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Legendary Duelists: Rage of Ra (LED7-EN) Card Spoiler
1. LED7-EN000 is also an Ultra Rare card with different artwork 2. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Legendary_Duelists:_Rage_of_Ra_(TCG-EN-1E) |
LED7-EN056 White Aura Bihamut WATER | Fish-Type Synchro | Level 10 | ATK 3300 | DEF 3000 1 Tuner Synchro Monster + 1+ non-Tuner monsters During your turn, when this card is Synchro Summoned: You can Special Summon 1 "Divine Dragon Token" (Fish/WATER/Level 10/ATK 3300/DEF 3000) in Defense Position. Once per opponent's turn, while you control no Tokens (Quick Effect): You can Special Summon 1 "Divine Dragon Token". If this card you control is destroyed by an opponent's card effect and sent to your GY, while you control a "Divine Dragon Token": You can Special Summon this card in Defense Position. (Ultra Rare) |
LED7-EN055 Token Stampeede Continuous Trap All Tokens in Attack Position gain 1000 ATK, also they cannot be destroyed by battle. (Common) |
LED7-EN054 Token Sundae Normal Spell Destroy all Tokens you control, then destroy cards on the field up to the number of Tokens destroyed by this effect. (Common) |
LED7-EN053 Mound of the Bound Creator Field Spell Level 10 or higher monsters on the field cannot be targeted or destroyed by card effects. If a Level 10 or higher monster destroys a monster by battle and sends it to the GY: The player who controlled the destroyed monster takes 1000 damage. When this card on the field is destroyed by card effect and sent to the GY: You can add 1 DIVINE monster from your Deck to your hand. (Rare) |
LED7-EN052 A Wild Monster Appears! Normal Spell If only your opponent controls a monster: Special Summon from your hand, 1 monster with an original Level of 10 or lower that cannot be Normal Summoned/Set, ignoring its Summoning conditions. It is unaffected by the effects of your cards, except for its own effects and this card's, also shuffle it into the Deck during your opponent's next End Phase. For the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters, and your opponent takes no damage. (Rare) |
LED7-EN051 Reboot Normal Spell Shuffle 1 "Meklord" monster from your hand into the Deck, then target 1 "Meklord" card in your GY; add that target to your hand. (Common) |
LED7-EN050 The Resolute Meklord Army Continuous Spell All Attack Position "Meklord Army" monsters you control cannot be destroyed by battle, also their effects are negated. (Common) |
LED7-EN049 Boon of the Meklord Emprror Normal Spell If the only face-up monsters on the field are 2 "Meklord" monsters: Draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card. (Common) |
LED7-EN048 Meklord Army of Granel EARTH | Machine | Level 4 | ATK 1600 | DEF 1200 Gains 100 ATK for each "Meklord" monster on the field, except this card. When this card is Normal Summoned: You can target 1 face-up monster your opponent controls; halve that target's ATK, until the end of this turn. (Common) |
LED7-EN047 Meklord Army of Skiel WIND | Machine | Level 4 | ATK 1200 | DEF 1000 Gains 200 ATK for each "Meklord" monster on the field, except this card. When this card is destroyed by battle and sent to the GY: You can Special Summon 1 "Meklord Army" monster from your Deck. (Common) |
LED7-EN046 Ra's Dsciple LIGHT | Fairy | Level 4 | ATK 1100 | DEF 600 When this card is Summoned: You can Special Summon up to 2 "Ra's Disciple" from your hand and/or Deck. Cannot be Tributed, except for the Tribute Summon of "Slifer the Sky Dragon", "Obelisk the Tormentor", or "The Winged Dragon of Ra". You cannot Special Summon monsters, except by the effect of "Ra's Disciple". (Common) |
LED7-EN045 Psychic Shockwave Normal Trap When your opponent activates a Trap Card: Discard 1 Spell/Trap; Special Summon 1 Level 6 DARK Machine monster from your Deck. (Common) |
LED7-EN044 Mind Control Normal Spell Target 1 monster your opponent controls; until the End Phase, take control of that target, but it cannot declare an attack or be Tributed. (Common) |
LED7-EN043 Amplifier Equip Spell Equip only to "Jinzo". This card's activation and effect cannot be negated. The equipped monster's effect, "Trap Cards, and their effects on the field, cannot be activated. Negate all Trap effects on the field." becomes "Your opponent cannot activate Trap Cards, or their effects on the field. Negate all Trap effects your opponent controls." When this card leaves the field, destroy the equipped monster. (Common) |
LED7-EN042 Brain Control Normal Spell Pay 800 LP, then target 1 face-up monster your opponent controls that can be Normal Summoned/Set; take control of that target until the End Phase. (Common) |
LED7-EN041 Jinzo - Jector DARK | Machine | Level 4 | ATK 800 | DEF 2000 This card's name becomes "Jinzo" while on the field or in the GY. You can Tribute this card; add 1 "Jinzo" monster from your Deck to your hand, except "Jinzo - Jector", then reveal all Set cards in your opponent's Spell & Trap Zones, and if there are Traps among them, you can Special Summon "Jinzo" monsters from your hand, up to the number of Traps revealed. You can only use this effect of "Jinzo - Jector" once per turn. (Common) |
LED7-EN040 Jinzo - Lord DARK | Machine | Level 8 | ATK 2600 | DEF 1600 Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 1 face-up "Jinzo" you control to the GY. Trap Cards, and their effects on the field, cannot be activated. Negate all Trap effects on the field. Once per turn: You can destroy as many face-up Traps on the field as possible, and if you do, inflict 300 damage to your opponent for each card destroyed. (Common) |
LED7-EN039 Jinzo - Returner DARK | Machine | Level 3 | ATK 600 | DEF 1400 This card can attack directly. When this card is sent to the GY: You can target 1 "Jinzo" in your GY; Special Summon it, but destroy it during your End Phase. (Common) |
LED7-EN038 Jinzo (original artwork) DARK | Machine | Level 6 | ATK 2400 | DEF 1500 Trap Cards, and their effects on the field, cannot be activated. Negate all Trap effects on the field. (Common) |
LED7-EN037 Everlasting Alloy Quick-Play Spell If you control "Jinzo": Activate 1 of these effects; ● All Machine monsters you currently control cannot be destroyed by your opponent's card effects, until the end of this turn. ● When a card or effect is activated that targets a Machine monster(s) you control: Negate that effect. (Rare) |
LED7-EN036 Cosmos Chanelling Continuous Spell You can send 1 monster you control that is owned by your opponent to the GY; Special Summon 1 Machine monster from your hand or GY. When your opponent draws for their normal draw in their Draw Phase while you control "Jinzo": You can declare 1 card type (Monster, Spell, or Trap); your opponent reveals the card they drew, and if it is the declared card type, send this card to the GY, and if you do, draw 1 card. You can only use each effect of "Cosmos Channelling" once per turn. (Rare) |
LED7-EN035 Law of the Cosmos Normal Spell Your opponent can Set 1 Trap directly from their hand or Deck. Then, if they did, Special Summon 1 "Jinzo" from your Deck. If they did not, add 1 "Jinzo", or 1 monster that specifically lists that card in its text, from your Deck to your hand. You can only activate 1 "Law of the Cosmos" per turn. (Super Rare) |
LED7-EN034 Cyber Energy Shock Quick-Play Spell If you control "Jinzo": Target 1 card on the field; destroy it, then, if it was a Trap, you can apply 1 of these effects. ● Negate the effects of 1 face-up card on the field until the end of this turn. ● All "Jinzo" you control gain 800 ATK. You can only activate 1 "Cyber Energy Shock" per turn. (Rare) |
LED7-EN033 Psychic Megacyber DARK | Machine | Level 6 | ATK 2200 | DEF 1200 If your opponent controls more Spells/Traps than you do, you can Special Summon this card (from your hand). You can only Special Summon "Psychic Megacyber" once per turn this way. When this card declares an attack on an opponent's Effect Monster while you control "Jinzo": You can Tribute this card; place that opponent's monster face-up in their Spell & Trap Zone as a Continuous Trap. You can only use this effect of "Psychic Megacyber" once per turn. (Rare) |
LED7-EN032 Psychic Bounder LIGHT | Machine | Level 4 | ATK 1700 | DEF 1000 If this card is Normal or Special Summoned: You can add 1 "Jinzo" or 1 Spell/Trap that specifically lists that card in its text, from your Deck to your hand. When another monster you control is attacked by an opponent's monster, before damage calculation: You can destroy both the attacking monster and this card. You can only use each effect of "Psychic Bounder" once per turn. (Super Rare) |
LED7-EN031 Jinzo the Machine Menace DARK | Machine | Level 7 | ATK 2400 | DEF 1500 If a Trap is face-up on the field or in either GY: You can Special Summon this card from your hand, and if you do, it becomes Level 6 until the end of this turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Jinzo" from your hand or GY, then you can destroy all Traps your opponent controls (if a card is Set, reveal it). You can only use each effect of "Jinzo the Machine Menace" once per turn. (Ultra Rare) |
LED7-EN030 Chaos Infinity Normal Trap Change as many Defense Position monsters on the field as possible to face-up Attack Position, then Special Summon 1 "Meklord" monster from your Deck or GY, but its effects are negated, also it is destroyed during the End Phase. (Common) |
LED7-EN029 Meklord Fortress Field Spell Neither player can target "Meklord Emperor" monsters you control with Synchro Monster effects. When this card on the field is destroyed and sent to the GY: You can add 1 "Meklord Emperor" monster from your Deck to your hand. (Common) |
LED7-EN028 Meklord Army of Wisel DARK | Machine | Level 4 | ATK 1800 | DEF 0 Gains 100 ATK for each "Meklord" monster on the field, except this card. Once per turn, when another "Meklord" monster you control declares an attack on a Defense Position monster: You can activate this effect; during that battle, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. (Common) |
LED7-EN027 Meklord Astro Dragon Asterisk DARK | Machine | Level 10 | ATK 0 | DEF 0 Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by controlling 3 or more "Meklord" monsters. When this card is Special Summoned: You can target any number of "Meklord" monsters you control, except this card; send those targets to the GY, and if you do, this card's ATK becomes the combined original ATK of the monsters sent to the GY by this effect. Each time a Synchro Monster(s) is Special Summoned: Inflict 1000 damage to the Summoning player. (Common) |
LED7-EN026 Meklord Astro Mekanikle LIGHT | Machine | Level 12 | ATK 4000 | DEF 4000 Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 "Meklord" monsters from your hand to the GY. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. Once per turn, during your Standby Phase: You can send 1 of these equipped monsters you control to the GY; inflict damage to your opponent equal to that monster's original ATK. You cannot conduct your Battle Phase the turn you activate this effect. (Common) |
LED7-EN025 Meklord Empror Skiel WIND | Machine | Level 1 | ATK 2200 | DEF 2200 Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the GY (except during the Damage Step): You can Special Summon this card from your hand. Other monsters you control cannot declare an attack. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. You can send 1 monster you control that is equipped to this card to the GY; this card can attack your opponent directly this turn. (Common) |
LED7-EN024 Meklord Emperor Granel EARTH | Machine | Level 1 | ATK 0 | DEF 0 Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the GY (except during the Damage Step): You can Special Summon this card from your hand. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK/DEF equal to half your LP and ATK equal to the combined ATK of the monsters equipped to it by this effect. You can target 1 of these equipped monsters; Special Summon that target to your field in Defense Position. (Common) |
LED7-EN023 Meklord Emperor Wisel DARK | Machine | Level 1 | ATK 2500 | DEF 2500 Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the GY (except during the Damage Step): You can Special Summon this card from your hand. Other monsters you control cannot declare an attack. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. Once per turn, when your opponent activates a Spell Card (Quick Effect): You can negate the activation, and if you do, destroy it. (Common) |
LED7-EN022 Meklord Astro the Eradicator Normal Trap Target 3 "Meklord" monsters with different names in your GY; add them to your hand, OR Special Summon them, ignoring their Summoning conditions. Until the end of your next turn after this card is activated, you cannot Special Summon monsters, except Machine monsters. If you control a "Meklord Astro" monster: You can banish this card from your GY; destroy 1 Synchro Monster your opponent controls, and if you do, inflict damage to your opponent equal to its original ATK. You can only use each effect of "Meklord Astro the Eradicator" once per turn. (Rare) |
LED7-EN021 Meklord Deflection Quick-Play Spell Target 1 "Meklord" monster you control; your opponent takes no battle damage from attacks involving that face-up monster until the end of this turn, also its ATK becomes (permanently) the combined original ATK of all "Meklord" monsters you currently control. If a "Meklord" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Meklord Deflection" per turn. (Rare) |
LED7-EN020 Meklord Assembly Continuous Spell When this card is activated: You can add 1 "Meklord" monster from your Deck to your hand. You can only activate 1 "Meklord Assembly" per turn. You can only use each of the following effects of "Meklord Assembly" once per turn. ● You can discard 1 card, then target 1 monster you control; destroy it. ● If a face-up "Meklord" monster(s) you control is destroyed by battle or card effect: You can target 1 other face-up Spell/Trap on the field; destroy it. (Super Rare) |
LED7-EN019 Meklord Army Deployer Obbligato LIGHT | Machine | Level 4 | ATK 1200 | DEF 1800 During your Main Phase: You can activate this effect; destroy this card, and if you do, Special Summon 2 "Meklord Army" monsters from your Deck in Defense Position, except "Meklord Army Deployer Obbligato", also you cannot Special Summon monsters for the rest of this turn, except Machine monsters. If this card is sent to the GY: You can activate this effect; during the End Phase of this turn, you can inflict 100 damage to your opponent for each "Meklord" monster you control. You can only use each effect of "Meklord Army Deployer Obbligato" once per turn. (Super Rare) |
LED7-EN018 Meklord Nucleus Infinity Core DARK | Machine | Level 1 | ATK 0 | DEF 0 The first time this card would be destroyed by battle each turn, it is not destroyed. You can only use each of the following effects of "Meklord Nucleus Infinity Core" once per turn. If this card is Normal or Special Summoned: You can add 1 "Meklord" Spell/Trap from your Deck to your hand. If this card is destroyed by card effect: You can Special Summon 1 "Meklord Emperor" monster from your hand or Deck with a different Attribute from the monsters you control, ignoring its Summoning conditions, also for the rest of this turn, you can only declare an attack with 1 monster. (Super Rare) |
LED7-EN017 Meklord Emperor Wisel - Synchro Absorption DARK | Machine | Level 1 | ATK 2500 | DEF 2500 Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. During your opponent's turn (Quick Effect): You can send 1 face-up "Meklord" monster you control to the GY; Special Summon this card from your hand. You can only use this effect of "Meklord Emperor Wisel - Synchro Absorption" once per turn. If this card is Special Summoned: You can target 1 monster your opponent controls; it cannot attack for the rest of this turn. When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card. (Super Rare) |
LED7-EN016 Meklord Astro Dragon Triskelion DARK | Machine | Level 10 | ATK 3000 | DEF 0 Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 "Meklord" monsters with different names from your GY. Once per turn, when this card declares an attack: You can look at your opponent's Extra Deck and equip 1 monster from it to this card. This card gains ATK equal to the combined ATK of those equipped monsters. While equipped with a Synchro Monster, this card can make up to 3 attacks on monsters during each Battle Phase. (Ultra Rare) |
LED7-EN015 Metal Reflect Slime Continuous Trap Special Summon this card in Defense Position as an Effect Monster (Aqua/WATER/Level 10/ATK 0/ DEF 3000). (This card is also still a Trap.) If Summoned this way, this card cannot attack. (Common) |
LED7-EN014 The True Name Normal Spell Declare 1 card name; excavate the top card of your Deck, and if it is the declared card, add it to your hand, then you can add to your hand, or Special Summon, 1 DIVINE monster from your Deck. Otherwise, send it to the GY. You can only activate 1 "The True Name" per turn. (Ultra Rare) |
LED7-EN013 Left Arm Offering Normal Spell If you have 2 or more other cards in your hand: Banish your entire hand; add 1 Spell from your Deck to your hand. You cannot Set Spells/Traps during the turn you activate this card. (Common) |
LED7-EN012 Monster Reborn Normal Spell Target 1 monster in either GY; Special Summon it. (Common) |
LED7-EN011 Holding Legs DARK | Fiend | Level 4 | ATK 800 | DEF 600 If this card is Summoned: Return all Set Spells/Traps on the field to the hand. You can banish this card from your GY, then target 1 Set Spell/Trap your opponent controls; it cannot be activated until the end of the next turn. (Common) |
LED7-EN010 Holding Arms DARK | Fiend | Level 4 | ATK 500 | DEF 1200 If this card is Normal or Special Summoned: Target 1 face-up monster your opponent controls; while this card is face-up on the field, that face-up monster cannot attack, also its effects are negated. While that face-up monster is on the field, this card cannot be destroyed by battle or card effects. (Common) |
LED7-EN009 Juragedo DARK | Fiend | Level 4 | ATK 1700 | DEF 1300 During the Battle Step (Quick Effect): You can Special Summon this card from your hand, and if you do, gain 1000 LP. You can only use this effect of "Juragedo" once per turn. (Quick Effect): You can Tribute this card, then target 1 face-up monster you control; it gains 1000 ATK until the end of the next turn. (Common) |
LED7-EN008 Makyura the Destructor DARK | Warrior | Level 4 | ATK 1600 | DEF 1200 If this card is sent from the Monster Zone to the GY: You can activate 1 Trap Card from your hand this turn. You can only use this effect of "Makyura the Destructor" once per turn. (Rare) |
LED7-EN007 Sun God Unification Continuous Trap If you control a monster whose original name is "The Winged Dragon of Ra", you can activate this card the turn it was Set. During the Main Phase: You can pay LP so that you only have 100 left; 1 Special Summoned "The Winged Dragon of Ra" you control gains ATK/DEF equal to the amount of LP paid (even if this card leaves the field). Once per turn: You can Tribute 1 "The Winged Dragon of Ra"; gain LP equal to its ATK on the field. You cannot activate both of this card's effects in the same Chain. (Super Rare) |
LED7-EN006 \Millennium Revelation Continuous Spell You can send 1 Divine-Beast monster from your hand to the GY; add 1 "Monster Reborn" from your Deck or GY to your hand. You can send this face-up card to the GY; this turn, you can Special Summon "The Winged Dragon of Ra" from your GY with "Monster Reborn", ignoring its Summoning conditions. During the End Phase of the turn this effect was activated, you must send "The Winged Dragon of Ra" you control that was Special Summoned with "Monster Reborn" to the GY. You can only use each effect of "Millennium Revelation" once per turn. (Super Rare) |
LED7-EN005 Blaze Cannon Quick-Play Spell (This card is also always treated as a "Blaze Accelerator" card.) One "The Winged Dragon of Ra" you control gains the following effects until the end of this turn. This card's activation and effect cannot be negated. ● This card is unaffected by your opponent's card effects. ● When an attack is declared involving this card: You can Tribute any number of other monsters that did not declare an attack this turn; this card gains ATK equal to the Tributed monsters' combined original ATK, until the end of this turn. ● After damage calculation, if this card attacked: You can send all monsters your opponent controls to the GY. (Ultra Rare) |
LED7-EN004 Ancient Chant Normal Spell Add 1 "The Winged Dragon of Ra" from your Deck or GY to your hand, and if you do, you can Tribute Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can banish this card from your GY: If you Tribute Summon "The Winged Dragon of Ra" this turn, its original ATK/DEF become the combined original ATK/DEF of the monsters Tributed for its Summon. You can only activate 1 "Ancient Chant" per turn. (Ultra Rare) |
LED7-EN003 Guardian Slime WATER | Aqua | Level 10 | ATK 0 | DEF 0 If you take battle or effect damage: You can Special Summon this card from your hand. During damage calculation, if this card battles an opponent's monster (Quick Effect): You can make this card gain DEF equal to that opponent's monster's ATK during that damage calculation only. If this card is sent from the hand or field to the GY: You can add 1 Spell/Trap from your Deck to your hand that specifically lists the card "The Winged Dragon of Ra" in its text. You can only use each effect of "Guardian Slime" once per turn. (Ultra Rare) |
LED7-EN002 Reactor Slime WATER | Aqua | Level 4 | ATK 500 | DEF 500 During your Main Phase: You can activate this effect; Special Summon 2 "Slime Tokens" (Aqua/WATER/Level 1/ATK 500/DEF 500), also you cannot Normal or Special Summon monsters for the rest of this turn, except Divine-Beast monsters. During the Battle Phase (Quick Effect): You can Tribute this card; Set 1 "Metal Reflect Slime" from your hand, Deck, or GY. It can be activated this turn. You can only use each effect of "Reactor Slime" once per turn. (Rare) |
LED7-EN001 Egyptian God Slime WATER | Aqua-Type Fusion | Level 10 | ATK 3000 | DEF 3000 1 Aqua monster + 1 Level 10 WATER monster Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Level 10 Aqua monster with 0 ATK. This card can be treated as 1 or 3 Tributes for the Tribute Summon of a monster. Cannot be destroyed by battle. Your opponent's monsters cannot target for attacks, and your opponent cannot target with card effects, any monsters you control, except "Egyptian God Slime". (Ultra Rare) |
LED7-EN000 The Winged Dragon of Ra (2nd Artwork) DIVINE | Divine-Beast | Level 10 | ATK ? | DEF ? Cannot be Special Summoned. Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated. When Normal Summoned, other cards and effects cannot be activated. When this card is Normal Summoned: You can pay LP so that you only have 100 left; this card gains ATK/DEF equal to the amount of LP paid. You can pay 1000 LP, then target 1 monster on the field; destroy that target. (Ghost Rare) |