - Special - RitualSynchro - SetTribute Set
Activate - Chain - Cost - Counters - DestroyDiscard - FTK - Lockdown - OTK - ResolveSpell Counter - Target - Tribute
Types of Monster Effects
Continuous - Flip - Ignition - Multi-TriggerSummon - Trigger
Compulsory - Optional - Lingering
Types of Effect Monsters
Flip - Gemini - Spirit - Toon - Tuner - Union
Types of Spell Speed
Spell Speed 1Spell Speed 2Spell Speed 3
Duel - Infinite Loop - Maintenance CostsMissing the Timing - MatchReplay - Piercing - Priority
Double Tributer - Victory ConditionsField Advantage - Hand AdvantageFusion Material MonstersFusion Substitute Monsters
Attributes
Dark - Earth - Fire - Light - Water - WindDivine
Types
Aqua - Beast - Beast-Warrior - Dinosaur - DragonFairy - Fiend - Fish - Insect - Machine - Plant - PsychicPyro - Reptile - Rock - Sea Serpent - SpellcasterThunder - Warrior - Winged Beast - ZombieDivine-Beast