The ENGLISH Yu-Gi-Oh! Expert Rules Page
RULES CLARIFICATIONS
Battle Phase
- If one of your Monsters attacks a Monster that is in defense mode, and your attack strength is greater than that Monster's defense strength, the defending Monster is destroyed, but your opponent receives NO Battle Damage in that attack.
- Face-down Monsters that were turned face up by an attack and survive the attack are not turned back face down. They remain face up for the remainder of the game.
- During your Battle Phase, EACH of your Monsters on the Field that are in attack mode can attack once per turn
- Attacks are conducted one-at-a-time. No "gang up" attacks.
Cards In Hand
- Cards in your hand cannot be "voluntarily" discarded.
- If you have more than SIX cards in your hand during YOUR End Phase, you must choose and discard cards until you have SIX cards. You CANNOT choose to discard more.
Changing a Monster's Position/Mode
- A Monster can change its mode ONCE during your turn, unless it is changed by another card effect.
- A Monster cannot change its mode if it has attacked during that turn.
- A Monster cannot change its mode during the same turn that it is Summoned, Set, Flip Summoned or Special Summoned. This is because Summoning, Setting, Flip Summoning or Special Summoning a Monster is the same as deciding on its mode for the turn, and thus cannot be changed.
Flip [j. Reverse]
- Flip is changing a Monster from face-down to face-up due to a card effect or attack.
- Flip and Flip Summon are NOT the same thing.
- You CANNOT choose to Flip a Monster without another card effect, or it being attacked.
- If a Monster has a Flip Effect, it is then activated.
- If a Monster is Flipped during Battle, its effect takes place AFTER the damage is calculated.
- If a Monster with a Flip Effect is Summoned (i.e. face-up attack mode) or Special Summoned, its effect is NOT activated.
Flip Effects [j. Reverse Effects]
- ONLY activated when the Monster is changed from face down to face up, regardless of which manner (Flip Summon, attack, card effect, etc.).
- NOT activated when the Monster Summoned (i.e. played in face-up attack mode) or Special Summoned.
- When a Monster with a Flip Effect is activated, the effect MUST be activated, unless otherwise stated.
Flip Summon [j. Reverse Summon]
- Flip Summon is the act of changing one of your face-down defense mode Monsters from from face-down defense mode to face-up attack mode during one of your Main Phases.
- If a Monster has a Flip Effect, it is then activated.
- Flip and Flip Summon are NOT the same thing.
- Flip Summons do not count against your one Monster per turn limit.
- You may complete as many Flip Summons per turn as you wish.
- A Monster that was been Set CANNOT be Flip Summoned during the same turn without the assistance of another card effect.
Fusion Summon
- Fusion Summons are considered Special Summons.
- CANNOT EVER be in a player's hand.
- If a Fusion Monster would be returned to a player's hand, return it to its owner's Fusion Deck instead.
- To Summon a Fusion Monster, the Fusion Material Monsters must be a combination of in your hand and/or on the Field. Such as:
- All in your hand
- All on the Field
- In your hand and on the Field.
Magic Cards
- To play Magic cards (use their effects), they must be taken from your hand and placed in an empty Magic/Trap Slot on the Field. The effect is completed, then the Magic card is destroyed (placed in your Graveyard).
- You CANNOT play a Magic card from your hand if you have no empty Magic/Trap Slots.
- You can play/activate as many Magic cards as you wish per turn, as long as you have at least one open Magic/Trap slot.
- Magic cards can be Set on the Field, face down.
- Magic cards can be activated during the same turn in which they are Set.
- Unless they have the Quick Play Icon, Magic cards cannot be used during an opponent's turn.
- Magic cards cannot voluntarily be "discarded" from your Magic/Trap slots.
Equipment Magic Cards
- The above Magic card rules apply to Equipment Magic cards as well.
- Counts toward your five Magic/Trap cards on the Field.
- Can be Equipped on your opponent's Monsters (but still counts toward your five Magic/Trap card limit).
- If the Equipped Monster leaves play (destroyed, returned to a hand, removed from the game, etc.), all Equipment cards on it are destroyed.
- CANNOT be attached to face-down Monsters.
- Multiple Equipment Magic cards can be attached to the same Monster, as long as you have enough Magic/Trap slots.
- The target of the Equipment card must still be legal.
-- Example #1: You cannot Equip a [Dark Magician] with a [Legendary Sword], because Warrior is specified in the [Legendary Sword]'s description.
-- Example #2: You cannot Equip a [Neo the Magic Swordsman] with a [Sword of Dark Destruction], because Dark is specified in the [Sword of Dark Destruction]'s description.
-- Example #3: You cannot Equip an opponent's Monster with [Magnetic Ring], because your opponent can only attack your Monsters anyway.
Field Magic Cards
- The above Magic card rules apply to Field Magic cards as well.
- Only one Field Magic card can be on the Field (between you and your opponent) at any one time. If a Field Magic card is played and there is one already on the Field (by you or your opponent), it is destroyed, and the new Field card remains.
- Remains on the Field until the end of the game, or it is destroyed.
- Affects both your and your opponent's Monsters.
Monster Cards With Different Pictures
- Monster cards with different pictures BUT THE EXACT SAME NAME are considered the same card. Thus, only up to three may be included in a combination of deck and Side Deck.
- The only exceptions to this rule are that the following cards count as the same card, even though they have different names:
- Dark Assassin = Dark Assailant
- Trial of Hell = Trial of Nightmare
Normal Summon
- A Normal Summon is placing a Monster in face up attack mode from your hand, during your Main Phase 1 or 2.
- You may only Summon or Set ONE Monster per during, during one of your Main Phases.
- You may Summon or Set in either Main Phase 1 OR Main Phase 2 (not both).
- If the Monster's level is five or higher, Tribute is REQUIRED.
Quickplay Magic Cards
- Can play played from your hand during ANY Phase of your own turn.
- Can be chained from your hand or from being Set during your own turn.
- Even when played from your hand, it still has a Spell Speed of 2.
- Can be activated during an opponent's turn as long as it was Set (CANNOT be used from your hand during an opponent's turn).
Ritual Summon
- Considered Special Summons.
- Ritual Monsters can only be brought via their Ritual.
- Both the Ritual Magic card AND the respective Ritual Monster can must be in your HAND.
- Ritual Monsters can ONLY be brought out via its Ritual. (i.e. You cannot play a [Relinquished] from your deck via a [Mystic Tomato] effect).
- You cannot choose to discard "extra" Monsters when Tributing during a Ritual. For example: You can choose to Tribute a [La Djinn] during a [Black Illusion Ritual], but cannot Tribute a [La Djinn] and [Bistro Butcher], since the La Djinn would be all that is required in the Ritual.
- [Monster Reborn] can Special Summon a Ritual Monster to the Field, so long as it was brought out once "naturally" with its Ritual.
- You can choose to Tribute other Ritual Monsters in your hand to satisfy the requirement for Rituals.
Running Out Of Cards
- A player loses the game if he or hse has no cards left in his or her deck and is FORCED to draw a card (for example, during the Draw Phase, Card Destruction, etc.).
Set
- A Set is placing a Monster in face-down defense mode from your hand, during your Main Phase 1 or 2.
- You may only Summon or Set ONE Monster per turn, during one of your Main Phases.
- You may Summon or Set in either Main Phase 1 OR Main Phase 2 (not both).
- If the Monster's level is five or higher, Tribute is REQUIRED.
Side Deck
- Used ONLY BETWEEN games, NEVER during a game.
Special Summon
- Does not count against your one Monster per turn limit.
- You may complete as many Special Summons per turn as you wish.
- Are always face-up.
- Can be in attack mode or defense mode (unless otherwise stated).
- Do not require Tribute (unless otherwise stated).
Summon (Definition)
- A Summon is defined by each of the follow events (each are considered to trigger effects that refer to Summoning):
- Normal Summon
- Flip Summon
- Tribute Summon (the same as a Normal Summon)
- Special Summon
- Fusion Summon (the same as a Special Summon)
- Some cards that are triggered by Summons exclude one or more of the above types (such as [Mysterious Puppeteer] and [Trap Hole], which exclude Special Summons)
Token Monsters
- Token Monsters are Special Summoned through a card effect.
- You can use anything to represent the Monster Token, such as Pokemon Damage Counters, chips, paper clips, water bottles, small children, etc., as long as you can denote which mode that are in at any given moment.
- They are treated as Normal Monsters (i.e. do not have effects), so they are not counted toward [Ceasefire].
- Monster Tokens can attack and change their modes, unless otherwise stated.
- Monster Tokens can be used in Tribute Summons, unless otherwise stated (i.e. [Scapegoat]).
- Cannot be turned face-down. Thus, they cannot be a legitimate candidate for [Magical Hats] or [Darkness Approaches].
- When Monster Tokens would go to the Graveyard, they do not go to the Graveyard, and are removed from the game instead. This means they are not candidates for Triggering [Last Will] or [Michizure].
- Cannot be in a player's hand. If returned to a player's hand, they are removed from the game instead.
Toon Monsters
- ALL TOON MONSTERS CAN BE ATTACKED BY NON-TOON MONSTERS!
- Group A Toon Monsters: Blue Eyes Toon Dragon, Manga Ryu-Ran, Toon Summoned Skull and Toon Mermaid [EDO'S NOTE: Grouping doesn't matter right now, but will when more Toon Monsters are released.]
- If YOU do not have a [Toon World] on the Field, you CANNOT bring a Group A Toon Monster into play (such as with [Monster Reborn]).
- Group A Toon Monsters CANNOT attack the turn they are Normal Summoned or Special Summoned.
- Group A Toon Monsters are considered Special Summons. HOWEVER, they STILL require Tribute! [EDO'S NOTE: Yeah, I know. I haven't found much logic behind this, either. But I'm just telling you how the ruling goes.]
- Group A Toon Monsters require a 500 Life Point cost to declare an attack with them (much like [Dark Elf]).
- If your opponent has any Toon Monsters on the Field, you MUST choose one of them if you attack with a Group A Toon Monster.
- If your opponent has no Toon Monsters on the Field, you MAY choose to attack your opponent directly, or attack a Monster as normal.
- Group A Toon Monsters are destroyed when [Toon World] is DESTROYED. If [Toon World] leaves play in some other way (such as with [Giant Trunade]), the Toon Monsters remain on the Field.
- If a [Toon World] is destroyed (either yours or your opponent's), ALL face-up Toons on the Field are destroyed as well. If a Toon Monster has been turned face-down by some effect (such as [Darkness Approaches]), it will not be destroyed in this way.
- [Monster Reborn] CAN Special Summon a Toon Monster into play, so long as you have a [Toon World] on the Field, and that Toon Monster came into play "naturally" at least once.
Trap Cards
- Cannot be played from your hand.
- Must be Set on the Field, and any time after the end of the turn it was Set, it may be activated.
- Can be activated during your turn (as long as it is not the same turn it was Set).
- Trap cards cannot voluntarily be "discarded" from your Magic/Trap slots.
Tribute [j. Sacrifice]
- You may only Tribute your OWN Monsters on the FIELD, unless otherwise stated.
- Tributed Monsters are destroyed.
- Tributed Monster that have Flip Effects are not activated.
- Monsters than have attacked can be Tributed during Main Phase 2.
- Monsters must be Tributed for a "legal" reason (i.e. you cannot Tribute a Monster just to get rid of it).
Tribute Summon [j. Sacrifice Summon]
- Tribute Summons are considered Normal Summons.
MONSTER CARD RULINGS
4-Starred Ladybug of Doom [j. Four-Star Bug of Death]
Category: Monster Destruction
Type: Flip
Ameba [j. Amoeba]
Category: Life Point Damage
Type: Triggered
- If this Monster leaves the Field, then re-enters play, its effect can be activated again.
- "Shift Control" indicates when this card goes under your opponent's control.
Armed Ninja [j. Blue Ninja]
Category: Magic/Trap Destruction
Type: Flip
- If Summoned (i.e. face-up attack mode) or Special Summoned, it's effect is NOT activated.
- If Flipped, its effect MUST be activated, and it MUST destroy a Magic card on the Field (even if it would be one of yours).
- You may choose a face-up Magic card or face-down card in either player's Magic/Trap Zone.
- If the card that you choose turns out to not be a Magic card, you do not get to choose another target, and this card's effect ends.
- If neither player has cards in his or her Magic/Trap Zone, the effect is nullfied.
Banisher of the Light [j. Emissary of Light]
Category: Magic/Trap Removal
Type: Continuous
- If a Magic card destroys this Monster, this Monster will go to the Graveyard before the Magic card is removed from the game.
-- Example: [Dark Hole] is used.
[Banisher] goes to the Graveyard.
[Dark Hole] is placed in the Graveyard instead of being removed from the game.
Barrel Dragon [j. Revolver Dragon]
Category: Monster Destruction
Type: Activated
- Can use its effect and attack during the same turn.
- CANNOT be used if this Monster is face-down.
- If this Monster uses its ability, somehow leaves play, then re-enters play during the same turn, its ability can be used again during that turn.
- Barrel Dragon is a Machine, not a Dragon, so it is not covered by the Lord of D.'s effect.
Bazoo the Eater of Souls [j. Soul Eater Bazuu]
Category: ????
Type: ????
- The English text is currently different than the Japanese text for this card, in that the Japanese version only allows you to remove Monster cards. Play by the English wording until notified otherwise by Upper Deck.
Big Eye [j. Eye King of the Depths]
Category: Deck Modification
Type: Flip
- If Flipped, its effect MUST be activated, and you MUST rearrange the top five cards of your deck.
- If you have fewer than 5 cards in your deck, rearrange as many as you can.
Bite Shoes [j. Red Shoe]
Category: Mode Change
Type: Flip
Bistro Butcher, The [j. Devil Cook]
Category: Card Drawing
Type: Triggered
- Direct damage is either damage in a direct attack; or, "overflow" damage if this Monster attacks and destroys a Monster that's in attack mode with a lower attack strength; or, damage resulting from a Monster attacking this Monster that has a lower attack strength than its defense strength.
- Your opponent MUST draw both cards
- If your opponent is forced to draw cards in this way, and has 1 or fewer cards in his or her deck, your opponent loses the game.
- If the Battle Damage done to you by this Monster is reduced to 0 (such as with [Kuriboh] or [Waboku]), this effect does not trigger.
- If this card does Battle Damage to an opponent, and you also have a [Robbin' Goblin] on the Field, since you control both effects that happen simultaneously, you choose in which order to activate them.
Bladefly [j. Blade Fly]
Hoshiningen [j. Super Star]
Little Chimera [j. Little Chimera]
Milus Radiant [j. Milus Radiant]
Star Boy [j. Star Boy]
Witch's Apprentice [j. Apprentice Witch]
Category: Power Up
Type: Continuous
- This effect is only active while it is face-up.
- The effect applies only to face-up Monsters.
- If a Monster is turned face-up (such as with an attack), it immediately gains the bonus.
Blast Juggler [j. Mister Bomber]
Category: Monster Destruction
Type: Activation
- This ability is optional, but must be used during your Standby Phase.
- Being offered in Tribute this way does not count for Tribute for any other reason (i.e. Summons and/or Sets).
Boar Soldier [j. Boar Soldier]
Category: Summon / Power-Down
Type: Triggered / Continuous
Bombardment Beetle [j. Bomb Bug]
Category: Monster Destruction
Type: Flip
Bubonic Vermin [j. Death Hamster]
Category: Special Summon
Type: Flip
Buster Blader [j. Buster Blader]
Category: Power Up
Type: Continuous
Cannon Soldier [j. Cannon Soldier]
Category: Direct Damage
Type: Activation
- This is not Battle Damage, so cards that reduce Battle Damage (such as [Kuriboh] and [Waboku]) can't be used to prevent this damage.
- May be used as many times per turn as you like.
- CANNOT be used if this Monster is face-down.
- This card can Tribute itself for its own effect.
- You may tribute face-up or face-down Monsters.
Castle of Dark Illusions [j. Castle That Spreads The Darkness]
Category: Power Up
Type: Flip (Limited)
- Only Zombie Monsters that were face-up when this Monster was Flipped gain the bonus for the five turns. Zombie Monsters that enter play after this Monster has flipped do NOT gain the bonus.
- This stat increase is PERMANENT.
- The five turn schedule goes like this:
If Flipped during your turn ::::: (1) Your turn, (2) Your opponent's turn, (3) Your turn, (4) Your opponent's turn, (5) your turn.
If Flipped during your opponent's turn ::::: (1) Your opponent's turn, (2) Your turn, (3) Your opponent's turn, (4) your turn, (5) Your opponent's turn.
The Japanese card changed with the release of Duelist Legacy 4, so the ruling is now parallel to the English version.
Catapult Turtle [j. Catapult Turtle]
Category: Direct Damage
Type: Activation
- May be used as many times per turn as you like.
- CANNOT be used if this Monster is face-down.
- This card can Tribute itself for its own effect.
- You may Tribute face-up or face-down Monsters.
Ceremonial Bell [j. Ceremony Bell]
Category: Reveal
Type: Continuous
Cocoon of Evolution [j. Evolutionary Cocoon]
Category: Equipment
Type: Equipment
- Since it is a Monster card, it counts toward your one Monster per turn limit.
- Since it becomes an Equipment card, it can't be Equipped on a face-down Monster.
- CAN be played as a Normal Monster.
- If Equipped on a [Petite Moth], it is placed in your Magic/Trap zone (since it is treated as an Equipment card).
- If Equipped on a [Petite Moth], it is NOT considered a Special Summon.
- Only counts YOUR turns for the time limit of bringing out a [Larvae Moth] or [Great Moth]. The turn that this card is Equipped on a [Petite Moth] counts as the first turn.
- If Equipped on a [Petite Moth], it can be destroyed by [De-Spell], [Heavy Storm], and other cards that destroy Magic cards.
Crass Clown [j. Murder Circus]
Category: Return To Hand
Type: Triggered
- If a Fusion Monster is returned to a player's hand, it is returned to its owner's Fusion deck instead.
- This ability activates despite the way in which its mode was changed (such as with [Stop Defense]).
Cyber Jar [j. Cyber Pod]
Category: Monster Destruction / Draw
Type: Flip
- Monsters that are played in attack mode via this card's effect during the Battle Phase can attack, provided that the Battle Phase has not yet ended.
- In the event that a [Toon Mermaid] is "revealed" via this card's effect, if [Toon World] is on the Field, it will be played as normal, but in face-up attack mode or face-UP defense mode. If [Toon World] is not on the Field, it is put into your hand.
Dark Elf [j. Dark Elf]
Category: Life Payment
Type: Triggered
- The Life Payment must be paid when it is stated that it is attacking.
- The Life must be paid EACH time the Monster attacks.
- If a Reset occurs, the Life Payment is NOT returned to its controller.
Dark Necrofear [j. Dark Necrophia]
Category: ????
Type: ????
- This Monster cannot be Normal Summoned.
- This Monster can only be Special Summoned from your hand through its effect (i.e. cannot come from your deck or Graveyard).
- You must remove three Fiend-Type Monsters in your Graveyard from the game to initially Special Summon this Monster.
- Remove the three Monsters to initially Special Summon this Monster only counts toward one of this card being Summoned. (i.e. you can't remove three Fiend-Type Monsters in your Graveyard from the game and Special Summon two of these cards from your hand).
- If this Monster was summoned naturally through its effect, it can be Special Summoned from your Graveyard. If being Special Summoned from your Graveyard, you do not have to remove three Fiend-Type Monsters in your Graveyard from the game.
- This Monster's "Equip" effect will only be activated if it's destroy as a Monster card. If it's an Equipment card and is destroyed, its effect will not activate.
Dark Zebra [j. Dark Zebra]
Category: ????
Type: ????
Deepsea Warrior [j. Deep-Sea Warrior]
Category: ????
Type: Continuous
- If the [Umi] card is on the Field (either yours or your opponent's) and this card is FACE-UP, this card cannot be AFFECTED by Magic. (EDO'S NOTE: This is similar to how people thought Lord of D. originally worked). For example, if the [Umi] card is on the Field, and...
Basically, if a card would directly affect this card, this card ignores that portion of the effect.
- ...your opponent plays a [Raigeki], this card will not be destroyed (but your other Monsters will, if you have any).
- ...your opponent plays a [Dark Hole], this card will not be destroyed. You can even play [Dark Hole], and your own [Deep-Sea Warrior] won't be destroyed!
- ...your opponent has a [Swords of Revealing Light] out, this card CAN attack.
- If under the control of an opponent via [Snatch Steal] and [Umi] is later played, the "control" effect of the card ends and returns to its previous controller (since it affects the Warrior), but the Life Point gain is not stopped (it is not an effect that affects the Warrior).
- If [Fissure] is played and this card is your lowest attack strength Monster on the Field, this card will be "chosen" as a result of the effect of [Fissure], but since it's unaffected by Magic, that card ends with no further effect.
Dragon Piper [j. Jar Demon]
Category: Mode Change
Type: Flip
- If Summoned (i.e. face-up attack mode) or Special Summoned, it's effect is NOT activated.
- If Flipped, its effect MUST be activated, and it MUST destroy a Dragon Capture Jar on the Field (even if it would be one of yours).
- Only destroys a face-up Dragon Capture Jar on the Field.
Dream Clown [j. Dream Clown]
Category: Monster Destruction
Type: Triggered
- This ability activates despite the way in which its mode was changed (such as with Stop Defense).
A Monster on the Field must be destroyed, even if it would be itself.
Drill Bug [j. ????]
Category: ????
Type: Triggered
Electric Lizard [j. Electric Lizard]
Category: Attack Prevention
Type: Triggered
- The Monster can still change its mode.
Electric Snake [j. Electric Snake]
Category: Draw
Type: Triggered
- If this card is put into a Graveyard while a [Banisher of the Light] is face-up on the Field, this card is removed from the game instead, and its effect is NOT activated.
- If a [Delinquent Duo] is played, even if you choose to discard it through the second effect, you are still able to activate its effect.
Exodia The Forbidden / (Parts) of the Forbidden One [j. Sealed Exodia / Sealed (Parts)]
Category: Rule Addition
Type: Triggered
- All parts must be in your HAND in order to activate its effect.
- Can be played as Monsters.
Fiend Megacyber, The [j. Magical Gigacyber]
Category: ????
Type: ????
- Using the effect to Summon this Monster is a Special Summon.
Flash Assailant [j. Quick-Kill Assassin]
Category: Power-Down
Type: Continuous
- Based on the number of cards in the current CONTROLLER'S hand.
- [Reverse Trap] works on this effect.
Gate Guardian [j. Gate Guardian]
Category: Special Summon
Type: Summon
- CANNOT be summoned in the normal way (i.e., by Tributing two Monsters).
- Can ONLY be summoned by Tributing [Sanga of the Thunder], [Kazejin] and [Suijin].
- This is a Special Summon, so Trap Hole CANNOT be used to destroy it.
- When being initially Special Summoned, can only come from your hand (cannot be Special Summoned from your deck).
Giant Germ [j. Giant Virus]
Category: Damage / Special Summon
Type: Triggered
- "Same name" indicates [Giant Germ] cards from your deck.
- You may summon up to 2 from your deck through this effect.
- If under the control of another player and it goes to the Graveyard, it's OWNER is the one that gets to activate the effect (both of them).
Flying Kamakiri #1 [j. Bladefly]
Giant Rat [j. Giant Rat]
Mother Grizzly [j. Grizzly Mother]
Mystic Tomato [j. Killer Tomato]
Shining Angel [j. Shine Angel]
UFO Turtle [j. UFO Turtle]
Category: Special Summon
Type: Triggered
- Must be destroyed in an attack with another Monster. This means that you CANNOT Special Summon a Monster if this Monster attacks and is destroyed by [Mirror Force].
- If it is during your own turn, the Monster summoned in this way can still attack, so long as the Battle Phase has not ended.
- You can "deliberately" attack an opponent's Monster to destroy this one, and activate its effect.
- If this card is destroyed, with a [Sword of Deep-Seated] and/or [Axe of Despair], if both cards are controller by a player, he or she chooses which order to resolve them in.
Gearfried The Iron Knight [j. Iron Knight Gear Freed]
Category: ????
Type: Continuous
Goblin Attack Force [j. Goblin Strike Team]
Category: Mode Change
Type: Triggered
- If this Monster has changed to defense mode and [Change of Heart] is used on it, its mode CANNOT be changed.
- This Monster's mode is changed during the End Step of the Battle Phase, so a [Mirror Force] can still destroy this Monster.
- If an attack by this card is negated by cards such as [Magic Cylinder] its mode is NOT changed by its own effect.
Great Moth [j. Great Moth]
Category: Special Summon
Type: Summon
- CANNOT be summoned in the normal way (i.e., by Tributing two Monsters).
- Can ONLY be summoned by Tributing a [Petite Moth] that has had a [Cocoon of Evolution] Equipped on it for four turns.
- This is a Special Summon, so [Trap Hole] CANNOT be used to destroy it.
Griggle [j. Guriguru]
Category: Life Gain
Type: Triggered
- If this Monster leaves the Field, then re-enters play, its effect can be activated again.
- "Shift Control" indicates when this card goes under your opponent's control.
Hane-Hane [j. Hane Hane]
Category: Return to Hand/Deck
Type: Flip
- If Summoned (i.e. face-up attack mode) or Special Summoned, its effect is NOT activated.
- If Flipped, its effect MUST be activated, and it MUST return a Monster on the Field to its owner's hand (even if it would be itself).
- If a Fusion Monster is returned to its owner's hand, it is instead returned to its owner's Fusion Deck.
- You may choose a face-up Monster or face-down Monster.
Harpie Lady Sisters [j. Harpy Lady Triplets]
Category: Special Summon
Type: Summon
- CANNOT be summoned in the normal way (i.e., by Tributing two Monsters).
- Can ONLY be summoned by using an [Elegant Egotist] Magic card.
- This is a Special Summon, so Trap Hole CANNOT be used to destroy it.
Harpie's Pet Dragon [j. Harpie's Pet Dragon]
Category: Power Up
Type: Continuous
- ONLY gets the power-up from cards specifically called [Harpie Lady]. [Harpie Lady Sisters] does NOT count toward this card's effect.
Hayabusa Knight [j. Falcon Knight]
Category: ????
Type: ????
- This card can make two normal attacks.
- Each of the attacks is handled serperately, i.e. this card's attack strength is not doubled for "a single attack."
Hiro's Shadow Scout [j. Demon Investigator]
Category: Draw / Discard
Type: Flip
- The cards are revealed to both players (to prevent cheating).
- Only those cards that are Magic cards are discarded. The rest go into your opponent's hand.
Immortal of Thunder, The [j. Thunder Sage]
Category: Life Gain / Life Loss
Type: Flip / Triggered
- If Summoned (i.e. face-up attack mode) or Special Summoned, it's effect is NOT activated.
- If Flipped, its effect MUST be activated, and you MUST gain 3000 Life Points.
- Its OWNER loses the 5000 Life Points if it has been Flipped, and goes to the Graveyard at a later point.
- If it came into play face-up (i.e. Normal Summon or Special Summon), its controller does not lose any Life Points. This is because it was not Flipped.
- If this Monster is returned to a player's hand or is removed from the game, neither player loses any Life Points for this effect.
Insect Soldiers of the Sky [j. Insect Solder]
Category: Power Up
Type: Triggered
- The increase in attack strength only lasts until the end of the Battle Phase.
Invader of the Throne [j. Royal Throne Infiltrator]
Category: Control
Type: Flip
- This effect is MANDATORY.
- If the chosen Monster is destroyed in a Chain with this effect, a new target is not chosen, and the effect ends.
- If this Monster is destroyed in a Chain with this effect, this effect ends.
- This card and the chosen card are switched -- your opponent gains control of this card, and you gain control of the chosen card.
Invitation To A Dark Sleep [j. Dark Hypnotist Lucifer]
Category: ????
Type: ????
Jinzo [j. Android Psycho Shocker]
Category: Trap Prevention
Type: Continuous
- While face-up on the Field, Trap cards cannot be activated by you, nor your opponent.
- While face-up on the Field, Trap card effects are negated. For example, [Spellbinding Circle]'s effect is negated.
- Even though Trap card effects may be negated, the cards are NOT destroyed.
- If Summoned, this card's effect does NOT negate card effects that are "lingering" on the Field (i.e., [Waboku], [Reverse Trap], etc.) before this card was Summoned.
- Non-Counter Trap cards CANNOT be activated in a Chain when this card is Summoned.
- [Trap Hole] CANNOT be activated to destroy this Monster when it hits the Field.
- Counter Traps that negate Summons CAN be used to prevent this Monster from hitting the Field.
- Reviving this card with [Call of the Haunted]:
- [Jinzo] is targeted while in the Cemetery with [Call...]
- [Jinzo] is Special Summoned to the Field.
- Since [Jinzo] has hit the Field, all Trap cards are now negated. For the purposes of gameplay, [Call...] is now treated as "blank" (no other effect).
- If [Call...] later leaves the Field (destroyed, returned to a player's hand), [Jinzo] is NOT destroyed, and remains on the Field unscathed.MAGIC CARD RULINGS
Axe of Despair [j. Demon's Axe]
Category: Power-Up / Return to Deck
Type: Equipment / Triggered
- Tributing a Monster for the effect is optional.
- You must choose whether or not to Tribute a Monster when this card is first placed in the Graveyard from the Field. Any later is illegal.
- As a friendly reminder: YOU CAN ONLY TRIBUTE MONSTERS ON YOUR SIDE OF THE FIELD UNLESS OTHERWISE STATED.
Black Pendant [j. Black Pendant]
Category: Life Point Damage
Type: Equipment / Triggered
- The effect is activated even when sent to the Graveyard from the Field while it is Set.
Block Attack [j. Seal Attack]
Category: Mode Change
Type: Normal
Burning Land [j. Scorched Earth]
Category: Field Card Destruction / Direct Damage
Type: Continuous
- CAN be played, even if there is no Field card on the Field.
- Destroys Field card only when first played. Later Field cards are unaffected.
- Even destroys face-down Field cards in a either player's Magic and Trap Zone.
Card Destruction [j. Hand Obliteration]
Category: Card Discarding; Card Drawing
Type: Normal
- Does NOT count itself in the number of cards discarded in this way.
Chain Energy [j. Magical Bonds]
Category: Life Point Loss
Type: Continuous
- The Life Points become a COST to use the cards. If the cost is not paid, the card cannot be played.
- Multiples of this card in play "stack" (1000 for two in play, 1500 for three in play, etc.)
- Examples of cards played from hand:
- Playing a Magic card from hand.
- Playing a Trap card from hand. [EDO'S NOTE: Don't worry about this one yet.]
- Setting a Magic or Trap card from hand.
- Summoning or Special Summoning a Monster from hand.
- Playing specific Effect Monsters from hand (i.e. [Kuriboh], [Thunder Dragon], etc.)
- Examples of cards NOT played from hand:
- Using cards in play.
- Discarding cards from hand, through [Magic Jammer], etc. worry about this one yet.]
- Discarding a card from your hand at the end of your turn.
- Fusing Monsters from your hand.
- Tributing Monsters from your hand for a Ritual Magic card.
- [Minar], [Electric Snake]
Change of Heart [j. Change of Heart]
Category: Monster Control
Type: Normal (Duration)
- The controlled Monster can be Tributed (it will go to its owner's Graveyard).
- If the controlled Monster would go back to its owner's control, and the owner's Monster Slots are full, the Monster would be destroyed instead.
- When used, you gain control of your opponent's Monster in the same mode it was in under your opponent's control. You are free to change the mode of that Monster. When the Monster is returned to your opponent's control, it returns in the same mode that it left your Field in.
- Any Equipment cards that were attached to a Monster remain attached to that Monster when under your opponent's control (they still occupy your Magic/Trap slots, however).
Cheerful Coffin, The [j. Enthuastic Undertaker]
Category: Discard
Type: Normal
- You must discard either 1, 2 or 3 Monster cards from your hand.
Cold Wave [j. Deep Freeze]
Category: ????
Type: ????
Confiscation [j. Confiscate]
Category: Discard
Type: Normal
Curse of Fiend [j. Wicked Ritual]
Category: Mode Change
Type: Normal (Special)
- This card is a special case in which, if it is Set, you can activate it during your Standby Phase. You can also play it from the HAND during your Standby Phase.
Dark Hole [j. Black Hole]
Category: Monster Destruction
Type: Normal
- Destroys both your Monsters and your opponent's Monsters.
- Destroys all face-up AND face-down Monsters.
Darkness Approaches [j. Dark Visitation]
Category: Face Change
Type: Normal
- Discarding two cards from your hand is a cost to using this card. If this card is negated, the cards are not returned to the user.
- A Monster CAN be turned into face-down attack mode with this card.
- If a Monster that is in face-down attack mode changes to defense mode, it remains face-DOWN when it changes.
- A Monster that is in face-down attack mode can still Flip Summon, but will go into face-up ATTACK mode.
- Equipment cards that are Equipped on Monsters turned face-down in this way are destroyed (no effects pertaining to the Equipped Monster are activated on those Equipment cards).
De-Fusion [j. Fusion Cancel]
Category: ????
Type: ????
- Regardless of the target is your own Fusion Monster or your opponent's, THE PLAYER OF THIS CARD gets to Special Summon the Fusion Material Monsters from his or her OWN Graveyard.
- If all of the Fusion Material Monsters are not in your Graveyard, you can still choose to use this card, but no Monsters will be Special Summoned.
De-Spell [j. Magic Removal]
Category: Magic Destruction
Type: Normal
- If the card that you choose turns out to not be a Magic card, you do not get to choose another target, and this card's effect ends.
- This card CANNOT be used in a chain when your opponent uses a Magic card, because Spell Speed 1 cards CANNOT Chain.
Delinquent Duo [j. Mischievous Demon Twins]
Category: Discard
Type: Normal
- This card CAN be played even if your opponent has only one card in his or her hand.
Dimensionhole [j. Worm Hole]
Category: ????
Type: Quickplay
- If your only Monster on the Field is removed in this way, your opponent can still attack you directly.
Elegant Egotist [j. Ten-Thousand Reflections]
Category: Special Summon
Type: Normal
- If you played a Monster from your deck, shuffle your deck afterward.
- You cannot play this card if all of your Monster slots are full.
Eternal Rest [j. Eternal Rest]
Category: Magic/Trap Destruction
Type: Normal
Fairy Meteo Crush [j. Meteor Strike]
Category: ????
Type: Equipment
Final Destiny [j. Final Battle]
Category: Monster/Magic/Trap Destruction
Type: Normal
- Discarding five cards from your hand is a cost to using this card. If this card is negated, the cards are not returned to the user.
- Playing this card is NOT counted as the cards discarded.
Fissure [j. Fissure / Broken Earth]
Category: Monster Destruction
Type: Normal
- Can be used if your opponent has only one face-up Monster on the Field.
- If more than one Monster has the lowest attack strength, the player of this card chooses which is destroyed.
- Q: Why isn't Fissure a targeted effect?
A: It's because the user of the card doesn't choose the target; Fissure itself does. Even if the user would choose which of two Monsters that tie for the lowest attack strength will be destroyed, it's still not "targeted."Flute of Summoning Dragon [j. Dragon-Calling Horn]
Category: Special Summon
Type: Normal
- The English card is incorrect. The correct text would be:
Playing this card when there is a Lord of D. card face-up on the field allows you to play up to 2 Dragon-Type cards from your hand as a Special Summon.- CAN be used if your opponent has a face-up Lord of D. on the Field.
- You may choose to summon 1 or 2 Dragon-Type MONSTER cards from your hand.
- CANNOT be played if you have no free Monster Slots.
- Since they are Special Summons, [Trap Hole] can't be used on Dragon-Type Monsters played in this way.
Forceful Sentry [j. Steadfast Guard]
Category: Discard
Type: Normal
Fusion Gate [j. Fusion Gate]
Category: ????
Type: ????
- Either player may use this card's effect if it's face-up on the Field, and only during his or her Main Phase 1 or 2.
- Fusion Monsters that are played through this card's effect are considered to have come into play naturally, so if they later enter the Graveyard, they can be Special Summoned from there.
- If this card is destroyed when you state that you are activating the effect, this effect ends with no Monster being Summoned. The events are executed as so:
If your opponent chains with a card during Step 1 above ([Mystical Space Typhoon], [Dust Tornado]), the Fusion Gate is removed from the Field and the effect ends, since Fusion Gate is a Continuous Magic card and must remain on the Field for its effect to continue.
- State that you are using Fusion Gate.
- Place the Fusion Material Monsters from your hand and/or Field out of the game.
- Special Summon the correct Monster from your Fusion Deck.
Germ Infection [j. Microscopic Infection]
Category: Power Down
Type: Equipment
- The reduction is CUMULATIVE.
- The reduction only lasts as long as this card is Equipped on the Monster.
Giant Trunade [j. Giant Trunade]
Category: Return To Hand
Type: Normal
Gravekeeper's Servant [j. Gravekeeper's Familiar]
Category: Discard
Type: Continuous
- This effect is cumulative (two discards for two on the Field, etc.).
Ground Collapse [j. Ground of Inactivity]
Category: ????
Type: Continuous
Heavy Storm [j. Heavy Storm]
Category: Magic/Trap Destruction
Type: Normal
- Destroys both your Magic/Trap cards and your opponent's Magic/Trap cards.
- Destroys all face-up AND face-down Magic/Trap cards.
Horn of Light [j. Horn of Light]
Category: Power-Up / Return to Deck
Type: Equipment / Triggered
- Paying Life Points to activate this effect is optional.
- You must choose whether or not to pay the Life Points when this card is first placed in the Graveyard from the Field. Any later is illegal.
Insect Barrier [j. Insect Barrier]
Category: ????
Type: Continuous
Insect Imitation [j. Hatching]
Category: Special Summon
Type: Normal
Inspection [j. Inspection]
Category: ????
Type: Continuous
Jam Breeding Machine [j. Slime Reactor]
Category: ????
Type: ????
- [Slime Tokens] CAN be used for Tribute Summons. (Provided you remove the Machine from the Field in some way...)
- You can still SET Monsters, as long as they are not Special Summons ([The Shallow Grave] is a Set, but is considered a Special Summon).
- Monsters of yours that are "forced" to be Special Summoned while this card is on the Field go to the Graveyard instead. (i.e. [Cyber Jar], [Morphing Jar #2]).
- Review the Clarifications section on Token Monsters.
Last Will
Category: Special Summon
Type: Normal (Duration)
- If played, does not have to be used.
- If played, its effect only works for one Monsters destroyed (i.e., it can't be used multiple times).
- Can be used to summon high-level Monsters (level 5 or higher), as long as they are not Monsters with a Special Summon requirement.
- Can be used after one of your Monsters has gone to the Graveyard from the Field.
- Multiple Last Wills can be played. The first of your Monsters that hits the Graveyard during that turn will trigger both Last Will effects.
--- Example: You play two Last Wills. Two of your Monsters go to the Graveyard during this turn. The first will trigger both Last Wills, allow you to Special Summon two Monsters (one Monster for each Last Will). The second Monster that goes to the Graveyard does not trigger the Last Wills, because they only count for one Monster.- Is only triggered when a Monster under your control goes to your own Graveyard (thus, a Monster that was gained control of via [Change of Heart] will not trigger this effect)
Limiter Removal [j. Limiter Removal]
Category: Power-Up
Type: Quickplay
- The doubling of this card includes all modifiers to the Monster's attack strength.
- If a [Megamorph] is Equipped on a Monster affected by this card, its attack strength will be doubled, and even if your opponent's Life Points drop below yours, the attack strength will not be reduced.
Magical Labyrinth [j. Labyrinth Change]
Category: Special Summon
Type: Equipment (Special)
Malevolent Nuzzler [j. Demon's Kiss]
Category: Power-Up / Return to Deck
Type: Equipment / Triggered
- Paying Life Points to activate this effect is optional.
- You must choose whether or not to pay the Life Points when this card is first placed in the Graveyard from the Field. Any later is illegal.
Megamorph [j. Giant Growth]
Category: Power-Up / Power-Down
Type: Equipment
- Doubles the BASE attack strength of the Monster (listed on the card).
- If your Life Points are equal to your opponent's, there is no change.
- [Reverse Trap] cannot affect this card, as doubling/halving is not covered in the [Reverse Trap] card's effect.
- Two or more [Megamorph] cards Equipped on a single Monster DON'T double or triple the attack strength.
Messenger of Peace [j. Emissary of Peace]
Category: Attack Prevention
Type: Continuous
- You may choose not to pay the Life Points during your Standby Phase, and thus destroy this card.
- Monsters with an ATK of 1500 cannot DECLARE an attack. However, if the Monster's ATK goes above 1500 AFTER declaring an attack, that is perfectly fine.
- The ATK comparison INCLUDES modifers from Equipment cards, Field Magic cards, Traps, etc.
Monster Reborn [j. Raise Dead]
Category: Special Summon
Type: Normal
- CAN be used on normal Monsters that have been discarded from your hand in some way. [EDO'S NOTE: Yes, DESPITE what the FAQ page says on the Upper Deck Site.]
- CANNOT be used on Monsters that have a Special Summon requirement that make their way into your Graveyard without entering play in the required way at least once.
Monsters that have a Special Summon requirement (currently):
- All Fusion Monsters
- All Ritual Monsters
- Group A Toon Monsters
- Gate Guardian
- Great Moth
- Harpie Lady Sisters
- Larvae Moth
- Red Eyes Black Metal Dragon
- Wall Shadow
--- Example #1: If I discarded a Dark Magician from my hand (in some way), you or I CAN use Monster Reborn on it.
--- Example #2: If I discarded a Gate Guardian from my hand (in some way), you or I CAN'T use Monster Reborn on it. [Because it didn't enter play at least once.]
--- Example #3: If I summoned a Gate Guardian into play at least once by Tributing Sanga, Suijin and Kazejin, and it goes to the Graveyard (in some way), you or I CAN use Monster Reborn on it. [Because it entered play at least once.]- Since they are Special Summons, [Trap Hole] can't be used on Monsters played in this way.
- If the targeted Monster is removed from the Graveyard before the resolution of this card's effect (such as with [Call of the Haunted]), this card's effect ends with no effect.
Monster Recovery [j. Monster Recall]
Category: Card Drawing
Type: Quickplay
- If played during Battle (before the Damage Step), a replay occurs.
- If an opponent's Monster is under your control and you use this card on it, the Monster will be shuffled into its owner's deck, and only the cards in your hand will be shuffled in and counted toward drawing.
Mystical Space Typhoon [j. Cyclone]
Category: Magic/Trap Destruction
Type: Quickplay
- CANNOT NEGATE THE CARD IT DESTROYS!
Nobleman of Crossout [j. Emissary of Obliteration]
Category: ????
Type: Normal
- Remove a face-down Monster from the game, regardless if it has a Flip Effect or not.
- You remove similar copies from the game in all decks ONLY if that Monster has a Flip Effect.
Nobleman of Extermination [j. Emissary of Destruction]
Category: ????
Type: Normal
- Removes a face-down Magic/Trap card from the game, regardless if it is a Trap card or not.
- You remove similar copies from the game in all decks ONLY if that card is a Trap card.
Painful Choice [j. Distressing Choice]
Category: Special
Type: Normal
- Effects on cards such as [Minar] and [Penguin Knight] are NOT activated, as this is your own Magic card that is putting those cards into your Graveyard.
Paralyzing Potion [j. Paralysis Potion]
Category: Attack Prevention
Type: Equipment
- The Equipped Monster CAN change its mode.
Polymerization [j. Fusion]
Category: Special Summon
Type: Normal Magic
- If the effect of this card is negated, the Fusion Material Monsters are NOT put into the Graveyard, as putting the Monsters into the Graveyard is a card effect, not a cost.
Premature Burial [j. Early Burial]
Category: Special Summon
Type: Equipment
- Paying the Life Points is a cost to playing this card. If this card is negated, the Life Points are not returned to you.
- This card is governed by the same rules of [Monster Reborn] for bringing back Special Summon Monsters, etc.
- If this card is returned to your hand, the Equipped Monster is NOT destroyed.
- If this card is negated while on the Field (such as with [Imperial Order]) and it is destroyed, the Equipped Monster is NOT destroyed.
- If [Imperial Order] is activated in a Chain with this card, the "Special Summon" portion of the effect is negated. Since [Premature Burial] will then not have a target to Equip, it will go to the Graveyard.
- If [Mystical Space Typhoon] or [Dust Tornado] is activated in a Chain with this card, it will be destroyed before the Monster is Summoned.
- If the targeted Monster is removed from the Graveyard before the resolution of this card's effect (such as with [Call of the Haunted]), this card's effect ends with no effect.
Prohibition [j. Prohibition Order]
Category: ????
Type: Continuous
- Basically, [Prohibition] prevents players from directly playing the card from his or her hand.
- "Prohibiting" a card prevents the following for the prohibited card (if applicable):
- Playing a Magic card.
- Placing a Magic/Trap card on the Field face-down ("Set").
- Monster Summon or Special Summon (face-up or face-down doesn't matter)
- Effect Monsters such as [Kuriboh] and [Thunder Dragon]
- If a Monster is "prohibited" in this way, it CAN still be played through other effects, such as [Cyber Jar], [Morphing Jar #2], [Last Will], [Flute of Summoning Dragon], [Elegant Egotist], [Monster Reborn] and [Call of the Haunted].
- However, "prohibited" Monsters that are played in other ways are restricted from attacking, changing their modes, and Monster effects (Items like Continuous Effects are not generated).
- Cards that are already on the Field are unaffected by being "prohibited."
- A prohibited Monster card CAN be sacrificed.
- Prohibited card like [Minar], [Electric Snake], [Cockroach Knight] and [Sword of Deep-seated] will not have their effects activated.
- Prohibited Fusion-replacement Monsters like [Goddess of the Third Eye] can't be used from your hand in a Fusion.
- Monster that were already on the Field before being prohibited:
--- CAN change their modes and be Flip Summoned
--- CAN declare an attack
--- CAN be sacrificed
--- CAN use its effect
- Example: If a [Cannon Soldier] is on the Field and it is later prohibited. Even though [Cannon Soldier] is prohibited, it was played before [Prohibition] was played, and thus can change its mode, attack, and use its effect.
- Magic/Trap cards on the Field before being prohibited:
--- Already activated Continuous and Equipment Magic/Trap cards don't have their effects negated
--- Magic/Trap cards that were Set before being prohibited CAN still be activated.
- Example 1: If a [Mirror Force] is Set on the Field and it is later prohibited. Even though [Mirror Force] is prohibited, it was Set before [Prohibition] was played, and thus can be activated.
- Example 2: If an [Ultimate Offering] is Set on the Field and it is later prohibited. Even though [Ultimate Offering] is prohibited, it was Set before [Prohibition] was played, and thus can be activated and used.
- Cards in hand that are prohibited:
--- CAN be discarded as part of a cost that is not played ([Kuribo] and [Thunder Dragon] are played, so that is illegal)
--- CAN be discarded from your hand during your End Phase if you are over your hand size.
--- CAN be Fused from your hand (Fusion replacement Monsters are illegal)
--- CAN be sacrificed from your hand as part of a Ritual Magic card
--- The five parts of [Exodia] will still win the game, since Exodia's effect isn't "played."- Prohibited cards can still be played from your deck as part of the [Magical Hats] card.
- If a [Witch of the Black Forest] or [Critter] on the Field goes to the Graveyard, its effect is activated.
- If [Jinzo] is prohibited and revived from the Graveyard:
1. [Prohibition] is activated, prohibiting [Jinzo] 2. [Monster Reborn] is activated, [Jinzo] is revived.
--- [Jinzo]'s Trap negating Continuous Effect is not employed.
B. Afterward, if [Imperial Order] is activated:
First of all, [Prohibition]'s effect is negated, then [Jinzo]'s Continuous Effect is employed. [Imperial Order] is then negated, and [Prohibition] once again is active, and the pre-existing [Jinzo] is no longer affected by [Prohibition]. (It is not a loop.)Rain of Mercy [j. Blessed Rain]
Category: Life Gain
Type: Normal
Reliable Guardian [j. Strong Defense]
Category: Power Up
Type: Quickplay
Remove Trap [j. Trap Remover]
Category: Trap Destruction
Type: Normal
- This card CANNOT be used in a chain when your opponent uses a Trap card, because Spell Speed 1 cards CANNOT Chain.
Ring of Magnetism [j. Magnetic Ring]
Category: Attack Redirection
Type: Equipment
- Can ONLY be Equipped on YOUR Monster. The English translation of the card is slightly-erroneous. [EDO'S NOTE: If you would like more proof, please get someone to translate the current Japanese version of the card for you.]
- Does not FORCE your opponent to attack, i.e. your opponent doesn't have to attack if he or she doesn't want to. However, if your opponent's DOES want to attack, he or she must choose the Monster that this cards is Equipped on as the target of the attack.
Rush Recklessly [j. Charge]
Category: Power Up
Type: Quickplay
Scapegoat [j. Scapegoat]
Category: ????
Type: ????
- You must have four open Monster Slots on your side of the Field to play this card.
- You CANNOT play this card if you Normal Summoned, Flip Summoned, or Special Summoned during that turn.
- You CANNOT Normal Summon, Flip Summon, or Special Summon during the turn that this card is activated. Monsters that would be "forced" to be Summoned ([Cyber Jar], [Morphing Jar #2] are placed in the Graveyard instead.
- You can still SET a Monster, so long as the Set was not considered a Special Summon ([The Shallow Grave] is a Set, but is considered a Special Summon).
- Goat Tokens cannot be used for Tribute Summons, but can be Tributed for other purposes ([Horn of Heaven], [Cannon Soldier]).
- Review the Clarifications section on Token Monsters.
Shallow Grave, The [j. Shallow Grave]
Category: Special Summon
Type: Normal
- This card is governed by the same rules of bringing Special Summon Monster back from the Graveyard.
- At least one player must have at least one free Monster Slot to play this card.
- At least one player must have at least one Monster in his or her Graveyard to play this card.
- The player who plays this card choose a Monster first, then his or her opponent.
Share the Pain [j. Share Wounds]
Category: Monster Removal
Type: Normal
- The English card is vague in its usage, so it works much like this:
You choose 1 of the Monsters on your side of the Field and destroy it. Your opponent chooses 1 of the Monsters on his or her side of the Field and destroys it.- Tributing a Monster in this way does NOT count as Tribute for any other purpose (such as Tribute Summon, [Cannon Soldier], etc.).
- You CANNOT play this card unless both you and your opponent have at least one Monster on the Field.
Shield and Sword [j. Shield in the Right Hand, Sword in the Left Hand]
Category: Statistic Change
Type: Normal (Duration)
- Applies ONLY to face-up Monsters. Monsters that are turned face-up during after this card is played are NOT affected by the change.
- Modifiers that were applied before this card was played are swapped (including Magic/Trap/Equipment effects). However, modifiers to statistics that are played AFTER this card affect the new statistics only, which includes Equipment Magic cards. Equipment cards that were attached before this card was played are swapped. Equipment cards that were played after this card simply affect the new statistics.
--- Example #1: I have a face-up [Mystical Elf] (800/2000) on the Field. [Shield and Sword] is used. The [Mystical Elf] becomes (2000/800). I then activate a [Castle Walls]. The [Mystical Elf] changes to (2000/1300).
--- Example #2: I have a face-up [Mystical Elf] (800/2000) on the Field, with an Equipment card that increases its attack strength by 700 (just as an example). [Shield and Sword] is used. The [Mystical Elf] becomes (2000/1500). If I equip another of those Equipment cards on it after [Shield and Sword] is play, it would be (2700/1500).
The Japanese card changed with the release of Duelist Legacy 4, so the ruling is now parallel to the English version.- [Reverse Trap] does not work on this card, as it swaps the statistics; it doesn't increase/decrease them.
Snatch Steal [j. Theft]
Category: Control
Type: Equipment
- Since it's an Equipment Magic card, it CANNOT be Equipped on face-down Monsters.
- If the Monster that this card is Equipped on is turned face-down (such as with [Darkness Approaches]), this card is destroyed, but the Monster is NOT returned to its previous controller.
- If this card leaves the Field ([Giant Trunade], [Heavy Storm], etc.), the Equipped Monster returns to its previous controller.
- If an [Imperial Order] is on the Field, the Equipped Monster will return to its previous controller for the duration that [...Order] remains on the Field.
- If an [Imperial Order] is on the Field, the "Life Gain" effect is negated as well. [EDO'S NOTE: It's not a "cost," it's an effect.]
Soul Exchange [j. Cross Soul]
Category: Tribute
Type: Normal
- Can be used to Tribute your opponent's Monster for whatever way you wish (such as for a Tribute Summon, or Monster Effects like the [Cannon Soldier]), but must be Tributed RIGHT AFTER using Soul Exchange (i.e., does not last the entire turn).
- CANNOT be used during Main Phase 2. Skipping your Battle Phase is a "requirement cost" to using this card.
- You may choose to Tribute a face-up or face-down Monster.
- Does NOT give you control of the Monster.
- Only one [Soul Exchange] can be used at a time for Tributing. This is because the card/effect that you are Tributing for must be used RIGHT AFTER the use of [Soul Exchange].
- And no, a Summon in this way is NOT a Special Summon. (NO WAY IN HELL IS IT A SPECIAL SUMMON.) This is because [Soul Exchange] isn't the source of the Summon.
- [Fairy's Hand Mirror] CAN redirect the target for this card.
- If the "activation" of this card is negated (i.e. Magic Jammer, Solemn Judgement, Magic Drain, etc.), this card's player DOES get his or Battle Phase.
- If the "effect" of this card is negated (i.e. Imperial Order) this card's player DOES NOT get his or Battle Phase.
- CAN be used with Ritual cards, provided that your opponent's Monster is face-UP. This is simply to make sure that the card has the required and proper levels for the Ritual.
- CANNOT be used in a Fusion, since a Fusion does not require a sacrifice, and since the Monster is not under your control.
- CANNOT Tribute an opponent's [Red Eyes Black Dragon] with a [Metalmorph] Equipped on it to Special Summon a [Red Eyes Black Metal Dragon] from your deck.
Soul Release [j. Release of the Soul]
Category: Graveyard Removal
Type: Normal
- You must remove 1, 2, 3, 4 or 5 cards in your or your opponent's Graveyard from the game.
Spirit Message [j. Death Message]
Category: ????
Type: ????
- CAN ONLY BE PLAYED THROUGH THE EFFECT OF THE DESTINY BOARD. They cannot be played or Set any other way.
- If [Imperial Order] is on the Field, it does NOT allow you to play these cards from your hand.
Stim Pack [j. Doping]
Category: Power Up / Power Down
Type: Equipment
- The reduction in attack strength includes the initial 700 point increase.
-- Example: During the first Standby Phase after you play [Stim Pack], the effective increase would be 500 (700 - 200). The second Standby Phase would be 300 (700 - 200 - 200). Etc.- The 200 point reduction is CUMULATIVE.
- Increase / Reduction is NOT permanent, i.e., only applies while the [Stim Pack] is Equipped on the Monster.
Stop Defense [j. Seal Defense]
Category: Mode Change
Type: Normal
- If it changes a Monster from face-down defense mode to face-up attack mode, it is NOT considered a Flip Summon, though any effect it has is activated.
Sword of Deep-Seated [j. Sword of Tenacity]
Category: Power Up / Deck Manipulation
Type: Equipment
- If placed in a Graveyard, it MUST be placed on top of your deck.
- Goes to the top of your deck, regardless of the way that it made it into your Graveyard (from the Field, your hand, or your deck).
Swords of Revealing Light [j. Sealing Swords of Light]
Category: Other
Type: Normal [SPECIAL] (Duration)
- Once played, remains in one of your Magic/Trap slots.
- Is destroyed at the END of your opponent's THIRD turn.
- De-Spell, Armed Ninja, and other cards that destroy or remove Magic CAN be used on a Swords of Revealing Light that is in a Magic/Trap slot.
- Does NOT prevent your opponent from changing the modes of his or her Monsters.
- You (the player of the this card) can still attack your opponent.
- If two or more are on the Field, they "count down" simultaneously (i.e., their time limit does NOT "stack up").
- Monsters that are Set on the Field after this card comes into play are played face-down.
- Monsters that come into play after this card comes into play cannot attack until the end of the this card's effect.
- If [Imperial Order] is activated, this card's countdown still continues, but has no effect (i.e. your opponent can still attack).
- If a [Mystical Space Typhoon] or [Dust Tornado] is used in a Chain with this card to destroy it, it's "non attack" portion of the effect will not be enabled, but it's "activation" effect of "turning all of your opponent's Monsters face up" will NOT be negated.
Tailor of the Fickle [j. Changing Disguises]
Category: Equipment Move
Type: Quickplay
Toll [j. Toll]
Category:
Type: Continuous
- If a replay occurs, the Life Point payment is not returned to the attacker.
Toon World [j. Toon World]
Category:
Type: Continuous
- [Imperial Order] does NOT negate the 1000 Life Point cost.
- If this card is on the Field and [Imperial Order] is activated, Toons are unaffected, since Toon World remains on the Field.
Tribute To The Doomed [j. Welcome For The Dead]
Category: Monster Destruction
Type: Normal
- Discarding the card is a cost to playing this card.
- If this card is negated, the discarded card is NOT returned to its user.
Upstart Goblin [j. Rich Goblin]
Category: Special
Type: Normal
TRAP CARD RULINGS
Acid Trap Hole [j. Acid Pit Trap]
Category: Monster Destruction
Type: Normal
- If the Monster has a defense strength of 2000 or less, its Flip Effect (if any) is activated AFTER it is destroyed. If the Monster has an defense strength of more than 2000, it is turned back face-down, and its Flip Effect (if any) is NOT activated.
- The defense strength of the Monster INCLUDES defense strength modifications (such as from Field Magic cards).
- If a [Jinzo] is turned face-up in this way, its Continuous Effect is not enabled, since turning it face-up is simply to check its statistics. It will still be destroyed if its defense strength is 2000 or less.
Appropriate [j. Share the Wealth]
Category: Card Drawing
Type: Continuous
- During the first instance of your opponent drawing a card outside of the Draw Phase, you can CHOOSE to activate this card. However, you will NOT be able to draw any cards at that moment. This is because Appropriate must have been face-up at the time of drawing cards to trigger this effect.
- You MUST to draw two cards whenever your opponent draws cards
This effect is triggerd whenever your opponent draws cards, NOT for each card you opponent draws. - Is not Triggered by effects that put cards into your hand, such as with [Sangan] and [Cyber Jar].
- If both you and your opponent have an Appropriate and they are activated, an infinite loop will continue until a players runs out of cards, in which he or she loses. Quick effects cannot be used during this loop. If a player completes all five parts of Exodia during this time, he or she will win, since the effect is not played. Neither player can stop this loop.
Armored Glass [j. Glass Armor]
Category: ????
Type: Normal / Triggered
Attack and Receive [j. Pitched Battle]
Category: Direct Damage
Type: Normal / Triggered
- Multiple copies of this card can be activated when you receive the damage. Successive cards that have already resolved will count toward later resolved copies of this card.
Backup Soldier [j. Reserves]
Category: Normal
Type: ????
Call of the Haunted [j. Cry of the Living Dead]
Category: Special Summon
Type: Continuous
- This card is governed by the same rules as [Monster Reborn] for brining back Special Summon Monsters.
- If this card is removed from the Field (destroyed, returned to a player's hand, etc.) the chosen Monster is destroyed.
- If a [Mystical Space Typhoon] or [Dust Tornado] destroys this card in a Chain with it when activated, this card is destroyed before being able to Special Summon a Monster.
Ceasefire [j. Ceasefire Agreement]
Category: ????
Type: Normal
- Cannot negate Flip Effects if used in a Chain with them.
Destiny Board [j. Ouija Board]
Category: ????
Type: Continuous
- If [Jinzo] is on the Field, [Spirit Messages] are not played through this card's effect while [Jinzo] remains on the Field.
Chain Destruction [j. Chain Destruction]
Category: ????
Type: Normal / Triggered
- You can activate it on your own Monster that is summoned.
- Can be activated on Normal, Flip, Special, Ritual and Fusion Summons.
- If a Fusion Monster is chosen in this way, identical Monsters from its player's FUSION DECK are destroyed.
- The Monster that was summoned is not destroyed, and remains on the Field.
DNA Surgery [j. DNA Operation]
Category: ????
Type: Continuous
- Only affects face-up Monsters on the FIELD.
- If a Monster's Type changes and makes an Equipment card on it illegal (such as a Warrior-Type with a [Legendary Sword] Equipped on it changes to a Fiend-Type), the Equipment card is destroyed
- Only the twenty basic Types can be chosen. Derivitives of Effect Monsters CANNOT be chosen (such as [Toon]).
- If multiples of this card are on the Field, the most recent copy of the card takes precedence.
Dragon Capture Jar [j. Dragon-Sealing Jar]
Category: Mode Change
Type: Continuous
- If on the Field, and a [Stop Defense] is played on a Dragon, it will revert to attack mode for a brief moment (if face down, it will be turned face up and its effect activated, if any), then the Dragon Capture Jar's continuous effect will change it immediately back to defense mode.
- If you attack with a Dragon Type Monster, and your opponent Chains with a Mirror Force, if you use this card to Chain that one, your Monsters that revert to defense mode will NOT be destroyed by the Mirror Force effect.
Driving Snow [j. Snowstorm]
Category: Magic/Trap Destruction
Type: Normal
Dust Tornado [j. Sand Tornado]
Category: Magic/Trap Destruction
Type: Normal
- CANNOT NEGATE THE CARD IT DESTROYS!
- If you Set a Trap card from your hand in this way during an opponent's turn, it can be used starting on your turn.
Earthshaker [j. ????]
Category: Monster Destruction
Type: Normal
- No, you can't choose the same type twice. (Let's be a little friggin' realistic here...)
Eatgaboon [j. Mouse Trap]
Category: Monster Destruction
Type: Normal
- Does not negate effects of the Monster is destroys.
Enchanted Javelin [j. Holy Javelin]
Category: Life Gain
Type: Normal / Triggered
- Multiple copies of this card can be activated when your opponent attacks.
Eye of Truth, The [j. Eye of Truth]
Category: ????
Type: Continuous
Fairy's Hand Mirror [j. Angel's Mirror]
Category: Redirection
Type: Normal
- The English card is slightly incorrect. The correct text would be:
Switch the opponent's Magic Card effect that specifically designates 1 monster on the Field as a target to another correctly targeted monster.- The new target must still be legal to activate the card. For example, if you only have two Monster on the Field (one in attack mode and one in defense mode), and your opponent plays [Stop Defense], you cannot activate this card, since it has no other legal target.
- Can only redirect cards that target a Monster on the FIELD. (i.e. no redirecting a [Monster Reborn]).
- Equipment cards CAN be redirected, as long as the new target is legal (i.e. cannot put an Equipment card on a face-down Monster, cannot put a [Sword of Dark Destruction] on an Earth-Type Monster, etc).
Fake Trap [j. False Trap]
Category: Trap Destruction Prevention
Type: Triggered
- Used in a Chain with the card that is going to destroy the Trap card(s).
- [Fake Trap] can't be used to save Trap cards that are negated by Counter Traps like [7 Tools of the Bandit] and [Solemn Judgement], because this card is Spell Speed 2, and Counter Traps are Spell Speed 3.
- If your opponent uses a [Heavy Storm] to destroy all Magic and Traps cards on the Field, activating this card will save your Trap cards, but those Trap cards that are saved MUST be shown to your opponent (to prevent cheating).
Forced Requisition [j. Forced Collection]
Category: Discard
Type: Continuous
- If you play [Final Destiny] with this card face-up on the Field, your opponent does NOT discard 5 cards from his or her hand, since [Final Destiny] destroys this card.
Gamble [j. Gamble]
Category: Draw
Type: Normal
Gift of the Mystical Elf [j. Holy Elf's Blessing]
Category: Life Gain
Type: Normal
- The Life Points gained for each Monster on the Field is counted as a SEPERATE Life Gain (this is why it says "For each"). In other words, if there are two Monster on the Field, 600 Life Points are gained, but at two different times; if there are five Monsters on the Field, 1500 Life Points are gained, but at five different times. Yes, this combos with [Fire Princess] for EACH time the Life Points are gained.
Graverobber [j. Gravedigger]
Category: ????
Type: Normal
- The card that you choose is put into your hand until the end of the current turn.
- Even if you Set the chosen card and then activate it later, you will still receive the damage.
- Even if you Set the chosen card, it will be returned to your opponent's Graveyard at the end of the turn.
- If the chosen card somehow enters a deck, this card's effect will NOT return the card to your opponent's Graveyard.
- Continuous and Equipment Magic cards and special cards with a time limit (such as [Swords of Revealing Light]) will remain on the Field for the duration of their effects. Even if the current turn ends.
- The chosen card can also be discards from your hand for costs ([Magic Jammer] [Tribute to the Doomed]).
- Will be counted toward the number of cards in your hand if discarded by [Card Destruction].
- Will be counted toward the number of cards in your hand if you use [Monster Recovery] (even though the chosen card will be shuffled into your opponent's deck).
- If the chosen card is played and negated, the 2000 damage is ALSO negated.
- If [Jinzo] is on the Field, the 2000 damage is NOT negated if the chosen card is played.
- If a [Magician of Faith] chooses a card in your opponent's Graveyard, this card can be activated to put that card into your hand before the [Magician...]'s effect is resolved. The [Magician...]'s effect will then end with no effect.
Gravity Bind [j. Gravity Bind]
Category: ????
Type: Continuous
Gust [j. Fierce Wind]
Category: Magic/Trap Destruction
Type: Normal / Triggered
Horn of Heaven [j. Ascending Horn]
Category: Summon Negation
Type: Counter
- Tributing a Monster is a cost to using this card.
- If this card is negated, the Tributed Monster is not returned to its user.
- If a Summon is negated, the Monster is NOT to have been considered to have come into play, so it does not trigger other card effects (such as [Mysterious Puppeteer]). If a Normal Summon is negated, it still counts toward its player's one Monster per turn.
House of Adhesive Tape [j. Fly-Tape House]
Category: Monster Destruction
Type: Normal
- Does not negate effects of the Monster is destroys.
Imperial Command [j. Imperial Command]
Category: Flip Effect Negation
Type: Continuous
- Remember that this card CANNOT be activated during the Damage Step of an attack, which is when a face-down Monster is turned face-up, since this card does NOT modify attack strength and/or defense strength.
Imperial Order [j. Imperial Decree]
Category: Magic Negation
Type: Continuous
- Can negate but not destroy cards. Normal and Quickplay Magic cards have their effects negated, but are discarded due to their inherent nature of being Normal or Quickplay Magic cards. Continuous and Equipment Magic cards remain on the Field, but their effects are nullified until Imperial Order is removed from the Field.
- [Mystical Space Typhoon] CAN be used in a Chain with this card to destroy it, as [Imperial Decree] has not yet resolved.
- The Life Payment is OPTIONAL (as are all other Standby Phase payments).
- If [Jinzo] is on the Field, you must STILL to choose whether or not to pay the Life Points to keep this card on the FIeld.
- If you skip your Standby Phase by cards such as [Solomon's Lawbook], this card will remain on the Field and you won't have to pay the Life Points for that turn.
Infinite Dismissal [j. ????]
Category: Monster Destruction
Type: Continuous
Just Desserts [j. Reap What You Sow]
Category: Direct Damage
Type: Normal
- If a Monster is Tributed or destroyed in a Chain with this card (such as with [Two-Pronged Attack]), that Monster is not counted for the damage purposes.
Lightforce Sword [j. Hand-Sealing Sword of Light]
Category: ????
Type: Normal
Light of Intervention [j. Holy Radiance]
Category: ????
Type: Continuous
- If this card is on the Field, players can place Monsters in face-up defense mode from their hands. However, this is treated as a "Normal Summon," so [Trap Hole] and the like can target and destroy the Monster.
Magical Hats [j. Magical Silk Hats]
Category: ????
Type: Normal
Magic Drain [j. Magic Drain]
Category: Magic Negation
Type: Counter
- Your opponent may CHOOSE to discard a Magic card from his or her hand or not. If not, the Magic card that was initially played is negated and destroyed. If the opponent chooses to, the original Magic card goes through unphased.
Magic Jammer [j. Magic Jammer]
Category: Magic Negation
Type: Counter
- Discard a card from your hand is a cost to using this card.
- If this card is negated, the discarded card is not returned to its user.
Major Riot [j. Great Panic]
Category: ????
Type: Normal / Triggered
Mask of Restrict [j. Sacrifice-Sealing Mask]
Category: ????
Type: ????
- Prevents all players from Tributing Monsters REGARDLESS OF THE REASON. While this card is face-up on the Field, players cannot:
- Tribute Summon or Sets (including [Ultimate Offering])
- Tribute Monsters for Rituals
- Tribute Monsters for Monster Effects ([Cannon Soldier], [Catapult Turtle], [Forgiving Maiden])
- Tribute Monsters for Magic cards ([Share the Pain])
- Tribute Monsters for Trap cards ([Horn of Heaven])
- Does NOT prevent Fusion Summons. (Fusion Material Monsters are placed in the Graveyard, not Tributed.)
Metal Detector [j. Gold-Divining Rod]
Category: ????
Type: Normal / Triggered
Metalmorph [j. Metal Conversion]
Category: Power Up
Type: Normal / Equipment
- This card's additional attack strength bonus happens ONLY when the Equipped Monster attacks, not when it IS attacked.
Michizure [j. Take You With Me]
Category: Monster Destruction
Type: Normal / Triggered
- This card can only be activated if you could actually Chain the event that is putting it into your Graveyard.
- Events that you CAN'T use this card with:
- Magic/Trap cards that go to the Graveyard via [Magical Hats]
- Equipped Monsters that go to the Graveyard, such as from [Relinquished], [Thousand Eyes Restrict] and [Sword Hunter]
- Token Monsters (they are removed from play instead of actually going to the Graveyard).
- Tribute Summon (Tribute > Summon)
- Fusion (Go to the Graveyard > Special Summon)
- Ritual Magic (Tribute > Special Summon)
- [Horn of Heaven] [Insect Imitation] [Share the Pain] (Tribute Cost > Effect) [You cannot Chain a Tribute as a cost]
- [Cyber Jar] (Destruction > Reveal then Play/Put into hand)
- [Cannon Soldier] [Catapult Turtle] (Tribute > Damage)
Minor Goblin Official [j. Goblin Tactician]
Category: Damage
Type: Continuous / Triggered
Mirror Force [j. Holy Barrier - Mirror Force]
Category: Monster Destruction
Type: Triggered
Negates the attack; no Battle Damage is done.Doesn't actually "negate" the attack; it's just that the Monster is destroyed before reaching the Damage Step, so no damage is done to Monsters, nor the opposing player.Mirror Wall [j. Silver Mirror Wall]
Category: Power Down
Type: Continuous
- You may choose not to pay the Life Points during your Standby Phase, and thus destroy this card.
- If [Jinzo] is on the Field, you must STILL choose whether or not to pay the Life Points to keep this card on the FIeld.
- If you skip your Standby Phase by cards such as [Solomon's Lawbook], this card will remain on the Field and you won't have to pay the Life Points for that turn.
- If a [Mystical Space Typhoon] or [Dust Tornado] is activated in a chain with this card, it is destroyed before its effect has a chance to take place.
- This card can be activated even if your opponent isn't attacking. However, its effect won't be activated until your opponent attacks.
- CANNOT be activated during the Damage Step of a Battle.
- Monsters that have not declared an attack have their attack strengths unchanged
- If activated after an attack is declared, a replay DOESN'T occur, and the Battle commences with the Monster's attack strength halved.
- NOT affected by [Reverse Trap].
- Monsters affected by Mirror Wall have their attack strengths halved as long as this card remains on the Field.
- If a Monster has been affected by Mirror Wall at an earlier point and attacks again, it does NOT re-trigger the Mirror Wall.
Mystic Probe [j. ????]
Category: ????
Type: Normal / Trigger
Numinous Healer [j. White-Uniformed Angel]
Category: Life Gain
Type: Normal / Triggered
Regulation of Tribe [j. ????]
Category: ????
Type: Normal
Respect Play [j. Fair and Square]
Category: ????
Type: Continuous
Reverse Trap [j. Curse of Amanojaku]
Category: Statistic Alteration
Type: Normal (Duration)
- Simply turns positive modifiers negative, and negative modifiers positive until the end of the turn.
- Monsters CANNOT have negative attack and defense strengths. If the attack and/or defense strengths would be less than 0, they are set to 0 AFTER DOING ALL CALCULATIONS.
- Activating two or more [Reverse Traps] during a single turn will not "reset" things. The turn will remain as switched according to the first [Reverse Trap] played.
Riryoku Field [j. Force Field]
Category: Magic Negation
Type: Counter Trap
- Only negates Magic cards that have a target chosen. Mass-effect Magic cards ([Dark Hole], [Raigeki]) can't be negated.
- Can negate and destroy Equipment Magic cards when played by either you or your opponent.
- Can only negate Magic cards that target a Monster on the FIELD.
Shadow of Eyes [j. Seductive Shadow]
Category: Mode Change
Type: Normal / Triggered
Shift [j. Shift Change]
Category: ????
Type: Normal
Robbin' Goblin [j. Thieving Goblin]
Category: Discard
Type: Continuous / Triggered
- Only Battle Damage done to your opponent by your Monsters triggers this effect.
- Direct damage is either damage in a direct attack; or, "overflow" damage if this Monster attacks and destroys a Monster that's in attack mode with a lower attack strength; or, damage resulting from a Monster attacking this Monster that has a lower attack strength than its defense strength.
- If the Battle Damage done to you by a Monster is reduced to 0 (such as with [Kuriboh] or [Waboku]), this effect does not trigger.
- If your [Bistro Butcher] does Battle Damage to your opponent, and you also have a [Robbin' Goblin] on the Field, since you control both effects that happen simultaneously, you choose in which order to activate them.
Seven Tools of the Bandit [j. Thief's Swiss Army Knife]
Category: Trap Negation
Type: Counter
- Paying Life Points is a cost to using this card.
- If this card is negated, the Life Points are not returned to its user.
- [Fake Trap] can't be used to save Trap cards that are negated by this card, because [Fake Trap] is Spell Speed 2, and this card is Spell Speed 3.
Skull Invitation [j. Invitation of the Spirits]
Category: Direct Damage
Type: Continuous
Skull Lair [j. Nest of Ghosts]
Category: Monster Destruction
Type: Continuous
- The English text is currently different than the Japanese text for this card, in that the Japanese version only allows you to remove Monster cards. Play by the English wording until notified otherwise by Upper Deck.
- You cannot Chain the effect of this card with itself. In other words, if your opponent plays a [Heavy Storm], you could use this card once, but you couldn't "Chain itself" multiple times to use it two or more times before it gets destroyed by the [Heavy Storm]. If you have MULTIPLES of this card on the Field, you may Chain the seperate versions of this card to each other.
Snake Fang [j. Venomous Fangs]
Category: Power Down
Type: Normal
Solemn Judgement [j. Declaration of God]
Category: Summon / Magic / Trap Negation
Type: Counter
- Paying Life Points is a cost to using this card.
- If this card is negated, the Life Points are not returned to its user.
- Can negate a Summon (i.e. face-up attack mode), Flip Summon or Special Summon. CANNOT negate a Set (i.e. face-down defense mode).
- If a Summon is negated, the Monster is NOT to have been considered to have come into play, so it does not trigger other card effects (such as [Mysterious Puppeteer]). If a Normal Summon is negated, it still counts toward its player's one Monster per turn.
- [Fake Trap] can't be used to save Trap cards that are negated by this card, because [Fake Trap] is Spell Speed 2, and this card is Spell Speed 3.
Solemn Wishes [j. Blessing of God]
Category: Life Point Gain
Type: Continuous
- You gain 500 Life Points whenever you draw cards, NOT per card.
Solomon's Lawbook [j. Laws of Solomon]
Category: ????
Type: Normal
- Activating multiple [Solomon's Lawbook] in a single turn doesn't allow you to skip multiple Standby Phases. If you wish to skip multiple Standby Phases, activate them after each Standby Phase that you skip.
Spellbinding Circle [j. Hexagram Curse]
Category:
Type: Continuous
- Can choose face-up or face-down Monsters.
- Can be used when your opponent declares an attack, which will negate that attack.
- If the chosen Monster is NOT "destroyed" (i.e. Tributed, returned to hand), this card remains in play with no effect.
Time Seal [j. Seal of Time]
Category: ????
Type: Normal
- If activated during your opponent's Draw Phase, he or she will skip the NEXT Draw Phase, not the current one.
- Using multiples of this card within a single turn will only cause your opponent to skip the next Draw Phase (i.e. he or she will only skip one Draw Phase).
Tornado Wall [j. Tornado Wall]
Category: Damage Reduction
Type: Continuous
- Does NOT prevent Battle Damage done to your Monsters; it only prevents Battle Damage done to you by an attacking Monster. In other words, it's like a Continuous Kuriboh.
- Reduces "overflow" Battle Damage, and damage from direct attacks.
- Does not prevent damage done to you from effects, such as [Cannon Soldier] or [Final Flame].
- Does NOT prevent paying Life Points for cards, such as [Imperial Order]. "Damage" and "Paying Life Points" are two different things.
Trap Hole [j. Pit Trap]
Category: Monster Destruction
Type: Triggered
- Can only be used on a Monster that was Summoned or Flip Summoned. CANNOT be used on Monsters that were Special Summoned.
- Must be used just after the Monster was Summoned or Flip Summoned as part of the Chain.
- CANNOT be used on face-down Monsters, or Monsters that were Set.
- CANNOT be used on Monsters that are Flipped, rather than Flip Summoned.
- The attack strength of the Monster summon INCLUDES attack strength modifications (such as from Field Magic cards).
Type Zero Magic Crusher [j. ????]
Category: Damage
Type: Continuous / Activated
- You must discard a Magic card from your hand during your Main Phase 1 or 2 to activate this effect.
- Can be used as many times per turn as you like.
- Multiple [...Crusher] cards on the Field do not "stack," since it's an activated effect, not a triggered effect.
- Not triggered by Magic cards that are discarded by other cards effects (such as [Card Destruction]).
Ultimate Offering [j. Compensation of Blood]
Category: Summon
Type: Continuous
- Can ONLY be used by the player that has this card on the Field.
- Can ONLY be used during MAIN PHASE 1 or 2, or during your OPPONENT'S BATTLE PHASE. [EDO'S NOTE: Yeah, yeah. That's the ruling. Don't shoot me; I'm just the messenger.]
- Can be used multiple times during a turn.
- Can Tribute Summon, if the required number of Monsters are on the Field.
- If a Monster is Summoned in this way (i.e. face-up attack mode), [Trap Hole] CAN be used on it, since it is a Normal Summon (albeit an extra Normal Summon).
Waboku [j. Emissary of Harmony]
Category: Damage Reduction/Prevention
Type: Normal; Lasting Effect
- Reduces the Battle Damage done by ALL of your opponent's Monsters to 0 for the remainder of the turn.
- Does NOT reduce the attack strength of the Monster to 0.
- All other effects of the attack still happen.
- If a Monster is attacked by another Monster with a higher attack strength, and this card is activated on the attacking Monster, the defending Monster survives. No ill-effects happen to the attacking Monster.
- If used on a Monster that has an equal attack strength of the Monster it is attacking, the defending Monster will survive, and the attacking Monster will be destroyed.
- Read my essay [Essay 06: Waboku and Battle Damage] for the whole explanation of how Waboku and Battle Damage works. Yes, that is EXACTLY how it works in that essay.
World Supression [j. World Peace]
Category: ????
Type: Normal / Triggered
FAQ
This is a collection of the most frequently asked questions that I get, nearly every day. Please do NOT confuse this file with the official Upper Deck FAQ. This file is NOT official, and simply covers some items that people ask frequenty (hence the term "frequently asked questions").
- Q: Can I play a Monster from my hand in face-up defense mode?
- A: No. When playing a Monster from your hand, it must be either in face-up attack mode (i.e. a Summon) or face-down defense mode (i.e. a Set).
- Q: Can I Flip Summon a Monster into face-up defense mode?
- A: No. If you wish to Flip a Monster during your turn, it must be from face-down defense mode to face-up ATTACK mode only.
- Q: Can I Set a Monster, and Flip it during the same turn?
- A: No. Once a Monster is placed on the Field, its mode cannot be manually changed during that turn.
- Q: Can I turn a Monster back face-down?
- A: No.
- Q: How many cards can I have in my hand?
- A: You have have an unlimited number of cards in your hand at any given time. However, if you have more than 6 cards in your hand at the end of your turn, you must discard until you have 6 cards.
- Q: Do I need to offer Tribute for Fusion Monsters?
- A: No. Since they're Special Summons, you don't need to offer Tribute for them.
- Q: How many Magic/Trap cards can I play per turn?
- A: You can play any number of Magic cards per turn. You can activate any number of Trap cards, but they must have been Set on a previous turn.
- Q: Can I use Trap cards during my turn?
- A: Yes, so long as it is legal to do so. (Example: You wouldn't be able to activate a Mirror Force during your turn, because you can only activate it when your opponent attacks.
- Q: Can I put more than one Equipment card on a Monster?
- A: Yes.
- Q: If I have a face-down Monster, and my opponent destroys it with Raigeki (or Dark Hole, Man-Eater Bug, etc.), will it flip?
- A: No. Monsters destroyed by card effects while face-down don't have their Flip Effects activated (if any).
- Q: Can I use a Soul Exchange and Tribute my opponent's Monster to a Catapult Turtle? It says to "...offer one Monster on your side of the Field as Tribute..."
- A: Yes, you can do it. Soul Exchange allows you to Tribute an opponent's Monster instead of your own, which includes the "side of the Field" part.
- Q: Can I use Share the Pain and bring out a high-level Monster?
- A: No. Tribute in that effect only means to take Monsters and place them in the Graveyard. Tributing for specific card effects doesn't count for any other purposes.
- Q: Can I use Trap Hole when my opponent attacks?
- A: No. Trap Hole must be used when the Monster is first Summoned or Flip Summoned. If you don't use it at that point, it can't be used on it later.
- Q: If I have two Robbin' Goblins on the Field and a Monster I have does Battle Damage to my opponent, does he loses two cards?
- A: Yes. The Battle Damage triggers both Robbin' Goblins.
- Q: If my opponent gains control of one of my Monsters with a Flip effect, who gets to "use" it if he flips it?
- A: The controller gets to make any choices, and gets the benefits (and penalities, if any) for flipping it. For example, if your opponent gains control of your Magician of Faith and Flip Summons it, your opponent will be able to returned one of his or her Magic cards to his or her hand, not you.
- Q: Are Konami video game promotional cards allowed in official Upper Deck tournaments?
- A: As of January 2003, many of the Konami video game promotional cards ARE useable in official Upper Deck tournaments. As of the time of this writing (03/01/03), the just-released Duelists of the Roses promotional cards (and the upcoming GBA game promotional cards) will not be usable in official tournaments until Upper Deck receives rulings confirmation from Konami. When they are tournament-legal, you will most-likely see an announcement on the official Upper Deck site.
- Q: Am I allowed to use Japanese cards in tournaments?
- A: In official Upper Deck tournaments, you cannot use Japanese cards, not even ones that have been released in English. If it's an unofficial tournament, then it's up to the person that is hosting and judging the event.
- Q: Can I use the English cards made by Konami in Asia?
- A: No, they are not made by Upper Deck, so you can't use them in official Upper Deck tournaments.