User:Deltaneos/DBT text/en

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Contents

Names[edit]

  1. Blue-Eyes White Dragon
  2. Mystical Elf
  3. Hitotsu-Me Giant
  4. Baby Dragon
  5. Ryu-Kishin
  6. Feral Imp
  7. Winged Dragon, Guardian of the Fortress #1
  8. Mushroom Man
  9. Shadow Specter
  10. Blackland Fire Dragon
  11. Sword Arm of Dragon
  12. Swamp Battleguard
  13. The Stern Mystic
  14. Battle Steer
  15. Flame Swordsman
  16. Time Wizard
  17. Right Leg of the Forbidden One
  18. Left Leg of the Forbidden One
  19. Right Arm of the Forbidden One
  20. Left Arm of the Forbidden One
  21. Exodia the Forbidden One
  22. Summoned Skull
  23. The Wicked Worm Beast
  24. Skull Servant
  25. Horn Imp
  26. Battle Ox
  27. Beaver Warrior
  28. Rock Ogre Grotto #1
  29. Mountain Warrior
  30. Zombie Warrior
  31. Koumori Dragon
  32. Two-Headed King Rex
  33. Judge Man
  34. Saggi the Dark Clown
  35. Dark Magician
  36. The Snake Hair
  37. Gaia the Dragon Champion
  38. Gaia The Fierce Knight
  39. Curse of Dragon
  40. Dragon Piper
  41. Celtic Guardian
  42. Illusionist Faceless Mage
  43. Karbonala Warrior
  44. Rogue Doll
  45. Oscillo Hero #2
  46. Griffore
  47. Torike
  48. Sangan
  49. Big Insect
  50. Basic Insect
  51. Armored Lizard
  52. Hercules Beetle
  53. Killer Needle
  54. Gokibore
  55. Giant Flea
  56. Larvae Moth
  57. Great Moth
  58. Kuriboh
  59. Mammoth Graveyard
  60. Great White
  61. Wolf
  62. Harpie Lady
  63. Harpie Lady Sisters
  64. Tiger Axe
  65. Silver Fang
  66. Kojikocy
  67. Perfectly Ultimate Great Moth
  68. Garoozis
  69. Thousand Dragon
  70. Fiend Kraken
  71. Jellyfish
  72. Cocoon of Evolution
  73. Kairyu-Shin
  74. Giant Soldier of Stone
  75. Man-Eating Plant
  76. Krokodilus
  77. Grappler
  78. Axe Raider
  79. Megazowler
  80. Uraby
  81. Crawling Dragon #2
  82. Red-Eyes B. Dragon
  83. Castle of Dark Illusions
  84. Reaper of the Cards
  85. King of Yamimakai
  86. Barox
  87. Dark Chimera
  88. Metal Guardian
  89. Catapult Turtle
  90. Gyakutenno Megami
  91. Mystic Horseman
  92. Rabid Horseman
  93. Zanki
  94. Crawling Dragon
  95. Crass Clown
  96. Armored Zombie
  97. Dragon Zombie
  98. Clown Zombie
  99. Pumpking the King of Ghosts
  100. Battle Warrior
  101. Wings of Wicked Flame
  102. Mask of Darkness
  103. Baron of the Fiend Sword
  104. Curtain of the Dark Ones
  105. Tomozaurus
  106. Spirit of the Winds
  107. Shining Abyss
  108. Headless Knight
  109. Goddess with the Third Eye
  110. Ruklamba the Spirit King
  111. Doma The Angel of Silence
  112. Keldo
  113. Soldier Ari
  114. White Magical Hat
  115. Gearfried the Iron Knight
  116. Nightmare Scorpion
  117. Spirit of the Books
  118. XYZ-Dragon Cannon
  119. Humanoid Slime
  120. Dream Clown
  121. Sleeping Lion
  122. Yamatano Dragon Scroll
  123. Dark Plant
  124. Worm Drake
  125. Faith Bird
  126. Orion the Battle King
  127. Ansatsu
  128. LaMoon
  129. Nemuriko
  130. Weather Control
  131. Octoberser
  132. Humanoid Worm Drake
  133. Charubin the Fire Knight
  134. Revival Jam
  135. Fiend's Hand
  136. Witty Phantom
  137. Buster Blader
  138. Dark Necrofear
  139. Blue-Eyed Silver Zombie
  140. Toad Master
  141. Spiked Snail
  142. Flame Manipulator
  143. Necrolancer the Timelord
  144. Djinn the Watcher of the Wind
  145. The Bewitching Phantom Thief
  146. Temple of Skulls
  147. Monster Egg
  148. The Shadow Who Controls the Dark
  149. X-Head Cannon
  150. Akihiron
  151. Orgoth the Relentless
  152. The Melting Red Shadow
  153. Dokuroizo the Grim Reaper
  154. Fire Reaper
  155. Larvas
  156. Hard Armor
  157. Firegrass
  158. Cyber Jar
  159. Dig Beak
  160. M-Warrior #1
  161. M-Warrior #2
  162. Banisher of the Light
  163. Lisark
  164. Des Feral Imp
  165. The Judgement Hand
  166. Mysterious Puppeteer
  167. Ancient Jar
  168. Darkfire Dragon
  169. Dark King of the Abyss
  170. Spirit of the Harp
  171. Big Eye
  172. Armaill
  173. Giant Rat
  174. Senju of the Thousand Hands
  175. UFO Turtle
  176. Fire Eye
  177. Monsturtle
  178. Claw Reacher
  179. Phantom Dewan
  180. Arlownay
  181. Flash Assailant
  182. Karate Man
  183. Lucky Trinket
  184. Genin
  185. Dark Zebra
  186. Fiend Reflection #2
  187. Gate Deeg
  188. Giant Germ
  189. Fusionist
  190. Nimble Momonga
  191. LaLa Li-oon
  192. Key Mace
  193. Robotic Knight
  194. Inaba White Rabbit
  195. Doron
  196. Yata-Garasu
  197. Boar Soldier
  198. Happy Lover
  199. Penguin Knight
  200. Petit Dragon
  201. Frenzied Panda
  202. Air Marmot of Nefariousness
  203. Phantom Ghost
  204. Mother Grizzly
  205. Flying Kamakiri #1
  206. Twin Long Rods #1
  207. Droll Bird
  208. Petit Angel
  209. Winged Cleaver
  210. Hinotama Soul
  211. Kaminarikozou
  212. Meotoko
  213. Aqua Madoor
  214. Kagemusha of the Blue Flame
  215. Flame Ghost
  216. Nightmare Penguin
  217. B. Skull Dragon
  218. Two-Mouth Darkruler
  219. Solitude
  220. Masked Sorcerer
  221. Kumootoko
  222. Ceremonial Bell
  223. Roaring Ocean Snake
  224. Trap Master
  225. Fiend Sword
  226. Sonic Bird
  227. Mystic Tomato
  228. Wood Remains
  229. Hourglass of Life
  230. Rare Fish
  231. Wood Clown
  232. Kotodama
  233. Susa Soldier
  234. Obelisk the Tormentor
  235. Wodan the Resident of the Forest
  236. Perfect Machine King
  237. Haniwa
  238. Slifer the Sky Dragon
  239. Vishwar Randi
  240. The Winged Dragon of Ra
  241. Dark Assailant
  242. Candle of Fate
  243. Water Element
  244. Dissolverock
  245. Flying Fish
  246. One Who Hunts Souls
  247. Root Water
  248. Amphibian Beast
  249. Water Omotics
  250. Alligator's Sword Dragon
  251. Enchanting Mermaid
  252. Nekogal #1
  253. Rocket Warrior
  254. Aqua Serpent
  255. Prevent Rat
  256. Dimensional Warrior
  257. The Legendary Fisherman
  258. Beastking of the Swamps
  259. Satellite Cannon
  260. Lunar Queen Elzaim
  261. Wicked Mirror
  262. The Little Swordsman of Aile
  263. Rock Ogre Grotto #2
  264. Wing Egg Elf
  265. The Furious Sea King
  266. Princess of Tsurugi
  267. Morphing Jar #2
  268. Vorse Raider
  269. Versago the Destroyer
  270. Wetha
  271. Megirus Light
  272. Mavelus
  273. Ancient Tree of Enlightenment
  274. Green Phantom King
  275. Ground Attacker Bugroth
  276. Ray & Temperature
  277. Flame Champion
  278. Petit Moth
  279. Twin-Headed Fire Dragon
  280. Darkfire Soldier #1
  281. Mystic Clown
  282. Mystical Sheep #2
  283. Holograh
  284. Tao the Chanter
  285. Serpent Marauder
  286. Mr. Volcano
  287. Ogre of the Black Shadow
  288. Darkfire Soldier #2
  289. Change Slime
  290. Moon Envoy
  291. Fireyarou
  292. Kiseitai
  293. Masaki the Legendary Swordsman
  294. Dragoness the Wicked Knight
  295. Cyber Falcon
  296. One-Eyed Shield Dragon
  297. The Winged Dragon of Ra [Sphere Mode]
  298. Wicked Dragon with the Ersatz Head
  299. Sonic Maid
  300. Kurama
  301. Great Long Nose
  302. Otohime
  303. Hino-Kagu-Tsuchi
  304. Fushi No Tori
  305. Dark Ruler Ha Des
  306. Swift Gaia the Fierce Knight
  307. Black Luster Soldier - Envoy of the Beginning
  308. Goblin Attack Force
  309. Mad Sword Beast
  310. Hayabusa Knight
  311. Bubonic Vermin
  312. Spear Dragon
  313. Lady Panther
  314. The Unfriendly Amazon
  315. Amazon Archer
  316. Crimson Sentry
  317. Fire Princess
  318. Lady Assailant of Flames
  319. Fire Sorcerer
  320. Spirit of the Breeze
  321. Dancing Fairy
  322. Fairy Guardian
  323. Empress Mantis
  324. Cure Mermaid
  325. Hysteric Fairy
  326. Bio-Mage
  327. The Forgiving Maiden
  328. St. Joan
  329. Marie the Fallen One
  330. Obnoxious Celtic Guardian
  331. Aitsu
  332. Amazoness Paladin
  333. Amazoness Blowpiper
  334. Amazoness Tiger
  335. Des Koala
  336. Koitsu
  337. Molten Behemoth
  338. Shapesnatch
  339. Souleater
  340. King Tiger Wanghu
  341. Birdface
  342. Kryuel
  343. Arsenal Bug
  344. Maiden of the Aqua
  345. Jowls of Dark Demise
  346. Timeater
  347. Mucus Yolk
  348. Servant of Catabolism
  349. Moisture Creature
  350. Gora Turtle
  351. Yaranzo
  352. Kanan the Swordmistress
  353. Takriminos
  354. Stuffed Animal
  355. Megasonic Eye
  356. Super War-Lion
  357. Yamadron
  358. Seiyaryu
  359. Three-Legged Zombies
  360. Zera The Mant
  361. Flying Penguin
  362. Millennium Shield
  363. Fairy's Gift
  364. Black Luster Soldier
  365. Fiend's Mirror
  366. Labyrinth Wall
  367. Jirai Gumo
  368. Shadow Ghoul
  369. Wall Shadow
  370. Labyrinth Tank
  371. Sanga of the Thunder
  372. Kazejin
  373. Suijin
  374. Gate Guardian
  375. Dungeon Worm
  376. Monster Tamer
  377. Ryu-Kishin Powered
  378. Swordstalker
  379. La Jinn the Mystical Genie of the Lamp
  380. Blue-Eyes Ultimate Dragon
  381. Toon Alligator
  382. Rude Kaiser
  383. Parrot Dragon
  384. Dark Rabbit
  385. Bickuribox
  386. Harpie's Pet Dragon
  387. Mystic Lamp
  388. Pendulum Machine
  389. Giltia the D. Knight
  390. Launcher Spider
  391. Zoa
  392. Metalzoa
  393. Zone Eater
  394. Steel Scorpion
  395. Dancing Elf
  396. Ocubeam
  397. Leghul
  398. Ooguchi
  399. Gamma The Magnet Warrior
  400. Emperor of the Land and Sea
  401. Ushi Oni
  402. Monster Eye
  403. Leogun
  404. Tatsunootoshigo
  405. Saber Slasher
  406. Kaiser Sea Horse
  407. Machine King
  408. Giant Mech-Soldier
  409. Metal Dragon
  410. Mechanical Spider
  411. Bat
  412. The Winged Dragon of Ra [Phoenix Mode]
  413. Cyber Soldier
  414. Shovel Crusher
  415. Mechanicalchaser
  416. Blocker
  417. Blast Juggler
  418. Golgoil
  419. Flying Kamakiri #2
  420. Cyber-Stein
  421. Cyber Commander
  422. Jinzo #7
  423. Dice Armadillo
  424. Sky Dragon
  425. Thunder Dragon
  426. Stone D.
  427. Kaiser Dragon
  428. Magician of Faith
  429. Goddess of Whim
  430. Gradius
  431. Ice Water
  432. Waterdragon Fairy
  433. Ancient Elf
  434. Harpie's Brother
  435. Aeris
  436. White Dolphin
  437. Deepsea Shark
  438. Metal Fish
  439. Grand Tiki Elder
  440. 7 Colored Fish
  441. Mech Bass
  442. Aqua Dragon
  443. Sea King Dragon
  444. Turu-Purun
  445. Giant Rex
  446. Aqua Snake
  447. Giant Red Seasnake
  448. Spike Seadra
  449. 30,000-Year White Turtle
  450. Kappa Avenger
  451. Kanikabuto
  452. Zarigun
  453. Millennium Golem
  454. Destroyer Golem
  455. Barrel Rock
  456. Minomushi Warrior
  457. The Masked Beast
  458. Kaminari Attack
  459. Tripwire Beast
  460. Bolt Escargot
  461. Bolt Penguin
  462. The Immortal of Thunder
  463. Electric Snake
  464. Wing Eagle
  465. Punished Eagle
  466. Skull Red Bird
  467. Crimson Sunbird
  468. Queen Bird
  469. Armed Ninja
  470. Magical Ghost
  471. Soul Hunter
  472. The Earl of Demise
  473. Vermillion Sparrow
  474. Sea Kamen
  475. Sinister Serpent
  476. Ganigumo
  477. Alinsection
  478. Insect Soldiers of the Sky
  479. Cockroach Knight
  480. Kuwagata α
  481. Burglar
  482. Pragtical
  483. Garvas
  484. Ameba
  485. Korogashi
  486. Boo Koo
  487. Flower Wolf
  488. Rainbow Flower
  489. Barrel Lily
  490. Needle Ball
  491. Peacock
  492. Hoshiningen
  493. Maha Vailo
  494. Rainbow Marine Mermaid
  495. Musician King
  496. Wilmee
  497. Yado Karu
  498. Morinphen
  499. Boneheimer
  500. Dragon Seeker
  501. Man-Eater Bug
  502. Penguin Torpedo
  503. Turtle Raccoon
  504. Flame Dancer
  505. Prisman
  506. Gale Dogra
  507. Crazy Fish
  508. Cyber Saurus
  509. Bracchio-raidus
  510. Laughing Flower
  511. Bean Soldier
  512. Cannon Soldier
  513. Guardian of the Throne Room
  514. Asura Priest
  515. The Statue of Easter Island
  516. Muka Muka
  517. Zombyra the Dark
  518. Boulder Tortoise
  519. Fire Kraken
  520. Turtle Bird
  521. Skullbird
  522. Monstrous Bird
  523. The Bistro Butcher
  524. Star Boy
  525. Spirit of the Mountain
  526. Earthbound Spirit
  527. Milus Radiant
  528. Togex
  529. Flame Cerebrus
  530. Sasuke Samurai
  531. Mystical Sand
  532. Gemini Elf
  533. Kwagar Hercules
  534. Minar
  535. Ancient Lamp
  536. Mechaleon
  537. Mega Thunderball
  538. Niwatori
  539. Amazon Chain Master
  540. Skelengel
  541. Hane-Hane
  542. Misairuzame
  543. Thunder Nyan Nyan
  544. Dharma Cannon
  545. Skelgon
  546. Wow Warrior
  547. Griggle
  548. Bone Mouse
  549. Frog the Jam
  550. Last Tusk Mammoth
  551. Dark Elf
  552. Winged Dragon, Guardian of the Fortress #2
  553. Mushroom Man #2
  554. Lava Battleguard
  555. Queen's Knight
  556. Injection Fairy Lily
  557. Jack's Knight
  558. Pot the Trick
  559. Oscillo Hero
  560. Invader from Another Dimension
  561. Lesser Dragon
  562. Needle Worm
  563. King's Knight
  564. Great Mammoth of Goldfine
  565. Gil Garth
  566. Yormungarde
  567. Darkworld Thorns
  568. Blade Knight
  569. Gernia
  570. Trakadon
  571. B. Dragon Jungle King
  572. Empress Judge
  573. Little D
  574. Witch of the Black Forest
  575. Y-Dragon Head
  576. Giant Scorpion of the Tundra
  577. Crow Goblin
  578. Dark Magician Knight
  579. Abyss Flower
  580. Patrol Robo
  581. Takuhee
  582. Dark Witch
  583. Poison Mummy
  584. Dark Dust Spirit
  585. Royal Keeper
  586. Wandering Mummy
  587. Great Dezard
  588. Living Vase
  589. Tentacle Plant
  590. Z-Metal Tank
  591. Morphing Jar
  592. Muse-A
  593. XY-Dragon Cannon
  594. Rose Spectre of Dunn
  595. Fiend Reflection #1
  596. XZ-Tank Cannon
  597. YZ-Tank Dragon
  598. Little Chimera
  599. Violent Rain
  600. Exodia Necross
  601. Swarm of Scarabs
  602. Penguin Soldier
  603. Fairy Dragon
  604. Helpoemer
  605. Lava Golem
  606. Newdoria
  607. Dark Jeroid
  608. Shining Friendship
  609. Swarm of Locusts
  610. Electric Lizard
  611. Hiro's Shadow Scout
  612. Lady of Faith
  613. Twin-Headed Thunder Dragon
  614. Hunter Spider
  615. Armored Starfish
  616. Executor - Makyura
  617. Marine Beast
  618. Warrior of Tradition
  619. Byser Shock
  620. Snakeyashi
  621. Succubus Knight
  622. Ill Witch
  623. Viser Des
  624. High Tide Gyojin
  625. Fairy of the Fountain
  626. Amazon of the Seas
  627. Nekogal #2
  628. Witch's Apprentice
  629. Puppet Master
  630. Amazoness Fighter
  631. Maiden of the Moonlight
  632. Stone Ogre Grotto
  633. Amazoness Sword
  634. Vampire Lord
  635. Queen's Double
  636. Dark Paladin
  637. Trent
  638. Queen of Autumn Leaves
  639. Amphibious Bugroth
  640. Different Dimension Dragon
  641. Giant Axe Mummy
  642. Mystical Sheep #1
  643. Yamata Dragon
  644. Shinato, King of a Higher Plane
  645. Dark Flare Knight
  646. Mirage Knight
  647. Berserk Dragon
  648. Machine Attacker
  649. Command Angel
  650. Whiptail Crow
  651. 8-Claws Scorpion
  652. Guardian Sphinx
  653. Pyramid Turtle
  654. Dice Jar
  655. Dark Scorpion Burglars
  656. Don Zaloog
  657. Des Lacooda
  658. Cobraman Sakuzy
  659. Guardian Elma
  660. Guardian Ceal
  661. Guardian Grarl
  662. Guardian Baou
  663. Guardian Kay'est
  664. Guardian Tryce
  665. Des Volstgalph
  666. Toon Dark Magician Girl
  667. Gilford the Lightning
  668. Kaiser Glider
  669. Helpawn Archfiend
  670. Shadowknight Archfiend
  671. Mystical Beast Serket
  672. Darkbishop Archfiend
  673. Cyber Harpie
  674. Lightning Conger
  675. Exarion Universe
  676. Legendary Fiend
  677. Gadget Soldier
  678. Melchid the Four-Face Beast
  679. Nuvia the Wicked
  680. Masked Beast Des Gardius
  681. Desrook Archfiend
  682. Infernalqueen Archfiend
  683. Genocideking Archfiend
  684. Skull Archfiend of Lightning
  685. Metallizing Parasite - Lunatite
  686. Tsukuyomi
  687. Mudora
  688. Kelbek
  689. Zolga
  690. Agido
  691. Legendary Flame Lord
  692. Dark Master - Zorc
  693. Des Kangaroo
  694. Chopman the Desperate Outlaw
  695. Freed the Brave Wanderer
  696. Dark Sage
  697. F.G.D.
  698. Master of Dragon Soldier
  699. Silpheed
  700. Chaos Emperor Dragon - Envoy of the End
  701. Performance of Sword
  702. Hungry Burger
  703. Sengenjin
  704. Skull Guardian
  705. Tri-Horned Dragon
  706. Serpent Night Dragon
  707. Skull Knight
  708. Cosmo Queen
  709. Chakra
  710. Crab Turtle
  711. Mikazukinoyaiba
  712. Meteor Dragon
  713. Meteor B. Dragon
  714. Firewing Pegasus
  715. Big Koala
  716. Garma Sword
  717. Javelin Beetle
  718. Fortress Whale
  719. Dokurorider
  720. Watapon
  721. Magician of Black Chaos
  722. Backup Gardna
  723. Slot Machine
  724. Guardian Aetos
  725. Red Archery Girl
  726. Ryu-Ran
  727. Manga Ryu-Ran
  728. Toon Mermaid
  729. Toon Summoned Skull
  730. Dark-Eyes Illusionist
  731. Relinquished
  732. Jigen Bakudan
  733. Thousand-Eyes Idol
  734. Thousand-Eyes Restrict
  735. Steel Ogre Grotto #2
  736. Blast Sphere
  737. Hyozanryu
  738. Alpha The Magnet Warrior
  739. Pheromone Wasp
  740. Invitation to a Dark Sleep
  741. Lord of D.
  742. Red-Eyes Black Metal Dragon
  743. Barrel Dragon
  744. Hannibal Necromancer
  745. Panther Warrior
  746. Three-Headed Geedo
  747. Gazelle the King of Mythical Beasts
  748. Stone Statue of the Aztecs
  749. Berfomet
  750. Chimera the Flying Mythical Beast
  751. Gear Golem the Moving Fortress
  752. Jinzo
  753. Swordsman of Landstar
  754. Cyber Raider
  755. The Fiend Megacyber
  756. Reflect Bounder
  757. Beta The Magnet Warrior
  758. Big Shield Gardna
  759. Psychic Armor Head
  760. Dark Magician Girl
  761. Alligator's Sword
  762. Insect Queen
  763. Parasite Paracide
  764. Skull-Mark Ladybug
  765. Little-Winguard
  766. Pinch Hopper
  767. Blue-Eyes Toon Dragon
  768. The Unhappy Maiden
  769. Wall of Illusion
  770. Neo the Magic Swordsman
  771. Man-Eating Treasure Chest
  772. Chiron the Mage
  773. Sword Hunter
  774. Drill Bug
  775. Deepsea Warrior
  776. Bite Shoes
  777. Spikebot
  778. Beast of Gilfer
  779. The Portrait's Secret
  780. The Gross Ghost of Fled Dreams
  781. Double Cloth Armor
  782. Active Guard
  783. Advanced Shield
  784. Over Boost
  785. Jet Blast Turret
  786. Burning
  787. Buster Knuckle
  788. Buster Pyle
  789. Big Bang Blow
  790. Black Hole Shield
  791. Rifleman of Landstar
  792. Blue Flame Swordsman
  793. Electromagnetic Bagworm
  794. The Last Warrior from Another Planet
  795. Dunames Dark Witch
  796. Garnecia Elefantis
  797. Total Defense Shogun
  798. Beast of Talwar
  799. Cyber-Tech Alligator
  800. Orichalcos Kyutora

Lores[edit]

  1. This legendary dragon is a powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale.
  2. A delicate elf that lacks offense, but has a terrific defense backed by mystical power.
  3. A one-eyed behemoth with thick, powerful arms made for delivering punishing blows.
  4. Much more than just a child, this dragon is gifted with untapped power.
  5. A very elusive creature that looks like a harmless statue until it attacks.
  6. A playful little fiend that lurks in the dark, waiting to attack an unwary enemy.
  7. A dragon commonly found guarding mountain fortresses. Its signature attack is a sweeping dive from out of the blue.
  8. Most powerful in moist environments. Attacks by scattering spores from its head!
  9. This beastly spirit appears in wastelands. If enough of these cards group together, they can cause a lot of trouble.
  10. A dragon that dwells in the depths of darkness, its vulnerability lies in its poor eyesight.
  11. A sword-covered dinosaur that charges its enemies.
  12. Increase the ATK of this monster by 500 points for every face-up "Lava Battleguard" on your side of the field.
  13. FLIP: All face-down cards on the field are turned face-up, and then returned to their original positions. No card effects are activated when cards are turned face-up.
  14. A bull monster often found in the woods, it charges enemy monsters with a pair of deadly horns.
  15. "Flame Manipulator" + "Masaki the Legendary Swordsman".
  16. Toss a coin and call Heads or Tails. If you call it right, your opponent's monsters on the field are destroyed. If you call it wrong, your own monsters on the field are destroyed and you lose Life Points equal to half the total ATK of the destroyed monsters. This card can be used only during your own turn, once per turn.
  17. A forbidden right leg sealed by magic. Whosoever breaks this seal will know infinite power.
  18. A forbidden left leg sealed by magic. Whosoever breaks this seal will know infinite power.
  19. A forbidden right arm sealed by magic. Whosoever breaks this seal will know infinite power.
  20. A forbidden left arm sealed by magic. Whosoever breaks this seal will know infinite power.
  21. An automatic victory can be declared by the player whose hand contains this card together with the Left Leg/Right Leg/Left Arm/Right Arm of the Forbidden One.
  22. A fiend with dark powers for confusing the enemy. Among the Fiend-Type monsters, this monster boasts considerable force.
  23. This card is returned to your hand at the end of your turn.
  24. A skeletal ghost that isn't strong but can mean trouble in large numbers.
  25. This small fiend dwells in the darkness, and is stronger than it looks. Beware of its horns.
  26. A monster with tremendous power, it destroys enemies with a swing of its axe.
  27. What this creature lacks in size it makes up for in defense when battling in the prairie.
  28. Protected by a solid body of rock, this monster throws a bone-shattering punch.
  29. This hefty soldier can easily handle crumbling jagged surfaces.
  30. "Skull Servant" + "Battle Warrior".
  31. A vicious, fire-breathing dragon whose wicked flame corrupts the souls of its victims.
  32. A powerful monster whose two heads attack as one.
  33. This club-wielding warrior battles to the end and will never surrender.
  34. This clown appears from nowhere and executes very strange moves to avoid enemy attacks.
  35. The ultimate wizard in terms of attack and defense.
  36. A monster with the head of a poisonous snake. Those who look into its eyes are turned to stone.
  37. "Gaia the Fierce Knight" + "Curse of Dragon".
  38. A knight whose horse travels faster than the wind. His battle-charge is a force to be reckoned with.
  39. A wicked dragon that taps into dark forces to execute a powerful attack.
  40. FLIP: Destroys "Dragon Capture Jar", and turns all face-up Dragon-Type monsters to Attack Position.
  41. An elf who learned to wield a sword, he baffles enemies with lightning-swift attacks.
  42. Manipulates enemy attacks with the power of illusion.
  43. "M-Warrior #1" + "M-Warrior #2".
  44. A deadly doll gifted with mystical power, it is particularly powerful when attacking against dark forces.
  45. A creature that electrocutes opponents with bolts of lightning.
  46. The Griffore's hard body acts as protection, deflecting weak attacks.
  47. The Torike is not as strong as it looks, but its horns pack a deadly attack.
  48. When this card is sent from the field to the Graveyard, move 1 monster with an ATK of 1500 or less from your Deck to your hand. Your Deck is then shuffled.
  49. A giant ant that dwells deep in the forest. High ATK and DEF.
  50. Usually found traveling in swarms, this creature's ideal environment is the forest.
  51. A lizard with a very tough hide and a vicious bite.
  52. A massive beetle with a tough carapace and a dangerous horn.
  53. A huge bee with exceptional strength that's particularly dangerous in a swarm.
  54. A spherical cockroach that rolls to attack. Has very high DEF.
  55. A massive flea that feeds on the blood of its enemies.
  56. This monster can only be Special Summoned by offering "Petit Moth" as a Tribute on the 2nd of your turns after "Petit Moth" has been equipped with "Cocoon of Evolution".
  57. This monster can only be Special Summoned by offering "Petit Moth" as a Tribute on the 4th of your turns after "Petit Moth" has been equipped with "Cocoon of Evolution".
  58. Discard this card from your hand to the Graveyard to make the damage inflicted to your Life Points by 1 opponent's monster 0. This effect must be activated during your opponent's Battle Phase.
  59. A mammoth that protects the graves of its pack and is absolutely merciless when facing grave-robbers.
  60. A giant white shark with razor-sharp teeth.
  61. An unusual breed of wolf that is rarely seen anymore. It uses its powerful sense of smell to seek out prey.
  62. This human-shaped animal with wings is beautiful to watch but deadly in battle.
  63. This monster can only be Special Summoned with the Spell Card "Elegant Egotist".
  64. A fast and powerful axe-wielding beast-warrior.
  65. A snow wolf that's beautiful to the eye, but absolutely vicious in battle.
  66. A man-hunter with powerful arms that can crush boulders.
  67. This monster can only be Special Summoned by equipping "Petit Moth" with "Cocoon of Evolution" and then offering "Petit Moth" as a Tribute on the 6th of your turns after that.
  68. An axe-swinging beast-warrior with the head of a dragon.
  69. "Time Wizard" + "Baby Dragon".
  70. A giant squid that lurks in the ocean. Appears suddenly out of the water and attacks.
  71. An almost invisible, semi-transparent jellyfish that drifts in the sea.
  72. You may treat this card as an Equip Spell Card on a face-up "Petit Moth" on the field. When equipped, the ATK and DEF of "Petit Moth" becomes the same as "Cocoon of Evolution".
  73. This dragon is also known as the Lord of the Sea. It uses a tsunami to swallow things whole.
  74. A giant warrior made of stone. A punch from this creature has earth-shaking results.
  75. This carnivorous flower attracts onlookers with its beauty, only to snatch them up and swallow them whole.
  76. Intelligence has made this crocodile even deadlier than normal. It deflects attacks with its rigid scales.
  77. This cunning snake coils tightly around enemies with its long, thick body.
  78. An axe-wielding monster of tremendous strength and agility.
  79. Horns grow all over this dinosaur's body. Watch out for its sudden deadly charges!
  80. Fast on its feet, this dinosaur rips enemies to shreds with its sharp claws.
  81. A powerful dragon with teeth that can grind almost anything to dust.
  82. A ferocious dragon with a deadly attack.
  83. FLIP: Increases the ATK and DEF of all Zombie-Type monsters by 200 points. As long as this card remains face-up on the field, the ATK and DEF of Zombie-Type monsters continues to increase by 200 points during each of your Standby Phases. This effect continues until your 4th turn after the card is activated.
  84. FLIP: Destroys 1 Trap Card on the field. If this card's target is face-down, flip it face-up. If the card is a Trap Card, it is destroyed. If not, it is returned to its face-down position. The flipped card is not activated.
  85. Wields the power of darkness to destroy its enemies.
  86. "Frenzied Panda" + "Ryu-Kishin".
  87. A monster of the realm of fiends, the Dark Chimera attacks by blowing dark flames.
  88. This fiend guards the treasure of the realm of darkness. Very solid defense in the dark.
  89. Offer 1 monster on your side of the field as a Tribute to inflict Direct Damage equal to half of the Tribute monster's ATK to your opponent's Life Points. Monsters used for a Tribute Summon or that are offered as Tributes due to other cards' effects are excluded.
  90. This fairy uses her mystical power to protect the weak and provide spiritual support.
  91. Half man and half horse, this monster is known for its extreme speed.
  92. "Battle Ox" + "Mystic Horseman".
  93. Zanki prefers one-on-one duels. The moment an enemy is off-guard, Zanki is in with a quick slash!
  94. This weakened dragon can no longer fly, but is still a deadly force to be reckoned with.
  95. When this card is changed from Defense Position to Attack Position, return 1 monster on your opponent's side of the field to the owner's hand.
  96. This warrior blindly swings a deadly blade with devastating force.
  97. A dragon revived by sorcery. Its breath is highly corrosive.
  98. The forces of darkness brought this clown back to life. His wobbly dance leads enemies to their doom.
  99. If "Castle of Dark Illusions" is face-up on the field, increase the ATK and DEF of this card by 100 points. As long as this "Castle of Dark Illusions" remains face-up on the field, the ATK and DEF of this card continues to increase by 100 points during each of your Standby Phases. This effect continues until your 4th turn after the card is activated.
  100. This martial-arts warrior shuns all weapons in favor of old fashioned chops and kicks.
  101. This monster's wings burn red-black. Attacks by spurting flame from its entire body.
  102. FLIP: Select 1 Trap Card from your Graveyard and return it to your hand.
  103. An aristocrat who wields a sword possessed by a malicious spirit that preys on the weak.
  104. A curtain that a spellcaster made, it is said to raise a dark power.
  105. The small but fierce Tomozauri even fight among themselves.
  106. The Spirit of the Winds usually enjoys flitting about, but when it gets angry, it transforms into a storm.
  107. This monster employs the powers of both Light and Darkness.
  108. A haunted spirit of a falsely accused knight who wanders in search of truth and justice.
  109. You can substitute this card for any 1 Fusion-Material Monster. You cannot substitute for any other Fusion-Material Monsters in the current Fusion.
  110. Ruklamba commands all the spirits. Few have witnessed his power.
  111. This fairy rules over the end of existence.
  112. When this card is destroyed and sent to the Graveyard as a result of battle, select 2 cards from your opponent's Graveyard and return them to your opponent's Deck. Your opponent then shuffles his/her Deck.
  113. This mutated ant has hard skin and is abnormally violent.
  114. When this card inflicts damage to your opponent's Life Points, 1 card must be discarded randomly from your opponent's hand to the Graveyard.
  115. Any Equip Card this card is equipped with is automatically destroyed.
  116. Confuses victims with nightmares before stinging them with its four poison tails.
  117. This wise spirit dwells in books, using its accumulated knowledge to defeat enemies.
  118. "X-Head Cannon" + "Y-Dragon Head" + "Z-Metal Tank".
    This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard 1 card from your hand to destroy 1 card on your opponent's side of the field.
  119. This slime apparently has some human genes in its genetic makeup.
  120. When this card is changed from Attack Position to Defense Position, select and destroy 1 monster on your opponent's side of the field.
  121. This beast is asleep most of the time. Once awake, it cannot be controlled.
  122. This scroll painting comes to life and attacks. Has very low defense.
  123. This flower is the product of polluted soil and darkness. It has a very violent nature.
  124. Once this monster wraps itself around a victim, there is no escape.
  125. This long-tailed bird blinds its enemies with mystical light.
  126. This fairy is known as the Battle King, yet none have seen it in action.
  127. A silent and deadly warrior specializing in assassinations.
  128. A sorcerer who lives on the moon and draws his powers from the lunar landscape to charm his enemies.
  129. A child-like creature that controls a sleep fiend to beckon enemies into eternal slumber.
  130. Weather Control can change the weather to its liking. The unpredictability of weather in the mountains is entirely its fault.
  131. With the head of a fish and the legs of an octopus, this strange creature attacks enemies by flinging spears.
  132. "Worm Drake" + "Humanoid Slime".
  133. "Monster Egg" + "Hinotama Soul".
  134. When this card is sent to the Graveyard as a result of battle, you can Special Summon this card in face-up Defense Position at your next Standby Phase by paying 1000 Life Points. This must be declared when the monster is destroyed. You cannot change its position during the same turn it is Special Summoned in this way.
  135. A hand comes forth from the swamp of chaos and drags the living back with it.
  136. Dressed in a night-black tuxedo, this creature presides over the darkness.
  137. The ATK of this card increases by 500 points for every Dragon-Type monster on your opponent's side of the field and Graveyard.
  138. This card can only be Special Summoned by removing 3 Fiend-Type monsters in your Graveyard from play. When this card is destroyed in battle or by your opponent's card effect, it is treated as an Equip Spell Card at the end of the turn. Equip 1 of your opponent's monsters with this card. As long as it is equipped with this card, you control the equipped monster.
  139. It is said that the mystical beam that the Silver Zombie shoots from its eyes turns opponents into the living dead.
  140. This wise toad has lived for thousands of years, and it uses a tadpole attack.
  141. This snail evolved by the power of darkness. Its arms and legs make it a speedy creature.
  142. This Spellcaster attacks enemies with fire-related spells such as "Sea of Flames" and "Wall of Fire".
  143. This one-eyed genie appears from a ring, which it uses to travel across time and space.
  144. Djinn commands the winds and creates gales to blow surrounding enemies away.
  145. This genteel thief wears a black cape and entrances opponents with a wave of his cane.
  146. This ghastly temple filled with bones sucks passers-by inside.
  147. A warrior hidden within an egg that attacks enemies by flinging eggshells.
  148. This shadow melds with the dark and immobilizes opponents by binding their hands and feet.
  149. A monster with a mighty cannon barrel, it is able to integrate its attacks. It attacks in many ways by combining and separating with other monsters.
  150. An enigmatic monster who lurks in the sea.
  151. Orgoth the Relentless wields a broad sword and takes pride in his mighty strength.
  152. The Red Shadow melts into its enemy's shadow and attacks from below.
  153. The Reaper attempts to steal your soul with a single infernal slash.
  154. The Fire Reaper's flaming arrows transform unlucky victims into a towering blaze.
  155. A fast-moving, bird-like creature that strangles opposing monsters with its long, thin arms.
  156. A living suit of armor that attacks enemies with a bone-jarring tackle.
  157. A fire-breathing plant found growing near volcanoes.
  158. FLIP: Destroys all monsters on the field (including this monster). Both players then pick up (not Draw) 5 cards from the top of their respective Decks and show the cards to each other. Immediately Special Summon any Monster Cards of Level 4 or lower among them on the field in face-up Attack Position or face-down Defense Position. The rest of the cards picked up are placed in the players' hands.
  159. This critter rolls its long snake-like body into a ball and attacks with its beak.
  160. Specializing in combination attacks, this warrior uses magnetism to block an enemy's escape.
  161. Specializing in combination attacks, this warrior is equipped with a tough, magnetically coated armor.
  162. As long as this card remains face-up on the field, any card sent to the Graveyard is removed from play.
  163. This beast has sapphires for eyes. It confuses enemies with illusions before attacking.
  164. FLIP: Select 1 card from your Graveyard and add it to your Deck. Then shuffle your Deck.
  165. An all-powerful hand that delivers ruthless attacks.
  166. As long as this card remains face-up on the field, the Life Points of this card's controller increase by 500 points for each additional monster summoned (excluding Special Summon, but including your opponent's monsters).
  167. An ancient, delicate vase. It is said that something (or someone) is lurking inside.
  168. "Firegrass" + "Petit Dragon".
  169. It's said that this King of the Netherworld once had the power to rule over the dark.
  170. A spirit that soothes the soul with the music of its heavenly harp.
  171. FLIP: See the 5 cards from the top of your Deck, arrange them in any order desired, and replace them on top of the Deck.
  172. A strange warrior who manipulates three deadly blades with both hands and his tail.
  173. When this card is sent to the Graveyard as a result of battle, you may select 1 EARTH monster with an ATK of 1500 or less from your Deck and Special Summon it to the field in face-up Attack Position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled.
  174. When this card is summoned to the field (excluding Special Summon), you may move 1 Ritual Monster Card from your Deck to your hand. The Deck is then shuffled.
  175. When this card is sent to the Graveyard as a result of battle, you may select 1 FIRE monster with an ATK of 1500 or less from your Deck and Special Summon it to the field in face-up Attack Position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled.
  176. This fire-enshrouded eye flaps its wings to arouse a tempest of flame.
  177. This turtle's shell is covered with thorns. Its violent nature makes it a terrible pet.
  178. Stretching arms and razor-sharp claws make this monster a formidable opponent.
  179. This Spellcaster uses a curse to stop opponents in their tracks.
  180. The woman inside this flower scatters poisonous pollen. Stay away!
  181. Decrease the ATK and DEF of this card by 400 points for every card in your hand.
  182. Once per turn, the original ATK of this card can be doubled. When this effect is applied, the card is immediately destroyed at the end of the turn.
  183. It may appear flimsy, but it is in fact protected by a holy energy.
  184. Defeats enemies with magic tricks. Juggler even has an attack using the old dove trick.
  185. If this is the only card in your control during your Standby Phase, it is automatically placed in Defense Position. You cannot change the position of this card during the same turn.
  186. A bird-beast that summons reinforcements with a hand mirror.
  187. This creepy monster's stomach is a portal to the underworld from which he summons sick and twisted creatures.
  188. When this card is sent to the Graveyard as a result of battle, inflict 500 points of Direct Damage to your opponent's Life Points. You can also take cards of the same name from your Deck and Special Summon them to the field in face-up Attack Position. The Deck is then shuffled.
  189. "Petit Angel" + "Mystical Sheep #2".
  190. When this card is sent to the Graveyard as a result of battle, increase your Life Points by 1000 points. You can also take cards of the same name from your Deck and Special Summon them to the field in face-down Defense Position. The Deck is then shuffled.
  191. The deadly rain of this electric, cloud-shaped monster corrodes anything it falls upon.
  192. Those who meet this tiny angel are invariably bewitched by its charm and end up disclosing their deepest secrets.
  193. The Commander of Machine-Types, he serves the Machine King. He is famous for the way he controls his troops.
  194. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. This monster attacks your opponent's Life Points directly.
  195. Watch out! The Doron splits into two and attacks from both sides!
  196. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent's Life Points, your opponent skips his/her next Draw Phase.
  197. This card can only be summoned by a Flip Summon. If summoned by a Normal Summon, the card is destroyed. If your opponent has 1 or more monsters under his/her control, the ATK of this card is decreased by 1000 points.
  198. This tiny Fairy shoots a heart beam from her head, bringing joy to her enemies.
  199. When this card is sent directly from your Deck to the Graveyard by an opponent's card effect, combine your Graveyard cards with your own Deck, shuffle them and form a new Deck.
  200. A very small dragon known for its vicious attacks.
  201. A savage beast that carries a big bamboo stick for beating down its enemies.
  202. This beaver sports wings and horns. It attacks by throwing acorns.
  203. An amalgamation of pent-up souls trapped in purgatory.
  204. When this card is sent to the Graveyard as a result of battle, you may select 1 WATER monster with an ATK of 1500 or less from your Deck and Special Summon it to the field in face-up Attack Position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled.
  205. When this card is sent to the Graveyard as a result of battle, you may select 1 WIND monster with an ATK of 1500 or less from your Deck and Special Summon it to the field in face-up Attack Position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled.
  206. Medium-range attacks are possible with its long, whip-like arms.
  207. The Droll Bird frightens timid enemies by cawing noisily.
  208. A quick-moving and tiny fairy that's very difficult to hit.
  209. The Winged Cleaver attacks by swinging its sickle-like arms.
  210. An intensely hot flame creature that rams anything standing in its way.
  211. Thunder Boy's body stores lightning. Take cover when he cries!
  212. This enormous monster attacks by shooting a beam from his single eye.
  213. A wizard of the waters that conjures a liquid wall to crush any enemies that oppose him.
  214. Serving as a double for the Ruler of the Blue Flame, he's a master swordsman that wields a fine blade.
  215. "Skull Servant" + "Dissolverock".
  216. When this card is flipped face-up, return 1 card on your opponent's side of the field to the owner's hand. As long as this card remains face-up on the field, increase the ATK of all WATER monsters on your side of the field by 200 points.
  217. "Summoned Skull" + "Red-Eyes B. Dragon".
  218. A dinosaur with two deadly jaws, it stores electricity in its horn and releases high voltage bolts from the mouth on its back.
  219. This half-deer Beast-Warrior absorbs souls with its giant sickle.
  220. When you inflict damage to your opponent's Life Points with this card, draw 1 card from your Deck.
  221. A massive, intelligent spider that traps enemies with webbing.
  222. As long as this card remains face-up on the field, you and your opponent must show your respective hands to each other.
  223. "Mystic Lamp" + "Hyosube".
  224. FLIP: Destroys 1 Trap Card on the field. If this card's target is face-down, flip it face-up. If the card is a Trap Card, it is destroyed. If not, it is returned to its face-down position. The flipped card is not activated.
  225. Equip and use this sword to defeat a curse, and you will be granted power.
  226. When this card is summoned (excluding Special Summon), you may move 1 Ritual Spell Card from your Deck to your hand. The Deck is then shuffled.
  227. When this card is sent to the Graveyard as a result of battle, you may select 1 DARK monster with an ATK of 1500 or less from your Deck and Special Summon it to the field in face-up Attack Position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled.
  228. An evildoer revived this corpse after the keeper of the forest fell.
  229. The angel that lords over mortality will grant you power in exchange for a shorter lifespan.
  230. "Fusionist" + "Enchanting Mermaid".
  231. This smirking fiend attacks skilfully with a sickle.
  232. As long as this card remains face-up on the field, monsters of the same name cannot exist on the field at the same time (face-down cards not included). If a card of the same name is summoned in a later turn, that card is destroyed. If 2 cards of the same name are played at the same time, both cards are destroyed.
  233. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. The Battle Damage this card inflicts to your opponent's Life Points is halved.
  234. The descent of this mighty creature shall be heralded by burning winds and twisted land. With the coming of this horror, those who draw breath shall know the true meaning of eternal slumber.
  235. Increase this card's ATK by 100 points for every Plant-Type monster that is face-up on the field.
  236. When it is on your side, receive a power up equal to the number of Machines on your side X 2.
  237. These clay figurines guard the treasure inside the tombs of ancient kings.
  238. The heavens twist and thunder roars, signaling the coming of this ancient creature, and the dawn of true power.
  239. This female warrior serves darkness and delights in tearing enemies to shreds.
  240. Spirits sing of a powerful creature that rules over all that is mystic.
  241. Armed with the Psycho Sword, this sinister assassin rules the bad land.
  242. Decides the fate of an opponent when the candle on its fingertip burns out.
  243. A sea-dwelling spirit that takes away sight by clouding the area in fog.
  244. A monster born in the lava pits, it generates intense heat that can melt away its enemies.
  245. Three wishes are granted to those fortunate enough to see this monster in flight.
  246. The sword slashes, and out seeps the soul.
  247. An amphibian capable of calling up a massive tidal wave from the dark seas to wipe out enemy monsters.
  248. On land or in the sea, the speed of this monster is unmatchable.
  249. Transforms the water overflowing from a jar into attacking dragons.
  250. "Baby Dragon" + "Alligator's Sword".
    If the opponent only has Earth, Water, and Fire monsters on the Field, you can attack the opposing player directly.
  251. A beautiful mermaid that lures voyagers to a watery grave.
  252. This adorable feline spirit might surprise you with its furious scratch attacks.
  253. Only effective during the Battle Phase of your turn. Battle damage received by this card is reduced to 0. Monsters that are attacked by this card lose 500 ATK until the end of the turn.
  254. This serpent travels along the sea floor, waiting for the perfect moment to burst forth from the waves and attack.
  255. This creature is shielded with a tough hide of hair and is excellent at defending itself.
  256. Monsters that attack this card or are attacked by it are removed from the game, not to be used again for the remainder of the duel.
  257. When "Umi" is face-up on the field, this card is unaffected by any Spell Cards and cannot be attacked by your opponent's monsters.
  258. You can substitute this card for any 1 Fusion-Material Monster. You cannot substitute for any other Fusion-Material Monsters in the current Fusion.
  259. This card cannot be destroyed in battles with monsters that are Level 7 or below. This card receives an additional 1000 ATK each time you reach an End Phase. After each attack, this card's ATK returns to 0.
  260. This fair queen watches over the moon. A curtain of moon rays protects her from attacks.
  261. A wicked mirror that hypnotizes reflected enemies and eludes their attacks.
  262. Offer 1 monster on your side of the field as a Tribute to increase this monster's ATK by 700 points until the end of the turn.
  263. This golem is formed from a collection of rocks. He smashes enemies to bits after turning them to stone.
  264. This elf, ensconced in an eggshell, protects itself from attack with its large wings.
  265. Grand King of the Seven Seas, he's able to summon massive tidal waves to drown the enemy.
  266. FLIP: Inflicts 500 points of Direct Damage to your opponent's Life Points for each Spell and Trap Card your opponent has on the field.
  267. FLIP: Return all Monster Cards on the field to their respective Decks and shuffle them. You and your opponent then pick up cards until you both have the same number of Monster Cards that were returned to each Deck. Special Summon the monsters of Level 4 or lower on the field in face-down Defense Position. Any other cards picked up are discarded to the Graveyard.
  268. This fiendish creature delights in extreme acts of evil. Its axe drips with the life essence of its victims.
  269. You can substitute this card for any 1 Fusion-Material Monster. You cannot substitute for any other Fusion-Material Monsters in the current Fusion.
  270. A spirit that controls rain and is capable of summoning hurricanes to blow everything around it away.
  271. An evil light shoots forth from its ominous eye and damages enemies.
  272. "Tyhone" + "Wings of Wicked Flame".
  273. This ancient arbor uses its extensive knowledge to avoid enemy attacks.
  274. This youthful king of the forests lives in a green world, abundant with trees and wildlife.
  275. A surface battle robot that was once used for sea warfare.
  276. The Sun and the North Wind join hands to deliver a devastating combination of heat and gale-force winds.
  277. A warrior protected by a flaming shield that nullifies any attack.
  278. This small but deadly creature is better off avoided.
  279. Two dragons fused as one from the effects of the Big Bang.
  280. An explosive expert from a special elite force.
  281. Nothing can stop the mad attack of this powerful creature.
  282. A monstrous sheep with a long tail for hypnotizing enemies.
  283. This machine generates illusions that leave an enemy wide open to attacks.
  284. This magician uses dark arts that twist Yin and Yang.
  285. The icy breath of this Cyclops snake freezes enemies solid.
  286. This seemingly mild-mannered creature has an extremely volatile temper.
  287. An ogre possessed by the powers of the dark. Few can withstand its rapid charge.
  288. A warrior who gained immeasurable power from the heart of a volcano.
  289. A slime that can morph to the shape and size of any monster it chooses.
  290. This envoy serves the moon. She attacks with a halberd shaped like a crescent moon.
  291. A malevolent creature wrapped in flames that attacks enemies with intense fire.
  292. When your opponent's monster attacks this card in face-down Defense Position, the attacking monster is equipped with this card (damage Calculations are canceled). Treat this card as an Equip Spell Card. During each of your opponent's Standby Phases, increase your Life Points by half of the ATK of the monster equipped with this card.
  293. Legendary swordmaster Masaki is a veteran of over 100 battles.
  294. "Armaill" + "One-Eyed Shield Dragon".
  295. A jet-powered hawk that travels at the speed of sound.
  296. This dragon wears a shield not only for its own protection, but also for ramming its enemies.
  297. Ra can do nothing in this form. Ra becomes the servant of the reader of the text.
  298. This dragon has an extra head, which he uses to rip enemies apart.
  299. A maiden that uses sound to her advantage, she wields a scythe that's shaped like a musical note.
  300. A vicious bird that attacks from the skies with its whip-like tail.
  301. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. If this card inflicts Battle Damage to your opponent's Life Points, your opponent skips his/her next Battle Phase.
  302. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. If this card is Normal Summoned, Flip Summoned or flipped face-up, you can change the battle position of 1 monster on your opponent's side of the field.
  303. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. If this card inflicts Battle Damage to your opponent's Life Points, your opponent must discard all cards in his/her hand during the next Draw Phase before they draw.
  304. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent's Life Points, increase your Life Points by an amount equal to the Battle Damage.
  305. As long as this card remains face-up on the field, negate the effects of Effect Monsters destroyed by Fiend-Type monsters on your side of the field in battle. This card cannot be Special Summoned from the Graveyard.
  306. If this card is the only card in your Hand, you may summon it in face-up Attack Position without offering monsters as Tributes. This counts as a Normal Summon.
  307. This card can only be Special Summoned by removing 1 LIGHT and 1 DARK monster in your Graveyard from play. Once during each of your turns, you can select and activate 1 of the following effects:
    ●Remove 1 monster on the field from play. If you activate this effect, this card cannot attack during this turn.
    ●If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.
  308. When this card attacks, it is changed to Defense Position at the end of the Battle Phase. This position cannot be changed during your next turn.
  309. When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.
  310. This monster can attack twice during the same Battle Phase.
  311. FLIP: You can take 1 "Bubonic Vermin" card from your Deck and Special Summon it on the field in face-down Defense Position. The Deck is then shuffled.
  312. If this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card attacks, it is changed to Defense Position at the end of the Damage Step.
  313. Offer this face-up card as a Tribute to return 1 of your monsters destroyed in battle during this turn to the top of your Deck.
  314. Offer 1 of your monsters on the field as a Tribute (excluding this monster) during each of your Standby Phases. If you cannot, this card is destroyed. Monsters used for a Tribute Summon or that are offered as Tributes due to other cards' effects are excluded.
  315. Offer 2 monsters on your side of the field as a Tribute to inflict 1200 points of Direct Damage to your opponent's Life Points. Monsters used for a Tribute Summon or that are offered as Tributes due to other cards' effects are excluded.
  316. Offer this face-up card as a Tribute to return 1 of your monsters destroyed in battle during this turn to the bottom of your Deck.
  317. Inflict 500 points of Direct Damage to your opponent's Life Points each time you increase your own Life Points.
  318. FLIP: Remove 3 cards from the top of your Deck from play to inflict 800 points of Direct Damage to your opponent's Life Points.
  319. FLIP: Randomly select 2 cards from your hand and remove them from play to inflict 800 points of Direct Damage to your opponent's Life Points.
  320. As long as this card remains on your side of the field in face-up Attack Position, increase your Life Points by 1000 points during each of your Standby Phases.
  321. As long as this card remains on your side of the field in face-up Defense Position, increase your Life Points by 1000 points during each of your Standby Phases.
  322. Offer this face-up card as a Tribute to return 1 Spell Card sent to your Graveyard by your opponent during this turn to the bottom of your Deck.
  323. Queen of an army of giant mantises whose command moves legions.
  324. As long as this card remains face-up on your side of the field, increase your Life Points by 800 points during each of your Standby Phases.
  325. Offer 2 monsters on your side of the field as a Tribute to increase your Life Points by 1000 points. Monsters used for a Tribute Summon or that are offered as Tributes due to other cards' effects are excluded.
  326. A mysterious priest created as a result of the latest advances in biotechnology.
  327. Offer this face-up card as a Tribute to return 1 of your monsters destroyed in battle during this turn to your hand.
  328. "The Forgiving Maiden" + "Marie the Fallen One".
  329. As long as this card exists in your Graveyard, increase your Life Points by 200 points during each of your Standby Phases.
  330. This card cannot be destroyed in a battle with a monster with ATK 1900 or higher (damage calculation is applied normally).
  331. He seems to be very unreliable, but he might have incredible potential.
  332. Increase the ATK of this monster by 100 points for each monster on your side of the field that includes "Amazoness" in its card name, or is named "Amazon Archer".
  333. Select 1 face-up monster on your opponent's side of the field during each of your Standby Phases. Decrease the ATK of the selected monster by 500 points until the end of this turn.
  334. Only 1 "Amazoness Tiger" can exist on your side of the field at a time. Increase the ATK of this monster by 400 points for each monster on your side of the field that includes "Amazoness" in its name, or is named "Amazon Archer". As long as this card remains face-up on the field, your opponent cannot select another monster on your side of the field that includes "Amazoness" in its name, or is named "Amazon Archer", as an attack target.
  335. FLIP: Inflict 400 points of Direct Damage to your opponent's Life Points for each card in your opponent's hand.
  336. Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Aitsu" as an Equip Spell Card, or change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 3000 points, and when it attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. (1 monster can only beequipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.)
  337. A giant born from magma, it attacks with a magma punch.
  338. A bow tie with horrible power, it attacks an opponent by controlling others.
  339. A living wonder of mystery.
  340. As long as this card remains face-up on the field, all monsters with an ATK equal to 1400 or less that are Normal Summoned or Special Summoned (excluding Flip Summon) are automatically destroyed.
  341. When this card is sent to the Graveyard as a result of battle, you can add 1 "Harpie Lady" from your Deck to your hand.
  342. When this card is sent to the Graveyard as a result of battle, toss a coin and call it. If you call it right, destroy 1 monster on your opponent's side of the field.
  343. If there are no face-up Insect-Type monsters (except this monster) on your side of the field, both the ATK and DEF of this monster become 1000 points.
  344. As long as this card remains face-up on the field, the field is treated as "Umi" (however there is no increasing or decreasing of ATK/DEF due to "Umi"'s effect). If there is an active Field Spell Card on the field, this effect is not applied.
  345. FLIP: Take control of 1 monster on your opponent's side of the field until the end of the turn that this card's effect is activated. When the controlled monster attacks, it may attack your opponent's Life Points directly.
  346. If this monster destroys a monster on your opponent's side of the field in battle, your opponent skips his/her next Main Phase 1.
  347. This card may attack your opponent's Life Points directly. Each time this card inflicts battle damage to your opponent's Life Points, increase the ATK of this card by 1000 points during your next Standby Phase. The ATK increase lasts as long as this card remains face-up on the field.
  348. This monster may attack your opponent's Life Points directly.
  349. If you Tribute Summon this monster by offering 3 monsters on the field as a Tribute, destroy all Spell and Trap Cards on your opponent's side of the field.
  350. As long as this card remains face-up on the field, monsters with an ATK equal to 1900 or more cannot attack.
  351. A treasure box containing a monster that attacks any unwary bandit.
  352. With her sword and shield, Kanan dances like a butterfly and stings like a bee.
  353. A member of a race of sea serpents that freely travels through the sea.
  354. It may look like a harmless stuffed animal, but its zipper mouth deals a deadly bite.
  355. Made of mysterious metal, this monster is a doomsday machine from the edge of the universe.
  356. This monster is summoned with the Ritual Magic Card, "War-Lion Ritual". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the Field or your Hand.
  357. This monster has three fire-breathing heads and can form a sea of blazing flames.
  358. A mystical dragon that burns away the unworthy with its mystic flames.
  359. A pair of friendly skeletons, lean and fat, that travel with extreme difficulty.
  360. This monster is summoned with the Ritual Magic Card, "Zera Ritual". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the Field or your Hand.
  361. A very rare penguin that takes to the air with ears shaped like wings.
  362. A Millennium item, it's rumored to block any strong attack.
  363. This flying monster is known for delivering happiness to all.
  364. This monster can only be Ritual Summoned with the Ritual Spell Card, "Black Luster Ritual". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand.
  365. This monster is summoned with the Ritual Magic Card, "Beastly Mirror Ritual". You must also offer monsters whose total Level Stars equal 6 or more as a Tribute from the Field or your Hand.
  366. These walls form a labyrinth with no exit for enemies.
  367. When you attack with this card, toss a coin and call it. If you call it right, attack normally. If you call it wrong, reduce your Life Points by half before attacking.
  368. Increase the ATK of this monster by 100 points for each monster in your own Graveyard.
  369. You cannot Normal Summon this monster. This card can only be Special Summoned by offering "Labyrinth Wall" equipped with "Magical Labyrinth" as a Tribute. No other Tribute Monsters are necessary.
  370. "Giga-Tech Wolf" + "Cannon Soldier".
  371. Reduce the ATK of an opponent's monster attacking this card to 0. This effect can be used only once. The card's owner chooses when to activate this effect.
  372. Reduce the ATK of an opponent's monster attacking this card to 0. This effect can be used only once. The card's owner chooses when to activate this effect.
  373. Reduce the ATK of an opponent's monster attacking this card to 0. This effect can be used only once. The card's owner chooses when to activate this effect.
  374. This card can only be Special Summoned by offering "Sanga of the Thunder", "Kazejin" and "Suijin" on your side of the field as a Tribute.
  375. Hidden under the floors of a labyrinth, this monster swallows any who pass above.
  376. The Monster Tamer exercises full control over monsters and uses them to attack.
  377. A gargoyle enhanced by the powers of darkness. Very sharp talons make it a worthy opponent.
  378. A monster formed by the vengeful souls of those who passed away in battle.
  379. A genie of the lamp that's at the beck and call of its master.
  380. "Blue-Eyes White Dragon" + "Blue-Eyes White Dragon" + "Blue-Eyes White Dragon".
  381. An alligator monster straight from the cartoons.
  382. With an axe in each hand, this monster delivers heavy damage.
  383. A dragon from the cartoons that's more dangerous than it appears to be.
  384. A cartoon rabbit that leaps quickly all over the place, making it a difficult target.
  385. "Crass Clown" + "Dream Clown".
  386. Increases the ATK and DEF of this card by 300 points for each face-up "Harpie Lady" on the field.
  387. This card can attack the opponent directly.
  388. The blades on this giant pendulum can slice an enemy right down the middle! A frightful device indeed.
  389. "Guardian of the Labyrinth" + "Protector of the Throne".
  390. A mechanical spider with rocket launchers capable of random fire.
  391. A monster whose full potential can be achieved when outfitted with "Metalmorph".
  392. This monster can only be Special Summoned from your Deck to your side of the field by offering "Zoa" equipped with "Metalmorph" as a Tribute.
  393. Monsters attacked by this card will be destroyed at the End Phase of the fifth turn after the attack.
  394. A non Machine-Type Monster attacking "Steel Scorpion" will be destroyed at the End Phase of your opponent's 2nd turn after the attack.
  395. An elf that dances across the sky with wings of razor-sharp blades.
  396. Frightening in appearance, this creature uses its large eyes and ears to keep track of any movement.
  397. This card can attack the opponent directly.
  398. This card can attack the opponent directly.
  399. Alpha, Beta, and Gamma meld as one to form a powerful monster.
  400. A reptilian monster that sprays fire in every direction.
  401. A bull fiend restored by the dark arts, this monster appears out of a jar.
  402. At the cost of 1000 LP, you can return "Polymerization" from the Graveyard to your Hand.
  403. Huge monster with a lion's mane similar to the King of Beasts.
  404. A monster with the body of both a horse and a fish. Darts through the seas like an arrow through the air.
  405. This doom machine rampages while flailing a curved sword.
  406. If you Tribute Summon a LIGHT monster, you can treat this 1 monster as 2 Tribute Monsters for the Tribute Summon.
  407. This card receives an extra 100 ATK for each Machine monster face-up on the Field.
  408. This monster wields an axe that is strong enough to shatter the earth.
  409. "Steel Ogre Grotto #1" + "Lesser Dragon".
  410. Any Dark monster attacked by the Mechanical Spider is destroyed (damage calculation is applied normally).
  411. A mechanical bat that drops explosives from its wings.
  412. Pay 1000 LP to destroy all your opponent's monsters. Can return from the Graveyard in Battle Mode.
  413. Guardian of Machine King, it crushes the opposition by rolling over them.
  414. The giant shovels on both its arms can level anything that stands in its way.
  415. A hunter that relentlessly pursues its target by order of the Machine King.
  416. This monster has several components that can be launched separately for use in attacks.
  417. Offer this card as a Tribute during your Standby Phase if face-up to destroy 2 face-up monsters with an ATK of 1000 or less.
  418. This mystical steel beast appeared here from a hole that leads to another dimension.
  419. A flying mantis that feeds primarily on insects.
  420. At the cost of 5000 of your own Life Points, you can Special Summon 1 Fusion Monster from your Fusion Deck in face-up Attack Position.
  421. A strike force equipped with rocket launchers and bazookas.
  422. This card can attack the opponent directly.
  423. An armadillo monster that rolls up to form a dice-like shape.
  424. A flying dragon with four wings housing some very dangerous blades.
  425. Discard this card from your hand to the Graveyard to add up to 2 "Thunder Dragon" cards from your Deck to your hand. Your Deck is then shuffled. This effect is activated only during a Main Phase.
  426. A dragon formed entirely of stone. Delivers a powerful boulder attack.
  427. "Winged Dragon, Guardian of the Fortress #1" + "Fairy Dragon".
  428. FLIP: Select 1 Spell Card from your Graveyard and return it to your hand.
  429. Toss a coin and call Heads or Tails. Call it right and this card's ATK will be doubled during this turn. Call it wrong and it will be halved during this turn.
  430. A high-performance jet fighter with power capsules for variable attack capabilities.
  431. This fierce mermaid attacks with the thorns growing from her body.
  432. This fairy drifts about the seas and can summon a water dragon.
  433. This elf is rumored to have lived for thousands of years. He leads an army of spirits against his enemies.
  434. With eyes like a hawk and a flying speed exceeding Mach 5, this monster is a master of the sky.
  435. An unusual fairy who prefers good old-fashioned weapons over magic.
  436. This white dolphin has horns on its head. It stirs up powerful waves as an attack.
  437. "Bottom Dweller" + "Tongyo".
  438. A metal fish with a razor-sharp caudal fin.
  439. A masked monster that wields the most deadly of curses.
  440. A rare rainbow fish that has never been caught by mortal man.
  441. Fires a plasma beam from the cannon attached to its back.
  442. "Fairy Dragon" + "Amazon of the Seas" + "Zone Eater".
  443. The Sea King has a hard shell and attacks by spraying bubbles from his mouth.
  444. A strange, one-eyed monster that can fell an enemy with a single stab of its spear.
  445. This dinosaur boasts a terrifying ATK and never lets its prey escape.
  446. This monster hypnotizes opponents with the crystal ball on its tail and drags them to a watery doom.
  447. A sea-dwelling snake that attacks passing enemies with its sharp teeth.
  448. Using the spikes sprouting from its body, this creature stabs its opponents and floods them with electricity.
  449. This huge turtle boasts over 30,000 years of experience and has a high DEF to boot.
  450. After his friends were destroyed, this water sprite sold his soul to to gain revenge.
  451. This crab monster uses large pincers to slice and dice enemies.
  452. A lethal crawfish with extremely dangerous claws.
  453. This golem has steadfastly guarded his treasure for over 1,000 years.
  454. A golem with a massive right hand for crushing its victims.
  455. Shouldering a pair of blasters, this monster charges the enemy while firing its weapons.
  456. A rock warrior who wields a heavy blade carved from stone.
  457. This monster can only be Ritual Summoned with the Ritual Spell Card, "Curse of the Masked Beast". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand.
  458. "Ocubeam" + "Mega Thunderball".
  459. This creature attacks with electromagnetic waves.
  460. After rendering an opponent immobile by encasing them in a sticky goo, this monster closes in for an electric attack.
  461. Its arms forming an electric whip, this monster paralyzes enemies with an electric shock and then strangles them to their doom.
  462. FLIP: You gain 3000 Life Points. After this card is flipped, you lose 5000 Life Points when it is sent from the field to the Graveyard.
  463. When this card is sent directly from your hand to the Graveyard by your opponent's card effect, you can draw 2 cards from your Deck.
  464. This flying creature targets its prey from high above and never lets it go.
  465. "Blue-Winged Crown" + "Niwatori".
  466. This monster swoops down and attacks with a rain of knives stored in its wings.
  467. "Faith Bird" + "Skull Red Bird".
  468. This monster attacks enemies using its huge beak.
  469. FLIP: Destroys 1 Spell Card on the field. If this card's target is face-down, flip it face-up. If the card is a Spell Card, it is destroyed. If not, it is returned to its face-down position. The flipped card is not activated.
  470. This creature casts a spell of terror and confusion just before attacking its enemies.
  471. "Lord of the Lamp" + "Invader from Another Dimension".
  472. This gentlemanly creature is extremely wicked, feared by man and fiend alike.
  473. "Rhaimundos of the Red Sword" + "Fireyarou".
  474. A merciless monster that tears opponents to shreds with razor-like claws.
  475. During your Standby Phase, if a "Sinister Serpent" exists in your Graveyard, you can return the "Sinister Serpent" to your hand.
  476. A spider that binds its enemies with a sticky web and crushes them with its sharp claws.
  477. A stag beetle with saw-like head and arms.
  478. The ATK of this card increases by 1000 points whenever it attacks a WIND monster.
  479. When this card has been sent to the Graveyard, it is returned to the top of the Deck.
  480. A very vicious stag beetle that goes for the head.
  481. A wily rat armed with a dangerous left claw.
  482. "Trakadon" + "Flame Viper".
  483. A wicked beast that resembles a winged lion.
  484. When this card is face-up on the field and control shifts to your opponent, inflict 2000 points of Direct Damage to your opponent's Life Points. This effect can only be used once as long as this card remains face-up on the field.
  485. Crushes enemies by steamrolling them with a ball of waste several times its own size.
  486. A book-like wizard with a wealth of magic written inside.
  487. "Silver Fang" + "Darkworld Thorns".
  488. This card can attack the opponent directly.
  489. This wicked flower attacks enemies with pollen projectiles.
  490. FLIP: Pay 2000 LP in order to deal 1000 LP damage to your opponent.
  491. A large peacock that launches its feathers in a lethal attack.
  492. As long as this card remains face-up on the field, increase the ATK of all LIGHT monsters by 500 points and decrease the ATK of all DARK monsters by 400 points.
  493. In addition to the effects of Equip Cards, the ATK of this monster is increased by 500 points for each card equipped to this monster.
  494. If you see a large rainbow in the sky, look out for this rare mermaid.
  495. "Witch of the Black Forest" + "Lady of Faith".
  496. A brutal rabbit that tears the opposition apart with its sharp claws.
  497. When this card is changed from Attack Position to Defense Position, you can place any number of cards from your hand at the bottom of your Deck in any order you desire.
  498. A strange fiend with long arms and razor-sharp talons.
  499. This monster wanders the seas, sucking dry any creatures it may encounter.
  500. When this card is Summoned (excluding Special Summon), destroy 1 face-up Dragon-Type monster on the field.
  501. FLIP: Destroys 1 monster on the field (regardless of position).
  502. Can damage opponents directly with its ATK.
  503. This raccoon wears a turtle shell. He tricks opponents and then attacks them.
  504. This monster moves while swinging its burning rope.
  505. This crystalline monster filters light to create a lethal laser.
  506. At the cost of 3000 Life Points, you can discard 1 monster from your Fusion Deck and send it to the Graveyard.
  507. A flying fish that charges with its pointed head.
  508. "Blast Juggler" + "Two-Headed King Rex".
  509. "Two-Headed King Rex" + "Crawling Dragon #2".
  510. This flower laughs so much that you'll be laughing too... until you've completely lost it.
  511. A plant-warrior that attacks with seeds and sword.
  512. Offer 1 monster on your side of the field as a Tribute to inflict 500 points of Direct Damage to your opponent's Life Points. Monsters used for a Tribute Summon or that are offered as Tributes due to other cards' effects are excluded.
  513. A robot guard built to protect throne rooms, it is armed with homing missiles.
  514. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. This card can attack all monsters on your opponent's side of the field. You cannot attack your opponent directly if you attack any monsters first.
  515. A stone monument from Easter Island that launches laser blasts from its rock-hewn lips.
  516. Increase the ATK and DEF of this card by 300 points for every card in your hand.
  517. This card cannot attack a player directly. Each time this card destroys a monster in battle, decrease the ATK of this card by 200 points.
  518. A stone turtle that is nearly indestructible.
  519. A squid that thrives on fire and heat.
  520. An unusual turtle that not only swims at tremendous speeds, but can also sail across the skies.
  521. "Takuhee" + "Temple of Skulls".
  522. This large rare bird dive-bombs its enemies.
  523. When this card inflicts damage to your opponent, your opponent must draw 2 cards from his/her Deck.
  524. As long as this card remains face-up on the field, increase the ATK of all WATER monsters by 500 points and decrease the ATK of all FIRE monsters by 400 points.
  525. Those who hear the enchanting sound of its flute collapse from exhaustion.
  526. A vengeful creature formed by the spirits of fallen warriors, it drags any who dare approach it into the deepest bowels of the earth.
  527. As long as this card remains face-up on the field, increase the ATK of all EARTH monsters by 500 points and decrease the ATK of all WIND monsters by 400 points.
  528. This surprisingly speedy critter rolls up and slams into enemies.
  529. Known to many as the "Burning Executioner", this monster is capable of burning enemies to cinders.
  530. When this monster attacks a face-down Defense Position monster, destroy the face-down monster immediately with this card's effect without flipping it face-up or damage calculation.
  531. "Giant Soldier of Stone" + "Ancient Elf".
  532. Elf twins that alternate their attacks.
  533. "Kuwagata α" + "Hercules Beetle".
  534. When this card is sent directly from your hand to the Graveyard by your opponent's card effect, inflict 1000 points of Direct Damage to your opponent's Life Points.
  535. When this card receives an attack from an opponent in face-down Defense Position, you may deflect that attack to one of the opponent's monsters. When this card is on the Field, you may Special Summon "La Jinn the Mystical Genie of the Lamp".
  536. By changing the color of its body, Mechaleon can hide itself in any environment.
  537. Rolls along the ground releasing bolts of electricity to attack its enemies.
  538. Swallows enemies whole and uses their essence as energy.
  539. When this card is destroyed in battle and placed in the Graveyard, you may pay 1500 LP and choose one monster card from your opponent's Hand. Add that card to your Hand and use it for the remainder of the duel (When sent to the Graveyard, it returns to its original owner's Graveyard).
  540. FLIP: You can draw 1 card from your deck.
  541. FLIP: Select 1 Monster Card on the field (regardless of position) and return it to its owner's hand.
  542. A missile-launching fish protected by deadly spikes.
  543. If there is a non-LIGHT monster on your side of the field, this face-up card is immediately destroyed.
  544. A monstrous creature whose body is lined with cannons that never miss their targets.
  545. "The Snake Hair" + "Blackland Fire Dragon".
  546. A fish with arms, legs, and some very sharp teeth.
  547. When this card is face-up on the field and control shifts to your opponent, you gain 3000 Life Points. This effect can only be used once as long as this card remains face-up on the field.
  548. A mouse that has returned as a zombie to seek revenge on cats.
  549. A slime with the head of a frog, it attacks by croaking terribly.
  550. This large-tusked mammoth has excellent defense, thanks to his tough hide.
  551. This card requires a cost of 1000 of your own Life Points to attack.
  552. This monster's wings are capable of generating tornadoes.
  553. A player controlling this monster loses 300 Life Points during each of his/her Standby Phases when this card is face-up on the field. Control of this card is shifted to your opponent by paying 500 Life Points at your own End Phase.
  554. Increase the ATK of this card by 500 points for each face-up "Swamp Battleguard" on your side of the field.
  555. Taunts enemies with his deft manuevering and delivers a rapid attack when he senses an opening.
  556. This card's effect can be activated only during the Damage Step of either player's turn. Pay 2000 Life Points to increase the ATK of this monster by 3000 points only during the Damage Step.
  557. An expert in many forms of sword-fighting, this knight fights for justice and protects the weak.
  558. This apprentice does the bidding of his master sorcerer. Rather weak.
  559. A strange warrior from another dimension.
  560. An extraterrestrial monster that came from a distant galaxy.
  561. A minor dragon incapable of breathing fire.
  562. FLIP: Discard 5 cards from the top of your opponent's Deck to his/her Graveyard.
  563. After successfully summoning King's Knight with Queen's Knight on your Field, you may Special Summon one Jack's Knight from your Deck.
  564. "The Snake Hair" + "Dragon Zombie".
  565. This steel-armored terror machine ruthlessly cuts down enemies with its giant katana.
  566. An extremely long snake that dwells in the mythical world.
  567. A thorny plant found in the darklands that wraps itself around any unwary traveler.
  568. If you have 1 or no cards in your Hand, add a 400 point bonus to this card's attacks from the Field. If this is the only monster on your Field, when this card destroys a reverse effect monster in battle, then that monster's effect is nullified.
  569. If this card is face-up on your Field and is destroyed by the effect of an opponent's card and sent to the Graveyard, it will be Special Summoned to your Field on your next Standby Phase.
  570. This leopard-skinned dinosaur can bolt across barren fields like no other.
  571. A jet-black dragon found in the deepest jungles, this monster devours trees.
  572. "Queen's Double" + "Hibikime".
  573. A baby tyrannosaurus with a vicious little temper.
  574. When this card is sent from the field to the Graveyard, move 1 monster with a DEF of 1500 or less from your Deck to your hand. Your Deck is then shuffled.
  575. Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "X-Head Cannon" as an Equip Spell Card, or change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 400 points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.)
  576. This rare deep-blue scorpion lives not on the desert but the tundra.
  577. A clever long-nosed goblin, he is a force to be reckoned with.
  578. This card cannot be Normal Summoned. This card can only be Special Summoned as an effect of "Recognition of Knighthood". When this card is successfully Special Summoned, destroy one card of your choice on the Field.
  579. A rarely seen flower that blossoms quietly on the edge of darkness.
  580. During your Standby Phase, you can look at 1 face-down card that's been Set by your opponent as long as this card remains face-up on the field.
  581. This bird is known far and wide as a harbinger of doom.
  582. A popular creature in mythology that delivers fatal attacks with a sharp spear.
  583. FLIP: Inflict 500 points of Direct Damage to your opponent's Life Points.
  584. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. If this card is Normal Summoned, Flip Summoned or flipped face-up, destroy all face-up monsters except this monster on the field.
  585. You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is flipped face-up, increase the ATK and DEF of this card by 300 points until the end of the turn that this card is flipped face-up.
  586. You can flip this card into face-down Defense Position once per turn during your Main Phase. After you use this effect, shuffle all face-down Defense Position monsters on your side of the field and return them in face-down Defense Position to your side of the field.
  587. When this monster destroys the following number of monsters in battle, the following effects are activated in order:
    One: As long as this card remains face-up on the field, negate the activation and effects of all Spell and Trap Cards that specifically designate this card as a target and destroy them.
    Two: You can Special Summon 1 "Fushioh Richie" from your hand or your Deck by offering this card as a Tribute during your Main Phase.
  588. A living vase that bites enemies and blinds them with a blast of its flowers.
  589. When an enemy approaches, this plant extends its blue tentacles and attacks.
  590. Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "X-Head Cannon" or "Y-Dragon Head" as an Equip Spell Card, or change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 600 points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.)
  591. FLIP: Both you and your opponent discard all cards in your hands and draw 5 cards from your respective Decks.
  592. An artistic fairy. Her talent on the harp surpasses all others.
  593. "X-Head Cannon" + "Y-Dragon Head".
    This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard 1 card from your hand to destroy 1 face-up Spell Card or Trap Card on your opponent's side of the field.
  594. "Feral Imp" + "Snakeyashi".
  595. This monster can draw its enemies into a mirror world that renders them helpless.
  596. "X-Head Cannon" + "Z-Metal Tank".
    This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard 1 card from your hand to destroy 1 face-down Spell Card or Trap Card on your opponent's side of the field.
  597. "Y-Dragon Head" + "Z-Metal Tank".
    This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard 1 card from your hand to destroy 1 face-down Monster Card on your opponent's side of the field.
  598. As long as this card remains face-up on the field, increase the ATK of all FIRE monsters by 500 points and decrease the ATK of all WATER monsters by 400 points.
  599. This monster can make it rain buckets at will.
  600. This card can only be Special Summoned by the effect of "Contract with Exodia". This card is not destroyed as a result of battle at any time or by the effects of Spell or Trap Cards. During each of your Standby Phases, increase the ATK of this card by 500 points. This card is destroyed when you do not have all 5 of these cards in your Graveyard: "Exodia the Forbidden One", "Right Arm of the Forbidden One", "Left Arm of the Forbidden One", "Right Leg of the Forbidden One", "Left Leg of the Forbidden One".
  601. You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is Flip Summoned, destroy 1 monster on your opponent's side of the field.
  602. FLIP: You can return up to 2 Monster Cards from the field to the owner's hand.
  603. A beautiful and powerful dragon fairy.
  604. When this card has been sent to the Graveyard as a result of battle, this card's effect is activated. As long as this card exists in the Graveyard, your opponent discards 1 card randomly from his/her hand at the end of his/her Battle Phase. Neither player can Special Summon this card from the Graveyard.
  605. This monster must be Special Summoned on your opponent's side of the field by offering 2 monsters on your opponent's side of the field as a Tribute. This card inflicts 1000 points of Direct Damage to the Life Points of this card's controller during each of his/her Standby Phases. When you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn.
  606. When this card is sent to the Graveyard as a result of battle, select 1 monster on the field and destroy it.
  607. When this monster is Normal Summoned, Flip Summoned, or Special Summoned, select 1 face-up monster on the field and decrease its ATK by 800 points. This effect lasts until the selected card is destroyed or removed from the field.
  608. The peacemaker among monsters.
  609. You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is Flip Summoned, destroy 1 Spell or Trap Card on your opponent's side of the field.
  610. A non Zombie-Type monster attacking "Electric Lizard" cannot attack on its following turn.
  611. FLIP: Your opponent draws 3 cards. Both players check the cards and any Spell Cards among them must be immediately discarded to the Graveyard.
  612. Soothes the souls of others by chanting a mysterious spell.
  613. "Thunder Dragon" + "Thunder Dragon".
  614. This monster feeds on whatever it catches in its web.
  615. A bluish starfish with a solid hide capable of fending off attacks.
  616. During the turn that this card is sent to a Graveyard, the owner may draw and activate a Trap Card from the Hand.
  617. "Water Magician" + "Behegon".
  618. "Sonic Maid" + "Beautiful Headhuntress".
  619. When this card is Normal Summoned, Flip Summoned, or Special Summoned, return all Set cards on the field to their owner's respective hands.
  620. This monster is formed by several serpents that break off to attack lingering enemies individually.
  621. A warrior wizard adept in casting bone-chilling spells.
  622. Gathers up winds into a gale and then sends everything flying.
  623. On your third Standby Phase after successfully summoning this card, you may destroy one of your opponent's monsters. This card cannot be destroyed in battle until this effect has been carried out (damage calculation is applied normally).
  624. A very agile half-fish warrior known for its relentless attacks.
  625. This fairy fiercely protects a fountain from any who seek to muddy its waters.
  626. A mermaid who serves as herald of the Sea King and guards the sanctuary.
  627. Nekogal dodges attacks swiftly and then pounces with her sharp claws.
  628. As long as this card remains face-up on the field, increase the ATK of all DARK monsters by 500 points and decrease the ATK of all LIGHT monsters by 400 points.
  629. When this card is successfully Tribute Summoned, you may pay 2000 Life Points to Special Summon two Fiend monsters from your Graveyard. Monsters Special Summoned by this effect cannot attack that turn.
  630. All Battle Damage to this card's controller that he/she takes from a battle involving this monster becomes 0.
  631. A sorcerer blessed by lunar light with powers far beyond mortal comprehension.
  632. A behemoth shaped by giant boulders.
  633. The opponent takes all Battle Damage to this card's controller that he/she takes from a battle involving this monster.
  634. Each time this card inflicts Battle Damage to your opponent, declare 1 card type (Monster, Spell, or Trap). Your opponent selects 1 card of that type from his/her Deck and sends it to the Graveyard. Also, when this card is destroyed and sent to your Graveyard by your opponent's card effect, it is Special Summoned to the field during your next Standby Phase.
  635. This card can attack the opponent directly.
  636. "Dark Magician" + "Buster Blader".
    This monster can only be Special Summoned by Fusion Summon. As long as this card remains face-up on the field, you can negate the activation of 1 Spell Card and destroy the Spell Card by discarding 1 card from your hand. The ATK of this card increases by 500 points for each Dragon-Type monster on the field and in either player's Graveyard.
  637. A guardian of the woods, this massive tree is believed to be immortal.
  638. Queen of the Emerald Forest and wife of the Spirit King, she lives surrounded by vivid red leaves.
  639. "Ground Attacker Bugroth" + "Guardian of the Sea".
  640. The effect of a Spell or Trap Card cannot destroy this card unless the Spell or Trap Card specifically designates a target. This card is not destroyed as a result of battle when this card battles with a monster with an ATK of 1900 or less.
  641. You can flip this card into face-down Defense Position once per turn during your Main Phase. When the ATK of a monster on your opponent's side of the field that attacks this card in face-down Defense Position is lower than the DEF of this monster, the attacking monster is destroyed.
  642. You can substitute this card for any 1 Fusion-Material Monster. You cannot substitute for any other Fusion-Material Monsters in the current Fusion.
  643. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent's Life Points, draw cards from your Deck until you have 5 cards in your hand.
  644. This card can only be Ritual Summoned with the Ritual Spell Card, "Shinato's Ark". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand. When a Defense Position monster on your opponent's side of the field is destroyed and sent to the Graveyard by this card as a result of battle, inflict damage to your opponent's Life Points equal to the original ATK of the destroyed monster.
  645. "Dark Magician" + "Flame Swordsman".
    Any damage to the controller of this card from battle involving this monster becomes 0. When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon 1 "Mirage Knight" from your hand or Deck.
  646. This card can only be Special Summoned by the effect of "Dark Flare Knight". When this card battles another monster, during damage calculation increase the ATK of this card by the original ATK of the opponent's monster. During the End Phase after this card was involved in battle, remove this card from play.
  647. This card can only be Special Summoned by the effect of "A Deal with Dark Ruler". This card can attack all monsters on your opponent's side of the field once. You cannot attack your opponent directly if you attack any monsters first. Decrease the ATK of this card by 500 points during each of your End Phases.
  648. This machine was built for attacks that mow down opponents.
  649. While this card is on the Field, all fairies on your Field receive a power-up.
  650. Attacks from the skies with a whip-like tail.
  651. You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card targets a face-down Defense Position monster on your opponent's side of the field in battle, the ATK of this card becomes 2400 during that damage calculation only.
  652. You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is Flip Summoned, return all monsters on your opponent's side of the field to the owner's hand.
  653. When this card is sent to the Graveyard as a result of battle, you may select 1 Zombie-Type monster with a DEF of 2000 or less from your Deck and Special Summon it to the field in face-up Attack or Defense Position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled.
  654. FLIP: Both players roll a six-sided die once. The player with the lowest result takes Direct Damage equal to his/her opponent's result ox 500 Life Points. However, if a winner's result is 6, the loser takes 6000 points of Direct Damage. If the results are the same, both players roll again.
  655. When this card inflicts Battle Damage to your opponent's Life Points, your opponent selects 1 Spell Card from his/her Deck and sends it to the Graveyard. The Deck is then shuffled.
  656. When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1 of the following effects:
    ●Select 1 card from your opponent's hand randomly and discard it to the Graveyard.
    ●Send 2 cards from the top of your opponent's Deck to the Graveyard.
  657. You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is Flip Summoned, you draw 1 card from your Deck.
  658. You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is flipped face-up, look at all Set Spell and Trap Cards on your opponent's side of the field and then return them to their original position.
  659. This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Butterfly Dagger - Elma" on your side of the field. When this card is Summoned successfully, you can select 1 appropriate Equip Spell Card in your Graveyard and equip it to this card.
  660. This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Shooting Star Bow - Ceal" on your side of the field. Send an Equip Spell Card on your side of the field equipped to this card to the Graveyard to destroy 1 monster on your opponent's side of the field.
  661. This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Gravity Axe - Grarl" on your side of the field. If this is the only card in your hand, you can Special Summon it without offering Tribute.
  662. This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Wicked-Breaking Flamberge - Baou" on your side of the field. Each time 1 of your opponent's monsters is destroyed and sent to the Graveyard in battle by this monster, increase the ATK of this card by 1000 points. Also negate the effect of an Effect Monster that is destroyed by this monster in battle.
  663. This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Rod of Silence - Kay'est" on your side of the field. This card is unaffected by any Spell Cards and cannot be attacked by your opponent's monsters.
  664. This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Twin Swords of Flashing Light - Tryce" on your side of the field. When this card is destroyed and sent to the Graveyard, Special Summon the monster that was offered as a Tribute for this card.
  665. Each time this card destroys an enemy monster in battle and sends it to the Graveyard, 500 points of damage are inflicted on your opponent. Also, each time either player uses Normal Magic or Quick-Play Magic, the ATK of this card becomes 2000 until the end of that turn (this effect is effective even on your opponent's turn).
  666. This card cannot be Special Summoned unless Toon World is on your Field. If Toon World is destroyed, this card is also destroyed. If your opponent controls no Toons then this card can directly attack your opponent; if your opponent controls one or more Toons then choose a Toon to attack. Also, this card receives 300 extra ATK for each "Dark Magician" and/or "Magician of Black Chaos" in your Graveyard and your opponent's Graveyard.
  667. When this card is successfully Tribute Summoned with 3 Tributes offered, all monsters in your opponent's Field are destroyed.
  668. This card is not destroyed as a result of battle when this card battles with a monster with the same ATK. When this card is destroyed and sent to the Graveyard, return 1 monster on the field to its owner's hand.
  669. The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. As long as this card remains face-up on the field, your opponent cannot attack another face-up Archfiend Monster Card.
  670. The controller of this card pays 900 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. The Battle Damage this card inflicts to your opponent's Life Points is halved.
  671. This card is destroyed unless you have "King's Temple" on your Field. Each time this card destroys a monster in battle, that monster is removed from play, and this card receives a 500 point ATK bonus.
  672. The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When an Archfiend Monster Card on your side of the field is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 1, 3, or 6, negate the effect and destroy the opponent's card.
  673. This card is the same as "Harpie Lady" for rules purposes.
  674. This massive eel generates huge charges of electricity and unleashes them as thunderbolts.
  675. You may activate this during the Battle Phase of your turn. If you attack a monster in Defense Position with the ATK of this card reduced by 400, and this card's ATK is higher than the defending card's DEF, the difference is inflicted on the opponent as LP damage.
  676. During each Standby Phase on your turn, this card's ATK is raised by 700 points.
  677. A rust-free machine warrior born to battle.
  678. This monster has four different masks for four different attacks.
  679. If this monster is Summoned by a Normal Summon, it is destroyed. The ATK of this card is decreased by 200 points for each monster on your opponent's side of the field.
  680. This card cannot be Special Summoned unless two monsters are offered as Tributes, and at least one of those monsters is "Grand Tiki Elder" or "Melchid the Four-Face Beast". When this card goes from the Field to a Graveyard, find one "Mask of Will and Testimony" from your Deck, equip it to a monster on your Field, and shuffle your Deck.
  681. The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When a "Genocideking Archfiend" on your side of the field is destroyed and sent to the Graveyard, you can send this card from your hand to the Graveyard to Special Summon the "Genocideking Archfiend".
  682. The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent's card. As long as this card remains on the field, during each Standby Phase increase the ATK of 1 Archfiend monster by 1000 points.
  683. You cannot Normal Summon or Flip Summon this card unless you have an Archfiend Monster Card on your side of the field. The controller of this card pays 800 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent's card. Also negate the effect of an Effect Monster that is destroyed by this monster in battle.
  684. The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 1, 3, or 6, negate the effect and destroy the opponent's card.
  685. Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, or change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster will not be affected by the effects of Spell Cards controlled by your opponent. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.)
  686. This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. When this card is Normal Summoned, Flip Summoned, or flipped face-up, flip 1 face-up monster on the field into face-down Defense Position.
  687. The ATK of this card increases by 200 points for every Fairy-Type monster in your Graveyard.
  688. Any monster that attacks this card is returned to its owner's hand. Damage calculation is applied normally.
  689. The controller of this card increases his/her Life Points by 2000 points when this monster is offered as a Tribute for a successful Tribute Summon or Set.
  690. When this card is destroyed and sent to the Graveyard as a result of battle, roll a six-sided die. You can Special Summon 1 Fairy-Type monster from your Graveyard whose Level Stars are equal to the number rolled. If the result is 6, you can Special Summon a Level 6 or higher monster.
  691. This card can only be Ritual Summoned with the Ritual Spell Card, "Incandescent Ordeal". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand. Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card. Remove 3 Spell Counters from this card to destroy all monsters on the field except this card.
  692. This card can only be Ritual Summoned with the Ritual Spell Card, "Contract with the Dark Master". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand. During your turn you can roll 1 six-sided die. If the result is 1 or 2, destroy all monsters on your opponent's side of the field. If the result is 3, 4, or 5, destroy 1 monster on your opponent's side of the field. If the result is 6, destroy all monsters on your side of the field.
  693. When the ATK of a monster that attacks this monster is lower than the DEF of this monster, destroy the attacking monster. Damage calculation is applied normally.
  694. When this card is Flip Summoned successfully, you can equip 1 Equip Spell Card in your Graveyard to this card.
  695. Remove 2 LIGHT monsters in your Graveyard from play to destroy 1 face-up monster on the field with higher ATK than this card. You can only use this effect once per turn.
  696. This card can only be Special Summoned from your hand or your Deck by offering 1 "Dark Magician" on your side of the field as a Tribute when you succeed in the effect of "Time Wizard". At that time, select 1 Spell Card from your Deck, add it to your hand, and then shuffle your Deck.
  697. This card can only be Special Summoned with a Fusion Summon. This card is Fusion Summoned with 5 Dragon monsters. This card does not take battle damage from Earth, Water, Fire, Wind, or Dark monsters.
  698. "Black Luster Soldier" + "Blue-Eyes Ultimate Dragon".
    This monster can only be Special Summoned with a Fusion Summon. For each Dragon monster on your Field, not including this one, this card receives a 500 point ATK bonus.
  699. This card can only be Special Summoned by removing 1 WIND monster in your Graveyard from play. When this card is destroyed and sent to the Graveyard as a result of battle, your opponent discards 1 card randomly from his/her hand.
  700. This card can only be Special Summoned by removing 1 LIGHT and 1 DARK monster in your Graveyard from play. Pay 1000 of your Life Points to send all cards in both players' hands and on the field to the Graveyard. Inflict 300 points of damage to your opponent's Life Points for each card that is sent to the Graveyard by this effect.
  701. This monster can only be Ritual Summoned with the Ritual Spell Card, "Commencement Dance". You must also offer monsters whose total Level Stars equal 6 or more as a Tribute from the field or your hand.
  702. This monster can only be Ritual Summoned with the Ritual Spell Card, "Hamburger Recipe". You must also offer monsters whose total Level Stars equal 6 or more as a Tribute from the field or your hand.
  703. This caveman uses brute force to get what he wants. The owner of the Millennium Items.
  704. This monster can only be Ritual Summoned with the Ritual Spell Card, "Novox's Prayer". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand.
  705. An unworthy dragon with three sharp horns sprouting from its head.
  706. A dragon created from the soul of a wicked knight.
  707. "Tainted Wisdom" + "Ancient Brain".
  708. Queen of the galaxies and mistress of the stars.
  709. This monster is summoned with the ritual magic card "Chakra's Revival." You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the Field or your Hand.
  710. This monster can only be Ritual Summoned with the Ritual Spell Card, "Turtle Oath". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand.
  711. A dragon warrior of the moon armed with a crescent sword.
  712. The Meteor Dragon fell to earth from the far reaches of space.
  713. "Red-Eyes B. Dragon" + "Meteor Dragon".
  714. A celestial stallion that soars through the skies on crimson wings.
  715. A species of huge Des Koala. He's meek, but people are afraid of him because he's very powerful.
  716. This monster is summoned with the Ritual Magic Card "Garma Sword Oath." You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the Field or your Hand.
  717. This monster is summoned with the Ritual Magic Card "Javelin Beetle Pact." You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the Field or your Hand.
  718. This monster is summoned with the Ritual Magic Card "Fortress Whale's Oath." You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the Field or your Hand.
  719. This monster can only be Ritual Summoned with the Ritual Spell Card, "Revival of Dokurorider". You must also offer monsters whose total Level Stars equal 6 or more as a Tribute from the field or your hand.
  720. If you draw this card outside of the Draw Phase, you can Special Summon it to your Field in Defense Position.
  721. This monster is summoned with the Ritual Magic Card "Dark Magic Ritual". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the Field or your Hand.
  722. Equip Cards equipped to this card may be moved to another target during your Main Phase. If this card is attacked, discard one card from your Hand.
  723. The machine's ability is said to vary according to its slot results.
  724. This card can be Summoned, Flip Summoned, and Special Summoned only when you have "Divine Goddess Sword, Aetos" on your Field. If this card is destroyed in battle with a monster, Special Summon a "Guardian Deathsize" card from your Deck in face-up ATK position.
  725. A mermaid archer that hides in a protective shell, waiting for the right moment to strike.
  726. A vicious little dragon sheltered in an egg that looks deceptively harmless.
  727. This card cannot be summoned unless "Toon World" is on the field. This card cannot attack in the same turn that it is summoned. Pay 500 Life Points each time this monster attacks. When "Toon World" is destroyed, this card is also destroyed. If your opponent doesn't control a Toon monster on the field, this card may inflict Direct Damage to your opponent's Life Points. If a Toon monster is on your opponent's side of the field, your attacks must target the Toon monster.
  728. This card cannot be summoned unless "Toon World" is on the field. This card cannot attack in the same turn that it is summoned. Pay 500 Life Points each time this monster attacks. When "Toon World" is destroyed, this card is also destroyed. If your opponent doesn't control a Toon monster on the field, this card may inflict Direct Damage to your opponent's Life Points. If a Toon monster is on your opponent's side of the field, your attacks must target the Toon monster.
  729. This card cannot be summoned unless "Toon World" is on the field. This card cannot attack in the same turn that it is summoned. Pay 500 Life Points each time this monster attacks. When "Toon World" is destroyed, this card is also destroyed. If your opponent doesn't control a Toon monster on the field, this card may inflict Direct Damage to your opponent's Life Points. If a Toon monster is on your opponent's side of the field, your attacks must target the Toon monster.
  730. FLIP: As long as this card remains on the Field, 1 designated monster cannot attack.
  731. This monster can take on the ATK and DEF of 1 opponent's monster on the field (a face-down monster results in an ATK and DEF of 0). Treat the selected monster as an Equip Spell Card and use it to equip "Relinquished". You may use this effect only once per turn and can equip "Relinquished" with only 1 monster at a time. When your opponent's monster attacks this monster with an ATK higher than "Relinquished", the equipped monster is destroyed instead of "Relinquished". Any Life Point damage you receive from the attacking monster when "Relinquished" is equipped is also inflicted on your opponent.
  732. FLIP: After this card is flipped, offer it as a Tribute during your Standby Phase to destroy all monsters on your side of the field and inflict Direct Damage equal to half of the total ATK of the destroyed cards (excluding this monster) to your opponent's Life Points.
  733. A wicked entity that controls the hearts of men, its thousand eyes are able to see and expand the negative influences in an individual's soul.
  734. "Relinquished" + "Thousand-Eyes Idol".
    As long as this card remains face-up on the field, other monsters cannot change their positions or attack. This monster can take on the ATK and DEF of 1 opponent's monster on the field (a face-down monster results in an ATK and DEF of 0). Treat the selected monster as an Equip Spell Card and use it to equip "Thousand-Eyes Restrict". You may use this effect only once per turn and can equip "Thousand-Eyes Restrict" with only 1 monster at a time. When "Thousand-Eyes Restrict" is destroyed in battle, the equipped monster is destroyed instead of "Thousand-Eyes Restrict". You may use this effect only once per turn and can equip "Thousand-Eyes Restrict" with only 1 monster at a time.
  735. A mechanized iron doll with tremendous strength.
  736. If an enemy monster attacks this card in the face-down Defense Position, this card is Equipped onto the attacking monster (no damage calculation). On your opponent's next Standby Phase, destroy this card and the monster that Equipped it. When this happens, inflict LP damage on your opponent equal to the ATK of the monster that Equipped this card.
  737. A dragon created from a massive diamond that sparkles with blinding light.
  738. Alpha, Beta, and Gamma meld as one to form a powerful monster.
  739. If this card successfully makes a direct attack on your opponent, Special Summon 1 Level 4 or less Insect monster form your Deck at the end of the Battle Phase.
  740. When this monster is summoned (excluding Special Summon), select 1 of your opponent's monsters. As long as this card remains face-up on the field, the selected monster cannot attack.
  741. As long as this card remains face-up on the field, all Dragon-Type monsters cannot be targeted by Spell Cards, Trap Cards, or effects of monsters that designate a target.
  742. This card can only be Special Summoned from the Deck to the field by offering "Red-Eyes B. Dragon" equipped with "Metalmorph" as a Tribute. Your Deck is then shuffled.
  743. Toss a coin 3 times. If 2 out of 3 results are Heads, destroy 1 monster on your opponent's side of the field. This card's effect can only be used during your own turn, once per turn.
  744. When this card is Summoned successfully, place 1 Magic Counter on it (maximum of 1). Remove the Magic Counter to destroy one Trap Card in the Field in ATK position.
  745. Panther Warrior cannot attack unless you offer 1 monster as a Tribute from your Field.
  746. A three-headed nocturnal monster that is absolutely ruthless when fighting.
  747. This monster moves so fast that it looks like an illusion to mortal eyes.
  748. It is said that in ancient times, tens of thousands of victims were offered up as tributes before this stone statue.
  749. When this card is summoned (excluding Flip Summon), you can add 1 "Gazelle the King of Mythical Beasts" from your Deck to your Hand.
  750. "Gazelle the King of Mythical Beasts" + "Berfomet".
    If this card is destroyed, you may Special Summon 1 of either "Berfomet" or "Gazelle the King of Mythical Beasts" from your Graveyard and place it on your Field (face-up Attack Position or face-down Defense Position only).
  751. This stone monster is built like a fort but is still mobile. It is made of mystical rock.
  752. As long as this card remains face-up on the field, all Trap Cards cannot be activated. The effects of all face-up Trap Cards are also negated.
  753. An amateur with a sword, this fairy warrior relies on its mysterious powers.
  754. When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, select and activate 1 of the following effects:
    ●Select 1 equipped Equip Spell Card and destroy it.
    ●Select 1 equipped Equip Spell Card and equip it to this card.
  755. If your opponent has 2 or more monsters than you have on the field, you can Special Summon this card from your hand.
  756. When this face-up Attack Position card is attacked by a monster on your opponent's side of the field, before damage calculation is resolved in the Damage Step, this card inflicts damage to your opponent's Life Points equal to the ATK of the attacking monster. Then, after damage calculation is resolved, this card is destroyed.
  757. Alpha, Beta, and Gamma meld as one to form a powerful monster.
  758. When this card is face-down and targeted by a Magic whose effect targets only 1 monster, that Magic Card is negated and this card is turned face-up in Defense Position. When this card is attacked, it is changed to Attack Position following the Damage step.
  759. Instead of drawing a card in your Draw Phase, you may take 1 Armor monster from your Deck and add it to your Hand. If this card is in the Graveyard, you may Special Summon it to the Field in face-up Attack Position during your Standby Phase. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  760. Increase the ATK of this monster by 300 points for each "Dark Magician" or "Magician of Black Chaos" in either player's Graveyard.
  761. This lizard man can swing a sword at velocities that exceed the speed of sound.
  762. This card cannot attack unless you offer 1 of your monsters on the Field as a Tribute. The ATK of this card increases by 200 points for each Insect-Type monster on the Field. When this card destroys an enemy monster, you can place an "Insect Monster Token" (face-up Attack Position/Insect-Type/Earth/1 Star/ATK 100/DEF 100) on the Field at the end of your turn.
  763. FLIP: Put this card face-up in your opponent's Deck and shuffle it. When your opponent draws this card, it is immediately Special Summoned on your opponent's side of the field face-up in Defense Position and inflicts 1000 points of Direct Damage to your opponent's Life Points. From this point, all face-up Monster Cards on your opponent's side of the field are treated as Insect-Type monsters as long as this card remains face-up on the field.
  764. When this card is sent to the Graveyard, increase your Life Points by 1000 points.
  765. Once during each of your End Phases, you can change the battle position of this card.
  766. When this card on your side of the field is sent to the Graveyard, you can Special Summon 1 Insect-Type Monster from your hand.
  767. This card cannot be summoned unless "Toon World" is on the field. This card cannot attack in the same turn that it is summoned. Pay 500 Life Points each time this monster attacks. When "Toon World" is destroyed, this card is also destroyed. If your opponent doesn't control a Toon monster on the field, this card may inflict Direct Damage to your opponent's Life Points. If a Toon monster is on your opponent's side of the field, your attacks must target the Toon monster.
  768. When this card is sent to the Graveyard as a result of battle, the Battle Phase for that turn ends immediately.
  769. The monster attacking this monster is returned to its owner's hand. The damage calculation is applied normally.
  770. A dimensional drifter who not only practices sorcery, but is also a sword and martial arts master.
  771. A monster disguised as a treasure chest that is known to attack the unwary adventurer.
  772. At the start of Battle, name 1 of your opponent's face-down cards. If you guess correctly, destroy that card.
  773. At the end of the Battle Phase, any Monsters destroyed by this Monster during battle become an Equip Magic card for this Monster, increasing this Monster's ATK by 200. Until that card is destroyed, it remains an Equipment card.
  774. When this card inflicts damage to your opponent's Life Points, you may take 1 "Parasite Paracide" card from your Deck, shuffle the Deck, and place "Parasite Paracide" face-down on top of the Deck.
  775. When "Umi" is face-up on the field, this card is unaffected by any Spell Cards.
  776. FLIP: Change the Attack or Defense Position of 1 face-up monster on the field. The card must remain face-up.
  777. A mechanical soldier created by a wicked sorcerer, it attacks with the two steel balls attached to its arms.
  778. When this card is sent to the Graveyard, it can be treated as an Equip Magic Card and can be used to equip 1 monster on the Field. The ATK of a monster equipped with this card decreases by 500 points.
  779. A portrait cursed by the artist, it is said to bring ill fortune to anyone who owns it.
  780. This monster feeds on the dreams of an unwary sleeper, dragging the victim into eternal slumber.
  781. This card cannot attack during your turn. This card destroys any enemy monster that targets it in battle, and inflicts damage on the opponent equal to half the ATK of the attacking monster. After battle, the card is destroyed. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  782. For each Armor monster on your Field, this card gains a 500-point DEF bonus. On your turn, you may reduce all damage to the yourself to 0. Destroy this card at the end of the turn that you used this effect. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  783. You cannot Summon this monster without an Armor monster on your Field. This card cannot attack. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  784. When this card is on your Field, Armor monsters can directly attack your opponent. If one or more Armor monsters attacks the opponent directly using this effect, destroy this card at the end of your turn. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  785. Destroy this card to destroy 1 enemy monster. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  786. For each Armor monster on your Field, this card receives a 200-point ATK bonus. If an enemy monster battles this card, the enemy monster's ATK is reduced by an amount equal to the ATK of this card. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  787. This card cannot be Summoned without an Armor monster on your Field. For each Armor monster on your Field, this card receives a 200-point ATK bonus. When this card attacks a monster in Defense Position, and the ATK of this card exceeds the DEF of the monster in Defense Position, then apply the difference to the opponent as Life Point damage. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  788. During your Battle Phase, battle damage received by this card is reduced to 0. The monster that fought this card is destroyed, and 500 points of damage is inflicted upon the opposing player. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  789. This card's effect can be activated when there are 2 or more monsters on your Field. If this card is destroyed in battle, destroy all monsters in the Field. Both players receive damage equal to the sum of the ATK of all monsters destroyed in this manner. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  790. Offer this card as a Tribute to reduce Life Point damage to 0. (Only one Armor monster can attack per turn. If there are 2 or more Armor monsters on your Field and an Armor monster is the target of an attack, the controller of that Armor monster can change the target of the attack to any of the Armor monsters they control).
  791. This spirit fights with a weapon. Though inexperienced, it possesses a strange power.
  792. Reduce the ATK of this card by 100 points to raise the ATK of another monster by 100. If this card is destroyed, you may Special Summon "Flame Swordsman" from your Fusion Deck or from your Graveyard.
  793. You can choose to end the Battle Phase of a turn in which this card goes to the Graveyard. You choose the timing in which to use this effect.
  794. "Zombyra the Dark" + "Maryokutai".
    When this card is Special Summoned, destroy all monsters on your side of the field except this card. As long as this card remains face-up on the field, both players cannot Summon (including Flip Summon or Special Summon) any monster.
  795. Even when the odds are against this brave fairy, she will engage in battle and never run away.
  796. A monster so heavy that each step rocks the earth.
  797. When this card is Summoned or Flip Summoned successfully, it assumes Defense Position. This card can attack in Defense Position. When it does, calculate damage with its ATK points.
  798. Only the master of the sword among Fiend-Type monsters is permitted to hold the Talwar.
  799. A winged dragon enhanced by means of modern technology. When it suffered fatal wounds from another dragon, its caretaker transformed it into a cyborg.
  800. Pay 500 Life Points to Special Summon this monster. Reduce damage inflicted upon you from monster battles or monster effects to 0. If this card is destroyed, you may Special Summon "Orichalcos Shinoras" from your Deck.