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Yu-Gi-Oh! Skills List

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May 20th, 2017
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  1. Tier 1 Skills:
  2. Destiny Draw -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 card from your Deck to your hand, then shuffle your Deck. You can only use this skill if your Life Points are 500 or less.
  3. Heavy Starter -- At the start of the duel, if your Deck has 3 or more Level 5 or higher monsters with different names, you can select one of those cards: Remove it from the Deck, then shuffle your Deck normally. That monster is added to your hand, and then you draw cards to have a normal starting hand.
  4. Roll 'n' Boost -- Once per turn, you can reveal 1 monster card in your hand to your opponent, and then roll a six-sided die. The level of that monster becomes the result of that roll, until the end of this turn. You can only use this Skill if your Life Points are 2000 or less.
  5. Last Gamble -- Once per duel, you can reduce youre Life Points to 100 and discard 2 cards. Roll a six-sided die, and then draw cards equal to that result. You can only use this Skill if the turn count is 5 or higher.
  6. Luck on Your Side -- When you would toss a coin for a card effect, activate the Heads effect of that card, instead. You can only use this Skill if your Life Points are 1000 or less.
  7. Harpies' Last Will -- Once per duel, you can banish 6 "Harpie" cards from your Graveyard: Add 1 Harpie's Feather Duster to your hand. That card does not have to be part of your Deck, nor does it count against your Deck Limit.
  8. Flight of the Harpies -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 "Harpie" card from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  9. Harpie's Hunting Ground -- Begin the Duel with Harpies' Hunting Ground activated. This does not count against your Deck Limit.
  10. Surprise Present -- Once per duel, you can select 1 Set Spell / Trap card you control, and give it to your opponent. Your opponent must activate that Set card during their next Main Phase 1.
  11. Duel, Standby! -- At the start of the duel, each player draws 1 more card than normal for their starting hand.
  12. Buzz On -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 Insect-Type monster from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  13. Moth to the Flame -- If you have a Petit Moth equipped with Cocoon of Evolution, the turn counts for those cards is treated as double for those effects only.
  14. Menace from the Deep -- Once per turn, if "Umi" is face-up on your field, you can target 1 WATER Normal monster you control: That monster can attack your opponent directly this turn, but it is sent to the Graveyard during at the end of the Battle Phase.
  15. Baggy Sleeves -- During your Draw Phase, if a Level 5 or higher monster you control was destroyed by battle, you can draw 2 cards instead.
  16. Cheater's Coin -- If your Life Points are at least 1000 more than opponent's, and if you have at least 5 cards in your hand, your coin tosses always land on heads.
  17. Bandit -- Once per duel, you can select 1 Set Spell / Trap card your opponent controls; take control of it. That card cannot be activated in response to this Skill. You can only use this Skill if your Life Points are 2000 or less.
  18. Titan Showdown -- Battle damage inflicted to a player that has double or more Life Points than their opponent is doubled.
  19. Dinos Find a Way -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 Dinosaur-Type monster from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  20. Dino Rampage -- Once per turn, you can target 1 Dinosaur-type Normal monster you control: That monster can attack twice during the Battle Phase this turn. You can only use this Skill if your Life Points are 2000 or less.
  21. Gravekeeper's Lot -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 "Gravekeeper's" card from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  22. No Mortal Can Resist -- Once per turn, if you have 1000 or less Life Points than your opponent, you can change the name(s) of all monster(s) in your opponent's Graveyard to "Skull Servant".
  23. Sealed Tombs -- Once per duel, neither you nor your opponent can Special Summon monsters from the Graveyard, until the end of your opponent's next turn.
  24. Destiny Board -- Once per duel, if you have "Dark Necrofear" in your Graveyard and your Life Points are 2000 or less, you can activate this Skill: At the end of your 5th turn, you win the duel. This Skill is negate if "Dark Necrofear" leaves your Graveyard.
  25. Fiend Farewell -- Once per turn, when a monster you control is destroyed by battle, you can send 1 Fiend-type monster from your Deck to the Graveyard.
  26. It's a Toon World -- Begin the Duel with "Toon World" or a Field Spell that has "Toon World" in its text activated. This does not count against your Deck Limit.
  27. Creator -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 card listed on the Limited list to your hand. This does not count against your Deck Limit. You can only use this Skill if your Life Points are 2000 or less.
  28. Extra, Extra -- Once per duel, during your Draw Phase, you can reveal the card you drew to your opponent, then add a copy of that card to your hand. This does not count against your Deck Limit. You can only use this Skill if your Life Points are 2000 or less.
  29. Bluff Trap -- When you take 1200 or more damage, you can Set 1 "Statue of the Wicked" into your Spell / Trap Zone. This does not count against your Deck Limit.
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  31. Tier 2 Skills:
  32. Power of Dark -- Begin Duel with a Field Spell that has "Spellcaster-type" written in its text activated. This does not count against your Deck Limit.
  33. Peak Performance -- Begin the Duel with a Field Spell that has "Blue-Eyes" or "Dragon-type" written in its text. This does not count against your Deck Limit.
  34. Life Boost Alpha -- You start the duel with 1000 more Life Points.
  35. Aroma Strategy -- During your Draw Phase, after you draw: You can look at the top card of your Deck. You do not reveal the card to your opponent.
  36. Holy Guard -- During your turn, you do not take battle damage.
  37. Insect Uprising -- Once per turn, if you control three or more Insect-type monsters: Decrese the ATK of face-up monsters your opponent controls by 800.
  38. Mythic Depths -- Begin the Duel with "Umi", or a Field Spell card with "Umi" written in its text, activated. This does not count against your Deck Limit.
  39. Switcheroo -- Once per turn, you can shuffle one card from your hand into the Deck, and then draw 1 card. You can only use this Skill twice per duel.
  40. Dinosaur Kingdom -- Begin the Duel with a Field Spell that has "Dinosaur-type" written in its text activated. This does not count against your Deck Limit.
  41. Draw Pass -- During your Draw Phase, instead of conducting your normal draw: You can gain 1000 Life Points, instead. This Skill can only be used once per Duel.
  42. Compensation -- Each time you take 1000 or more damage: Send the top card of your Deck to the Graveyard, then gain 300 Life Points.
  43. Chain Reaction -- Each time you activate a Trap card, your opponent loses 200 damage.
  44.  
  45. Tier 3 Skills:
  46. Draw Sense: Spell/Trap -- Once per duel, instead of conducting your normal draw, you can add 1 Normal Spell or Trap card from your Deck to hard hand, then shuffle your Deck.
  47. Beatdown! -- Once per turn, you can increase the ATK of all face-up monsters on your field by 300 x the number of Level 5 or higher monsters you control.
  48. Grit -- Once per turn during your Draw Phase, before you draw: Roll a six-sided die. If the result is 6, damage that would reduce your Life Points to below 100 will reduce your Life Points to 100, instead.
  49. Life Boost Beta -- You star the duel with 1500 more Life Points, but you draw 1 card less at the start of the Duel.
  50. Life Boost Gamma -- You start the duel with 2500 more Life Points, but you draw 2 cards less at the start of the Duel.
  51. Draw Sense: Low Level -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 Level 4 or lower monster from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  52. Draw Sense: WATER -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 WATER monster from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  53. Sleight of Hand -- Once per turn: You can add 1 Equip Spell card to your hand. This card does not count against your Deck Limit. This skill can only be used twice per Duel.
  54. Graceful Smile -- During your Draw Phase, if you draw a Fairy-Type monster: You can reveal that card to your opponent, then gain 500 Life Points.
  55. Draw Sense: DARK -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 DARK monster from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  56. Mind Scan -- If your Life Points are 3000 or more, you can see Set cards your opponent controls.
  57.  
  58. Tier 4 Skills:
  59. Sorcery Conduit -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 Spellcaster-Type monster from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  60. Draw Sense: High Level -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 Level 7 or higher monster from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  61. Reinforcement -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 Warrior-Type monster from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  62. Draw Sense: WIND -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 WIND monster from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  63. Life Cost 0 -- Once per duel, you do not have to pay the cost of card effects, until the end of your opponent's next turn. You can only use this Skill if your Life Points are 1000 or less.
  64. Parasite Infestation -- At the start of the Duel, before either player conducts their Draw Phase: Roll a six-sided die. Add a number of Parasite Paracides to your opponent's Deck, treated as if their Flip effects had been activated, based on the result. Then, your opponent shuffles their deck. 1-2: 1 card; 3-4: 2 cards; 5-6: 3 cards.
  65. Balance: At the start of the duel, separate your Deck based on the type of cards your Deck contains (Monster, Spell, Trap), and shuffle those stacks individually, then order them based on which stack contains the highest amount of cards, from left to right. (In the case of a tie, the placement is decided by you.) When you would draw your starting hand, draw 1 card from each pile, moving left to right, until you fill out your starting hand. The three piles are then combined, and shuffled.
  66. Restart -- At the start of the duel, before the start of the Draw Phase: You can shuffle your hand into the Deck, and then draw the same number of cards returned.
  67. Dino Destruction -- Once per turn, you can target one Level 6 or higher Dinosaur-type monster you control: This turn, if that monster attacks a Defense Position monster, inflict piercing damage to your opponent.
  68. Precognition -- While your opponent's Life Points are more than twice yours, you can look at the top of both player's Decks. You do not show those cards to your opponent.
  69. Tether of Defeat -- When an opponent's monster is destroyed by battle, you can send the top card from either player's Deck to the Graveyard.
  70. Master of Rites -- Once per duel, during your Draw Phase, instead of conducting your normal draw, you can add 1 Ritual monster or Spell card from your Deck to your hand, then shuffle your Deck. You can only use this Skill if your Life Points are 2000 or less.
  71. Endless Trap Inferno -- Once per turn, during either player's turn, if 3 or more of your Trap cards were sent to the Graveyard this turn: During the End Phase, shuffle 1 Trap card in your Graveyard into the Deck.
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