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Burst Protocol (BPRO-EN) Card Ratings
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1. Card gallery:
https://yugipedia.com/wiki/Set_Card_Galleries:Burst_Protocol_(TCG-EN-1E)
2. Card #101 was excluded as it was rated before. (#31) |
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(BPRO-EN100) Invoked Magistus Omega DARK / Fusion Monster / Level 8 / ATK 2800 / DEF 2000 (Beast / Fusion / Effect) "Aleister the Invoker" + 1 Fusion, Synchro, Xyz, or Link Monster If this card is Special Summoned: You can target 1 Fusion, Synchro, Xyz, or Link Monster in your GY and 1 monster on the field; banish them. If this Fusion Summoned card is destroyed by battle or card effect: You can Special Summon 1 Level 4 Spellcaster monster from your Deck, then you can equip this card to it as an Equip Spell that gives it 1000 ATK. You can only use each effect of "Invoked Magistus Omega" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: High ATK, counters Fusions,
Synchros, Xyz and Links, supports Spellcasters Cons: Low DEF for Level, strict materials, costs monster to bansh, can't Special Summon other Spellcasters from the Deck or other places, low ATK boost |
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(BPRO-EN099) Conduction Warrior Linear Magnum Plus Minus EARTH / Effect Monster / Level 7 / ATK 2700 / DEF 1300 (Rock / Effect) Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by sending 2 "Magnet Warrior" monsters with an original Level of 4 or lower from your hand, Deck, and/or face-up field to the GY. You can only Special Summon "Conduction Warrior Linear Magnum Plus Minus" once per turn this way. You can target 1 other EARTH monster on the field; this card gains half that monster's ATK until the end of this turn. If this card is destroyed and sent to the GY: Add it to your hand. You can only use each effect of "Conduction Warrior Linear Magnum Plus Minus" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports Magnet Warrior and EARTH Cons: Low stats for Level, Summon requirement, only gains ATK for 1 turn, only retrieves itself if destroyed |
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(BPRO-EN098) Spenta, the Magistus Sealer LIGHT / Effect Monster / Level 4 / ATK 1000 / DEF 1000 (Spellcaster / Effect) You can discard this card, then activate 1 of these effects; ● Add 1 "Magistus" monster from your Deck to your hand, except "Spenta, the Magistus Sealer". ● Halve the ATK of 1 monster your opponent controls until the end of this turn. You can banish this card from your GY, then target 1 face-up monster you control; equip 1 "Magistus" monster from your Extra Deck or GY to it as an Equip Spell. You can only use each effect of "Spenta, the Magistus Sealer" once per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, searchable,
supports Magistus Cons: Low DEF, doesn't Special Summon Magistus, can't choose both effects, largely does nothing on the field |
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(BPRO-EN097) Pesanta the Titan of Troubadours DARK / Normal Monster / Level 8 / ATK 2500 / DEF 2500 (Illusion / Normal) An aberrant being that manifests in response to devout prayers. The lyrics it recites are said to foretell the future, but they are mysterious and incomprehensible to most. ~Rarities: Common |
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Pros: Easy to play Cons: Low stats for Level, is a Normal Monster |
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(BPRO-EN096) GMX Applied Experiment #55 SPELL / Normal Spell Excavate the top cards of your Deck until you have excavated a "GMX" monster and a Dinosaur monster, lose 400 LP for each excavated card, then you can Fusion Summon 1 "GMX" Fusion Monster from your Extra Deck, using any excavated monsters as material, also shuffle the rest into the Deck. You can only activate 1 "GMX Applied Experiment #55" per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports GMX and
Dinosaurs Cons: LP loss per excavated card, only Fusion Summons using excavated monsters |
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(BPRO-EN095) GMX - VELOX DARK / Fusion Monster / Level 8 / ATK 2700 / DEF 1300 (Dinosaur / Fusion / Effect) 1 "GMX" monster + 1 Dinosaur monster Each time your opponent Normal or Special Summons a monster(s), gain 200 LP. During your opponent's turn (Quick Effect): You can target 1 card your opponent controls; excavate the top cards of your Deck until you excavate a "GMX" monster or a Dinosaur monster, lose 400 LP for each excavated card, add that "GMX" or Dinosaur monster to your hand or Special Summon it, and shuffle the rest into the Deck. Also, after that, destroy the targeted card. You can only use this effect of "GMX - VELOX" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, high ATK,
supports GMX and Dinosaurs Cons: Low LP Gain, LP loss per excavated card, only Special Summons 1 excavated monster and destroys 1 card |
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(BPRO-EN094) GMX - ALLOS LIGHT / Fusion Monster / Level 8 / ATK 3000 / DEF 900 (Dinosaur / Fusion / Effect) 1 "GMX" monster + 1 Dinosaur monster Each time your opponent Normal or Special Summons a monster(s), gain 200 LP. You can only use each of the following effects of "GMX - ALLOS" once per turn. You can target 1 "GMX" monster or 1 Dinosaur monster in your GY or banishment; Special Summon it. This card cannot attack the turn this effect is activated. At the start of the Damage Step, if this card battles an opponent's monster: You can destroy that monster. ~Rarities: Common |
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Pros: Easy to play, high ATK,
supports GMX and Dinosaurs, relatively good last effect Cons: Low DEF and LP Gain, can't attack the turn it Special Summons GMX or Dinosaur |
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(BPRO-EN093) Returned Dino Daneen WATER / Effect Monster / Level 1 / ATK 400 / DEF 1200 (Dinosaur / Effect) If this card is Special Summoned by a monster effect: You can add 1 "GMX" monster from your Deck to your hand. During your Main Phase: You can Fusion Summon 1 Dinosaur Fusion Monster from your Extra Deck, using monsters from your hand or field. If this card is sent to the GY: You can make all Dinosaur monsters you currently control gain 400 ATK. You can only use each effect of "Returned Dino Daneen" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports GMX and Dinosaurs, relatively good last effect Cons: Low DEF, doesn't add GMX unless Special Summoned by monster effect, low ATK boost |
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(BPRO-EN092) GMX Associate Noma DARK / Effect Monster / Level 4 / ATK 900 / DEF 1300 (Reptile / Effect) If this card is Special Summoned by a monster effect: You can target 1 card each from your GY and your opponent's GY; place each card on either the top or bottom of the Deck. If a monster(s) is Normal or Special Summoned to your opponent's field, while this card is in your Monster Zone (except during the Damage Step): You can Fusion Summon 1 "GMX" Fusion Monster from your Extra Deck, by shuffling its materials from your field, GY, and/or banishment into the Deck. You can only use each effect of "GMX Associate Noma" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports GMX and Dinosaurs Cons: Low DEF, only retrieves if Special Summoned by monster effect, can't Fusion Summon non-GMX |
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(BPRO-EN091) GMX Chairman Kimridge LIGHT / Effect Monster / Level 4 / ATK 1000 / DEF 800 (Psychic / Effect) You can reveal this card in your hand; add 1 "GMX Applied Experiment #55" from your Deck or GY to your hand, and if you do, shuffle this card into the Deck. If this card is Special Summoned by a monster effect: You can target 2 cards in your GY, that are "GMX" cards and/or Dinosaur monsters; place them on top of your Deck in any order, then you can destroy 1 Attack Position monster your opponent controls. You can only use each effect of "GMX Chairman Kimridge" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports GMX and Dinosaurs Cons: Low DEF, shuffles itself into the Deck to get GMX support, only retrieves if Special Summoned by monster effect, only destroys opponent's Attack Position monsters |
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(BPRO-EN090) GMX Researcher Selande FIRE / Effect Monster / Level 3 / ATK 1500 / DEF 700 (Warrior / Effect) If this card is Normal Summoned: You can Special Summon 1 non-Warrior "GMX" monster or 1 Level 3 or lower Dinosaur monster from your Deck. If this card is Special Summoned by a monster effect: You can add 1 "GMX" Spell/Trap from your Deck to your hand. If a Dinosaur Fusion Monster is on the field: You can shuffle this card from the field into the Deck, and if you do, negate the effects of 1 face-up card on the field until the end of this turn. You can only use each effect of "GMX Researcher Selande" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports GMX and Dinosaurs Cons: Only Special Summons non-Warrior GMX or Level 3 or less Dinosaurs when Normal Summoned, only adds GMX cards if Special Summoned by monster effect, can't negates effects unless a Dinosaur Fusion is out |
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(BPRO-EN089) Storm-Bane Dragon Destorbim DARK / Synchro Monster / Level 11 / ATK 3000 / DEF 2800 (Dragon / Synchro / Effect) 1 Tuner + 1+ non-Tuners Your opponent cannot target this card with card effects. You can only use each of the following effects of "Storm-Bane Dragon Destorbim" once per turn. You can banish any number of DARK monsters from your GY that cannot be Normal Summoned/Set; banish that many cards your opponent controls. This is a Quick Effect if your opponent controls more cards than you do. If this card is sent to the GY: You can Special Summon 1 of your banished Dragon monsters. ~Rarities: Common |
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Pros: Easy to play, high stats,
supports DARK Cons: Does very little unless you banish DARKs that can't be Normal Summoned/Set |
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(BPRO-EN088) Shipping Archfiend WIND / Effect Monster / Level 3 / ATK 0 / DEF 0 (Fiend / Tuner / Effect) You can target any number of face-up monsters on the field, and declare 1 Type or Attribute; they become that Type or Attribute. If a monster(s) is Special Summoned to your opponent's field, while this card is in your Monster Zone (except during the Damage Step): You can target 1 monster on each field with the same Type and Attribute from each other; return them to the hand. You can only use each effect of "Shipping Archfiend" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports single Attribute and Type Cons: 0 DEF, relies on said Type and Attribute, does not block opponent's Special Summoned monster |
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(BPRO-EN087) Flux Ochsenfeld EARTH / Fusion Monster / Level 7 / ATK 2600 / DEF 2000 (Rock / Fusion / Effect) 1 Level 5 or higher EARTH monster + 1 Rock monster If this card is Fusion Summoned: You can Special Summon 1 Rock monster from your hand or GY, except "Flux Ochsenfeld". (Quick Effect): You can target 1 EARTH monster you control and 1 card your opponent controls; return them to the hand. You can only use each effect of "Flux Ochsenfeld" once per turn, and cannot activate more than 1 in the same Chain. ~Rarities: Common |
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Pros: Easy to play, supports EARTH Cons: Low stats, must be Fusion Summoned to Special Summon Rocks, must return your EARTH Warrior to the hand to return cards to the hand |
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(BPRO-EN086) Rain of Frogs TRAP / Normal Trap If you control an Aqua monster with 2000 or more ATK: Send all monsters on the field to the GY, except Aqua monsters. If this Set card is destroyed by card effect: You can Set this card. You can only use each effect of "Rain of Frogs" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Aqua, recycles itself, relatively potent effect Cons: Requires a 2000+ ATK Aqua on your field |
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(BPRO-EN085) Vodnika the Fountain Spirit LIGHT / Effect Monster / Level 10 / ATK 2000 / DEF 2100 (Aqua / Effect) If a Level 10 monster(s) is sent to the GY, except "Vodnika the Fountain Spirit" (except during the Damage Step): You can Special Summon this card from your GY (if it was there when the monster was sent) or hand (even if not) in Defense Position, but banish it when it leaves the field. You can target 1 Level 10 monster in your GY; Special Summon it to your opponent's field (but negate its effects), then draw 1 card. You can only use each effect of "Vodnika the Fountain Spirit" once per turn. ~Rarities: Common |
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Pros: Supports Level 10,
recycles itself, relatively potent effect Cons: Low stats for Level, can't Special Summon itself unless a Level 10(s) is sent to the Grave, only Special Summons Level 10s to opponent's field |
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(BPRO-EN084) Mercurium the Living Quicksilver DARK / Xyz Monster / Rank 10 / ATK 3000 / DEF 3000 (Aqua / Xyz / Effect) 2+ Level 10 monsters If this card is Xyz Summoned: You can attach 1 monster from your Deck to this card as material. You can only use this effect of "Mercurium the Living Quicksilver" once per turn. While this card has material, your opponent cannot activate the effects of monsters in their GY with the same Attribute as a monster in your GY. Once per turn, during the End Phase: Detach 1 material from this card or take 3000 damage. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Relatively easy to play, high
stats, somehwat useful effects Cons: Must detach material from itself or deals you 3000 damage, only blocks monster effects in the Grave while it has material |
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(BPRO-EN083) Mischief of the Wolves SPELL / Quick-Play Spell Apply these effects in sequence. ● Reduce the Levels of all monsters your opponent controls by 2. ● Increase the Levels of all monsters you control by 2. During your Main Phase, if this card is in the GY because it was sent there this turn: You can target 1 face-up card you control; destroy it, and if you do, add this card to your hand. You can only use this effect of "Mischief of the Wolves" once per turn. ~Rarities: Common |
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Pros: Easy to play, is a Quick-Play
Spell Cons: Can't choose 1 effect, minimal effects |
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(BPRO-EN082) Jade Dragon Mech WIND / Synchro Monster / Level 9 / ATK 2700 / DEF 1800 (Machine / Synchro / Effect) 1 Tuner + 1+ non-Tuners If this card is Special Summoned: You can send 1 Machine Tuner from your Deck to the GY, or if you control a monster whose current Level is different from its original Level, you can Special Summon it instead. You can only use this effect of "Jade Dragon Mech" once per turn. If this Synchro Summoned card is destroyed by card effect and sent to the GY: You can banish any number of Tuners from your GY, then target that many cards on the field; destroy them. ~Rarities: Super Rare |
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Pros: Easy to play, supports Machine and Tuners Cons: Low stats for Level, largely does nothing outside the turn it's Special Summoned, otherwise must be Synchro Summoned and destroyed by effect, costs Tuners to destroy cards |
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(BPRO-EN081) Mechanical Mechanic WIND / Effect Monster / Level 3 / ATK 500 / DEF 500 (Machine / Tuner / Effect) When an attack is declared involving your other Machine monster: You can increase or decrease the Level of that other monster you control by 1. You can only use each of the following effects of "Mechanical Mechanic" once per turn. If a card is in the Field Zone: You can Special Summon this card from your hand. You can target 1 face-up Spell/Trap you control; destroy it, and if you do, add 1 WIND Machine monster with 0 ATK from your Deck to your hand, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Machine monsters. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports WIND and Machines, Tuner monster Cons: Very low DEF, doesn't negate attack when lowering Levels, can't Special Summon itself unless the Field Zone is occupied, only adds 0 ATK WIND Machines |
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(BPRO-EN080) Shichi-Go-San TRAP / Normal Trap Special Summon 1 Level/Rank 1 monster from either GY to your field, and if you do, equip this card to it. Once per turn, during the End Phase: Increase the equipped monster's Level/Rank by 1. Apply the following effects based on the equipped monster's Level/Rank. ● 3+: It gains ATK equal to its original ATK. ● 5+: It is unaffected by your opponent's activated effects. Once per turn, during your Standby Phase, if the equipped monster's Level/Rank is 7 or higher: Send all cards on the field to the GY. ~Rarities: Common |
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Pros: Easy to play, supports Level 1
and Rank 1s Cons: Must be equipped to do anything |
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(BPRO-EN079) Tip of the Tinying Tongue TRAP / Normal Trap When your opponent activates a card or effect by declaring exactly 1 card name: Negate that effect, then you can add 1 declared card from your Deck to your hand. If this Set card you control is destroyed by an opponent's card effect: You can target 1 face-up monster your opponent controls; it loses 500 ATK. ~Rarities: Common |
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Pros: Easy to play Cons: Only counters effects that declare names, low ATK boost |
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(BPRO-EN078) Arsenal Audit TRAP / Normal Trap Send up to 2 Equip Spells with different names from your Deck to the GY. You can banish this card from your GY, then target 1 face-up monster you control; equip it with up to 2 Equip Spells with different names from your hand and/or GY that can equip to it, but any battle damage it inflicts to your opponent is halved while equipped with a card by this effect. You can only use 1 "Arsenal Audit" effect per turn, and only once that turn. ~Rarities: Common |
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Pros: Easy to play Cons: Costs 2 Equip Spells for activation, must have 2 Equip Spells in your Grave for other effect, halves aftected monster's battle damage while equipped by the effect |
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(BPRO-EN077) Forbidden Ritual Art TRAP / Normal Trap Ritual Summon 1 Ritual Monster from your GY by banishing monsters from your GY whose total Levels equal the Level of the Ritual Monster, but destroy it during the End Phase. You can banish this card from your GY; once this turn, when you Ritual Summon, you can also use Ritual Monster(s) in your GY as Tribute(s) for the Ritual Summon, by banishing them. You can only use each effect of "Forbidden Ritual Art" once per turn. ~Rarities: Common |
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Pros: Easy to play, can Ritual
Summon two ways Cons: Destroys the Ritual at the End Phase, can't exceed the Ritual's Level with Tributes |
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(BPRO-EN076) Assist★Yummy! TRAP / Continuous Trap Once per turn, during the Standby Phase: You can gain 100 LP, and if you do, your opponent pays 100 LP. You can only use 1 of the following effects of "Assist★Yummy!" per turn, and only once that turn. During the Main Phase or your opponent's Battle Phase: You can send 2 face-up "Yummy" cards you control to the GY, including this card; return 1 card on the field or either GY to the hand. You can banish this card from your GY; send 1 "Yummy" card from your Deck to the GY, except "Assist★Yummy!". ~Rarities: Common |
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Pros: Easy to play, supports Yummy Cons: Low LP boost, costs 2 Yummys to return cards, does little otherwise |
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(BPRO-EN075) Furtive Techniques Fur Hire, Fur All Your Ultimate Moves TRAP / Normal Trap Target face-up cards on the field, up to the number of monsters "Fur Hire" you control with different names; destroy those targeted cards, or if you control at least 1 each of Level 8 or higher and Link-3 or higher monsters "Fur Hire", you can banish those targeted cards instead. If a Level 8 or higher, or Link-3 or higher, monster "Fur Hire" is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use 1 "Furtive Techniques Fur Hire, Fur All Your Ultimate Moves" effect per turn, and only once that turn. ~Rarities: Common |
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Pros: Easy to play, supports Fur
Hire Cons: Destroys/banishes cards based on number of Fur Hires, requires a Level 8+ or Link3+ to recycle itself |
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(BPRO-EN074) Archfiend's Fervor TRAP / Continuous Trap If you control an "Archfiend" Ritual Monster in the Extra Monster Zone: You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. If this card is banished from the hand or field: You can add 1 "Archfiend" card from your Deck to your hand, except "Archfiend's Fervor". You can only use each effect of "Archfiend's Fervor" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports
Archfiends (#70) Cons: Must control Archfiend Ritual in Extra Monster Zone to negate effects, must be banished from the hand or field to add from the Deck to the hand |
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(BPRO-EN073) Archfiend Playtime TRAP / Normal Trap Special Summon 1 Level 7 or lower "Archfiend" monster from your hand or Deck, or if you have an "Archfiend" Ritual Monster in your face-up Extra Deck, you can Special Summon up to 1 each of "Royal Archfiend", "Duke Archfiend", and "Highness Archfiend" from your hand and/or Deck instead. You can only activate 1 "Archfiend Playtime" per turn. ~Rarities: Common |
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Pros: Easy to play, supports
Archfiends Cons: Doesn't Special Summon Level 8+ Archfiends, requires Archfiend Ritual for specific Archfiends |
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(BPRO-EN072) Elfnotes: Rhapsodia of Madness TRAP / Continuous Trap While you control a monster in your center Main Monster Zone, your opponent's monsters cannot attack, except to attack that monster. You can send 1 monster from your hand or field to the GY, then target 1 "Elfnote" monster in your GY with a different original Attribute; Special Summon it, then if you control a Synchro Monster, you can negate the effects of 1 face-up card your opponent controls until the end of this turn. You can only use this effect of "Elfnotes: Rhapsodia of Madness" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Elfnote Cons: Requires monster in center Main Monster Zone to block attacks, costs a monster to revive an Elfnote, needs a Synchro to negate monster effect for 1 turn |
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(BPRO-EN071) Elfnotes: Aristeia of Trust TRAP / Continuous Trap Once per turn: You can target 1 face-up monster you control; move that monster you control to another of your Main Monster Zones. When your opponent activates a Spell/Trap Card, while you control 3 or more "Elfnote" monsters: You can negate that effect, then if you control a Synchro Monster, you can destroy that card. You can only use this effect of "Elfnotes: Aristeia of Trust" once per turn. You cannot activate these effects of "Elfnotes: Aristeia of Trust" in the same Chain. ~Rarities: Common |
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Pros: Easy to play, supports Elfnote Cons: Can't negate Spell/Traps unless you control 3+ Elfnotes, otherwise only moves monsters around, can't use effects in same chain |
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(BPRO-EN070) Borrel Reboot TRAP / Counter Trap When your opponent activates a Spell/Trap Card, while you control a "Rokket" or "Borrel" monster: Negate the activation, and if you do, Set that card face-down on your opponent's field, but it cannot be activated this turn. You can activate this card from your hand by paying half your LP. ~Rarities: Super Rare |
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Pros: Easy to play, supports Rokket, resets itself Cons: can't re-activate it that turn, costly to activate itself from the hand |
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(BPRO-EN069) Riot's Reason SPELL / Quick-Play Spell Target 1 face-down Defense Position monster on the field; return it to the hand, then the player whose card was added to their hand can Special Summon 1 monster from their hand in face-down Defense Position. When an opponent's monster declares an attack: You can banish this card from your GY; change 1 face-down Defense Position monster on the field to face-up Attack Position. You can only use each effect of "Riot's Reason" once per turn. ~Rarities: Common |
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Pros: Easy to play, is a Quick-Play
Spell Cons: Doesn't return other monsters to the hand, doesn't benefit you if you return opponent's Set monster, doesn't negate attacks |
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(BPRO-EN068) Nightmare Hands SPELL / Quick-Play Spell Send 1 Illusion monster from your Deck to the GY. During your Main Phase, if you control a Level 5 or higher Illusion monster: You can banish this card from your GY, then target 1 monster in your opponent's GY; Special Summon it to your field, but banish it during the End Phase of the next turn. You can only use 1 "Nightmare Hands" effect per turn, and only once that turn. ~Rarities: Super Rare |
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Pros: Easy to play, is a Quick-Play
Spell, supports Illusion Cons: Costs an Ilusion for activation, requires a Level 5+ Illusion to Special Summon from the opponent's Grave |
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(BPRO-EN067) Forbidden Crown SPELL / Quick-Play Spell Apply these effects to 1 face-up monster on the field, until the end of this turn. ● Negate its effects. ● Cannot attack. ● Cannot be destroyed by battle or card effects. ● Unaffected by activated card effects, except its own. ● Cannot be Tributed. ● Cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. Neither player can activate monster effects in response to this card's activation. You can only activate 1 "Forbidden Crown" per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, is a Quick-Play
Spell, multiple useful effects, can't be
chained to Cons: Can't choose effects |
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(BPRO-EN066) Exosister Betrayal SPELL / Continuous Spell When this card is activated: Add 2 "Exosister" monsters from your Deck to your hand, then discard 1 card. You can target 1 face-up monster you control; immediately after this effect resolves, Normal Summon 1 "Exosister" monster mentioned on that monster. If a monster(s) is sent to your opponent's GY, even during the Damage Step: You can activate this effect; your opponent banishes 1 of them. You can only use each effect of "Exosister Betrayal" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports
Exosister Decks Cons: Costs a card to add anything from the Deck to the hand, no choice in Normal Summoned Exosister, only banishes 1 monster in response |
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(BPRO-EN065) Radiant Typhoon Ascendance SPELL / Quick-Play Spell If this card is destroyed by the effect of "Mystical Space Typhoon": You can Set this card. Activate 1 of these effects (but you can only use each of these effects of "Radiant Typhoon Ascendance" once per turn); ● Special Summon 1 Level 6 or lower "Radiant Typhoon" monster from your GY. ● Add 1 "Mystical Space Typhoon" from your Deck or GY to your hand. ~Rarities: Common |
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Pros: Easy to play, is a Quick-Play
Spell, supports MST and Radiant Typhoon Cons: Can't reset itself unless destroyed by Mystical Space Typhoon (#15), can't use both effects in the same turn or revive Radiant Typhoons |
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(BPRO-EN064) Boss on Parade SPELL / Continuous Spell When this card is activated: Add 1 "B.E.S." monster from your Deck to your hand. Once per turn, during your Main Phase: You can destroy 1 monster in your hand or field, and if you do, Special Summon 1 LIGHT Machine monster with 1200 ATK and 1000 or less DEF from your Deck to either field. You can banish this card from your GY; place 1 "Boss Rush" from your Deck or GY, face-up on your field. You can only activate 1 "Boss on Parade" per turn. ~Rarities: Common |
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Pros: Easy to play, supports B.E.S., upgraded from
original
(#47) Cons: Can't Special Sumnmon other LIGHT Machines, costs itself to place Boss Rush face-up |
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(BPRO-EN063) Darklord Dance SPELL / Normal Spell Fusion Summon 1 DARK Fairy Fusion Monster from your Extra Deck, by banishing monsters from your hand, field, and/or GY as material. The monster Special Summoned by this effect gains 1000 ATK. If Summoning a "Darklord" Fusion Monster this way, you can also use "Darklord" monsters your opponent controls as material. You can only activate 1 "Darklord Dance" per turn. ~Rarities: Common |
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Pros: Easy to play, supports
Darklord Cons: Just a Darklord version of Polymerization (#14) |
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(BPRO-EN062) Whirlwind Fur Hire SPELL / Quick-Play Spell If you control no monsters: Special Summon 1 Level 4 or lower monster "Fur Hire" from your Deck, then if your opponent controls 2 or more monsters, you can Special Summon 1 monster "Fur Hire" from your Deck, also for the rest of this turn, you cannot Special Summon, except monsters "Fur Hire". If you would discard to activate the effect of a monster "Fur Hire", you can banish this card from your GY instead of 1 of those cards. You can only use each effect of "Whirlwind Fur Hire" once per turn. ~Rarities: Common |
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Pros: Easy to play, is a Quick-Play
Spell, supports Fur Hire Cons: Can't Special Summon unless you control no monsters, minimal other effects |
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(BPRO-EN061) Fandora, the Flying Fighting Furtress SPELL / Field Spell (This card is always treated as a card "Fur Hire".) Monsters "Fur Hire" you control gain 300 ATK for each monster "Fur Hire" you control with a different name. You can only use each of the following effects of "Fandora, the Flying Fighting Furtress" once per turn. During your Main Phase: You can add 1 monster "Fur Hire" from your Deck to your hand, then discard 1 card. If a face-up monster(s) "Fur Hire" you control is destroyed by an opponent's card effect (except during the Damage Step): You can Special Summon 1 monster "Fur Hire" from your Deck. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Fur Hire Cons: Low ATK boost, costs a card to add Fur Hire, only Special Summons Fur Hire if one is destroyed by opponent's effect |
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(BPRO-EN060) Archfiend Strategy SPELL / Field Spell Fiend monsters in the Extra Monster Zone(s) gain 1000 ATK. You can activate 1 of these effects; ● Banish 1 Fiend monster or 1 "Archfiend" card from your hand or GY; add 1 "Archfiend" card from your Deck to your hand, except a Field Spell. ● Add 1 "Archfiend" Pendulum Monster from your Deck to your face-up Extra Deck. You can only use this effect of "Archfiend Strategy" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Fiend and Archfiends Cons: Only gives ATK to Fiends in Extra Monster Zone, costs monster to add non-Field Spell Archfiend card, can't use both effects in the same turn, otherwise only adds Archfiend Pendulums face-up to Extra Deck |
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(BPRO-EN059) Throne of the Archfiends SPELL / Ritual Spell Ritual Summon 1 "Archfiend" Ritual Monster from your hand, face-up Extra Deck, GY, or banishment, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. During the Standby Phase, if you have "Archfiend Emperor" in your face-up Extra Deck: You can add this card from your GY or banishment to your hand. You can only use this effect of "Throne of the Archfiends" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports
Archfiends Cons: Largely typical Ritual Spell (#38) |
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(BPRO-EN058) Theorealize Liberation SPELL / Quick-Play Spell If you control "Medius the Pure": Add to your hand or Special Summon 1 monster with 300 ATK/200 DEF from your Deck. During your Main Phase: You can banish this card from your GY, then target 1 face-up monster you control; it is treated as a Tuner this turn. You can only use each effect of "Theorealize Liberation" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Medius
the Pure and 300 ATK/200 DEF, is a Quick-Play
Spell Cons: Can't be used unless you control Medius, can't Special Summon from the hand or Grave |
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(BPRO-EN057) Elfnotes: A Plea for Help SPELL / Continuous Spell Your opponent cannot target the monster in your center Main Monster Zone with card effects. This card gains the appropriate effects, based on the Attribute(s) of the monster in your center Main Monster Zone. ● FIRE or EARTH: If your Synchro Monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. ● WATER or WIND: Other face-up Spells/Traps you control cannot be destroyed by your opponent's card effects. ● LIGHT or DARK: You take no battle damage. ~Rarities: Common |
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Pros: Easy to play, supports
multiple Attributes Cons: Effects rely on certain monster in Main Monster Zone |
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(BPRO-EN056) Elfnotes: Welcome Home SPELL / Continuous Spell The monster in your center Main Monster Zone cannot be destroyed by card effects. You can send 1 monster from your hand or field to the GY; Special Summon 1 "Elfnote" monster with a different original Attribute from your Deck in Defense Position, 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 "Elfnotes: Welcome Home" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports Elfnote Cons: Only protects monster in center Main Monster Zone, prevents Special Summoning non-Synchros the turn other effect is used |
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(BPRO-EN055) DoomZ Change SPELL / Normal Spell Destroy 1 "DoomZ" card in your hand, Deck, or face-up field, except "DoomZ Change". If this card is destroyed by card effect: You can add 1 "DoomZ" card from your GY to your hand, except "DoomZ Change", then you can Special Summon 1 "DoomZ" monster from your hand. You can only use each effect of "DoomZ Change" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports DoomZ Cons: Costs a DoomZ for activation, must be destroyed by effect to retrieve from the Grave |
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(BPRO-EN054) Duel Evolution - Assault Zone SPELL / Field Spell When this card is activated: You can add 1 monster that mentions "Assault Mode Activate" from your Deck or GY to your hand. "/Assault Mode" monsters cannot be destroyed by battle or your opponent's card effects the turn they are Special Summoned. You can pay 2000 LP; once this turn, the Synchro Monster you would Tribute to activate "Assault Mode Activate" can be chosen from your Extra Deck instead (even if this card has left the field). You can only use this effect of "Duel Evolution - Assault Zone" once per turn. You can only activate 1 "Duel Evolution - Assault Zone" per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports
/Assault Mode (#0) Cons: Only adds cards mentioning Assault Mode Activate, costly other effect |
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(BPRO-EN053) Magnet Bonding SPELL / Quick-Play Spell During the Main Phase: Activate 1 of these effects (but you can only use each effect of "Magnet Bonding" once per turn); ● Add 1 "Conduction Warrior Linear Magnum Plus Minus" or 1 Level 4 or lower "Magnet Warrior" monster from your Deck to your hand. ● Add 1 Level 8 "Magna Warrior" monster from your Deck to your hand. ● Fusion Summon 1 Rock Fusion Monster from your Extra Deck, by shuffling Rock monsters from your hand, field, GY, and/or banishment into the Deck as material. ~Rarities: Common |
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Pros: Easy to play, supports Magnet
Warriors, is a Quick-Play Spell Cons: Can't use bulleted effects more than once per turn, 3rd bullet is just Rock variant of Polymerization |
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(BPRO-EN052) Double Interlock SPELL / Normal Spell Activate 1 of these effects (but you can only use each effect of "Double Interlock" once per turn); ● Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing its materials from your GY, including a "Rokket" monster. ● Ritual Summon 1 Ritual Monster from your hand, by banishing monsters from your GY whose total Levels equal or exceed its Level, including a "Rokket" monster. ~Rarities: Common |
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Pros: Easy to play, supports Rokket Cons: Mostly copies Ritual and Fusion Summons |
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(BPRO-EN051) Rescue-ACE Arbitrator FIRE / Link Monster / ATK 3000 / Link-4 Links: Left, Right and both Bottom Corners (Machine / Link / Effect) 2+ FIRE monsters You can only Special Summon "Rescue-ACE Arbitrator(s)" once per turn. If this card is Link Summoned: You can add 1 "Rescue-ACE Hydrant" or "Rescue-ACE HQ" from your Deck or GY to your hand. If you activate a "Rescue-ACE" Quick-Play Spell Card or a "Rescue-ACE" Normal Trap Card (except during the Damage Step): You can target 1 card your opponent controls; destroy it. You can only use this effect of "Rescue-ACE Arbitrator" twice per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports
Rescue-ACE
(AMDE #6) Cons: Link-4, low ATK for Link Rating, can't be Special Summoned more than once per turn, only gets cards from the Deck or Grave if Link Summoned, only destroys if a support card is activated |
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(BPRO-EN050) Keel, Shipwright Fur Hire WATER / Link Monster / ATK 1800 / Link-2 Links: Left and Bottom (Sea Serpent / Link / Effect) 2 monsters with different Types If this card is Link Summoned: You can Set 1 Spell/Trap "Fur Hire" or 1 "Fandora, the Flying Furtress" from your Deck, also you cannot Special Summon for the rest of this turn, except monsters "Fur Hire". During your opponent's turn (Quick Effect): You can banish this card from your GY, and if you do, Special Summon 1 monster "Fur Hire" from your hand, then if your opponent controls a monster with the highest original ATK on the field (even if tied), you can Special Summon 1 more such monster. You can only use each effect of "Keel, Shipwright Fur Hire" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports Fur Hire Cons: Low ATK for Link Rating, only get support cards if Link Summoned, costs itself to Special Summon from the hand |
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(BPRO-EN049) Radiant Typhoon Varuroon, the Marine Eidolon WIND / Link Monster / ATK 0 / Link-2 Links: Bottom Corners (Aqua / Link / Effect) 2 "Radiant Typhoon" monsters If this card is Link Summoned: You can add 1 "Mystical Space Typhoon" from your Deck or GY to your hand. You can target 2 face-up monsters on the field, including 1 "Radiant Typhoon" monster you control; place them face-up in their owners' Spell & Trap Zones as Continuous Spells. If a Quick-Play Spell Card is activated (except during the Damage Step): You can place 1 "Radiant Typhoon" Continuous Trap from your Deck or GY, face-up on your field. You can only use each effect of "Radiant Typhoon Varuroon, the Marine Eidolon" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, supports
Mystical Space Typhoon and Radiant Typhoon Cons: 0 ATK, can't get MST unless Link Summoned, can't place 2 opponent's monsters as Continuous Spells, requires Quick-Play Spell activation to place Radiant Typhoon Continuous Trap |
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(BPRO-EN048) Trisborrel Dragon DARK / Link Monster / ATK 2300 / Link-3 Links: Left, Bottom and Bottom-Left (Dragon / Link / Effect) 2+ DARK Dragon monsters, including a "Rokket" monster If this card is Link Summoned: You can add 1 "Rapid Trigger", "Heavy Interlock", or "Double Interlock" from your Deck to your hand. You can target 1 face-up card you control and 1 DARK Dragon monster in your GY; destroy that card on the field, and if you do, add that other monster from your GY to your hand. You can only use each effect of "Trisborrel Dragon" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports
DARK Dragons Cons: Link-3, low ATK for Link Rating, must be Link Summoned to get support, only retrieves monster in the Grave |
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(BPRO-EN047) Borrelshroud Dragon DARK / Link Monster / ATK 3500 / Link-5 Links: Left, Right and All 3 Bottom Arrows (Dragon / Link / Effect) 3+ Effect Monsters Your opponent cannot Tribute this face-up card on the field. Once per turn, during the Main Phase (Quick Effect): You can target 1 "Rokket" monster you control; negate the effects of 1 face-up card your opponent controls, then destroy the targeted monster. Your opponent cannot activate cards or effects in response to this effect's activation. Once while face-up on the field, at the start of the Battle Phase: You can Special Summon 1 Link-4 or lower "Borrel" Link Monster from your Extra Deck. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, high ATK, supports Rokket Cons: Link-5, low ATK for Link Rating, only prevents opponent from Tributing it, costs a Rokketto negate monster effect, last effect can only be used once while face-up |
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(BPRO-EN046) Topologic Blaster Dragon DARK / Link Monster / ATK 3500 / Link-5 Links: All 3 Top Arrows and both Bottom Corners (Cyberse / Link / Effect) 2+ Effect Monsters You cannot Summon/Set monsters to any Extra Monster Zone this card points to. If another monster is Special Summoned to a zone a Link Monster points to, while this card is in the Extra Monster Zone: Apply 1 of these effects (but you cannot apply that same effect of "Topologic Blaster Dragon" again this turn). ● Shuffle all other monsters on the field into the Deck. ● Shuffle all Spells/Traps on the field into the Deck. ● Look at your opponent's Extra Deck and banish 1 card from it. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK Cons: Link-5, low ATK for Link Rating, can't Summon or Set to Extra Monster Zones it points to, can't use bulleted effects unless a monster is Special Summoned to a Zone a Link points to |
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(BPRO-EN045) Gung-Ho! Springans! FIRE / Xyz Monster / Rank 4 / ATK 2500 / DEF 1600 (Machine / Xyz / Effect) 2+ Level 4 "Springans" monsters If this card is Xyz Summoned, or sent to the GY: You can Special Summon 1 "Springans Captain Sargas" from your Deck or GY. You can detach 2 materials from this card; add to your hand or Special Summon 1 of the following monsters from your Deck. ● "Springans" monster ● "Therion" monster ● "Fallen of Albaz" or 1 monster that mentions it You can only use 1 "Gung-Ho! Springans!" effect per turn, and only once that turn. ~Rarities: Common |
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Pros: Easy to play, high ATK,
supports Springans and Therion and Fallen of Albaz Cons: Low DEF, can't Special Summon Captain Sargas (#9) from the hand, costs 2 materials for other effect |
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(BPRO-EN044) Exosister Karmael DARK / Xyz Monster / Rank 4 / ATK 2600 / DEF 1800 (Fairy / Xyz / Effect) 2 Level 4 "Exosister" monsters If this card is Xyz Summoned: You can activate this effect; during the End Phase of this turn, Set 1 "Exosister" Spell/Trap from your Deck, GY, or banishment. When your opponent activates a monster effect, or a Normal Spell/Trap Card (Quick Effect): You can detach all materials from this card, and if you do, the activated effect becomes "Add 1 card from your opponent's GY to their hand". You can only use each effect of "Exosister Karmael" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, high stats,
supports Exosister Cons: Must be Xyz Summoned to get support, slow to get support, costs all its materials to change an activated card's effect |
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(BPRO-EN043) K9-X "Ripper/M" WIND / Xyz Monster / Rank 9 / ATK 3100 / DEF 2600 (Beast / Xyz / Effect) 2 Level 9 monsters If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. You can only use each of the following effects of "K9-X "Ripper/M"" once per turn. If this card is Special Summoned by a "K9" Spell/Trap effect: You can target up to 2 cards in your opponent's GY and/or banishment; shuffle them into the Deck. When your opponent activates a monster effect (Quick Effect): You can detach 2 materials from this card; negate that effect, then destroy all cards on the field. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports K9, relatively useful
effects Cons: Low DEF for Rank, mostly minimal effects |
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(BPRO-EN042) Zalen the Shackled Dragon DARK / Synchro Monster / Level 7 / ATK 2800 / DEF 2100 (Dragon / Synchro / Tuner / Effect) 1 Tuner + 1+ Synchro Monsters If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. When a card or effect is activated in response to another card or effect activation (Quick Effect): You can activate 1 of these effects; ● Negate the first effect, and if you do, destroy that card. ● Negate the second effect, and if you do, destroy that card. You can only use this effect of "Zalen the Shackled Dragon" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, high ATK, Tuner
monster, can be non-Tuner Cons: Low DEF for Level, requires Synchro non-Tuners, bulleted effects require effect responses |
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(BPRO-EN041) Ecclesia and the Dark Dragon LIGHT / Synchro Monster / Level 8 / ATK 2500 / DEF 2500 (Spellcaster / Synchro / Effect) 1 Tuner + 1+ non-Tuners During the Main Phase (Quick Effect): You can banish this card (until the End Phase), and if you do, Special Summon 1 "Fallen of Albaz" or 1 Level 4 or lower monster that mentions it from your Deck or GY. If this card is in your GY: You can target 1 Level 8 Fusion Monster in your GY or banishment and 1 card on the field; shuffle both of those cards and this card into the Deck. You can only use each effect of "Ecclesia and the Dark Dragon" once per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, supports Fallen
of Albaz and related cards Cons: Low stats for Level, can't revive Fusion from the Grave or banished |
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(BPRO-EN040) Elfnote Seraphim Strelitzia FIRE / Synchro Monster / Level 7 / ATK ? / DEF 3000 (Plant / Synchro / Effect) 1 Tuner + 1+ non-Tuners This card's original ATK becomes 3000, while in the center Main Monster Zone. During the Main Phase (Quick Effect): You can Special Summon 1 Level 6 or lower "Elfnote" monster from your hand or GY, then you can reduce the Levels of all Level 4 or higher monsters on the field by 3 until the end of this turn, 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 "Elfnote Seraphim Strelitzia" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, high DEF,
supports Elfnote Cons: Undefined ATK, has 0 ATK if not in center Main Monster Zone, only Special Summons Level 6 or less Elfnotes |
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(BPRO-EN039) Junora the Power Patron of Tuning FIRE / Synchro Monster / Level 10 / ATK 3100 / DEF 3800 (Fiend / Synchro / Effect) 1 Tuner + 2 non-Tuners For this card's Synchro Summon, you can treat 1 monster in your center Main Monster Zone as a Tuner. If this card is Synchro Summoned: You can negate the effects of all face-up cards your opponent controls. (Quick Effect): You can activate this effect; monsters your opponent controls in the same column as the "Elfnote" monster(s) you control cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon, until the end of this turn. You can only use this effect of "Junora the Power Patron of Tuning" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, high stats, can
make non-Tuners into Tuners, supports Elfnote Cons: Must be Synchro Summoned for 2nd effect, only prevents using monsters for other Summons if in the same column |
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(BPRO-EN038) Nightwinged Cleric WIND / Synchro Monster / Level 8 / ATK 2500 / DEF 2500 (Spellcaster / Synchro / Effect) 1 Tuner + 1+ non-Tuners If this card is Special Summoned: You can Set 1 "Assault Mode Activate" from your hand, Deck, or GY. It can be activated this turn. You can discard 1 card; add to your hand or Special Summon 1 monster from your Deck that mentions "Assault Mode Activate", also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can only use each effect of "Nightwinged Cleric" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, supports /Assault Mode Cons: Low stats for Level, can't Special Summon /Assault Modes (#4), can't Special Summon non-Synchros that turn |
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(BPRO-EN037) Dracotail Shaulas LIGHT / Fusion Monster / Level 6 / ATK 2400 / DEF 1500 (Dragon / Fusion / Effect) 1 "Dracotail" monster + 1 monster in the hand You can target 2 "Dracotail" cards in your GY and 1 face-up card on the field with the same type (Monster, Spell, or Trap) as 1 of those GY cards; shuffle all 3 into the Deck. If 2 or more monsters are sent to the GY at the same time, while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Dracotail Shaulas" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports Dracotail Cons: Low DEF for Level, doesn't shuffle anything unless other card matches Type, can't revive itself unless 2+ monsters are sent to the Grave at the same time |
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(BPRO-EN036) Darklord Eveningstar DARK / Fusion Monster / Level 12 / ATK 3000 / DEF 3000 (Fairy / Fusion / Effect) 2 Level 6 or higher DARK Fairy monsters Your opponent cannot target this card with card effects. You can only use each of the following effects of "Darklord Eveningstar" once per turn. If this card is Fusion Summoned: You can Set 1 "Darklord" Spell and 1 "Darklord" Trap from your Deck. (Quick Effect): You can pay 1000 LP, then target 1 "Darklord" Spell/Trap in your GY; apply that card's activation effect, then shuffle it into the Deck. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, high stats, supports
Darklord
(DESO #33) Cons: Only protected from targeting effects, must be Fusion Summoned to Set support, costs 1000 LP to copy effects |
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(BPRO-EN035) Artmage Non-Finito EARTH / Fusion Monster / Level 7 / ATK 2400 / DEF 1500 (Illusion / Fusion / Effect) 2 "Artmage" monsters Must be either Fusion Summoned, or Special Summoned (from your Extra Deck) by discarding 1 Spell/Trap and Tributing 1 Level 7 or higher "Artmage" monster from your hand or field. You can only Special Summon "Artmage Non-Finito" once per turn this way, no matter which method you use. If this card is Special Summoned: You can Set 1 "Artmage" Spell/Trap from your Deck. Once per opponent's turn (Quick Effect): You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, supports Artmage, two
ways to be Special Summoned Cons: Low stats for Level, can't Special Summon itself more than once per turn, costs 2 cards for other Summon method, last effect is just Polymerization |
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(BPRO-EN034) Conduction Warrior Plasma Magnum EARTH / Fusion Monster / Level 7 / ATK 2300 / DEF 2800 (Rock / Fusion / Effect) 2 EARTH Rock monsters Face-up monsters on the field become EARTH. You can only use each of the following effects of "Conduction Warrior Plasma Magnum" once per turn. If this card is Fusion Summoned: You can add 1 "Magnet" Normal, Quick-Play, or Field Spell from your Deck to your hand. You can send 1 Level 8 "Magna Warrior" monster from your Deck to the GY; immediately after this effect resolves, Normal Summon 1 Level 4 or lower "Magnet Warrior" monster. ~Rarities: Super Rare |
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Pros: Easy to play, high DEF,
largely supports Magnet Warriors Cons: Low ATK for Level, poor 1st effect, must be Fusion Summoned to add a Magnet Spell, costs a Magna Warrior to Special Summon Level 4 or less Magnet Warriors |
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(BPRO-EN033) D/D/D Alfred the Divine Sage King DARK / Fusion Monster / Level 6 / ATK 1500 / DEF 2000 (Fiend / Fusion / Effect) 2 "D/D" monsters During your Main Phase: You can Fusion Summon 1 "D/D/D" Fusion Monster from your Extra Deck, by shuffling its materials from your hand, field and/or banishment into the Deck. If this card is banished: You can target "Dark Contract" Continuous Spells/Traps in your GY and/or banishment, up to the number of "D/D/D" monsters you control; place them face-up on your field. You can only use each effect of "D/D/D Alfred the Divine Sage King" once per turn. ~Rarities: Common |
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Pros: Easy to play, supports D/D/D Cons: Low stats for Level, places Dark Contracts up to number of D/D/D, 1st effect is a restrained Polymerization (#14) |
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(BPRO-EN032) Borreload Fatalflare Dragon DARK / Fusion Monster / Level 8 / ATK 2500 / DEF 2000 (Dragon / Fusion / Effect) 1 DARK Link Monster + 1 DARK monster If this card is Fusion Summoned: You can add 1 "Rokket" monster from your Deck to your hand. You can target 1 DARK monster you control; equip it with 1 DARK Link Monster from your GY or banishment as an Equip Spell that gives it 500 ATK. If this card is sent to the GY as Link Material: You can target 1 card on the field; destroy it. You can only use each effect of "Borreload Fatalflare Dragon" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, high stats,
supports Rokket Cons: Low stats for Level, requires Link as Fusion Material, can only add Rokkets from the Deck, requires DARK Link for 2nd effect, low ATK boost when doing so, poor last effect |
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(BPRO-EN031) Archfiend Emperor FIRE / Pendulum Monster / Level 7 / ATK 2500 / DEF 1200 Pendulum Effect(s) / Pendulum Scale 0 You can target 1 other face-up Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Archfiend Emperor" once per turn. (Fiend / Ritual / Pendulum / Effect) You can Ritual Summon this card with "Throne of the Archfiends". Must be Ritual Summoned. Unaffected by other monsters' effects while in the Extra Monster Zone. You can only use each of the following effects of "Archfiend Emperor" once per turn. If this card is Ritual Summoned from the Extra Deck: You can banish all monsters on the field, except in the Extra Monster Zones. If this card is in the Extra Monster Zone: You can Special Summon 1 Fiend monster from your hand, Deck, GY, or banishment. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, relatively useful effects, low Pendulum Scale Cons: Must be Ritual Summoned, low stats for Level, must be in Extra Monster Zone to for 2nd and last effects |
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(BPRO-EN030) First Penguin WATER / Effect Monster / Level 1 / ATK 100 / DEF 100 (Winged Beast / Effect) If you control no face-up monsters, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can discard 1 card, then reveal 1 WATER Synchro Monster in your Extra Deck; add 1 WATER monster from your Deck to your hand with the same Type but 1 Level lower than the revealed monster, then you can change this card to face-down Defense Position, also you cannot Special Summon from the Extra Deck for the rest of this turn, except WATER monsters. You can only use this effect of "First Penguin" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
relatively useful effects, supports WATER Cons: Very low DEF, must be a Tuner if it Special Summons itself, requires WATER Synchro in Extra Deck |
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(BPRO-EN029) WAKE CUP! Earl WIND / Effect Monster / Level 7 / ATK 2700 / DEF 400 (Aqua / Flip / Effect) FLIP: You can send face-up cards your opponent controls to the GY, up to the number of Flip monsters you control. If this card is in your hand: You can discard 1 other Flip monster, and if you do, Special Summon this card in face-up Attack Position or face-down Defense Position. During your End Phase: You can target 1 Flip monster in your GY; Special Summon it in face-down Defense Position. You can only use each effect of "WAKE CUP! Earl" once per turn. ~Rarities: Common |
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Pros: Easy to play, relatively
useful effects, supports Flip, Special Summoned two ways Cons: Low stats for Level, must be Set for 1st effect |
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(BPRO-EN028) Fist Armed Dragon WIND / Effect Monster / Level 5 / ATK 2400 / DEF 1700 (Dragon / Effect) If this card is in your GY: You can target 1 Dragon monster you control; destroy it, and if you do, Special Summon this card. You can discard 1 card, then target 1 monster on the field with 2400 or less ATK; destroy it, then if you destroyed a monster you control, you can Special Summon 1 Dragon monster from your hand or Deck, whose original Level is 2 higher than that monster's. You can only use each effect of "Fist Armed Dragon" once per turn. ~Rarities: Common |
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Pros: Easy to play, high ATK,
relatively useful effects, supports Dragons Cons: Low DEF for Level, only destroys 2400 or less ATK monsters, costs a Dragon to Special Summon itself, otherwise won't do much |
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(BPRO-EN027) Shiina, Twin Tempests of Celestial Thunder WIND / Effect Monster / Level 9 / ATK 2900 / DEF 1500 (Dragon / Effect) The first time this card would be destroyed by battle each turn, it is not destroyed. When your opponent activates a card or effect, while you control a WIND monster (Quick Effect): You can Special Summon this card from your hand, then apply the following effect based on what was activated. ● Monster: Return all face-up monsters on the field to the hand, except "Shiina, Twin Tempests of Celestial Thunder". ● Spell/Trap: Return all Spells/Traps on the field to the hand. You can only use this effect of "Shiina, Twin Tempests of Celestial Thunder" once per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
relatively useful effects, supports WIND Cons: Poor first effect, must control a WIND to Special Summon itself, must be Special Summoned for bullet effects |
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(BPRO-EN026) Derk, Longing for the Blue Skies DARK / Effect Monster / Level 10 / ATK 3000 / DEF 2700 (Reptile / Effect) If a monster(s) is Special Summoned from the Deck or Extra Deck by your opponent's activated monster effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. When a monster effect is activated that includes an effect that Special Summons a monster(s) (Quick Effect): You can banish 1 card from your hand or field; negate that effect, and if you do, destroy that monster. During the End Phase, if this card is currently banished, and was banished this turn: You can return 1 of your other banished monsters to the GY. You can only use each effect of "Derk, Longing for the Blue Skies" once per turn. ~Rarities: Common |
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Pros: Easy to play, high ATK Cons: Low DEF for Level, largely relies on Monster Effects to do anything |
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(BPRO-EN025) Tri-Brigade Springans Kitt LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1000 (Beast / Effect) If you control a "Tri-Brigade" or "Springans" monster, except "Tri-Brigade Springans Kitt": You can Special Summon this card from your hand. If this card is sent to the GY: You can Special Summon 1 of the following monsters from your GY in Defense Position, except "Tri-Brigade Springans Kitt". ● "Tri-Brigade" monster ● "Springans" monster ● "Fallen of Albaz" or 1 monster that mentions it You can only use each effect of "Tri-Brigade Springans Kitt" once per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, supports Fallen
of Albaz, Tri-Brigade and Springans Cons: Low stats, must be sent to the Grave to use bulleted effects, can't revive itself |
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(BPRO-EN024) Fallen of the White Dragon DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0 (Dragon / Effect) (This card is always treated as "Fallen of Albaz".) If this card is in your hand: You can send 1 monster that mentions "Fallen of Albaz" from your Extra Deck to the GY; Special Summon this card, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Level 8 Fusion or Synchro Monsters. If this card is Normal or Special Summoned: You can Special Summon 1 "Ecclesia" monster from your hand, Deck, or GY. You can only use each effect of "Fallen of the White Dragon" once per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports Fallen of Albaz and Ecclesia, treats itself as
Albaz Cons: 0 DEF, costs a monster to Special Summon itself, prevents your non-Level 8 Fusion or Synchro Summons that turn |
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(BPRO-EN023) Rescue-ACE Quick Attacker FIRE / Effect Monster / Level 3 / ATK 1400 / DEF 1400 (Warrior / Effect) You can shuffle 1 other "Rescue-ACE" card from your hand or face-up field into the Deck; Special Summon this card from your hand. You can Tribute this card; add 1 "Rescue-ACE" monster from your Deck to your hand, then you can Special Summon it if only your opponent controls a monster, also you cannot Special Summon from the Extra Deck for the rest of this turn, except FIRE monsters. You can only use each effect of "Rescue-ACE Quick Attacker" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, searchable,
supports Rescue-ACE and FIRE Cons: Costs a monster for 1st two effects, can't Special Summon added monster unless only opponent controls a monster |
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(BPRO-EN022) Super B.E.S. Metal Slave DARK / Effect Monster / Level 11 / ATK 3100 / DEF 3100 (Machine / Effect) You can send up to 5 Level 10 or lower "B.E.S." monsters with different names from your hand and/or Deck to the GY; Special Summon this card from your hand, then place counters on this card equal to the number sent to the GY to activate this effect. You can only use this effect of "Super B.E.S. Metal Slave" once per turn. Once per Chain (Quick Effect): You can remove 1 counter from this card, then target 2 face-up cards on the field, including 1 "B.E.S." monster you control; destroy them. ~Rarities: Super Rare |
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Pros: Easy to play, very high stats,
supports B.E.S. Cons: Costs B.E.S. to Special Summon itself, costs a counter for other effect, doesn't gain counters |
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(BPRO-EN021) B.E.S. Derringer Core LIGHT / Effect Monster / Level 10 / ATK 1900 / DEF 3000 (Machine / Effect) You can reveal 1 other "B.E.S." monster in your hand; Special Summon this card from your hand, then place 3 counters on this card. During the Main Phase (Quick Effect): You can remove 1 counter from this card and activate 1 of these effects; ● Add 1 "Boss Rush" or 1 Spell/Trap that mentions it, from your Deck to your hand. ● Special Summon 1 Level 9 or lower "B.E.S." monster from your GY. You can only use each effect of "B.E.S. Derringer Core" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, high DEF,
supports B.E.S. Cons: Low ATK for Level, can only get Boss Rush or cards mentioning it, can't revive Level 10+r B.E.S. |
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(BPRO-EN020) Vic Viper Type-L LIGHT / Effect Monster / Level 4 / ATK 1200 / DEF 800 (Machine / Effect) At the start of your Battle Phase: You can activate 1 of these effects; ● Special Summon 1 Machine monster from your hand. ● Send 1 Level 4 or lower LIGHT Machine monster from your Deck to the GY. If this card is destroyed: You can target 1 LIGHT Machine monster in your GY; Special Summon it, and if you Special Summoned a monster with 1200 or less original ATK, it gains 1200 ATK. You can only use each effect of "Vic Viper Type-L" once per turn. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports LIGHT Machine Cons: Low DEF, can't use bulleted effects outside the Battle Phase, only Special Summons if destroyed |
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(BPRO-EN019) Darklord Djehuty DARK / Effect Monster / Level 4 / ATK 0 / DEF 0 (Fairy / Effect) If this card is Normal or Special Summoned: You can Special Summon 1 "Darklord" monster from your Deck in Defense Position, except "Darklord Djehuty", also you cannot Special Summon for the rest of this turn, except Fairy monsters. If you control a DARK Fairy Fusion Monster: You can banish this card from your GY, then target 1 "Darklord" card or "Forbidden" Quick-Play Spell in your GY; add it to your hand. You can only use each effect of "Darklord Djehuty" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports Darklord, Fairy and Forbidden Quick-Play Spells Cons: 0 DEF, costs itself to get Darklord or Forbidden Quick-Play Spell (#61) |
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(BPRO-EN018) Darklord Gulgolet DARK / Effect Monster / Level 6 / ATK 2400 / DEF 800 (Fairy / Effect) You can only Special Summon "Darklord Gulgolet(s)" once per turn. If this card is Special Summoned: You can Special Summon 2 "Darklord Tokens" (Fairy/DARK/Level 6/ATK 0/ DEF 0), also you cannot Special Summon for the rest of this turn, except Fairy monsters. If this card is sent to the GY: You can add 1 "Darklord" card, except "Darklord Gulgolet", or 1 "Forbidden" Quick-Play Spell, from your Deck to your hand. You can only use this effect of "Darklord Gulgolet" once per turn. ~Rarities: Common |
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Pros: Easy to play, high ATK,
supports Darklord, Fairy and Forbidden Quick-Play Spells Cons: Low DEF, can't be Special Summoned more than once per turn, must be Special Summoned to Special Summon Tokens, must be sent to the Grave to get Darklord or Forbidden Quick-Play Spells |
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(BPRO-EN017) Rex, Ride Fur Hire WIND / Effect Monster / Level 5 / ATK 2000 / DEF 1200 (Dinosaur / Effect) You can reveal this card in your hand; Special Summon 1 monster "Fur Hire" from your hand, except "Rex, Ride Fur Hire", then Special Summon this card. You can only use this effect of "Rex, Ride Fur Hire" once per turn. If a card(s) is added from the Deck to your opponent's hand, except by a card effect "Fur Hire", and you control another monster "Fur Hire" (except during the Damage Step): You can draw 1 card. ~Rarities: Super Rare |
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Pros: Easy to play, supports Fur
Hire Cons: Low for Level, requires another Fur Hire to draw 1 card |
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(BPRO-EN016) Highness Archfiend LIGHT / Effect Monster / Level 3 / ATK 1000 / DEF 800 (Fiend / Effect) If this card is Normal Summoned: You can banish 1 "Archfiend" card from your GY; add 2 "Archfiend" cards from your Deck to your hand, except "Highness Archfiend", also you cannot Special Summon from the Extra Deck for the rest of this turn, except "Archfiend" monsters. When your Ritual Monster is destroyed by battle while this card is in your GY: You can Special Summon this card. You can only use each effect of "Highness Archfiend" once per turn. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports
Archfiend(#89) Cons: Costs an Archfiend to get Archfiends, only Special Summons itself if your Ritual is destroyed by battle |
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(BPRO-EN015) Duke Archfiend WATER / Effect Monster / Level 4 / ATK 0 / DEF 2000 (Fiend / Effect) Gains ATK equal to its Level x 200. You can only use each of the following effects of "Duke Archfiend" once per turn. You can target 1 face-up monster you control that has a Level; send 1 "Archfiend" monster from your Deck to the GY, except "Duke Archfiend", and if you do, increase that monster's Level by the Level of the sent monster. When your Ritual Monster is destroyed by battle while this card is in your GY: You can Special Summon this card. ~Rarities: Common |
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Pros: Easy to play, searchable, high
DEF, supports Archfiend Cons: Low ATK boost, can't choose Archfiends without Levels, only Special Summons itself if your Ritual is destroyed by battle |
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(BPRO-EN014) Royal Archfiend FIRE / Effect Monster / Level 7 / ATK 2400 / DEF 1000 (Fiend / Effect) You can Tribute this card from your hand or face-up field; add 1 "Archfiend" card from your Deck to your hand, except "Royal Archfiend", also you cannot Special Summon from the Extra Deck for the rest of this turn, except "Archfiend" monsters, but you can Normal Summon 1 Fiend monster during your Main Phase this turn, in addition to your Normal Summon/Set (you can only gain this effect once per turn). When your Ritual Monster is destroyed by battle while this card is in your GY: You can Special Summon this card. You can only use each effect of "Royal Archfiend" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, supports Archfiend and Fiends, allows extra Normal Summons
or Sets Cons: Low stats for Level, costs itself to get an Archfiend, only Special Summons itself if your Ritual is destroyed by battle |
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(BPRO-EN013) Elfnote Power Patron FIRE / Effect Monster / Level 1 / ATK 300 / DEF 200 (Fiend / Tuner / Effect) You cannot Special Summon from the Extra Deck, except Synchro Monsters. You can only use each of the following effects of "Elfnote Power Patron" once per turn. During the Main Phase (Quick Effect): You can target 1 monster in your center Main Monster Zone; increase its Level by 3 (until the end of this turn), then immediately after this effect resolves, you can Synchro Summon 1 "Elfnote" Synchro Monster or 1 "Junora the Power Patron of Tuning". If this card is sent to the GY as Synchro Material: You can add 1 "Elfnote" card from your Deck to your hand. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports Elfnote, Tuner monster Cons: Very low DEF, can't Special Summon non-Synchros, doesn't affect monsters not in center Main Monster Zone |
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(BPRO-EN012) Elfnote Fortuna LIGHT / Effect Monster / Level 6 / ATK 2200 / DEF 1800 (Spellcaster / Effect) You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Fortuna" once per turn this way. You can only use each of the following effects of "Elfnote Fortuna" once per turn. During your Main Phase: You can place 1 "Elfnote" Continuous Trap from your hand or Deck, face-up on your field. During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can return 1 face-up Spell/Trap on the field to the hand. ~Rarities: Super Rare |
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Pros: Easy to play, supports Elfnote Cons: Low stats for Level, 1st and last effects require use of the center Main Monster Zone, can only place Elfnote Continuious Traps |
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(BPRO-EN011) Elfnote Tinia WATER / Effect Monster / Level 6 / ATK 2400 / DEF 1800 (Spellcaster / Effect) You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Tinia" once per turn this way. You can only use each of the following effects of "Elfnote Tinia" once per turn. During your Main Phase: You can place 1 "Elfnote" Continuous Spell from your Deck face-up on your field. During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can banish (face-up) 1 random card from your opponent's hand, until the End Phase. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports Elfnote Cons: Low DEF for Level, 1st and last effects require use of the center Main Monster Zone, can only place Elfnote Continuious Spells |
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(BPRO-EN010) Elfnote Lucina FIRE / Effect Monster / Level 6 / ATK 2500 / DEF 1800 (Spellcaster / Effect) You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Lucina" once per turn this way. You can only use each of the following effects of "Elfnote Lucina" once per turn. During your Main Phase: You can add 1 "Elfnote" monster from your Deck to your hand, except "Elfnote Lucina". During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can return 1 Level 6 or lower monster your opponent controls to the hand. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easy to play, high ATK,
supports Elfnote Cons: Low DEF for Level, 1st and last effects require use of the center Main Monster Zone, minimal last effect |
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(BPRO-EN009) Assault Lich DARK / Effect Monster / Level 4 / ATK 1500 / DEF 0 (Zombie / Tuner / Effect) If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. You can only use each of the following effects of "Assault Lich" once per turn. If this card is Normal or Special Summoned: You can Special Summon 1 monster that mentions "Assault Mode Activate", or 1 Level 4 or lower Zombie monster, from your GY. If this card is sent to the GY as Synchro Material: You can add 1 "Assault Slash" or "Assault Counter" from your Deck to your hand. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports /Assault Mode, Tuner monster, can be non-Tuner Cons: 0 DEF, can't Special Summon /Assault Modes |
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(BPRO-EN008) Crimson Blader/Assault Mode FIRE / Effect Monster / Level 10 / ATK 3300 / DEF 3100 (Warrior / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned with "Assault Mode Activate". Your opponent cannot activate the effects of Level 5 or higher monsters Special Summoned from the Extra Deck. You can reveal this card in your hand; add 1 "Assault Mode Activate" or 1 card that mentions it from your Deck to your hand, and if you do, shuffle this card into the Deck. You can only use this effect of "Crimson Blader/Assault Mode" once per turn. If this card is destroyed: You can Special Summon 1 "Crimson Blader" from your GY. ~Rarities: Super Rare |
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Pros: Easy to play, high stats,
supports /Assault Mode, relatively useful effects Cons: Summon requirement, only blocks Level 5+ monster effects |
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(BPRO-EN007) Junk Warrior/Assault Mode DARK / Effect Monster / Level 7 / ATK 2800 / DEF 1800 (Warrior / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned with "Assault Mode Activate". Gains 1000 ATK for each "/Assault Mode" monster you control, also if this card battles a monster, any battle damage it inflicts to your opponent is doubled. Unaffected by your opponent's activated monster effects. If this card is destroyed: You can target 1 "Junk Warrior" in your GY; return it to the Extra Deck, then you can Special Summon it (this is treated as a Synchro Summon). ~Rarities: Super Rare |
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Pros: Easy to play, high ATK,
supports /Assault Mode, relatively useful effects Cons: Low DEF for Level, Summon requirement, doesn't protect itself from other effects |
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(BPRO-EN006) Magnet Warrior Sigma Minus EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1800 (Rock / Effect) Once per turn, when an attack is declared involving 2 EARTH monsters: You can negate that attack. You can only use each of the following effects of "Magnet Warrior Sigma Minus" once per turn. You can reveal this card in your hand; Fusion Summon 1 Fusion Monster from your Extra Deck, using Rock monsters from your hand or field, including this card in your hand. If this card is Normal or Special Summoned: You can send 1 Level 8 "Magna Warrior" monster from your Deck to the GY. ~Rarities: Common |
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Pros: Easy to play, searchable, high
DEF, supports Rock, relatively useful effects Cons: Can't negate attacks involving 1 EARTH, doesn't Special Summon Magna Warriors |
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(BPRO-EN005) Magnet Warrior Sigma Plus EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 1500 (Rock / Effect) While you control an EARTH monster, your opponent's monsters that can attack must attack EARTH monsters. While your opponent controls an EARTH monster, you choose the attack targets for your opponent's attacks. If this card is sent to the GY: You can target 1 Level 4 or lower "Magnet Warrior" monster in your GY, except "Magnet Warrior Sigma Plus"; add it to your hand or Special Summon it. You can only use this effect of "Magnet Warrior Sigma Plus" once per turn. ~Rarities: Common |
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Pros: Easy to play, high ATK,
supports EARTH and Magnet Warrior, relatively useful
effects Cons: Low DEF, only forces attacks on EARTH while you control one |
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(BPRO-EN004) Tellusion the Magna Warrior EARTH / Effect Monster / Level 8 / ATK 2500 / DEF 2500 (Rock / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your GY) by banishing 1 "Magnet Warrior Sigma Plus" and 1 "Magnet Warrior Sigma Minus" from your hand, face-up Monster Zone, and/or GY. Once per turn, when your opponent activates a card or effect (Quick Effect): You can target 1 monster your opponent controls; destroy it, or if you targeted an EARTH monster, you can take control of it instead. During your opponent's turn (Quick Effect): You can Tribute this card; Special Summon 2 of your banished "Magnet Warrior Sigma" monsters. ~Rarities: Super Rare |
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Pros: Easy to play, supports EARTH, relatively useful effects Cons: Low stats for Level, can only steal EARTH, costs itself to Special Summon banished monsters |
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(BPRO-EN003) Rokket Detonator DARK / Effect Monster / Level 7 / ATK 1800 / DEF 2500 (Dragon / Effect) If you control a DARK Dragon Link Monster, you can Special Summon this card (from your hand). You can only Special Summon "Rokket Detonator" once per turn this way. You can target 1 DARK Dragon Monster Card in your Spell & Trap Zone; Special Summon it (but it cannot attack, also its effects are negated), also you cannot Special Summon from the Extra Deck for the rest of this turn, except DARK monsters. You can only use this effect of "Rokket Detonator" once per turn. ~Rarities: Common |
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Pros: Easy to play, high stats,
supports DARK Dragons Cons: Poor stats for Level, can't Special Summon itself unless you control a DARK Dragon Link, can't Special Summon otherwise except to Spell & Trap Zone |
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(BPRO-EN002) Hollowrockket Dragon DARK / Effect Monster / Level 6 / ATK 2400 / DEF 1600 (Dragon / Effect) When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then excavate up to 6 cards from the top of your opponent's Deck and banish 1 of them, and if you do, place the rest on top of the Deck in the same order. During the End Phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 "Rokket" monster from your Deck, except "Hollowrokket Dragon". You can only use each effect of "Hollowrokket Dragon" once per turn. ~Rarities: Common |
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Pros: Easy to play, high ATK,
supports Rokket Cons: Low DEF for Level, only banishes 1 of 6 cards excavated, destroys itself to do so, slow last effect |
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(BPRO-EN001) Rocket Loader DARK / Effect Monster / Level 4 / ATK 1500 / DEF 1500 (Dragon / Effect) If this card is Normal or Special Summoned: You can add 1 Level 7 DARK Dragon monster from your Deck to your hand, also you cannot Special Summon from the Extra Deck for the rest of this turn, except DARK monsters. You can banish this card from your GY, then target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can only use each effect of "Rokket Loader" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easy to play, searchable,
supports DARK Dragons Cons: Low DEF, costs itself to make a face-up monster on the field DARK for 1 turn |