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Yu-Gi-Oh Anime Card Reviews (Page 6)

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.
# (from Yu-Gi-Oh GX Episode )
Name
LIGHT / Effect Monster
(Type / Effect)
Pros:
Cons:
# (from Yu-Gi-Oh GX Episode )
Name
LIGHT / Effect Monster
(Type / Effect)
Pros:
Cons:
#568 (from Yu-Gi-Oh GX Episode 60)
Cursed Ring
TRAP / Normal Trap
Activate only when your opponent declares an attack. Equip this card to the attacking monster. It cannot destroy a monster by battle (damage calculation is applied normally).
https://yugipedia.com/wiki/Cursed_Ring
Pros: Easily played, counters monsters and attacks, helps Stall
Cons: Can't use outside attacks, no other effects
#567 (from Yu-Gi-Oh GX Episode 60)
Spotlight
SPELL / Continuous Spell
Select 1 face-up monster you control. It gains 300 ATK. If the selected monster is removed from the field, you can select 1 other face-up monster you control and apply this card's effect to it.
https://yugipedia.com/wiki/Spotlight
Pros: Easily played, helps monsters
Cons: Very low ATK boost, largely no other effects
#566 (from Yu-Gi-Oh GX Episode 57)
Destruction of Destiny
TRAP / Normal Trap
Send 5 cards from your Deck to the Graveyard, and take 100 damage for each Spell Card sent to the Graveyard this way.
https://yugipedia.com/wiki/Destruction_of_Destiny_(anime)
Pros: Easily played, helps Grave effects and Lightsworns
Cons: Deals you damage per Spell or Trap sent, no other effects
#565 (from Yu-Gi-Oh GX Episode 57)
Trap Booster
SPELL / Quick-Play Spell
Discard 1 card. You can activate 1 Trap Card from your hand.
https://yugipedia.com/wiki/Trap_Booster
Pros: Easily played, helps Traps
Cons: Costs card to use, can't use Traps from other places, no other effects
#564 (from Yu-Gi-Oh GX Episode 56)
No Entry!!
TRAP / Normal Trap
Change all Attack Position monsters your opponent controls to Defense Position. Your opponent discards 1 card.
https://yugipedia.com/wiki/No_Entry!!_(anime)
Pros: Easily played, helps Stall and Hand Destruction
Cons: Must change battle position(s) to discard, no other effects
#563 (from Yu-Gi-Oh GX Episode 56)
Magical Longicorn
EARTH / Effect Monster / Level 4 / ATK 600 / DEF 1600
(Insect / Effect)

While this card is in face-up Attack Position, negate the activation of your Spell Cards.
https://yugipedia.com/wiki/Magical_Longicorn
Pros: Easily played, searchable
Cons: Low DEF, largely not useful on your field, no other effects
#562 (from Yu-Gi-Oh GX Episode 56)
Insect Pheromone
SPELL / Equip Spell
Equip only to "Insect Princess". Once per turn, if the equipped monster destroys a monster by battle, you can force 1 of your opponent's face-up Insect-Type monsters to battle the equipped monster during the same Battle Phase.
https://yugipedia.com/wiki/Insect_Pheromone
Pros: Easily played, helps Insect Princess, counters Insects
Cons: Must win battle for 2nd battle, no other effects
#561 (from Yu-Gi-Oh GX Episode 56)
Insect Garden
SPELL / Field Spell
While this card is face-up on the field, you can give your opponent control of any face-up Level 4 or lower Insect-Type monster you control.
https://yugipedia.com/wiki/Insect_Garden
Pros: Easily played, searchable, helps low-Level Insects
Cons: Largely not useful on your field, no other effects
#560 (from Yu-Gi-Oh GX Episode 55)
Dark Tyranno
EARTH / Effect Monster / Level 7 / ATK 2600 / DEF 1800
(Dinosaur / Effect)

If your opponent has no Attack Position monsters on their side of the field, this card can attack your opponent directly.
https://yugipedia.com/wiki/Dark_Tyranno
Pros: Easily played
Cons: Low stats for Level, largely copies Black Tyranno
#559 (from Yu-Gi-Oh GX Episode 55)
New Ultra Evolution
SPELL / Normal Spell
Tribute 1 Winged Beast-Type monster. Special Summon 1 Dinosaur-Type monster from your hand.
https://yugipedia.com/wiki/New_Ultra_Evolution
Pros: Easily played, helps Dinosaurs
Cons: Costs Winged Beast to Summon, can't Summon from other places, no other effects
#558 (from Yu-Gi-Oh GX Episode 55)
Amber Pitfall
TRAP / Continuous Trap
Activate only when an opponent's monster declares an attack. Negate the attack, and change the attacking monster to Defense Position. That monster cannot change its battle position.
https://yugipedia.com/wiki/Amber_Pitfall
Pros: Easily played, counters high ATK, helps Stall
Cons: Requires attack to use
#557 (from Yu-Gi-Oh GX Episode 55)
Archeonys
WIND / Effect Monster / Level 3 / ATK 300 / DEF 1300
(Winged Beast / Effect)

This card can attack your opponent directly.
https://yugipedia.com/wiki/Archeonys
Pros: Easily played, searchable
Cons: Low DEF, largely copies early direct attackers, no other effects
#556 (from Yu-Gi-Oh GX Episode 55)
Jurassic World
SPELL / Field Spell
All face-up Dinosaur and Winged Beast-Type monsters gain 300 ATK and DEF. Dinosaur and Winged Beast-Type monsters cannot be targeted by your opponent's Trap Cards, and are unaffected by their effects. When a face-up Attack Position Dinosaur or Winged Beast-Type monster you control is selected as an attack target, you can change that monster to Defense Position.
https://yugipedia.com/wiki/Jurassic_World_(anime)
Pros: Easily played, searchable, helps Stall, Dinosaurs and Winged Beasts, counters Traps
Cons: Very low stat boost, can't counter other Types, requires attack to change battle positon
#555 (from Yu-Gi-Oh GX Episode 54)
Ojamachine Yellow
LIGHT / Effect Monster / Level 3 / ATK 0 / DEF 100
(Machine / Effect)

When this card is Summoned, Special Summon 3 "Ojamachine Yellow Tokens" (Machine-Type/
LIGHT/Level 3/ATK 0/DEF 100). The controller takes no Battle Damage from battles involving an "Ojamachine Yellow Token". When an "Ojamachine Yellow Token" is destroyed, the opponent takes 300 points of damage. You take no Battle Damage from battles involving this card. When this card is destroyed, inflict 300 points of damage to your opponent.

https://yugipedia.com/wiki/Ojamachine_Yellow
Pros: Easily played, searchable, helps Tribute Summons and Burn
Cons: Very low DEF, Summons weak Tokens, very low burn damage
#554 (from Yu-Gi-Oh GX Episode 54)
Mecha Ojama King
LIGHT / Effect Monster / Level 6 / ATK 0 / DEF 3000
(Machine / Effect)

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Mecha Ojama King Transformation". Once per turn, you can Special Summon 1 "Ojamachine Yellow", "Ojamachine Green", or "Ojamachine Black" from your hand or Deck.
https://yugipedia.com/wiki/Mecha_Ojama_King
Pros: Partly easily played, searchable, high DEF, helps Ojamachines
Cons: Nomi Monster, can't revive or Summon regular Ojamas, no other effects
#553 (from Yu-Gi-Oh GX Episode 54)
Mecha Ojama King Transormation
SPELL / Normal Spell
Tribute 1 "Ojama King". Special Summon 1 "Mecha Ojama King" from your hand or Deck.
https://yugipedia.com/wiki/Mecha_Ojama_King_Transformation
Pros: Partly easily played, helps Mecha Ojama King and Ojamas
Cons: Can't revive, no other effects
#552 (from Yu-Gi-Oh GX Episode 54)
Ojama Delta Wear
TRAP / Normal Trap
Special Summon "Ojama Yellow", "Ojama Green", and "Ojama Black" from your Graveyard that were destroyed by battle this turn.
https://yugipedia.com/wiki/Ojama_Delta_Wear
Pros: Easily played, helps Ojamas
Cons: Can't Summon from other places, largely copies Ojamandala
#551 (from Yu-Gi-Oh GX Episode 54)
Ojamandala
SPELL / Normal Spell
Activate only by paying 1000 Life Points if "Ojama Yellow", "Ojama Green", and "Ojama Black" are in your Graveyard. Special Summon 1 "Ojama Yellow", "Ojama Green", and "Ojama Black" from your Graveyard.
https://yugipedia.com/wiki/Ojamandala_(anime)
Pros: Easily played, helps Ojamas
Cons: Costs LP to revive, can't Summon from other places, no other effects
#550 (from Yu-Gi-Oh GX Episode 54)
Great Sword
SPELL / Equip Spell
Equip only to a Warrior-Type monster. It gains 300 ATK, and can be treated as 2 Tributes for the Tribute Summon of a Warrior-Type monster.
https://yugipedia.com/wiki/Great_Sword
Pros: Easily played, helps Warriors and Tribute Summons
Cons: Very low ATK boost, largely copies Jewel Sword
#549 (from Yu-Gi-Oh GX Episode 54)
Ojama Ride
SPELL / Normal Spell
Discard 1 "Ojama Yellow", "Ojama Black", and "Ojama Green" to the Graveyard. Special Summon up to 3 Level 4 or lower Machine-Type Union monsters from your Deck in face-up Defense Position. Those monsters cannot change their battle positions.
https://yugipedia.com/wiki/Ojama_Ride
Pros: Easily played, helps LIGHT Machines
Cons: Costs 3 monsters to Summon, can't Summon from other places or change monster(s) position(s)
#548 (from Yu-Gi-Oh GX Episode 54)
Jewel Sword
SPELL / Equip Spell
Equip only to a Warrior-Type monster. It gains 300 ATK. When this card is sent from the field to the Graveyard, draw 1 card.
https://yugipedia.com/wiki/Jewel_Sword
Pros: Easily played, helps Warriors
Cons: Very low ATK boost, must send to Grave to draw card
#547 (from Yu-Gi-Oh GX Episode 53)
Elemental Hero Clay Guardian
EARTH / Fusion Monster / Level 4 / ATK 0 / DEF 2800
(Warrior / Fusion / Effect)

This card cannot be Special Summoned except with "Metamorphosis" by Tributing "Elemental Hero Clayman". This card's name is treated as "Elemental Hero Clayman" while it is face-up on the field. When this card is Special Summoned, inflict 200 damage to your opponent for each card they control.
https://yugipedia.com/wiki/Elemental_HERO_Clay_Guardian
Pros: Easily played, high DEF, helps Burn
Cons: 0 ATK, Nomi Monster, costs Clayman to Summon, very low 1-time burn damage
#546 (from Yu-Gi-Oh GX Episode 52)
Time Fusion
SPELL / Normal Spell
Remove from play 1 card in your hand. Select 1 Fusion Monster that was destroyed this turn while on your side of the field, then Special Summon it during your next Standby Phase, ignoring the Summoning conditions. That monster cannot attack during the turn it is Summoned.
https://yugipedia.com/wiki/Time_Fusion
Pros: Easily played, helps Fusons
Cons: Costs card in hand to revive, slow to revive Fusions, can't attack with revived monster that turn
#545 (from Yu-Gi-Oh GX Episode 51) *Card's text doesn't state equipping itself
Future Fusion
SPELL / Equip Spell
Send Fusion Material Monsters from your Deck to the Graveyard, and Special Summon that 1 Fusion Monster from your Fusion Deck and equip this card to that monster. (This Special Summon is treated as a Fusion Summon.) The Fusion Monster Special Summoned by this effect cannot attack or be attacked this turn. Also, for the rest of this Duel, it cannot be Tributed. When this card is destroyed, destroy the equipped monster.
https://yugipedia.com/wiki/Future_Fusion_(anime)
Pros: Easily played, helps Fusion Summons
Cons: Can't attack with Fusion that turn, can't Tribute Fusion for rest of Duel
#544 (from Yu-Gi-Oh GX Episode 51)
Card from a Different Dimension
SPELL / Normal Spell
During your next Standby Phase after this card was removed from play, you can add it to your hand. Then, both players draw 2 cards.
https://yugipedia.com/wiki/Card_from_a_Different_Dimension
Pros: Easily played, helps Exodia
Cons: Must be banished to draw cards, affects both players, no other effects
#543 (from Yu-Gi-Oh GX Episode 50)
Animal Trail
TRAP / Normal Trap
Activate only if a monster you control is destroyed by battle. Add 1 Beast-Type monster from your Deck to your hand.
https://yugipedia.com/wiki/Animal_Trail
Pros: Easily played, helps Beasts
Cons: Can't retrieve or Summon, no other effects
#542 (from Yu-Gi-Oh GX Episode 49)
Resurrection Tribute
SPELL / Normal Spell
Select 1 monster in your Graveyard. Activate only during the turn a monster you controlled was destroyed by battle. Destroy 1 monster your opponent controls, and Special Summon the selected monster in face-up Defense Position.
https://yugipedia.com/wiki/Resurrection_Tribute
Pros: Easily played, partly helps monsters
Cons: Must destroy opponent's monster to revive, can't revive in Attack Mode or Summon from other places
#541 (from Yu-Gi-Oh GX Episode 49)
Sabatiel - The Philosopher's Stone
SPELL / Normal Spell
When a "Winged Kuriboh" is destroyed, add this card from your Deck to your hand. You can pay half your Life Points to switch this card in your hand with 1 card in your Deck or Graveyard. After that card is used, return this card to your hand. After switching cards 3 times with this effect, this card gains the following effect. Select 1 face-up monster on the field and multiply its ATK by the number of monsters your opponent controls, until the end of this turn.
https://yugipedia.com/wiki/Sabatiel_-_The_Philosopher's_Stone_(anime)
Pros: Easily played, potent effects
Cons: Costly to add itself initially, must be switched 3 times for 1-turn ATK boost
#540 (from Yu-Gi-Oh GX Episode 48)
Fallen Paradise
SPELL / Field Spell
Activate only if an opponent's Field Spell Card is currently active. Once per turn, you can add 2 cards from your Deck to your hand. When a card(s) added to the hand by this effect is played, its effects are negated and that card is destroyed.
https://yugipedia.com/wiki/Fallen_Paradise_(anime)
Pros: Easily played, searchable
Cons: Negates and destroys added card(s), can't use if other Field Zone is empty
#539 (from Yu-Gi-Oh GX Episode 48)
Uria, Lord of Searing Flames
DIVINE / Effect Monster / Level 10 / ATK 0 / DEF 0
(Divine-Beast / Effect)

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 Trap Cards. This card gains 1000 ATK and DEF for each Trap Card in your Graveyard. This card is unaffected by the effects of Trap Cards, and is only affected by the effects of Spell Cards during the turn they are activated. Once per turn, you can select 1 Trap Card your opponent controls, and destroy it. (If the selected card is Set, pick up and see the card. If it is a Trap Card, it is destroyed. If it is a Spell Card, return it to its original position.) Spell and Trap Cards cannot be activated in response to this effect's activation. You can send 1 Trap Card from your hand to the Graveyard to Special Summon this card from your Graveyard. During the turn this card is Special Summoned by its own effect, if you control another monster, this card cannot declare an attack.
https://yugipedia.com/wiki/Uria,_Lord_of_Searing_Flames_(anime)
Pros: Easily played, searchable, counters Spells and Traps
Cons: 0 DEF, Nomi Monster, low ATK boost, costs 3 Traps to Summon itself, costs Trap to revbive itself, can't attack if it revives itself while you control a monster
#538 (from Yu-Gi-Oh GX Episode 47)
Dramatic Crossroads
TRAP / Normal Trap
Activate only when you take Battle Damage. Your opponent selects and activates 1 of these effects:
● Discard 1 random card.
● Your opponent looks at your hand, selects 1 card in it, and adds it to their hand.

https://yugipedia.com/wiki/Dramatic_Crossroads
Pros: Easily played
Cons: Largely copies Love Letter
#537 (from Yu-Gi-Oh GX Episode 47)
Dress Up
SPELL / Equip Spell
The equipped monster gains 300 ATK. Once per turn, you can change 1 monster your opponent controls to Attack Position, and conduct battle between the equipped monster and that monster.
https://yugipedia.com/wiki/Dress_Up
Pros: Easily played, helps monsters
Cons: Very low ATK boost, must change monster's battle position for attack
#536 (from Yu-Gi-Oh GX Episode 47)
Hidden Wish
SPELL / Normal Spell
When this card is returned from your opponent's side of the field to its owner's hand, inflict 1000 damage to your opponent and gain 1000 Life Points.
https://yugipedia.com/wiki/Hidden_Wish
Pros: Easily played, helps Burn and LP Gain
Cons: Must return from opponent's field to your hand for effect, no other effects
#535 (from Yu-Gi-Oh GX Episode 47)
Love Letter
SPELL / Normal Spell
Activate only if you control a monster and a face-down card in your Spell & Trap Card Zone. Your opponent selects and activates 1 of these effects.
● Take control of 1 monster your opponent controls.
● Set 1 card from your opponent's Spell & Trap Card Zone to your Spell & Trap Card Zone.

https://yugipedia.com/wiki/Love_Letter
Pros: Easily played
Cons: Opponent chooses bullet effect
#534 (from Yu-Gi-Oh GX Episode 46)
Red Process - Rubedo
SPELL / Normal Spell
Tribute 1 "Helios Duo Megistus" to Special Summon 1 "Helios Trice Megistus" from your hand or Deck.
https://yugipedia.com/wiki/Red_Process_-_Rubedo
Pros: Easily played, helps Trice Megistus
Cons: Largely copies Yellow Process
#533 (from Yu-Gi-Oh GX Episode 46)
Yellow Process - Kitolenics
SPELL / Normal Spell
Tribute 1 "Helios - The Primordial Sun" to Special Summon 1 "Helios Duo Megistus" from your hand or Deck.
https://yugipedia.com/wiki/Yellow_Process_-_Kitolenics
Pros: Easily played, helps Duo Megistus
Cons: Costs monster to Summon, no other effects
#532 (from Yu-Gi-Oh GX Episode 46)
Planet Alignment
SPELL / Quick-Play Spell
You can only activate this card while you control a face-up "Macro Cosmos". Inflict 300 damage to your opponent and destroy all monsters your opponent controls.
https://yugipedia.com/wiki/Planet_Alignment
Pros: Easily played, potent effect, helps Burn and Monster Destruction
Cons: Largely copies Grand Convergence, no other effects
#531 (from Yu-Gi-Oh GX Episode 45)
Burst Impact
SPELL / Normal Spell
Activate only while you control a face-up "Elemental Hero Burstinatrix". Destroy all monsters on the field except "Elemental Hero Burstinatrix". Inflict 300 points of damage to the
controller(s) for each of their destroyed monsters.

https://yugipedia.com/wiki/Burst_Impact_(anime)
Pros: Easily played, helps Burstinatrix and Burn
Cons: Very low burn damage, must control Burstinatrix to destroy, affects both players
#530 (from Yu-Gi-Oh GX Episode 45)
White Process - Albedo
SPELL / Normal Spell
When "Chaos Distill" is face-up on the field, Special Summon 1 "Golden Homunculus" from your hand or Deck.
https://yugipedia.com/wiki/White_Process_-_Albedo
Pros: Easily played, helps Golden Homunculus
Cons: Can't revive, must control Chaos Distill to use, no other effects
#529 (from Yu-Gi-Oh GX Episode 45)
Mud Max
SPELL / Equip Spell
Equip only to "Elemental Hero Clayman". It gains 300 ATK. When an opponent's monster declares an attack, you can Tribute this card to Special Summon 1 Level 4 or lower "Elemental Hero" monster from your hand and negate the attack of that opponent's monster.
https://yugipedia.com/wiki/Mud_Max
Pros: Easily played, helps Clayman and Elemental Heros
Cons: Very low ATK boost, costs itself to Summon and/or negwte, can't Summon from other places
#528 (from Yu-Gi-Oh GX Episode 45)
Black Process - Negledo
SPELL / Normal Spell
Activate only while "Chaos Distill" is face-up on the field and you have no other cards in your hand. Remove from play all face-up "Alchemy Beast" monsters on the field. Draw 2 cards for each monster removed.
https://yugipedia.com/wiki/Black_Process_-_Negledo
Pros: Easily played, helps Banished and Exodia
Cons: Must control Chaos Distill to use with empty hand to use, costs Alchemy Beast(s) to draw cards
#527 (from Yu-Gi-Oh GX Episode 45)
Steel Lamp
SPELL / Normal Spell
When "Chaos Distill" is face-up on the field, Special Summon 1 "Alchemy Beast - Salamandra the Steel" from your hand or Deck.
https://yugipedia.com/wiki/Steel_Lamp
Pros: Easily played, helps Salamandra the Steel
Cons: Can't revive largely copies others
#526 (from Yu-Gi-Oh GX Episode 44)
Alchemy Beast - Salamandra the Steel
FIRE / Effect Monster / Level 3 / ATK 500 / DEF 500
(Rock / Effect)

This card cannot be Normal Summoned or Set. This card can attack your opponent directly.
https://yugipedia.com/wiki/Alchemy_Beast_-_Salamandra_the_Steel
Pros: Easily played, searchable
Cons: Very low DEF, largely copies early direct attackers
#525 (from Yu-Gi-Oh GX Episode 43)
Cyber Prima
LIGHT / Effect Monster / Level 6 / ATK 2300 / DEF 1600
(Warrior / Effect)

When this card is Summoned, destroy all Spell Cards on the field.
https://yugipedia.com/wiki/Cyber_Prima_(anime)
Pros: Easily played, counters Spells
Cons: Low stats for Level, affects both players, can't destroy other Types, no other effects
#524 (from Yu-Gi-Oh GX Episode 43)
Prima Light
SPELL / Quick-Play Spell
Send 1 face-up "Cyber Tutu" you control to the Graveyard. Special Summon 1 "Cyber Prima" from your hand.
https://yugipedia.com/wiki/Prima_Light_(anime)
Pros: Easily played, helps Cyber Prima
Cons: Costs Cyber Tutu to Summon, no other effects
#523 (from Yu-Gi-Oh GX Episode 43)
Gamble Angel Bunny
EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 1200
(Fairy / Effect)

Once per turn, you can toss a coin and call it. If you call it right, inflict 1000 damage to your opponent. If you call it wrong, you take 1000 damage.
https://yugipedia.com/wiki/Gamble_Angel_Bunny
Pros: Easily played, searchable, helps Burn
Cons: Low DEF, gamble effect, low burn damage, no other effects
#522 (from Yu-Gi-Oh GX Episode 41)
Banderillero Fiend
DARK / Effect Monster / Level 3 / ATK 900 / DEF 1600
(Warrior / Effect)

When this card is Normal Summoned, destroy 1 monster on the field. This card cannot attack the turn it is Normal Summoned.
https://yugipedia.com/wiki/Banderillero_Fiend
Pros: Easily played, searchable, counters monsters
Cons: Low DEF, can't use effect if Flip or Special Summoned, can't attack the turn effect is used, no other effects
#521 (from Yu-Gi-Oh GX Episode 41)
Dark Arena
SPELL / Field Spell
Neither player can select monsters on their opponent's side of the field as attack targets during battle. Also, all Attack Position monsters must attack when possible. When they do, the player's opponent selects the attack target monster.
https://yugipedia.com/wiki/Dark_Arena_(anime)
Pros: Easily played, searchable, counters attacks
Cons: Affects both players, opponent chooses attack target
#520 (from Yu-Gi-Oh GX Episode 41)
Matador Fiend
DARK / Ritual Monster / Level 6 / ATK 0 / DEF 0
(Warrior / Ritual / Effect)

This card can only be Ritual Summoned with the Ritual Spell Card, "Ritual of the Matador". This card cannot declare an attack. This card is not destroyed as a result of battle and any Battle Damage to the controller of this card from that battle becomes 0. An opponent's monster that battles with this card is destroyed at the end of the Damage Step.
https://yugipedia.com/wiki/Matador_Fiend
Pros: Easily played, searchable, helps Stall
Cons: 0 DEf, must battle to destroy monster
#519 (from Yu-Gi-Oh GX Episode 41)
Picador Fiend
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1200
(Warrior / Effect)

While "Dark Arena" is face-up on the field, this card can attack your opponent directly.
https://yugipedia.com/wiki/Picador_Fiend
Pros: Easily played
Cons: Low stats, must control Dark Arena for effect, no other effects
#518 (from Yu-Gi-Oh GX Episode 40) *Last line of text is a guess.
Soul Guide
SPELL / Normal Spell
Tribute 1 monster. Select either its ATK or DEF and gain that many Life Points. Then, add 1 card with the same name as the Tributed card from your Deck to your hand. This turn, you cannot Special Summon the card added to your hand by this effect.
https://yugipedia.com/wiki/Soul_Guide
Pros: Easily played, helps LP Gain
Cons: Largely copies Gift of the Martyr, can't Special Summon added monster or at all
#517 (from Yu-Gi-Oh GX Episode 40)
Invincible Hero
TRAP / Normal Trap
Attack Position monsters you control cannot be destroyed by battle this turn.
https://yugipedia.com/wiki/Invincible_Hero
Pros: Easily played, helps Stall and Tribute Summons
Cons: Can't use on Defense Position monsters, 1-turn prevention, no other effects
#516 (from Yu-Gi-Oh GX Episode 39)
Dark Scorpion - Tragedy of Love
SPELL / Normal Spell
You can only activate this card when there are "Don Zaloog" and "Dark Scorpion - Meanae the Thorn" face-up on your side of the field. Send 1 "Dark Scorpion - Meanae the Thorn" from your side of your field to the Graveyard to destroy all of your opponent's monsters.
https://yugipedia.com/wiki/Dark_Scorpion_-_Tragedy_of_Love_(anime)
Pros: Easily played, helps Dark Scorpions
Cons: Costs 2 monsters to destroy, can't destroy Spells or Traps, no other effects
#515 (from Yu-Gi-Oh GX Episode 39)
Retreat of the Dark Scorpions
TRAP / Normal Trap
You can only activate this card when there are "Don Zaloog", "Cliff the Trap Remover", "Dark Scorpion - Chick the Yellow", "Dark Scorpion - Gorg the Strong", and "Dark Scorpion - Meanae the Thorn" face-up on your side of the field. Return them to their owners' hands.
https://yugipedia.com/wiki/Retreat_of_the_Dark_Scorpions
Pros: Easily played, helps Dark Scorpions
Cons: Must return all to hand, no other effects, largely not beneficial
#514 (from Yu-Gi-Oh GX Episode 38)
Cursed Waters Level 3
TRAP / Normal Trap
Activate only while "Umi" is face-up on the field. This turn, the monsters Normal Summoned must have a total Level of 3. (If there is a monster(s) that can be Normal Summoned, 1 or more of them can be Normal Summoned at the same time.)
https://yugipedia.com/wiki/Cursed_Waters_Level_3
Pros: Easily played, partly counters Summons
Cons: Affects both players, 1-turn effect, must control Umi to use, no other effects
#513 (from Yu-Gi-Oh GX Episode 37)
Amazoness Trainer
SPELL / Quick-Play Spell
When "Amazoness Tiger" cannot destroy an opponent's monster by battle, it gains 400 ATK and can battle that monster again. At that time, if "Amazoness Tiger" has an ATK that is higher than the DEF of your opponent's monster, inflict the difference as damage to your opponent's Life Points.
https://yugipedia.com/wiki/Amazoness_Trainer
Pros: Easily played, helps Amazoness Tiger
Cons: Very low ATK boost, must win battle for boost and/or piercing 2nd attack
#512 (from Yu-Gi-Oh GX Episode 37)
Amazoness Call
SPELL / Normal Spell
Select 1 face-up Fusion Monster on the field, and return it to the Fusion Deck. Then, if all of the Fusion Material Monsters that were used to Fusion Summon that monster are in the Graveyard(s), Special Summon them to their owners' sides of the field.
https://yugipedia.com/wiki/Amazoness_Call_(anime)
Pros: Easily played, counters Fusions
Cons: Largely copies De-Fusion, no other effects
#511 (from Yu-Gi-Oh GX Episode 37)
Amazoness Arena
SPELL / Field Spell
When this card is activated, increase the Life Points of both players by 600 points. After a battle between monsters, each player can pay 100 Life Points to inflict 100 points of damage to the opponent's Life Points.
https://yugipedia.com/wiki/Amazoness_Arena_(anime)
Pros: Easily played, searchable, helps LP Gain and Burn
Cons: Very low LP boosts and burn damage, costs LP for burn, affects both players
#510 (from Yu-Gi-Oh GX Episode 37)
Amazoness Charm
SPELL / Normal Spell
Change all Defense Position monsters your opponent controls to face-up Attack Position, then they gain 200 ATK.
https://yugipedia.com/wiki/Amazoness_Charm
Pros: Easily played, counters Stall and high DEF
Cons: Very low ATK boost, no other effects
#509 (from Yu-Gi-Oh GX Episode 36)
One Hundred Thousand Gauss
TRAP / Normal Trap
Activate only while you control a face-up Plus monster and a face-up Minus monster. Change 1 monster your opponent controls to Attack Position, and it loses 800 ATK.
https://yugipedia.com/wiki/One_Hundred_Thousand_Gauss
Pros: Easily played, helps Pluses and Minuses, counters Stall and high DEF
Cons: Low ATK boost, no other effects
#508 (from Yu-Gi-Oh GX Episode 36)
Magnet Warrior Ω-
EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 800
(Rock / Minus)

If this card battles a Minus monster, that battle is negated. If your opponent controls a Plus monster, this card must battle a Plus monster as its target, if able.
https://yugipedia.com/wiki/Magnet_Warrior_Ω-
Pros: Easily played, high ATK, partly counters attacks
Cons: Low DEF, largely copies Σ-
#507 (from Yu-Gi-Oh GX Episode 36)
Magnet Warrior Σ-
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1800
(Rock / Minus)

If this card battles a Minus monster, that battle is negated. If your opponent controls a Plus monster, this card must battle a Plus monster as its target, if able.
https://yugipedia.com/wiki/Magnet_Warrior_Σ-_(anime)
Pros: Easily played, searchable, high DEF
Cons: Largely copies Magnet Force Minus
#506 (from Yu-Gi-Oh GX Episode 36)
Power Off
SPELL / Quick-Play Spell
Send 1 face-up Plus Minus monster on the field that was Special Summoned by its own monster effect to the Graveyard, and Special Summon the monsters that were sent to the Graveyard for that monster's Special Summon.
https://yugipedia.com/wiki/Power_Off
Pros: Easily played
Cons: Costs monster to revive, no other effects
#505 (from Yu-Gi-Oh GX Episode 36)
Conduction Warrior Linear Magnum +
EARTH / Effect Monster / Level 7 / ATK 2700 / DEF 1300
(Rock / Plus Minus)

You can Special Summon this card from your hand by sending 1 "Magnet Warrior Σ+" and "Magnet Warrior Ω-" from your hand or your side of the field to the Graveyard. This card gains ATK equal to half the total ATK of all face-up Plus and Minus monsters on the field.
https://yugipedia.com/wiki/Conduction_Warrior_Linear_Magnum_+_(anime)
Pros: Easily played, helps Pluses and Minuses
Cons: Low stats for Level, can't gain full ATK
#504 (from Yu-Gi-Oh GX Episode 36)
Magnet Force Minus
TRAP / Continuous Trap
After activation, equip this card to a face-up monster. The equipped monster is treated as a Minus monster. If it battles a Minus monster, that battle is negated. If the opponent controls a Plus monster, the equipped monster is changed to Attack Position, and it must battle a Plus monster, if able.
https://yugipedia.com/wiki/Magnet_Force_Minus
Pros: Easily played
Cons: Largely copies Σ+
#503 (from Yu-Gi-Oh GX Episode 36)
Magnet Conductor Plus
SPELL / Normal Spell
Add 1 Plus monster from your Graveyard to your hand.
https://yugipedia.com/wiki/Magnet_Conductor_Plus
Pros: Easily played, helps Pluses
Cons: Can't retrieve Minuses or Summon, no other effects
#502 (from Yu-Gi-Oh GX Episode 36)
Pride of Tribe
TRAP / Normal Trap
Activate only when an "Amazoness" monster is destroyed. Special Summon 1 monster with the same name as that monster from your Deck.
https://yugipedia.com/wiki/Pride_of_Tribe
Pros: Easily played, helps Amazoness
Cons: Can't Summon from other places or other Amazoness, costs Amazoness to Summon, no other effects
#501 (from Yu-Gi-Oh GX Episode 36)
Magnet Warrior Σ+
EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 1500
(Rock / Plus)

If this card battles a Plus monster, that battle is negated. If your opponent controls a Minus monster, this card must battle a Minus monster as its target, if able.
https://yugipedia.com/wiki/Magnet_Warrior_ Σ+_(anime)
Pros: Easily played, high ATK
Cons: Low DEF, largely can't attack Plus monsters, must attack Minus monsters if able