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PSV - Pharaohs Servant

 

No.

Name

Attribute

Type

Level

Attack

Defense

Effects

Rarity

000

Jinzo

Dark

Machine

6

2400

1500

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.

Secret Rare

001

Steel Ogre Grotto

Earth

Machine

6

1900

2200

 

Normal

002

Three-Headed Geedo

Dark

Fiend

4

1200

1400

 

Normal

003

Parasite Paracide

Earth

Insect

2

500

300

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.

Super Rare

004

7 Completed

Magic

Equipment

 

 

 

A Machine-Type Monster equipped with this card increases its ATK or DEF by 700 points.  You cannot change your choice as long as this card remains face-up on the field.

Normal

005

Lightforce Sword

Trap

 

 

 

 

Select 1 card at random from your opponent’s hand. Keep it face-down and place it outside of the field. During your opponent’s 4th turn, the card is returned to his/her hand in the Standby Phase.

Rare

006

Chain Destruction

Trap

 

 

 

 

You can activate this card when a monster with an ATK of 2000 points or less is summoned (including Special Summon). This monster is not destroyed, but all Monster Cards of the same name in the summoning player’s hand and Deck are destroyed.The summoning player’s Deck is then shuffled.

Ultra Rare

007

Time Seal

Trap

 

 

 

 

Your opponent skips the Draw Phase of his/her next turn.

Normal

008

Graverobber

Trap

 

 

 

 

You can take 1 Magic Card from your opponent’s Graveyard. If it is your turn and you activate it, you take 2000 points of Direct Damage.  If it is your opponent’s turn, you cannot activate it.  The Magic Card is returned to your opponent’s Graveyard at the end of this turn.

Super Rare

009

Gift of the Mystical Elf

Trap

 

 

 

 

Increase your Life Points by 300 points for each monster on the field, regardless of position.

Normal

010

The Eye of Truth

Trap

Continuous

 

 

 

As long as this card remains face-up on the field, your opponent must show his/her hand.  Your opponent increases his/her Life Points by 1000 points at each of his/her Standby Phases if he/she has a Magic Card in his/her hand.

Normal

011

Dust Tornado

Trap

 

 

 

 

Destroy 1 Magic or Trap on your opponent’s side of the field. You can then Set 1 Magic or Trap Card from your hand. This card can only be activated if it is a Quick-Play Magic Card.

Super Rare

012

Call of the Haunted

Trap

Continuous

 

 

 

Select 1 monster from your Graveyard and Special Summon it in face-up Attack Position. When this card is destroyed or removed from the field, the summoned monster is destroyed. If the summoned monster is destroyed, this card is also destroyed.

Ultra Rare

013

Solomon's Lawbook

Trap

 

 

 

 

Skip your own Standby Phase.

Normal

014

Earthshaker

Trap

 

 

 

 

Select 2 Monster Card Attributes.  Your opponent then selects 1 of the 2 Attributes and destroys all face-up monsters with that Attribute on the field.

Normal

015

Enchanted Javelin

Trap

 

 

 

 

When your opponent’s monster attacks, increase your Life Points by the attacking monsters’s ATK points.

Normal

016

Mirror Wall

Trap

Continuous

 

 

 

Decrease the ATK of all your opponent’s attacking monsters by half.You must pay 2000 Life Points during each of your Standby Phases. If you cannot, this card is destroyed.

Super Rare

017

Gust

Trap

 

 

 

 

You can activate this card when 1 or more of your Magic Cards are destroyed and sent from the field to the Graveyard by a card effect your opponent controls. Destroy 1 Magic or Trap Card on the field.

Normal

018

Driving Snow

Trap

 

 

 

 

You can activate this card when 1 or more of your Trap Cards are destroyed and sent from the field to the Graveyard by a card effect your opponent controls.  Destroy 1 Magic or Trap Card on the field.

Normal

019

Armored Glass

Trap

 

 

 

 

You can activate this card when a monster is equipped with an Equip Magic Card. Negate the effects of all Equip Magic Cards on the field during the turn this card is activated.

Normal

020

World Supression

Trap

 

 

 

 

You can activate this card when a Field Magic Card is activated. Negate the Field Magic Card during the turn this card is activated.

Normal

021

Mystic Probe

Trap

 

 

 

 

You can activate this card when a Continous Magic Card is activated. Negate all Continous Magic Cards during the turn this card is activated.

Normal

022

Metal Detector

Trap

 

 

 

 

You can activate this card when a Continous Trap Card is activated. Negate all Continous Trap Cards during the turn this card is activated.

Normal

023

Numinous Healer

Trap

 

 

 

 

You can activate this card when you take damage to your Life Points. Increase your Life Points by 1000 points. In addition, increase your Life Points by 500 points per card if there are additional “Numinous Healer” cards in the Graveyard.

Normal

024

Apropriate

Trap

Continuous

 

 

 

You can activate this card when your opponent draws a card outside of his/her Draw Phase. Draw 2 cards your Deck.

Rare

025

Forced Requisition

Trap

Continuous

 

 

 

You can activate this card when you discard from your hand. Every time you discard from your hand, your opponent must also discard the same number of cards from his/her hand.

Rare

026

DNA Surgery

Trap

Continuous

 

 

 

Select 1 Type of monster. As long as this card remains on the field, all face-up Monster Cards will be treated as the Type you selected.

Normal

027

The Regulation of Tribe

Trap

Continuous

 

 

 

Select 1 Type of Monster. Any monster of the selected type cannot attack. To keep this card in effect, you must offer 1 monster from the field as a Tribute at each of your Standby Phases. If you cannot, this card is destroyed.

Normal

028

Backup Soldier

Trap

 

 

 

 

You can activate this card when there are 5 or more Monster Cards in your Graveyard. Take up to 3 Monster Cards (except monsters with effects) with an ATK of 1500 points or less from your Graveyard and add them to your hand.

Super Rare

029

Major Riot

Trap

 

 

 

 

You can activate this card when 1 or more of your monsters are returned from the field to your hand. Return all Monster Cards on the field to your respective hands. Both you and your opponent can then Special Summon from your hand the same number of Monster Cards on the field in face-down Defense Position.

Normal

030

Ceasefire

Trap

 

 

 

 

Flip all face-down Monster Cards on the field face-up (Flip Effects are not activated). Inflict 500 points of Direct Damage to your opponent's Life Points for each Effect Monster Card on the field.

Ultra Rare

031

Light of Intervention

Trap

Continuous

 

 

 

Monster Cards cannot be played face-down. Monsters set in Defense Position are played face-up on the field and are considered summoned.

Normal

032

Repsect Play

Trap

Continuous

 

 

 

During their respective turns, each player must show their opponent their hand.

Normal

033

Magical Hats

Trap

 

 

 

 

You can activate this card during your opponent’s Battle Phase. Take 2 non-Monster Cards from your Deck and select 1 of your Monster Cards on the field, then shuffle your Deck. Shuffle the 3 selected cards and Set them on the field in face-down Defense Position. The 2 cards selected from your Deck are treated as monsters (ATK 0/ Def 0) and are destroyed at the end of the Battle Phase.

Super Rare

034

Nobleman of Crossout

Magic

 

 

 

 

Destroy 1 face-down Monster Card and remove it from play. If the monster destroyed has a Flip Effect, both players must remove all Monster Cards of the same name from their respective decks and remove them from play. The Decks are then shuffled.

Super Rare

035

Nobleman of Extermination

Magic

 

 

 

 

Destroy 1 face-down Magic or Trap Card and remove it from play. If the card is a Trap Card, both players must remove all Trap Cards of the same name from their respective Decks and remove them from play. The Decks are then shuffled.

Rare

036

The Shallow Grave

Magic

 

 

 

 

Each player takes 1 Monster Card from his/her respective Graveyard and Special Summons them on the field in face-down Defense Position.

Rare

037

Premature Burial

Magic

Equipment

 

 

 

Pay 800 Life Points. Select 1 Monster Card from your Graveyard, Special Summon it on the field in face-up Attack Position, and equip it with this card. When this card is destroyed, the monster is also destroyed.

Ultra Rare

038

Inspection

Magic

Continuous

 

 

 

During your opponent’s Standby Phase, you can randomly select 1 card in your opponent’s hand and look at it at the cost of 500 Life Points.

Normal

039

Prohibition

Magic

Continuous

 

 

 

When you play this card, declare the name of 1 card. As long as this remains on the field, the declared card cannot be played. The cards which are already on the field before this card’s activation are excluded.

Rare

040

Morphing Jar #2

Earth

Rock

3

800

700

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 (Level 4 or lower) that were returned to each Deck. Special Summon the monsters on the field in face-down Defense Position. Any other cards picked up are discarded to the Graveyard.

Rare

041

Flame Champion

Fire

Pyro

5

1900

1300

 

Normal

042

Twin-Headed Fire Dragon

Fire

Pyro

6

2200

1700

 

Normal

043

Darkfire Soldier #1

Fire

Pyro

4

1700

1150

 

Normal

044

Mr. Volcano

Fire

Pyro

5

2100

1300

 

Normal

045

Darkfire Soldier #2

Fire

Pyro

4

1700

1100

 

Normal

046

Kiseitai

Dark

Fiend

2

300

800

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 Magic 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.

Normal

047

Cyber Falcon

Wind

Machine

4

1400

1200

 

Normal

048

Flying Kamakiri #2

Wind

Insect

4

1500

800

 

Normal

049

Harpie's Brother

Wind

Winged-Beast

4

1800

600

 

Normal

050

Buster Blader

Earth

Warrior

7

2600

2300

The ATK of this card increases by 500 points for every Dragon-Type monster on your opponent’s side of the field and Graveyard.

Ultra Rare

051

Michizure

Trap

 

 

 

 

You can activate this card when your monster is sent from the field to the Graveyard. Destroy 1 monster on the field.

Rare

052

Minor Goblin Official

Trap

Continuous

 

 

 

You can activate this card when your opponent’s Life Points are 3000 or less. Inflict 500 points of Direct Damage to your opponent’s Life Points during each of his/her Standby Phases.

Normal

053

Gamble

Trap

 

 

 

 

You can activate this card when your opponent’s hand has 6 or more cards and your hand contains 2 or less. Toss a coin and call it. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your next turn.

Normal

054

Attack and Receive

Trap

 

 

 

 

You can activate this card when you take damage to your Life Points. Inflict 700 points of Direct Damage to your opponent’s Life Points. In addition, inflict 300 points of Direct Damage to your opponent’s Life Points per card if there are additional “Attack and Receive” cards in your Graveyard.

Normal

055

Solemn Wishes

Trap

Continuous

 

 

 

You gain 500 Life Points when you draw a card (or cards).

Normal

056

Skull Invitation

Trap

Continuous

 

 

 

Every time a card is sent to the Graveyard, inflict 300 points of Direct Damage to its owner’s Life Points per card.

Rare

057

Bubonic Vermin

Earth

Beast

3

900

600

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.

Normal

058

Dark Bat

Wind

Winged-Beast

3

1000

1000

 

Normal

059

Oni Tank T-34

Earth

Machine

4

1400

1700

 

Normal

060

Overdrive

Earth

Machine

4

1600

1500

 

Normal

061

Burning Land

Magic

Continuous

 

 

 

Destroys all Field Magic Cards on the field. In addition, both players take 500 points of Direct Damage during each of their respective Standby Phases.

Normal

062

Cold Wave

Magic

 

 

 

 

This card can only be activated at the start of Main Phase 1. Until your next turn, neither you nor your opponent can play or Set any Magic or Trap cards.

Normal

063

Fairy Meteor Crush

Magic

Equipment

 

 

 

When your monster equipped with 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.

Super Rare

064

Limiter Removal

Magic

Quick Effect

 

 

 

Doubles the ATK of all Machine-Type monsters on your side of the field. At the end of the turn, all the Machine-Type monsters on your side of the field are destroyed.

Super Rare

065

Rain of Mercy

Magic

 

 

 

 

Increases the Life Points of both players by 1000 points.

Normal

066

Monster Recovery

Magic

Quick Effect

 

 

 

Select 1 of your own monsters on your side of the field and combine it with your Deck. At the same time, combine your hand and Deck together and shuffle the Deck. Draw the same number of cards that were in your hand from the shuffled Deck.

Rare

067

Shift

Trap

 

 

 

 

Select 1 of your own monsters on your side of the field and combine it with your Deck. At the same time, combine your hand and Deck together and shuffle the Deck. Draw the same number of cards that were in your hand from the shuffled Deck.

Rare

068

Insect Imitation

Magic

 

 

 

 

Offer 1 monster on your side of the field as a Tribute. Select 1 Insect-Type monster from your Deck that is 1 Level higher than the Tribute monster and Special Summon it on the field in face-up Attack Position or face-down Defense Position. The Deck is then shuffled.

Normal

069

Dimension Hole

Magic

 

 

 

 

Remove 1 monster on your side of the field from play until your next Standby Phase. The card still counts towards the 5 card Monster Zone limit.

Rare

070

Ground Collapse

Magic

Continuous

 

 

 

Select 2 Monster Card Zones on the field (you cannot select a zone occupied by a Monster Card). The selected zones cannot be used as long as this card remains face-up on the field.

Normal

071

Magic Drain

Trap

Counter

 

 

 

You can activate this card when your opponent activates a Magic Card. If your opponent cannot immediately discard a Magic Card from his/her hand, negate the activation of the Magic Card and destroy it.

Rare

072

Infinite Dismissal

Trap

Continuous

 

 

 

All monsters of level 3 or lower that are summoned to the field during this turn (excluding Special Summon) are destroyed at the End Phase of the turn.

Normal

073

Gravity Bind

Trap

Continuous

 

 

 

All monsters of Level 4 or higher cannot attack. Their positions may still be changed.

Rare

074

Type Zero Magic Crusher

Trap

Continuous

 

 

 

For each Magic Card that you discard from your hand, inflict 500 points of Direct Damage to your opponent’s Life Points.

Normal

075

Shadow of Eyes

Trap

 

 

 

 

When your opponent Sets a Monster Card in face-down Defense Position, change it to face-up Attack Position. If the Monster Card has a Flip Effect, it is not activated.

Normal

076

The Legendary Fisherman

Water

Warrior

5

1850

1600

When “Umi” is face-up on the field, this card is unaffected by any Magic Cards and cannot be attacked by your opponent’s monsters.

Ultra Rare

077

Sword Hunter

Earth

Warrior

7

2450

1700

A monster destroyed by this card becomes an Equip Magic Card. Equip “Sword Hunter” with the card to increase the ATK of this monster by 200 points. The equipped card remains on the field until this card is destroyed.

Normal

078

Drill Bug

Earth

Insect

2

1100

200

When this card inflicts damage to your opponent’s Life Points, you may take1 “Parasite Paracide” card from your Deck, shuffle the Deck, and place “Parasite Paracide” face-down on top of the Deck.

Normal

079

Deepsea Warrior

Water

Warrior

5

1600

1800

When “Umi” is face-up on the field, this card is unaffected by any Magic Cards.

Normal

080

Bite Shoes

Dark

Fiend

2

500

300

FLIP: Change the Attack or Defense Position of 1 face-up monster on the field. The card must remain face-up.

Normal

081

Spikebot

Dark

Machine

5

1800

1700

 

Normal

082

Invitation to a Dark Sleep

Dark

Spellcaster

5

1500

1800

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.

Normal

083

Thousand-Eyes Idol

Dark

Spellcaster

1

0

0

 

Normal

084

Thousand-Eyes Restrict

Dark

Spellcaster

1

0

0

FUSION: 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 Magic 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.

Ultra Rare

085

Girochin Kuwagata

Wind

Insect

4

1700

1000

 

Normal

086

Hayabusa Knight

Earth

Warrior

3

1000

700

This monster can attack twice during the same Battle Phase.

Normal

087

Bombardment Beetle

Wind

Insect

2

400

900

FLIP: Flip 1 face-down Defense Position Monster Card on your opponent's side of the field face-up. If the flipped card is an Effect Monster Card, immediately destroy it without activating its effect. If the card is not an Effect Monster Card, return it to its original position.

Normal

088

4-Starred Ladybug of Doom

Wind

Insect

3

800

1200

FLIP: Destroys all face-up Level 4 monsters on your opponent’s side of the field.

Normal

089

Gradius

Light

Machine

4

1200

800

 

Normal

090

Red Moon Baby

Dark

Zombie

3

700

1000

A monster destroyed by this card can be Special Summoned in face-up Attack or Defense Position at the end of the Battle Phase to your side of the field.

Rare

091

Mad Sword Beast

Earth

Dinosaur

4

1400

1200

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.

Rare

092

Skull Mariner

Water

Warrior

4

1600

900

 

Normal

093

The All-Seeing White Tiger

Wind

Beast

3

1300

500

 

Normal

094

Goblin Attack Force

Earth

Warrior

4

2300

0

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.

Ultra Rare

095

Island Turtle

Water

Aqua

4

1100

2000

 

Normal

096

Wingweaver

Light

Fairy

7

2750

2400

 

Normal

097

Science Soldier

Dark

Warrior

3

800

800

 

Normal

098

Souls of the Forgotten

Dark

Fiend

2

900

200

 

Normal

099

Dokuroyaiba

Fire

Fiend

3

1000

400

 

Normal

100

The Fiend Megacyber

Dark

Warrior

6

2200

1200

If your opponent has 2 or more monsters than you have on the field, you can summon this card without offering any Tributes.

Ultra Rare

101

Gearfried the Iron Knight

Earth

Warrior

4

1800

1600

Any Equip Card this card is equipped with is automatically destroyed.

Super Rare

102

Insect Barrier

Magic

Continuous

 

 

 

Your opponent’s Insect-Type monsters cannot attack as long as this card remains face-up on the field.

Normal

103

Beast of Talwar

Dark

Fiend

6

2400

2150

 

Ultra Rare

104

Imperial Order

Trap

Continuous

 

 

 

As long as this card remains face-up on the field, negate the effects of all Magic Cards. Pay 700 Life Points during each of your Standby Phases. If you cannot, this card is destroyed.

Secret Rare