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Extreme Victory (EXVC-EN) Card Ratings
| 1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Extreme_Victory_(TCG-EN-1E) |
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Extreme Victory
(EXVC-EN099) Blue Rose Dragon DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1200 (Dragon / Effect) When this card is destroyed and sent from the field to the Graveyard, you can select 1 "Black Rose Dragon" or 1 Plant-Type monster in your Graveyard, and Special Summon it. (Secret Rare) |
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Pros: Easy to play, supports Black
Rose Dragon and
Plants Cons: Poor stats, must be destroyed |
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Extreme Victory
(EXVC-EN098) Naturia Eggplant EARTH / Effect Monster / Level 2 / ATK 1000 / DEF 700 (Plant / Effect) When this card is sent from the field to the Graveyard, you can select 1 "Naturia" monster in your Graveyard, except "Naturia Eggplant", and add it to your hand. (Super Rare) |
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Pros: Easy to play, searchable,
supports Naturia Cons: Low DEF, doesn't Special Summon, no other effects |
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Extreme Victory
(EXVC-EN097) Scrap Orthros EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 1100 (Beast / Tuner / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling a face-up "Scrap" monster. When Special Summoned this way, select 1 face-up "Scrap" monster you control, and destroy it. If this card is destroyed by the effect of a "Scrap" card and sent to the Graveyard, you can select 1 "Scrap" monster in your Graveyard, except "Scrap Orthros", and add it to your hand. (Secret Rare) |
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Pros: Easy to play, supports Scrap,
is a Tuner Cons: Low stats, Summon requirement, minimal effects |
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Extreme Victory
(EXVC-EN096) Blackwing - Jin the Rain Shadow DARK / Effect Monster / Level 1 / ATK 600 / DEF 500 (Winged Beast / Tuner / Effect) If this card battles with a monster with DEF equal to or less than this card's ATK, destroy that monster immediately with this card's effect (without applying damage calculation). (Rare) |
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Pros: Easy to play, searchable, is a
Tuner Cons: Low DEF, poor effect, no other effects |
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Extreme Victory
(EXVC-EN095) Meklord Fortress SPELL / Field Spell Face-up "Meklord Emperor" monsters you control cannot be targeted by the effects of Synchro Monsters. When this card on the field is destroyed and sent to the Graveyard, you can add 1 "Meklord Emperor" monster from your Deck to your hand. (Rare) |
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Pros: Easy to play, searchable,
supports
Meklord Emperors
(LED7 #23) Cons: Only protects from being targeted by Synchros, doesn't Special Summon |
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Extreme Victory
(EXVC-EN094) Meklord Emperor Skiel WIND / Effect Monster / Level 1 / ATK 2200 / DEF 2200 (Machine / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard, you can Special Summon this card from your hand. Other monsters you control cannot declare an attack. Once per turn, you can select 1 Synchro Monster your opponent controls, and equip it to this card. This card gains ATK equal to those equipped monsters' combined ATK. You can send 1 monster equipped to this card to the Graveyard to allow this card to attack your opponent directly this turn. (Secret Rare) |
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Pros: Easy to play, high stats for
Level, counters Synchros, somewhat potent effects Cons: Summon requirement, prevents your other attacks, can only equip itself once per turn |
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Extreme Victory
(EXVC-EN093) Elemental Hero Neos Knight LIGHT / Fusion Monster / Level 7 / ATK 2500 / DEF 1000 (Warrior / Fusion / Effect) "Elemental Hero Neos" + 1 Warrior-Type monster This card cannot be Special Summoned except by Fusion Summon. This card gains ATK equal to half the ATK of the Warrior-Type Fusion Material Monster used to Fusion Summon this card, other than "Elemental Hero Neos". This card can attack twice during each Battle Phase. If this card attacks or is attacked, your opponent takes no Battle Damage. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, somewhat useful
effects Cons: Poor stats for Level, minimal effects |
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Extreme Victory
(EXVC-EN092) Lance Lindwurm WIND / Effect Monster / Level 4 / ATK 1800 / DEF 1200 (Dragon / Effect) During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. (Common) |
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Pros: Easy to play, high ATK, good
effect Cons: Low DEF, no other effects |
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Extreme Victory
(EXVC-EN091) Lancer Dragonute DARK / Effect Monster / Level 4 / ATK 1500 / DEF 1800 (Dragon / Effect) During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. (Super Rare) |
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Pros: Easy to play, searchable, high
DEF Cons: Low ATK, no other effects, unlikely to apply effect with low ATK |
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Extreme Victory
(EXVC-EN090) Axe Dragonute DARK / Effect Monster / Level 4 / ATK 2000 / DEF 1200 (Dragon / Effect) If this card attacks, it is changed to Defense Position at the end of the Damage Step. (Common) |
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Pros: Easy to play, high ATK for
Level Cons: Low DEF, poor effect, no other effects |
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Extreme Victory
(EXVC-EN089) Psychic Shockwave TRAP / Normal Trap Activate only when your opponent activates a Trap Card. Discard 1 Spell/Trap Card to Special Summon 1 Level 6 DARK Machine-Type monster from your Deck. (Secret Rare) |
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Pros: Somewhat easy to play,
supports DARK Machines Cons: Can't Special Summon other Machines, doesn't negate Trap Card's effect, costs a Spell or Trap |
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Extreme Victory
(EXVC-EN088) Full House TRAP / Normal Trap Select 2 face-up Spell/Trap Cards (except this card) and 3 Set Spell/Trap Cards. Destroy the selected cards. (Rare) |
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Pros: Somewhat easy to play,
supports DARK Machines Cons: Very poor effect, no other effects |
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Extreme Victory
(EXVC-EN087) Gladiator Taming SPELL / Quick-Play Spell If a face-up "Gladiator Beast" monster is on the field, activate 1 of these effects: ● Select 1 face-up monster your opponent controls, and change its battle position. ● Select 1 face-up "Gladiator Beast" monster your opponent controls, and take control of it until the End Phase. (Secret Rare) |
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Pros: Easy to play, supports
Gladiator Beasts
(#44),
is a Quick-Play Spell Cons: Minimal effects |
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Extreme Victory
(EXVC-EN086) Gladiator Beast Essedarii EARTH / Fusion Monster / Level 5 / ATK 2500 / DEF 1400 (Beast / Fusion / Effect) 2 "Gladiator Beast" monsters This card can only be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, high ATK Cons: Low DEF, no actual effects |
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Extreme Victory
(EXVC-EN085) Psi-Beast EARTH / Effect Monster / Level 2 / ATK 700 / DEF 500 (Psychic / Effect) When this card is Normal Summoned, you can remove from play 1 Psychic-Type monster from your Deck. This card's Level becomes the Level of that monster. (Rare) |
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Pros: Easy to play, searchable,
supports
Psychics
(#23) Cons: Low DEF, poor effect, no other effects |
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Extreme Victory
(EXVC-EN084) Tour Guide From the Underworld DARK / Effect Monster / Level 3 / ATK 1000 / DEF 600 (Fiend / Effect) When this card is Normal Summoned, you can Special Summon 1 Level 3 Fiend-Type monster from your hand or Deck. Its effects are negated, and it cannot be used as a Synchro Material Monster. (Secret Rare) |
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Pros: Easy to play, searchable,
supports Fiend Cons: Low DEF, Fiend can't be Synchro Material and loses effects, can't Special Summon other Fiends |
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Extreme Victory
(EXVC-EN083) Mara of the Nordic Alfar DARK / Effect Monster / Level 2 / ATK 1000 / DEF 500 (Spellcaster / Tuner / Effect) If this card is used as a Synchro Material Monster, the other Synchro Material Monsters are 2 "Nordic" monsters in your hand. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, searchable,
supports Nordic Cons: Low DEF, can't use non-Nordics as Synchro Material |
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Extreme Victory
(EXVC-EN082) Dodger Dragon WIND / Effect Monster / Level 4 / ATK 1900 / DEF 1200 (Dragon / Effect) The Normal Summon of this card cannot be negated. Your opponent cannot activate Counter Trap Cards the turn this card is Normal Summoned. (Super Rare) |
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Pros: Easy to play, high ATK, good
effects Cons: Low DEF, only applies effects the turn it's Normal Summoned |
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Extreme Victory
(EXVC-EN081) Vampire Dragon DARK / Effect Monster / Level 5 / ATK 2400 / DEF 0 (Dragon / Effect) When this Tribute Summoned card is sent from the field to the Graveyard, you can add 1 Level 4 or lower monster from your Deck to your hand. (Secret Rare) |
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Pros: Easy to play, high ATK,
somewhat useful effect Cons: 0 DEF, does nothing on the field |
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Extreme Victory
(EXVC-EN080) W Nebula Meteorite TRAP / Normal Trap Change all face-down monsters on the field to face-up Defense Position. During the End Phase this turn, change all face-up LIGHT Reptile-Type monsters you control to face-down Defense Position, then draw 1 card for each. After that, you can Special Summon 1 Level 7 or higher LIGHT Reptile-Type monster from your Deck. (Common) |
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Pros: Easy to play, supports LIGHT
Reptiles Cons: Only applies to Set monsters for activation |
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Extreme Victory
(EXVC-EN079) Localized Tornado TRAP / Normal Trap Shuffle all cards from your hand and Graveyard into the Deck. (Common) |
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Pros: Easy to play Cons: Very poor effect, no other effects |
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Extreme Victory
(EXVC-EN078) Safe Zone TRAP / Continuous Trap Activate by selecting 1 face-up Attack Position monster. That monster cannot be targeted or destroyed by your opponent's card effects, or be destroyed by battle. It cannot attack your opponent directly. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card. (Super Rare) |
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Pros: Easy to play, largely good
effects Cons: Doesn't work on Defense Position monsters, monster can't attack directly, destroys the monster if removed |
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Extreme Victory
(EXVC-EN077) Sealing Ceremony of Mokuton TRAP / Continuous Trap Once per turn, you can Tribute 1 face-up EARTH monster to select up to 2 cards in your opponent's Graveyard, and remove them from play. (Common) |
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Pros: Easy to play, supports
Banished Cons: Costs an EARTH monster, no other effects |
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Extreme Victory
(EXVC-EN076) Debunk TRAP / Counter Trap Negate the activation of an Effect Monster's effect that activates in the hand or Graveyard, and remove it from play. (Super Rare) |
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Pros: Easy to play, counters certain
Hand Traps Cons: No other effects |
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Extreme Victory
(EXVC-EN075) Tyrant's Tantrum TRAP / Continuous Trap Tribute 2 monsters. Your opponent must send 1 Spell Card from their Deck to the Graveyard to activate a Spell Card. (Common) |
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Pros: Easy to play Cons: Costly to activate, minimal effect, no other effects |
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Extreme Victory
(EXVC-EN074) Karakuri Cash Shed TRAP / Counter Trap Activate only if you control a "Karakuri" monster in face-up Defense Position. Negate the activation of an opponent's Spell/Trap Card and destroy it. (Super Rare) |
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Pros: Easy to play, supports
Karakuri, useful effect Cons: Karakuri must be in Defense Mode, no other effects |
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Extreme Victory
(EXVC-EN073) Six Style - Dual Wield TRAP / Normal Trap Activate only if the only monster you control is 1 "Six Samurai" monster in face-up Attack Position. Select 2 cards your opponent controls and return them to the hand. (Common) |
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Pros: Easy to play, supports
Six
Samurai
(#10) Cons: Minimal effect, no other effects |
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Extreme Victory
(EXVC-EN072) Brain Hazard TRAP / Continuous Trap Select 1 of your removed from play Psychic-Type monsters, and Special Summon it. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card. (Rare) |
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Pros: Easy to play, supports
Psychics Cons: Can't Special Summon Psychics from other places, no other effects |
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Extreme Victory
(EXVC-EN071) Psychic Reactor TRAP / Normal Trap Activate only if you control a face-up Psychic-Type monster. During this turn, if a Psychic-Type monster you control battles an opponent's monster, remove from play both monsters. (Common) |
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Pros: Easy to play, supports
Psychics Cons: Poor effect, no other effects |
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Extreme Victory
(EXVC-EN070) TG1-EM1 TRAP / Normal Trap Select 1 monster your opponent controls and 1 face-up "T.G." monster you control. Switch control of the selected monsters. (Common) |
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Pros: Easy to play, supports T.G. Cons: Poor effect, no other effects |
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Extreme Victory
(EXVC-EN069) TG-SX1 TRAP / Normal Trap Activate only when a "T.G." monster you control destroys an opponent's monster by battle and sends it to the Graveyard. Select 1 "T.G." Synchro Monster in your Graveyard and Special Summon it. (Common) |
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Pros: Easy to play, supports T.G. Cons: Can only revive T.G. Synchros |
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Extreme Victory
(EXVC-EN68) TGX3-DX2 TRAP / Normal Trap Select 3 "T.G." monsters in your Graveyard. Return them to your Deck, then draw 2 cards. (Rare) |
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Pros: Easy to play, supports T.G. Cons: Largely a weaker version of Pot of Avarice (#11) |
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Extreme Victory
(EXVC-EN67) Meklord Factory TRAP / Normal Trap Activate only when a face-up "Meklord" monster on the field is selected as an attack target. Select 1 "Meklord Army" monster in your Graveyard, and add it to your hand. Then, destroy the attack target. (Common) |
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Pros: Easy to play, supports Meklord Cons: Poor effects |
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Extreme Victory
(EXVC-EN66) Mektimed Blast TRAP / Normal Trap Select 1 face-up "Meklord" monster you control and 1 card your opponent controls. Destroy both cards. (Common) |
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Pros: Easy to play, supports Meklord Cons: Poor effect, no other effects |
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Extreme Victory
(EXVC-EN65) Chaos Infinity TRAP / Normal Trap Change all Defense Position monsters on the field to face-up Attack Position. Then, Special Summon 1 "Meklord" monster from your Deck or your Graveyard. Its effect is negated, and it is destroyed during this turn's End Phase. (Rare) |
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Pros: Easy to play, supports Meklord Cons: Poor effects |
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Extreme Victory
(EXVC-EN64) Power-Up Adaptor TRAP / Normal Trap After activation, treat this card as an Equip Card and equip it to 1 face-up "Morphtronic" monster you control. The equipped monster cannot declare an attack. Then, select 1 face-up monster on the field, except the equipped monster. It gains ATK equal to the ATK of the equipped monster. (Common) |
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Pros: Easy to play, supports
Morphtronic Cons: Equipped monster can't attack, nor gain the ATK |
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Extreme Victory
(EXVC-EN63) Red Carpet TRAP / Normal Trap Activate only if a face-up Dragon-Type Synchro Monster is on the field. Select up to 2 "Resonator" monsters in your Graveyard. Special Summon those monsters. (Common) |
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Pros: Easy to play, supports Dragon
Synchros and
Resonator
(#10) Cons: Equipped monster can't attack, nor gain the ATK |
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Extreme Victory
(EXVC-EN062) Self-Mummification SPELL / Quick-Play Spell Select 1 monster you control, and send it to the Graveyard. (Common) |
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Pros: Easy to play, is a Quick-Play
Spell Cons: Largely not beneficial, no other effects |
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Extreme Victory
(EXVC-EN061) Out of the Blue SPELL / Continuous Spell Destroy this card if your opponent activates a card or effect that targets a card(s) in the Graveyard. When this card is destroyed by this effect and sent to the Graveyard, your opponent shuffles all cards in their Graveyard into the Deck. (Common) |
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Pros: Easy to play Cons: Must be destroyed by its own effect to do anything |
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Extreme Victory
(EXVC-EN060) Soundproofed SPELL / Normal Spell This card can only be activated at the start of Main Phase 1, and only if you control no face-up Synchro Monsters. Neither player can Special Summon a Synchro Monster until your opponent's next End Phase. (Rare) |
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Pros: Easy to play, counters
Synchros Cons: Applies to both players, can't be used during Main Phase 2 |
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Extreme Victory
(EXVC-EN059) Contact with the Aquamirror SPELL / Normal Spell If you control a face-up WATER monster, activate 1 of these effects. If you control a face-up WATER Ritual Monster, you can activate both of these effects: ● Look at all Set cards in your opponent's Spell & Trap Card Zones. ● Look at the 2 top cards of either player's Deck and return them to the top of the Deck in any order. (Common) |
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Pros: Easy to play, supports WATER Cons: Can't use both effects unless you control a WATER Ritual |
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Extreme Victory
(EXVC-EN058) Runaway Karakuri SPELL / Quick-Play Spell Select 1 face-up "Karakuri" monster on the field. Until the End Phase, it gains 1000 ATK, but its effect(s) is negated. (Common) |
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Pros: Easy to play, supports
Karakuri
(#83),
is a Quick-Play Spell Cons: ATK boost is temporary, monster loses its effects, no other effects |
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Extreme Victory
(EXVC-EN057) Shien's Dojo SPELL / Continuous Spell Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the Graveyard to Special Summon 1 "Shien" or "Six Samurai" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card. (Super Rare) |
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Pros: Easy to play, supports Six
Samurai Cons: Special Summons based on Level and number of counters |
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Extreme Victory
(EXVC-EN056) Psychic Feel Zone SPELL / Normal Spell Select 2 of your removed from play monsters (1 Psychic-Type Tuner and 1 Psychic-Type non-Tuner), return them to the Graveyard, and Special Summon 1 Psychic-Type Synchro Monster from your Extra Deck in face-up Defense Position, whose Level equals the total Levels of the returned monsters. (Rare) |
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Pros: Easy to play, supports
Psychics Cons: Not a Synchro Summon, only works with banished Psychics, no other effects |
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Extreme Victory
(EXVC-EN055) ESP Amplifier SPELL / Quick-Play Spell All face-up Psychic-Type monsters you control gain 300 ATK for each of your removed from play Psychic-Type monsters. During the End Phase, remove from play all monsters that were affected by this effect. (Common) |
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Pros: Easy to play, supports
Psychics, is a Quick-Play Spell Cons: Low ATK boost, banishes affected monsters at the End Phase, no other effects |
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Extreme Victory
(EXVC-EN054) TGX300 SPELL / Continuous Spell All face-up monsters you control gain 300 ATK for each face-up "T.G." monster you control. (Common) |
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Pros: Easy to play, supports T.G. Cons: Low ATK boost, no other effects |
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Extreme Victory
(EXVC-EN053) TGX1-HL SPELL / Quick-Play Spell Select 1 face-up "T.G." monster you control. Halve its ATK and DEF, and destroy 1 Spell/Trap Card on the field. (Common) |
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Pros: Easy to play, supports T.G. Cons: Very poor effect, no other effects |
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Extreme Victory
(EXVC-EN052) Reboot SPELL / Normal Spell Shuffle 1 "Meklord" monster from your hand into the Deck to select 1 "Meklord" card in your Graveyard, and add it to your hand. (Common) |
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Pros: Easy to play, supports
Meklords Cons: Poor effect, doesn't Special Summon |
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Extreme Victory
(EXVC-EN051) The Resolute Meklord Army SPELL / Continuous Spell "Meklord Army" monsters you control in face-up Attack Position cannot be destroyed by battle, but their effects are negated. (Common) |
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Pros: Easy to play, supports Meklord
Army Cons: Negates affected monsters' effects, no other effects |
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Extreme Victory
(EXVC-EN050) Boon of the Meklord Emperor SPELL / Normal Spell Activate only if the only face-up monsters on the field are 2 "Meklord" monsters. Draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card. (Common) |
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Pros: Easy to play, supports
Meklords Cons: Prevents your Battle Phase that turn, can't control other monsters, no other effects |
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Extreme Victory
(EXVC-EN049) Fortissimo the Mobile Fortress SPELL / Field Spell Once per turn, you can Special Summon 1 "Meklord Army" monster from your hand. (Common) |
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Pros: Easy to play, searchable,
supports Meklord Army Cons: No other effects, can't Special Summon from other places |
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Extreme Victory
(EXVC-EN048) Resonant Destruction SPELL / Continuous Spell When a "Resonator" monster(s) is sent to the Graveyard as a Synchro Material Monster, select 1 card your opponent controls and destroy it. Destroy this card during your 2nd End Phase after activation. (Common) |
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Pros: Easy to play, supports
Resonator Cons: Poor effects |
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Extreme Victory
(EXVC-EN047) Resonator Call SPELL / Normal Spell Add 1 "Resonator" monster from your Deck to your hand. (Rare) |
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Pros: Easy to play, supports
Resonator Cons: Doesn't Special Summon, no other effects |
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Extreme Victory
(EXVC-EN046) Red Dragon Vase SPELL / Normal Spell Activate only if you control a face-up "Red Dragon Archfiend". Draw 2 cards. You cannot Normal or Special Summon another monster until the end of your opponent's turn if you activate this card. (Common) |
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Pros: Easy to play, supports
Red Dragon Archfiend
(#41) Cons: Can't Normal or Special Summon until the opponent's next turn ends |
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Extreme Victory
(EXVC-EN045) Scarlet Security SPELL / Normal Spell Activate only if you control a face-up "Red Dragon Archfiend". Destroy all Spell/Trap Cards your opponent controls. (Common) |
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Pros: Easy to play, supports Red
Dragon Archfiend, potent effect Cons: No other effects |
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Extreme Victory
(EXVC-EN044) Overmind Archfiend DARK / Synchro Monster / Level 10 / ATK 3300 / DEF 3000 (Psychic / Synchro / Effect) 1 Psychic-Type Tuner + 2 or more non-Tuner Psychic-Type monsters Once per turn, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon as many monsters as possible that were removed from play by this effect. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, high stats,
supports Psychics Cons: Doesn't Special Summon until taken off the field |
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Extreme Victory
(EXVC-EN043) T.G. Halberd Cannon EARTH / Synchro Monster / Level 12 / ATK 4000 / DEF 4000 (Machine / Synchro / Effect) 1 Tuner Synchro Monster + 2 or more non-Tuner Synchro Monsters This card cannot be Special Summoned except by Synchro Summon. Once per turn, while this card is face-up on the field, you can negate the Summon of a monster and destroy it. When this card is sent from the field to the Graveyard, you can select 1 "T.G." monster in your Graveyard, and Special Summon it. (Ultra Rare) & (Ultimate Rare) |
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Pros: Very high stats, supports
T.G., useful effects Cons: Strict materials |
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Extreme Victory
(EXVC-EN042) T.G. Blade Blaster EARTH / Synchro Monster / Level 10 / ATK 3300 / DEF 2200 (Machine / Synchro / Effect) 1 Tuner Synchro Monster + 1 or more non-Tuner Synchro Monsters When an opponent's Spell/Trap Card is activated that targets this card, you can send 1 card from your hand to the Graveyard to negate the effect. Once per opponent's turn, you can remove from play 1 "T.G." monster from your Graveyard to remove this face-up card on the field from play. During the next Standby Phase, Special Summon this card, if removed by this effect. (Ultra Rare) & (Ultimate Rare) |
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Pros: Very high ATK, supports T.G.,
somewhat useful effects Cons: Low DEF for Level, costs a T.G. to banish itself, slow to return itself to the field |
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Extreme Victory
(EXVC-EN041) T.G. Power Gladiator EARTH / Synchro Monster / Level 5 / ATK 2300 / DEF 1000 (Warrior / Synchro / Effect) 1 Tuner + 1 or more non-Tuner "T.G." monsters During battle between this attacking monster and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card on the field is destroyed, draw 1 card. (Super Rare) |
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Pros: Easy to play, somewhat useful
effects Cons: Poor stats for its Level |
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Extreme Victory
(EXVC-EN040) T.G. Wonder Magician LIGHT / Synchro Monster / Level 5 / ATK 1900 / DEF 0 (Spellcaster / Synchro / Tuner / Effect) 1 Tuner + 1 or more non-Tuner "T.G." monsters When this card is Synchro Summoned, select 1 Spell/Trap Card on the field and destroy it. When this card on the field is destroyed, draw 1 card. During your opponent's Main Phase, you can Synchro Summon using this face-up card you control as a Synchro Material Monster. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, somewhat useful
effects, is a Tuner Cons: Poor stats for its Level, does little unless Synchro Material during opponent's turn |
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Extreme Victory
(EXVC-EN039) T.G. Recipro Dragonfly WIND / Synchro Monster / Level 2 / ATK 300 / DEF 300 (Insect / Synchro / Effect) 1 Tuner + 1 non-Tuner monster Once per turn, you can send 1 other "T.G." Synchro Monster you control to the Graveyard. Then, if all of the Synchro Monsters that were used for the Synchro Summon of that monster are in your Graveyard, you can Special Summon them. (Rare) |
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Pros: Easy to play, supports T.G. Cons: Very low stats, costs a T.G. Synchro to do anything, no other effects |
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Extreme Victory
(EXVC-EN038) Life Stream Dragon EARTH / Synchro Monster / Level 8 / ATK 2900 / DEF 2400 (Dragon / Synchro / Tuner / Effect) 1 Tuner + "Power Tool Dragon" When this card is Synchro Summoned, you can make your Life Points become 4000. Any effect damage you take becomes 0. If this face-up card would be destroyed, you can remove from play 1 Equip Spell Card from your Graveyard instead. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, high ATK,
counters Effect Damage, is a Tuner Cons: Low DEF for Level, minimal effects, requires Power Tool Dragon (#42) as material |
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Extreme Victory
(EXVC-EN037) Junk Berserker EARTH / Synchro Monster / Level 7 / ATK 2700 / DEF 1800 (Warrior / Synchro / Effect) "Junk Synchron" + 1 or more non-Tuner monsters You can remove from play 1 "Junk" monster from your Graveyard to select 1 face-up monster your opponent controls. That monster loses ATK equal to the removed monster's ATK. If this card attacks a Defense Position monster, destroy that monster at the start of the Damage Step (without damage calculation). (Ultra Rare), (Ultimate Rare) & (Ghost Rare) |
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Pros: Easy to play, supports Junk,
pretty good effects Cons: Low DEF for Level, costs a Junk monster |
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Extreme Victory
(EXVC-EN036) Aurora Paragon LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1000 (Fairy / Effect) Neither player can Special Summon monsters. When another monster is Normal Summoned to either player's side of the field, destroy this card. (Common) |
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Pros: Easy to play, searchable,
prevents Special Summons Cons: Low DEF, destroys itself if a monster is Normal Summoned |
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Extreme Victory
(EXVC-EN035) Jar Turtle WATER / Effect Monster / Level 4 / ATK 200 / DEF 2100 (Reptile / Effect) Each time "Jar of Greed" is activated, draw 1 card. (Common) |
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Pros: Easy to play, searchable, high
DEF Cons: Minimal effect, no other effects |
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Extreme Victory
(EXVC-EN034) Gladiator Beast Tygerius EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 800 (Beast / Effect) This card cannot be used as a Fusion Material Monster. When this card is Special Summoned by the effect of a "Gladiator Beast" monster, you can discard 1 "Gladiator Beast" card to add 1 "Gladiator Beast" monster from your Deck to your hand. (Common) |
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Pros: Easy to play, high ATK,
supports
Gladiator Beasts
(#18) Cons: Low DEF, can't be Fusion Material, doesn't Special Summon |
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Extreme Victory
(EXVC-EN033) Tradetoad WATER / Effect Monster / Level 1 / ATK 100 / DEF 2000 (Aqua / Effect) Once per turn, you can Tribute 1 Aqua-Type monster to select 1 "Frog" monster in your Graveyard, except "Frog the Jam". Special Summon that monster from your Graveyard. (Rare) |
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Pros: Easy to play, searchable, high
DEF, supports
Frogs
(#36) Cons: Costs an Aqua monster, no other effects |
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Extreme Victory
(EXVC-EN032) Scrap Kong EARTH / Effect Monster / Level 4 / ATK 2000 / DEF 1000 (Beast / Effect) When this card is Normal Summoned, destroy this card. When this card is destroyed by the effect of a "Scrap" card and sent to the Graveyard, you can select 1 "Scrap" monster in your Graveyard, except "Scrap Kong", and add it to your hand. (Common) |
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Pros: Easy to play, high ATK for
Level Cons: Low DEF, doesn't Special Summon, destroys itself |
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Extreme Victory
(EXVC-EN031) Karakuri Ninja mdl 7749 "Nanashick" EARTH / Effect Monster / Level 5 / ATK 2200 / DEF 1800 (Machine / Effect) This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. When this card is Normal Summoned, you can draw 1 card for each face-up Defense Position "Karakuri" monster you control. (Common) |
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Pros: Easy to play, supports
Karakuri Cons: Poor stats for its Level, must attack if able, minimal effects otherwise |
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Extreme Victory
(EXVC-EN030) Karakuri Komachi mdl 224 "Ninishi" EARTH / Effect Monster / Level 3 / ATK 0 / DEF 1900 (Machine / Tuner / Effect) This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.) (Common) |
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Pros: Easy to play, searchable, high
DEF, supports Karakuri, is a Tuner, allows extra Normal Summons Cons: Must attack if able |
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Extreme Victory
(EXVC-EN029) Shien's Advisor EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 400 (Warrior / Effect) When this card is Normal Summoned, if you control a face-up "Six Samurai" monster, declare 1 Monster Type. While this card is face-up on the field, monsters with the declared Monster Type cannot declare an attack or be Special Summoned. (Super Rare) |
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Pros: Easy to play, searchable,
supports Six Samurai Cons: Low DEF, minimal effect, no other effects |
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Extreme Victory
(EXVC-EN028) Elder of the Six Samurai EARTH / Effect Monster / Level 3 / ATK 400 / DEF 0 (Warrior / Effect) If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. (Common) |
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Pros: Easy to play, searchable Cons: 0 DEF, minimal effect, no other effects |
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Extreme Victory
(EXVC-EN027) Hushed Psychic Cleric EARTH / Effect Monster / Level 3 / ATK 0 / DEF 2100 (Psychic / Effect) When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can send 1 card from your hand to the Graveyard to select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, select 1 monster removed from play by this effect, and Special Summon it. (Rare) |
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Pros: Easy to play, searchable, high
DEF, supports Psychics, can change itself to Defense Mode Cons: Doesn't Special Summon unless removed from the field |
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Extreme Victory
(EXVC-EN026) Serene Psychic Witch EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 1200 (Psychic / Effect) When this card on the field is destroyed and sent to the Graveyard, you can remove from play 1 Psychic-Type monster with 2000 or less ATK from your Deck. During the next Standby Phase, Special Summon the monster removed from play by this effect. (Common) |
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Pros: Easy to play, searchable,
supports Psychics Cons: Slow to Special Summon, low DEF |
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Extreme Victory
(EXVC-EN025) Silent Psychic Wizard EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 0 (Psychic / Effect) When this card is Normal Summoned, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon that removed monster. (Super Rare) |
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Pros: Easy to play, high ATK,
supports Psychics Cons: 0 DEF, doesn't Special Summon unless removed from the field |
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Extreme Victory
(EXVC-EN024) Mental Seeker EARTH / Effect Monster / Level 3 / ATK 800 / DEF 600 (Psychic / Tuner / Effect) When this removed from play card is Special Summoned, reveal the top 3 cards of your opponent's Deck. Choose 1 of those cards and remove it from play. Then, shuffle the others into the Deck. (Common) |
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Pros: Easy to play, searchable, is a
Tuner Cons: Low DEF, does nothing unless Special Summoned after being banished, minimal effect |
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Extreme Victory
(EXVC-EN023) Esper Girl EARTH / Effect Monster / Level 2 / ATK 500 / DEF 300 (Psychic / Tuner / Effect) When this removed from play card is Special Summoned, remove from play the top card of your Deck, face-down. When this card is sent from the field to the Graveyard, add that removed card to your hand. (Common) |
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Pros: Easy to play, searchable, is a
Tuner Cons: Low DEF, does nothing unless Special Summoned after being banished, minimal effect |
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Extreme Victory
(EXVC-EN022) Buster Blaster EARTH / Effect Monster / Level 1 / ATK 0 / DEF 0 (Machine / Union / Effect) Once per turn, during your Main Phase, you can equip this card to a monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, the equipped monster loses 500 ATK and DEF. If the equipped monster destroys an opponent's monster by battle, destroy all face-up monsters on the field with the same Monster Type as the destroyed monster. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.) (Rare) |
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Pros: Easy to play, searchable,
counters Decks with 1 Monster Type Cons: 0 DEF, low stat loss, must be equipped to do anything |
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Extreme Victory
(EXVC-EN021) T.G. Rush Rhino EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 800 (Beast / Effect) If this card attacks, it gains 400 ATK during the Damage Step only. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Rush Rhino". (Rare) |
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Pros: Easy to play, supports T.G. Cons: Poor stats, low ATK boost, slow to add to the hand, doesn't Special Summon, can't add another copy |
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Extreme Victory
(EXVC-EN020) T.G. Warwolf DARK / Effect Monster / Level 3 / ATK 1200 / DEF 0 (Beast-Warrior / Effect) When a Level 4 or lower monster is Special Summoned, you can Special Summon this card from your hand. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Warwolf". (Common) |
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Pros: Easy to play, searchable,
supports T.G. Cons: 0 DEF, slow to add to the hand, doesn't Special Summon, can't add another copy |
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Extreme Victory
(EXVC-EN019) T.G. Catapult Dragon EARTH / Effect Monster / Level 2 / ATK 900 / DEF 1300 (Dragon / Effect) Once per turn, you can Special Summon 1 Level 3 or lower "T.G." Tuner monster from your hand. (Common) |
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Pros: Easy to play, searchable,
supports T.G. Cons: Low DEF, can't Special Summon Level 4 or higher T.G. monsters, no other effects |
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Extreme Victory
(EXVC-EN018) T.G. Jet Falcon WIND / Effect Monster / Level 3 / ATK 1400 / DEF 1200 (Winged Beast / Tuner / Effect) If this card is sent to the Graveyard as a Synchro Material Monster, inflict 500 damage to your opponent. (Common) |
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Pros: Easy to play, searchable,
supports T.G., is a Tuner Cons: Low DEF and burn damage, does nothing unless Synchro Material, no other effects |
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Extreme Victory
(EXVC-EN017) T.G. Striker WIND / Effect Monster / Level 2 / ATK 800 / DEF 0 (Warrior / Tuner / Effect) If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Striker". (Rare) |
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Pros: Easy to play, searchable,
supports T.G., is a Tuner Cons: 0 DEF, slow to add to the hand, doesn't Special Summon, can't add another copy |
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Extreme Victory
(EXVC-EN016) T.G. Cyber Magician LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 0 (Spellcaster / Tuner / Effect) If this card is used as a Synchro Material Monster for the Synchro Summon of a "T.G." Synchro Monster, you can use "T.G." monsters in your hand as non-Tuner Synchro Material Monsters. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Magician". (Super Rare) |
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Pros: Easy to play, searchable,
supports T.G., is a Tuner Cons: 0 DEF, slow to add to the hand, doesn't Special Summon, can't add another copy |
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Extreme Victory
(EXVC-EN015) Meklord Astro Dragon Asterisk DARK / Effect Monster / Level 10 / ATK 0 / DEF 0 (Machine / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling 3 or more face-up "Meklord" monsters. When this card is Special Summoned, you can select any number of face-up "Meklord" monsters you control, except this card, and send them to the Graveyard. This card's ATK is equal to the total original ATK of the monsters sent to the Graveyard by this effect. While this card is face-up on the field, when a Synchro Monster(s) is Special Summoned, inflict 1000 damage to the player that Summoned. (Super Rare) |
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Pros: Easy to play, searchable,
supports Meklord Cons: 0 DEF, Summon requirement, must send monsters to gain ATK, minimal burn damage |
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Extreme Victory
(EXVC-EN014) Meklord Army of Granel EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 1200 (Machine / Effect) This card gains 100 ATK for each face-up "Meklord" monster on the field, except this card. When this card is Normal Summoned, you can select 1 face-up monster your opponent controls, and halve its ATK until the End Phase. (Rare) |
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Pros: Easy to play, searchable,
supports Meklord Cons: Poor stats, very low ATK boost, doesn't include itself, minimal effects otherwise |
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Extreme Victory
(EXVC-EN013) Meklord Army of Skiel WIND / Effect Monster / Level 4 / ATK 1200 / DEF 1000 (Machine / Effect) This card gains 200 ATK for each face-up "Meklord" monster you control, except this card. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Meklord Army" monster from your Deck. (Common) |
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Pros: Easy to play, searchable,
supports Meklord Cons: Poor stats, very low ATK boost, doesn't include itself, minimal effects otherwise |
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Extreme Victory
(EXVC-EN012) Meklord Army of Wisel DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0 (Machine / Effect) This card gains 100 ATK for each face-up "Meklord" monster you control, except this card. Once per turn, when another "Meklord" monster you control declares an attack on a Defense Position monster your opponent controls, you can activate this effect. During battle between an attacking "Meklord" monster you control, except this card, and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent. (Common) |
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Pros: Easy to play, high ATK,
supports Meklord, deals piercing damage Cons: 0 DEF, very low ATK boost, doesn't include itself |
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Extreme Victory
(EXVC-EN011) Morphtronic Staplen EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 1000 (Machine / Effect) ● While in Attack Position: Your opponent cannot select another monster you control as an attack target. If this card is destroyed by battle, the monster that destroyed it loses 300 ATK. ● While in Defense Position: This card cannot be destroyed by battle. If this card is attacked, select 1 face-up Attack Position monster your opponent controls, after damage calculation. Change it to face-up Defense Position and change this card to face-up Attack Position. (Common) |
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Pros: Easy to play, searchable Cons: Low DEF and ATK loss, effects depend on battle position |
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Extreme Victory
(EXVC-EN010) Morphtronic Lantron LIGHT / Effect Monster / Level 1 / ATK 200 / DEF 200 (Machine / Tuner / Effect) ● While in Attack Position: Any effect damage you would take from an opponent's card effect is inflicted to your opponent instead. ● While in Defense Position: When this card is destroyed by battle and sent to the Graveyard, you take no Battle Damage this turn. (Common) |
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Pros: Easy to play, searchable, is a
Tuner, somewhat useful effects Cons: Low DEF, effects depend on battle position |
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Extreme Victory
(EXVC-EN009) Blackwing - Kogarashi the Wanderer DARK / Effect Monster / Level 6 / ATK 2300 / DEF 1600 (Winged Beast / Tuner / Effect) When a face-up "Blackwing" monster you control is destroyed by a card effect and sent to the Graveyard, you can Special Summon this card from your hand. When you Synchro Summon using this card as a Synchro Material Monster, your opponent cannot activate cards or effects. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, is a Tuner,
supports
Blackwing
(#41) Cons: Poor stats, minimal effects |
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Extreme Victory
(EXVC-EN008) Blackwing - Hillen the Tengu-wind DARK / Effect Monster / Level 5 / ATK 0 / DEF 2300 (Winged Beast / Tuner / Effect) When you take 2000 or more Battle Damage from your opponent's monster's direct attack while this card is in the Graveyard, you can select 1 Level 3 or lower "Blackwing" monster in your Graveyard. Special Summon that monster and this card from the Graveyard. Their effects are negated. Each player can only use the effect of "Blackwing - Hillen the Tengu-wind" once per Duel. (Super Rare) |
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Pros: Easy to play, searchable, is a
Tuner Cons: Low DEF for Level, poor effects |
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Extreme Victory
(EXVC-EN007) Clock Resonator EARTH / Effect Monster / Level 3 / ATK 1200 / DEF 600 (Fiend / Tuner / Effect) Once per turn, this face-up Defense Position card cannot be destroyed by battle or by card effects. (Common) |
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Pros: Easy to play, searchable, is a
Tuner Cons: Low DEF, minimal effect, no other effects |
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Extreme Victory
(EXVC-EN006) Force Resonator WATER / Effect Monster / Level 2 / ATK 500 / DEF 500 (Fiend / Tuner / Effect) You can send this face-up card you control to the Graveyard to select 1 face-up monster you control. If that monster attacks during this turn, your opponent cannot activate the effects of any Spell, Trap, or Effect Monster Cards that target a monster(s), until the end of the Damage Step. (Common) |
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Pros: Easy to play, searchable, is a
Tuner Cons: Low DEF, poor effect, no other effects |
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Extreme Victory
(EXVC-EN005) Mystic Piper LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 0 (Spellcaster / Effect) You can Tribute this card to draw and reveal 1 card. If that card is a Level 1 Monster Card, draw 1 more card. The effect of "Mystic Piper" can only be activated once per turn. (Secret Rare) |
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Pros: Easy to play, searchable Cons: 0 DEF, only effect is a gamble |
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Extreme Victory
(EXVC-EN004) Necro Defender DARK / Effect Monster / Level 2 / ATK 0 / DEF 800 (Fiend / Effect) During your Main Phase, you can remove from play this card from your Graveyard to select 1 monster you control. Until your opponent's next End Phase, that monster cannot be destroyed by battle, and you take no Battle Damage from battles involving it. (Rare) |
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Pros: Easy to play, searchable Cons: Low DEF, does nothing on the field, can't use effect during the opponent's turn, no other effects |
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Extreme Victory
(EXVC-EN003) Salvage Warrior WATER / Effect Monster / Level 5 / ATK 1900 / DEF 1600 (Warrior / Effect) When this card is Tribute Summoned, you can Special Summon 1 Tuner monster from your hand or Graveyard. (Rare) |
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Pros: Easy to play, supports Tuners Cons: Poor stats for Level, no other effects, must be Tribute Summoned to do anything |
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Extreme Victory
(EXVC-EN002) Unknown Synchron DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Machine / Tuner / Effect) If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. Each player can only use the effect of "Unknown Synchron" once per Duel. (Common) |
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Pros: Easy to play, searchable, is a
Tuner Cons: 0 DEF, very poor effect, no other effects |
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Extreme Victory
(EXVC-EN001) Junk Servant EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1000 (Warrior / Effect) If you control a face-up "Junk" monster, you can Special Summon this card from your hand. (Rare) |
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Pros: Easy to play, searchable,
supports
Junk
(5DS1 #11) Cons: 0 DEF, very poor effect, no other effects |
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Extreme Victory
(EXVC-EN000) Reborn Tengu WIND / Effect Monster / Level 4 / ATK 1700 / DEF 600 (Beast-Warrior / Effect) When this card is removed from the field, Special Summon 1 "Reborn Tengu" from your Deck. (Super Rare) |
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Pros: Easy to play Cons: Poor stats, can only Special Summon copies of itself, no other effects |