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Learn to play the TCG. Yu-Gi-Oh TCG Terms LD09 and LD10 Spoilers

Legendary Duelists Card Reviews (Page 5)

1. Only new cards and those with updated text that changes how they work are included below.
2. Sets below have their name shortened as the remaining half is listed above.
3. LED9-EN info: yugipedia.com/wiki/Legendary_Duelists:_Duels_From_the_Deep 
4. LD10-EN info: yugipedia.com/wiki/Legendary_Duelists:_Soulburning_Volcano
LD: Soulburning Volcano (LD10-EN050)
Salamangreat Rage
TRAP / Normal Trap
Activate 1 of these effects;
● Send 1 "Salamangreat" monster from your hand or face-up field to the GY, then target 1 card on the field; destroy it.
● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; destroy cards your opponent controls, up to that monster's Link Rating.
You can only activate 1 "Salamangreat Rage" per turn.
~Rarities: Common
Pros: Easily played, helps Salamangreats
Cons: Must control Link that used another copy as material to destroy for free, can't use both bullets in same turn or 2+ copies in same turn
LD: Soulburning Volcano (LD10-EN048)
Salamangreat Fowl
FIRE / Effect Monster / Level 4 / ATK 1800 / DEF 200
(Cyberse / Effect)

If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.
~Rarities: Common
Pros: Easilyu played, high ATK, helps Salamangreats
Cons: Very low DEF, costs card for 1-turn Spell or Trap blocking, can't Summon itself 2+ times per turn
LD: Soulburning Volcano (LD10-EN038)
Battlin' Boxing Cross Counter
TRAP / Counter Trap
When your opponent activates a monster effect: Destroy 1 "Battlin' Boxer" or "Number" Xyz Monster you control, and if you do, negate the activation, and if you do that, destroy that monster, then you can apply the following effect.
● Special Summon 1 "Battlin' Boxer" Xyz Monster from your Extra Deck with a different name than the first monster, and if you do, attach this card to it as material.
You can only activate 1 "Battlin' Boxing Cross Counter" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Battlin' Boxers
Cons: Costs monster to negate, must negate for bullet effect, can't Xyz Summon
LD: Soulburning Volcano (LD10-EN037)
Seventh Force
SPELL / Quick-Play Spell
During the Battle Phase, if a monster(s) is destroyed by battle or card effect: Target 1 "Number" Xyz Monster in your GY; Special Summon from your Extra Deck 1 "Number C" monster with the same Type but 1 Rank higher, and if you do, attach that monster to it as material, then, if you Special Summoned a "Number C" monster with a number between "101" and "107" in its name, you can add 1 "Seventh" or "Barian's" Spell/Trap, or 1 "Rank-Up-Magic" Quick-Play Spell, except "Seventh Force", from your Deck to your hand.
~Rarities: Super Rare
Pros: Easily played, helps Number Cs and Xyz Summon support
Cons: Can't use outside Battle Phase or with regular Xyz, must Xyz Summon 1 of Number C101-107 to add support
LD: Soulburning Volcano (LD10-EN036)
Battlin' Boxer King Dempsey
FIRE / Xyz Monster / Rank 4 / ATK 2300 / DEF 1800
(Warrior / Xyz / Effect)

2 Level 4 monsters
If this card is Special Summoned: You can take 1 Level 4 or lower FIRE Warrior monster or 1 "Battlin' Boxing" Spell/Trap from your Deck, and either add it to your hand or send it to the GY. (Quick Effect): You can detach 1 material from a monster you control, and if you do, apply the following effect.
● Your opponent cannot target "Battlin' Boxer" monsters you control with card effects for the rest of this turn.
You can only use each effect of "Battlin' Boxer King Dempsey" once per turn.
~Rarities: Ultra Rare
Pros: Easily played, helps Battlin' Boxers and FIRE Warriors
Cons: Low stats for Rank, can't Summon, 1-turn bullet effect, can't send Level 5+
LD: Soulburning Volcano (LD10-EN035)
Number C79: Battlin' Boxer General Kaiser
FIRE / Xyz Monster / Rank 5 / ATK 2600 / DEF 2000
(Warrior / Xyz / Effect)

3 Level 5 monsters
Gains 200 ATK for each material attached to it. Once per turn, when your opponent would Special Summon a monster(s) (Quick Effect): You can detach 2 materials from this card, and if you do, negate the Summon, and if you do that, destroy that
monster(s). If this card has "Number 79: Battlin' Boxer Nova Kaiser" as material, it gains this effect.
● Once per turn, when an attack is declared involving your "Battlin' Boxer" monster and an opponent's monster: You can send 1 "Battlin' Boxer" monster from your hand or Deck to the GY, and if you do, attach that opponent's monster to this card as material.
~Rarities: Super Rare
Pros: Partly easily played, helps Battlin' Boxers
Cons: Low stats for Rank, very low ATK boost, must have Number 79 for bullet effect
LD: Soulburning Volcano (LD10-EN034)
Battlin' Boxer Promoter
FIRE / Effect Monster / Level 4 / ATK 1700 / DEF 800
(Warrior / Effect)

If your opponent controls a monster: You can Special Summon this card from your hand. You can Tribute this card; Special Summon up to 2 "Battlin' Boxer" monsters with different names from your Deck, except "Battlin' Boxer Promoter". You can banish this card from your GY; increase or decrease the Levels of all "Battlin' Boxer" monsters you currently control by 1. You can only use each effect of "Battlin' Boxer Promoter" once per turn, also you cannot Special Summon monsters during the turn you activate any of this card's effects, except "Battlin' Boxer" monsters.
~Rarities: Ultra Rare
Pros: Easily played, helps Battlin' Boxers, Xyz Summons and Banished
Cons: Low stats, costs itself for effects, can't Summon 2+ copies or from other places
LD: Soulburning Volcano (LD10-EN033)
Battlin' Boxer Chief Second
FIRE / Effect Monster / Level 4 / ATK 500 / DEF 2000
(Warrior / Effect)

During your Main Phase, you can Normal Summon 1 "Battlin' Boxer" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When an opponent's monster declares an attack, while you control a Warrior or FIRE monster: You can Special Summon this card from your hand, and if you do, negate that attack, then banish 1 monster on the field until the End Phase. You can only use this effect of "Battlin' Boxer Chief Second" once per turn.
~Rarities: Rare
Pros: Easily played, searchable, high DEF, helps multiple Decks
Cons: 1-turn banishment, must Summon itself to block attack, cana't Special Summon other monsters
LD: Soulburning Volcano (LD10-EN032)
Battlin' Boxer Uppercutter
FIRE / Effect Monster / Level 4 / ATK 1600 / DEF 200
(Warrior / Effect)

If this card is Normal or Special Summoned: You can add 1 "Battlin' Boxer" monster or 1 "Counter" Counter Trap from your Deck to your hand, except "Battlin' Boxer Uppercutter". If this card is sent to the GY by card effect: You can activate 1 of these effects;
● Special Summon 1 "Battlin' Boxer" monster from your GY, except "Battlin’ Boxer Uppercutter".
● Set 1 "Counter" Counter Trap from your GY to your field.
You can only use 1 "Battlin' Boxer Uppercutter" effect per turn, and only once that turn.
~Rarities: Ultra Rare
Pros: Easily played, helps Battlin' Boxers and Counter Traps
Cons: Low stats, can't add or Summon 2nd copy, must be sent to Grave for bullet effects, can't Summon from other places
LD: Soulburning Volcano (LD10-EN024)
Volcanic Inferno
TRAP / Continuous Trap
When your opponent activates a monster effect on the field: You can banish 1 Pyro monster from your GY; inflict 500 damage to your opponent, then, if you banished a "Volcanic" monster to activate this effect, you can negate that effect. During your opponent's End Phase: You can target up to 2 of your "Volcanic" monsters that are banished and/or in your GY; place them on the bottom of your Deck in any order. You can only use each effect of "Volcanic Inferno" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps multiple Decks
Cons: Very low burn damage, costs Pyro for burn, must banish Volcanic to negate, slow to place monsters
LD: Soulburning Volcano (LD10-EN023)
Volcanic Emission
TRAP / Normal Trap
Activate 1 of these effects (but you can only use each effect of "Volcanic Emission" once per turn);
● Take 1 "Volcanic" monster from your Deck, and either add it to your hand or Special Summon it, ignoring its Summoning conditions, but return it to the hand during the End Phase.
● Target 1 Pyro monster on the field; inflict damage to your opponent equal to that monster's original ATK, or if you targeted a monster you control, the damage is halved.
~Rarities: Super Rare
Pros: Easily played, helps multiple Decks
Cons: Can't use both bullets in same turn, returns new monster at End Phase, halves burn if target is yours
LD: Soulburning Volcano (LD10-EN022)
Fire Ejection
SPELL / Normal Spell
Send 1 Pyro monster from your Deck to the GY, then, if you sent a "Volcanic" monster to the GY, you can apply 1 of these effects.
● Inflict damage to your opponent equal to its Level x 100.
● Special Summon 1 "Bomb Token" (Pyro/FIRE/Level 1/ATK 1000/DEF 1000) to your opponent's field. Each time 1 is destroyed, its controller takes 500 damage.
You can only activate 1 "Fire Ejection" per turn.
~Rarities: Super Rare
Pros: Easily played, helps multiple Decks
Cons: Summons weak Token, costs monster for bullets, can't use both bullets in same turn, very low burn damages
LD: Soulburning Volcano (LD10-EN021)
Volcanic Blaze Accelerator
SPELL / Continuous Spell
Activate this card by sending 1 "Blaze Accelerator" from your hand, Deck, or face-up field to the GY. You can only control 1 "Volcanic Blaze Accelerator". Once per turn, during your Main Phase: You can Special Summon 1 "Volcanic" monster from your hand. Once per turn: You can target 1 face-up monster your opponent controls; send 1 Level 1 Pyro monster from your Deck to the GY, and if you do, destroy that monster.
~Rarities: Super Rare
Pros: Easily played, retrain, helps Volcanics and Pyros
Cons: Can't Summon from other places, costs Pyro to destroy, can't send Level 2+
LD: Soulburning Volcano (LD10-EN020)
Volcanic Rimfire
FIRE / Effect Monster / Level 1 / ATK 300 / DEF 0
(Pyro / Effect)

If this card is sent to the GY: You can activate 1 of these effects (but you can only use each effect of "Volcanic Rimfire" once per turn);
● Banish this card from your GY, and if you do, send 1 "Volcanic" monster from your Deck to the GY, except "Volcanic Rimfire".
● Banish 1 "Blaze Accelerator" card from your face-up field or GY, and if you do, place 1 "Blaze Accelerator" Continuous Spell/Trap from your hand or Deck face-up on your field.
~Rarities: Rare
Pros: Easily played, searchable, helps Volcanics and Blaze Accelerators
Cons: 0 DEF, can't use bullets if face-up, costs card to send or place
LD: Soulburning Volcano (LD10-EN019)
Volcanic Trooper
FIRE / Effect Monster / Level 3 / ATK 1000 / DEF 1000
(Pyro / Effect)

If this card is Normal or Special Summoned: You can add 1 "Volcanic" card from your Deck to your hand, except "Volcanic Trooper". You can discard 1 card; Special Summon 1 "Bomb Token" (Pyro/FIRE/Level 1/ATK 1000/DEF 1000) to your opponent's field. Each time 1 is destroyed, its controller takes 500 damage. You can only use each effect of "Volcanic Trooper" once per turn.
~Rarities: Ultra Rare
Pros: Easily played, searchable, retrain, helps Volcanics and Summons
Cons: Very low burn damage, Summons Token to opponent's field, costs card for Token, can't Summon to your field
LD: Soulburning Volcano (LD10-EN018)
Volcanic Emperor
FIRE / Effect Monster / Level 8 / ATK 3100 / DEF 2400
(Pyro / Effect)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 3 Pyro monsters or 1 "Blaze Accelerator" card from your face-up field and/or GY. You can only Special Summon "Volcanic Emperor" once per turn. When Summoned this way: You can inflict 500 damage to your opponent for each banished Pyro monster, then you can Set 1 "Volcanic" Trap directly from your Deck. Each time your opponent Special Summons a monster(s), inflict 500 damage to your opponent.
~Rarities: Ultra Rare
Pros: Easily played, high ATK, helps multiple Decks
Cons: Low DEf for Level, very low burn damage, can't deal burn for Pyros in other places
LD: Soulburning Volcano (LD10-EN017)
Salamangreat Roar
TRAP / Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn.
~Rarities: Common
Pros: Easily played, helps Salamangreats, counters effects
Cons: Must Link Summon 2nd copy of Link to reset itself, must control Link to negate, is banished if reset by its effect and removed, can't use both effects in same turn or 2+ times per turn
LD: Soulburning Volcano (LD10-EN012)
Salamangreat Balelynx
FIRE / Link Monster / ATK 500 / Link-1
Links: Bottom
(Cyberse / Link / Effect)

1 Level 4 or lower Cyberse monster
If this card is Link Summoned: You can add 1 “Salamangreat Sanctuary” from your Deck to your hand. You can only use this effect of "Salamangreat Balelynx" once per turn. If a “Salamangreat” card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
~Rarities: Rare
Pros: Easily played, helps Cyberses and Salamangreats
Cons: Very low ATK, can't add if revived, costs itself to prevent destruction, can't banish itself from field
LD: Soulburning Volcano (LD10-EN010)
Salamangreat Miragestallio
FIRE / Xyz Monster / Rank 3 / ATK 2000 / DEF 900
(Cyberse / Xyz / Effect)

2 Level 3 monsters
You can detach 1 material from this card; Special Summon 1 “Salamangreat” monster from your Deck in face-up Defense Position, also for the rest of this turn, you cannot activate monster effects, except FIRE monsters. If this Xyz Summoned card is sent to the GY for the Link Summon of a “Salamangreat” monster: You can target 1 monster on the field; return that monster to the hand. You can only use each effect of “Salamangreat Miragestallio” once per turn.
~Rarities: Common
Pros: Easily played, helps Salamangteats and FIRE
Cons: Low stats for Rank, can't Summon from other places, must be Link Material otherwise
LD: Soulburning Volcano (LD10-EN009)
Salamangreat Spinny
FIRE / Effect Monster / Level 4 / ATK 1000 / DEF 1500
(Cyberse / Effect)

If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Salamangreat Spinny" once per turn.
~Rarities: Common
Pros: Easily played, searchable, helps Salamangreats
Cons: Low DEF, very low 1-turn ATK loss, is banished if revived by its effect and removed
LD: Soulburning Volcano (LD10-EN007)
Salamangreat Revive
TRAP / Normal Trap
Target 1 FIRE monster in your GY; Special Summon it. You can banish this card from your GY, then target 1 "Salamangreat" monster you control and 1 monster in your GY with the same name; shuffle that monster from the GY into the Deck, and if you do, that monster you control gains ATK equal to its original ATK until the end of this turn. You can only use each effect of "Salamangreat Revive" once per turn.
~Rarities: Rare
Pros: Easily played, helps FIRE and Salamangreats
Cons: Can't Summon from other places, costs itself for 1-turn boost
LD: Soulburning Volcano (LD10-EN006)
Salamangreat Charge
SPELL / Quick-Play Spell
Activate 1 of these effects;
● Target 3 of your FIRE monsters that are banished and/or in your GY; shuffle 2 of the 3 into the Deck, and if you do, Special Summon the remaining monster, but for the rest of this turn, its effects are negated, also it cannot attack.
● If you control a FIRE Ritual, Fusion, Synchro, Xyz, or Link Monster(s) whose current ATK is different from its original ATK: You can target 1 card on the field; destroy it.
You can only activate 1 "Salamangreat Charge" per turn.
~Rarities: Rare
Pros: Easily played, helps FIRE and Banished
Cons: Must control FiRE Ritual, Fusion, Xyz or Link(s) to destroy, largely copies Royal Firestorm Guards
LD: Soulburning Volcano (LD10-EN005)
Salamangreat Raging Phoenix
FIRE / Link Monster / ATK 2800 / Link-4
Links: Top, Bottom and both Bottom Corners
(Cyberse / Link / Effect)

2+ FIRE Effect Monsters
If this card is Link Summoned using "Salamangreat Raging Phoenix" as material: You can add 1 "Salamangreat" card from your Deck to your hand. If a face-up FIRE monster(s) you control is destroyed by battle or card effect while this card is in your GY: You can target 1 of those monsters; Special Summon this card, and if you do, this card gains ATK equal to that monster's ATK. You can only use each effect of "Salamangreat Raging Phoenix" once per turn.
~Rarities: Ultra Rare
Pros: Easily played, helps Salamangreats and FIRE
Cons: Link-4, low ATK for Link Rating, must use 2nd copy as its material to add, must revive itself for boost
LD: Soulburning Volcano (LD10-EN004)
Salamangreat Burst Gryphon
FIRE / Synchro Monster / Level 8 / ATK 2800 / DEF 2000
(Cyberse / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
You can target 1 Level 7 or lower FIRE monster in your GY; Special Summon it, and if you do, reduce this card's Level by that monster's original Level, also you cannot Special Summon monsters for the rest of this turn, except FIRE monsters. If this card is Synchro Summoned using "Salamangreat Burst Gryphon" as material: You can activate this effect; during the next Standby Phase, Special Summon 1 monster from your GY. You can only use each effect of "Salamangreat Burst Gryphon" once per turn.
~Rarities: Ultra Rare
Pros: Easily played, high ATK, helps FIRE
Cons: Low ATK for Level, can't revive Level 8+ or from other places, must change Level if reiving, must use itself as Synchro Material to revive otherwise
LD: Soulburning Volcano (LD10-EN003)
Salamangreat Tiger
FIRE / Effect Monster / Level 5 / ATK 2000 / DEF 500
(Cyberse / Tuner / Effect)

You can discard 1 other "Salamangreat" card; Special Summon this card from your hand. You can only use this effect of "Salamangreat Tiger" once per turn. If this card you control would be used as Synchro Material for a FIRE monster, you can treat it as a non-Tuner. Once per turn: You can increase or decrease this card's Level by 1.
~Rarities: Ultra Rare
Pros: Easily played, helps multiple Decks
Cons: Low stats for Level, costs monster to Summon itself, can't Summon itself from other places
LD: Soulburning Volcano (LD10-EN002)
Salamangreat Weasel
FIRE / Effect Monster / Level 3 / ATK 700 / DEF 1400
(Cyberse / Tuner / Effect)

If you have 2 or more "Salamangreat" monsters in your GY: You can Special Summon this card from your hand. If a "Salamangreat" Ritual, Fusion, Synchro, Xyz, or Link Monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage
Step): You can target 1 other "Salamangreat" monster in your GY; place this card on the bottom of your Deck, and if you do, Special Summon that monster to your opponent's field, then draw 1 card. You can only use each effect of "Salamangreat Weasel" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable Tuner, helps Salamangreats and Exodia
Cons: Low DEF, can't Summon itself to your field from other places, must Summon to opponent's field to draw card
LD: Soulburning Volcano (LD10-EN001)
Salamangreat of Fire
FIRE / Effect Monster / Level 2 / ATK 800 / DEF 800
(Cyberse / Effect)

If this card is Normal or Special Summoned: You can add 1 Level 4 or lower "Salamangreat" monster from your Deck to your hand, except "Salamangreat of Fire", also you cannot Special Summon monsters for the rest of this turn, except FIRE monsters. At the start of the Damage Step, if a Cyberse monster you control battles: You can banish this card from your GY; destroy that monster you control. You can only use each effect of "Salamangreat of Fire" once per turn.
~Rarities: Ultra Rare
Pros: Easily played, searchable, helps low-Level Salamangreats and Cyberses
Cons: Low DEF, can't add Level 5+ or Summon, costs itself during battle to destroy, can't destroy opponent's monster, can't banish itself from other places
 
LD: Duels from the Deep (LED9-EN053)
Number 106: Giant Hand
EARTH / Xyz Monster / Rank 4 / ATK 2000 / DEF 2000
(Rock / Xyz / Effect)

2 Level 4 monsters
When a monster effect is activated on your opponent's field (Quick Effect): You can detach 2 materials from this card, then target 1 Effect Monster your opponent controls; while this monster is face-up on the field, that Effect Monster's effects are negated, also it cannot change its battle position.
~Rarities: Super Rare
Pros: Easily played, counters Effect Monsters
Cons: Low stats for Rank, can't negate other Types, costs 2 materials to negate
LD: Duels from the Deep (LED9-EN037)
Marincess Bubble Ring
TRAP / Normal Trap
When a monster declares an attack: Negate the attack, and if you do, Special Summon 1 "Marincess Crystal Heart" from your Extra Deck or GY. You can banish this card from your GY, then target 1 Link-2 or higher "Marincess" monster you control; it can attack a number of times each Battle Phase this turn, up to its Link Rating, also your opponent takes no battle damage from attacks involving it this turn. You can only activate 1 "Marincess Bubble Ring" per turn.
~Rarities: Rare
Pros: Easily played, helps Marincess
Cons: Can't affect Link-1s, costs itself for multiple attacks, target Link target can't deal battle damage that turn
LD: Duels from the Deep (LED9-EN036)
Marincess Circulation
TRAP / Normal Trap
Target 1 WATER Link Monster you control; return it to the Extra Deck, and if you do, Special Summon 1 "Marincess" Link Monster from your Extra Deck with the same Link Rating but a different name, but it cannot attack directly or be destroyed by battle this turn. (This is treated as a Link Summon.) If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
~Rarities: Rare
Pros: Easily played, helps WATER Links and Marincess
Cons: Can't Summon 2nd copy, new Link can't attack directly that turn, must control Link-3+ to use from hand
LD: Duels from the Deep (LED9-EN035)
Marincess Dive
SPELL / Normal Spell
Activate 1 of the following effects. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WATER monsters.
● Target 1 non-Link "Marincess" monster in your GY; Special Summon it.
● If "Marincess Battle Ocean" is in your Field Zone: Special Summon 1 "Marincess" monster from your Deck.
You can only activate 1 "Marincess Dive" per turn.
~Rarities: Ultra Rare
Pros: Easily played, helps WATER and Marincess
Cons: Can't revive Links or Summon from hand, must control Battle Ocean to Summon from Deck
LD: Duels from the Deep (LED9-EN034)
Marincess Aqua Argonaut
WATER / Link Monster / ATK 2300 / Link-4
Links: All 4 Center Arrows
(Cyberse / Link / Effect)
2+ WATER monsters
While this card is in the Extra Monster Zone, your opponent's monsters cannot attack any monsters, except this one. You can only use each of the following effects of "Marincess Aqua Argonaut" once per turn. You can target 1 WATER monster you control and 1 card your opponent controls; return them to the hand. During your opponent's turn, when a Spell/Trap Card or effect is activated on the field (Quick Effect): You can Special Summon 1 of your "Marincess" Monster Cards equipped to this card, and if you do, negate that activated effect.
~Rarities: Ultra Rare
Pros: Easily played, helps WATER
Cons: Link-4, low ATK for Link Rating, can't limit attack targets in Main Monster Zone, must return WATER to return other card, must Summon equipped monster to negate, can't revive or Summon from other places
LD: Duels from the Deep (LED9-EN033)
Marincess Coral Triangle
WATER / Link Monster / ATK 1500 / Link-3
Links: Top and both Bottom Corners
(Cyberse / Link / Effect)
2+ "Marincess" monsters
You can send 1 WATER monster from your hand to your GY; add 1 "Marincess" Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon WATER Link Monsters from your GY whose combined Link Ratings equal exactly 3. You can only use each effect of "Marincess Coral Triangle" once per turn. You cannot Special Summon monsters the turn you activate either of this card's effects, except WATER monsters.
~Rarities: Ultra Rare
Pros: Easily played, helps Marincess and WATER Links
Cons: Link-3, low ATK for Link Rating, costs WATER to add support, can't add Spells or monsters, costs itself to revive Links
LD: Duels from the Deep (LED9-EN032)
Marincess Sleepy Maiden
WATER / Effect Monster / Level 5 / ATK 500 / DEF 2500
(Cyberse / Effect)

You can target 1 "Marincess" card you control; Special Summon this card from your hand, and if you do, it gains this effect.
● While this card is in the Monster Zone, the targeted card cannot be destroyed by your opponent's card effects.
You can banish this card from your GY, then target 1 "Marincess" Link Monster you control; equip it with 1 "Marincess" Link Monster from your GY. You can only use each effect of "Marincess Sleepy Maiden" once per turn.
~Rarities: Rare
Pros: Easily played, searchable, helps Marincess and Banished
Cons: Low DEF for Level, costs itself to equip, can't equip to or with non-Links, can't banish from other places, must Summon itself for bullet
LD: Duels from the Deep (LED9-EN031)
Marincess Springirl
WATER / Effect Monster / Level 4 / ATK 1200 / DEF 1000
(Cyberse / Effect)

You can banish 1 "Marincess" monster from your GY; Special Summon this card from your hand. If this card is sent to the GY as material for the Link Summon of a WATER monster: You can send cards from the top of your Deck to the GY, equal to the number of "Marincess" monsters you control, then, if a "Marincess" card(s) was sent to the GY by this effect, inflict 200 damage to your opponent for each "Marincess" card sent. You can only use each effect of "Marincess Springirl" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps multiple Decks
Cons: Low DEF, costs Marincess to Summon itself, gamble effect for burn, very low burn damage
LD: Duels from the Deep (LED9-EN022)
Kairyu-Shin's Dark Reef
TRAP / Normal Trap
Send 1 face-up "Umi" you control to the GY; Special Summon up to 2 monsters with different names from your hand and/or Deck, that mention "Umi" or are WATER Normal Monsters, in Defense Position, then if your opponent controls a monster, you can Special Summon any number of Level 6 or lower WATER Normal Monsters from your hand and/or Deck. Until the end of your next turn after this card resolves, you cannot Special Summon monsters, except WATER monsters. You can only activate 1 "Kairyu-Shin's Dark Reef" per turn.
~Rarities: Rare
Pros: Easily played, helps WATER
Cons: Costs Umi to Summon, can't revive, Summon 2 copies or Level 7+
LD: Duels from the Deep (LED9-EN021)
Sea Stealth II
SPELL / Continuous Spell
This card's name becomes "Umi" while on the field or in the GY. Your opponent cannot target WATER monsters you control with non-WATER monster effects. At the start of the Battle Phase: You can Special Summon from your hand or GY, 1 monster that mentions "Umi", or 1 WATER Normal Monster, in Defense Position, but destroy it at the end of the Battle Phase. You can only use this effect of "Sea Stealth II" once per turn.
~Rarities: Rare
Pros: Easily played, helps WATER, counters effects
Cons: Can't Summon from Deck, in Attack Mode or outside Battle Phase, destroys new monster after Battle Phase, can't negate non-targeting effects
LD: Duels from the Deep (LED9-EN020)
Fish Sonar
SPELL / Normal Spell
Add 1 Level 7 or lower monster from your Deck to your hand, that mentions "Umi", or is a WATER Normal Monster, then if "Umi" is on the field, you can Special Summon 1 WATER Normal Monster from your Deck. You can only activate 1 "Fish Sonar" per turn.
~Rarities: Ultra Rare
Pros: Easily played, helps WATER
Cons: Can't add Level 8+ or Summon outside Deck or Effect Monsters, no other effects
LD: Duels from the Deep (LED9-EN019)
Electric Jellyfish
WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1700
(Aqua / Effect)

You can send 1 "Umi" from your hand, Deck, or face-up field to the GY; Special Summon 1 WATER monster from your hand. When your opponent activates a monster effect, or Spell Card or effect, while "Umi" is on the field (Quick Effect): You can negate that effect, then, you can make this card gain 600 ATK/DEF. You can only use each effect of "Electric Jellyfish" once per turn.
(Super Rare
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LD: Duels from the Deep (LED9-EN018)
Doom Kraken
WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1600
(Aqua / Effect)

If "Umi" is on the field (Quick Effect): You can target 1 WATER monster you control, except "Doom Kraken", and 1 monster your opponent controls; Special Summon this card from your hand, and if you do, return that monster you control to the hand, and if you do that, destroy that opponent's monster. When an opponent's monster declares an attack: You can return this card to the hand, and if you do, negate that attack. You can only use each effect of "Doom Kraken" once per turn.
~Rarities: Super Rare
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LD: Duels from the Deep (LED9-EN017)
Ocean Dragon Lord - Kairyu-Shin
WATER / Effect Monster / Level 5 / ATK 2000 / DEF 1700
(Sea Serpent / Effect)

While "Umi" is on the field, each player can only control 1 face-up non-WATER monster. (If a player controls 2 or more, they must send some to the GY so they only control 1.) During your Main Phase: You can add from your Deck to your hand 1 "Umi", 1 "Kairyu-Shin" Spell/Trap, or 1 "Sea Stealth" Spell/Trap. You can only use this effect of "Ocean Dragon Lord - Kairyu-Shin" once per turn.
~Rarities: Ultra Rare
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LD: Duels from the Deep (LED9-EN016)
Mega Fortress Whale
WATER / Effect Monster / Level 7 / ATK 2550 / DEF 2350
(Fish / Effect)

If "Umi" is on the field: You can activate this effect; your WATER monsters can attack directly this turn. During your opponent's Battle Phase (Quick Effect): You can target 1 face-up monster your opponent controls; destroy it. If this card on the field is destroyed by battle or card effect: You can either add to your hand or Special Summon 1 WATER Warrior monster from your Deck or GY. You can only use each effect of "Mega Fortress Whale" once per turn.
~Rarities: Ultra Rare
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LD: Duels from the Deep (LED9-EN013)
Number 71: Rebarian Shark
WATER / Xyz Monster / Rank 3 / ATK 0 / DEF 2000
(Dragon / Xyz / Effect)

2 Level 3 monsters
Once per turn, if this card has material: You can target 1 "Number" Xyz Monster in your GY, except "Number 71: Rebarian Shark"; Special Summon it, and if you do, attach 1 material from this card to it. If this card is sent to the GY: You can place 1 "Rank-Up-Magic" Spell from your Deck on top of your Deck.
~Rarities: Common
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LD: Duels from the Deep (LED9-EN007)
Seventh Eternity
TRAP / Continuous Trap
You can target 1 Xyz Monster you control that is a "Number" monster with a number between "101" and "107" in its name or has such a monster as material, then activate 1 of these effects;
● Negate the effects of 1 face-up monster your opponent controls with equal or lower ATK until the end of this turn.
● Detach all material from that monster, then you can Special Summon 1 "Number" Xyz Monster from your GY.
You can only use this effect of "Seventh Eternity" once per turn.
~Rarities: Rare
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LD: Duels from the Deep (LED9-EN006)
Seventh Ascension
SPELL / Normal Spell
Take 1 card from your Deck (either a "Barian's" Spell/Trap, a "Rank-Up-Magic" Quick-Play Spell, or a "Seventh" Spell/Trap except "Seventh Ascension"), and either add it to your hand or place it on top of your Deck. If your opponent controls a monster Special Summoned from the Extra Deck: You can banish this card from your GY and send 1 "Rank-Up-Magic" Spell from your hand to the GY; this effect becomes that Spell's effect when that card is activated. You can only use each effect of "Seventh Ascension" once per turn.
~Rarities: Ultra Rare
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LD: Duels from the Deep (LED9-EN005)
Barian's Chaos Draw
SPELL / Normal Spell
To activate this card, you must draw it for your normal draw in your Draw Phase, reveal it, and keep it revealed until Main Phase 1. During that Main Phase: You can activate 1 of these effects;
● Send 1 "Seventh" Normal Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated.
● Special Summon up to 2 monsters from your Deck, but negate their effects, then immediately after this effect resolves, Xyz Summon 1 "Number" monster using materials you control, including both those monsters.
~Rarities: Super Rare
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LD: Duels from the Deep (LED9-EN004)
CXyz N.As.Ch. Knight
WATER / Xyz Monster / Rank 6 / ATK 2000 / DEF 3000
(Aqua / Xyz / Effect)

3 Level 6 monsters
You can also Xyz Summon this card by using "N.As.H. Knight" you control. (Transfer its materials to this card.) Cannot be destroyed by card effects. You can detach 1 material from this card; Special Summon from your Extra Deck, 1 "Number" Xyz Monster that has a number between "101" and "107" in its name, using this face-up card you control as material, but destroy it during your opponent's next End Phase. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "CXyz N.As.Ch. Knight" once per turn.
~Rarities: Super Rare
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LD: Duels from the Deep (LED9-EN003)
N.As.H. Knight
WATER / Xyz Monster / Rank 5 / ATK 1700 / DEF 2700
(Aqua / Xyz / Effect)

2 Level 5 monsters
Cannot be destroyed by battle while a "Number" monster is on the field. During the Main Phase (Quick Effect): You can detach 2 materials from this card; attach 1 "Number" Xyz Monster from your Extra Deck to this card as material that has a number between "101" and "107" in its name, then you can attach 1 other face-up monster on the field to this card as material. You can only use this effect of "N.As.H. Knight" once per turn
~Rarities: Super Rare
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LD: Duels from the Deep (LED9-EN002)
Crystal Shark
WATER / Effect Monster / Level 5 / ATK 1100 / DEF 800
(Fish / Effect)

If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 3 or 4 monster. If this card is in your hand or GY: You can target 1 WATER monster on the field; Special Summon this card (but banish this card when it leaves the field), and if you do, halve that monster's ATK, also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use this effect of "Crystal Shark" once per turn.
~Rarities: Super Rare
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LD: Duels from the Deep (LED9-EN001)
Abyss Shark
WATER / Effect Monster / Level 5 / ATK 1200 / DEF 700
(Fish / Effect)

If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 3 or 4 monster. If all monsters you control are WATER (min. 1): You can Special Summon this card from your hand, and if you do, add 1 Level 3, 4, or 5 Fish monster from your Deck to your hand, except "Abyss Shark". For the rest of this turn, you cannot Special Summon monsters, except WATER monsters, also, double the first battle damage inflicted to your opponent this turn by your "Number" monster battling another monster. You can only use this effect of "Abyss Shark" once per turn.
~Rarities: Ultra Rare
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