

FIRE
3Berlineth the Firestorm Vassal
ATK:
800
DEF:
1000
You can discard 1 card; Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn. If this card is Tributed for a Tribute Summon: You can look at your opponent's hand and banish 1 card from their hand until the End Phase. You can only use each effect of "Berlineth the Firestorm Vassal" once per turn.


DARK
7Black Dragon Ninja
ATK:
2800
DEF:
1600
Cannot be Special Summoned, except with the effect of a "Ninja" monster or "Ninjitsu Art" card. Once per turn, during either player's turn: You can send 1 "Ninja" monster and 1 "Ninjitsu Art" card from your hand and/or face-up from your field to the Graveyard, then target 1 monster on the field; banish it. If this face-up card leaves the field: Special Summon as many monsters banished by this card's effect as possible to their owner's field(s).


WIND
2Bladefly
ATK:
600
DEF:
700
As long as this card remains face-up on the field, increase the ATK of all WIND monsters by 500 points and decrease the ATK of all EARTH monsters by 400 points.


EARTH
1Cosmic Compass
ATK:
100
DEF:
300
When this card is Normal Summoned: You can Special Summon a number of "Compass Tokens" (Machine/EARTH/Level 1/ATK 0/DEF 0) up to the number of monsters your opponent controls.


DARK
4Crass Clown
ATK:
1350
DEF:
1400
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.


DARK
5Curse of Dragonfire
ATK:
2000
DEF:
1500
If this card is Normal or Special Summoned: You can target 1 Field Spell on the field; destroy it. Once per turn: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card.


LIGHT
5D.D.M. - Different Dimension Master
ATK:
1700
DEF:
1500
Once per turn, you can discard 1 Spell Card to Special Summon 1 of your removed from play monsters.


DARK
8Dark Horus
ATK:
3000
DEF:
1800
Once per turn, after resolving a Spell Card that was activated during your opponent's Main Phase: You can target 1 Level 4 DARK monster in your Graveyard; Special Summon that target. This card must be face-up on the field to activate and to resolve this effect.


EARTH
4Destructotron
ATK:
1600
DEF:
400
During the End Phase, if this card is the only Psychic-Type monster you control: Destroy it. You can pay 1000 LP, then target 1 Set Spell/Trap Card your opponent controls; destroy that target.


EARTH
3Dream Clown
ATK:
1200
DEF:
900
When this card is changed from Attack Position to face-up Defense Position, select 1 monster your opponent controls and destroy it.


DARK
2Ebon Magician Curran
ATK:
1200
DEF:
0
During your Standby Phase, inflict 300 damage to your opponent for each monster they control.


FIRE
4Flame Armor Ninja
ATK:
1700
DEF:
1000
When this card is Summoned: You can target 1 "Ninja" monster you control; increase its Level by 1.


EARTH
4Gigantic Cephalotus
ATK:
1850
DEF:
700
This card gains 200 ATK each time a Plant-Type monster is sent from the field to the Graveyard.


EARTH
4Gozuki
ATK:
1700
DEF:
800
During your Main Phase: You can send 1 Zombie monster from your Deck to the GY. If this card is sent to the GY: You can banish 1 Zombie monster from your GY, except "Gozuki"; Special Summon 1 Zombie monster from your hand. You can only use each effect of "Gozuki" once per turn.


WATER
2Imairuka
ATK:
1000
DEF:
1000
If this card you control is destroyed by your opponent's card and sent to your GY: Send the top card of your Deck to the GY, then, if it is a WATER monster, draw 1 card.


WIND
7Kazejin
ATK:
2400
DEF:
2200
During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field.


WATER
4Lekunga
ATK:
1700
DEF:
500
You can banish 2 WATER monsters from your Graveyard; Special Summon 1 "Lekunga Token" (Plant-Type/WATER/Level 2/ATK 700/DEF 700) in Attack Position.


LIGHT
4Lightray Grepher
ATK:
1700
DEF:
1600
You can Special Summon this card (from your hand) by discarding 1 Level 5 or higher LIGHT monster. Once per turn: You can discard 1 LIGHT monster; banish 1 LIGHT monster from your Deck.


FIRE
2Little Chimera
ATK:
600
DEF:
550
All FIRE monsters on the field gain 500 ATK. All WATER monsters on the field lose 400 ATK.


DARK
5Magical Marionette
ATK:
2000
DEF:
1000
Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 200 ATK for each Spell Counter on it. You can remove 2 Spell Counters from this card, then target 1 monster on the field; destroy that target.


WIND
3Mecha Phantom Beast Hamstrat
ATK:
1100
DEF:
1600
When this card is flipped face-up: Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. You can Tribute 1 Token, then target 1 "Mecha Phantom Beast" monster in your Graveyard; Special Summon that target. You can only use this effect of "Mecha Phantom Beast Hamstrat" once per turn.


EARTH
1Milus Radiant
ATK:
300
DEF:
250
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.


LIGHT
9Moisture Creature
ATK:
2800
DEF:
2900
If you Tribute Summon this monster by Tributing 3 monsters on the field, destroy all Spell and Trap Cards on your opponent's side of the field.


EARTH
2Muka Muka
ATK:
600
DEF:
300
This card gains 300 ATK and DEF for each card in your hand.


LIGHT
4Ninja Grandmaster Sasuke
ATK:
1800
DEF:
1000
At the start of the Damage Step, if this card attacks a face-up Defense Position monster: Destroy that monster.


WATER
2Piranha Army
ATK:
800
DEF:
200
The Battle Damage this card inflicts by attacking your opponent's Life Points directly is doubled.


EARTH
4Planet Pathfinder
ATK:
1000
DEF:
1000
You can Tribute this card; add 1 Field Spell Card from your Deck to your hand.


DARK
3Possessed Dark Soul
ATK:
1200
DEF:
800
You can Tribute this face-up card; take control of all face-up Level 3 or lower monsters your opponent currently controls.


LIGHT
3Rai-Mei
ATK:
1400
DEF:
1200
When this card is destroyed by battle and sent to the Graveyard, you can add 1 Level 2 or lower LIGHT monster from your Deck to your hand.


FIRE
6Red Dragon Ninja
ATK:
2400
DEF:
1200
When this card is Summoned: You can banish 1 "Ninja" or "Ninjitsu Art" card from your GY, then target 1 Set card your opponent controls; reveal that Set card, then return it to either the top or bottom of the Deck. Your opponent cannot activate the targeted card in response to this effect's activation. You can only use this effect of "Red Dragon Ninja" once per turn.


DARK
7Red-Eyes Zombie Dragon
ATK:
2400
DEF:
2000
You can Tribute Summon this card in Attack Position by Tributing 1 Zombie monster. When this card destroys a Zombie monster by battle and sends it to the GY: You can Special Summon that Zombie monster.


EARTH
4Reinforced Human Psychic Borg
ATK:
1500
DEF:
800
Up to twice per turn, you can remove from play 1 Psychic-Type monster from your Graveyard to have this card gain 500 ATK.


LIGHT
7Sanga of the Thunder
ATK:
2600
DEF:
2200
During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field.


LIGHT
1Scanner
ATK:
-1
DEF:
-1
Once per turn, you can select 1 of your opponent's monsters that is removed from play. Until the End Phase, this card's name is treated as the selected monster's name, and this card has the same Attribute, Level, ATK, and DEF as the selected monster. If this card is removed from the field while this effect is applied, remove it from play.


LIGHT
4Senju of the Thousand Hands
ATK:
1400
DEF:
1000
When this card is Normal or Flip Summoned: You can add 1 Ritual Monster from your Deck to your hand.


FIRE
4Sergeant Electro
ATK:
1600
DEF:
1300
Once per turn: You can target 1 Set card in your opponent's Spell & Trap Zone; while this card is face-up on the field, its target(s) cannot be activated.


WATER
1Sinister Serpent
ATK:
300
DEF:
250
During your Standby Phase, if this card is in your GY: You can add it to your hand, also banish 1 "Sinister Serpent" from your GY during your opponent's next End Phase. You can only use this effect of "Sinister Serpent" once per turn.


WIND
3Skystarray
ATK:
600
DEF:
300
This card can attack your opponent directly. At the end of the Battle Phase, if this card attacked directly: Banish this card until your next Standby Phase.


WIND
4Sonic Bird
ATK:
1400
DEF:
1000
When this card is Normal or Flip Summoned: You can add 1 Ritual Spell from your Deck to your hand.


DARK
1Sphere Kuriboh
ATK:
300
DEF:
200
When an opponent's monster declares an attack: You can send this card from your hand to the GY; change the attacking monster to Defense Position. When you Ritual Summon, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.


WATER
2Star Boy
ATK:
550
DEF:
500
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.


WATER
7Suijin
ATK:
2500
DEF:
2400
During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field.


LIGHT
4The Agent of Wisdom - Mercury
ATK:
0
DEF:
1700
During your Standby Phase, if you controlled this face-up card and had no cards in your hand at the end of the opponent's last End Phase: Draw 1 card.


LIGHT
2The Unhappy Girl
ATK:
400
DEF:
300
While this card is in face-up Attack Position on the field, this card is not destroyed as a result of battle. (Damage calculation is applied normally.) A monster that battled with this card cannot change its battle position, except with a card effect, or attack while this card is in face-up Attack Position on the field.


FIRE
6Thestalos the Firestorm Monarch
ATK:
2400
DEF:
1000
If this card is Tribute Summoned: Discard 1 random card from your opponent's hand, then, if it was a Monster Card, inflict damage to your opponent equal to its original Level x 100.


LIGHT
3Wattsychic Fighter
ATK:
1500
DEF:
300
When this card is Normal or Special Summoned: You can target 1 card in your opponent's Graveyard; place it on either the top or bottom of their Deck. You can only use this effect of "Wattsychic Fighter" once per turn.


LIGHT
2White Magician Pikeru
ATK:
1200
DEF:
0
During your Standby Phase, increase your Life Points by 400 points for each monster on your side of the field.


WIND
3Wingtortoise
ATK:
1500
DEF:
1400
When a face-up Fish, Sea Serpent, or Aqua-Type monster(s) you control is banished: You can Special Summon this card from your hand or Graveyard. (The banished monster(s) must be Fish, Sea Serpent, or Aqua-Type even after being banished.)


EARTH
3Bubonic Vermin
ATK:
900
DEF:
600
FLIP: You can Special Summon 1 "Bubonic Vermin" from your Deck in face-down Defense Position. Then shuffle your Deck.


WATER
1Crystal Seer
ATK:
100
DEF:
100
FLIP: Excavate the top 2 cards of your Deck, then add 1 of them to your hand, then place the other on the bottom of your Deck.


EARTH
2Dark Cat with White Tail
ATK:
800
DEF:
500
FLIP: Return 2 Monster Cards on your opponent's side of the field and 1 Monster Card on your side of the field to their owners' hands.


DARK
4Dekoichi the Battlechanted Locomotive
ATK:
1400
DEF:
1000
FLIP: Draw 1 card, then draw 1 additional card for each face-up "Bokoichi the Freightening Car" you control.


FIRE
2Iron Blacksmith Kotetsu
ATK:
500
DEF:
500
FLIP: Add 1 Equip Spell from your Deck to your hand.


WATER
2Jowls of Dark Demise
ATK:
200
DEF:
100
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 can attack your opponent's Life Points directly.


LIGHT
1Magical Merchant
ATK:
200
DEF:
700
FLIP: Excavate cards from the top of your Deck until you excavate a Spell/Trap, then add that card to your hand, also send the remaining cards to the GY.


WIND
3Whirlwind Weasel
ATK:
500
DEF:
1500
FLIP: Your opponent cannot activate any Spell or Trap Cards for the rest of this turn.


LIGHT
4White Ninja
ATK:
1500
DEF:
800
FLIP: Target 1 Defense Position monster on the field; destroy that target.


WIND
7Sky Galloping Gaia the Dragon Champion
ATK:
2600
DEF:
2100
1 "Gaia The Fierce Knight" monster + 1 Dragon-Type monster This card's name becomes "Gaia the Dragon Champion" while it is on the field. If this card is Special Summoned: You can add 1 "Spiral Spear Strike" from your Deck or Graveyard to your hand. When this card declares an attack on an opponent's monster: You can change the battle position of that opponent's monster.


DARK
2Bokoichi the Freightening Car
ATK:
500
DEF:
500
A freight car that is exclusively for Dekoichi. It can transport anything, but most cargo arrives broken.


EARTH
3Inaba White Rabbit
ATK:
700
DEF:
500
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 or flipped face-up. This monster attacks your opponent's Life Points directly.


Spell
ContinuousAttack the Moon!
Once per turn, when the battle position of a Rock-Type monster you control is changed: You can target 1 Spell/Trap Card your opponent controls; destroy that target.


Spell
NormalCard of the Soul
Look at your Deck, and if you do, you can add 1 monster from your Deck to your hand, whose sum of ATK and DEF equals your LP. You can only activate 1 "Card of the Soul" per turn.


Spell
FieldChaos Zone
Each time a monster(s) is banished, place 1 Chaos Counter on this card for each of those monsters. Once per turn: You can remove 4 or more Chaos Counters from your field, then target 1 banished monster with a Level equal to the number removed; Special Summon that target. When this card on the field is sent to the GY by your opponent's card effect: You can add 1 LIGHT or DARK monster from your Deck to your hand, whose Level is less than or equal to the number of Chaos Counters that were on this card.


Spell
NormalContract with the Abyss
This card can be used to Ritual Summon any DARK Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.


Spell
NormalDark World Dealings
Each player draws 1 card, then each player discards 1 card.


Spell
QuickDicephoon
Roll a six-sided die and apply the result. ● 2, 3, or 4: Destroy 1 Spell/Trap on the field. ● 5: Destroy 2 Spells/Traps on the field. ● 1 or 6: You take 1000 damage.


Spell
ContinuousDifferent Dimension Gate
Activate this card by targeting 1 monster on each side of the field; banish those targets. When this card is destroyed and sent to the Graveyard: Return those banished monsters to the field in the same battle positions they were in.


Spell
QuickDouble Cyclone
Target 1 Spell/Trap you control and 1 Spell/Trap your opponent controls; destroy them.


Spell
NormalDouble Summon
You can conduct 2 Normal Summons/Sets this turn, not just 1.


Spell
NormalEarth Chant
This card can be used to Ritual Summon any EARTH Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.


Spell
NormalGift of the Martyr
Send 1 monster on your side of the field to the Graveyard. Select 1 monster on your side of the field. The selected monster gains ATK equal to the ATK of the sent monster until the end of this turn.


Spell
ContinuousLighten the Load
Once per turn, you can add 1 Level 7 or higher monster from your hand to your Deck and shuffle it, then draw 1 card.


Spell
ContinuousMachine Assembly Line
All Machine-Type monsters on the field gain 200 ATK. Each time a face-up Machine-Type monster(s) on the field is destroyed by battle or card effect, place 2 Junk Counters on this card. You can send this card to the Graveyard, then target 1 Machine-Type monster in your Graveyard whose Level is less than or equal to the number of Junk Counters that were on this card; Special Summon that target.


Spell
NormalMega Ton Magical Cannon
Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field.


Spell
NormalMonster Reincarnation
Discard 1 card, then target 1 monster in your GY; add it to your hand.


Spell
QuickOrder to Charge
Target 1 non-Token Normal Monster you control; Tribute that Normal Monster, and if you do, destroy 1 monster your opponent controls.


Spell
NormalPot of Benevolence
Select 2 cards from the Graveyard(s), and shuffle them into their owner's Deck(s). After activation, remove this card from play instead of sending it to the Graveyard. You can only activate 1 "Pot of Benevolence" per turn.


Spell
NormalRelease Restraint Wave
Target 1 face-up Equip Spell Card you control; destroy the Equip Spell Card and all face-down Spell and Trap Cards your opponent controls.


Spell
NormalSecret Pass to the Treasures
Select 1 face-up monster with an ATK equal to 1000 points or less on your side of the field. During the turn this card is activated, the selected monster can attack your opponent's Life Points directly.


Spell
ContinuousShard of Greed
Each time you draw a card(s) for your normal draw in your Draw Phase, place 1 Greed Counter on this card. You can send this card with 2 or more Greed Counters to the GY; draw 2 cards.


Spell
FieldShrine of Mist Valley
Once per turn, when a WIND monster(s) is destroyed by a card effect and sent to your Graveyard (except during the Damage Step): You can Special Summon 1 Level 3 or lower WIND monster from your hand or Deck. Its effects are negated.


Spell
NormalSoul Exchange
Target 1 monster your opponent controls; this turn, if you Tribute a monster, you must Tribute that target, as if you controlled it. You cannot conduct your Battle Phase the turn you activate this card.




Spell
NormalSpell Power Grasp
Target 1 face-up card on the field that you can place a Spell Counter on; place 1 Spell Counter on that target, then you can add 1 "Spell Power Grasp" from your Deck to your hand. You can only activate 1 "Spell Power Grasp" per turn.


Spell
NormalSprite's Blessing
This card can be used to Ritual Summon any LIGHT Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.


Spell
QuickSuper Rush Headlong
Target 1 face-up monster you control and declare 1 Attribute; if that target battles an opponent's monster with that Attribute this turn, destroy that opponent's monster at the start of the Damage Step.


Spell
NormalThat Wacky Magic!
Banish all Spell Cards from your Graveyard; destroy all face-up monsters your opponent controls with DEF less than or equal to the number of Spell Cards you banished x 300.


Spell
NormalThe Beginning of the End
If you have 7 or more DARK monsters in your GY: Banish 5 DARK monsters from your GY; draw 3 cards.


Spell
NormalWhite Elephant's Gift
Send 1 face-up non-Effect Monster you control to the GY; draw 2 cards.


Spell
ContinuousWonder Balloons
Once per turn: You can send any number of cards from your hand to the GY; place 1 Balloon Counter on this card for each card sent to the GY. All monsters your opponent controls lose 300 ATK for each Balloon Counter on this card.


Trap
ContinuousAegis of Gaia
Gain 3000 Life Points. If this face-up card is removed from the field, take 3000 damage.


Trap
ContinuousBeast Rising
Once per turn, you can remove from play 1 face-up Beast-Type or Beast-Warrior-Type monster you control to select 1 other face-up Beast-Type or Beast-Warrior-Type monster you control. The selected monster gains the original ATK of the monster removed from play for this effect.


Trap
ContinuousBy Order of the Emperor
When a monster effect is activated that activates when a monster is Normal Summoned: You can negate the activation, then the player whose effect activation was negated draws 1 card.


Trap
NormalConscription
Excavate the top card of your opponent's Deck, and if it is a monster that can be Normal Summoned/Set, Special Summon it to your field. Otherwise, add that card to your opponent's hand.


Trap
ContinuousDes Counterblow
Destroy any monster that inflicts Battle Damage to a player's Life Points by attacking directly.


Trap
NormalDesert Sunlight
All monsters on your side of the field are changed to face-up Defense Position.


Trap
CounterDivine Wrath
When a monster effect is activated: Discard 1 card; negate the activation, and if you do, destroy that monster.


Trap
NormalEnchanted Javelin
Select 1 attacking monster. Gain Life Points equal to its ATK.


Trap
ContinuousExchange of Night and Day
You can only use 1 "Exchange of Night and Day" effect per turn, and only once that turn. You can activate 1 of these effects; ● Send 1 LIGHT Warrior-Type monster from your hand to the Graveyard, then add 1 DARK Warrior-Type monster from your Deck to your hand, with the same Level the sent monster had in your hand. ● Send 1 DARK Warrior-Type monster from your hand to the Graveyard, then add 1 LIGHT Warrior-Type monster from your Deck to your hand, with the same Level the sent monster had in your hand.


Trap
NormalGeneration Shift
Target 1 face-up monster you control; destroy that target, then add 1 card with the same name as the destroyed card from your Deck to your hand.


Trap
NormalGive and Take
Special Summon 1 monster from your Graveyard to your opponent's side of the field in Defense Position, and increase the Level of 1 monster you control by the Level of the Special Summoned monster, until the End Phase.


Trap
NormalKunai with Chain
Activate 1 or both of these effects (simultaneously). ● When an opponent's monster declares an attack: Target the attacking monster; change that target to Defense Position. ● Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK.


Trap
CounterMagic Drain
When your opponent activates a Spell Card: They can discard 1 Spell Card to negate this card's effect, otherwise negate the activation of their Spell Card, and if you do, destroy it.


Trap
NormalMagician's Circle
When a Spellcaster monster declares an attack: Each player Special Summons 1 Spellcaster monster with 2000 or less ATK from their Deck in Attack Position.


Trap
ContinuousMirror Wall
Each of your opponent's monsters that conducted an attack while this card was face-up on the field has its ATK halved as long as this card remains on the field. During each of your Standby Phases, pay 2000 LP or destroy this card.


Trap
NormalNeedlebug Nest
Send the top 5 cards of your Deck to the GY.


Trap
ContinuousNinjitsu Art of Duplication
Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.


Trap
ContinuousNinjitsu Art of Transformation
Activate this card by Tributing 1 face-up "Ninja" monster; Special Summon 1 Beast, Winged Beast, or Insect monster from your hand or Deck whose Level is less than or equal to the Level the Tributed monster had on the field +3. When this card leaves the field, destroy that monster.


Trap
NormalPlant Food Chain
Target 1 Plant-Type monster you control; equip this card to that target. It gains 500 ATK. If this card is destroyed by a card effect while equipped: You can target 1 Plant-Type monster in your Graveyard; Special Summon that target.


Trap
NormalPremature Return
Banish 1 card from your hand, then target 1 of your banished monsters; Special Summon it in face-down Defense Position.


Trap
NormalPsychic Reactor
If you control a Psychic-Type monster: Apply this effect to all Psychic-Type monsters you currently control, for the rest of this turn. When a Psychic-Type monster you control battles an opponent's monster, after damage calculation: Banish that Psychic-Type monster, also banish that opponent's monster.


Trap
ContinuousRaigeki Bottle
Each time a monster you control declares an attack, place 1 Thunder Counter on this card. You can send this card with 4 or more Thunder Counters to the Graveyard; destroy all monsters your opponent controls.


Trap
NormalSecurity Orb
When your opponent's monster declares an attack: Target that attacking monster; change that target's battle position. If this Set card is destroyed by your opponent's Spell/Trap effect and sent to the GY: Destroy 1 monster on the field.


Trap
CounterSeven Tools of the Bandit
When a Trap Card is activated: Pay 1000 LP; negate the activation, and if you do, destroy it.


Trap
ContinuousSkull Lair
Remove from play any number of Monster Cards in your Graveyard to destroy 1 face-up monster on the field whose Level is equal to the number of the cards you removed from play.


Trap
NormalTreaty on Uniform Nomenclature
If you control 2 or more face-up monsters with the same name, except Tokens: Apply this effect, depending on how many you control. ● Exactly 2: Destroy 1 Spell/Trap Card your opponent controls. ● Exactly 3: Destroy all Spell/Trap Cards your opponent controls.


Trap
NormalTurnabout
If there is a face-up monster on the field whose current Level is different from its original Level: Change all monsters on the field to face-down Defense Position.


Trap
CounterUltimate Providence
When a Spell/Trap Card, or monster effect, is activated: Discard the same type of card (Monster, Spell, or Trap); negate the activation, and if you do, destroy it.


Trap
NormalWild Tornado
Target 1 face-up card in the Spell & Trap Zone; destroy that face-up card, then, its controller can Set 1 Spell/Trap from their hand. If this Set card is destroyed and sent to the GY: Target 1 face-up card on the field; destroy that target.


Trap
ContinuousXing Zhen Hu
Activate by selecting 2 Set Spell or Trap Cards on the field. The selected Spell or Trap Cards cannot be activated.




























































































































