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Alliance Insight (ALIN-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Alliance_Insight_(TCG-EN-1E)
Alliance Insight (ALIN-EN100)
Dragolithia Kunzite

EARTH / Effect Monster / Level 8 / ATK 0 / DEF 0
(Dragon / Effect)

If this card is in your hand: You can send 1 Level 7 or higher Normal Monster from your hand or Deck to the GY, and if you do, Special Summon this card. You can banish this card from your GY, then target 1 Normal Monster in your GY; Special Summon it in Defense Position. You can only use 1 "Dragolithia Kunzite" effect per turn, and only once that turn.
~Rarities: Super Rare
Pros: Easy to play, searchable, supports Normal Monsters
Cons: 0 DEF, minimal effects
Alliance Insight (ALIN-EN099)
Migratory Zereort

WATER / Effect Monster / Level 5 / ATK 1000 / DEF 2200
(Winged Beast / Effect)

If a WATER Xyz Monster is on the field: You can Special Summon this card from your hand. During your Main Phase: You can detach 1 material from a monster you control, then you can Special Summon 1 Level 3 or 4 WATER monster from your hand or GY, but its effects are negated, also it can be treated as a Level 5 monster this turn, if used for the Xyz Summon of a WATER monster. You can only use each effect of "Migratory Zereort" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, supports WATER and Rank 5 Xyz Summons
Cons: Low DEF for Level, can't Special Summon high-Level WATER monsters, negates monster's effects, can't treat as Level 5 if used for non-WATER Xyz
Alliance Insight (ALIN-EN098)
Giant Kra-Corn

EARTH / Effect Monster / Level 8 / ATK 1000 / DEF 2500
(Plant / Effect)

When an opponent's monster declares an attack: You can Special Summon this card from your hand in Defense Position, and if you do, change the attack target to this card, and perform damage calculation. You can target 1 Plant monster you control, except "Giant Kra-Corn"; the ATK of that monster and this card become the combined original ATK of both monsters. You can only use each effect of "Giant Kra-Corn" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, supports Plant
Cons: Low DEF for Level, requires another Plant to change its ATK, requires an opponent's attack to Special Summon itself
Alliance Insight (ALIN-EN097)
Dipity

LIGHT / Normal Monster / Level 4 / ATK 0 / DEF 0
(Fiend / Normal)

A cute little thing who lives in a glass bottle and is said to bring good luck to the one who makes a contract with it. The lid must never be opened, no matter what happens...
~Rarities: Common
Pros: Easy to play, searchable
Cons: 0 DEF, is a Normal Monster
Alliance Insight (ALIN-EN096)
Mitsurugi Tempest

TRAP / Normal Trap
If you have a "Mitsurugi" Ritual Spell in your GY: Tribute 3 monsters whose original names are "Ame no Murakumo no Mitsurugi", "Futsu no Mitama no Mitsurugi", and "Ame no Habakiri no Mitsurugi"; make your opponent banish exactly 8 cards from their hand, Extra Deck, field, and/or GY. You can only activate 1 "Mitsurugi Tempest" per turn
~Rarities: Common
Pros: Easy to play, supports Mitsurugi, somewhat potent effect
Cons: Costs 3 specific monsters to banish opponent's cards, no other effects
Alliance Insight (ALIN-EN095)
Mitsurugi Sacred Boundary

SPELL / Continuous Spell
Your opponent cannot target "Mitsurugi" Ritual Monsters you control with effects of monsters that were Special Summoned from the Extra Deck. You can target 4 "Mitsurugi" cards in your GY, except "Mitsurugi Sacred Boundary"; shuffle them into the Deck, then if your opponent controls a monster, make them Tribute 1 monster they control (their choice). You can only use this effect of "Mitsurugi Sacred Boundary" once per turn.
~Rarities: Common
Pros: Easy to play, supports Mitsurugi, counters Extra Deck monsters
Cons: Only protects Mitsurugi Rituals from Extra Deck monster effects
Alliance Insight (ALIN-EN094)
Mitsurugi Magatama

SPELL / Quick-Play Spell
During the Main Phase: Activate 1 of these effects;
● Tribute 1 Reptile monster, then target 1 face-up card your opponent controls; destroy it.
● Ritual Summon 1 "Mitsurugi" Ritual Monster from your hand, by Tributing monsters you control whose total Levels equal or exceed its Level.
You can only activate 1 "Mitsurugi Magatama" per turn.
~Rarities: Super Rare
Pros: Easy to play, supports Mitsurugi and Reptile, is a Quick-Play Spell
Cons: Mostly a Ritual Summon
Alliance Insight (ALIN-EN093)
Mitsurugi Mirror

SPELL / Ritual Spell
This card can be used to Ritual Summon any Reptile Ritual Monster from your hand or GY. You must also Tribute Reptile monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster. If "Ame no Murakumo no Mitsurugi", "Futsu no Mitama no Mitsurugi", or "Ame no Habakiri no Mitsurugi" you control is Tributed, while this card is in your GY: You can shuffle this card into the Deck. You can only use each effect of "Mitsurugi Mirror" once per turn.
~Rarities: Common
Pros: Easy to play, supports Mitsurugi and Reptile
Cons: Must Tribute Reptiles for Ritual Summon, minimal other effect
Alliance Insight (ALIN-EN092)
Ame no Hibakiri no Mitsurugi

DARK / Ritual Monster / Level 8 / ATK 2400 / DEF 1800
(Reptile / Ritual / Effect)

You can Ritual Summon this card with "Mitsurugi Ritual". Monsters your opponent controls lose 800 ATK. You can reveal this card in your hand; Special Summon 1 "Mitsurugi" monster from your Deck, then Tribute 1 monster you control. You can only use this effect of "Ame no Habakiri no Mitsurugi" once per Duel. If this card is Tributed: You can add 1 "Mitsurugi" card from your Deck to your hand, except "Ame no Habakiri no Mitsurugi", then you can Special Summon this card. You can only use this effect of "Ame no Habakiri no Mitsurugi" once per turn.
~Rarities: Super Rare
Pros: Easy to play, supports Mitsurugi, can revive itself
Cons: Poor stats for Level, pretty poor effects
Alliance Insight (ALIN-EN091)
Mitsurugi no Miko, Wousu

DARK / Effect Monster / Level 8 / ATK 2000 / DEF 2000
(Reptile / Effect)

You can Special Summon this card (from your hand) by Tributing 1 other Reptile monster from your hand and 1 monster your opponent controls, but you cannot Special Summon nor activate monster effects for the rest of this turn, except Reptile monsters. You can only Special Summon "Mitsurugi no Miko, Wousu" once per turn this way. If this card is Tributed: You can discard 1 card, and if you do, add this card to your hand. You can only use this effect of "Mitsurugi no Miko, Wousu" once per turn.
~Rarities: Common
Pros: Easy to play, supports Mitsurugi and Reptile, can recycle itself
Cons: Poor stats for Level, costs 2 monsters to Special Summon itself, minimal other effects
Alliance Insight (ALIN-EN090)
Mitsurugi no Mikoto, Aramasa

DARK / Effect Monster / Level 4 / ATK 1200 / DEF 900
(Reptile / Effect)

If this card is Normal or Special Summoned, or if this card is Tributed: You can add 1 "Mitsurugi" monster from your Deck to your hand, except "Mitsurugi no Mikoto, Aramasa". If another Reptile monster(s) you control would be destroyed by battle or card effect, you can Tribute this card instead. You can only use each effect of "Mitsurugi no Mikoto, Aramasa" once per turn.
~Rarities: Super Rare
Pros: Easy to play, searchable, supports Mitsurugi and Reptile
Cons: Low Def, minimal effects
Alliance Insight (ALIN-EN089)
Tiki Peace

TRAP / Continuous Trap
Special Summon this card as an Effect Monster (Rock/EARTH/Level 4/ATK 1800/
DEF 1800) with the following effect (this card is also still a Trap).
● (Quick Effect): You can pay 800 LP; Special Summon 1 Continuous Trap, except "Tiki Peace", from your GY or banishment as a Normal Monster (Rock/EARTH/Level 4/
ATK 1000/DEF 1000) and its name becomes "Tiki Peace" (even while face-down) (that card is NOT treated as a Trap). You can only use this effect of "Tiki Peace" once per turn.
~Rarities: Common
Pros: Easy to play, high stats when Summoned, supports Trap Monsters (#99)
Cons: Makes other Trap Monsters weak Normal Monsters
Alliance Insight (ALIN-EN088)
Sakra Venderiage

LIGHT / Xyz Monster / Rank 4 / ATK 2000 / DEF 2500
(Psychic / Xyz / Effect)

2 Level 4 monsters
You can detach 1 material from this card, then target 1 Level/Rank 4 Psychic monster in your GY, except "Sakra Vendirage"; Special Summon it. If a monster(s) is Special Summoned, while this card is in your Monster Zone (except during the Damage Step): You can target 1 other face-up monster on the field; that monster's name becomes "Sakra Vendirage" until the End Phase. You can only use each effect of "Sakra Vendirage" once per turn.
~Rarities: Super Rare
Pros: Easy to play, high DEF, supports Psychic
Cons: Low ATK for Rank, can't revive Level 5/Rank 5+ Psychics, minimal other effect
Alliance Insight (ALIN-EN087)
Replicard LAD

DARK / Effect Monster / Level 7 / ATK 2500 / DEF 2500
(Cyberse / Effect)

You can banish 1 other Level 7 or higher monster from your hand; Special Summon this card from your hand. You can target 1 face-up monster you control; Special Summon 1 monster from your Deck with a different name that has 2 or more of the same Level, ATK, and/or DEF, but it cannot activate its effects this turn. You can only use each effect of "Replicard LAD" once per turn.
~Rarities: Super Rare
Pros: Easy to play, somewhat useful last effect
Cons: Poor stats for Level, Special Summoned monster can't use effects that turn, costs a Level 7+ monster to Special Summon itself
Alliance Insight (ALIN-EN086)
Fish and Bids

SPELL / Normal Spell
At the start of your Main Phase 1: Banish 1 card from your hand; your opponent can banish 2 cards from their hand, if they do not, you apply this effect.
● Take 2 Fish monsters from your Deck and either banish both or send both to the GY, also you cannot Special Summon for the rest of this turn, except Fish monsters.
~Rarities: Common
Pros: Easy to play, supports Fish and Banished (#47)
Cons: Opponent can negate effect
Alliance Insight (ALIN-EN085)
Toxic Boxfish

WATER / Synchro Monster / Level 4 / ATK 1800 / DEF 800
(Fish / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can target 1 card in either GY; banish it. If this card is banished: You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. You can only use each effect of "Toxic Boxfish" once per turn.
~Rarities: Super Rare
Pros: Easy to play, high ATK
Cons: Low DEF, poor effects
Alliance Insight (ALIN-EN084)
Aspischool

WATER / Effect Monster / Level 4 / ATK 300 / DEF 300
(Fish / Effect)

When this card is Normal Summoned: You can Special Summon 1 Level 6 or lower Fish monster from your hand in Defense Position, but banish it when it leaves the field. If this card is banished: You can Special Summon this card in Defense Position. You can only use this effect of "Aspischool" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, supports Fish
Cons: Low DEF, can't Special Summon Level 7+ Fish monsters, only Special Summons itself if banished
Alliance Insight (ALIN-EN083)
Vingolf's Blessing

SPELL / Continuous Spell
When this card is activated: You can send 1 LIGHT Fairy monster from your Deck to the GY. Fairy monsters you control gain 100 ATK for each Fairy monster in your field and GY. If this card is sent to the GY: You can target 1 Level 4 or lower Fairy monster in your GY; Special Summon it. You can only use this effect of "Vingolf's Blessing" once per turn. You can only activate 1 "Vingolf's Blessing" per turn.
~Rarities: Common
Pros: Easy to play, supports LIGHT and Fairy, no activation fees
Cons: Very low ATK boost, can't revive Level 5+ Fairy monsters
Alliance Insight (ALIN-EN082)
Hrimnir the Divine Follower

LIGHT / Effect Monster / Level 9 / ATK 2200 / DEF 2200
(Fairy / Effect)

You can Tribute 3 Fairy monsters from your hand and/or field; Set 1 Continuous Spell from your Deck, but send it to the GY during your opponent's End Phase. If this card is sent to the GY by card effect: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Hrimnir the Divine Follower" once per turn.
~Rarities: Common
Pros: Easy to play, supports Fairy
Cons: Low stats for Level, costs 3 Fairy monsters to Set a Continuous Spell that stays 1 turn
Alliance Insight (ALIN-EN081)
Dawn Angel Kambi

LIGHT / Effect Monster / Level 1 / ATK 500 / DEF 1800
(Fairy / Effect)

If you control no monsters, or all monsters you control are Fairy monsters: You can Special Summon this card from your hand. You can Tribute any number of Fairy monsters, including this card; Special Summon 1 Fairy monster from your Deck whose Level equals the total Levels those monsters had on the field. You cannot Special Summon the turn you activate this effect, except Fairy monsters. You can only use each effect of "Dawn Angel Kambi" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, high DEF, supports Fairy
Cons: Special Summoned Fairy is based on number of Tributed monsters
Alliance Insight (ALIN-EN080)
Abduction

TRAP / Normal Trap
Target 1 face-up monster your opponent controls; banish 1 monster from your Deck or Extra Deck with the same original Type, Attribute, and Level/Rank/Link Rating, and if you do, take control of that targeted monster, and if you banished a monster with the same original name, that monster's effects are negated. You can only activate 1 "Abduction" per turn.
~Rarities: Super Rare
Pros: Easy to play
Cons: Relient on banishing a monster with the same properties, poor effects overall
Alliance Insight (ALIN-EN079)
Dragon's Mind

TRAP / Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control a monster with 2500 original ATK or DEF: Negate the activation, and if you do, destroy that card. If this card is in your GY: You can pay 2500 LP; Set this card, but banish it when it leaves the field. You can only use each effect of "Dragon's Mind" once per turn.
~Rarities: Common
Pros: Easy to play
Cons: Resetting itself costs 2500 LP, can't be used with other monsters
Alliance Insight (ALIN-EN078)
Songs of the Dominators

TRAP / Normal Trap
If you have no monsters in your GY, you can activate this card from your hand. When your opponent activates a monster effect on the field: Negate that effect, then if you have a Trap in your GY, you can add 1 "Dominus" card from your Deck to your hand. If you activated this card from your hand, you cannot activate the effects of monsters in your hand, GY, and banishment, until the end of the next turn. You can only activate 1 "Songs of the Dominators" per turn.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Easy to play, can be activated from the hand, supports Dominus (#78)
Cons: Can't activate from the hand if you control monsters, can't add cards unless a Trap is in your Grave, can't use monster effects if activated from the hand
Alliance Insight (ALIN-EN077)
Eldlixir of the Glorious Golden Land

TRAP / Continuous Trap
You can pay 800 LP, then activate 1 of these effects;
● Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 10/ATK 1500/
DEF 2800) (this card is also still a Trap), then if you control "Eldlich the Golden Lord", you can return 1 monster from the field to the hand.
● Set 1 of your banished "Golden Land" or "Eldlixir" Spells/Traps.
You can only use this effect of "Eldlixir of the Glorious Golden Land" once per turn.
~Rarities: Super Rare
Pros: Easy to play, high DEF when Summoned, supports Eldlich (SESL #27) and support
Cons: Doesn't count as Eldlich, Summoned as a Normal Monster
Alliance Insight (ALIN-EN076)
Ryu-Ge End

TRAP / Continuous Trap
Your opponent cannot target "Ryu-Ge" monsters you control with card effects. You can only use each of the following effects of "Ryu-Ge End" once per turn. If a "Ryu-Ge" Pendulum Monster is in your field or face-up Extra Deck: You can shuffle 2 "Ryu-Ge" monsters from your hand, GY, and/or banishment into the Main Deck, then target 1 monster on the field; destroy it. If this card is destroyed: You can Set 1 non-Continuous "Ryu-Ge" Trap from your Deck, GY, or banishment.
~Rarities: Common
Pros: Easy to play, supports Ryu-Ge
Cons: Requires a Ryu-Ge Pendulum for most other effects
Alliance Insight (ALIN-EN075)
Ryzeal Mass Driver

TRAP / Normal Trap
Apply the following effect, then you can attach this card to a Rank 4 Xyz Monster you control.
● For the rest of this turn, all "Ryzeal" monsters you control gain 1000 ATK.
If this card is sent to the GY, except from the field: You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Ryzeal Mass Driver" once per turn.
~Rarities: Common
Pros: Easy to play, supports Ryzeal
Cons: ATK boost lasts 1 turn, minimal other effects
Alliance Insight (ALIN-EN074)
Regenesis Birth
TRAP / Continuous Trap
You can send 1 "Regenesis" monster from your Deck to the GY, then target 1 face-up monster your opponent controls; change it to face-down Defense Position. During your opponent's turn: You can send this card to the GY; Special Summon as many "Regenesis" monsters as possible with different names from your hand, GY, and/or banishment, but send them to the GY during the End Phase. You can only use 1 "Regenesis Birth" effect per turn, and only once that turn.
~Rarities: Common
Pros: Easy to play, supports Regenesis, could bring out multiple members
Cons: Monsters Special Summoned don't stay long
Alliance Insight (ALIN-EN073)
Sinful Spoils Sanctification

TRAP / Continuous Trap
You can activate 1 of these effects;
● Target 1 "Diabell" monster in your GY or banishment; discard 1 card, and if you do, Special Summon that monster.
● Target 1 face-up Monster Card in your Spell & Trap Zone; Special Summon it.
You can only use this effect of "Sinful Spoils Sanctification" once per turn.
~Rarities: Common
Pros: Easy to play, supports Diabell and Crystal Beast (#7)
Cons: Minimal effects
Alliance Insight (ALIN-EN072)
Curse of Diabell

TRAP / Normal Trap
If you control 2 or more "Diabell" monsters: Send 1 monster you control to the GY; destroy all face-up cards your opponent controls. If this card is sent to the GY, or banished, from the hand or Deck: You can add 1 "Diabell" Spell/Trap from your Deck to your hand, except "Curse of Diabell". You can only use each effect of "Curse of Diabell" once per turn.
~Rarities: Common
Pros: Easy to play, supports Diabell, somewhat potent first effect
Cons: Can only get support cards, requires 2 Diabells for activation
Alliance Insight (ALIN-EN071)
Eternal Sunshine

TRAP / Continuous Trap
Monsters you control gain 500 DEF for each "Ancient Fairy Dragon", and monsters that mention it, that you control. Once per Chain: You can target 1 face-up monster your opponent controls; until the end of this turn, its ATK/DEF become halved, also its effects are negated. You can use this effect of "Eternal Sunshine" a number of times per turn, up to the number of "Ancient Fairy Dragon", and monsters that mention it, that you control.
~Rarities: Common
Pros: Easy to play, supports Ancient Fairy Dragon and support
Cons: Low DEF boost, can only use effects based on number of required monsters you control
Alliance Insight (ALIN-EN070)
SA.I.dekick

TRAP / Normal Trap
Target face-up cards your opponent controls equal to the number of Cyberse monsters you control with 2300 original ATK; negate their effects until the end of this turn. You can banish this card from your GY, then target 1 of your banished Cyberse monsters; Special Summon it. You can only use each effect of "SA.I.dekick" once per turn.
~Rarities: Common
Pros: Easy to play, supports Cyberse
Cons: Only works with Cyberse monsters with 2300 original ATK
Alliance Insight (ALIN-EN069)
Seven Stars Slash - Army Annihilator Hagun

SPELL / Quick-Play Spell
Target 1 face-up monster you control; equip it with 1 Level 7 monster with the same Type but a different name from your hand or Deck as an Equip Spell that gives it 700 ATK, but return that Equip Spell to the hand during the End Phase. When your opponent's Level/Rank 8 or higher monster is destroyed by battle, while this card is in your GY: You can add this card to your hand. You can only activate 1 "Seven Stars Slash - Army Annihilator Hagun" per turn.
~Rarities: Common
Pros: Easy to play, supports Level 7, is a Quick-Play Spell
Cons: Low ATK boost, strict requirement to recycle itself
Alliance Insight (ALIN-EN068)
Let's Go Together

SPELL / Quick-Play Spell
If you have no "Let's Go Together" in your face-up field, GY, nor banishment: Banish 7 cards from the top of your Deck, face-down; make your opponent banish 7 cards from their Extra Deck and/or top of their Deck, face-down, and they must declare how many are banished from each beforehand.
~Rarities: Common
Pros: Easy to play, is a Quick-Play Spell
Cons: Costs 7 cards from the top of your Deck for activation, opponent chooses what they banish, can't activate if you have any copies in any places
Alliance Insight (ALIN-EN067)
Chaotic Elements

SPELL / Normal Spell
Add 1 Level 5 or higher monster (LIGHT or DARK, Pyro or Aqua) from your Deck or GY to your hand, then if you have 3 or more Pyro and/or Aqua monsters in your GY, you can destroy 1 card on the field. If your opponent controls a monster (LIGHT or DARK, Pyro or Aqua): You can banish this card from your GY, then target 1 monster your opponent controls; take control of it until the End Phase. You can only use each effect of "Chaotic Elements" once per turn.
~Rarities: Common
Pros: Easy to play, supports LIGHT Pyro and DARK Aqua
Cons: Requires a LIGHT Pyro or DARK Aqua monster to steal monsters
Alliance Insight (ALIN-EN066)
Gordian Slicer

SPELL / Normal Spell
This card's activation and effect cannot be negated. At the start of your Main Phase 1 or 2: Target any number of face-up cards on the field; for each targeted card, banish 1 card from your hand, or 6 cards from your Extra Deck, face-down, then return those targeted cards to the hand.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Easy to play, activation can't be negated
Cons: Must banish cards to return cards to the hand
Alliance Insight (ALIN-EN065)
Wight Reanimator
SPELL / Continuous Spell
If your "King of the Skull Servants" attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn: You can target 1 "Skull Servant" or "King of the Skull Servants" in your GY; send 1 "Skull Servant" or 1 monster that mentions it from your Deck to the GY, and if you do, Special Summon the targeted monster, also you cannot Special Summon for the rest of this turn, except Zombie monsters.
~Rarities: Common
Pros: Easy to play, supports Skull Servant cards (#32)
Cons: Unlikely to deal piercing damage unless King is strong
Alliance Insight (ALIN-EN064)
Maliss in the Mirror

SPELL / Quick-Play Spell
Target 1 face-up monster your opponent controls; banish 1 "Maliss" monster from your hand or face-up field, and if you do, negate that monster's effects until the end of this turn. If this card is banished: You can target 1 "Maliss" card in your GY; banish it, and if you do, add 1 "Maliss" card of the same type (Monster, Spell, or Trap) from your Deck to your hand. You can only use each effect of "Maliss in the Mirror" once per turn.
~Rarities: Super Rare
Pros: Easy to play, supports Maliss, is a Quick-Play Spell
Cons: Minimal effects, costs a Maliss monster for activation
Alliance Insight (ALIN-EN063)
Materiactor Meltthrough

SPELL / Field Spell
When this card is activated: Excavate the top 6 cards of your Deck, then place them on top of the Deck in any order. Once per turn: You can pay 1500 LP; Special Summon 1 "Materiactor" Xyz Monster from your Extra Deck, by using 1 Level 3 Normal Monster you control as material (this is treated as an Xyz Summon), also you cannot Special Summon from the Extra Deck for the rest of this turn, except Xyz Monsters. If an Xyz Monster is Xyz Summoned: You can attach the top card of your Deck to 1 "Materiactor" Xyz Monster you control.
~Rarities: Common
Pros: Easy to play, searchable, supports Materiactor and Normal Monsters
Cons: Very costly to use 1st effects
Alliance Insight (ALIN-EN062)
Argostars - Giantslaying

SPELL / Quick-Play Spell
Add 1 "Argostars" monster from your Deck to your hand, then immediately after this effect resolves, if a Continuous Trap is in your Monster Zone, or a Continuous Trap with an effect that Special Summons itself as a monster is in your Spell & Trap Zone, you can Normal Summon 1 Warrior monster. During your Main Phase: You can banish this card from your GY, then target 2 cards on the field, including an "Argostars" Continuous Trap you control; return them to the hand. You can only use 1 "Argostars - Giantslaying" effect per turn, and only once that turn.
~Rarities: Super Rare
Pros: Easy to play, supports Argostars and Warrior, is a Quick-Play Spell
Cons: 1st effect isn't a Normal Summon, effects require Continuous Traps
Alliance Insight (ALIN-EN061)
Here There Be Dragons

SPELL / Quick-Play Spell
Special Summon 1 "Dragon Ruler" monster from your hand, GY, or banishment, then immediately after this effect resolves, you can Xyz Summon 1 "Dragon Ruler" Xyz Monster using only "Dragon Ruler" monsters you control. During your Main Phase: You can banish this card from your GY, then target any number of your banished "Dragon Ruler" monsters with different Attributes; return them to the GY. You can only use 1 "Here There Be Dragons" effect per turn, and only once that turn.
~Rarities: Common
Pros: Easy to play, supports Dragon Rulers (#40), is a Quick-Play Spell
Cons: Xyz Summon can't use non-Dragon Rulers
Alliance Insight (ALIN-EN060)
Regenesis Code

SPELL / Quick-Play Spell
Special Summon 1 "Regenesis" monster from your Deck (but send it to the GY during your opponent's End Phase), also until the end of the next turn after this card resolves, you cannot Special Summon from the Extra Deck. During your Main Phase, if this card is in your GY, except the turn it was sent there: You can banish it, then target 1 of your banished "Regenesis" monsters; Special Summon it. You can only use each effect of "Regenesis Code" once per turn.
~Rarities: Super Rare
Pros: Easy to play, supports Regenesis, is a Quick-Play Spell
Cons: Special Summoned monster only stays until opponent's next End Phase, minimal other effects
Alliance Insight (ALIN-EN059)
Regenesis

SPELL / Normal Spell
Take 1 "Regenesis" monster from your Deck, and either add it to your hand or send it to the GY, or if you control a "Regenesis" monster, you can add 1 monster with 2500 ATK and DEF from your Deck to your hand instead. If this card is in your GY, except the turn it was sent there: You can banish it, then target 1 "Regenesis" monster in your GY; Special Summon it. You can only use each effect of "Regenesis" once per turn.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Easy to play, supports Regenesis and monsters with 2500 ATK and DEF
Cons: Must be in the Grave to Special Summon monsters
Alliance Insight (ALIN-EN058)
Witch of the White Forest

SPELL / Field Spell
When this card is activated: You can add 1 "White Forest" monster from your Deck to your hand, but you cannot Special Summon DARK monsters from the Extra Deck for the rest of this turn. The first time each "White Forest" monster you control would be destroyed by battle each turn, it is not destroyed. You can target 1 "White Forest" monster you control; it is treated as a Tuner this turn. You can only use this effect of "Witch of the White Forest" once per turn. You can only activate 1 "Witch of the White Forest" per turn.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, searchable, supports White Forest
Cons: Doesn't Special Summon, minimal effects
Alliance Insight (ALIN-EN057)
Filia Diabell

SPELL / Normal Spell
Add 1 Level 8 or higher "Diabell" monster from your Deck to your hand, or if only your opponent controls a monster, you can Special Summon it instead. If this card is banished: You can make all "Diabell" monsters you currently control gain 500 ATK. You can only use each effect of "Filia Diabell" once per turn.
~Rarities: Common
Pros: Easy to play, supports Diabell
Cons: Low ATK boost, doesn't Special Summon
Alliance Insight (ALIN-EN056)
Flash of Heraldry

SPELL / Quick-Play Spell
Target any number of face-up monsters your opponent controls; those monsters' names become "Unknown". During your End Phase, if you control a Psychic Xyz Monster and this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use this effect of "Flash of Heraldry" once per turn.
~Rarities: Super Rare
Pros: Easy to play, can recycle itself, is a Quick-Play Spell
Cons: Requires a Psychic Xyz to recycle itself, does little with affected monsters
Alliance Insight (ALIN-EN055)
World of Spirits
SPELL / Field Spell
When this card is activated: You can add 1 monster that mentions "Ancient Fairy Dragon" from your Deck to your hand. You can only activate the following effects while you control a Level 7 or higher LIGHT Dragon Synchro Monster. Each time a monster(s) is Special Summoned in Attack Position: Change it to Defense Position. Once per turn, during the End Phase: Destroy all Attack Position monsters on the turn player's field. You can only activate 1 "World of Spirits" per turn.
~Rarities: Super Rare
Pros: Easy to play, searchable, supports Ancient Fairy Dragon cards and LIGHT Dragon Synchros
Cons: Destroys your Attack Position monsters on your turn
Alliance Insight (ALIN-EN054)
A.I. Connect

SPELL / Normal Spell
Reveal 1 Cyberse monster in your hand; apply this effect based on its Attribute, also you cannot Special Summon for the rest of this turn after this card resolves, except Cyberse monsters.
● DARK: Special Summon the revealed monster, and if you do, add 1 Level 4 or lower non-DARK Cyberse monster from your Deck to your hand.
● Other: Shuffle the revealed monster into the Deck, and if you do, add 1 "@Ignister" monster with a different Attribute from your Deck to your hand.
You can only activate 1 "A.I. Connect" per turn.
~Rarities: Super Rare
Pros: Easy to play, supports Cyberse and @Ignister
Cons: Effect depends on revealed monster's Attribute, can't add Level 5+ Cyberse monsters
Alliance Insight (ALIN-EN053)
Dogurad, the Stonetrooper

LIGHT / Link Monster / ATK 1000 / Link-3
Links: Top and both Bottom Corners
(Rock / Link / Effect)

2+ monsters, including a Rock monster
If this card is Special Summoned: You can target 1 Rock monster in your GY; this card gains ATK equal to that monster's ATK. During your opponent's Main Phase (Quick Effect): You can target 1 other monster on the field with ATK less than or equal to this card; this card loses ATK exactly equal to that monster's ATK, and if it does, destroy that monster. You can only use each effect of "Dogurad, the Stonetrooper" once per turn.
~Rarities: Common
Pros: Easy to play, supports Rock, somewhat useful effects
Cons: Link-3, low ATK for Link Rating, costs it ATK to destroy monsters
Alliance Insight (ALIN-EN052)
Evil★Twin Ki-sikil Deal

LIGHT / Link Monster / ATK 100 / Link-1
Links: Right
(Fiend / Link / Effect)

1 "Ki-sikil" monster
You can only Link Summon "Evil★Twin Ki-sikil Deal" once per turn. You can send 1 "Lil-la" monster from your Deck or Extra Deck to the GY; apply this effect this turn.
● Each time your opponent activates a card or effect in response to your "Ki-sikil" or "Lil-la" monster effect activation, draw 1 card when that card/effect resolves.
You can only use this effect of "Evil★Twin Ki-sikil Deal" once per turn.
~Rarities: Super Rare
Pros: Easy to play, supports Ki-sikil, could draw multiple cards
Cons: Very low ATK, can't Link Summon multiple copies that turn, costs a monster for bonus effect
Alliance Insight (ALIN-EN051)
Allied Code Talker @Ignister
DARK / Link Monster / ATK 2300 / Link-5
Links: Left, Right, Bottom and both Bottom Corners
(Cyberse / Link / Effect)

3+ Effect Monsters
If this card is Link Summoned: You can Special Summon as many Cyberse monsters with 2300 ATK from your GY as possible to your zones this card points to, and if you do, this card gains 500 ATK for each, also you cannot Special Summon for the rest of this turn. When your opponent activates a card or effect (Quick Effect): You can Tribute 1 of your Link Monsters this card points to; negate the activation, and if you do, banish that card. You can only use this effect of "Allied Code Talker @Ignister" once per turn.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Relatively easy to play, supports Cyberse, somewhat decent effects
Cons: Link-5, low ATK for Link Rating, only revives monsters with 2300 ATK, low ATK boost, costs a monster to negate effects
Alliance Insight (ALIN-EN050)
Steamed Sabersaurus

FIRE / Xyz Monster / Rank 4 / ATK 2000 / DEF 600
(Dinosaur / Xyz / Effect)

2 Level 4 monsters
You can detach 1 material from this card; destroy 1 Dinosaur monster in your hand or face-up field, then you can change the battle position of 1 monster on the field. At the start of the Damage Step, if your other Dinosaur monster battles: You can destroy this card, and if you do, that Dinosaur monster gains 2000 ATK until the end of the Battle Phase. You can only use each effect of "Steamed Sabersaurus" once per turn.
~Rarities: Common
Pros: Easy to play, high ATK for Rank, supports Dinosaur, somewhat useful effects
Cons: Low DEF, costs a monster you own to do anything, boost only lasts 1 turn
Alliance Insight (ALIN-EN049)
Disaster, Dragon Ruler of All Apocalypses

LIGHT / Xyz Monster / Rank 7 / ATK 0 / DEF 0
(Dragon / Xyz / Effect)

2 Rank 7 monsters
If this card is Xyz Summoned: You can target up to 4 Level 7 "Dragon Ruler" monsters in your GY and/or banishment; attach them to this card, then you can banish all monsters from your opponent's field and GY with a same Attribute as this card's materials. You can only use this effect of "Disaster, Dragon Ruler of All Apocalypses" once per turn. While this card has LIGHT, DARK, EARTH, WATER, FIRE, and WIND "Dragon Ruler" monsters as material, it gains 4600 ATK/DEF, also it is unaffected by other cards' effects.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Supports Dragon Rulers, relatively powerful effects
Cons: 0 ATK and DEF, needs all six main Attributes as material to gain ATK and DEF and to do much more
Alliance Insight (ALIN-EN048)
Eclipse, Dragon Ruler of Catastrophes

DARK / Xyz Monster / Rank 7 / ATK 2700 / DEF 1900
(Dragon / Xyz / Effect)

2 Level 7 Dragon monsters
If this card is Xyz Summoned: You can target 1 Level 4 or lower "Dragon Ruler" monster in your GY or banishment; Special Summon 1 Level/Rank 7 "Dragon Ruler" monster that is mentioned on that targeted monster from your Deck or banishment, then shuffle the targeted monster into the Deck. When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can detach 2 materials from this card; negate the activation, and if you do, banish that card. You can only use each effect of "Eclipse, Dragon Ruler of Catastrophes" once per turn.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Supports Dragon Rulers, relatively powerful effects
Cons: Low stats for Rank, costs 2 materials for last effect
Alliance Insight (ALIN-EN047)
Chasma, Dragon Ruler of Auroras

LIGHT / Xyz Monster / Rank 7 / ATK 3000 / DEF 1600
(Dragon / Xyz / Effect)

2 Level 7 Dragon monsters
(Quick Effect): You can send 1 Level 7 "Dragon Ruler" monster from your Deck to the GY and detach 1 material from this card; this effect becomes that sent monster's effect that discards itself to activate. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon 1 Level 7 "Dragon Ruler" monster from your GY or banishment. You can only use each effect of "Chasma, Dragon Ruler of Auroras" once per turn.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Supports Dragon Rulers, can replicate Dragon Ruler effects, high ATK
Cons: Low DEF, must be destroyed by an effect to revive Dragon Rulers
Alliance Insight (ALIN-EN046)
Number 69: Heraldry Crest - Dark Matter Demolition

LIGHT / Xyz Monster / Rank 4 / ATK 3100 / DEF 1900
(Psychic / Xyz / Effect)

5 Level 4 monsters
Cannot be destroyed by battle or card effects. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls; that monster's name becomes "Unknown". Negate any "Unknown" effects activated by your opponent.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, pretty decent effects, high ATK
Cons: Low DEF, needs 5 Level 4s
Alliance Insight (ALIN-EN045)
Number 69: Heraldry Crest - Shatter Stream

LIGHT / Xyz Monster / Rank 4 / ATK 2800 / DEF 1600
(Psychic / Xyz / Effect)

4 Level 4 monsters
You can also Xyz Summon this card by using a monster you control whose original name is "Number 69: Heraldry Crest". (Transfer its materials to this card.) When your opponent activates a monster effect on the field, or an opponent's monster declares an attack (Quick Effect): You can Special Summon from your Extra Deck, 1 "Number 69: Heraldry Crest - Dark Matter Demolition" by using this face-up card you control as material, then destroy that opponent's monster. (This is treated as an Xyz Summon. Transfer this card's materials.) You can only use this effect of "Number 69: Heraldry Crest - Shatter Stream" once per turn.
~Rarities: Common
Pros: Easy to play, pretty powerful effects, very high ATK for Rank
Cons: Low DEF, needs 4 Level 4s, only counters monsters
Alliance Insight (ALIN-EN044)
Code Igniter

DARK / Xyz Monster / Rank 4 / ATK 2300 / DEF 2000
(Cyberse / Xyz / Effect)

2 Level 4 monsters
If this card is Xyz Summoned: You can add 1 Cyberse Ritual Monster from your Deck to your hand. You can detach 1 material from this card; Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this card is sent to the GY as Link Material: You can add 1 "A.I." Trap from your Deck to your hand. You can only use each effect of "Code Igniter" once per turn.
~Rarities: Common
Pros: Easy to play, supports Cyberse and Ritual Summons
Cons: Low stats for Rank, largely just a Ritual Summon
Alliance Insight (ALIN-EN043)
Juraishin, the Cursed Thunder God

EARTH / Synchro Monster / Level 11 / ATK 3100 / DEF 3100
(Psychic / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
Each time your opponent activates a card or effect, gain 300 LP when it resolves. During your opponent's turn (Quick Effect): You can pay 1500 LP and Tribute this card, then activate 1 of these effects;
● Destroy all face-up monsters your opponent controls.
● Destroy all face-up Spells and Traps your opponent controls.
You can only use this effect of "Juraishin, the Cursed Thunder God" once per turn.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, high stats, pretty potent bulleted effects, supports LP Gain
Cons: Low LP boost, costs 1500 LP and itself to use bulleted effects
Alliance Insight (ALIN-EN042)
Legendary Lord Six Samurai - Kizan

EARTH / Synchro Monster / Level 6 / ATK 1800 / DEF 800
(Warrior / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
"Six Samurai" monsters you control gain 600 ATK/DEF during the Battle Phase only. You can only use each of the following effects of "Legendary Lord Six Samurai - Kizan" once per turn. During your opponent's Main Phase (Quick Effect): You can banish 1 "Six Strike" card from your GY, then target 1 card on the field; destroy it. If you control 2 or more "Six Samurai" monsters: You can Special Summon this card from your GY.
~Rarities: Common
Pros: Easy to play, supports Six Samurai (#12)
Cons: Low stats for Level, low ATK boost, costs a Six Samurai in your Grave to destroy a card
Alliance Insight (ALIN-EN041)
Poplar of the White Forest

LIGHT / Synchro Monster / Level 4 / ATK 700 / DEF 2000
(Illusion / Synchro / Tuner / Effect)

1 Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can target 2 "White Forest" monsters in your GY; place them face-up in their owners' Spell & Trap Zones as Continuous Spells. During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only use each effect of "Poplar of the White Forest" once per turn.
~Rarities: Super Rare
Pros: Easy to play, high DEF, is a Tuner, supports White Forest
Cons: Poor effects, low ATK
Alliance Insight (ALIN-EN040)
Snake-Eyes Vengeance Dragon

FIRE / Synchro Monster / Level 12 / ATK 3000 / DEF 2500
(Dragon / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
During the Main Phase (Quick Effect): You can target 1 face-up monster on the field or in either GY; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell, also this card cannot use this effect next turn. During the Battle Phase (Quick Effect): You can target 1 monster and 1 Continuous Spell on the field; destroy them. You can only use each effect of "Snake-Eyes Vengeance Dragon" once per turn.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, high ATK
Cons: Low DEF for Level, can't use first effect the next turn after being used, minimal effects
Alliance Insight (ALIN-EN039)
Ancient Fairy Life Dragon

LIGHT / Synchro Monster / Level 8 / ATK 2500 / DEF 3300
(Dragon / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can draw 1 card, or if "World of Spirits" is on the field, add 1 LIGHT monster (Beast, Plant, or Fairy) or 1 "Eternal Sunshine" from your Deck to your hand instead. You can only use this effect of "Ancient Fairy Life Dragon" once per turn. Your "Ancient Fairy Dragon" and monsters that mention it can attack while in face-up Defense Position (apply their DEF for damage calculation).
~Rarities: Super Rare
Pros: Easy to play, high DEF, supports multiple cards
Cons: Doesn't Special Summon, low ATK for Level, can't add anything unless Word of Spirits is out
Alliance Insight (ALIN-EN038)
Firewall Saber Dragon

DARK / Synchro Monster / Level 7 / ATK 2300 / DEF 2000
(Cyberse / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can target 1 Cyberse monster in your GY or banishment; add it to your hand. You can target 1 other Cyberse monster you control with a Level; this card's Level becomes that monster's. If this card is sent to the GY as Link Material: You can add 1 "A.I." Spell from your Deck to your hand. You can only use each effect of "Firewall Saber Dragon" once per turn.
~Rarities: Super Rare
Pros: Easy to play, supports Cyberse and A.I. Spells
Cons: Can't use 1st effect unless Synhro Summoned, low stats for Level, must be Link Material for last effect
Alliance Insight (ALIN-EN037)
Filia Regis

DARK / Fusion Monster / Level 8 / ATK 3000 / DEF 2500
(Dragon / Fusion / Effect)

1 Dragon Fusion Monster + 1 Level 7 or higher Dragon monster
During the Main Phase (Quick Effect): You can target 1 card your opponent controls or in their GY; banish it, then if you banished a card on the field, return 1 Dragon monster you control to the hand. At the start of your opponent's Battle Phase, if this card is in your GY: You can return 1 Dragon monster you control to the hand or Extra Deck, and if you do, Special Summon this card. You can only use each effect of "Filia Regis" once per turn.
~Rarities: Super Rare
Pros: High ATK, supports Dragons
Cons: Low DEF for Level, strict materials, pretty poor effects
Alliance Insight (ALIN-EN036)
Fallen Angel of the Golden Land

DARK / Fusion Monster / Level 10 / ATK 1800 / DEF 2500
(Zombie / Fusion / Effect)

"Eldlich the Golden Lord" + 1 Zombie monster
Must be either Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing 1 LIGHT Zombie monster, while you have "Eldlich the Golden Lord" in your field or GY. You can only Special Summon "Fallen Angel of the Golden Land" once per turn this way, no matter which method you use. If this card is sent from the field to the GY: You can Special Summon 1 "Eldlich" monster from your Deck, Extra Deck, or GY. You can only use this effect of "Fallen Angel of the Golden Land" once per turn.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Supports Eldlich (SESL #27), Special Summoned two ways, supports LIGHT Zombie
Cons: Low stats for Level, can't Special Summon more than 1 copy per turn
Alliance Insight (ALIN-EN035)
Azamina

LIGHT / Fusion Monster / Level 12 / ATK 4000 / DEF 4000
(Illusion / Fusion / Effect)
"Queen Azamina" + 1 Fusion or Synchro Monster
Must first be either Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing 1 "Saint Azamina" you control and 1 face-up monster your opponent controls. Cannot be destroyed by card effects. Each time your opponent activates a card or effect, all monsters they control lose 500 ATK when it resolves. Your opponent cannot activate the effects of monsters with 0 ATK.
~Rarities: Super Rare
Pros: Very high stats, relatively potent effects, Special Summoned two ways
Cons: Low ATK loss, only negates effects of monsters with 0 ATK
Alliance Insight (ALIN-EN034)
Bomber Place

DARK / Effect Monster / Level 6 / ATK 1350 / DEF 2400
(Spellcaster / Effect)

Once per Chain (Quick Effect): You can pay 600 LP, then activate 1 of these effects;
● If you control 6 monsters with different Levels (1, 2, 3, 4, 5, and 6): Choose 1 face-up monster your opponent controls with a Level, and destroy all other monsters your opponent controls with the same Level/Rank/Link Rating as that monster.
● Choose 1 face-up monster you control with a Level, and destroy all of your opponent's monsters in the same column with the same Level/Rank/Link Rating as that monster.
~Rarities: Common
Pros: Easy to play, searchable
Cons: Low DEF for Level, poor effects
Alliance Insight (ALIN-EN033)
Brain Controller

DARK / Effect Monster / Level 1 / ATK 100 / DEF 200
(Psychic / Tuner / Effect)

If this card is Normal or Special Summoned: You can add 1 "Brain Control" from your Deck to your hand. If you pay LP (except during the Damage Step): You can target 1 face-up monster on the field and declare a Level from 1 to 8; that monster becomes that Level. If this card is sent to the GY as Synchro Material: You can Special Summon this card to your opponent's field in Defense Position, but negate its effects. You can only use each effect of "Brain Controller" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, is a Tuner, supports Brain Control (#38) and Xyz Summons
Cons: Low DEF, must pay LP to change a monster's Level, must be Synchro Material otherwise
Alliance Insight (ALIN-EN032)
Crimson Firewing Pegasus

FIRE / Effect Monster / Level 6 / ATK 2250 / DEF 1800
(Beast / Effect)

If your opponent controls more monsters than you do, you can Special Summon this card (from your hand), and if you do, it can attack directly this turn. You can only Special Summon "Crimson Firewing Pegasus" once per turn this way. When your opponent activates a monster effect on the field (Quick Effect): You can inflict damage to your opponent equal to the Chain Link number of this effect x 300, also this card cannot be destroyed by effects activated before this one in this Chain. You can only use this effect of "Crimson Firewing Pegasus" once per turn.
~Rarities: Common
Pros: Easy to play, upgraded from original (#84)
Cons: Has orignal's stats, must Special Summon itself to attack directly by its effect, can't Special Summon more than 1 copy per turn, low burn damage
Alliance Insight (ALIN-EN031)
Wicked Serpent Night Dragon

DARK / Effect Monster / Level 7 / ATK 2350 / DEF 2400
(Dragon / Effect)

You can Tribute 1 DARK monster from your hand or field; Special Summon this card from your hand. You can only use this effect of "Wicked Serpent Night Dragon" once per turn. When this card is destroyed by battle: You can target 1 monster your opponent controls; send it to the GY, then you can Special Summon this card.
~Rarities: Common
Pros: Easy to play, upgraded from original (#103), supports DARK
Cons: Has original's stats, pretty poor effects
Alliance Insight (ALIN-EN030)
NT8000 - SIRIUS

DARK / Effect Monster / Level 8 / ATK 2300 / DEF 2500
(Machine / Effect)

This linked card cannot be destroyed by battle. You can only use each of the following effects of "NT8000 - SIRIUS" once per turn. During the turn a Link Monster's effect was activated (Quick Effect): You can target 1 face-up card you control and 1 face-up card your opponent controls; destroy both. If this card is sent to the GY, except from the field, and you control a DARK Link Monster: You can Special Summon this card, but banish it when it leaves the field.
~Rarities: Common
Pros: Easy to play
Cons: Poor stats for Level, pretty poor effects
Alliance Insight (ALIN-EN029)
Moissa Wight

DARK / Effect Monster / Level 1 / ATK 300 / DEF 200
(Zombie / Effect)

This card's name becomes "Skull Servant" while in the GY. If this card is Normal or Special Summoned: You can add 1 "Skull Servant" or 1 card that mentions it from your Deck to your hand, except "Moissa Wight", also you cannot Special Summon for the rest of this turn, except Zombie monsters. You can only use this effect of "Moissa Wight" once per turn. During your Main Phase, you can Normal Summon 1 Level 4 or lower Zombie monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
~Rarities: Common
Pros: Easy to play, searchable, supports Skull Servant cards and Zombies
Cons: Low DEF, can't Normal Summon Level 5+ Zombies with other effect
Alliance Insight (ALIN-EN028)
Live☆Twin Li-la Sweet

DARK / Effect Monster / Level 2 / ATK 500 / DEF 0
(Spellcaster / Effect)

When your opponent activates a card or effect in response to your "Live☆Twin" card or effect activation (Quick Effect): You can discard this card; negate that opponent's effect. If you control a "Ki-sikil" monster and this card is in your GY: You can Special Summon this card, but while it is face-up in the Monster Zone, you cannot Special Summon from the Extra Deck, except Fiend monsters. You can only use each effect of "Live☆Twin Lil-la Sweet" once per turn.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, searchable, supports Ki-sikil (GEIM #17) and Fiend
Cons: 0 DEF, can't revive itself unless you control a Ki-sikil monster
Alliance Insight (ALIN-EN027)
Cyberdark Wurm

DARK / Effect Monster / Level 5 / ATK 800 / DEF 2100
(Machine / Effect)

This card's name becomes "Cyber Dragon" while on the field or in the GY. If this card is in your hand or GY, and you have another Machine "Cyber" monster in your field or GY: You can send 1 "Cyber Dragon" monster from your hand or Deck to the GY; Special Summon this card, then you can add 1 "Cyber" Spell/Trap from your GY to your hand. You can only use this effect of "Cyberdark Wurm" once per Duel.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, searchable, supports Cyber Dragon cards, counts as Cyber Dragon in two places
Cons: Low DEF for Level, costs a Cyber Dragon monster to get support and Special Summon itself, last effect is once per Duel
Alliance Insight (ALIN-EN026)
Cyber Jormungardr

LIGHT / Effect Monster / Level 5 / ATK 1000 / DEF 2100
(Machine / Effect)

Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. If your opponent controls a monster: You can Special Summon this card from your hand, then take 1 "Cyber Dragon" from your Deck, and either Special Summon it or equip it to this card as an Equip Spell, also you cannot Special Summon for the rest of this turn, except Machine monsters. You can return 1 "Cyber Dragon" you control to the hand; add 1 "Polymerization" from your Deck or GY to your hand. You can only use each effect of "Cyber Jormungardr" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, supports Cyber Dragon cards and Fusion Summons
Cons: Must be Summoned by an effect, low DEF for Level, poor effects overall
Alliance Insight (ALIN-EN025)
Red-Eyes Metal Claws Dragon

DARK / Effect Monster / Level 7 / ATK 2400 / DEF 2000
(Dragon / Effect)

You can activate "Metalmorph" Traps the turn they were Set. You can only use each of the following effects of "Red-Eyes Metal Claws Dragon" once per turn. You can send 1 face-down card you control to the GY; Special Summon this card from your hand. If this card is Normal or Special Summoned, and you have "Max Metalmorph" in your field or GY: You can add 1 "Metalmorph" Trap from your Deck or GY to your hand.
~Rarities: Super Rare
Pros: Easy to play, supports Max Metalmorph cards
Cons: Only adds Metalmorph Traps from the Deck to the hand by controlling Max Metalmorph
Alliance Insight (ALIN-EN024)
Tensei Ryu-Ge Anva

DARK / Pendulum Monster / Level 10 / ATK 3000 / DEF 2100
Pendulum Effect(s) / Pendulum Scale 11
You cannot Pendulum Summon, except "Ryu-Ge" monsters (this effect cannot be negated). You can negate your opponent's card or effect activated in response to the activation of your "Ryu-Ge" Spell Card or effect, then destroy this card. You can only use this effect of "Tensei Ryu-Ge Anva" once per turn.
(Dragon / Pendulum / Effect)

You can Tribute 1 "Ryu-Ge" monster from your hand or field, except "Tensei Ryu-Ge Anva"; Special Summon this card from your hand. If this card is Special Summoned: You can target 1 card on the field; destroy it. If this card is destroyed: You can place 1 "Ryu-Ge" Continuous Spell/Trap from your Deck, GY, or banishment, face-up on your field. You can only use each effect of "Tensei Ryu-Ge Anva" once per turn.
~Rarities: Common
Pros: Easy to play, strong stats, supports Ryu-Ge, high Pendulum Scale
Cons: Can't Pendulum Summons non-Ryu-Ge, minimal other effects
Alliance Insight (ALIN-EN023)
Maliss <P> March Hare

DARK / Effect Monster / Level 3 / ATK 600 / DEF 300
(Cyberse / Effect)

Your opponent cannot target "Maliss" Link Monsters that point to this card with card effects. You can only use each of the following effects of "Maliss <P> March Hare" once per turn. During the Main Phase, if this card is in your hand (Quick Effect): You can banish 1 other "Maliss" card from your hand or GY, and if you do, Special Summon this card. If this card is banished: You can pay 300 LP, then target 1 of your banished "Maliss" monsters; add it to your hand.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Easy to play, searchable, supports Maliss
Cons: Low DEF, requires Malice Link pointing to it for protection, doesn't Special Summon other Maliss monsters
Alliance Insight (ALIN-EN022)
Star Ryzeal

LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 0
(Pyro / Effect)

You can Special Summon this card (from your hand) by detaching 1 material from a monster you control. If Summoned this way, you cannot Special Summon from the Extra Deck for the rest of this turn, except Rank 4 Xyz Monsters. You can only Special Summon "Star Ryzeal" once per turn this way. If this card is Special Summoned: You can Set 1 "Ryzeal" Spell/Trap from your Deck. You can only use this effect of "Star Ryzeal" once per turn.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Easy to play, searchable, high ATK, supports Ryzeal
Cons: 0 DEF, can only get Ryzeal support when Special Summoned, can't Special Summon non-Rank 4 Xyz that turn if it Special Summons itself
Alliance Insight (ALIN-EN021)
Prima Materiactor
LIGHT / Pendulum Monster / Level 3 / ATK 0 / DEF 0
Pendulum Effect(s) / Pendulum Scale 1
Xyz Monsters you control gain 100 ATK for each Xyz Material on the field. You can target 1 "Materiactor" Xyz Monster you control; attach this card to it as material, then draw 1 card. You can only use this effect of "Prima Materiactor" once per turn.
(Dragon / Pendulum / Normal)
An alien life form that suddenly flew in from the heavens far away. Many researchers have tried to determine its true identity, but its luminosity and the miasma emitted have long shrouded its existence in mystery, making it extremely difficult to see the full extent of its existence. Recently, however, a number of new species have been discovered by up-and-coming researchers, and it appears that the full extent of the species' existence is finally being revealed.
~Rarities: Common
Pros: Easy to play, searchable, low Pendulum Scale
Cons: 0 DEF, minimal Pendulum Effects, is a Normal Monster
Alliance Insight (ALIN-EN020)
Argostars - Fierce Parthe

EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 1400
(Warrior / Effect)

Gains 700 ATK/DEF for each "Argostars" monster with a different name you control, except this card. You can only use each of the following effects of "Argostars - Fierce Parthe" once per turn. (Quick Effect): You can reveal this card in your hand; return 1 "Argostars" Continuous Trap you control to the hand, and if you do, Special Summon this card. You can banish this card you control; Set 1 Continuous Trap from your hand. It can be activated this turn.
~Rarities: Super Rare
Pros: Easy to play, searchable, supports Argostars
Cons: Low DEF, can only retrieve Argostars Continuous Traps in your Grave, low stat boost
Alliance Insight (ALIN-EN019)
Nebulus, Dragon Ruler of Mishaps

DARK / Effect Monster / Level 2 / ATK 1000 / DEF 600
(Dragon / Effect)

You can discard this card and 1 Dragon or DARK monster, then target 2 of your banished "Dragon Ruler" monsters with different Attributes, except "Nebulus, Dragon Ruler of Mishaps"; Special Summon them, but they cannot attack this turn. You can banish from your GY, this card and 1 Dragon or DARK monster, then target 1 "Eclipse, Dragon Ruler of Catastrophes" in your GY; Special Summon it. You can only use 1 "Nebulus, Dragon Ruler of Mishaps" effect per turn, and only once that turn.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, searchable, supports Dragon Rulers, Dragon and DARK
Cons: Largely identical to Spectral
Alliance Insight (ALIN-EN018)
Spectral, Dragon Ruler of Flickers

LIGHT / Effect Monster / Level 2 / ATK 600 / DEF 1000
(Dragon / Effect)

You can discard this card and 1 Dragon or LIGHT monster; add 2 "Dragon Ruler" monsters from your Deck to your hand, except "Spectral, Dragon Ruler of Flickers". You can banish from your GY, this card and 1 Dragon or LIGHT monster, then target 1 "Chasma, Dragon Ruler of Auroras" in your GY; Special Summon it. You can only use 1 "Spectral, Dragon Ruler of Flickers" effect per turn, and only once that turn.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, searchable, supports Dragon Rulers, Dragon and LIGHT
Cons: Low DEF, costs 2 monsters for either effect
Alliance Insight (ALIN-EN017)
Regenesis Lord

LIGHT / Effect Monster / Level 10 / ATK 2500 / DEF 2500
(Illusion / Effect)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 face-up monster you control with 2500 original ATK and DEF. You can only Special Summon "Regenesis Lord" once per turn this way. If this card is Special Summoned: You can Set 1 "Regenesis" Spell/Trap from your Deck. Gains 2500 ATK during the Battle Phase only. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, searchable, supports Regenesis
Cons: Low stats for Level, Summon requirement, only gains ATK during the Battle Phase
Alliance Insight (ALIN-EN016)
Regenesis Archfiend

EARTH / Effect Monster / Level 8 / ATK 2500 / DEF 2500
(Fiend / Effect)

You can Special Summon this card (from your hand) by revealing another monster with 2500 ATK or DEF in your hand. You can only Special Summon "Regenesis Archfiend" once per turn this way. You can only use each of the following effects of "Regenesis Archfiend" once per turn. If this card is Normal or Special Summoned: You can add 1 "Regenesis" card from your Deck or banishment to your hand, except "Regenesis Archfiend". During your opponent's End Phase, if this card is in the GY because it was sent there this turn: You can add this card to your hand.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Easy to play, supports Regenesis
Cons: Low stats for Level, can't Special Summon other Regenesis monsters
Alliance Insight (ALIN-EN015)
Regenesis Dragon

WIND / Effect Monster / Level 8 / ATK 2500 / DEF 2500
(Dragon / Effect)

If a monster with 2500 original ATK or DEF is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Regenesis Dragon" once per turn this way. You can only use each of the following effects of "Regenesis Dragon" once per turn. (Quick Effect): You can Tribute this card, then target 1 Spell/Trap your opponent controls; banish it. During your opponent's End Phase, if this card is in the GY because it was sent there this turn: You can add this card to your hand.
~Rarities: Common
Pros: Easy to play, supports Regenesis
Cons: Low stats for Level, pretty poor effects
Alliance Insight (ALIN-EN014)
Regenesis Sage

WATER / Effect Monster / Level 7 / ATK 2500 / DEF 2500
(Spellcaster / Effect)

If a monster with 2500 original ATK or DEF is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Regenesis Sage" once per turn this way. You can only use each of the following effects of "Regenesis Sage" once per turn. When your opponent activates a card or effect (Quick Effect): You can send 1 other "Regenesis" card from your hand or face-up field to the GY; negate the activation, and if you do, destroy that card. During your opponent's End Phase, if this card is in the GY because it was sent there this turn: You can add this card to your hand.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, supports Regenesis Decks
Cons: Low stats for Level, pretty poor effects
Alliance Insight (ALIN-EN013)
Regenesis Warrior

FIRE / Effect Monster / Level 7 / ATK 2500 / DEF 2500
(Warrior / Effect)

If a monster with 2500 original ATK or DEF is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Regenesis Warrior" once per turn this way. You can only use each of the following effects of "Regenesis Warrior" once per turn. (Quick Effect): You can Tribute this card, then target 1 monster your opponent controls; return it to the hand. During your opponent's End Phase, if this card is in the GY because it was sent there this turn: You can add this card to your hand.
~Rarities: Common
Pros: Easy to play, supports Regenesis Decks
Cons: Low stats for Level, pretty poor effects
Alliance Insight (ALIN-EN012)
Diabellze the White Witch

LIGHT / Effect Monster / Level 8 / ATK 2500 / DEF 2100
(Illusion / Effect)

(This card is always treated as a "White Forest" card.)
Monsters you control cannot be destroyed by your opponent's card effects, while you control 2 or more "Diabell" monsters. You can only use each of the following effects of "Diabellze the White Witch" once per turn. You can send 1 Spell/Trap from your hand or field to the GY; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Sinful Spoils" or "Diabell" card from your Deck to the GY.
~Rarities: Super Rare
Pros: Easy to play, supports White Forest and Diabell
Cons: Low stats for Level, must control 2 monsters to prevent your monsters' destruction
Alliance Insight (ALIN-EN011)
Diabellstar Vengeance

DARK / Effect Monster / Level 8 / ATK 2500 / DEF 2100
(Fiend / Effect)

(This card is always treated as a "Sinful Spoils" card.)
You can banish 1 Spell and 1 Trap from your hand and/or GY; Special Summon this card from your hand or GY. (Quick Effect): You can pay half your LP, then target 1 card your opponent controls; destroy it, then if another "Diabell" Monster Card is on the field, you can Special Summon 1 Tuner Synchro Monster (Illusion or Spellcaster) from your Extra Deck. You can only use each effect of "Diabellstar Vengeance" once per turn.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Easy to play, supports Diabell and Sinful Spoils
Cons: Low stats for Level, costly 2nd effect, Tuner Synchro isn't proper Summon, can't Special Summon other Synchros
Alliance Insight (ALIN-EN010)
Heraldic Beast Stad Whale

WATER / Effect Monster / Level 4 / ATK 900 / DEF 1900
(Fish / Effect)

If this card is Normal or Special Summoned: You can discard 1 card; add 2 "Heraldry" Spells/Traps from your Deck to your hand. You can banish this card from your GY, then target 2 "Heraldic Beast" monsters in your GY with the same name; Special Summon them in Defense Position, also you cannot Special Summon from the Extra Deck for the rest of this turn, except by Xyz Summon that uses only monsters with "Heraldic Beast" or "Number" in their original names as material. You can only use each effect of "Heraldic Beast Stad Whale" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, high DEF, supports Heraldic Beasts
Cons: Can't Xyz Summon non-Number or Heraldic Beast Xyz for 2nd effect
Alliance Insight (ALIN-EN009)
Heraldic Beast Gryphon

WIND / Effect Monster / Level 4 / ATK 1600 / DEF 1000
(Winged Beast / Effect)

You can send 1 "Heraldic Beast" monster from your Deck to the GY, except "Heraldic Beast Gryphon"; Special Summon this card from your hand, also you cannot Special Summon from the Extra Deck for the rest of this turn, except by Xyz Summon that uses only monsters with "Heraldic Beast" or "Number" in their original names as material. Can be treated as 2 materials for the Xyz Summon of a "Number" Xyz Monster that requires 3 or more materials. You can only use each effect of "Heraldic Beast Gryphon" once per turn.
~Rarities: Super Rare
Pros: Easy to play, supports Heraldic Beasts and Number Xyz
Cons: Low stats, can't count as 2 materials for other Xyz
Alliance Insight (ALIN-EN008)
Kuribon the Fairy Spirit

LIGHT / Effect Monster / Level 1 / ATK 300 / DEF 200
(Fairy / Effect)

If you control "Ancient Fairy Dragon" or a LIGHT monster (Beast, Plant, or Fairy): You can Special Summon this card from your hand, and if you do, it is treated as a Tuner. If another card(s) you control, that is "Ancient Fairy Dragon" or a monster(s) that mentions it, would be destroyed by card effect, you can return this card you control to the hand instead. You can only use each effect of "Kuribon the Fairy Spirit" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, supports LIGHT and Ancient Fairy Dragon cards, can count as a Tuner, upgraded from original (#1)
Cons: Low DEF, can't Special Summon itself unless you control specific monster(s), minimal other effect
Alliance Insight (ALIN-EN007)
Spore the Fairy Seed

LIGHT / Effect Monster / Level 1 / ATK 400 / DEF 800
(Plant / Tuner / Effect)

If this card is Special Summoned: You can count the number of monsters you control, and have this card gain up to that many Levels. If you control "Ancient Fairy Dragon", or a LIGHT monster (Beast, Plant, or Fairy), and this card is in your GY: You can Special Summon this card, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can only use this effect of "Spore the Fairy Seed" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, supports Ancient Fairy Dragon cards, is a Tuner, upgraded from original (#19)
Cons: Low DEF, can't Special Summon itself unless you control specific monster(s), minimal other effect
Alliance Insight (ALIN-EN006)
Regulus the Fairy Beast

LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1000
(Beast / Effect)

If this card is Normal or Special Summoned: You can add 1 Spell/Trap that mentions "Ancient Fairy Dragon" from your Deck to your hand. During your Main Phase: You can Special Summon 1 Level 4 or lower LIGHT monster (Beast, Plant, or Fairy) from your hand in Defense Position. You can banish this card from your GY, then target 1 Field Spell in your GY; place it on the bottom of the Deck, then draw 1 card. You can only use each effect of "Regulus the Fairy Beast" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, supports Ancient Fairy Dragon cards, upgraded from original (#7)
Cons: Low stats, can only get Spells or Traps that mention Ancient Fairy Dragon
Alliance Insight (ALIN-EN005)
Evil HERO Vicious Claws

DARK / Effect Monster / Level 7 / ATK 2500 / DEF 2500
(Fiend / Effect)

You can target 1 "HERO" monster on the field; Special Summon this card from your hand in Defense Position, and if you do, that monster gains 300 ATK. You can only use this effect of "Evil HERO Vicious Claws" once per turn. If a monster(s) you control is destroyed by battle or card effect, while this card is in your GY: You can Special Summon this card, then if you have a monster that mentions "Dark Fusion" in your GY, you can destroy 1 card on the field. You can only use this effect of "Evil HERO Vicious Claws" once per Duel.
~Rarities: Common
Pros: Easy to play, searchable, supports HERO
Cons: Low stats for Level, low ATK boost, poor other effects
Alliance Insight (ALIN-EN004)
Dark Magician Girl the Magician's Apprentice

DARK / Effect Monster / Level 6 / ATK 2000 / DEF 1700
(Spellcaster / Effect)

You can Special Summon this card (from your hand) by discarding 1 card, and if you do, this card's name becomes "Dark Magician Girl". You can only Special Summon "Dark Magician Girl the Magician's Apprentice" once per turn this way. If this card is Normal or Special Summoned: You can add 1 "Shining Sarcophagus" from your Deck to your hand. You can only use this effect of "Dark Magician Girl the Magician's Apprentice" once per turn. Gains 300 ATK for each monster that mentions "Shining Sarcophagus" in the GYs.
~Rarities: Secret Rare and Quarter Century Secret Rare
Pros: Easy to play, upgraded from original (#0)
Cons: Same stats as original, low ATK boost, doesn't count as DMG in the hand, poor other effects
Alliance Insight (ALIN-EN003)
Kurikurinku @Ignister

DARK / Effect Monster / Level 1 / ATK 300 / DEF 200
(Cyberse / Effect)

If this card is in your hand or GY (Quick Effect): You can Tribute 1 "@Ignister" monster; Special Summon this card, but banish it when it leaves the field. When a card or effect is activated that targets a Cyberse monster(s) you control, and you control a Cyberse monster that was Special Summoned from the Extra Deck (Quick Effect): You can Tribute this card; negate that effect. You can only use each effect of "Kurikurinku @Ignister" once per turn.
~Rarities: Common
Pros: Easy to play, searchable, supports @Ignister and Cyberse
Cons: Low DEF, costs an @Ignister to Special Summon itself or negate an effect
Alliance Insight (ALIN-EN002)
Backup @Ignister

DARK / Effect Monster / Level 3 / ATK 1200 / DEF 800
(Cyberse / Tuner / Effect)

If you control a Cyberse monster that was Special Summoned from the Extra Deck: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 DARK Cyberse monster from your Deck to your hand, except "Backup @Ignister", then discard 1 card. You can only use each effect of "Backup @Ignister" once per turn.
~Rarities: Ultra Rare and Quarter Century Secret Rare
Pros: Easy to play, searchable, supports Cyberse, is a Tuner
Cons: Low DEF, adds only DARK Cyberse from the Deck to the hand, can't add copies of itself
Alliance Insight (ALIN-EN001)
Wizard @Ignister

DARK / Effect Monster / Level 4 / ATK 1800 / DEF 800
(Cyberse / Effect)

If you control a Cyberse monster that was Special Summoned from the Extra Deck: You can target 1 DARK Cyberse monster in your GY; Special Summon both this card in your hand and that monster, in Defense Position, also you cannot Special Summon for the rest of this turn, except Cyberse monsters. You can banish this card from your field or GY, then target 1 monster your opponent controls; change its battle position. You can only use each effect of "Wizard @Ignister" once per turn.
~Rarities: Super Rare
Pros: Easy to play, high ATK, supports Cyberse, first effect can Summon a 2nd copy
Cons: Low DEF, can't Special Summon in Attack Mode, minimal other effects
Alliance Insight (ALIN-EN000)
Dragon Master Lords

DARK / Xyz Monster / Rank 12 / ATK 5000 / DEF 5000
(Dragon / Xyz / Effect)

2 Level 12 monsters
While this Xyz Summoned card is in your Monster Zone, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. While you have 25 or more cards in your GY, if this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent. Once per turn, if your opponent has 25 or more cards in their GY: You can detach 1 material from this card; Special Summon 1 monster from your Deck, Extra Deck, or GY.
~Rarities: Quarter Century Secret Rare
Pros: Very high stats, relatively potent effects
Cons: Strict materials, requires 25+ cards in the Grave for the other effects