Showing 120 results where text is banish (took 2.156951ms)
Card Image: Riryoku Guardian

Riryoku Guardian

Normal Spell

If your LP are lower than your opponent's: Target 1 monster you control with "Gate Guardian" in its original name; halve your opponent's LP, then that monster gains ATK equal to your opponent's LP. You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use each effect of "Riryoku Guardian" once per turn.

Card Image: Rise to Full Height

Rise to Full Height

Normal Trap

Target 1 face-up monster on the field; double its DEF, but its DEF becomes 0 at the end of this turn. You can banish this card from your GY, then target 1 monster you control; your opponent's monsters cannot attack for the rest of this turn, except to attack that monster. You can only activate 1 "Rise to Full Height" per turn.

Card Image: Rising Fire

Rising Fire

Equip Spell

(This card is always treated as a "Salamangreat" card.)
If you control no monsters: Activate this card by targeting 1 FIRE monster in your GY; Special Summon it and equip it with this card. The equipped monster gains 500 ATK. When this card leaves the field, destroy that monster. If this card in your possession is destroyed by an opponent's card effect: You can banish 1 monster on the field. You can only use each effect of "Rising Fire" once per turn.

Card Image: Ritual Beast Ambush

Ritual Beast Ambush

Normal Trap

Target 1 of your "Ritual Beast Tamer" monsters and 1 of your "Spiritual Beast" monsters that are banished and/or in your Graveyard; Special Summon them in Defense Position. After this card is activated, you cannot Special Summon monsters, except "Ritual Beast" monsters, for the rest of this turn. You can only activate 1 "Ritual Beast Ambush" per turn.

Card Image: Ritual Beast Return

Ritual Beast Return

Quick-Play Spell

Banish 1 "Ritual Beast" monster from your hand, then target 1 of your "Ritual Beast" monsters, that is banished or is in your Graveyard; Special Summon it.

Card Image: Ritual Beast Tamer Wen

Ritual Beast Tamer Wen

Level 3 WIND/Psychic Effect
1500 ATK / 1000 DEF

If this card is Normal Summoned: You can target 1 of your banished "Ritual Beast" monsters; Special Summon it. You can only Special Summon "Ritual Beast Tamer Wen(s)" once per turn.

Card Image: Ritual Beast Ulti-Apelio

Ritual Beast Ulti-Apelio

Level 6 WIND/Pyro Fusion Effect
2600 ATK / 400 DEF

1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) If this card attacks, it is unaffected by other cards' effects until the end of the Damage Step. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.

Card Image: Ritual Beast Ulti-Cannahawk

Ritual Beast Ulti-Cannahawk

Level 6 WIND/Thunder Fusion Effect
1400 ATK / 1600 DEF

1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Once per turn: You can target 2 of your banished "Ritual Beast" cards; return them to the Graveyard, and if you do, add 1 "Ritual Beast" card from your Deck to your hand. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.

Card Image: Ritual Beast Ulti-Gaiapelio

Ritual Beast Ulti-Gaiapelio

Level 10 LIGHT/Psychic Fusion Effect
3200 ATK / 2100 DEF

1 "Ritual Beast Ulti" monster + 1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) If Summoned this way, this card gains this effect.
â—Ź During either player's turn, when a Spell/Trap Card, or monster effect, is activated: You can banish 1 "Ritual Beast" card from your hand; negate the activation, and if you do, destroy it.

Card Image: Ritual Beast Ulti-Kimunfalcos

Ritual Beast Ulti-Kimunfalcos

Link 2 WIND/Psychic Link Effect
1800 ATK

2 "Ritual Beast" monsters
"Ritual Beast" monsters this card points to gain 600 ATK/DEF. You can banish 1 "Ritual Beast" card from your GY; immediately after this effect resolves, Normal Summon 1 "Ritual Beast" monster from your hand. You can only use this effect of "Ritual Beast Ulti-Kimunfalcos" once per turn. (Quick Effect): You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.

Card Image: Ritual Beast Ulti-Nochiudrago

Ritual Beast Ulti-Nochiudrago

Level 7 LIGHT/Wyrm Fusion Effect
2400 ATK / 1900 DEF

1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards from your field and/or GY. You can only Special Summon "Ritual Beast Ulti-Nochiudrago(s)" once per turn. Your opponent cannot target other "Ritual Beast" monsters you control with card effects. (Quick Effect): You can return this card to the Extra Deck, then target 1 of your banished "Ritual Beast" monsters; Special Summon it, but it cannot attack directly.

Card Image: Ritual Beast Ulti-Pettlephin

Ritual Beast Ulti-Pettlephin

Level 6 WIND/Aqua Fusion Effect
200 ATK / 2800 DEF

1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Cannot be destroyed by card effects. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.

Card Image: Ritual Beast Ulti-Reirautari

Ritual Beast Ulti-Reirautari

Link 4 WIND/Psychic Link Effect
2600 ATK

3+ Effect Monsters
Neither player can Tribute cards to activate a card or effect. You can only use each of the following effects of "Ritual Beast Ulti-Reirautari" once per turn. You can target 1 of your banished "Ritual Beast" cards; return it to the hand or Extra Deck, then, immediately after this effect resolves, you can Normal Summon 1 "Ritual Beast" monster from your hand. During your opponent's turn (Quick Effect): You can target 1 "Ritual Beast" card you control and 1 card your opponent controls; banish them.

Card Image: Ritual Beast's Bond

Ritual Beast's Bond

Quick-Play Spell

Banish 2 "Ritual Beast" monsters you control; Special Summon 1 "Ritual Beast" monster from your Extra Deck, ignoring its Summoning conditions.

Card Image: Ritual of the Matador

Ritual of the Matador

Ritual Spell

This card is used to Ritual Summon "Archfiend Matador". You must also Tribute monsters from your hand or field whose total Levels equal 6 or more. You can banish this card from your GY; Special Summon 1 non-Ritual "Archfiend" monster from your hand. You can only use this effect of "Ritual of the Matador" once per turn.

Card Image: Roar of the Blue-Eyed Dragons

Roar of the Blue-Eyed Dragons

Normal Spell

Special Summon in Defense Position, 1 "Blue-Eyes" monster from your Deck, GY, or banishment (but if you control no "Blue-Eyes White Dragon", you can only Special Summon "Blue-Eyes White Dragon" with this effect), also you cannot Special Summon from the Extra Deck for the rest of this turn, except Dragon monsters. You can banish this card from your GY; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including a "Blue-Eyes" monster. You can only use 1 "Roar of the Blue-Eyed Dragons" effect per turn, and only once that turn.

Card Image: Rock Band Xenoguitar

Rock Band Xenoguitar

Level 4 EARTH/Rock Effect
1000 ATK / 2000 DEF

If this card is sent to the GY: You can target 1 Rock monster in your GY, except "Rock Band Xenoguitar"; add it to your hand, then place 1 card from your hand on top of the Deck. If this card is banished from the field or GY: You can send 1 Rock monster from your Deck to the GY. You can only use each effect of "Rock Band Xenoguitar" once per turn.

Card Image: Rokket Loader

Rokket Loader

Level 4 DARK/Dragon Effect
1500 ATK / 1500 DEF

If this card is Normal or Special Summoned: You can add 1 Level 7 DARK Dragon monster from your Deck to your hand, also you cannot Special Summon from the Extra Deck for the rest of this turn, except DARK monsters. You can banish this card from your GY, then target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can only use each effect of "Rokket Loader" once per turn.

Card Image: Ronintoadin

Ronintoadin 60

Level 2 WATER/Aqua Effect
100 ATK / 2000 DEF

Cannot be used as a Synchro Material. This card's name becomes "Des Frog" while it is on the field. If this card is in your Graveyard: You can banish 1 "Frog" monster from your Graveyard; Special Summon this card.

Card Image: Rookie Warrior Lady

Rookie Warrior Lady

Level 3 EARTH/Warrior Effect
1000 ATK / 800 DEF

When an attack is declared involving your other Warrior monster and an opponent's face-up monster: You can send this card from your hand or field to the GY; that opponent's monster loses ATK equal to its original ATK, until the end of this turn. You can banish this card from your GY, then target 1 EARTH Warrior monster in your GY; add it to your hand. You can only use each effect of "Rookie Warrior Lady" once per turn.

Card Image: Rosaria, the Stately Fallen Angel

Rosaria, the Stately Fallen Angel

Level 8 EARTH/Plant Effect
2900 ATK / 2400 DEF

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 Level 7 or higher Plant-Type monsters (1 from your hand and 1 from your Graveyard). Once per turn: You can negate the effects of all other face-up cards currently on the field, until the end of this turn.

Card Image: Rose Bell of Revelation

Rose Bell of Revelation

Normal Spell

Add 1 Plant monster with 2400 or more ATK from your Deck to your hand. You can banish this card from your GY; Special Summon 1 Plant monster with 2400 or more ATK from your hand. You can only use 1 "Rose Bell of Revelation" effect per turn, and only once that turn.

Card Image: Rose Lover

Rose Lover

Level 1 EARTH/Plant Effect
800 ATK / 800 DEF

You can banish this card from your GY; Special Summon 1 Plant monster from your hand, and if you do, it is unaffected by your opponent's Trap effects this turn. You can only use this effect of "Rose Lover" once per turn.

Card Image: Rose Shaman

Rose Shaman

Level 4 EARTH/Warrior Effect
1700 ATK / 200 DEF

You can Tribute this card; draw 1 card. You can banish this card from your GY, then target 1 Plant monster in your GY; add it to your hand, then, if you added a Plant monster whose original Level is 7 or higher, you can send 1 Plant monster from your Deck to the GY. You can only use 1 "Rose Shaman" effect per turn, and only once that turn.

Card Image: Ruddy Rose Dragon

Ruddy Rose Dragon

Level 10 FIRE/Dragon Synchro Effect
3200 ATK / 2400 DEF

1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can banish all cards from the GYs, then, if this card was Synchro Summoned using "Black Rose Dragon" or a Plant Synchro Monster as material, you can destroy all other cards on the field. When your opponent activates a card or effect that would destroy a card(s) (Quick Effect): You can Tribute this card; negate the activation, then you can Special Summon 1 "Black Rose Dragon" from your Extra Deck or GY.

Card Image: Ruddy Rose Witch

Ruddy Rose Witch

Level 1 LIGHT/Plant Tuner Effect
800 ATK / 1700 DEF

You can Tribute this card; add 1 "Witch of the Black Rose" from your Deck to your hand, and if you do, take 1 Level 3 or lower Plant monster from your Deck and place it on top of your Deck, then immediately after this effect resolves, you can Normal Summon 1 "Witch of the Black Rose" from your hand. You can banish this card from your GY; return 1 of your "Black Rose Dragon" or "Ruddy Rose Dragon" that is banished or in your GY to the Extra Deck. You can only use each effect of "Ruddy Rose Witch" once per turn.

Card Image: Runick Allure

Runick Allure

Continuous Spell

Each time a Quick-Play Spell Card activates: Banish the top card of your opponent's Deck. You can only control 1 "Runick Allure".

Card Image: Runick Destruction

Runick Destruction

Quick-Play Spell

Activate 1 of these effects, but skip your next Battle Phase after activation;
â—Ź Target 1 Spell/Trap your opponent controls; destroy it, then banish the top 4 cards of your opponent's Deck.
â—Ź Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Destruction" per turn.

Card Image: Runick Dispelling

Runick Dispelling

Quick-Play Spell

Activate 1 of these effects, but skip your next Battle Phase after activation;
â—Ź If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, discard 1 random card from their hand, then banish the top 2 cards of their Deck.
â—Ź Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Dispelling" per turn.

Card Image: Runick Flashing Fire

Runick Flashing Fire

Quick-Play Spell

Activate 1 of these effects, but skip your next Battle Phase after activation;
â—Ź Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck.
â—Ź Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Flashing Fire" per turn.

Card Image: Runick Freezing Curses

Runick Freezing Curses

Quick-Play Spell

Activate 1 of these effects, but skip your next Battle Phase after activation;
â—Ź Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then banish the top 3 cards of your opponent's Deck.
â—Ź Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Freezing Curses" per turn.

Card Image: Runick Golden Droplet

Runick Golden Droplet

Quick-Play Spell

Activate 1 of these effects, but skip your next Battle Phase after activation;
â—Ź Your opponent draws 1 card, then you banish the top 4 cards of their Deck.
â—Ź Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Golden Droplet" per turn.

Card Image: Runick Slumber

Runick Slumber

Quick-Play Spell

Activate 1 of these effects, but skip your next Battle Phase after activation;
â—Ź Target 1 face-up monster on the field; the next time that monster would be destroyed by battle or card effect this turn, it is not destroyed, also it cannot attack this turn, then (after applying this effect) banish the top 3 cards of your opponent's Deck.
â—Ź Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Slumber" per turn.

Card Image: Runick Smiting Storm

Runick Smiting Storm

Quick-Play Spell

Activate 1 of these effects, but skip your next Battle Phase after activation;
â—Ź Banish cards from the top of your opponent's Deck, up to the number of cards they control.
â—Ź Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Smiting Storm" per turn.

Card Image: Runick Tip

Runick Tip

Quick-Play Spell

Activate 1 of these effects, but skip your next Battle Phase after activation;
â—Ź Add 1 "Runick" card from your Deck to your hand, except "Runick Tip", then banish the top card of your opponent's Deck.
â—Ź Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Tip" per turn.

Card Image: Rush Warrior

Rush Warrior

Level 2 WIND/Warrior Effect
300 ATK / 1200 DEF

During damage calculation (in either player's turn), if a "Warrior" Synchro Monster you control battles an opponent's monster: You can send this card from your hand to the Graveyard; your battling monster's ATK becomes double its current ATK during that damage calculation only. You can banish this card from your Graveyard, then target 1 "Synchron" monster in your Graveyard; add it to your hand. You can only use each effect of "Rush Warrior" once per turn.

Card Image: Ryko, Twilightsworn Fighter

Ryko, Twilightsworn Fighter

Level 2 DARK/Beast Effect
200 ATK / 100 DEF

If this card is Normal Summoned or flipped face-up: You can banish 1 "Lightsworn" monster from your hand or GY; banish 1 card on the field. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 3 cards of your Deck to the GY.

Card Image: Ryu-Ge End

Ryu-Ge End

Continuous Trap

Your opponent cannot target "Ryu-Ge" monsters you control with card effects. You can only use each of the following effects of "Ryu-Ge End" once per turn. If a "Ryu-Ge" Pendulum Monster is in your field or face-up Extra Deck: You can shuffle 2 "Ryu-Ge" monsters from your hand, GY, and/or banishment into the Main Deck, then target 1 monster on the field; destroy it. If this card is destroyed: You can Set 1 non-Continuous "Ryu-Ge" Trap from your Deck, GY, or banishment.

Card Image: Ryu-Ge Realm - Wyrm Winds

Ryu-Ge Realm - Wyrm Winds

Continuous Spell

You can only control 1 "Ryu-Ge Realm - Wyrm Winds". Any monster sent from the field to the GY during your opponent's turn is banished instead. "Ryu-Ge" Pendulum Monsters, and Level 10 or higher monsters whose original Type is Wyrm, that you control, gain this effect.
â—Ź Once per opponent's turn (Quick Effect): You can place 1 "Ryu-Ge" Continuous Spell you control on the bottom of the Deck, then target 1 face-up monster on the field; its ATK becomes 0.

Card Image: Ryu-Ge Rising

Ryu-Ge Rising

Quick-Play Spell

Add 1 "Ryu-Ge" monster from your Deck to your hand, then you can add 1 "Ryu-Ge" Pendulum Monster from your hand to your face-up Extra Deck. During your Main Phase, if you control a "Ryu-Ge" Pendulum Monster Card: You can banish this card and 1 "Ryu-Ge" monster from your GY; Special Summon 1 "Ryu-Ge" monster with the same original Type as that banished monster from your Deck. You can only use 1 "Ryu-Ge Rising" effect per turn, and only once that turn.

Card Image: Ryu-Ge Rivalry

Ryu-Ge Rivalry

Normal Trap

Special Summon 1 "Ryu-Ge" monster from your hand, Deck, or GY, but return it to the hand during the End Phase. You can banish this card from your GY, then target 1 "Ryu-Ge" Continuous Spell in your banishment, GY, or field; place it on the bottom of the Deck, then draw 1 card. You can only use each effect of "Ryu-Ge Rivalry" once per turn.

Card Image: Ryu-Ge War Zone

Ryu-Ge War Zone

Field Spell

When this card is activated: Take 1 Dinosaur, 1 Sea Serpent, and 1 Wyrm monster from your Deck, add 1 to your hand, banish 1, and send 1 to the GY, also you cannot Special Summon for the rest of this turn, except Dragon, Dinosaur, Sea Serpent, or Wyrm monsters. If you have "Sosei Ryu-Ge Mistva" in your Extra Deck face-up: You can Special Summon 3 "Ryu-Ge" monsters with different Types, 1 each from your Deck, GY, and banishment. You can only use each effect of "Ryu-Ge War Zone" once per turn.

Card Image: Ryzeal Mass Driver

Ryzeal Mass Driver

Normal Trap

Apply the following effect, then you can attach this card to a Rank 4 Xyz Monster you control.
â—Ź For the rest of this turn, all "Ryzeal" monsters you control gain 1000 ATK.
If this card is sent to the GY, except from the field: You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Ryzeal Mass Driver" once per turn.

Card Image: Ryzeal Plasma Hole

Ryzeal Plasma Hole

Normal Trap

Target face-up cards your opponent controls, up to the number of "Ryzeal" Xyz Monsters you control; destroy them, then you can attach 1 "Ryzeal" card from your GY to 1 Rank 4 Xyz Monster you control. You can banish this card from your GY; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using monsters you control, including a "Ryzeal" monster. You can only use each effect of "Ryzeal Plasma Hole" once per turn.

Card Image: Ryzeal Plugin

Ryzeal Plugin

Quick-Play Spell

Target 1 of your Xyz Monsters or "Ryzeal" monsters that is banished or in your GY; Special Summon it, then you can attach 1 "Ryzeal" card from your Deck to 1 Rank 4 Xyz Monster you control, also you cannot declare attacks for the rest of this turn, except with Rank 4 Xyz Monsters. You can only activate 1 "Ryzeal Plugin" per turn.

Card Image: S-Force Chase

S-Force Chase

Normal Trap

Target face-up cards your opponent controls, up to the number of "S-Force" monsters you control with different names; return them to the hand. If a "S-Force" monster you control would banish a card(s) from your hand to activate its effect, you can banish this card from your GY instead. You can only use each effect of "S-Force Chase" once per turn.

Card Image: S-Force Gravitino

S-Force Gravitino

Level 5 LIGHT/Psychic Effect
2000 ATK / 1400 DEF

Each of your opponent's monsters in the same column as one of your "S-Force" monsters is banished when it leaves the field. If this card is Normal or Special Summoned: You can add 1 "S-Force" card from your Deck to your hand, except "S-Force Gravitino". You can only use this effect of "S-Force Gravitino" once per turn.

Card Image: S-Force Justify

S-Force Justify

Link 3 LIGHT/Cyberse Link Effect
2600 ATK

3 Effect Monsters, including an "S-Force" monster
You cannot Summon/Set monsters to a zone(s) this card points to. (Quick Effect): You can target 1 face-up Effect Monster your opponent controls; negate its effects until the end of this turn, then you can move that opponent's monster to their Monster Zone this card points to. You can only use this effect of "S-Force Justify" once per turn. At the start of the Damage Step, if this card attacks: You can banish all monsters this card points to.

Card Image: S-Force Lapcewell

S-Force Lapcewell

Level 6 LIGHT/Fiend Effect
2400 ATK / 2500 DEF

If this card is Special Summoned: You can target 1 "S-Force" monster in your GY, except "S-Force Lapcewell"; Special Summon it. You can banish 1 "S-Force" card from your hand; destroy all of your opponent's monsters in the same columns as your "S-Force" monsters. You can only use each effect of "S-Force Lapcewell" once per turn.

Card Image: S-Force Nightchaser

S-Force Nightchaser

Link 1 DARK/Cyberse Link Effect
800 ATK

1 non-Link "S-Force" monster
Each of your opponent's monsters in the same column as one of your "S-Force" monsters cannot target the monsters in its same column for attacks. During the Main Phase (Quick Effect): You can target 1 "S-Force" monster you control; shuffle it into the Deck, then you can Special Summon 1 of your banished "S-Force" monsters. You can only use this effect of "S-Force Nightchaser" once per turn.

Card Image: S-Force Orrafist

S-Force Orrafist

Level 4 LIGHT/Cyberse Effect
1800 ATK / 1000 DEF

Your opponent cannot target any of their monsters in the same column as one of your "S-Force" monsters with card effects. When a monster your opponent controls activates its effect (Quick Effect): You can banish 1 "S-Force" card from your hand; destroy that monster. You can only use this effect of "S-Force Orrafist" once per turn.

Card Image: S-Force Pla-Tina

S-Force Pla-Tina

Level 6 DARK/Spellcaster Effect
2200 ATK / 2000 DEF

Each of your opponent's monsters in the same column as one of your "S-Force" monsters loses 600 ATK. If this card is Normal or Special Summoned: You can target 1 of your banished "S-Force" monsters, except "S-Force Pla-Tina"; Special Summon it. You can only use this effect of "S-Force Pla-Tina" once per turn.

Card Image: S-Force Rappa Chiyomaru

S-Force Rappa Chiyomaru

Level 2 DARK/Warrior Effect
800 ATK / 1000 DEF

Each of your opponent's monsters in the same column as one of your "S-Force" monsters can only target that monster for attacks. (Quick Effect): You can banish 1 "S-Force" card from your hand; return this card to the hand, and if you do, Special Summon 1 "S-Force" monster from your Deck in Defense Position, except "S-Force Rappa Chiyomaru". You can only use this effect of "S-Force Rappa Chiyomaru" once per turn.

Card Image: S-Force Retroactive

S-Force Retroactive

Level 1 LIGHT/Warrior Effect
0 ATK / 0 DEF

If a monster you control would be used as Link Material for an "S-Force" monster, this card in your hand can also be used as material. During the Main Phase (Quick Effect): You can return this card to the hand, and if you do, Special Summon 1 Level 2 or higher "S-Force" monster from your hand. If an "S-Force" monster you control would banish a card(s) from your hand to activate its effect, you can banish this card from your GY instead. You can only use each effect of "S-Force Retroactive" once per turn.

Card Image: S-Force Specimen

S-Force Specimen

Normal Trap

If your opponent controls a monster: Target 1 of your "S-Force" monsters that is banished or in your GY; Special Summon it to your field in the same column as an opponent's monster. You can banish this card from your GY, then target 1 "S-Force" monster you control; move that target to another of your Main Monster Zones. You can only use 1 "S-Force Specimen" effect per turn, and only once that turn.

Card Image: S:P Little Knight

S:P Little Knight

Link 2 DARK/Warrior Link Effect
1600 ATK

2 Effect Monsters
If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.

Card Image: SA.I.dekick

SA.I.dekick

Normal Trap

Target face-up cards your opponent controls equal to the number of Cyberse monsters you control with 2300 original ATK; negate their effects until the end of this turn. You can banish this card from your GY, then target 1 of your banished Cyberse monsters; Special Summon it. You can only use each effect of "SA.I.dekick" once per turn.

Card Image: Sabatiel - The Philosopher's Stone

Sabatiel - The Philosopher's Stone

Normal Spell

If you have a "Winged Kuriboh" monster in your GY: Pay half your LP; add 1 "Polymerization" Spell or "Fusion" Spell from your Deck to your hand. If this card is in your GY: You can banish 3 copies of "Sabatiel - The Philosopher's Stone" from your GY, then target 1 monster on the field; it gains ATK equal to the ATK of the monster on the field with the highest ATK (your choice, if tied), until the end of this turn.

Card Image: Sacred Arch-Airknight Parshath

Sacred Arch-Airknight Parshath

Level 9 LIGHT/Fairy Effect
2800 ATK / 2300 DEF

If you activate a Counter Trap Card, OR if you negate the activation of a Spell/Trap Card, or monster effect (except during the Damage Step): You can banish 2 other Fairy monsters from your hand, field and/or GY; Special Summon this card from the GY (if it was there when you activated/negated) or hand (even if not). If this card attacks a Defense Position monster, inflict piercing battle damage. When this card inflicts battle damage to your opponent: You can add 1 "Parshath" card or 1 Counter Trap from your Deck to your hand.

Card Image: Sacred Scrolls of the Gizmek Legend

Sacred Scrolls of the Gizmek Legend

Field Spell

During your Main Phase: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated Machine monster whose ATK equals its own DEF to your hand, also banish the remaining cards face-down. You can only use this effect of "Sacred Scrolls of the Gizmek Legend" once per turn. Each time a Machine monster(s) whose ATK equals its own DEF is Normal or Special Summoned, place 1 counter on this card. While this card has 10 or more counters, neither player can activate the effects of monsters on the field whose ATK does not equal their own DEF.

Card Image: Sacred Serpent's Wake

Sacred Serpent's Wake

Quick-Play Spell

You can only activate 1 "Sacred Serpent's Wake" per turn. If you control 2 or more different kinds of monsters (Ritual, Fusion, Synchro or Xyz): Activate 1 or more effects, depending on the number of different kinds you control, and resolve in sequence;
â—Ź 2 or more: Target 1 monster in your Graveyard or 1 of your banished monsters; add that target to your hand.
â—Ź 3 or more: Target 1 Trap Card in your Graveyard; add that target to your hand.
â—Ź 4: Target 1 Spell Card in your Graveyard, except "Sacred Serpent's Wake"; add that target to your hand.

Card Image: Sacred Sword of Seven Stars

Sacred Sword of Seven Stars

Normal Spell

Banish 1 Level 7 monster from your hand or face-up from your side of the field; draw 2 cards. You can only activate 1 "Sacred Sword of Seven Stars" per turn.

Card Image: Sacrifice Level-Up

Sacrifice Level-Up

Normal Spell

Target 1 Xyz Monster you control; banish 2 materials from it, and if you do, Special Summon 1 Xyz Monster from your Extra Deck, whose Rank is 1 higher than that monster, but it cannot attack this turn. You can only activate 1 "Sacrifice Level-Up" per turn.

Card Image: Saffira, Dragon Queen of the Voiceless Voice

Saffira, Dragon Queen of the Voiceless Voice

Level 6 LIGHT/Dragon Effect
2500 ATK / 2400 DEF

You can discard this card; send 1 Ritual Spell from your Deck to the GY, then you can add 1 LIGHT Ritual Monster (Warrior or Dragon) from your Deck or GY to your hand. You can banish this card from your GY; Ritual Summon 1 LIGHT Ritual Monster (Warrior or Dragon) from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster. You can only use each effect of "Saffira, Dragon Queen of the Voiceless Voice" once per turn.

Card Image: Saga of the Dragon Emperor

Saga of the Dragon Emperor

Quick-Play Spell

Target 1 Dragon monster you control; its ATK becomes doubled (until the end of this turn), then, if your opponent currently controls a Dragon monster, the activation of the targeted monster's effects cannot be negated for the rest of this turn. During your Main Phase: You can banish this card from your GY; Special Summon 1 of your Dragon Xyz Monsters that is banished or in your GY, in Defense Position. You can only use 1 "Saga of the Dragon Emperor" effect per turn, and only once that turn.

Card Image: Sage of Benevolence - Ciela

Sage of Benevolence - Ciela

Level 6 WATER/Machine Effect
2200 ATK / 1000 DEF

(This card is always treated as a "Sky Striker" card.)
You can discard 1 Spell; Special Summon this card from your hand. You can banish 1 Spell from your GY; give control of this card to your opponent, and if you do, Special Summon 1 "Sky Striker Ace" monster from your GY. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 of your banished "Sky Striker" Spells; add it to your hand. You can only use each effect of "Sage of Benevolence - Ciela" once per turn.

Card Image: Sage of Strength - Akash

Sage of Strength - Akash

Level 5 FIRE/Machine Effect
2400 ATK / 200 DEF

(This card is always treated as a "Sky Striker" card.)
You can discard 1 Spell; Special Summon this card from your hand. If a Link Monster(s) you control would be destroyed by battle or card effect, you can banish 1 Spell from your GY instead. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 of your banished "Sky Striker" Spells; add it to your hand. You can only use each effect of "Sage of Strength - Akash" once per turn.

Card Image: Sage of Wisdom - Himmel

Sage of Wisdom - Himmel

Level 5 EARTH/Machine Effect
500 ATK / 2500 DEF

(This card is always treated as a "Sky Striker" card.)
You can discard 1 Spell; Special Summon this card from your hand. When your opponent activates a card or effect that targets a Link Monster(s) you control (Quick Effect): You can banish 2 Spells from your GY; negate that effect. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 of your banished "Sky Striker" Spells; add it to your hand. You can only use each effect of "Sage of Wisdom - Himmel" once per turn.

Card Image: Saint Azamina

Saint Azamina

Level 10 DARK/Illusion Fusion Effect
0 ATK / 4000 DEF

2 Level 6 or higher monsters (1 Fusion + 1 Synchro)
Your opponent cannot target cards in their field, GY, or banishment, or this card on the field, with card effects. Your opponent takes any battle damage you would have taken. If this card was Fusion Summoned this turn (Quick Effect): You can Special Summon 1 Level 9 or lower "Azamina" monster from your Deck or Extra Deck. You can only use this effect of "Saint Azamina" once per turn.

Card Image: Salamandra with Chain

Salamandra with Chain

Normal Trap

Target 1 FIRE monster on the field; equip this card to it as an Equip Card that gives it 700 ATK, then you can change 1 Effect Monster on the field to face-down Defense Position. You can banish this card from your GY; Fusion Summon 1 FIRE Warrior or Dragon Fusion Monster from your Extra Deck, by shuffling its materials from your hand, field, and/or GY into the Deck, but destroy it during the End Phase. You can only use this effect of "Salamandra with Chain" once per turn.

Card Image: Salamangreat Balelynx

Salamangreat Balelynx

Link 1 FIRE/Cyberse Link Effect
500 ATK

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. If a "Salamangreat" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Salamangreat Balelynx" once per turn.

Card Image: Salamangreat Burning Shell

Salamangreat Burning Shell

Quick-Play Spell

Special Summon 1 "Salamangreat" monster from your hand, but negate its effects, then, immediately after this effect resolves, Link Summon 1 "Salamangreat" Link Monster using materials you control, including the Summoned monster. This turn, that Link Summoned monster cannot attack or activate its effects. During your Main Phase: You can banish this card from your GY, then target 1 "Salamangreat" Link Monster in your GY; return it to the Extra Deck. You can only activate 1 "Salamangreat Burning Shell" per turn.

Card Image: Salamangreat Charge

Salamangreat Charge

Quick-Play Spell

Activate 1 of these effects;
â—Ź 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.
â—Ź 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.

Card Image: Salamangreat Fennec

Salamangreat Fennec

Level 3 FIRE/Cyberse Effect
1600 ATK / 200 DEF

If a Cyberse monster(s) you control that was Special Summoned from the Extra Deck is destroyed by battle or an opponent's card effect: You can Special Summon this card from the GY (if it was there when the monster was destroyed) or hand (even if not), but banish it when it leaves the field. If this card is sent to the GY as material for the Link Summon of a Link-2 or higher Cyberse Link Monster: You can add 1 "Salamangreat" Normal Spell from your Deck to your hand. You can only use each effect of "Salamangreat Fennec" once per turn.

Card Image: Salamangreat Mole

Salamangreat Mole

Level 1 FIRE/Cyberse Effect
0 ATK / 0 DEF

During your Main Phase, if you Link Summoned this turn: You can Special Summon this card from your hand to your zone a Link Monster points to. If you control no monsters: You can banish this card from your GY, then target 5 "Salamangreat" cards in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Salamangreat Mole" once per turn.

Card Image: Salamangreat of Fire

Salamangreat of Fire

Level 2 FIRE/Cyberse Effect
800 ATK / 800 DEF

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.

Card Image: Salamangreat Revive

Salamangreat Revive

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.

Card Image: Salamangreat Roar

Salamangreat Roar

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.

Card Image: Salamangreat Spinny

Salamangreat Spinny

Level 3 FIRE/Cyberse Effect
1000 ATK / 1500 DEF

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.

Card Image: Samsara Dragon

Samsara Dragon

Level 1 LIGHT/Dragon Effect
0 ATK / 0 DEF

This card can be treated as 2 Tributes for the Tribute Summon of a Dragon monster. You can banish this card from your GY, then target 1 Level 5 or higher Dragon monster in your GY; add it to your hand, then immediately after this effect resolves, you can Tribute Summon it. You can only use this effect of "Samsara Dragon" once per turn.

Card Image: Sangen Furo

Sangen Furo

Continuous Spell

Once per turn, when a monster is destroyed by battle involving your FIRE Dragon monster: You can target 1 of those destroyed monsters; Special Summon it to your field in Defense Position. During your opponent's End Phase: You can pay 1000 LP, then target 1 "Sangen" Spell/Trap in your GY; Set it, but banish it when it leaves the field. You can only use this effect of "Sangen Furo" once per turn.

Card Image: Sangen Kaiho

Sangen Kaiho

Normal Trap

During the Main Phase, if all monsters you control are FIRE Dragon monsters (min. 1) and your opponent controls more monsters than you do: End the Main Phase. If 3 or more attacks have been declared this turn: You can banish this card from your GY; draw 1 card, then you can Special Summon any number of "Tenpai Dragon" monsters from your hand. You can only use each effect of "Sangen Kaiho" once per turn.

Card Image: Sauravis, the Ancient and Ascended

Sauravis, the Ancient and Ascended 3

Level 7 LIGHT/Dragon Ritual Effect
2600 ATK / 2800 DEF

You can Ritual Summon this card with "Sprite's Blessing". When your opponent activates a card or effect that targets a monster you control (Quick Effect): You can discard this card; negate the activation. When your opponent would Special Summon a monster(s) (Quick Effect): You can return this card to the hand; negate the Special Summon, and if you do, banish that monster(s).

Card Image: Scar of the Vendread

Scar of the Vendread

Level 6 DARK/Zombie Effect
2300 ATK / 0 DEF

If this card is sent to the GY: You can add 1 "Vendread" Spell/Trap from your Deck to the hand. If a monster(s) on the field is Tributed, while this card is in your GY (except during the Damage Step): You can banish 1 other Zombie monster from your GY; Special Summon this card, and if you do, while it is face-up in the Monster Zone, you cannot Special Summon monsters, except "Vendread" monsters. You can only use each effect of "Scar of the Vendread" once per turn.

Card Image: Scareclaw Alternative

Scareclaw Alternative

Normal Trap

Tribute 3 "Scareclaw" monsters; for the rest of this turn, your opponent can only Special Summon monsters in Defense Position. During your turn: You can banish this card from your GY; inflict 100 damage to your opponent for each Defense Position monster on the field. You can only use this effect of "Scareclaw Alternative" once per turn.

Card Image: Scareclaw Arrival

Scareclaw Arrival

Normal Spell

Target 1 "Scareclaw" monster or "Visas Starfrost" in your GY; Special Summon it in Defense Position. If a "Scareclaw" Link Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use this effect of "Scareclaw Arrival" once per turn.

Card Image: Scareclaw Decline

Scareclaw Decline

Normal Spell

Target 1 "Primitive Planet Reichphobia" you control or in your GY; return it to the hand, then, if you control "Visas Starfrost", you can change 1 face-up monster your opponent controls to face-down Defense Position. If 3 or more Defense Position monsters are on the field: You can banish this card from your GY; add 1 "Scareclaw" card from your GY to your hand. You can only use this effect of "Scareclaw Decline" once per turn.

Card Image: Scareclaw Defanging

Scareclaw Defanging

Continuous Spell

Your opponent cannot target "Scareclaw" Link Monsters or "Visas Starfrost" you control with card effects, also they cannot be destroyed by your opponent's card effects. Banish any monster destroyed by battle with a "Scareclaw" Link Monster or "Visas Starfrost" you control. You can banish 1 "Scareclaw" Link Monster from your field or GY, then target 1 card your opponent controls; destroy it. You can only use this effect of "Scareclaw Defanging" once per turn.

Card Image: Scareclaw Kashtira

Scareclaw Kashtira

Level 7 EARTH/Psychic Effect
0 ATK / 2600 DEF

During the Main Phase (Quick Effect): You can Special Summon this card from your hand, and if you do, banish 1 "Kashtira" or "Scareclaw" card from your hand or GY. You can only use this effect of "Scareclaw Kashtira" once per turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If your "Kashtira" or "Scareclaw" monster battles an opponent's monster, that opponent's monster's effects are negated until the end of this turn.

Card Image: Scareclaw Twinsaw

Scareclaw Twinsaw

Normal Trap

Tribute 1 "Scareclaw" monster, then target 2 cards your opponent controls; destroy them, and if you do, if you control "Visas Starfrost", banish those destroyed cards instead of sending them to the GY. If a Link-3 or higher monster is on the field: You can banish this card from your GY; for the rest of this turn, neither player can activate the effects of Link Monsters on the field. You can only activate 1 "Scareclaw Twinsaw" per turn.

Card Image: Schuberta the Melodious Maestra

Schuberta the Melodious Maestra

Level 6 LIGHT/Fairy Fusion Effect
2400 ATK / 2000 DEF

2 "Melodious" monsters
During either player's turn: You can target up to 3 cards in any Graveyard(s); banish them, and if you do, this card gains 200 ATK for each. This effect can only be used once while this card is face-up on the field.

Card Image: Scrap Garage

Scrap Garage

Normal Trap

If a face-up Machine monster(s) you control is destroyed by battle or card effect: Target up to 3 DARK Machine monsters in your GY; Special Summon them, but their ATK/DEF become 0. You can banish this card from your GY, then target 1 Machine monster you control; destroy it. You can only use each effect of "Scrap Garage" once per turn.

Card Image: Scrap Synchron

Scrap Synchron

Level 1 EARTH/Machine Tuner Effect
700 ATK / 100 DEF

For a Synchro Summon, you can substitute this card for any 1 "Synchron" Tuner. You can only use each of the following effects of "Scrap Synchron" once per turn. If you Synchro Summon a monster that mentions a "Synchron" Tuner as material, this card in your hand can also be used as material. If a monster(s) you control (that mentions "Junk Warrior" or is a Synchro Monster with "Warrior" in its original name) would be destroyed by battle or card effect, you can banish this card from your field or GY instead.

Card Image: Scrap-Iron Sacred Statue

Scrap-Iron Sacred Statue

Normal Trap

Target 1 of your Level 7 or 8 Dragon Synchro Monsters that is banished or in your GY; Special Summon it, but return it to the Extra Deck during the End Phase, also, after that, Set this card face-down instead of sending it to the GY. If this Set card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Crimson Dragon" from your Extra Deck. You can only use each effect of "Scrap-Iron Sacred Statue" once per turn.

Card Image: Screams of the Branded

Screams of the Branded

Normal Trap

If a Fusion Monster was sent to your GY this turn: Special Summon 1 of your Fusion Monsters that is banished or in your GY. During the End Phase, if this card is in the GY because it was sent there to activate the effect of "Fallen of Albaz" this turn: You can Set this card. You can only use this effect of "Screams of the Branded" once per turn.

Card Image: Scrypton

Scrypton

Level 5 WATER/Cyberse Effect
1500 ATK / 1500 DEF

You can banish 1 Cyberse monster from your GY, except "Scrypton"; Special Summon this card from your hand. If this card is sent to the GY as material for the Link Summon of a Cyberse monster: You can target 1 banished monster; shuffle it into the Deck. You can only use each effect of "Scrypton" once per turn.

Card Image: Sea Archiver

Sea Archiver

Level 3 WATER/Cyberse Effect
300 ATK / 2100 DEF

If a monster is Normal or Special Summoned to a zone a Link Monster points to (except during the Damage Step): You can Special Summon this card from your GY (if it was there when the Summon resolved) or hand (even if not), but banish it when it leaves the field. You can only use this effect of "Sea Archiver" once per turn.

Card Image: Sea Lancer

Sea Lancer

Level 5 WATER/Beast-Warrior Effect
1300 ATK / 1000 DEF

You can target any number of your banished Fish, Sea Serpent, and Aqua-Type monsters; equip them to this card. This effect can only be used once while this card is face-up on the field. If this face-up card on the field would be destroyed, you can destroy 1 of those cards, instead. This card gains 1000 ATK while equipped with a monster(s) by this effect.

Card Image: Sea Stealth Attack

Sea Stealth Attack

Continuous Trap

When this card is activated: You can activate 1 "Umi" from your hand or GY. While "Umi" is on the field, this face-up card gains these effects.
â—Ź Once per turn: You can banish 1 WATER monster you control until the End Phase; this turn, face-up Spells/Traps you control cannot be destroyed by your opponent's card effects (even if this card leaves the field).
â—Ź At the start of the Damage Step, if your WATER monster whose original Level is 5 or higher battles an opponent's monster: Destroy that opponent's monster.

Card Image: Sealing Ceremony of Katon

Sealing Ceremony of Katon

Continuous Trap

Once per turn: You can banish 1 FIRE monster from your Graveyard to target 1 card in your opponent's Graveyard; banish that target.

Card Image: Sealing Ceremony of Raiton

Sealing Ceremony of Raiton

Continuous Trap

Once per turn: You can return 1 face-up WIND monster you control to the bottom of the Main Deck to target up to 2 cards in your opponent's Graveyard; banish those targets.

Card Image: Sealing Ceremony of Suiton

Sealing Ceremony of Suiton

Continuous Trap

Once per turn: You can send 1 WATER monster from your hand to the GY, then target 1 card in your opponent's GY; banish that target.

Card Image: Searing Fire Wall

Searing Fire Wall

Quick-Play Spell

Banish any number of "Laval" monsters from your Graveyard; Special Summon an equal number of "Laval Tokens" (Pyro-Type/FIRE/Level 1/ATK 0/DEF 0) in Defense Position.

Card Image: Secret Six Samurai - Doji

Secret Six Samurai - Doji

Level 4 DARK/Warrior Effect
1700 ATK / 1200 DEF

When another "Six Samurai" monster is Normal or Special Summoned to your field (except during the Damage Step): You can send 1 "Six Samurai" card from your Deck to the GY. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.

Card Image: Secret Six Samurai - Fuma

Secret Six Samurai - Fuma

Level 1 WIND/Warrior Tuner Effect
200 ATK / 1800 DEF

If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.

Card Image: Secret Six Samurai - Genba

Secret Six Samurai - Genba

Level 2 FIRE/Warrior Tuner Effect
500 ATK / 2100 DEF

When this card is Normal Summoned: You can target 1 of your banished "Six Samurai" monsters; add it to your hand. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.

Card Image: Secret Six Samurai - Hatsume

Secret Six Samurai - Hatsume

Level 3 WATER/Warrior Effect
1600 ATK / 1500 DEF

You can banish 2 "Six Samurai" monsters from your GY and/or face-up from your field, then target 1 "Six Samurai" monster in your GY, except "Secret Six Samurai - Hatsume"; Special Summon it. You can only use this effect of "Secret Six Samurai - Hatsume" once per turn. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.

Card Image: Secret Six Samurai - Kizaru

Secret Six Samurai - Kizaru

Level 4 EARTH/Warrior Effect
1900 ATK / 1000 DEF

When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.

Card Image: Secret Six Samurai - Rihan

Secret Six Samurai - Rihan

Level 5 LIGHT/Warrior Fusion Effect
2400 ATK / 2400 DEF

3 "Six Samurai" monsters with different Attributes
Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; banish it. If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.

Card Image: Secret Skills of the Six Samurai

Secret Skills of the Six Samurai

Quick-Play Spell

Send 1 monster you control to the GY, then target 1 of your banished "Six Samurai" monsters; Special Summon it. You can only activate 1 "Secret Skills of the Six Samurai" per turn.

Card Image: Secret Stash Slipshod Squirrel

Secret Stash Slipshod Squirrel

Level 1 EARTH/Beast Effect
200 ATK / 100 DEF

During the Main Phase (Quick Effect): You can target up to 3 Spells/Traps in your GY; banish them, and if you do, shuffle them into the Deck during the End Phase of the next turn. During your Standby Phase: You can target 1 of your banished Spells/Traps; Set it. You can only use each effect of "Secret Stash Slipshod Squirrel" once per turn.

Card Image: Secret Technique Fur Hire

Secret Technique Fur Hire

Normal Trap

Target face-up cards on the field, up to the number of monsters "Fur Hire" you control with different names; destroy them, or if you control a Level 8 or higher and a Link-3 or higher monsters "Fur Hire", you can banish them instead. If a Level 8 or higher and/or Link-3 or higher monster(s) "Fur Hire" is Special Summoned to your field while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use 1 "Secret Technique Fur Hire" effect per turn, and only once that turn.

Card Image: Secreterion Dragon

Secreterion Dragon

Level 8 LIGHT/Dragon Fusion Effect
3000 ATK / 1500 DEF

1 Dragon monster + 1 Spellcaster monster
This card loses 100 ATK for each of your banished cards. While you control this Fusion Summoned card, your opponent cannot activate the effects of Special Summoned Dragon or Spellcaster monsters they control. You can target 1 Dragon and 1 Spellcaster monster in your GY; Special Summon 1, and if you do, place the other on the bottom of the Deck. You can only use this effect of "Secreterion Dragon" once per turn.

Card Image: Sekka's Light

Sekka's Light

Normal Spell

If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest of this Duel after you activate this card, you cannot activate Spell/Trap Cards or effects, except "Sekka's Light". You can banish this card from your GY; reveal 1 monster in your hand, shuffle it into the Deck, then, draw 1 card. You can only use each effect of "Sekka's Light" once per turn.

Card Image: Senko the Skybolt Star

Senko the Skybolt Star

Level 7 LIGHT/Warrior Effect
2400 ATK / 0 DEF

If an EARTH monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can banish this card from your GY, then target 1 Level 5 or higher Warrior monster you control and 1 Attack Position monster your opponent controls; your monster loses exactly 1500 ATK, and if it does, destroy that opponent's monster. You can only use each effect of "Senko the Skybolt Star" once per turn.

Card Image: Sentence of Doom

Sentence of Doom

Continuous Trap

You can target any number of your Fiend monsters that are banished or in your GY, up to the number of "Destiny Board" and/or "Spirit Message" cards you control; add them to your hand. You can send this card from your Spell & Trap Zone to the GY; place 1 "Spirit Message" card from your hand, Deck, or GY in your Spell & Trap Zone. (This is treated as being placed by the effect of "Destiny Board".) You can only use 1 "Sentence of Doom" effect per turn, and only once that turn.

Card Image: Serene Psychic Girl

Serene Psychic Girl

Level 2 EARTH/Psychic Tuner Effect
500 ATK / 300 DEF

If this card is Normal or Special Summoned: You can banish 1 card from your hand, and if you do, Special Summon 1 Level 4 or lower Psychic monster from your Deck, except "Serene Psychic Girl", also you cannot Special Summon from the Extra Deck for the rest of this turn, except Psychic monsters. You can target face-up monsters on the field up to the number of Psychic monsters you control; increase their Levels by 1 until the end of this turn. You can only use each effect of "Serene Psychic Girl" once per turn.

Card Image: Serene Psychic Sorceress

Serene Psychic Sorceress

Level 6 EARTH/Psychic Synchro Effect
2400 ATK / 2200 DEF

1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can pay 1000 LP; Set 1 "Teleport" Normal or Quick-Play Spell from your Deck, GY, or banishment. If this Synchro Summoned card is sent to the GY: You can target 1 card your opponent controls, or target 2 if you control a Psychic monster (Fusion or Synchro); return that card(s) to the hand. You can only use each effect of "Serene Psychic Sorceress" once per turn.

Card Image: Serene Psychic Witch

Serene Psychic Witch

Level 3 EARTH/Psychic Effect
1400 ATK / 1200 DEF

When this card on the field is destroyed and sent to the Graveyard: You can banish 1 Psychic-Type monster with 2000 or less ATK from your Deck. During the next Standby Phase, if this card stays in the Graveyard: Special Summon the monster banished by this card's effect.

Card Image: Service Puppet Play

Service Puppet Play

Normal Trap

Target monsters your opponent controls, up to the number of "Gimmick Puppet" Xyz Monsters you control; take control of those monsters until the End Phase. If this card is in your GY, except the turn it was sent there, and you control a "Gimmick Puppet" Xyz Monster: You can banish this card, then target 1 Xyz Monster in either GY; Special Summon it to either field in Defense Position. You can only use each effect of "Service Puppet Play" once per turn.

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