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My Yu-Gi-Oh Movie Fanfic "Fate's Seal" Part 3's Episode Cards

1. Some card names below are written differently than how the URL below their info indicates due to how they were written on the card at the time the fanfic was written.
2. Episodes 20 and 21 are excluded because no cards were played.
Fate's Seal (Part 24)
Turn 1: Skull Servant King
The Lady in Wight
DARK / Effect Monster / Level 3 / ATK 0 / DEF 2200
(Zombie / Effect)
1. Prevents the destruction of face-up Level 3 or lower Zombie monsters on the field in battle, except "The Lady in Wight" and makes them not affected by Spell or Trap Cards. 2. Counts as "Skull Servant" if in the Grave.
More info: https://yugipedia.com/wiki/The_Lady_in_Wight
Turn 1: Skull Servant King
Enchanting Fitting Room
SPELL / Normal Spell
1. Reveals the top 4 cards of your Deck by paying 800 Life Points, then Special Summons any Level 3 or lower Normal Monsters among them to your field. 2. Shuffles the rest back into your Deck.
More info: https://yugipedia.com/wiki/Enchanting_Fitting_Room
Turn 1: Skull Servant King
Skull Servant (via Enchanting Fitting Room)
DARK / Normal Monster / Level 1 / ATK 300 / DEF 200
(Zombie / Normal)
A skeletal ghost that isn't strong but can mean trouble in large numbers.
More info:
https://yugipedia.com/wiki/Skull_Servant
Turn 1: Skull Servant King
Skull Servant (via Enchanting Fitting Room)
DARK / Normal Monster / Level 1 / ATK 300 / DEF 200
(Zombie / Normal)
A skeletal ghost that isn't strong but can mean trouble in large numbers.
More info:
https://yugipedia.com/wiki/Skull_Servant
Turn 2: Tea` Gardener
Valhalla, Hall of the Fallen

SPELL / Continuous Spell
Can Special Summon 1 Fairy monster from your hand to your field once per turn if you control no monsters.

More info: https://yugipedia.com/wiki/Valhalla,_Hall_of_the_Fallen
Turn 2: Tea` Gardener
Shining Friendship (via Valhalla, Hall of the Fallen)
LIGHT / Normal Monster / Level 4 / ATK 1300 / DEF 1100
(Fairy / Normal)
The peacemaker among monsters.

More info: https://yugipedia.com/wiki/Shining_Friendship
Turn 2: Tea` Gardener
Fire Princess
FIRE / Effect Monster / Level 4 / ATK 1300 / DEF 1500
(Pyro / Effect)
Deals the opponent 500 damage if you gain Life Points.

More info: https://yugipedia.com/wiki/Fire_Princess
Turn 3: Skull Servant King
Dark Hole
SPELL / Normal Spell
Destroys all monsters on the field.

More info:
https://yugipedia.com/wiki/Dark_Hole
Turn 3: Skull Servant King
King of the Skull Servants
DARK / Effect Monster / Level 1 / ATK ? / DEF 0
(Zombie / Effect)
1. Makes its original ATK 1000 x the number of "King of the Skull Servants" and "Skull Servant" in your Grave. 2. Can revive itself from your Grave to your field if destroyed in battle and sent to the Grave by banishing 1 other "King of the Skull Servants" or "Skull Servant" from your Grave.
More info: https://yugipedia.com/wiki/King_of_the_Skull_Servants
Turn 4: Tea` Gardener
Maha Vailo
LIGHT / Effect Monster / Level 4 / ATK 1550 / DEF 1400
(Spellcaster / Effect)
Gains 500 ATK for all Equip Cards equipped to it.

More info: https://yugipedia.com/wiki/Maha_Vailo
Turn 4: Tea` Gardener
Mage Power

SPELL / Equip Spell
Gives the equipped monster 500 ATK and DEF for all Spell and Trap Cards you control.

More info:
https://yugipedia.com/wiki/Mage_Power

Fate's Seal (Part 23)

Turn 9: Marauding Captain
Call of the Haunted

TRAP / Continuous Trap
1. Revives 1 monster from your Grave to your field in Attack Mode. 2. Destroys the monster if this card leaves the field. 3. Destroys itself if the monster is destroyed.

More info: https://yugipedia.com/wiki/Call_of_the_Haunted
Turn 9: Marauding Captain
Mataza the Zapper (via Call of the Haunted)
DARK / Effect Monster / Level 3 / ATK 1300 / DEF 800
(Warrior / Effect)
1. Can attack twice each Batle Phase. 2. Can't switch sides of the field.

More info: https://yugipedia.com/wiki/Mataza_the_Zapper
Turn 9: Marauding Captain
Mage Power

SPELL / Equip Spell
Gives the equipped monster 500 ATK and DEF for all Spell and Trap Cards you control.

More info:
https://yugipedia.com/wiki/Mage_Power
Turn 10: Seto Kaiba
Card of Demise

SPELL / Normal Spell
You draw cards until you have 5 in your hand, but send your entire hand to the Grave 5 turns after activation.

More info: https://yugipedia.com/wiki/Card_of_Demise_(anime)
Turn 10: Seto Kaiba
Polymerization
SPELL / Normal Spell
Performs a Fusion Summon of 1 Fusion Monster in your Extra Deck, using monsters from your hand or field as Fusion Material.

More info: https://yugipedia.com/wiki/Polymerization
Turn 10: Seto Kaiba
Blue-Eyes Ultimate Dragon
LIGHT / Fusion Monster / Level 12 / ATK 4500 / DEF 3800
(Dragon / Fusion)
"Blue-Eyes White Dragon" + "Blue-Eyes White Dragon" + "Blue-Eyes White Dragon"
More info: https://yugipedia.com/wiki/Blue-Eyes_Ultimate_Dragon
Turn 10: Seto Kaiba
Megamorph

SPELL / Equip Spell
Doubles the equipped monster's original ATK if your Life Points are lower than the opponent's, but halves its original ATK if your Life Points are higher.

More info: https://yugipedia.com/wiki/Megamorph
Turn 11: Marauding Captain
Pot of Greed

SPELL / Normal Spell
Draw 2 cards.

More info: https://yugipedia.com/wiki/Pot_of_Greed
Turn 11: Marauding Captain
Book of Moon

SPELL / Quick-Play Spell
Turns 1 face-up monster on the field to face-down Defense Mode.

More info:
https://yugipedia.com/wiki/Book_of_Moon
Turn 11: Marauding Captain
Mystic Swordsman LV2
EARTH / Effect Monster / Level 2 / ATK 900 / DEF 0
(Warrior / Effect)
1. Destroys any Set monster it attacks at the start of the Damage Step. 2. Can Special Summon 1 "Mystic Swordsman LV4" from your hand or Deck to your field at the End Phase by sending itsel to the Grave if face-up if it destroyed a monster in battle.
More info: https://yugipedia.com/wiki/Mystic_Swordsman_LV2
Turn 12: Seto Kaiba
Monster Reborn

SPELL / Normal Spell
Revives 1 monster from either Grave to your field.

More info:
https://yugipedia.com/wiki/Monster_Reborn
Turn 12: Seto Kaiba
Blue-Eyes Ultimate Dragon (via Monster Reborn)
LIGHT / Fusion Monster / Level 12 / ATK 4500 / DEF 3800
(Dragon / Fusion)
"Blue-Eyes White Dragon" + "Blue-Eyes White Dragon" + "Blue-Eyes White Dragon"
More info: https://yugipedia.com/wiki/Blue-Eyes_Ultimate_Dragon
Fate's Seal (Part 22)
Turn 1: Marauding Captain
Marauding Captain
EARTH / Effect Monster / Level 3 / ATK 1200 / DEF 400
(Warrior / Effect)
1. Prevents the opponent from attacking other Warrior monsters you control. 2. Can Special Summon 1 Level 4 or lower Warrior monster from your hand to your field if Normal Summoned.
More info: https://yugipedia.com/wiki/Marauding_Captain
Turn 1: Marauding Captain
Marauding Captain (via its effect)
EARTH / Effect Monster / Level 3 / ATK 1200 / DEF 400
(Warrior / Effect)
1. Prevents the opponent from attacking other Warrior monsters you control. 2. Can Special Summon 1 Level 4 or lower Warrior monster from your hand to your field if Normal Summoned.
More info: https://yugipedia.com/wiki/Marauding_Captain
Turn 2: Seto Kaiba
Cost Down

SPELL / Normal Spell
Lowers the Level of all monsters in your hand by 2 until the End Phase by discarding 1 card.

More info: https://yugipedia.com/wiki/Cost_Down
Turn 2: Seto Kaiba
Different Dimension Dragon (via Cost Down)
LIGHT / Effect Monster / Level 5 / ATK 1200 / DEF 1500
(Dragon / Effect)
1. Not destroyed by Spell or Trap Cards that don't target it. 2. Not destroyed in battle by monsters with 1900 or less ATK.
More info: https://yugipedia.com/wiki/Different_Dimension_Dragon
Turn 3: Marauding Captain
Mataza the Zapper
DARK / Effect Monster / Level 3 / ATK 1300 / DEF 800
(Warrior / Effect)
1. Can attack twice each Batle Phase. 2. Can't switch sides of the field.
More info: https://yugipedia.com/wiki/Mataza_the_Zapper
Turn 3: Seto Kaiba
Burst Breath

TRAP / Normal Trap
Tributes 1 Dragon monster to destroy all face-up monsters on the field with DEF less than or equal to the Tributed monster's ATK.

More info: https://yugipedia.com/wiki/Burst_Breath
Turn 4: Seto Kaiba
Vorse Raider
DARK / Normal Monster / Level 4 / ATK 1900 / DEF 1200
(Beast-Warrior / Normal)
This wicked Beast-Warrior does every horrid thing imaginable, and loves it! His axe bears the marks of his countless victims.

More info:
https://yugipedia.com/wiki/Vorse_Raider
Turn 4: Marauding Captain
Negate Attack

TRAP / Counter Trap
Blocks an attack from 1 monster the opponent controls, then ends the Battle Phase.

More info: https://yugipedia.com/wiki/Negate_Attack
Turn 5: Seto Kaiba
Enemy Controller

SPELL / Quick-Play Spell
Activates 1 effect below.
● Changes the battle position of 1 face-up monster the opponent controls.
● Gives you control of 1 face-up monster the opponent controls until the End Phase by Tributing 1 monster.

More info: https://yugipedia.com/wiki/Enemy_Controller
Turn 6: Seto Kaiba
Spear Dragon
WIND / Effect Monster / Level 4 / ATK 1900 / DEF 0
(Dragon / Effect)
1. Deals piercing battle damage to the opponent if attacking a monster in Defense Mode. 2. Changes to Defense Mode after the Damage Step if it attacked.
More info: https://yugipedia.com/wiki/Spear_Dragon
Turn 7: Marauding Captain
Hunter Dragon
DARK / Normal Monster / Level 3 / ATK 1700 / DEF 100
(Dragon / Normal)
This dragon has taken down countless prey with its sharp fangs. It strikes very quickly, because if it does not strike first it is vulnerable to a counter-attack.

More info:
https://yugipedia.com/wiki/Hunter_Dragon
Turn 7: Seto Kaiba
Ring of Destruction

TRAP / Normal Trap
Destroys 1 face-up monster on the field, then deals its ATK to both players' Life Points.

More info: https://yugipedia.com/wiki/Ring_of_Destruction_(anime)
Turn 7: Marauding Captain
Solemn Judgment

TRAP / Counter Trap
Negates a Summoned monster or activated Spell or Trap Card and destroys it by paying half your Life Points.

More info: https://yugipedia.com/wiki/Solemn_Judgment
Turn 8: Seto Kaiba
X-Head Cannon
LIGHT / Normal Monster / Level 4 / ATK 1800 / DEF 1500
(Machine / Normal)
A monster with a mighty cannon barrel, it is able to integrate its attacks. It attacks in many ways by combining and separating with other monsters.

More info: https://yugipedia.com/wiki/X-Head_Cannon
Turn 8: Seto Kaiba
Shrink

SPELL / Quick-Play Spell
Halves the original ATK of 1 face-up monster on the field until the turn ends.

More info:
https://yugipedia.com/wiki/Shrink

Fate's Seal (Part 19)

Turn 13: Duke Devlin
Roll of Fate

SPELL / Normal Spell
You roll a six-sided die, then draw cards equal to the result and banish cards from the top of your Deck equal to the result.

More info: https://yugipedia.com/wiki/Roll_of_Fate
Turn 13: Duke Devlin
Contract with the Dark Master

SPELL / Ritual Spell
Ritual Summons "Dark Master - Zorc" by Tributing monsters from your hand or field with Levels of 8 or more.

More info:
https://yugipedia.com/wiki/Dark_Master_-_Zorc
Turn 13: Duke Devlin
Dark Master - Zorc
DARK / Ritual Monster / Level 8 / ATK 2700 / DEF 1500
(Fiend / Ritual / Effect)
1. Can be Ritual Summoned with "Contract with the Dark Master". 2. Can roll a six-sided die once per turn, then: A. Destroy all monsters the opponent controls if a 1 or 2.
B. Destroy 1 monster they contriol if a 3, 4 or 5. C. Destroy all monsters you control if a 6.
More info:
https://yugipedia.com/wiki/Dark_Master_-_Zorc
Turn 14: Jaden Yuki
Necro Gardna
DARK / Effect Monster / Level 3 / ATK 600 / DEF 1300
(Warrior / Effect)
Blocks the next attack from a monster the opponent controls during their turn by banishing itself from your Grave.

More info: https://yugipedia.com/wiki/Necro_Gardna
Turn 16: Jaden Yuki
Graceful Charity

SPELL / Normal Spell
Draw 3 cards, then discard 2 cards.

More info: https://yugipedia.com/wiki/Graceful_Charity
Turn 16: Jaden Yuki
Pot of Greed

SPELL / Normal Spell
Draw 2 cards.

More info: https://yugipedia.com/wiki/Pot_of_Greed
Turn 16: Jaden Yuki
Neo Space

SPELL / Field Spell
1. Gives "Elemental HERO Neos" and Fusion Monsters listing it 500 ATK. 2. Makes it optional to shuffle Fusion Monsters listing "Elemental HERO Neos" into the Extra Deck at the End Phase by their effects.

More info: https://yugipedia.com/wiki/Neo_Space
Turn 16: Jaden Yuki
Monster Reborn

SPELL / Normal Spell
Revives 1 monster from either Grave to your field.

More info:
https://yugipedia.com/wiki/Monster_Reborn
Turn 16: Jaden Yuki
Card Trooper (via Monster Reborn)
EARTH / Effect Monster / Level 3 / ATK 400 / DEF 400
(Machine / Effect)
1. Can declare a number from 1 to 3, then send that many cards from the top of your Deck to the Grave. 2. Gains 500 ATK for all cards sent to the Grave this way until the turn ends. 3. You draw 1 card if destroyed and sent from your field to your Grave.

More info: https://yugipedia.com/wiki/Necro_Gardna
Turn 16: Jaden Yuki
Elemental Hero Wildheart
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1600
(Warrior / Effect)
Not affected by Trap Cards.

More info: https://yugipedia.com/wiki/Elemental_HERO_Wildheart
Fate's Seal (Part 18)
Turn 5: Duke Devlin
Dangerous Machine Type-6

SPELL / Continuous Spell
You roll a six sided die at your Standby Phases, then apply 1 effect below based on the result.
● 1: You discard 1 card.
● 2: The opponent discards 1 card.
● 3: You draw 1 card.
● 4: The opponent draws 1 card.
● 5: Destroys 1 monster the opponent controls.
● 6: Destroys itself.

More info: https://yugipedia.com/wiki/Dangerous_Machine_Type-6
Turn 5: Duke Devlin
Monster Reborn

SPELL / Normal Spell
Revives 1 monster from either Grave to your field.

More info:
https://yugipedia.com/wiki/Monster_Reborn
Turn 5: Duke Devlin
Snipe Hunter (via Monster Reborn)
DARK / Effect Monster / Level 4 / ATK 1500 / DEF 600
(Fiend / Effect)
1. Can roll a six-sided die and choose 1 card on the field by discarding 1 card. 2. Destroys the chosen card if not a 1 or 6.

More info: https://yugipedia.com/wiki/Snipe_Hunter
Turn 5: Duke Devlin
Maximum Six
EARTH / Effect Monster / Level 6 / ATK 1900 / DEF 1600
(Warrior / Effect)
R
olls a six-sided die if Tribute Summoned, then gains ATK equal to the result x 200.
More info: https://yugipedia.com/wiki/Maximum_Six
Turn 5: Jaden Yuki
Hero Signal

TRAP / Normal Trap
Special Summons 1 Level 4 or lower "Elemental HERO" monster from your hand or Deck to your field if a monster you control is destroyed in battle and sent to the Grave.

More info: https://yugipedia.com/wiki/Hero_Signal
Turn 5: Jaden Yuki
Elemental Hero Clayman (via Hero Signal)
EARTH / Normal Monster / Level 4 / ATK 800 / DEF 2000
(Warrior / Normal)
An Elemental HERO with a clay body built-to-last. He'll preserve his Elemental HERO colleagues at any cost.

More info:
https://yugipedia.com/wiki/Elemental_HERO_Clayman
Turn 6: Jaden Yuki
Winged Kuriboh
LIGHT / Effect Monster / Level 1 / ATK 300 / DEF 200
(Fairy / Effect)
Makes battle damage you take the rest of the turn 0 if destroyed and sent from the field to the Grave.

More info: https://yugipedia.com/wiki/Winged_Kuriboh
Turn 7: Jaden Yuki
Hero Ring

TRAP / Normal Trap
1. Equips to 1 Warrior monster with 1500 or less ATK. 2. Prevents the opponent from attacking it with monsters they control with at least 1900 ATK.

More info: https://yugipedia.com/wiki/Hero_Ring
Turn 8: Jaden Yuki
Elemental Hero Sparkman
LIGHT / Normal Monster / Level 4 / ATK 1600 / DEF 1400
(Warrior / Normal)
An Elemental HERO and a warrior of light who proficiently wields many kinds of armaments. His Static Shockwave cuts off the path of villainy.

More info: https://yugipedia.com/wiki/Elemental_HERO_Sparkman
Turn 9: Duke Devlin
Pandemonium

SPELL / Field Spell
1. Prevents players from paying Life Points at their Standby Phases for "Archfiend" monsters. 2. Lets players add 1 "Archfiend" monster from their Deck to their hand with a lower Level than 1 "Archfiend" monster(s) they control that is destroyed outside battle and sent to the Grave.

More info: https://yugipedia.com/wiki/Pandemonium
Turn 9: Duke Devlin
Shadowknight Archfiend
WIND / Effect Monster / Level 4 / ATK 2000 / DEF 1600
(Fiend / Effect)
1. Destroys itself unless its controller pays 900 Life Points at their Standby Phases. 2. Can negate an effect the opponent controls that targets it by rolling a six-sided die and getting a 3. 3. Halves any Battle Damage it deals the opponent.

More info: https://yugipedia.com/wiki/Shadowknight_Archfiend
Turn 10: Jaden Yuki
Card Trooper
EARTH / Effect Monster / Level 3 / ATK 400 / DEF 400
(Machine / Effect)
1. Can declare a number from 1 to 3, then send that many cards from the top of your Deck to the Grave. 2. Gains 500 ATK for all cards sent to the Grave this way until the turn ends. 3. You draw 1 card if destroyed and sent from your field to your Grave.
More info: https://yugipedia.com/wiki/Necro_Gardna
Turn 11: Duke Devlin
Infernalqueen
Archfiend
FIRE / Effect Monster / Level 4 / ATK 900 / DEF 1500
(Fiend / Effect)
1. Destroys itself unless its controller pays 500 Life Points at their Standby Phases. 2. Can negate an effect the opponent controls that targets it by rolling a six-sided die and getting a 2 or 5. 3. Gives 1 "Archfiend" monster on the field 1000 ATK at the Standby Phases until the End Phase.
More info: https://yugipedia.com/wiki/Infernalqueen_Archfiend
Turn 12: Jaden Yuki
Fifth Hope

SPELL / Normal Spell
Shuffles 5 "Elemental HERO" monsters from your Grave into your Deck, then you draw 2 cards (or 3 cards if you control no other cards and have no cards in your hand at activation).

More info: https://yugipedia.com/wiki/Fifth_Hope
Turn 12: Jaden Yuki
Polymerization
SPELL / Normal Spell
Performs a Fusion Summon of 1 Fusion Monster in your Extra Deck, using monsters from your hand or field as Fusion Material.

More info: https://yugipedia.com/wiki/Polymerization
Turn 12: Jaden Yuki
Elemental Hero Tempest
WIND / Fusion Monster / Level 8 / ATK 2800 / DEF 2800
(Warrior / Fusion / Effect)
"Elemental HERO Avian" + "Elemental HERO Sparkman" + "Elemental HERO Bubbleman"
1. Only Fusion Summoned. 2. Can prevent the destruction of 1 monster you control in battle if face-up by sending 1 other card you control to the Grave.
More info: https://yugipedia.com/wiki/Elemental_HERO_Tempest
Fate's Seal (Part 17)
Turn 1: Duke Devlin
Snipe Hunter
DARK / Effect Monster / Level 4 / ATK 1500 / DEF 600
(Fiend / Effect)
1. Can roll a six-sided die and choose 1 card on the field by discarding 1 card. 2. Destroys the chosen card if not a 1 or 6.
More info: https://yugipedia.com/wiki/Snipe_Hunter
Turn 2: Jaden Yuki
Elemental Hero Bubbleman
WATER / Effect Monster / Level 4 / ATK 800 / DEF 1200
(Warrior / Effect)
1. Can be Special Summoned from your hand to your field if it's the only card in your hand. 2. Can draw 2 cards if Summoned while you control no other cards and have no cards in your hand.

More info: https://yugipedia.com/wiki/Elemental_HERO_Bubbleman
Turn 2: Jaden Yuki
Bubble Blaster

SPELL / Equip Spell
1. Equips to "Elemental HERO" Bubbleman" and gives it 800 ATK. 2. Destroys itself to prevent the equipped monster's destruction in battle and makes battle damage to its controller from the battle 0.

More info: https://yugipedia.com/wiki/Bubble_Blaster
Turn 2: Duke Devlin
Skull Dice

TRAP / Normal Trap
Forces you to roll a six-sided die, then lowers the ATK and DEF of monsters the opponent controls by 100 x the die result until the turn ends.

More info: https://yugipedia.com/wiki/Skull_Dice
Turn 4: Jaden Yuki
Polymerization
SPELL / Normal Spell
Performs a Fusion Summon of 1 Fusion Monster in your Extra Deck, using monsters from your hand or field as Fusion Material.

More info: https://yugipedia.com/wiki/Polymerization
Turn 4: Jaden Yuki
Elemental Hero Flame Wingman
WIND / Fusion Monster / Level 6 / ATK 2100 / DEF 1200
(Warrior / Fusion / Effect)
"Elemental HERO Avian" + "Elemental HERO Burstinatrix"
1. Only Fusion Summoned. 2. Deals the ATK of a monster it destroys in battle and sends to the Grave to the opponent's Life Points.
More info: https://yugipedia.com/wiki/Elemental_HERO_Flame_Wingman