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Yu-Gi-Oh Anime Card Reviews (Page 3)

1. Cards below were either anime exclusives or anime versions of TCG cards with notably different effects. Their effects are from their first uses and largely follow the Japanese version of the anime.
2. List excludes Normal Monsters as they generally have identical properties.
#300 (from Yu-Gi-Oh Episode 165)
Active Guard
EARTH / Effect Monster / Level 4 / ATK 0 / DEF 2500
(Machine / Armor)

Only 1 Armor monster can attack per turn. Also, if there are 2 or more Armor monsters on the field when an Armor monster is selected as an attack target, its controller can change the target to another Armor monster they control with a different name. During either player's turn, you can make damage you take for the rest of the turn 0. Destroy this card at the end of the turn if you use this effect.
https://yugipedia.com/wiki/Active_Guard_(anime)
Pros: Easily played, searchable, high DEF, helps Stall
Cons: Destroys itself at turn's end if it blocks damage, largely copies Over Boost
#299 (from Yu-Gi-Oh Episode 165)
Over Boost

EARTH / Effect Monster / Level 4 / ATK 0 / DEF 1000
(Machine / Armor)

Only 1 Armor monster can attack per turn. Also, if there are 2 or more Armor monsters on the field when an Armor monster is selected as an attack target, its controller can change the target to another Armor monster they control with a different name. Armor monsters you control can attack your opponent directly. If they do by this effect, destroy this card during the End Phase.
https://yugipedia.com/wiki/Over_Boost_(anime)
Pros: Easily played, searchable, helps Armor Monsters
Cons: Low DEf, largely copies Trap Buster
#298 (from Yu-Gi-Oh Episode 165)
Trap Buster

EARTH / Effect Monster / Level 4 / ATK 0 / DEF 2000
(Machine / Armor)

Only 1 Armor monster can attack per turn. Also, if there are 2 or more Armor monsters on the field when an Armor monster is selected as an attack target, its controller can change the target to another Armor monster they control with a different name. Negate the effects of your opponent's Trap Cards that target 1 Armor monster you control or would destroy 2 or more monsters on the field.
https://yugipedia.com/wiki/Trap_Buster
Pros: Easily played, searchable, high DEF, helps Armor Monsters, counters Traps
Cons: Largely copies Big Bang Blow
#297 (from Yu-Gi-Oh Episode 165)
Big Bang Blow

EARTH / Effect Monster / Level 4 / ATK 0 / DEF 0
(Machine / Armor)

Only 1 Armor monster can attack per turn. Also, if there are 2 or more Armor monsters on the field when an Armor monster is selected as an attack target, its controller can change the target to another Armor monster they control with a different name. When this card is destroyed by battle while you control 2 or more Armor monsters, you can destroy all monsters on the field, then inflict damage to both players equal to the destroyed monster(s) combined ATK.
https://yugipedia.com/wiki/Big_Bang_Blow_(anime)
Pros: Easily played, searchable, helps Armor Monsters and Burn, potent effects
Cons: 0 DEF, largely copies Double Cloth Armor
#296 (from Yu-Gi-Oh Episode 165)
Armored Gravitation

SPELL / Normal Spell
Special Summon up to 4 Level 4 or lower Armor monsters from your Deck in face-up Attack Position. Send those monsters to the Graveyard at the end of the turn.
https://yugipedia.com/wiki/Armored_Gravitation
Pros: Easily oplayed, helps Armor Monsters
Cons: Can't Summon Level 5+, from other places or in Defense Mode, sends monster(s) to Grave at turn's end, no other effects
#295 (from Yu-Gi-Oh Episode 165)
Diamond Head Dragon

LIGHT / Effect Monster / Level 8 / ATK 0 / DEF 2800
(Dragon / Effect)

This card cannot be Normal or Special Summoned, except with "Adamantine Sword Revival". This card's ATK becomes the Tributed monster's ATK +1000.
https://yugipedia.com/wiki/Diamond_Head_Dragon
Pros: Partly easily played, searchable, high DEF
Cons: Must Summon with Sword Revival, ATK is only 1000 more than Tributed monster's, no other effects
#294 (from Yu-Gi-Oh Episode 165)
Adamantine Sword Revival

SPELL / Quick-Play Spell
Activate only when a Dragon-Type monster(s) is Special Summoned from the Graveyard. Tribute 1 of those monsters, then Special Summon 1 "Diamond Head Dragon" from your Deck in face-up Attack Position to the field of the Tributed monster's controller.
https://yugipedia.com/wiki/Adamantine_Sword_Revival
Pros: Easily played, helps Dragons
Cons: Can't use if Dragon is Summoned outside Grave, can't Summon Diamond Head from other places or in Defense Mode
#293 (from Yu-Gi-Oh Episode 165)
Magnet Armor

TRAP / Normal Trap
Special Summon 1 Armor monster from your Graveyard in face-up Attack Position. Destroy that monster during the End Phase.
https://yugipedia.com/wiki/Magnet_Armor
Pros: Easily played, helps Armor Monsters
Cons: Can't Summon from other places or in Defense Mode, destorys monster at End Phase, no other effects
#292 (from Yu-Gi-Oh Episode 165)
Double Cloth Armor

EARTH / Effect Monster / Level 6 / ATK 0 / DEF 0
(Machine / Armor)

Only 1 Armor monster can attack per turn. If a player controls 2 or more Armor monsters and 1 of them is selected as an attack target, they can redirect the attack to another Armor monster they control. This card cannot attack during your turn. If this card is attacked by an opponent's monster, destroy the attacking monster and inflict damage to your opponent equal to half their attacking monster's ATK, then destroy this card at the end of that battle.
https://yugipedia.com/wiki/Double_Cloth_Armor_(anime)
Pros: Easily played, searchable, helps Armor Monsters and Burn
Cons: 0 DEF, largely copies Psychic Armor Head
#291 (from Yu-Gi-Oh Episode 165)
Summon Dice

SPELL / Normal Spell
Pay 1000 Life Points, then roll a six-sided die.
● 1 or 2: You can Normal Summon or Set twice this turn.
● 3 or 4: You can Special Summon 1 monster from either player's Graveyard.
● 5 or 6: You can Normal Summon 1 Level 5 or higher monster without Tributing.

https://yugipedia.com/wiki/Summon_Dice_(anime)
Pros: Easily played, helps Summons
Cons: Gamble effect, costs LP to use, effect depends on die result, no other effects
#290 (from Yu-Gi-Oh Episode 165)
Psychic Armor Head

EARTH / Effect Monster / Level 4 / ATK 0 / DEF 500
(Machine / Armor)

Only 1 Armor monster can attack per turn. If a player controls 2 or more Armor monsters and 1 of them is selected as an attack target, they can redirect the attack to another Armor monster they control. During your Draw Phase, you can add 1 Armor monster from your Deck to your hand instead of conducting your normal draw. During your Standby Phase, if this card is in your Graveyard, you can Special Summon it in face-up Attack Position.
https://yugipedia.com/wiki/Psychic_Armor_Head_(anime)
Pros: Easily played, searchable, helps Armor Monsters and Summons
Cons: Very low DEF, can't Summon itself from other places or outside Draw Phase, can't attack with 2+ Armor Monsters per turn, can't Summon other Armor Monsters, slow to revive itself, can't revive itself in Defense Mode
#289 (from Yu-Gi-Oh Episode 164)
Excalibur

SPELL / Equip Spell
Double the equipped monster's ATK. You can skip your Draw Phase each turn. If you draw a card(s), destroy this card.
https://yugipedia.com/wiki/Excalibur
Pros: Easily played, potent effect, helps monsters
Cons: Destroys itself if you draw card(s), no other effects
#288 (from Yu-Gi-Oh Episode 164) *Attribute and Type are speculation
Orichalcos Gigas

DARK / Effect Monster / Level 4 / ATK 400 / DEF 1500
(Fiend / Effect)

You cannot draw cards. When this card is destroyed, you can Special Summon it, but it cannot attack this turn. This card gains ATK equal to the number of times it is Special Summoned this way during the Duel x 500.
https://yugipedia.com/wiki/Orichalcos_Gigas
Pros: Easily played, searchable, helps various Summons
Cons: Low DEF, very low ATK boost, must revive itself for boost, can't draw cards, must be destroyed to revive itself
#287 (from Yu-Gi-Oh Episode 163)
Divine Wind

TRAP / Counter Trap
Activate only when an opponent's Effect Monster's effect would inflict damage. Negate that effect, then inflict damage to your opponent equal to the amount that would've been inflicted +500.
https://yugipedia.com/wiki/Divine_Wind
Pros: Easily played, counters Burn
Cons: Can't use against Spell or Trap effects, burn amount is only 500 more
#286 (from Yu-Gi-Oh Episode 162)
Berserker Soul

SPELL / Quick-Play Spell
Activate only by discarding all cards in your hand. Select 1 monster you control with 1500 or less ATK then draw cards until you draw a Spell or Trap Card. Send any Monster Cards drawn this way to the Graveyard, then the selected monster can attack again for each Monster Card drawn this way.
https://yugipedia.com/wiki/Berserker_Soul_(anime)
Pros: Easily played, helps 1500 or less ATK
Cons: Gamble effect, can't use on 1600+ ATK, costs entire hand to use
#285 (from Yu-Gi-Oh Episode 162)
Infestation

TRAP / Normal Trap
All face-up monsters on the field lose 100 ATK, then each player takes 100 damage for each monster they control.
https://yugipedia.com/wiki/Infestation_(card)
Pros: Easily played, helps Burn, counters high ATK
Cons: Very low ATK loss and burn effect, no other effects
#284 (from Yu-Gi-Oh Episode 162)
Poison Butterfly

WIND / Effect Monster / Level 7 / ATK 2700 / DEF 1800
(Insect / Effect)

Inflict 500 damage to this card's controller at each of their End Phases.
https://yugipedia.com/wiki/Poison_Butterfly
Pros: Easily played, helps Burn
Cons: Low stats for Level, very low burn damage, no other effects
#283 (from Yu-Gi-Oh Episode 162)
Armored Centipede

EARTH / Effect Monster / Level 5 / ATK 1600 / DEF 1600
(Insect / Effect)

When this card destroys an Insect-Type monster by battle, it gains 500 ATK.
https://yugipedia.com/wiki/Armored_Centipede
Pros: Easily played, counters Insects
Cons: Low stats for Level, very low ATK boost, must win battle for boost, no other effets
#282 (from Yu-Gi-Oh Episode 162)
Natural Selection

TRAP / Normal Trap
Activate only during your opponent's turn. Destroy 1 face-up monster your opponent controls, then Special Summon 1 "Selection Token" with the same Level, Type, ATK, DEF and Attribute as the selected monster's. Destroy the "Selection Token" during the End Phase of the turn.
https://yugipedia.com/wiki/Natural_Selection
Pros: Easily played, counters monsters, helps Summons
Cons: Destoys Token at End Phase, Token's properties depend on destroyed monster's, no other effects, can't use during your turn or destroy Set monsters
#281 (from Yu-Gi-Oh Episode 162)
Celebration of Creation

TRAP / Normal Trap
Activate only when a monster is Special Summoned by an opponent's card effect during their turn. End the opponent's turn.
https://yugipedia.com/wiki/Celebration_of_Creation
Pros: Easily played, helps Stall
Cons: Can't use with Normal or Flip Summons or during your turn, no other effects
#280 (from Yu-Gi-Oh Episode 162)
Chain of the Underworld

TRAP / Normal Trap
Activate only when an opponent's monster is destroyed. Your opponent draws 1 card. Special Summon the destroyed monster to the opponent's field in Attack Position and lower its ATK by 700.
https://yugipedia.com/wiki/Chain_of_the_Underworld
Pros: Easily played, counters high ATK
Cons: Can't revive your monster, opponent draws card, no other effects, low ATK loss
#279 (from Yu-Gi-Oh Episode 161)
Cell Division

SPELL / Normal Spell
Select 1 Level 3 or lower Insect-Type monster on the field. Special Summon 1 "Cell Division Token" with the same ATK, DEF, Level, Type and Attribute as that monster.
https://yugipedia.com/wiki/Cell_Division
Pros: Easily played, helps low-Level Insects and various Summons
Cons: Can't use on Level 4+, Token's properties depend on target's
#278 (from Yu-Gi-Oh Episode 161) *Last part of effect is speculation
Star Blaster

SPELL / Normal Spell
Tribute 1 monster, then roll a six-sided die. If you have a monster in your hand whose Level equals the total of the die result and the Tributed monster's Level, you can Special Summon it. Otherwise, send 1 monster in your hand to the Graveyard.
https://yugipedia.com/wiki/Star_Blaster
Pros: Easily played, helps high-Level monsters
Cons: Gamble effect, costs monster if you can't Summon
#277 (from Yu-Gi-Oh Episode 161)
Jurassic Heart

TRAP / Counter Trap
Negate the activation of a Trap Card that targets 1 Dinosaur-Type monster on the field and destroy it.
https://yugipedia.com/wiki/Jurassic_Heart
Pros: Easily played, helps Dinosaurs, counters Traps
Cons: Can't counter other effects, no other effects
#276 (from Yu-Gi-Oh Episode 161)
Horned Saurus

DARK / Fusion Monster / Level 6 / ATK 2000 / DEF 1800
(Dinosaur / Fusion / Effect)

"Kaitoptera" + "Gilasaurus"
This card can attack your opponent directly during the turn it is Fusion Summoned.

https://yugipedia.com/wiki/Horned_Saurus_(anime)
Pros: Easily played
Cons: Low stats for Level, effect applies the turn it's Fusion Summoned, no other effects
#275 (from Yu-Gi-Oh Episode 160)
Parasite Caterpiller

WIND / Effect Monster / Level 3 / ATK 800 / DEF 800
(Insect / Effect)

If this card is attacked by an opponent's monster, equip this card to that monster after damage calculation and treat it as an Insect-Type monster. The equipped monster cannot be attacked or Tributed. During your opponent's 3rd Standby Phase after their monster is equipped with this card. destroy the equipped monster, then Special Summon 1 "Poison Butterfly" from your Deck to your opponent's side of the field.
https://yugipedia.com/wiki/Parasite_Caterpillar
Pros: Easily played, searchable
Cons: Low DEF, slow to Special Summon, can't Special Summon to your field, must be attacked to equip itself
#274 (from Yu-Gi-Oh Episode 160)
Mimesis

TRAP / Normal Trap
Activate only when an Insect-Type monster on the field is attacked. Return the attacked monster to the hand, then Special Summon 1 Level 4 or lower monster from your hand, and make it the attack target.
https://yugipedia.com/wiki/Mimesis
Pros: Easily played, helps Insects
Cons: Requires attack to use, must return Insect to hand to Summon, can't Summon Level 5+ or from other places, no other effects
#273 (from Yu-Gi-Oh Episode 160)
Pheromone Wasp

WIND / Effect Monster / Level 3 / ATK 800 / DEF 800
(Insect / Effect)

If this card inflicts battle damage to your opponent by attacking directly, you can Special Summon 1 Level 4 or lower Insect-Type monster from your Deck at the end of the Battle Phase.
https://yugipedia.com/wiki/Pheromone_Wasp_(anime)
Pros: Easily played, searchable, helps Insects
Cons: Low DEF, must attack directly to Summon, can't Summon from other places or outside or during Battle Phase
#272 (from Yu-Gi-Oh Episode 158)
Guardian Eatos

WIND / Effect Monster / Level 8 / ATK 2500 / DEF 2000
(Fairy / Effect)

This card can only be Summoned when "Celestial Sword - Eatos" is on the field. If you have no monsters in your Graveyard, you can Special Summon this card from your hand. You can destroy 1 "Celestial Sword - Eatos" equipped to this card to remove from play monsters from the top of your opponent's Graveyard until a Spell or Trap Card is revealed, then this card gains ATK equal to the total ATK of the monsters removed from play by this effect, until the end of the turn.
https://yugipedia.com/wiki/Guardian_Eatos_(anime)
Pros: Partly easily played, helps Banished, potent effects
Cons: Low stats for Level, must control Celetial Sword to Summon itself, costs Celestial Sword equip to it to banish monsters, 1-turn boost
#271 (from Yu-Gi-Oh Episode 158)
Celestial Sword - Eatos

SPELL / Equip Spell
The equipped monster gains 300 ATK.
https://yugipedia.com/wiki/Celestial_Sword_-_Eatos_(anime)
Pros: Easily played, helps monsters
Cons: Very low boost, no other effects
#270 (from Yu-Gi-Oh Episode 158)
Nightmare Binding

SPELL / Normal Spell
Select 1 monster your opponent controls. It loses 800 ATK and you gain 800 Life Points. The selected monster cannot be Tributed or use its effects.
https://yugipedia.com/wiki/Nightmare_Binding
Pros: Easily played, counters high ATK, monsters and Tributing, helps LP Gain
Cons: Low ATK boost and LP amounts
#269 (from Yu-Gi-Oh Episode 158)
Limit Tribute

TRAP / Continuous Trap
Each player can only Tribute 1 monster per turn.
https://yugipedia.com/wiki/Limit_Tribute
Pros: Easily played, counters Tributing
Cons: Affects both players, no other effects
#268 (from Yu-Gi-Oh Episode 158)
Monster Reincarnation

SPELL / Normal Spell
Select 1 monster in the Graveyard and return it to the Deck.
https://yugipedia.com/wiki/Monster_Reincarnation_(anime)
Pros: Easily played, helps monsters
Cons: Can't return to hand or Summon, no other effects
#267 (from Yu-Gi-Oh Episode 158)
Aid to the Doomed

SPELL / Quick-Play Spell
Activate only by when a monster you control is destroyed. End the current Battle Phase. You can activate this card during your opponent's turn by discarding 2 cards.
https://yugipedia.com/wiki/Aid_to_the_Doomed
Pros: Easily played, helps Stall
Cons: Costs 2 cards to use during opponent's turn
#266 (from Yu-Gi-Oh Episode 158)
Hand Control

SPELL / Normal Spell
Declare 1 Spell Card name. If it is in your opponent's hand, your opponent must activate it.
https://yugipedia.com/wiki/Hand_Control
Pros: Easily played, helps Spells
Cons: Can't use for other Types, gamble effect, no other effects
#265 (from Yu-Gi-Oh Episode 156)
Crystal Seal

TRAP / Continuous Trap
Select 1 monster your opponent controls. That monster cannot attack, be Tributed, use its effects or be selected as an attack target. If your opponent controls no other monsters, monsters you control can attack directly. If the selected monster's ATK changes, destroy this card.
https://yugipedia.com/wiki/Crystal_Seal
Pros: Easily played, counters monsters
Cons: Destroys itself if target's ATK changes
#264 (from Yu-Gi-Oh Episode 156)
Self Tribute

SPELL / Quick-Play Spell
Activate only by paying 1000 Life Points when a monster(s) you control would be destroyed. Monsters you control cannot be destroyed this turn.
https://yugipedia.com/wiki/Self_Tribute
Pros: Easily played, helps monsters, counters destruction
Cons: Costs LP for 1-turn prevention, no other effects
#263 (from Yu-Gi-Oh Episode 156)
The Eye of Timaeus

Legendary Dragon Card
Send this card and 1 Monster Card you control to the Graveyard. Special Summon 1 Fusion Monster from your Extra Deck that lists both cards.
https://yugipedia.com/wiki/The_Eye_of_Timaeus_(anime)
Pros: Easily played
Cons: Must be Fusion Material, largely copies Claw of Hermos
#262 (from Yu-Gi-Oh Episode 156)
Purity of the Cemetery

SPELL / Continuous Spell
Activate only if you have no monsters in your Graveyard. Inflict 100 damage to your opponent for each monster in their Graveyard at each of their Standby Phases. Destroy this card if you have a monster in your Graveyard.
https://yugipedia.com/wiki/Purity_of_the_Cemetery
Pros: Partly easily played, helps Burn and Banished
Cons: Very low burn damage, destroys itself if your Grave has a monster
#261 (from Yu-Gi-Oh Episode 156)
Rescuer from the Grave

SPELL / Normal Spell
Activate only from your Graveyard when an opponent's monater attacks. Remove from play this card and 5 cards from your Graveyard to negate the attacking monster's attack and end the Battle Phase.
https://yugipedia.com/wiki/Rescuer_from_the_Grave
Pros: Easily played, helps Stall and Banished
Cons: Costs 5 cards to block, can't block from hand or field, no other effects
#260 (from Yu-Gi-Oh Episode 156)
Pump Up

SPELL / Normal Spell
Select 1 face-up monster on the field and double its ATK until the End Phase.
https://yugipedia.com/wiki/Pump_Up
Pros: Easily played, helps monsters, potent effect
Cons: 1-turn boost, no other effects
#259 (from Yu-Gi-Oh Episode 156)
Kuribabylon

DARK / Effect Monster / Level 5 / ATK ? / DEF 200
(Fiend / Effect)

If this card was Special Summoned with the effect of "Kuribah", this card's ATK becomes the total ATK of all monsters removed from play to Special Summon it. If your "Kuribah", "Kuribeh", "Kuribee", "Kuriboh", and "Kuriboo" are removed from play, you can return this card to the Deck to Special Summon those monsters.
https://yugipedia.com/wiki/Kuribabylon_(anime)
Pros: Easily played, helps Banished
Cons: ? ATK, low DEF for Level, must Summon with Kuribah to have ATK, can't Summon from other places
#258 (from Yu-Gi-Oh Episode 156)
Backup Gardna

DARK / Effect Monster / Level 4 / ATK 500 / DEF 2200
(Warrior / Effect)

You can move Equip Spell Cards on the field to other appropriate targets.
https://yugipedia.com/wiki/Backup_Gardna_(anime)
Pros: Easily played, searchable, high DEF, helps Equip Spells
Cons: Can't move Traps or monsters that are Equip Cards, no other effects
#257 (from Yu-Gi-Oh Episode 154)
The Claw of Hermos

Legendary Dragon Card
Send this card and 1 Monster Card you control to the Graveyard. Activate 1 Equip Spell from your hand or Deck that lists both cards.
https://yugipedia.com/wiki/Claw_of_Hermos
Pros: Easily played
Cons: Must be Fusion Material, largely copies Fang of Critias
#256 (from Yu-Gi-Oh Episode 153)
Harpie's Feather Storm

TRAP / Counter Trap
Activate only when a "Harpie" monster attacked. Negate the activation of an Effect Monster's effect your opponent controls and destroy it, then end the Battle Phase.
https://yugipedia.com/wiki/Harpie's_Feather_Storm_(anime)
Pros: Easily played, helps Harpies, counters Effect Monsters
Cons: Can't use outside Battle Phase, during opponent's turn or against other Types, no other effects
#255 (from Yu-Gi-Oh Episode 153)
Trap Jammer

TRAP / Counter Trap
Discard 1 card. Negate the activation of a Trap Card and destroy it, then destroy this card.
https://yugipedia.com/wiki/Trap_Jammer_(anime)
Pros: Easily played, counters Traps
Cons: Costs card to negate, largely copies Magic Jammer
#254 (from Yu-Gi-Oh Episode 153)
Compensation Mediation

TRAP / Normal Trap
Your opponent selects 2 cards from their Graveyard, then Sets them on the field with this card. You then reveal 1 of the cards Set this way. If you select this card, end your opponent's turn. If you did not choose this card, continue the Battle Phase and send this card and the other chosen card to the Graveyard. Your opponent returns their picked cards to the top of their Deck in a random order.
https://yugipedia.com/wiki/Compensation_Mediation
Pros: Easily played, helps Stall
Cons: Gamble effect, opponent returns their choices to top of Deck, must choose this card to end opponent's turn
#253 (from Yu-Gi-Oh Episode 152)
Harpie Lady Sparrow Formation

TRAP / Normal Trap
Activate only when an opponent's monster attacks while 2 or more "Harpie Lady" is on the field. Make battle damage you take from the attack 0.
https://yugipedia.com/wiki/Harpie_Lady_Sparrow_Formation
Pros: Easily played, helps Harpie Ladies and Stall
Cons: Requires attack to use, can't use if you control 1 monster, no other effects
#252 (from Yu-Gi-Oh Episode 152)
Nightmare Tri-Mirror

TRAP / Normal Trap
Special Summon 1 "Copy Token" with the same ATK, DEF, Level, Type, Attribute and name as 1 monster you control for each monster your opponent Flip or Special Summoned this turn. "Copy Tokens" cannot attack this turn.
https://yugipedia.com/wiki/Nighmare_Tri-Mirror
Pros: Easily played, helps various Summons
Cons: Can't attack with Copy Tokens that turn, Token's properties depend on other monster's, can't copy properties of Normal Summoned monsters
#251 (from Yu-Gi-Oh Episode 151)
Harpie Lady Phoenix Formation

SPELL / Normal Spell
Destroy monsters your opponent controls up to the number of "Harpie Lady" you control, then inflict damage to your opponent equal to their destroyed monster(s) total ATK(s). "Harpie" monsters cannot attack this turn.
https://yugipedia.com/wiki/Harpie_Lady_Phoenix_Formation_(anime)
Pros: Easily played, helps Harpie Ladies and Burn, potent effect
Cons: Can't attack with Harpies that turn, depends on number of Harpies you control
#250 (from Yu-Gi-Oh Episode 150)
Contagion of Madness

SPELL / Quick-Play Spell
Activate only when an opponent's monster attacks. Inflict damage to your opponent equal to half the battle damage you take from this attack.
https://yugipedia.com/wiki/Contagion_of_Madness
Pros: Easily played, partly counters Battle Damage
Cons: Can't inflict same Battle Damage, requires attack to use, no other effects
#249 (from Yu-Gi-Oh Episode 150)
Fang of Critias

Legendary Dragon Card
Send this card and 1 Trap Card you control to the Graveyard. Special Summon 1 Fusion Monster from your Extra Deck that lists both cards.
https://yugipedia.com/wiki/Fang_of_Critias
Pros: Easily played
Cons: Can't Fusion Summon from hand, largely copies The Eye of Timaeus
#248 (from Yu-Gi-Oh Episode 150)
Fire Whip

SPELL / Normal Spell
Activate only when you control a FIRE Fiend-Type monster. Special Summon all monsters destroyed this turn to your field as FIRE monsters, but the effects of the Special Summoned monsters are negated.
https://yugipedia.com/wiki/Fire_Whip
Pros: Easily played, helps FIRE
Cons: Negates revived monsters' effects, must control a FIRE Fiend to revive, no other effects
#247 (from Yu-Gi-Oh Episode 150)
Aetonyx Flame

SPELL / Normal Spell
Destroy all non-FIRE Fiend-Type monsters on the field, then you can Special Summon 1 FIRE Fiend-Type monster from your Graveyard. You cannot conduct your Battle Phase the turn you activate this card.
https://yugipedia.com/wiki/Aetonyx_Flame
Pros: Easily played, helps FIRE Fiends
Cons: Affects both fields, can't attack the turn it's used, no ther effects, can't Summon from other places
#246 (from Yu-Gi-Oh Episode 150)
Gorlag

FIRE / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Fiend / Effect)

This card gains 500 ATK for every FIRE monster on the field. When this card destroys an opponent's monster by battle and sends it to the Gravyard, Special Summon it to your field in Attack Mode as a FIRE monster at the end of the Battle Phase. If this card is removed from the field, destory all monsters Special Summoned this way. This card cannot attack your opponent directly.
https://yugipedia.com/wiki/Gorlag
Pros: Easily played, searchable, helps FIRE
Cons: Low DEF, must win battle to revive, destroys monster(s) it Summons if removed, can't attack directly
#245 (from Yu-Gi-Oh Episode 149)
Toon Rollback

SPELL / Normal Spell
Activate only when a Toon monster's attack is negated by an opponent's Trap Card. You can conduct a second Battle Phase this turn.
https://yugipedia.com/wiki/Toon_Rollback_(anime)
Pros: Easily played, helps Toons
Cons: Attack must be negated with opponent's Trap for 2nd Battle Phase, no other effects
#244 (from Yu-Gi-Oh Episode 149)
Charm of Lamentation

SPELL / Continuous Spell
During your Battle Phase, if a monster you control attacks an opponent's monster that isn't destroyed by that battle, draw 1 card.
https://yugipedia.com/wiki/Charm_of_Lamentation
Pros: Easily played, helps Exodia
Cons: Can't use effect outside Battle Phase, must fail to win battle to draw card, no other effects
#243 (from Yu-Gi-Oh Episode 149)
Toon Mask

TRAP / Normal Trap
Activate only when your opponent Summons a monster. Tribute 1 Toon monster, then Special Summon 1 Toon monster from your hand or Deck with the same name as the Summoned monster.
https://yugipedia.com/wiki/Toon_Mask_(anime)
Pros: Easily played, helps Toons
Cons: Costs Toon to Summon, new Toon must match opponent's monster, no other effects
#242 (from Yu-Gi-Oh Episode 146)
Magical Academy

SPELL / Quick-Play Spell
Discard 2 cards. Perform a Tribute Summon of 1 Spellcaster-Type monster in your hand. That monster gains 500 ATK and its Level is raised by 2. This turn, negate the effects of your opponent's Spell or Trap Cards that target the Summoned monster.
https://yugipedia.com/wiki/Magical_Academy
Pros: Easily played, helps Spellcasters and various Summons
Cons: Can't Special Summon, costs 2 cards to Tribute Summon, 1-turn negation
#241 (from Yu-Gi-Oh Episode 146)
Bronze Knights

SPELL / Quick-Play Spell
Discard any number of cards from your hand. Special Summon "Bronze Knight Tokens" (Warrior-Type/EARTH/Level 1/ATK 500/DEF 500) to your field in Attack Mode for each card discarded.
https://yugipedia.com/wiki/Bronze_Knights
Pros: Easily played, helps Stall and various Summons
Cons: Summons weak Tokens, largely copies Shield Wall
#240 (from Yu-Gi-Oh Episode 146)
Shield Wall

SPELL / Quick-Play Spell
Special Summon 4 "Shield Tokens" (Rock-Type/EARTH/Level 1/ATK 0/DEF 1000) in Defense Position. These tokens cannot attack or be Tributed for a Tribute Summon. If a "Shield Token" is switched to Attack Position, it is destroyed.
https://yugipedia.com/wiki/Shield_Wall
Pros: Easily played, helps Stall and various Summons
Cons: Summons weak Tokens, can't use Tokens for Tribute Summon, destroys Token if if switches to Attack Mode
#239 (from Yu-Gi-Oh Episode 146)
Brave Attack

SPELL / Normal Spell
This turn, you can add up the ATK of all monsters you control together and attack 1 monster your opponent controls. Destroy all Attack Position monsters you control at the end of the Battle Phase.
https://yugipedia.com/wiki/Brave_Attack
Pros: Easily played, counters high ATK
Cons: Destroys your Attack Position monsters after the Battle Phase, no other effects
#238 (from Yu-Gi-Oh Episode 145)
The Seal of Orichalcos

SPELL / Field Spell
All monsters you control gain 500 ATK. You can use your Spell & Trap Card Zones as Monster Zones. Your opponent's monsters cannot attack monsters in your Spell & Trap Card Zones unless you control no monsters in your Monster Zones. You can move monsters you control from your Monster Zones to your Spell & Trap Card Zones. This card cannot be destroyed by card effects.
https://yugipedia.com/wiki/The_Seal_of_Orichalcos_(anime)
Pros: Easily played, searchable, helps Swarming
Cons: Very low ATK boost, effects largely require monsters in Spell & Trap Zones
#237 (from Yu-Gi-Oh Episode 142)
Ragnarok

SPELL / Quick-Play Spell
Activate only when any 2 of "Dark Sage", "Dark Magician", "Dark Magician Girl" or "Magician of Black Chaos" is on the field. Remove from play all monsters in your hand, Graveyard and Deck to destroy all monsters your opponent controls.
https://yugipedia.com/wiki/Ragnarok
Pros: Partly easily played, helps Banished
Cons: Costs all monsters in your possession to destroy opponent's monsters, no other effects
#236 (from Yu-Gi-Oh Episode 141)
Magical Dimension

SPELL / Quick-Play Spell
Activate only when an opponent's monster attacks while you control a Spellcaster-Type monster. Tribute 2 monsters, then negate the attack. Then you can Special Summon 1 Spellcaster-Type monster from your hand. Destroy the Special Summoned monster at the End Phase.
https://yugipedia.com/wiki/Magical_Dimension_(anime)
Pros: Easily played, helps Spellcasters
Cons: Costs 2 monsters to negate attack, can't Summon from other places, destroys new monster at End Phase
#235 (from Yu-Gi-Oh Episode 141)
Class System

SPELL / Quick-Play Spell
Activate only when an opponent's monster attacks and uses its effect. If its Level is not higher than the Level of the monster being attacked, negate the attack and effect.
https://yugipedia.com/wiki/Class_System
Pros: Easily played, counters Effect Monsters
Cons: Requires attack and effect activation to use, no other effects
#234 (from Yu-Gi-Oh Episode 141)
Soul Taker

SPELL / Quick-Play Spell
Select 1 monster your opponent controls. This turn, you can Tribute it as if you controlled it. If you do, your opponent gains 1000 Life Points.
https://yugipedia.com/wiki/Soul_Taker_(anime)
Pros: Easily played, helps Tribute Summons and LP Gain
Cons: 1-turn effect, opponent gains LP, no other effects
#233 (from Yu-Gi-Oh Episode 141)
Surprise Attack from Beyond

SPELL / Normal Spell
Activate only during the End Phase. You can conduct a second Battle Phase this turn using a monster that was Normal or Special Summoned this turn.
https://yugipedia.com/wiki/Surprise_Attack_from_Beyond
Pros: Easily played, helps attacks
Cons: Can't use outside End Phase, 1-turn effect, no other effects
#232 (from Yu-Gi-Oh Episode 141) *Type is speculation
Swallowtail Spike Lizard

DARK / Effect Monster / Level 4 / ATK 1900 / DEF 700
(Reptile / Effect)

During each of your Standby Phases, while this card is in face-up Defense Positon, gain 1000 Life Points.
https://yugipedia.com/wiki/Swallowtail_Spike_Lizard
Pros: Easily played, high ATK, helps Lp Gain
Cons: Low DEF and low, slow LP boost, must be in Defense Mode to gain LP, no other effects
#231 (from Yu-Gi-Oh Episode 140)
Metal Reflect Slime

TRAP / Continuous Trap
Activate only when you take battle damage that reduces your Life Points by half or more from an opponent's attacking monster. Special Summon 1 "Slime Token" with DEF equal to 3/4 of the attacking monster's ATK and in the form of the monster that dealt you the battle damage. This Token cannot attack.
https://yugipedia.com/wiki/Metal_Reflect_Slime_(anime) 
Pros: Partly easily played
Cons: Requires attack leaving you with 1/4 your previous LP, can't use for effect damage, Token depends on attacking monster's ATK
#230 (from Yu-Gi-Oh Episode 138)
Zombie's Jewel

TRAP / Normal Trap
Activate only when a Spell Card is placed in your opponent's Graveyard. Add that card to your hand, then your opponent draws 1 card.
https://yugipedia.com/wiki/Zombie's_Jewel
Pros: Easily played, help Spells and Exodia
Cons: Can't use for your Spells or for other Types, opponent draws card, no other effects
#229 (from Yu-Gi-Oh Episode 138)
Vampiric Leech

EARTH / Effect Monster / Level 4 / ATK 500 / DEF 1200
(Insect / Effect)

This card can attack on the first turn of the Duel. During the End Phase, if this card attacked, you can discard 1 card to change this card to Defense Position.
https://yugipedia.com/wiki/Vampiric_Leech
Pros: Easily played, searchable
Cons: Low DEF, costs card to change battle position, can't use other effect if it didn't attack
#228 (from Yu-Gi-Oh Episode 134)
Absorb Spell

SPELL / Quick-Play Spell
Activate only when the ATK of an opponent's monster increases by the effect of a Spell Card. Apply the effect to 1 monster you control.
https://yugipedia.com/wiki/Absorb_Spell_(anime)
Pros: Easily played, counters Spells
Cons: Can't  use on other Spell effects or Types, no other effects
#227 (from Yu-Gi-Oh Episode 134)
Double Spell

SPELL / Normal Spell
Activate any number of Spell Cards your opponent activated during their last turn.
https://yugipedia.com/wiki/Double_Spell_(anime)
Pros: Easily played, potent effect
Cons: Can't use for your own Spells or other Types, no other effects
#226 (from Yu-Gi-Oh Episode 134)
Final Attack Orders

TRAP / Continuous Trap
While this card is face-up on the field, all monsters on the field are changed to Attack Position and cannot change battle positions. When this card is activated, both players choose 3 cards from their Deck and send the rest to the Graveyard. The chosen cards become each player's respective new Deck.
https://yugipedia.com/wiki/Final_Attack_Orders_(anime)
Pros: Easily plyaed, counters Stall and high DEF
Cons: Must choose 3 cards for new Deck, affects both players
#225 (from Yu-Gi-Oh Episode 133)
Magician's Selection

TRAP / Normal Trap
Activate only when an opponent's monster attacks while you control a face-up Spellcaster-Type monster. Negate the attack, then destroy 1 face-up monster your opponent controls with the lowest ATK.
https://yugipedia.com/wiki/Magician's_Selection
Pros: Easily played, helps Spellcasters
Cons: Can't destroy highest or equal ATK, requires attack to use, no other effects
#224 (from Yu-Gi-Oh Episode 132)
Magical Trick Mirror

TRAP / Normal Trap
Activate only when an opponent's monster attacks. Activate 1 Spell Card from your opponent's Graveyard.
https://yugipedia.com/wiki/Magical_Trick_Mirror_(anime)
Pros: Easily played, partly counters attacks
Cons: Requires attack to use Spell, can't use from your Grave or other Types, no other effects
#223 (from Yu-Gi-Oh Episode 132)
Card of Demise

SPELL / Normal Spell
Draw cards until you have 5 in your hand. During your 5th Standby Phase after activation, send all cards in your hand to the Graveyard.
https://yugipedia.com/wiki/Card_of_Demise_(anime)
Pros: Easily played, partly helps Exodia
Cons: Costs entire hand 5 turns from being used, no other effects
#222 (from Yu-Gi-Oh Episode 131)
Spell Textbook

SPELL / Quick-Play Spell
Discard all cards in your hand, then shuffle the Deck and draw 1 card. If the drawn card is a Spell Card, you can activate it.
https://yugipedia.com/wiki/Spell_Textbook
Pros: Easily played, helps Spells
Cons: Costs entire hand to use, gamble effect, no other effects
#221 (from Yu-Gi-Oh Episode 131)
Electromagnetic Turtle

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

During the Battle Phase, if this card is sent to the Graveyard, you can remove it from play to end the Battle Phase.
https://yugipedia.com/wiki/Electromagnetic_Turtle_(anime)
Pros: Easily played, searchable, high DEF, helps Stall and Banished
Cons: Can't banish from hand or field, no other effects
#220 (from Yu-Gi-Oh Episode 131)
Necromancy

SPELL / Normal Spell
Special Summon 4 random monsters from your opponent's Graveyard to their field in face-up Defense Position. If a monster Special Summoned this way is destroyed, 1 monster your opponent controls loses 600 ATK.
https://yugipedia.com/wiki/Necromancy
Pros: Easily played, counters high ATK
Cons: Can't revive from your Grave or Summon from other places, low ATK loss, can't apply loss if monster(s) are returned to hand or banished
#219 (from Yu-Gi-Oh Episode 131)
Power Balance

TRAP / Normal Trap
Activate only when you have no cards in your hand. Your opponent discards half the cards in their hand, then you draw cards equal to the number of cards they discarded this way.
https://yugipedia.com/wiki/Power_Balance
Pros: Easily played, helps Hand Destruction and Exodia
Cons: Must have empty hand to use, no other effects
#218 (from Yu-Gi-Oh Episode 131)
Card Guard

SPELL / Quick-Play Spell
Activate only by discarding 1 card. This turn, monsters you control cannot be destroyed by battle or card effects.
https://yugipedia.com/wiki/Card_Guard_(anime)
Pros: Easily played, helps Stall
Cons: Costs card to use, 1-turn blocking, no other effects
#217 (from Yu-Gi-Oh Episode 131)
Sword of Soul

LIGHT / Effect Monster / Level 4 / ATK 0 / DEF 1900
(Fairy / Effect)

When this card is destroyed by battle and sent to the Graveyard, you can have 1 monster you control gain 1000 ATK until the end of the turn.
https://yugipedia.com/wiki/Sword_of_Soul
Pros: Easily played, searchable, high DEF
Cons: 1-turn ATK boost, must lose battle for boost, no other effects
#216 (from Yu-Gi-Oh Episode 131)
Thirst for Compensation

SPELL / Quick-Play Spell
Activate only when your opponent adds a card(s) to their hand, except during their Draw Phase. Special Summon 2 Level 4 or lower monsters from your hand.
https://yugipedia.com/wiki/Thirst_for_Compensation
Pros: Easily played, helps low-Level monsters
Cons: Can't Summon Level 5+ or from other places, no other effects, can't use during Draw Phase
#215 (from Yu-Gi-Oh Episode 131)
Disgraceful Charity

TRAP / Normal Trap
Both players can return all cards discarded by a Spell Card's effect this turn from their Graveyard to their hand.
https://yugipedia.com/wiki/Disgraceful_Charity
Pros: Easily played, counters Hand Destruction, helps Exodia
Cons: Can't use if card(s) are discared by other Types, affects both players, no other effects
#214 (from Yu-Gi-Oh Episode 131)
Command Silencer

SPELL / Quick-Play Spell
Activate only when an opponent's monster attacks. Negate the attack, then end the Battle Phase and draw 1 card.
https://yugipedia.com/wiki/Command_Silencer
Pros: Easily played, helps Stall and Exodia
Cons: Requires attack to use, no other effects
#213 (from Yu-Gi-Oh Episode 129)
Lullaby of Obedience

SPELL / Normal Spell
Declare the name of a Level 8 or higher monster. If that card is in your opponent's Deck, you can pay 1000 Life Points to add that card from their Deck to your hand.
https://yugipedia.com/wiki/Lullaby_of_Obedience_(anime)
Pros: Easily played
Cons: Gamble effect, can't declare Level 7 or less or Summon, costs LP to add, no other effects
#212 (from Yu-Gi-Oh Episode 129)
Enemy Controller

SPELL / Normal Spell
Pay 1000 Life Points, then activate 1 of these effects.
● Select 1 monster your opponent controls and destroy it.
● Select 1 monster your opponent controls and take control of it.

https://yugipedia.com/wiki/Enemy_Controller_(anime)
Pros: Easily played, counters monsters
Cons: Costs LP for bullet effects, can't use both bullets in same turn, no other effects
#211 (from Yu-Gi-Oh Episode 129)
Spell Sanctuary

SPELL / Continuous Spell
When this card is activated, both players add 1 Spell Card from their Deck to their hand. While this card is face-up on the field, both players can activate Spell Cards during their opponent's turn.
https://yugipedia.com/wiki/Spell_Sanctuary
Pros: Easily played, helps Spells
Cons: Affects both players, can't add other cards
#210 (from Yu-Gi-Oh Episode 127)
Nightmare Mirror

TRAP / Normal Trap
Activate only by discarding 1 card when an opponent's monster attacks. Negate the attack, then inflict 1000 damage to your opponent.
https://yugipedia.com/wiki/Nightmare_Mirror
Pros: Easily played, counters attacks, helps Burn and Stall
Cons: Costs card during attack to use, no other effects
#209 (from Yu-Gi-Oh Episode 126)
Dark Wall of Wind

SPELL / Quick-Play Spell
You take no battle damage from direct attacks this turn.
https://yugipedia.com/wiki/Dark_Wall_of_Wind
Pros: Easily played, counters direct attacks
Cons: 1-turn blocking, can't use for regular attacks, no other effects
#208 (from Yu-Gi-Oh Episode 124)
Plasma Eel

DARK / Effect Monster / Level 4 / ATK 500 / DEF 1200
(Machine / Effect)

This card cannot be destroyed by battle. When this card is Summoned, you can equip this card to 1 monster your opponent controls as an Equip Card. The equipped monster cannot be Tributed and loses 500 ATK at each of your opponent's End Phases.
https://yugipedia.com/wiki/Plasma_Eel
Pros: Easily played, searchable, counters monsters and Tributes, helps Stall
Cons: Low DEF, must equip itself for very low and slow ATK loss
#207 (from Yu-Gi-Oh Episode 124)
Tribute Burial

SPELL / Normal Spell
This turn, if you would Tribute Summon a Level 5 or higher monster, you can Normal Summon that monster by removing from play 1 monster from both players' Graveyards.
https://yugipedia.com/wiki/Tribute_Burial_(anime)
Pros: Easily played, helps Level 5+ and Banished
Cons: Can't Special Summon, costs 2 monsters to Normal Summon by effect, 1-turn effect, no other effects
#206 (from Yu-Gi-Oh Episode 123)
Spell of Pain

SPELL / Quick-Play Spell
This turn, you can inflict any damage you would take to another player's Life Points.
https://yugipedia.com/wiki/Spell_of_Pain_(anime)
Pros: Easily played, counters damage
Cons: 1-turn effect, no other effects
#205 (from Yu-Gi-Oh Episode 120) *Card is shown as a regular Effect Monster
Exodia Necross

DARK / Ritual Monster / Level 4 / ATK 1800 / DEF 0
(Spellcaster / Ritual / Effect)

This card can only be Ritual Summoned with the Ritual Spell Card "Contract with Exodia". This card gains these effect(s) based on the "Forbidden One" card(s) in your Graveyard.
● Exodia the Forbidden One: This card cannot be destroyed by battle.
● Left Leg of the Forbidden One: This card cannot be destroyed by Spell Cards.
● Right Leg of the Forbidden One: This card cannot be destroyed by Trap Cards.
● Left Arm of the Forbidden One: This card cannot be destroyed by monster effects.
● Right Arm of the Forbidden One: This card gains 1000 ATK at the end of the Damage Step if it battles a monster.

https://yugipedia.com/wiki/Exodia_Necross_(anime)
Pros: Partly easily played
Cons: Low stats for Ritual Level, effects depend on Exodia pieces in Grave, low ATK boost when battling
#204 (from Yu-Gi-Oh Episode 120)
Contract with Exodia

SPELL / Ritual Spell
Activate only by paying 2000 Life Points when "Exodia the Forbidden One", "Right Arm of the Forbidden One", "Left Arm of the Forbidden One", "Right Leg of the Forbidden One" and "Left Leg of the Forbidden One" are in your Graveyard. Ritual Summon 1 "Exodia Necross" from your hand.
https://yugipedia.com/wiki/Contract_with_Exodia_(anime)
Pros: Partly easily played
Cons: Costly to use, no actual effects
#203 (from Yu-Gi-Oh Episode 118)
Flaming Fist

SPELL / Normal Spell
Select 1 Spirit monster you control. This turn, it gains 200 ATK and if it inflicts battle damage to your opponent, gain 500 Life Points.
https://yugipedia.com/wiki/Flaming_Fist
Pros: Easily played, helps Spirits and LP Gain
Cons: Very low ATK and LP boosts, 1-turn effect, no other effects
#202 (from Yu-Gi-Oh Episode 117)
Vessel of Illusion

TRAP / Normal Trap
Activate only when a Spirit monster is destroyed. Special Summon 1 "Sprit Token" with the same Level, Attribute, ATK and DEF as the destroyed monster.
https://yugipedia.com/wiki/Vessel_of_Illusion
Pros: Easily played, helps various Summons
Cons: Costs Spirit to Summon Token, Token's properties depend on lost monster's, no other effects
#201 (from Yu-Gi-Oh Episode 117)
Ground Breaking

TRAP / Normal Trap
Add 1 Spirit monster from your Graveyard to your hand.
https://yugipedia.com/wiki/Ground_Breaking
Pros: Easily played, helps Spirits
Cons: Can't Summon, no other effects