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- String 0
- String 8
- ABCDE
- FGHIJ
- KLMNO
- PQRST
- UVWXY
- Z []
- String 9
- abcde
- fghij
- klmno
- pqrst
- uvwxy
- z ()
- String 10
- 12345
- 67890
- !"#$%
- &'=^-
- ¥,./_
- String 20
- 0123456789 -
- String 22
- ABCDEFGHIJKLMNOPQRSTUVWXYZ
- String 23
- abcdefghijklmnopqrstuvwxyz
- String 26
- SYMBOL
- String 30
- MONSTER
- String 31
- MAGIC
- String 32
- POWER UP
- String 33
- TRAP(LIMITED RANGE)
- String 34
- TRAP(FULL RANGE)
- String 35
- RITUAL
- String 37
- DRAGON
- String 38
- SPELLCASTER
- String 39
- ZOMBIE
- String 40
- WARRIOR
- String 41
- BEAST-WARRIOR
- String 42
- BEAST
- String 43
- WINGED-BEAST
- String 44
- FIEND
- String 45
- FAIRY
- String 46
- INSECT
- String 47
- DINOSAUR
- String 48
- REPTILE
- String 49
- FISH
- String 50
- SEA SERPENT
- String 51
- MACHINE
- String 52
- THUNDER
- String 53
- AQUA
- String 54
- PYRO
- String 55
- ROCK
- String 56
- PLANT
- String 57
- IMMORTAL
- String 59
- LIGHT
- String 60
- DARK
- String 61
- FIRE
- String 62
- EARTH
- String 63
- WATER
- String 64
- WIND
- String 65
- MAGIC
- String 66
- TRAP
- String 67
- RITUAL
- String 71
- FOREST
- String 72
- WASTELAND
- String 73
- MOUNTAIN
- String 74
- MEADOW
- String 75
- SEA
- String 76
- DARK
- String 77
- TOON
- String 78
- NORMAL
- String 79
- LABYRINTH
- String 80
- CRUSH
- String 82
- NCO
- String 83
- 2LT
- String 84
- 1LT
- String 85
- CPT
- String 86
- MAJ
- String 87
- LTC
- String 88
- COL
- String 89
- BG
- String 90
- RADM
- String 91
- VADM
- String 92
- ADM
- String 93
- SADM
- String 94
- SD
- String 95
- has been Promoted!
- String 96
- has been Demoted!
- String 97
- Slot Machine
- String 98
- Buried Treasure
- String 99
- Face-down Card Prediction
- String 100
- D Draw
- String 101
- Increased Movement
- String 102
- LP Recovery
- String 103
- Direct Damage Halved
- String 104
- Terrain Change
- String 105
- Level Cost Reduction for Summoning Same Type
- String 106
- Extended Support Range
- String 107
- Increased Strength for Same Type Friendlies
- String 108
- Improved Resistance for Same Type Friendlies
- String 109
- Movement Boost for Same Type Friendlies
- String 110
- Open Opponent's Card
- String 111
- Weaken Specific Enemy Type
- String 112
- Spellbind Specific Enemy Type
- String 113
- Destroy Specific Enemy Type
- String 114
- Card Name
- String 115
- Monster Battle
- String 116
- Sound
- String 117
- New DM Notation
- String 118
- OFCG Notation
- String 119
- Display
- String 120
- Abbreviate
- String 121
- Mono
- String 122
- Stereo
- String 124
- No current deck has been built
- String 125
- Trade card data
- String 126
- Cancel settings and return to Title Screen
- String 129
- Select Deck
- String 130
- LP Setting
- String 131
- SP Recharge Rate
- String 132
- Leader Ability
- String 133
- Card Display
- String 134
- Build Deck
- String 135
- Save
- String 136
- Edit Map
- String 137
- Select Map
- String 138
- Default Map
- String 139
- 1P User Setup
- String 140
- 2P User Setup
- String 141
- Deck Master K
- String 142
- Deck Master S
- String 143
- Deck Master T
- String 144
- Deck Master I
- String 147
- Reincarnation of the following 3 cards completed
- String 148
- Enter password
- String 149
- Password input successful!
- Obtained the following card!
- String 150
- Password input failure!
- There is no card for the inputted password
- String 151
- Only 1 card can be obtained for each password
- Previously entered password!
- String 152
- Discovered!
- String 153
- Get!
- String 154
- Type
- String 155
- Attr
- String 156
- ATK
- String 157
- DEF
- String 158
- Summoning Level
- String 159
- Deck Cost
- String 160
- Current Rank
- String 161
- ATK
- String 162
- DEF
- String 163
- Basic Info
- String 164
- Special Info
- String 165
- Power-up Card
- String 166
- Leader Ability
- String 167
- Enter
- String 168
- Return
- String 169
- End
- String 174
- Gryd
- String 175
- Opt
- String 176
- EdT
- String 177
- Srnd
- String 178
- Move
- String 179
- Smn
- String 180
- Dtl
- String 181
- Hand
- String 182
- Grd
- String 183
- Face
- String 184
- Ent
- String 185
- Cncl
- String 186
- Btl
- String 187
- Ovrw
- String 188
- Loc
- String 189
- Cmb
- String 190
- Ordr
- String 191
- Revv
- String 192
- Ref
- String 193
- Cng
- String 194
- Sel
- String 195
- Fix
- String 196
- Simon McMooran
- String 197
- Seto
- String 198
- Weevil Underwood
- String 199
- Rex Raptor
- String 200
- Keith
- String 201
- Ishtar
- String 202
- Necromancer
- String 203
- Darkness-ruler
- String 204
- Labyrinth-ruler
- String 205
- Pegasus Crawford
- String 206
- Richard Slysheen of York
- String 207
- Tea
- String 208
- T.Tristan Grey
- String 209
- Margaret Mai Beaufort
- String 210
- Mako
- String 211
- Joey
- String 212
- J.Shadi Morton
- String 213
- Jasper Dice Tudor
- String 214
- Bakura
- String 215
- Yugi
- String 216
- Manawyddan fab Llyr
- String 217
- Manawyddan fab Llyr
- String 218
- Stonehenge
- String 219
- Stonehenge
- String 220
- Chester
- String 221
- Tewkesbury
- String 222
- Towton
- String 223
- Isle of Man
- String 224
- Exeter
- String 225
- St.Albans
- String 226
- Newcastle
- String 227
- Lancashire
- String 228
- Bosworth
- String 229
- Windsor
- String 230
- London
- String 231
- Canterbury
- String 232
- Strait of Dover
- String 233
- Amiens
- String 234
- Paris
- String 235
- Le Mans
- String 236
- Rennes
- String 237
- Brest
- String 238
- Stonehenge
- String 239
- Stonehenge
- String 240
- Milford Haven
- String 241
- Dover
- String 242
- Boulogne
- String 244
- Deck Structure
- String 245
- Save
- String 246
- Options
- String 247
- Title Screen
- String 248
- Select Destination
- String 249
- Exceeded DC Level!
- String 250
- The promised day has arrived
- String 251
- Hurry!
- String 252
- Let's hurry!
- String 253
- Play a Practice Duel
- String 254
- Don't play a Practice Duel
- String 255
- Select initial deck
- String 256
- Side with Yorkists
- String 257
- Side with Lancastrians
- String 258
- Obtained a Rose Card!!!
- String 259
- Trap activated!
- String 260
- Effect activated!
- String 261
- Ritual activated!
- String 262
- Power increase!
- String 263
- Power decrease!
- String 264
- Spellbound!
- String 265
- Spellbound due to Attribute!
- String 266
- LP recovery!
- String 267
- Damage!
- String 268
- Force!
- String 269
- Nature Effect activated!
- String 270
- Leader Ability activated!
- String 271
- Copy ATK/DEF
- String 272
- Changed Type!
- String 273
- Changed Attribute!
- String 274
- Parasite!
- String 275
- Turn Count for effect ready!
- String 276
- Virus infection!
- String 277
- Destiny Draw!
- String 278
- Maximum number of monsters on Field
- String 279
- Maximum number of spells on Field
- String 280
- Released from Spellbinding
- String 281
- Power-up/Power down eliminated
- String 283
- This mode cannot be used in this sample version
- String 320
- Blue-Eyes White Dragon
- String 321
- Seiyaryu
- String 322
- Blue-Eyes Ultimate Dragon
- String 323
- Kaiser Dragon
- String 324
- Blackland Fire Dragon
- String 325
- Koumori Dragon
- String 326
- Curse of Dragon
- String 327
- Red-Eyes B. Dragon
- String 328
- Darkfire Dragon
- String 329
- B. Skull Dragon
- String 330
- Tri-Horned Dragon
- String 331
- Serpent Night Dragon
- String 332
- Mikazukinoyaiba
- String 333
- Yamadron
- String 334
- Meteor B. Dragon
- String 335
- Tyhone #2
- String 336
- Ryu-Ran
- String 337
- Manga Ryu-Ran
- String 338
- Crawling Dragon
- String 339
- Meteor Dragon
- String 340
- B. Dragon Jungle King
- String 341
- Baby Dragon
- String 342
- Winged Dragon, Guardian of the Fortress #1
- String 343
- Gaia the Dragon Champion
- String 344
- Thousand Dragon
- String 345
- Yamatano Dragon Scroll
- String 346
- Petit Dragon
- String 347
- One-Eyed Shield Dragon
- String 348
- Wicked Dragon with the Ersatz Head
- String 349
- Parrot Dragon
- String 350
- Harpie's Pet Dragon
- String 351
- Sky Dragon
- String 352
- Lesser Dragon
- String 353
- Fairy Dragon
- String 354
- Twin-Headed Behemoth
- String 355
- Mystical Elf
- String 356
- Time Wizard
- String 357
- Rogue Doll
- String 358
- White Magical Hat
- String 359
- LaMoon
- String 360
- Lucky Trinket
- String 361
- Genin
- String 362
- Fairy's Gift
- String 363
- Magician of Faith
- String 364
- Ancient Elf
- String 365
- Maha Vailo
- String 366
- Musician King
- String 367
- Eldeen
- String 368
- Lady of Faith
- String 369
- Ill Witch
- String 370
- Maiden of the Moonlight
- String 371
- The Stern Mystic
- String 372
- Neo the Magic Swordsman
- String 373
- The Unhappy Maiden
- String 374
- Right Leg of the Forbidden One
- String 375
- Left Leg of the Forbidden One
- String 376
- Right Arm of the Forbidden One
- String 377
- Left Arm of the Forbidden One
- String 378
- Exodia the Forbidden One
- String 379
- Saggi the Dark Clown
- String 380
- Dark Magician
- String 381
- Illusionist Faceless Mage
- String 382
- Curtain of the Dark Ones
- String 383
- Kamionwizard
- String 384
- Nemuriko
- String 385
- Necrolancer the Timelord
- String 386
- The Bewitching Phantom Thief
- String 387
- Phantom Dewan
- String 388
- Akakieisu
- String 389
- Masked Sorcerer
- String 390
- Fairywitch
- String 391
- Ancient Sorcerer
- String 392
- Sectarian of Secrets
- String 393
- Mystic Lamp
- String 394
- Boo Koo
- String 395
- Skull Knight
- String 396
- Cosmo Queen
- String 397
- Mask of Shine & Dark
- String 398
- Magician of Black Chaos
- String 399
- Dark Elf
- String 400
- Witch of the Black Forest
- String 401
- Witch's Apprentice
- String 402
- Sorcerer of the Doomed
- String 403
- Lord of D.
- String 404
- Invitation to a Dark Sleep
- String 405
- Hannibal Necromancer
- String 406
- The Illusory Gentleman
- String 407
- Dark Magician Girl
- String 408
- Flame Manipulator
- String 409
- Dryad
- String 410
- Tao the Chanter
- String 411
- Spirit of the Mountain
- String 412
- Gemini Elf
- String 413
- Leo Wizard
- String 414
- Rock Spirit
- String 415
- Injection Fairy Lily
- String 416
- Spirit of the Winds
- String 417
- Djinn the Watcher of the Wind
- String 418
- Hurricail
- String 419
- Kazejin
- String 420
- Aqua Madoor
- String 421
- Shadow Specter
- String 422
- Skull Servant
- String 423
- Zombie Warrior
- String 424
- The Snake Hair
- String 425
- Armored Zombie
- String 426
- Dragon Zombie
- String 427
- Clown Zombie
- String 428
- Pumpking the King of Ghosts
- String 429
- Graveyard and the Hand of Invitation
- String 430
- The 13th Grave
- String 431
- Fiend's Hand
- String 432
- Blue-Eyed Silver Zombie
- String 433
- Temple of Skulls
- String 434
- Dokuroizo the Grim Reaper
- String 435
- Fire Reaper
- String 436
- Mech Mole Zombie
- String 437
- Phantom Ghost
- String 438
- Flame Ghost
- String 439
- Wood Remains
- String 440
- Dark Assailant
- String 441
- Yaranzo
- String 442
- Three-Legged Zombies
- String 443
- Shadow Ghoul
- String 444
- Magical Ghost
- String 445
- Corroding Shark
- String 446
- Skelgon
- String 447
- Bone Mouse
- String 448
- Dokurorider
- String 449
- The Wandering Doomed
- String 450
- Great Mammoth of Goldfine
- String 451
- Ghoul with an Appetite
- String 452
- Patrician of Darkness
- String 453
- Moon Envoy
- String 454
- Giltia the D. Knight
- String 455
- Skull Guardian
- String 456
- Luminous Soldier
- String 457
- Kageningen
- String 458
- Masked Clown
- String 459
- Fiend Sword
- String 460
- Skull Stalker
- String 461
- Vishwar Randi
- String 462
- Unknown Warrior of Fiend
- String 463
- Black Luster Soldier
- String 464
- Wall Shadow
- String 465
- Gate Guardian
- String 466
- Swordstalker
- String 467
- Hungry Burger
- String 468
- Garma Sword
- String 469
- Greenkappa
- String 470
- Succubus Knight
- String 471
- Flame Swordsman
- String 472
- Tactical Warrior
- String 473
- Swamp Battleguard
- String 474
- Judge Man
- String 475
- Gaia The Fierce Knight
- String 476
- Celtic Guardian
- String 477
- Karbonala Warrior
- String 478
- Kojikocy
- String 479
- Axe Raider
- String 480
- Zanki
- String 481
- Battle Warrior
- String 482
- Hero of the East
- String 483
- Supporter in the Shadows
- String 484
- Dream Clown
- String 485
- Ansatsu
- String 486
- Dragon Statue
- String 487
- Monster Egg
- String 488
- Rhaimundos of the Red Sword
- String 489
- Hard Armor
- String 490
- M-Warrior #1
- String 491
- M-Warrior #2
- String 492
- The Judgement Hand
- String 493
- Mysterious Puppeteer
- String 494
- Armaill
- String 495
- Eyearmor
- String 496
- Doron
- String 497
- Kagemusha of the Blue Flame
- String 498
- Trap Master
- String 499
- Wood Clown
- String 500
- Beautiful Headhuntress
- String 501
- Wodan the Resident of the Forest
- String 502
- Guardian of the Labyrinth
- String 503
- Dimensional Warrior
- String 504
- Protector of the Throne
- String 505
- Masaki the Legendary Swordsman
- String 506
- Sonic Maid
- String 507
- Kanan the Swordmistress
- String 508
- Stuffed Animal
- String 509
- Millennium Shield
- String 510
- Monster Tamer
- String 511
- Swordsman from a Foreign Land
- String 512
- Beautiful Beast Trainer
- String 513
- Armed Ninja
- String 514
- D. Human
- String 515
- Performance of Sword
- String 516
- Mushroom Man #2
- String 517
- Lava Battleguard
- String 518
- Oscillo Hero
- String 519
- Empress Judge
- String 520
- Warrior of Tradition
- String 521
- Queen's Double
- String 522
- Invader of the Throne
- String 523
- Hibikime
- String 524
- Princess of Tsurugi
- String 525
- Dragoness the Wicked Knight
- String 526
- Hyo
- String 527
- The Little Swordsman of Aile
- String 528
- Garoozis
- String 529
- Hitotsu-Me Giant
- String 530
- Battle Steer
- String 531
- Battle Ox
- String 532
- Beaver Warrior
- String 533
- Mountain Warrior
- String 534
- Tiger Axe
- String 535
- Rabid Horseman
- String 536
- Solitude
- String 537
- One Who Hunts Souls
- String 538
- Ogre of the Black Shadow
- String 539
- Rude Kaiser
- String 540
- Sengenjin
- String 541
- Nekogal #2
- String 542
- Panther Warrior
- String 543
- Wolf Axwielder
- String 544
- Gate Deeg
- String 545
- Dark Rabbit
- String 546
- Firewing Pegasus
- String 547
- Little Chimera
- String 548
- The Wicked Worm Beast
- String 549
- Griffore
- String 550
- Torike
- String 551
- Wolf
- String 552
- Silver Fang
- String 553
- Mystic Horseman
- String 554
- Dark Gray
- String 555
- Sleeping Lion
- String 556
- Larvas
- String 557
- Dig Beak
- String 558
- Lisark
- String 559
- Synchar
- String 560
- Fusionist
- String 561
- Frenzied Panda
- String 562
- Air Marmot of Nefariousness
- String 563
- Meotoko
- String 564
- Master & Expert
- String 565
- Nekogal #1
- String 566
- Prevent Rat
- String 567
- Mystical Sheep #2
- String 568
- Super War-Lion
- String 569
- Leogun
- String 570
- Tatsunootoshigo
- String 571
- Burglar
- String 572
- Garvas
- String 573
- Flower Wolf
- String 574
- Wilmee
- String 575
- Milus Radiant
- String 576
- Togex
- String 577
- Hane-Hane
- String 578
- Ancient One of the Deep Forest
- String 579
- Mon Larvas
- String 580
- Pale Beast
- String 581
- Obese Marmot of Nefariousness
- String 582
- Great Bill
- String 583
- Armored Rat
- String 584
- Mystical Sheep #1
- String 585
- Gazelle the King of Mythical Beasts
- String 586
- King Tiger Wanghu
- String 587
- Chimera the Flying Mythical Beast
- String 588
- Fiend Reflection #2
- String 589
- Crimson Sunbird
- String 590
- Niwatori
- String 591
- Tyhone
- String 592
- Harpie Lady
- String 593
- Harpie Lady Sisters
- String 594
- Spirit of the Books
- String 595
- Faith Bird
- String 596
- Droll Bird
- String 597
- Mavelus
- String 598
- Kurama
- String 599
- Wing Eagle
- String 600
- Punished Eagle
- String 601
- Skull Red Bird
- String 602
- Queen Bird
- String 603
- Peacock
- String 604
- Skullbird
- String 605
- Monstrous Bird
- String 606
- Winged Dragon, Guardian of the Fortress #2
- String 607
- Crow Goblin
- String 608
- Takuhee
- String 609
- Fiend Reflection #1
- String 610
- Blue-Winged Crown
- String 611
- Birdface
- String 612
- Ryu-Kishin
- String 613
- Feral Imp
- String 614
- Summoned Skull
- String 615
- Horn Imp
- String 616
- Sangan
- String 617
- Kuriboh
- String 618
- Castle of Dark Illusions
- String 619
- Reaper of the Cards
- String 620
- King of Yamimakai
- String 621
- Barox
- String 622
- Dark Chimera
- String 623
- Metal Guardian
- String 624
- Crass Clown
- String 625
- Mask of Darkness
- String 626
- Job-Change Mirror
- String 627
- That Which Feeds on Life
- String 628
- Trial of Nightmare
- String 629
- Witty Phantom
- String 630
- Mystery Hand
- String 631
- The Shadow Who Controls the Dark
- String 632
- Lord of the Lamp
- String 633
- Tainted Wisdom
- String 634
- Lord of Zemia
- String 635
- Dark King of the Abyss
- String 636
- Big Eye
- String 637
- Dark Prisoner
- String 638
- Ancient Brain
- String 639
- Claw Reacher
- String 640
- Terra the Terrible
- String 641
- Mabarrel
- String 642
- Midnight Fiend
- String 643
- Madjinn Gunn
- String 644
- Dark Titan of Terror
- String 645
- The Drdek
- String 646
- Candle of Fate
- String 647
- Meda Bat
- String 648
- Embryonic Beast
- String 649
- Wicked Mirror
- String 650
- Versago the Destroyer
- String 651
- Megirus Light
- String 652
- Gorgon Egg
- String 653
- King Fog
- String 654
- Mystic Clown
- String 655
- Dark Artist
- String 656
- Bio Plant
- String 657
- Zera The Mant
- String 658
- Fiend's Mirror
- String 659
- Ryu-Kishin Powered
- String 660
- La Jinn the Mystical Genie of the Lamp
- String 661
- Bickuribox
- String 662
- Zoa
- String 663
- Ushi Oni
- String 664
- Monster Eye
- String 665
- Soul Hunter
- String 666
- Needle Ball
- String 667
- Morinphen
- String 668
- Dragon Seeker
- String 669
- Fungi of the Musk
- String 670
- The Bistro Butcher
- String 671
- Neck Hunter
- String 672
- Chakra
- String 673
- Psycho-Puppet
- String 674
- Invader from Another Dimension
- String 675
- Wretched Ghost of the Attic
- String 676
- Key Mace #2
- String 677
- Hiro's Shadow Scout
- String 678
- Whiptail Crow
- String 679
- Man-Eating Treasure Chest
- String 680
- Baron of the Fiend Sword
- String 681
- Wall of Illusion
- String 682
- Toon Summoned Skull
- String 683
- Three-Headed Geedo
- String 684
- Berfomet
- String 685
- Kryuel
- String 686
- Dark Shade
- String 687
- Air Eater
- String 688
- Gyakutenno Megami
- String 689
- Goddess with the Third Eye
- String 690
- Orion the Battle King
- String 691
- Weather Control
- String 692
- Mystical Capture Chain
- String 693
- Spirit of the Harp
- String 694
- Key Mace
- String 695
- Happy Lover
- String 696
- Petit Angel
- String 697
- Hourglass of Life
- String 698
- Lunar Queen Elzaim
- String 699
- Wing Egg Elf
- String 700
- Ray & Temperature
- String 701
- Ocubeam
- String 702
- Goddess of Whim
- String 703
- Hoshiningen
- String 704
- Skelengel
- String 705
- Dark Witch
- String 706
- Binding Chain
- String 707
- Muse-A
- String 708
- Tenderness
- String 709
- Shining Friendship
- String 710
- Hourglass of Courage
- String 711
- Winged Egg of New Life
- String 712
- Airknight Parshath
- String 713
- Doma The Angel of Silence
- String 714
- Dancing Elf
- String 715
- Spiked Snail
- String 716
- Big Insect
- String 717
- Basic Insect
- String 718
- Hercules Beetle
- String 719
- Gokibore
- String 720
- Giant Flea
- String 721
- Larvae Moth
- String 722
- Great Moth
- String 723
- Perfectly Ultimate Great Moth
- String 724
- Nightmare Scorpion
- String 725
- Winged Cleaver
- String 726
- Kumootoko
- String 727
- Petit Moth
- String 728
- Jirai Gumo
- String 729
- Dungeon Worm
- String 730
- Leghul
- String 731
- Ganigumo
- String 732
- Alinsection
- String 733
- Cockroach Knight
- String 734
- Kuwagata α
- String 735
- Korogashi
- String 736
- Kattapillar
- String 737
- Man-Eater Bug
- String 738
- Gale Dogra
- String 739
- Kwagar Hercules
- String 740
- Minar
- String 741
- Kamakiriman
- String 742
- Javelin Beetle
- String 743
- Needle Worm
- String 744
- Giant Scorpion of the Tundra
- String 745
- Hunter Spider
- String 746
- Acid Crawler
- String 747
- Larva of Moth
- String 748
- Pupa of Moth
- String 749
- Arsenal Bug
- String 750
- Killer Needle
- String 751
- Insect Soldiers of the Sky
- String 752
- Bladefly
- String 753
- Sword Arm of Dragon
- String 754
- Two-Headed King Rex
- String 755
- Mammoth Graveyard
- String 756
- Megazowler
- String 757
- Uraby
- String 758
- Crawling Dragon #2
- String 759
- Tomozaurus
- String 760
- Two-Mouth Darkruler
- String 761
- Pragtical
- String 762
- Anthrosaurus
- String 763
- Trakadon
- String 764
- Little D
- String 765
- Bracchio-raidus
- String 766
- Armored Lizard
- String 767
- Serpent Marauder
- String 768
- Yormungarde
- String 769
- Drooling Lizard
- String 770
- Beaked Snake
- String 771
- Ancient Lizard Warrior
- String 772
- Krokodilus
- String 773
- Grappler
- String 774
- Toon Alligator
- String 775
- Emperor of the Land and Sea
- String 776
- Sinister Serpent
- String 777
- Mechaleon
- String 778
- Serpentine Princess
- String 779
- Great White
- String 780
- Rare Fish
- String 781
- Root Water
- String 782
- Enchanting Mermaid
- String 783
- White Dolphin
- String 784
- Deepsea Shark
- String 785
- Bottom Dweller
- String 786
- 7 Colored Fish
- String 787
- Rainbow Marine Mermaid
- String 788
- Crazy Fish
- String 789
- Misairuzame
- String 790
- Tongyo
- String 791
- Wow Warrior
- String 792
- Fortress Whale
- String 793
- Man-eating Black Shark
- String 794
- Marine Beast
- String 795
- Amazon of the Seas
- String 796
- Kairyu-Shin
- String 797
- Takriminos
- String 798
- Aqua Dragon
- String 799
- Sea King Dragon
- String 800
- Spike Seadra
- String 801
- Guardian of the Throne Room
- String 802
- Ancient Tool
- String 803
- Gatekeeper
- String 804
- Cyber Soldier of Darkworld
- String 805
- Megasonic Eye
- String 806
- Labyrinth Tank
- String 807
- Pendulum Machine
- String 808
- Metalzoa
- String 809
- Saber Slasher
- String 810
- Yaiba Robo
- String 811
- Cyber Soldier
- String 812
- Mechanicalchaser
- String 813
- Blocker
- String 814
- Spike Clubber
- String 815
- Cyber-Stein
- String 816
- Cyber Commander
- String 817
- Jinzo #7
- String 818
- Cannon Soldier
- String 819
- Brave Scizzar
- String 820
- Dharma Cannon
- String 821
- Red-Eyes Black Metal Dragon
- String 822
- Barrel Dragon
- String 823
- Mechanical Snail
- String 824
- Disk Magician
- String 825
- Slot Machine
- String 826
- Blast Sphere
- String 827
- Space Megatron
- String 828
- Launcher Spider
- String 829
- Blast Juggler
- String 830
- Robotic Knight
- String 831
- Ground Attacker Bugroth
- String 832
- Holograh
- String 833
- Steel Scorpion
- String 834
- Machine King
- String 835
- Giant Mech-Soldier
- String 836
- Mechanical Spider
- String 837
- Giga-tech Wolf
- String 838
- Shovel Crusher
- String 839
- Golgoil
- String 840
- Dice Armadillo
- String 841
- Cyber Saurus
- String 842
- Steel Ogre Grotto #1
- String 843
- Patrol Robo
- String 844
- Royal Guard
- String 845
- Machine Attacker
- String 846
- Steel Ogre Grotto #2
- String 847
- Gear Golem the Moving Fortress
- String 848
- Kinetic Soldier
- String 849
- Metal Dragon
- String 850
- Bat
- String 851
- Metal Fish
- String 852
- Mech Bass
- String 853
- Oscillo Hero #2
- String 854
- Sanga of the Thunder
- String 855
- Thunder Dragon
- String 856
- The Immortal of Thunder
- String 857
- Electric Snake
- String 858
- Twin-Headed Thunder Dragon
- String 859
- Thunder Nyan Nyan
- String 860
- Tripwire Beast
- String 861
- Electric Lizard
- String 862
- LaLa Li-oon
- String 863
- Kaminarikozou
- String 864
- Kaminari Attack
- String 865
- Mega Thunderball
- String 866
- Bolt Escargot
- String 867
- Bolt Penguin
- String 868
- Fire Kraken
- String 869
- Boulder Tortoise
- String 870
- Fiend Kraken
- String 871
- Jellyfish
- String 872
- Catapult Turtle
- String 873
- Octoberser
- String 874
- Toad Master
- String 875
- Akihiron
- String 876
- The Melting Red Shadow
- String 877
- Monsturtle
- String 878
- Turtle Tiger
- String 879
- Arma Knight
- String 880
- Penguin Knight
- String 881
- Dorover
- String 882
- Twin Long Rods #1
- String 883
- Roaring Ocean Snake
- String 884
- Hitodenchak
- String 885
- Water Element
- String 886
- Water Omotics
- String 887
- Beastking of the Swamps
- String 888
- The Furious Sea King
- String 889
- Wetha
- String 890
- Change Slime
- String 891
- Psychic Kappa
- String 892
- Flying Penguin
- String 893
- Suijin
- String 894
- Zone Eater
- String 895
- Ooguchi
- String 896
- Water Magician
- String 897
- Ice Water
- String 898
- Waterdragon Fairy
- String 899
- Water Girl
- String 900
- Turu-Purun
- String 901
- Guardian of the Sea
- String 902
- Aqua Snake
- String 903
- Giant Red Seasnake
- String 904
- 30,000-Year White Turtle
- String 905
- Kappa Avenger
- String 906
- Kanikabuto
- String 907
- Zarigun
- String 908
- Sea Kamen
- String 909
- Ameba
- String 910
- Yado Karu
- String 911
- Turtle Raccoon
- String 912
- Turtle Bird
- String 913
- Star Boy
- String 914
- Frog The Jam
- String 915
- Behegon
- String 916
- Crab Turtle
- String 917
- Weather Report
- String 918
- Giant Turtle Who Feeds on Flames
- String 919
- Violent Rain
- String 920
- Penguin Soldier
- String 921
- Liquid Beast
- String 922
- Twin Long Rods #2
- String 923
- Armored Starfish
- String 924
- High Tide Gyojin
- String 925
- Fairy of the Fountain
- String 926
- Night Lizard
- String 927
- Amphibious Bugroth
- String 928
- Gruesome Goo
- String 929
- Hyosube
- String 930
- Red Archery Girl
- String 931
- Toon Mermaid
- String 932
- Maiden of The Aqua
- String 933
- Dragon Piper
- String 934
- Wings of Wicked Flame
- String 935
- Charubin the Fire Knight
- String 936
- Fire Eye
- String 937
- Hinotama Soul
- String 938
- Fireyarou
- String 939
- Vermillion Sparrow
- String 940
- Flame Cerebrus
- String 941
- Jigen Bakudan
- String 942
- Molten Behemoth
- String 943
- Flame Snake
- String 944
- Prisman
- String 945
- Rock Ogre Grotto #1
- String 946
- Giant Soldier of Stone
- String 947
- Ancient Jar
- String 948
- Haniwa
- String 949
- Dissolverock
- String 950
- Stone Armadiller
- String 951
- Rock Ogre Grotto #2
- String 952
- Stone D.
- String 953
- Millennium Golem
- String 954
- Destroyer Golem
- String 955
- Barrel Rock
- String 956
- Minomushi Warrior
- String 957
- Stone Ghost
- String 958
- The Statue of Easter Island
- String 959
- Muka Muka
- String 960
- Sand Stone
- String 961
- Mystical Sand
- String 962
- Pot the Trick
- String 963
- Morphing Jar
- String 964
- The Thing That Hides in the Mud
- String 965
- Stone Ogre Grotto
- String 966
- Stone Statue of the Aztecs
- String 967
- Dark Plant
- String 968
- Rose Spectre of Dunn
- String 969
- Mushroom Man
- String 970
- Man-Eating Plant
- String 971
- Firegrass
- String 972
- Man Eater
- String 973
- Arlownay
- String 974
- Yashinoki
- String 975
- Ancient Tree of Enlightenment
- String 976
- Green Phantom King
- String 977
- Rainbow Flower
- String 978
- Barrel Lily
- String 979
- Laughing Flower
- String 980
- Bean Soldier
- String 981
- Griggle
- String 982
- Darkworld Thorns
- String 983
- Abyss Flower
- String 984
- Living Vase
- String 985
- Snakeyashi
- String 986
- Trent
- String 987
- Queen of Autumn Leaves
- String 988
- Woodland Sprite
- String 989
- Tentacle Plant
- String 990
- Fairy King Truesdale
- String 991
- Summoned Lord Exodia
- String 992
- Jowls of Dark Demise
- String 993
- Souleater
- String 994
- Slate Warrior
- String 995
- Shapesnatch
- String 996
- Carat Idol
- String 997
- Electromagnetic Bagworm
- String 998
- Timeater
- String 999
- Mucus Yolk
- String 1000
- Servant of Catabolism
- String 1001
- Rigras Leever
- String 1002
- Moisture Creature
- String 1003
- Dragon Capture Jar
- String 1004
- Time Seal
- String 1005
- Monster Reborn
- String 1006
- Copycat
- String 1007
- Mimicat
- String 1008
- Graverobber
- String 1009
- Forest
- String 1010
- Wasteland
- String 1011
- Mountain
- String 1012
- Sogen
- String 1013
- Umi
- String 1014
- Yami
- String 1015
- Toon World
- String 1016
- Burning Land
- String 1017
- Labyrinth Wall
- String 1018
- Magical Labyrinth
- String 1019
- Dark Hole
- String 1020
- Raigeki
- String 1021
- Heavy Storm
- String 1022
- Harpie's Feather Duster
- String 1023
- Mooyan Curry
- String 1024
- Red Medicine
- String 1025
- Goblin's Secret Remedy
- String 1026
- Soul of the Pure
- String 1027
- Dian Keto the Cure Master
- String 1028
- Gift of The Mystical Elf
- String 1029
- Sparks
- String 1030
- Hinotama
- String 1031
- Final Flame
- String 1032
- Ookazi
- String 1033
- Tremendous Fire
- String 1034
- Just Desserts
- String 1035
- Swords of Revealing Light
- String 1036
- Dark-Piercing Light
- String 1037
- Darkness Approaches
- String 1038
- The Eye of Truth
- String 1039
- The Inexperienced Spy
- String 1040
- Warrior Elimination
- String 1041
- Eternal Rest
- String 1042
- Stain Storm
- String 1043
- Eradicating Aerosol
- String 1044
- Breath of Light
- String 1045
- Eternal Draught
- String 1046
- Fissure
- String 1047
- Last Day of Witch
- String 1048
- Exile of the Wicked
- String 1049
- Dust Tornado
- String 1050
- Cold Wave
- String 1051
- Fairy Meteor Crush
- String 1052
- Change of Heart
- String 1053
- Brain Control
- String 1054
- Magical Neutralizing Force Field
- String 1055
- Winged Trumpeter
- String 1056
- Shield & Sword
- String 1057
- Yellow Luster Shield
- String 1058
- Limiter Removal
- String 1059
- Rain of Mercy
- String 1060
- Windstorm of Etaqua
- String 1061
- Sebek's Blessing
- String 1062
- Aqua Chorus
- String 1063
- Stop Defense
- String 1064
- Monster Recovery
- String 1065
- Call Of The Haunted
- String 1066
- Shift
- String 1067
- Solomon's Lawbook
- String 1068
- Magic Drain
- String 1069
- Dimensionhole
- String 1070
- Earthshaker
- String 1071
- Creature Swap
- String 1072
- Legendary Sword
- String 1073
- Sword of Dark Destruction
- String 1074
- Dark Energy
- String 1075
- Axe of Despair
- String 1076
- Laser Cannon Armor
- String 1077
- Insect Armor with Laser Cannon
- String 1078
- Elf's Light
- String 1079
- Beast Fangs
- String 1080
- Steel Shell
- String 1081
- Vile Germs
- String 1082
- Black Pendant
- String 1083
- Silver Bow and Arrow
- String 1084
- Horn of Light
- String 1085
- Horn of the Unicorn
- String 1086
- Dragon Treasure
- String 1087
- Electro-Whip
- String 1088
- Cyber Shield
- String 1089
- Mystical Moon
- String 1090
- Malevolent Nuzzler
- String 1091
- Book of Secret Arts
- String 1092
- Violet Crystal
- String 1093
- Invigoration
- String 1094
- Machine Conversion Factory
- String 1095
- Raise Body Heat
- String 1096
- Follow Wind
- String 1097
- Power of Kaishin
- String 1098
- Kunai with Chain
- String 1099
- Salamandra
- String 1100
- Megamorph
- String 1101
- Bright Castle
- String 1102
- Fiend Castle
- String 1103
- Hightide
- String 1104
- Spring of Rebirth
- String 1105
- Gust Fan
- String 1106
- Burning Spear
- String 1107
- 7 Completed
- String 1108
- Nails of Bane
- String 1109
- Riryoku
- String 1110
- Multiply
- String 1111
- Sword of Dragon's Soul
- String 1112
- Enchanted Javelin
- String 1113
- Anti-Magic Fragrance
- String 1114
- Crush Card
- String 1115
- Paralyzing Potion
- String 1116
- Cursebreaker
- String 1117
- Elegant Egotist
- String 1118
- Cocoon of Evolution
- String 1119
- Metalmorph
- String 1120
- Insect Imitation
- String 1121
- Spellbinding Circle
- String 1122
- Shadow Spell
- String 1123
- Mesmeric Control
- String 1124
- Tears of the Mermaid
- String 1125
- Infinite Dismissal
- String 1126
- Gravity Bind
- String 1127
- House of Adhesive Tape
- String 1128
- Eatgaboon
- String 1129
- Bear Trap
- String 1130
- Invisible Wire
- String 1131
- Acid Trap Hole
- String 1132
- Widespread Ruin
- String 1133
- Type Zero Magic Crusher
- String 1134
- Goblin Fan
- String 1135
- Bad Reaction to Simochi
- String 1136
- Reverse Trap
- String 1137
- Block Attack
- String 1138
- Shadow of Eyes
- String 1139
- Gorgon's Eye
- String 1140
- Fake Trap
- String 1141
- Anti Raigeki
- String 1142
- Call of the Grave
- String 1143
- Magic Jammer
- String 1144
- White Hole
- String 1145
- Royal Decree
- String 1146
- Seal of the Ancients
- String 1147
- Mirror Force
- String 1148
- Negate Attack
- String 1149
- Mirror Wall
- String 1150
- Curse of Millennium Shield
- String 1151
- Yamadron Ritual
- String 1152
- Gate Guardian Ritual
- String 1153
- Black Luster Ritual
- String 1154
- Zera Ritual
- String 1155
- War-Lion Ritual
- String 1156
- Beastly Mirror Ritual
- String 1157
- Ultimate Dragon
- String 1158
- Commencement Dance
- String 1159
- Hamburger Recipe
- String 1160
- Revival of Sennen Genjin
- String 1161
- Novox's Prayer
- String 1162
- Curse of Tri-Horned Dragon
- String 1163
- Revived Serpent Night Dragon
- String 1164
- Turtle Oath
- String 1165
- Contruct of Mask
- String 1166
- Resurrection of Chakra
- String 1167
- Puppet Ritual
- String 1168
- Javelin Beetle Pact
- String 1169
- Garma Sword Oath
- String 1170
- Cosmo Queen's Prayer
- String 1171
- Revival of Dokurorider
- String 1172
- Fortress Whale's Oath
- String 1173
- Dark Magic Ritual
- String 1175
- <ATTACK>
- 300-point bonus for battles
- against FIEND monsters!
- String 1180
- <ATTACK>
- Transforms the occupied space to
- WASTELAND terrain when engaging
- in battle!
- String 1181
- <SPECIAL POWER UP>
- Transforms into
- Red-Eyes Black Metal Dragon when
- powered up with Metalmorph!
- String 1185
- <ATTACK>
- 900-point bonus for battles
- against SPELLCASTER monsters!
- String 1187
- <ATTACK>
- Transforms surrounding spaces
- into NORMAL terrain when engaged
- in battle!
- <FLIP>
- Transforms surrounding spaces
- into NORMAL terrain when this
- card is flipped face-up!
- String 1190
- <SPECIAL POWER UP>
- Randomly transforms into
- DRAGON/FIRE monster when powered
- up with Insect Imitation!
- String 1191
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- <SPECIAL POWER UP>
- Randomly transforms into
- DRAGON/FIRE monster when powered
- up with Insect Imitation!
- String 1199
- <NATURE EFFECT>
- Transforms into Yamadron after
- surviving 3 turns in a face-up,
- defense position.!However, the
- card must be voluntarily turned
- face-up.
- String 1203
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1209
- <FLIP>
- When this card is flipped
- face-up, powers up all of your
- own LIGHT monsters by 800
- points!
- String 1210
- <FLIP>
- When this card is flipped
- face-up, all DRAGON monsters
- with ATKs less than 2400 are
- transformed into
- Thousand Dragons!
- String 1211
- <ATTACK>
- Allows the one-sided destruction
- of the opposition when battling
- ZOMBIE monsters!
- String 1212
- <MOVEMENT>
- Able to move and attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1214
- <NATURE EFFECT>
- All DARK monsters are reduced
- 100 points while this card
- remains in the face-up, defense
- position!
- String 1215
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- <FLIP>
- Spellbinds an opponent for 1
- turn when this card is flipped
- face-up in battle!
- String 1216
- <FLIP>
- Gain 800 LP when this card is
- flipped face-up!
- String 1217
- <FLIP>
- When this card is flipped
- face-up, select 1 spell from all
- Graveyards and revive it in own
- Summoning Area!However, can only
- be activated in a turn when
- "Magician of Faith" is being
- controlled.
- String 1219
- <NATURE EFFECT>
- When in the face-up, defense
- position, the effect of all
- Power-up Cards are boosted an
- additional 200 points!
- String 1225
- <FLIP>
- When this card is flipped
- face-up, all face-down cards are
- automatically flipped face-up!
- String 1227
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- String 1228
- Right Leg of the Forbidden One.
- Awards victory to the one who
- brings together all four limbs
- and unleashes the monster.
- String 1229
- Left Leg of the Forbidden One.
- Awards victory to the one who
- brings together all four limbs
- and unleashes the monster.
- String 1230
- Right Arm of the Forbidden One.
- Awards victory to the one who
- brings together all four limbs
- and unleashes the monster.
- String 1231
- Left Arm of the Forbidden One.
- Awards victory to the one who
- brings together all four limbs
- and unleashes the monster.
- String 1232
- As Leader, summon the four limbs
- from your own deck to adjacent
- Summoning Areas, and enter your
- next turn face-up without being
- spellbound and victory is yours!
- String 1233
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1235
- <FLIP>
- When this card is flipped
- face-up in battle, spellbinds
- opposing monster for 3 turns!
- String 1236
- <FLIP>
- When this card is flipped
- face-up in battle, the opposing
- enemy is spellbound for 1 turn.
- String 1238
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, spellbinds
- all enemy WARRIOR monsters.
- String 1240
- <MOVEMENT>
- Able to move and attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1241
- <FLIP>
- When this card is flipped
- face-up in battle, spellbinds
- opposing monster for 3 turns!
- String 1246
- <DESTRUCTION>
- Weakens an opposing enemy by 300
- points when destroyed in battle!
- String 1247
- <FLIP>
- When this card is flipped
- face-up, strengthens the
- Lord of the Lamp by 700 points!
- String 1248
- <FLIP>
- When this card is flipped
- face-up, strengthens the
- Spirit of the Books by 700
- points!
- String 1250
- <FLIP>
- When this card is flipped
- face-up, transforms the
- surrounding spaces within a
- range of two to DARK terrain!
- String 1251
- <ATTACK>
- 900-point bonus for battles
- against WARRIOR monsters!
- String 1253
- <ATTACK>
- For every battle engaged with
- the enemy, the LP of the player
- controlling Dark Elf is reduced
- by 50 points!
- String 1254
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all LIGHT
- monsters are reduced 100 points.
- String 1257
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all DRAGON
- monsters on the Field are immune
- to effects of an opponent's
- SPELL Cards!
- String 1258
- <FLIP>
- When this card is flipped
- face-up, all enemy cards are
- spellbound for 1 turn!
- String 1259
- <FLIP>
- When this card is flipped
- face-up, all ZOMBIE monsters are
- increased by 300 points!
- String 1261
- <FLIP>
- When this card is flipped
- face-up, it is increased by 500
- points for every Dark Magician
- and Dark Magician Girl found in
- all Graveyards!
- String 1263
- <FLIP>
- When this card is flipped
- face-up in battle, the opposing
- monster is spellbound for 1
- turn!
- String 1264
- <FLIP>
- When this card is flipped
- face-up, all LIGHT monsters are
- transformed into DARK monsters!
- String 1269
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, LP
- increases 50 points at the start
- of each turn!
- String 1272
- <FLIP>
- When this card is flipped
- face-up, all spells within a
- range of a single space are
- destroyed!
- String 1273
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- String 1275
- <FLIP>
- When this card is flipped
- face-up, all Shadow Specters are
- increased by 300 points!
- String 1276
- <FLIP>
- When this card is flipped
- face-up, all Skull Servants are
- increased by 300 points!
- String 1278
- <DESTRUCTION>
- Eternally spellbinds an opponent
- when destroyed in battle!
- String 1282
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all ZOMBIE
- monsters are increased 100
- points at the start of each
- turn!
- String 1283
- <FLIP>
- When this card is flipped
- face-up, all your monsters are
- transformed into ZOMBIE
- monsters!
- String 1285
- <DESTRUCTION>
- When destroyed in battle, it
- destroys the opposing monster as
- well!
- String 1286
- <FLIP>
- When this card is flipped
- face-up, all your monsters are
- transformed into ZOMBIE
- monsters!
- String 1287
- <NATURE EFFECT>
- While this card is face-up in
- the defense position,, all MAGIC
- and RITUAL Cards are rendered
- ineffective!
- String 1288
- <MOVEMENT>
- Able to move and attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1289
- <FLIP>
- When this card is flipped
- face-up, all cards located in
- Meadow terrain are destroyed!
- String 1290
- <FLIP>
- When turned face-up in battle,
- transforms an opponent into a
- ZOMBIE monster!
- String 1292
- <FLIP>
- When this card is flipped
- face-up, all cards located in
- Sea terrain are destroyed!
- String 1293
- <FLIP>
- When this card is flipped
- face-up, all Wood Remains are
- increased 500 points!
- String 1297
- <MOVEMENT>
- Can move into LABYRINTH terrain,
- and transforms into Wall Shadow!
- String 1301
- <MOVEMENT>
- Able to move and attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1302
- <MOVEMENT>
- During movement, transforms
- terrain of entered space into
- WASTELAND terrain!
- String 1309
- <ATTACK>
- 900-point bonus when battling
- FIEND monsters!
- <FLIP>
- When this card is flipped
- face-up, strengthens all LIGHT
- monsters by 300 points!
- String 1311
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- <FLIP>
- When this card is flipped
- face-up, adds one more
- Kageningen face-up in own
- Summoning Area!
- String 1314
- <DESTRUCTION>
- Reduces opposing monster by 300
- points when destroyed in battle!
- String 1315
- <FLIP>
- When this card is flipped
- face-up, strengthens all
- Succubus Knights by 300 points!
- String 1317
- <ATTACK>
- 600-point bonus when battling
- DRAGON monsters!
- String 1318
- <MOVEMENT>
- Can move into LABYRINTH terrain!
- String 1319
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- String 1320
- <FLIP>
- When this card is flipped
- face-up, increased by 100 points
- for each monster in own
- Graveyard!
- String 1321
- <ATTACK>
- Allows the one-sided destruction
- of the opposition when battling
- BEAST monsters!
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1322
- <ATTACK>
- 800-point bonus when battling
- SPELLCASTER monsters!
- String 1323
- <FLIP>
- When this card is flipped
- face-up, adopts the ATK/DEF of
- the monster with the highest
- attack power on the Field!
- String 1325
- <ATTACK>
- 300-point bonus when battling
- DINOSAUR monsters!
- String 1326
- <FLIP>
- When this card is flipped
- face-up, all WARRIOR monsters
- are increased 300 points!
- String 1327
- <FLIP>
- When this card is flipped
- face-up, all Lava Battleguards
- are increased 500 points!
- String 1330
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all
- effects involving the taking of
- a card's control are rendered
- ineffective!
- String 1335
- <ATTACK>
- 500-point bonus when battling
- BEAST monsters!
- String 1337
- <FLIP>
- When this card is flipped
- face-up, all WARRIOR monsters
- are increased 300 points!
- String 1338
- <FLIP>
- When this card is flipped
- face-up in battle, the opponent
- is rendered eternally
- spellbound!
- String 1341
- <SPECIAL POWER UP>
- Randomly transforms into a
- BEAST-WARRIOR/EARTH monster when
- powered up with
- Insect Imitation!
- String 1344
- <FLIP>
- When this card is flipped
- face-up, all M-Warrior #2s are
- increased 500 points!
- String 1345
- <FLIP>
- When this card is flipped
- face-up, all M-Warrior #1s are
- increased 500 points!
- String 1349
- <FLIP>
- When this card is flipped
- face-up, adopts the ATK/DEF of
- the monster with the highest
- attack power on the Field!
- String 1350
- <FLIP>
- When this card is flipped
- face-up, adds another Doron
- face-up in own Summoning Area!
- String 1352
- <MOVEMENT>
- Able to move and attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1355
- <FLIP>
- When this card is flipped
- face-up, strengthens all PLANT
- monsters by 300 points!
- String 1357
- <ATTACK>
- Monsters destroyed in battles
- against Dimensional Warrior
- cannot be revived once they are
- sent to the Graveyard!
- String 1360
- <FLIP>
- When this card is flipped
- face-up, all Hibikime cards are
- increased 500 points!
- String 1362
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1363
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all your
- monsters receive 1000 bonus
- points for their DEF!
- String 1364
- <FLIP>
- When this card is flipped
- face-up, all INSECT monsters are
- increased 300 points!
- String 1365
- <DESTRUCTION>
- When destroyed in battle, it
- destroys the opposing monster as
- well!
- String 1366
- <FLIP>
- When this card is flipped
- face-up, all BEAST monsters are
- increased 300 points!
- String 1367
- <MOVEMENT>
- Able to move or attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1369
- <ATTACK>
- 900-point bonus for battles with
- WARRIOR monsters!
- String 1371
- <FLIP>
- When this card is flipped
- face-up, all Swamp Battleguards
- are increased 500 points!
- String 1375
- <FLIP>
- When this card is flipped
- face-up, all Princess of Tsurugi
- cards are increased 700 points!
- String 1377
- <FLIP>
- When this card is flipped
- face-up, all Sonic Maid cards
- are increased 500 points!
- String 1380
- <DESTRUCTION>
- Spellbinds an opponent for 1
- turn when destroyed in battle!
- String 1387
- <FLIP>
- When this card is flipped
- face-up, all monsters in
- MOUNTAIN terrain are increased
- 300 points!
- String 1390
- <DESTRUCTION>
- Spellbinds an opponent for 3
- turns when destroyed in battle!
- String 1391
- <ATTACK>
- Monsters destroyed in battles
- against One Who Hunts Souls
- cannot be revived once they are
- sent to the Graveyard!
- String 1394
- <ATTACK>
- 900-point bonus for battles
- against ROCK monsters!
- String 1398
- <FLIP>
- When this card is flipped
- face-up, the owning player's
- Summoning Power points are
- increased to the maximum value!
- String 1399
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1402
- <DESTRUCTION>
- When destroyed in battle, this
- card is returned to the deck,
- and the deck is re-shuffled!
- String 1410
- <FLIP>
- When this card is flipped
- face-up, all Mon Larvas cards
- are increased 500 points!
- String 1416
- <MOVEMENT>
- Able to move and attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1421
- <FLIP>
- When this card is flipped
- face-up in battle, the opposing
- monster is spellbound for 1
- turn!
- String 1422
- <MOVEMENT>
- If face-up, can move 2 spaces at
- a time regardless of terrain!
- String 1429
- <FLIP>
- When this card is flipped
- face-up in battle, if the
- opposing card is a ZOMBIE
- monster, it is automatically
- destroyed!
- String 1431
- <FLIP>
- When this card is flipped
- face-up, return to own deck and
- re-shuffle the deck!
- String 1440
- <MOVEMENT>
- If face-up, can move 2 spaces at
- a time regardless of terrain!
- String 1442
- <FLIP>
- When this card is flipped
- face-up and a card has already
- been played from the hand, an
- additional card can be played
- from the hand!
- String 1444
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all
- recovery values to LP are
- doubled!
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1446
- <FLIP>
- When this card is flipped
- face-up, Harpie's Pet Dragon
- increases 300 points!
- <SPECIAL POWER UP>
- When strengthened with
- Elegant Egotist, transforms into
- Harpie Lady Sisters!
- String 1447
- <FLIP>
- When this card is flipped
- face-up, Harpie's Pet Dragon
- increases 900 points!
- String 1448
- <FLIP>
- When this card is flipped
- face-up, add a Boo Koo face-down
- to own Summoning Area!
- String 1450
- <FLIP>
- When this card is flipped
- face-up, all monsters with an
- ATK of 500 or less are
- automatically flipped face-up!
- String 1465
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all your
- WINGED-BEAST monsters are
- awarded a power-up bonus of 300
- points.
- String 1469
- <FLIP>
- When this card is flipped
- face-up, if there's a
- Jigen Bakudan in any adjacent
- space, teleport 1 Jigen Bakudan
- to an opponent's Summoning Area.
- String 1471
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- String 1472
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all FIEND
- monsters are awarded a power-up
- bonus of 500 points.
- String 1473
- <MOVEMENT>
- Able to move and attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1479
- <FLIP>
- When this card is flipped
- face-up, revive 1 SPELL Card
- from the Graveyard and set it in
- own Summoning Area!This can only
- be done during the turn of a
- player controlling a
- Mask of Darkness card.
- String 1484
- <FLIP>
- When this card is flipped
- face-up, if there's a
- Jigen Bakudan in any adjacent
- space, teleport 1 Jigen Bakudan
- to an opponent's Summoning Area.
- String 1485
- <FLIP>
- When this card is flipped
- face-up in battle, the engaged
- enemy is spellbound for 3 turns!
- String 1487
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, a card's
- CLASS effects during battle can
- be identified even if the card
- is face-down!
- String 1490
- <DESTRUCTION>
- When destroyed in battle, the
- engaged enemy is spellbound for
- 1 turn!
- String 1491
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- String 1496
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all damage
- to LP is increased by 100
- points!
- String 1499
- <FLIP>
- When this card is flipped
- face-up, all cards are shifted
- to attack position!
- String 1500
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all
- opponent monsters are reduced by
- 100 points each turn!
- String 1502
- <NATURE EFFECT>
- After being turned face-up,
- transforms into a Ryu-Kishin
- after surviving 3 turns in
- face-up, defense
- position!However, the card must
- be turned up by the owning
- player.
- String 1506
- <SPECIAL POWER UP>
- Transforms into a ZOMBIE/DARK
- monster when strengthened with
- Insect Imitation!
- String 1512
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, reduce
- opponent's Summoning Power by 1
- point.
- String 1515
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1516
- <SPECIAL POWER UP>
- Transforms into Metalzoa when
- strengthened with Metalmorph!
- String 1518
- <FLIP>
- When turned face-up, flips the
- last card played by an opponent
- face-up!
- String 1520
- <DESTRUCTION>
- Inflicts 500 points of damage
- against an opponent's LP when
- destroyed in battle!
- String 1522
- <ATTACK>
- 500 bonus points added in
- battles against DRAGON monsters!
- String 1523
- <FLIP>
- Reduces an enemy by 500 points
- when this card is flipped
- face-up in battle!
- String 1526
- <DESTRUCTION>
- Revives in own Summoning Area,
- other than current location,
- when destroyed in battle!
- String 1527
- <FLIP>
- If the Leader is a
- Mysterious Puppeteer, gains 1500
- points when this card is flipped
- face-up!
- String 1531
- <FLIP>
- When this card is flipped
- face-up, identifies an
- opponent's face-down cards by
- type
- (MONSTER/MAGIC/POWER-UP/TRAP)!
- String 1535
- <FLIP>
- Returns enemy monster to
- opponent's deck for re-shuffling
- when this card is flipped
- face-up in battle!
- String 1536
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1538
- <FLIP>
- Increases Summoning Power points
- to maximum level when this card
- is flipped face-up!
- String 1539
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all damage
- to LP increased by 200 points!
- String 1542
- <FLIP>
- When this card is flipped
- face-up, all your own monsters
- with ATK of 1000 or below are
- increased by 1000 points!
- String 1545
- <FLIP>
- When this card is flipped
- face-up, transforms all adjacent
- spaces to WASTELAND!
- String 1546
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, spellbinds
- all FIEND monsters!
- String 1548
- <FLIP>
- When this card is flipped
- face-up, shifts all cards to
- defense position!
- String 1549
- <ATTACK>
- Cancels all power increases or
- decreases of an enemy monster in
- battle!Does not cancel bonus
- effects such as terrain or
- Leader ability effects.
- String 1550
- <DESTRUCTION>
- Revives in own Summoning Area,
- other than current location,
- when destroyed in battle!
- String 1551
- <DESTRUCTION>
- If LP is higher than 1000 at the
- moment this card is destroyed, a
- maximum of 4 monsters with the
- highest ATKs from own as well as
- opponent's Graveyard are revived
- under owning player's control.
- Following the revival, the
- owning player's LP is reduced by
- 1000.
- String 1553
- <SPECIAL POWER UP>
- Randomly transforms to a monster
- with "Elf" in its name when
- strengthened with
- Insect Imitation.
- String 1554
- <ATTACK>
- Cancels all power increases or
- decreases of an enemy monster in
- battle!Does not cancel bonus
- effects such as terrain or
- Leader ability effects.
- String 1556
- <ATTACK>
- Own ATK/DEF either increased or
- decreased by up to 1500 points
- when entering battle!
- String 1557
- <FLIP>
- Own LIGHT monsters strengthened
- by 300 points when this card is
- flipped face-up!
- String 1558
- <DESTRUCTION>
- If a card has been played from
- the hand in the turn when this
- card is destroyed in battle, the
- owning player can play one more
- card from the hand!
- String 1560
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all
- WARRIOR monsters are spellbound!
- String 1561
- <FLIP>
- When this card is flipped
- face-up, all Musician King cards
- are strengthened 700 points!
- String 1562
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all damage
- to LP reduced by half!
- String 1563
- <FLIP>
- Spellbinds enemy for 1 turn when
- this card is flipped face-up in
- battle!
- String 1564
- <DESTRUCTION>
- If LP is over 1000 points when
- this card is destroyed in
- battle, the strength of your
- monsters are increased by 1000
- points, and your LP is reduced
- by 1000!
- String 1569
- <MOVEMENT>
- Able to move 2 spaces regardless
- of terrain when this card is
- face-up!
- String 1575
- <SPECIAL POWER UP>
- Transforms to Larva of Moth when
- strengthened with
- Cocoon of Evolution!
- String 1576
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all enemy
- monsters are reduced by 100
- points each turn!
- String 1577
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all enemy
- monsters are reduced by 100
- points each turn!
- String 1578
- <FLIP>
- Spellbinds opposing monster for
- 1 turn when this card is flipped
- face-up in battle!
- String 1581
- <SPECIAL POWER UP>
- Transforms to Larva of Moth when
- strengthened with
- Cocoon of Evolution!
- String 1582
- <ATTACK>
- Cancels all power increases or
- decreases of an enemy monster in
- battle!Does not cancel bonus
- effects such as terrain or
- Leader ability effects.
- <MOVEMENT>
- Decreases LP by 100 points for
- each space moved!
- String 1583
- <MOVEMENT>
- Can enter LABYRINTH squares!
- String 1584
- <FLIP>
- Teleports to opponent's
- Summoning Area when this card is
- flipped face-up! When this card
- is flipped face-up in battle,
- the battle to be engaged is
- canceled!
- String 1585
- <MOVEMENT>
- Able to move and attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1589
- <DESTRUCTION>
- Reduces all monsters located in
- vertical and horizontal spaces
- by 300 points when destroyed in
- battle!
- String 1590
- <SPECIAL POWER UP>
- Transforms to Larva of Moth when
- strengthened with
- Cocoon of Evolution!
- String 1591
- <FLIP>
- Destroys opposing enemy when
- this card is flipped face-up in
- battle!
- String 1592
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all enemy
- monsters are reduced 100 points
- each turn!
- String 1596
- <ATTACK>
- 600 bonus points added in
- battles against DRAGON monsters!
- String 1597
- <SPECIAL POWER UP>
- Transforms to Larva of Moth when
- strengthened with
- Cocoon of Evolution!
- String 1600
- <SPECIAL POWER UP>
- Transforms to Larva of Moth when
- strengthened with
- Cocoon of Evolution!
- String 1601
- <MOVEMENT>
- Cannot move!
- <NATURE EFFECT>
- Transforms into Pupa of Moth if
- the card survives 5 turns in
- face-up, defense position after
- being flipped face-up by the
- controlling player.If destroyed
- prior to transformation, the
- card is revived as Larvae Moth
- in own Summoning Area other than
- the current location!
- String 1602
- <MOVEMENT>
- Cannot move!
- <NATURE EFFECT>
- Transforms into
- Perfectly Ultimate Great Moth if
- the card survives 1 turn in
- face-up, defense position after
- being flipped face-up by the
- controlling player.If destroyed
- in battle, the card is revived
- as Great Moth in own Summoning
- Area other than the current
- location!
- String 1603
- <ATTACK>
- All spaces within an area of 2
- spaces are transformed into
- FOREST terrain!
- <FLIP>
- If an INSECT monster is Leader,
- this card's power is
- strengthened by 1500 points when
- this card is flipped face-up!
- String 1606
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all WIND
- monsters gain a 500-point
- power-up bonus!
- String 1621
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, cancels
- any increased movement effects
- for all cards!
- String 1628
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1630
- <DESTRUCTION>
- Reduces opponent's Summoning
- Power to 0 when destroyed in
- battle!
- String 1631
- <FLIP>
- Flips all your SPELL Cards
- face-down, when this card is
- flipped face-up!
- String 1632
- <FLIP>
- Own REPTILE monsters
- strengthened by 900 points when
- this card is flipped face-up!
- String 1635
- <FLIP>
- All spaces within a range of 1
- space are transformed to Sea
- terrain when this card is
- flipped face-up!
- String 1643
- <ATTACK>
- Adds 500 bonus points for any
- battle against MACHINE monsters!
- String 1644
- <FLIP>
- Decreases opposing enemy by 500
- points when this card is flipped
- face-up in battle.
- String 1646
- <ATTACK>
- Automatically destroys WARRIOR
- monster in battle!
- String 1650
- <FLIP>
- All spaces within a range of 1
- space are transformed to Sea
- terrain when this card is
- flipped face-up!
- String 1652
- <ATTACK>
- Space occupied is transformed to
- Sea terrain when engaged in
- battle!
- String 1654
- <FLIP>
- When this card is flipped
- face-up, this card is
- strengthened by 300 points for
- every THUNDER monster on the
- field!
- String 1660
- <MOVEMENT>
- Can enter LABYRINTH squares!
- String 1664
- <DESTRUCTION>
- Inflicts 300 points of damage to
- opponent's LP when destroyed in
- battle!
- String 1667
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- String 1669
- <ATTACK>
- Transforms occupied space into
- WASTELAND when engaged in
- battle!
- String 1670
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, the
- strength of all your MACHINE
- monsters are increased by 300
- bonus points!
- String 1672
- <MOVEMENT>
- Can enter LABYRINTH squares, and
- transform the occupied space to
- NORMAL terrain!
- String 1674
- <MOVEMENT>
- Can enter LABYRINTH squares, and
- transform the occupied space to
- NORMAL terrain!
- String 1676
- <FLIP>
- When this card is flipped
- face-up, 1 card other than own
- is randomly selected for
- destruction!
- String 1680
- <DESTRUCTION>
- All cards located in the
- surrounding 3x3 area are
- automatically destroyed when
- this card is destroyed in
- battle!
- String 1683
- <DESTRUCTION>
- All cards located in the
- surrounding 3x3 area are
- automatically destroyed when
- this card is destroyed in
- battle!
- String 1684
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, the power
- of all your MACHINE monsters are
- increased by 300 bonus points!
- String 1688
- <FLIP>
- When this card is flipped
- face-up, this card is
- strengthened by 100 points for
- every MACHINE monster on the
- field!
- String 1693
- <DESTRUCTION>
- Revives in own Summoning Area,
- other than current location,
- when destroyed in battle!
- String 1697
- <FLIP>
- When this card is flipped
- face-up, flips all opponent
- SPELL Cards face-up!
- String 1702
- <ATTACK>
- Increases 2000 bonus points in
- battles against WARRIOR
- monsters!
- String 1704
- <FLIP>
- When this card is flipped
- face-up, if there's a
- Jigen Bakudan in any adjacent
- space, teleport 1 Jigen Bakudan
- to an opponent's Summoning Area.
- String 1707
- <ATTACK>
- Increases 800 bonus points in
- battles against FISH monsters!
- String 1708
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- String 1710
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all female
- monsters are reduced by 500
- points!
- String 1711
- <ATTACK>
- Increases 1000 bonus points in
- battles against MACHINE
- monsters!
- String 1713
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all
- face-up THUNDER monsters gain
- movement bonus!
- String 1715
- <FLIP>
- Spellbinds the opposing enemy
- for 1 turn when this card is
- flipped face-up in battle!
- String 1716
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all
- MACHINE monsters are reduced 500
- points!
- String 1719
- <FLIP>
- Gain control of an opposing
- monster if it is MACHINE for one
- turn when this card is flipped
- face-up in battle!
- String 1725
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all
- THUNDER monsters are reduced 500
- points!
- String 1726
- <MOVEMENT>
- Can enter LABYRINTH squares, and
- transform the occupied space to
- NORMAL terrain!
- String 1728
- <FLIP>
- Summons Frog The Jam face-up in
- own Summon Area when this card
- is flipped face-up!
- String 1734
- <FLIP>
- All Penguin Soldiers increase
- 800 points when this card is
- flipped face-up!
- String 1735
- <DESTRUCTION>
- When destroyed, spellbinds the
- enemy it engaged in battle for 1
- turn!
- String 1737
- <ATTACK>
- When engaged in battle,
- transforms the space it occupies
- into Sea terrain!
- <FLIP>
- When this card is flipped
- face-up, transforms all adjacent
- spaces into Sea terrain!
- String 1738
- <ATTACK>
- Gains 1000 bonus points when
- engaged in battle with MACHINE
- monsters!
- String 1739
- <FLIP>
- When this card is flipped
- face-up, flips all of own SPELL
- Cards face-down!
- String 1741
- <DESTRUCTION>
- When destroyed, destroys the
- enemy it engaged in battle with!
- String 1742
- <FLIP>
- When this card is flipped
- face-up, transforms all adjacent
- spaces to Sea terrain!
- String 1744
- <FLIP>
- Adopts opposing monster's
- ATK/DEF when this card is
- flipped face-up in battle!
- String 1745
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- String 1747
- <ATTACK>
- Whenever damage is inflicted to
- LP in battle, the damage amount
- is reduced to 0!
- String 1748
- <FLIP>
- Transforms all horizontal spaces
- to Sea spaces when this card is
- flipped face-up!
- String 1749
- <FLIP>
- Teleports to opponent's
- Summoning Area when this card is
- flipped face-up! When this card
- is flipped face-up in battle,
- that battle is cancelled.
- String 1754
- <ATTACK>
- Gains 1000 bonus points when
- engaging in battle against FISH
- monsters!
- String 1756
- <FLIP>
- Spellbinds the opposing enemy
- for 1 turn when this card is
- flipped face-up in battle!
- String 1763
- <DESTRUCTION>
- Transforms all adjacent spaces
- into Sea spaces when destroyed
- in battle!
- String 1765
- <FLIP>
- Teleports to own Summoning Area
- when this card is flipped
- face-up! When this card is
- flipped face-up in battle, that
- battle is cancelled.
- String 1767
- <FLIP>
- When this card is flipped
- face-up, all of own AQUA
- monsters are strengthened by 300
- points!
- String 1768
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, all LP
- recovery points are doubled!
- String 1773
- <FLIP>
- When this card is flipped
- face-up, all adjacent spaces are
- transformed into Sea terrain!
- String 1774
- <FLIP>
- When this card is flipped
- face-up, all Penguin Knights are
- strengthened by 800 points!
- String 1785
- <SPECIAL POWER UP>
- Strong in TOON terrain!
- String 1786
- <NATURE EFFECT>
- The power of all your AQUA
- monsters increases 500 points
- while this card is face-up in
- the defense position.
- String 1787
- <FLIP>
- When this card is flipped
- face-up, all spellbound cards
- are freed and can move in the
- following turn!
- String 1790
- <MOVEMENT>
- Able to move and attack without
- triggering an opponent's
- TRAP(LIMITED RANGE)!
- String 1791
- <DESTRUCTION>
- When this card is destroyed in
- battle, all SPELL Cards
- positioned in adjacent spaces
- are destroyed!
- String 1795
- <NATURE EFFECT>
- When this card survives 2 turns
- face-up in the defense position,
- all cards located in the
- surrounding 3x3 area are
- automatically destroyed!This
- only applies when the
- controlling player intentionally
- flips the card face-up.
- String 1796
- <NATURE EFFECT>
- The power of all your PYRO
- monsters increases 500 points
- while this card is face-up in
- the defense position.
- String 1798
- <FLIP>
- When this card is flipped
- face-up, all your SPELL Cards
- are flipped face-down!
- String 1801
- <NATURE EFFECT>
- The turn count for spellbound
- cards is not conducted while the
- card is in the face-up, defense
- position!
- String 1803
- <FLIP>
- When this card is flipped
- face-up, all cards located in
- MOUNTAIN terrain are destroyed!
- String 1809
- <MOVEMENT>
- Can enter LABYRINTH squares, and
- transform the occupied space to
- NORMAL terrain!
- String 1813
- <FLIP>
- When this card is flipped
- face-up, the power of this card
- increases by 300 points for
- every monster in the controlling
- player's graveyard!
- String 1816
- <FLIP>
- When this card is flipped
- face-up, all your spellbound
- cards are freed and able to move
- at the start of your next turn!
- String 1821
- <DESTRUCTION>
- When this card is destroyed in
- battle, all adjacent spaces are
- transformed into CRUSH terrain!
- String 1823
- <FLIP>
- When this card is flipped
- face-up, the power of all
- Mushroom Man #2 cards are
- increased by 500 points!
- String 1826
- <FLIP>
- When this card is flipped
- face-up, all cards located on
- FOREST terrain are destroyed!
- String 1828
- <FLIP>
- When this card is flipped
- face-up, LP increases 500
- points!
- String 1829
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, TRAP cards
- cannot be triggered!
- String 1830
- <FLIP>
- When this card is flipped
- face-up, all
- Queen of Autumn Leaves cards are
- strengthened by 500 points!
- String 1833
- <FLIP>
- Control of opposing card is
- gained when this card is flipped
- face-up in battle!
- String 1842
- <ATTACK>
- Power increases by 2500 points
- in battles against FIEND
- monsters!
- String 1844
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, the power
- of all your PLANT monsters
- increases by 500 points.
- String 1846
- <FLIP>
- When this parasite card is
- flipped face-up in battle, it
- takes control of the opposing
- card!When the controlled monster
- is destroyed in battle, this
- card is revived in the
- controlling player's Summoning
- Area, other than its current
- location!The nature effect and
- destruction features of the
- monster that's taken over are
- rendered ineffective.
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1847
- <NATURE EFFECT>
- When this card enters a turn
- face-up and in the defense
- position, all MONSTER Cards are
- removed from the respective
- Graveyards, and the number of
- these removed cards are
- multiplied by 200 points. The
- result is added to the power of
- this card!
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1848
- <FLIP>
- When this card is flipped
- face-up, all your IMMORTAL cards
- are strengthened by 500 points!
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1849
- <NATURE EFFECT>
- Shapesnatch's ATK and DEF copies
- the enemy Leader's ATK for
- attacks and your own Leader's
- DEF when defending!
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1850
- <NATURE EFFECT>
- When this card enters a turn
- face-up and in the defense
- position, all cards are drawn 1
- space towards Carat Idol!
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1851
- <FLIP>
- When this card is flipped
- face-up, a player gains control
- of all opposing MACHINE monsters
- for the turn in play!
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1852
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, the
- countdown speed for spellbound
- cards are doubled should a Turn
- Count be involved.
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1853
- <MOVEMENT>
- Each time Mucus Yolk moves, an
- opponent's LP is reduced by 50
- points!
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1854
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, an
- additional point is added each
- turn during the recovery of the
- players' Summoning Power points!
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1855
- <FLIP>
- When this card is flipped
- face-up, all players must
- discard their current hand to
- their respective Graveyards!
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1856
- <NATURE EFFECT>
- While this card is face-up in
- the defense position, the
- opposing leader's powers are
- rendered ineffective!
- <DESTRUCTION>
- Transforms adjacent spaces to
- CRUSH terrain when this card is
- destroyed in battle!
- String 1857
- <MAGIC>
- Permanently spellbinds all
- DRAGON monsters!
- String 1858
- <MAGIC>
- Permanently spellbinds the
- monster with the highest ATK on
- the Field!
- String 1859
- <MAGIC>
- Select, revive, and control 1
- MONSTER Card from either
- Graveyard!
- String 1860
- <MAGIC>
- Select, revive, and control 1
- SPELL Card from an opponent's
- Graveyard!
- String 1861
- <MAGIC>
- Select, revive, and control 1
- card from either Graveyard!
- String 1862
- <MAGIC>
- Select, revive, and control 1
- SPELL Card from either
- Graveyard!
- String 1863
- <MAGIC>
- Transform a surrounding 2-space
- area into FOREST terrain!
- String 1864
- <MAGIC>
- Transform a surrounding 2-space
- area into WASTELAND terrain!
- String 1865
- <MAGIC>
- Transform a surrounding 2-space
- area into MOUNTAIN terrain!
- String 1866
- <MAGIC>
- Transform a surrounding 2-space
- area into Meadow terrain!
- String 1867
- <MAGIC>
- Transform a surrounding 2-space
- area into Sea terrain!
- String 1868
- <MAGIC>
- Transform a surrounding 2-space
- area into DARK terrain!
- String 1869
- <MAGIC>
- Transform a surrounding 2-space
- area into TOON terrain!
- String 1870
- <MAGIC>
- Transform a surrounding 2-space
- area into NORMAL terrain!
- String 1871
- <MAGIC>
- Transform the occupied space
- into LABYRINTH terrain!
- String 1872
- <MAGIC>
- Randomly selects 1 LABYRINTH
- terrain space, transforms it to
- NORMAL, and transforms the space
- where this card was triggered
- into LABYRINTH terrain! This
- card is effective only if there
- is at least one space containing
- LABYRINTH terrain on the Field.
- String 1873
- <MAGIC>
- Destroys all MONSTER and SPELL
- Cards on the Field!
- String 1874
- <MAGIC>
- Destroys all monsters located in
- vertical and horizontal lines
- from the activated space!
- String 1875
- <MAGIC>
- Destroys all SPELL Cards on the
- Field!
- String 1876
- <MAGIC>
- Destroys all spells located in
- vertical and horizontal lines
- from the activated space!
- String 1877
- <MAGIC>
- 200-point LP recovery for
- controlling player!
- String 1878
- <MAGIC>
- 500-point LP recovery for
- controlling player!
- String 1879
- <MAGIC>
- 1000-point LP recovery for
- controlling player!
- String 1880
- <MAGIC>
- 2000-point LP recovery for
- controlling player!
- String 1881
- <MAGIC>
- If LP is 4000 or below, the
- number of points is increased to
- 4000!
- String 1882
- <MAGIC>
- Recover controlling player's LP
- by 1500 points!
- String 1883
- <MAGIC>
- Inflicts 50 points of damage to
- opponent's LP!
- String 1884
- <MAGIC>
- Inflicts 100 points of damage to
- opponent's LP!
- String 1885
- <MAGIC>
- Inflicts 200 points of damage to
- opponent's LP!
- String 1886
- <MAGIC>
- Inflicts 500 points of damage to
- opponent's LP!
- String 1887
- <MAGIC>
- Inflicts 1000 points of damage
- to opponent's LP!
- String 1888
- <MAGIC>
- Opponent's LP suffers damage
- equivalent to 300 points
- multiplied by the number of
- enemies on the Field!
- String 1889
- <MAGIC>
- Flips all enemy cards on the
- Field face-up and spellbinds
- them for 3 turns!
- String 1890
- <MAGIC>
- Flips all enemy cards on the
- Field face-up!
- String 1891
- <MAGIC>
- Flips all cards on the Field
- face-down!
- String 1892
- <MAGIC>
- Displays opponent's hand face-up
- for 5 seconds!
- String 1893
- <MAGIC>
- Regardless of facing, Type icons
- of all opponent's card are
- displayed on the Field for 5
- seconds!
- String 1894
- <MAGIC>
- Destroys all WARRIOR monsters on
- the Field!
- String 1895
- <MAGIC>
- Destroys all ZOMBIE monsters on
- the Field!
- String 1896
- <MAGIC>
- Destroys all MACHINE monsters on
- the Field!
- String 1897
- <MAGIC>
- Destroys all INSECT monsters on
- the Field!
- String 1898
- <MAGIC>
- Destroys all ROCK monsters on
- the Field!
- String 1899
- <MAGIC>
- Destroys all FISH monsters on
- the Field!
- String 1900
- <MAGIC>
- Destroys the monster with the
- lowest ATK on the Field!
- String 1901
- <MAGIC>
- Destroys all SPELLCASTER
- monsters on the Field!
- String 1902
- <MAGIC>
- Destroys all FIEND monsters on
- the Field!
- String 1903
- <MAGIC>
- Destroys all WINGED-BEAST
- monsters on the Field!
- String 1904
- <MAGIC>
- Destroys all DINOSAUR monsters
- on the Field!
- String 1905
- <MAGIC>
- Randomly selects 10 spaces on
- the Field, and destroys any card
- in-play on that space!
- String 1906
- <MAGIC>
- Select one of the opponent's
- cards on the Field and control
- it for one turn!
- String 1907
- <MAGIC>
- Take control of opponent's
- highest ATK monster for one
- turn!
- String 1908
- <MAGIC>
- Cancels all spellbind and power
- increase/decrease effects. In
- addition, destroys all face-up
- TRAP Cards!Does not cancel any
- bonus effects involving terrain
- and leader abilities.
- String 1909
- <MAGIC>
- Strengthens all FAIRY monsters
- on the Field by 600 points!
- String 1910
- <MAGIC>
- Swaps the respective ATK and DEF
- values of each monster on the
- Field!
- String 1911
- <MAGIC>
- Boosts the DEF of all your own
- monsters on the Field by 900
- points!
- String 1912
- <MAGIC>
- Boosts the ATK/DEF factors of
- all MACHINE monsters on the
- Field by 600 points!
- String 1913
- <MAGIC>
- Boosts the ATK/DEF factors of
- all PLANT monsters on the Field
- by 600 points!
- String 1914
- <MAGIC>
- Boosts the ATK/DEF factors of
- all WINGED-BEAST monsters on the
- Field by 600 points!
- String 1915
- <MAGIC>
- Boosts the ATK/DEF factors of
- all REPTILE monsters on the
- Field by 600 points!
- String 1916
- <MAGIC>
- Boosts the ATK/DEF factors of
- all WATER monsters on the Field
- by 600 points!
- String 1917
- <MAGIC>
- All of the enemy cards on the
- Field in defense position are
- shifted to attack position!
- String 1918
- <MAGIC>
- All your monsters on the Field
- are returned to the Deck!
- String 1919
- <MAGIC>
- All your monsters on the Field
- are transformed to ZOMBIE
- monsters!
- String 1920
- <MAGIC>
- Your monster with the highest
- ATK on the Field is transported
- to the space where this card is
- activated!
- String 1921
- <MAGIC>
- If a card has already been
- played from your hand, you can
- play another card!
- String 1922
- <MAGIC>
- Absorbs all of your opponent's
- Summoning Power!
- String 1923
- <MAGIC>
- Transports your Leader to the
- space where this card is
- activated!
- String 1924
- <MAGIC>
- Randomly shifts the position of
- cards and changes the terrain on
- the Field! In addition, all
- LABYRINTH squares are changed to
- NORMAL!
- String 1925
- <MAGIC>
- All cards in play on the Field
- with the exception of the
- Leaders are transported to
- contrasting spaces diagonal to
- their current positions!
- String 1926
- <POWER UP>
- Increases the power of WARRIOR
- monsters of LIGHT and EARTH by
- 500 points!
- String 1927
- <POWER UP>
- Increases the power of WARRIOR
- monsters of DARK, FIRE, WATER,
- and WIND by 500 points!
- String 1928
- <POWER UP>
- Increases the power of DARK
- monsters by 300 points!
- String 1929
- <POWER UP>
- Increases the power of
- BEAST-WARRIOR and FIEND monsters
- by 500 points!
- String 1930
- <POWER UP>
- Increases the power of INSECT
- monsters by 500 points!
- String 1931
- <POWER UP>
- Increases the power of INSECT
- monsters by 500 points!
- String 1932
- <POWER UP>
- Increases the power of any
- monster with "Elf" in its name
- by 700 points!
- String 1933
- <POWER UP>
- Increases the power of BEAST
- monsters by 500 points!
- String 1934
- <POWER UP>
- Increases the power of any
- monster with a shell by 500
- points!
- String 1935
- <POWER UP>
- Increases the power of PLANT
- monsters by 500 points!
- String 1936
- <POWER UP>
- Increases the power of
- SPELLCASTER monsters of DARK by
- 500 points!
- String 1937
- <POWER UP>
- Increases the power of FAIRY
- monsters by 500 points!
- String 1938
- <POWER UP>
- Increases the power of horned
- monsters other than DARK by 500
- points!
- String 1939
- <POWER UP>
- Increases the power of horned
- monsters of DARK by 500 points!
- String 1940
- <POWER UP>
- Increases the power of DRAGON
- and SEA SERPENT monsters by 500
- points!
- String 1941
- <POWER UP>
- Increases the power of female
- monsters by 500 points!
- String 1942
- <POWER UP>
- Increases the power of female
- monsters by 500 points!
- String 1943
- <POWER UP>
- Increases the power of BEAST and
- BEAST-WARRIOR monsters by 500
- points!
- String 1944
- <POWER UP>
- Increases the power of FIEND
- female monsters by 500 points!
- String 1945
- <POWER UP>
- Increases the power of
- SPELLCASTER monsters other than
- DARK by 500 points!
- String 1946
- <POWER UP>
- Increases the power of ZOMBIE
- monsters by 500 points!
- String 1947
- <POWER UP>
- Increases the power of EARTH
- monsters by 300 points!
- String 1948
- <POWER UP>
- Increases the power of MACHINE
- monsters by 500 points!
- String 1949
- <POWER UP>
- Increases the power of DRAGON
- and REPTILE monsters by 500
- points!
- String 1950
- <POWER UP>
- Increases the power of
- WINGED-BEAST monsters by 500
- points!
- String 1951
- <POWER UP>
- Increases the power of WATER
- monsters by 500 points!
- String 1952
- <POWER UP>
- Increases the power of WARRIOR
- and BEAST-WARRIOR monsters by
- 500 points!
- String 1953
- <POWER UP>
- Increases the power of FIRE
- monsters by 500 points!
- String 1954
- <POWER UP>
- Increases the power of every
- monster by 300 points!
- String 1955
- <POWER UP>
- Increases the power of LIGHT
- monsters by 500 points!
- String 1956
- <POWER UP>
- Increases the power of FIEND
- monsters by 500 points!
- String 1957
- <POWER UP>
- Increases the power of FISH and
- SEA SERPENT monsters by 500
- points!
- String 1958
- <POWER UP>
- Increases the power THUNDER,
- AQUA, PYRO, and ROCK monsters by
- 500 points!
- String 1959
- <POWER UP>
- Increases the power WIND
- monsters by 500 points!
- String 1960
- <POWER UP>
- Increases the power of PYRO
- monsters by 500 points!
- String 1961
- <POWER UP>
- Increases the power of
- Slot Machine by 700 points!
- String 1962
- <POWER UP>
- Increases the power of DRAGON
- monsters of DARK by 700 points!
- String 1963
- <POWER UP>
- Reduces opponent's LP by half
- and adds the reduced amount to
- the powers of all monsters!
- String 1964
- <POWER UP>
- Grants Kuriboh the power to
- resurrect on any Summoning Area
- space other than the one it's
- defeated in. Also, when the
- monster flips face-up, another
- Kuriboh is generated face-down
- in your own Summoning Area!
- String 1965
- <POWER UP>
- WARRIOR monsters automatically
- destroy DRAGON monsters in
- battle!The opposing enemy's
- attack effects are rendered
- ineffective.
- String 1966
- <POWER UP>
- FAIRY monsters automatically
- destroy FIEND monsters in
- battle!The opposing enemy's
- attack effects are rendered
- ineffective.
- String 1967
- <POWER UP>
- PLANT monsters automatically
- destroy SPELLCASTER monsters in
- battle!The opposing enemy's
- attack effects are rendered
- ineffective.
- String 1968
- <POWER UP>
- Strengthens all monsters with
- ATKs of 1000 or below. When
- defeated in battle, the adjacent
- spaces are transformed into
- CRUSH terrain!The opposing
- enemy's destruction effects are
- rendered ineffective.
- String 1969
- <POWER UP>
- Renders all monsters other than
- MACHINE eternally spellbound!
- String 1970
- <POWER UP>
- Cancels all spellbind and power
- increase/decrease effects. Does
- not cancel any bonus effects
- involving terrain and leader
- abilities.
- String 1971
- <POWER UP>
- Changes Harpie Lady to
- Harpie Lady Sisters!
- String 1972
- <POWER UP>
- Changes Larvae Moth, Petit Moth,
- Kattapillar, Needle Worm, and
- Acid Crawler to Larva of Moth!
- String 1973
- <POWER UP>
- Transforms Red-Eyes B. Dragon
- and Zoa to metal monsters!
- String 1974
- <POWER UP>
- Randomly transforms any monster
- with "Egg" in its name to
- another monster!
- String 1975
- <TRAP(LIMITED RANGE)>
- Disposable trap that spellbinds
- activated enemy card for 3
- turns, and reduces its strength
- by 600 points!
- String 1976
- <TRAP(LIMITED RANGE)>
- Disposable trap that spellbinds
- activated enemy card for 3
- turns, and reduces its strength
- by 1000 points!
- String 1977
- <TRAP(LIMITED RANGE)>
- Disposable trap that spellbinds
- activated enemy card for 1 turn,
- and reduces its strength by 800
- points!
- String 1978
- <TRAP(LIMITED RANGE)>
- Disposable trap that spellbinds
- activated enemy card for 1 turn,
- and reduces its strength by 600
- points!
- String 1979
- <TRAP(LIMITED RANGE)>
- Disposable trap that spellbinds
- activated enemy card for 3
- turns!
- String 1980
- <TRAP(LIMITED RANGE)>
- Disposable trap that eternally
- spellbinds activated enemy card,
- and reduces its strength by 1500
- points!
- String 1981
- <TRAP(LIMITED RANGE)>
- Disposable trap that triggers
- against a monster with ATK of
- 1000 or below, and destroys it!
- String 1982
- <TRAP(LIMITED RANGE)>
- Disposable trap that triggers
- against a monster with ATK of
- 1500 or below, and destroys it!
- String 1983
- <TRAP(LIMITED RANGE)>
- Disposable trap that triggers
- against a monster with ATK of
- 2000 or below, and destroys it!
- String 1984
- <TRAP(LIMITED RANGE)>
- Disposable trap that triggers
- against a monster with ATK of
- 3000 or below, and destroys it!
- String 1985
- <TRAP(LIMITED RANGE)>
- Disposable trap that triggers
- against a monster with ATK of
- 4000 or below, and destroys it!
- String 1986
- <TRAP(LIMITED RANGE)>
- Disposable trap that triggers
- against any enemy card and
- destroys every card located
- within a 3x3-space area!
- String 1987
- <TRAP(LIMITED RANGE)>
- Disposable trap that triggers
- against an opponent's spell and
- destroys it!
- String 1988
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- against an opponent's direct
- LP-attacking Riryoku and
- reverses the inflicted damage!
- String 1989
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- against LP recovery and reduces
- an opponent's LP by the same
- amount!
- String 1990
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- against power-ups involving
- increases in ATK and DEF,
- reversing the positive effect to
- a negative amount!
- String 1991
- <TRAP(FULL RANGE)>
- Disposable trap that triggers
- when an enemy card completes its
- move in the attack position!
- Cancels the card's actions and
- ends further movement.
- String 1992
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- when an enemy card completes its
- move in the defense position!
- Automatically changes the card
- to offense position!
- String 1993
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- when an enemy card completes its
- move in the defense position!
- Automatically cancels the enemy
- card's move and eternally
- spellbinds it!
- String 1994
- <TRAP(FULL RANGE)>
- Disposable trap that triggers
- when Harpie's Feather Duster is
- activated, and nullifies the
- card's effect!
- String 1995
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- when Raigeki is activated, and
- nullifies the card's effect!
- String 1996
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- when a card is resurrected from
- the Graveyard, and cancels the
- card's effect!
- String 1997
- <TRAP(FULL RANGE)>
- Disposable trap that triggers
- when an opponent's MAGIC or
- RITUAL Card is activated, and
- cancels the card's effect!
- String 1998
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- when a Dark Hole is activated!
- Protects all your cards on the
- Field from destruction!
- String 1999
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- against any activated TRAP Card
- and nullifies the card!
- String 2000
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- against any activated RITUAL
- Card and nullifies the card!
- String 2001
- <TRAP(FULL RANGE)>
- Disposable trap that triggers
- when an enemy initiates an
- attack against your Leader or
- other cards on the Field!
- Destroys every one of your
- opponent's attack-positioned
- cards on the Field!
- String 2002
- <TRAP(FULL RANGE)>
- Disposable trap that triggers
- when an enemy initiates an
- attack against your Leader or
- other cards on the Field and
- cancels the attack!
- String 2003
- <TRAP(FULL RANGE)>
- Permanent trap that triggers
- when an enemy initiates an
- attack against your Leader or
- other cards on the Field and
- reduces the ATK of the enemy by
- half!
- String 2004
- <RITUAL>
- Sacrifice 3 monsters with DEF
- factors of 2000 or higher to
- summon Millennium Shield!
- String 2005
- <RITUAL>
- Sacrifice 3 monsters
- respectively of BEAST-WARRIOR,
- DRAGON, and PYRO to summon
- Yamadron!
- String 2006
- <RITUAL>
- Sacrifice Kazejin, Suijin, and
- Sanga of the Thunder to summon
- Gate Guardian!
- String 2007
- <RITUAL>
- Sacrifice 2 monsters with ATKs
- of 1500 or lower with
- Gaia The Fierce Knight to summon
- Black Luster Soldier!
- String 2008
- <RITUAL>
- Sacrifice 2 FIEND monsters with
- King of Yamimakai to summon
- Zera The Mant!
- String 2009
- <RITUAL>
- Sacrifice 2 BEAST monsters with
- Leogun to summon Super War-Lion!
- String 2010
- <RITUAL>
- Sacrifice 1 FIEND monster with
- Wicked Mirror and
- Fiend Reflection #1 to summon
- Fiend's Mirror!
- String 2011
- <RITUAL>
- Sacrifice 3
- Blue-Eyes White Dragons to
- summon
- Blue-Eyes Ultimate Dragon!
- String 2012
- <RITUAL>
- Sacrifice 1 WINGED-BEAST monster
- and 1 WARRIOR monster with
- Water Omotics to summon
- Performance of Sword!
- String 2013
- <RITUAL>
- Sacrifice Battle Steer,
- Bio Plant, and Griggle to summon
- Hungry Burger!
- String 2014
- <RITUAL>
- Sacrifice 2 BEAST-WARRIOR
- monsters and Millennium Golem to
- summon Sengenjin!
- String 2015
- <RITUAL>
- Sacrifice 2 WARRIOR monsters and
- Mystical Elf to summon
- Skull Guardian!
- String 2016
- <RITUAL>
- Sacrifice Curse of Dragon,
- Feral Imp, and Koumori Dragon to
- summon Tri-Horned Dragon!
- String 2017
- <RITUAL>
- Sacrifice 1 WARRIOR monster, 1
- WINGED-BEAST monster, and
- Darkfire Dragon to summon
- Serpent Night Dragon!
- String 2018
- <RITUAL>
- Sacrifice 2 AQUA monsters and
- 30,000-Year White Turtle to
- summon Crab Turtle!
- String 2019
- <RITUAL>
- Sacrifice 2 SPELLCASTER monsters
- and Mask of Darkness to summon
- Mask of Shine & Dark!
- String 2020
- <RITUAL>
- Sacrifice 2 monsters with ATKs
- of 1000 or less and
- Versago the Destroyer to summon
- Chakra!
- String 2021
- <RITUAL>
- Sacrifice 2 MACHINE monsters and
- Mysterious Puppeteer to summon
- Psycho-Puppet!
- String 2022
- <RITUAL>
- Sacrifice 2 INSECT monsters and
- Hercules Beetle to summon
- Javelin Beetle!
- String 2023
- <RITUAL>
- Sacrifice 2 WARRIOR monsters and
- Swordstalker to summon
- Garma Sword!
- String 2024
- <RITUAL>
- Sacrifice
- Queen of Autumn Leaves,
- Princess of Tsurugi, and
- Dark Elf to summon Cosmo Queen!
- String 2025
- <RITUAL>
- Sacrifice 1 ZOMBIE monster, 1
- MACHINE monster, and 1 INSECT
- monster to summon Dokurorider!
- String 2026
- <RITUAL>
- Sacrifice 2 FISH monsters and
- Mech Bass to summon
- Fortress Whale!
- String 2027
- <RITUAL>
- Sacrifice 2 monsters with ATKs
- of 1500 or less and
- Dark Magician to summon
- Magician of Black Chaos!
- String 2029
- The British Empire in the 1480s...
- String 2030
- The Wars of the Roses, a power
- struggle between the Houses of
- Lancaster (Red Rose) and
- String 2031
- York (White Rose) to decide a royal
- successor, was nearing an end.
- String 2032
- With the Yorkists well in the lead,
- the reign of Richard 3 was but a
- step away.
- String 2033
- And in France, Yugi (Henry Tudor)
- - the last Lancastrian heir -
- String 2034
- was being forced to live a life of
- exile.
- String 2035
- The Lancastrian forces were rendered
- powerless by ancient cards of
- sorcery wielded by
- String 2036
- "Seto" and his 7 followers who,
- known as the "Rose Crusaders",
- served under the flag of
- String 2037
- Lord Crawford, a powerful Yorkist
- nobleman.
- String 2039
- Lacking a duelist to champion their
- cause, defeat was imminent for the
- Lancastrians.
- String 2040
- In England, duel card games were
- still at the fledgling stage.
- String 2041
- Thus, the Lancastrians had to look
- elsewhere for a duel master capable
- of facing the Rosenkreuz in battle.
- String 2042
- With this in mind,
- Margaret Mai Beaufort of Lancaster
- secretly requested a High Druid to
- String 2043
- summon a duelist from another age.
- String 2044
- Ooooooooooooooh!!!
- String 2045
- ...summon from the mystic circle of
- red and white roses, the one capable
- of harnessing pure power...
- String 2046
- There was truth to the legend of the
- Rose Duelist!!!
- String 2047
- Lady Margaret! I... I did it! Now we
- have the means for defeating the
- evil forces of Rosenkreuz!
- String 2048
- ...
- String 2049
- Oh... My apologies. In my
- excitement, I'd forgotten I was in
- the presence of the Rose Duelist.
- String 2050
- Allow me to introduce myself. I am
- Simon McMooran, High Druid and
- servant of Lancaster.
- String 2052
- ...
- String 2054
- Now, here's the situation. The year
- is 1485 and you are currently in
- Stonehenge, near Salisbury, England.
- String 2055
- The British Empire is in turmoil
- with the House of Lancaster's
- rightful claim to the throne being
- String 2056
- challenged by the Yorkist usurpers.
- String 2057
- The power struggle is referred to as
- the Wars of the Roses, a name based
- on the badges used by both sides - a
- String 2058
- red rose for the Lancastrians and a
- white rose for the Yorkists.
- String 2059
- Right now, our kingdom is threatened
- by the Yorkists and their wrongful
- claim to the throne!
- String 2060
- All because the Yorkists enjoy the
- support of the Rose Crusaders and
- their sorcerous White Rose cards.
- String 2062
- We hoped that your dueling
- experience would defeat the
- Rose Crusaders
- String 2063
- and lead us to victory!
- String 2065
- Rumor has it that only the legendary
- Rose Duelist stands a chance against
- the power of Rosenkreuz.
- String 2066
- We appreciate any help you can
- provide against them.
- String 2067
- Before I forget... I should warn you
- that the rules to dueling differ
- here from those of your age.
- String 2068
- Here in England, dueling is governed
- by what is known as the
- "Perfect Rule".
- String 2069
- In addition to several minor
- distinctions, there are two major
- differences.
- String 2070
- One is the existence of movement or
- positioning. The other is the Deck
- Leader concept.
- String 2071
- These are two aspects of dueling
- that were lost in the process when
- the ancient sport of Duel Monsters
- String 2072
- was adapted to card form.
- String 2073
- The "Perfect Rule" represents these
- lost rules that were miraculously
- revived here in England.
- String 2076
- It is important that you feel the
- vibrations of a Deck Leader...
- the minute resonations that ring
- String 2077
- true to your soul.
- String 2078
- The cards themselves draw their
- power from the energies of the
- Ancient Ones.
- String 2079
- The Deck Leader acts as an
- intermediate between the Ancient
- Ones and the deck-wielder.
- String 2081
- of your soul.
- String 2082
- Here are several decks from which to
- choose. Give it some serious
- thought, and make your selection.
- String 2083
- Choose carefully, for the deck you
- select will guide the destiny of
- your duels.
- String 2084
- Ah! I see you have selected your
- deck...
- String 2085
- Hmmm. So that's the effect of the
- Celtic Red Rose cards...
- String 2086
- It looks like there's some truth to
- the rumor that Red Rose cards are
- capable of time transformation...
- String 2088
- It's been some time since the Battle
- of Barnet, old one...
- String 2090
- Only a member of the Rose Crusaders
- may call me by that name...
- String 2091
- If you may recall, I told you once
- before that you may only address me
- as Seto.
- String 2093
- And you... You must be the dreaded
- Rose Duelist.
- I must admit there's a certain aura
- String 2094
- of power emanating from you.
- String 2095
- I believe an introduction is in
- order. I am Seto, leader of the
- Rose Crusaders.
- String 2096
- There are members of our little
- group who prefer to call me by the
- name of C. Rosenkreuz.
- String 2098
- Mind your manners, old man!
- String 2099
- What else would bring me here...
- I've come for the Red Rose cards!
- String 2100
- After all, it was you who showed me
- how the summoning capabilities would
- evolve when the Red Rose cards are
- String 2101
- combined with the transport powers
- of the White Rose cards...
- String 2102
- You aren't thinking of attempting
- the forbidden "Rose Summoning"...
- String 2103
- If so, then the Red Rose cards must
- never fall into your evil hands!!!
- String 2104
- Card sorcery taps into the powers of
- the Ancient Ones... By their very
- nature, each card is a double-edged
- String 2105
- sword that can cut both ways...
- String 2106
- The Rose Cards alone harness
- tremendous power. There's no telling
- what horrors one might unleash to
- String 2107
- the world by combining both
- Red and White!!!
- String 2108
- I will sacrifice my own life if need
- be to prevent any from uttering the
- "Spell of Doom"!!!
- String 2110
- The 16 Red and White Rose cards
- grant "power over all"! Druid legend
- has twisted the true meaning of
- String 2111
- these cards!
- String 2112
- We Rose Crusaders have sworn to
- create a utopia free from the
- ravages of war. We intend to
- String 2113
- accomplish this with the power of
- the cards!!!
- String 2114
- And we shall do so by extending the
- rule of Richard 3 throughout the
- known world!!!
- String 2115
- ...
- String 2116
- By the way, it was clever of you to
- form a circle of red roses within
- the white rose barrier to summon the
- String 2117
- Rose Duelist...
- String 2118
- But you were foolish to come alone.
- This area is surrounded and if you
- wish to leave with your life, you
- String 2119
- will do so only by handing over the
- Red Rose cards...
- String 2122
- Right after the summoning, I had the
- cards dispersed among our best
- duelists to keep them from your
- String 2123
- tainted hands!
- String 2124
- Then you leave me with but one
- option... I shall enlist the aid of
- your precious Rose Duelist!
- String 2125
- You take leave of your senses...
- String 2126
- And you speak too soon, old man!
- String 2127
- Heed my words, Duelist! If you wish
- to return to your proper time
- period, you will require 16 cards of
- String 2128
- the Red and White Roses...
- String 2129
- The red and white positions must be
- laid out in reverse of the summoning
- order to send you home...
- String 2131
- Since you need the 16 Rose Cards
- just as much as we do... I propose a
- partnership.
- String 2132
- Help us gather the cards and I shall
- guarantee your return after we've
- achieved our ultimate goal!!!
- String 2136
- Let me see... Simon's side has 8 of
- the Red Rose cards, while my side -
- the Rose Crusaders - has possession
- String 2137
- of the 8 White Rose cards.
- String 2138
- As the numbers are even, simple
- arithmetic indicates that you could
- side with either of us.
- String 2139
- But I'm sure you'll take into
- account who's winning this war.
- After all, who was desperate enough
- String 2141
- I think it's quite clear which side
- is better-positioned to send you
- home...
- String 2146
- Well, yes. But...
- String 2147
- Splendid! In keeping with the
- tradition of the Old Temple gardens,
- I offer you a choice, Duelist.
- String 2148
- Here are two roses. The white
- represents me, and the red for old
- Simon here...
- String 2149
- For the sake of justice... Choose
- the red rose!
- String 2150
- Stand by my side, Duelist... Choose
- the white rose.
- String 2151
- How disappointing...
- String 2152
- Oh well. You made your choice, and I
- respect that. For now, I will
- guarantee your safe passage until
- String 2153
- you've met with Yugi.
- String 2154
- After all, I don't want our little
- game to end too quickly... That
- wouldn't be sporting.
- String 2155
- I look forward to the day when we
- meet again, Duelist! Until then...
- String 2158
- Last Prince of Lancaster, a true
- Welshman and the hope of we who call
- ourselves Celts!
- String 2160
- You serve us well, Simon. My mother
- was wise in summoning you from
- Scotland.
- String 2161
- You honor me, sire.
- String 2162
- Duelist, I am Yugi.
- String 2163
- Actually, Henry Tudor is my name.
- But I find it tiresome. You may call
- me "Yugi".
- String 2164
- I'm sure Simon explained our
- situation. But it's only right that
- I request your services myself.
- String 2165
- I need you to return to England and
- put an end to the threat of the
- Rose Crusaders.
- String 2166
- Their White Rose cards form a
- barrier that prevents my armies from
- setting foot on British soil.
- String 2167
- Although we Celts have the
- Red Rose cards, we are but
- inheritors who are unable to wield
- String 2168
- their full power.
- String 2169
- In the hopes of reversing our
- fortunes, we gambled on a Druid
- legend that spoke of a Rose Duelist!
- String 2170
- According to the same legend, one
- must use a deck whose cost is lower
- than an opponent's to capture a Rose
- String 2171
- Card of another color.
- String 2172
- I believe that it is important that
- you keep this in mind. The cost of
- your deck should not exceed the cost
- String 2173
- of your opponent's deck.
- String 2174
- I would like you to note that our
- resources have been pressed to the
- limit, requiring us to invade
- String 2175
- England by August!
- String 2176
- My troops will land in
- Milford Haven, Wales and march on to
- face the enemy at Bosworth Field!
- String 2177
- Having all of the Rose Crusaders out
- of commission by this time would be
- ideal. But as that might prove
- String 2178
- difficult, any reduction of their
- force would be appreciated.
- String 2179
- Right then! Let us part company and
- reunite in Bosworth! Simon will
- provide you with the details as to
- String 2180
- where and when we'll meet once more.
- String 2181
- Luck be with you, Duelist!!!
- String 2182
- Master! Choose a destination.
- String 2183
- Hehehehe... So you're the legendary
- Rose Duelist. Prepare to face the
- sting of my Insect Deck!
- String 2184
- Whoa-hoa!!! I win!!! You lose!!! I'm
- GOOD!!! You STINK!!!
- String 2185
- Nooooooo!!! I... I lost!!! This
- can't be happening!!!
- String 2188
- challenge...
- String 2191
- have to beat me first!!!
- String 2192
- Hah! It looks like you're trapped in
- this labyrinth, doomed to wander the
- dark halls of defeat!!!
- String 2193
- Unbelievable!!! You've won yourself
- a light to guide you out of this
- labyrinth!!!
- String 2194
- Ooooooh... My Zombie Deck hungers
- for a taste of you...
- String 2195
- Heh, heh, heh... It looks like I'll
- be burying you soon...
- String 2196
- Arrrrrrrrgh! You'd be a fool if you
- think you've seen the last of me!!!
- String 2197
- So you've managed to beat a few
- minor duelists... Well let's see how
- you fare against my Machine Deck!!!
- String 2198
- Whatta letdown! You don't deserve to
- play against me!!!
- String 2199
- I can't believe you actually beat
- me. Me! The "Card Professor" of the
- Rose Crusaders!!!
- String 2201
- Hahahaha!!! As long as I control the
- Dark, you haven't a hope of
- defeating me!!!
- String 2203
- Amazing. I never thought you would
- reach the point where you could
- challenge me. Too bad that it all
- String 2204
- has to end here...
- String 2205
- You were destined to lose at my
- hands... Accept your fate!
- String 2206
- I'm not surprised, you know. I knew
- I was destined for defeat. I can
- live with that...
- String 2207
- Wow! So you're the famed Rose
- Duelist!!!
- String 2208
- I am Pegasus Crawford, the Champion
- of the Northlands, the noblest of
- Yorkists, and master of the
- String 2209
- Rose Crusaders!!!
- String 2210
- I am also known to some as Thomas
- Stanley or Lord Stanley to my
- friends...
- String 2211
- Seto has told me much about you,
- dear Duelist...
- String 2212
- Seto has taught me a thing or two
- about dueling. So, come on! Let's
- duel!!!
- String 2213
- Wonderful!!! There are three things
- I love in life... Expensive milk,
- delicious cheese, and the sweet
- String 2214
- taste of victory!!!
- String 2216
- Oh dear... You just might be
- stronger than Seto...
- String 2217
- I really enjoyed that! I've learned
- a lot from you! In fact, you've done
- wonders for my game!!!
- String 2218
- Oh! By the way... I'm afraid I don't
- have any Rose Cards. Sorry...
- String 2219
- Master! Today's the day you promised
- to meet Henry!
- String 2220
- August 1485 Yugi (Henry Tudor) lands
- at Milford Haven
- String 2221
- Hurry!!!
- String 2222
- I see you've got Rose Cards! You
- must be one of Lord Crawford's
- Rose Crusaders! Your timing couldn't
- String 2223
- be better!!!
- String 2224
- When I heard Yugi had landed, I
- rushed my troops to the front.
- However, I arrived much too early.
- String 2225
- It will be some time before Lord
- Crawford and his men arrive.
- In the meantime, why don't we play a
- String 2226
- duel or two...
- String 2227
- I learned a trick or two from Seto
- that I'd like to try out.
- String 2230
- Drat!!! I lost!!!
- String 2232
- The important thing is how I perform
- on the battlefield!
- String 2233
- And with the support of Lord
- Crawford and the Rose Crusaders,
- victory will be ours for the
- String 2234
- taking!!!
- String 2235
- I'm afraid it won't be that easy,
- Sire!!!
- String 2237
- ...
- String 2239
- I fear that aside from Seto, all the
- Rose Crusaders have fallen at the
- hands of the Rose Duelist.
- String 2240
- They were beaten by the very person
- you just had the pleasure of
- dueling...Sire, I present you the
- String 2241
- Rose Duelist!
- String 2243
- And may I add that I've decided to
- join Yugi and the Lancastrians in
- their bid for power!
- String 2244
- Whaaaaaaaaaaaaaaaaaaat!
- String 2245
- My match with the Rose Duelist
- taught me the true meaning of power.
- String 2246
- The Duelist may be even more
- powerful than Seto and the
- Rose Crusaders. That would mean that
- String 2247
- Yugi is likely to succeed in landing
- his troops!
- String 2248
- With the greatest Duel Master
- backing the Lancastrians, the
- Yorkists are bound to be defeated!
- String 2249
- I would be a fool not to back the
- winning horse!!!
- String 2251
- You wouldn't dare touch a hair on
- his head if you and your troops are
- defeated!!!
- String 2252
- Oh my! I believe Yugi and his army
- has arrived! It's showtime... Sire.
- String 2253
- August 22nd, 1485 The final battle
- of the Wars of the Roses commences
- on Bosworth Field...
- String 2254
- Some time later...
- String 2256
- My kingdom for a horse...
- String 2257
- Richard 3 falls in battle...
- String 2258
- Lo, here, this long-usurped royalty
- from the temples of this wretch have
- I pluck'd off to grace thy brows
- String 2259
- withal.
- String 2260
- Wear it, enjoy it, and make much of
- it.
- String 2261
- The victory brought about by Yugi's
- troops signalled the end of over 330
- years of rule under the Plantaganet.
- String 2263
- Earning the respect of Lord Crawford
- and enlisting his aid ensured the
- fall of
- String 2264
- Richard 3 .I cannot thank you
- enough...
- String 2265
- I owe you my thanks as well for I
- would've hated to be on the losing
- side.
- String 2267
- Knowing Seto, me best guess would be
- Stonehenge.
- String 2268
- I see...
- String 2269
- I hate to admit it, but I doubt that
- we have power enough to take out a
- duelist of his level.
- String 2270
- I must ask a favor of you once
- again... Face the evil one and end
- his threat once and for all!!!
- String 2271
- Master! Let's go!!!
- String 2272
- You're here much sooner than I
- expected. I knew that Crawford would
- turn on us one day. But I didn't
- String 2273
- expect the tide of battle to turn so
- soon...
- String 2274
- Actually, Crawford's betrayal and
- the fall of the Yorkists matter not
- to me...
- String 2275
- All I hoped for from this tiresome
- struggle was to find an opponent
- worthy of my attention!
- String 2276
- When I knew you'd been summoned, I
- chose to wait. Each time a member of
- my Rose Crusaders fell before you, I
- String 2277
- shivered in anticipation. Once you
- beat the last member, I knew you
- were ready to face me!!!
- String 2278
- Long have I starved to best a
- duelist equal in power to me...
- hungered to best such an opponent in
- String 2279
- battle!
- String 2281
- You disappoint me!!! This is not the
- victory I longed for!!! You fall far
- short of my expectations!!!
- String 2282
- Well done, Duelist... I may have
- lost, but my heart sings with the
- joy of having faced you in battle...
- String 2283
- T'was a duel to be remembered. I
- take great pride in the fact that I
- fall by your hand...
- String 2284
- ...
- String 2285
- And if you believe that, I'll sell
- you some swampland in the outer
- reaches of the realm!!!
- String 2286
- A duel to be remembered indeed! At
- least, that part of it is true!
- String 2287
- For thanks to you, I have completed
- the ritual for the
- "Great Summoning of the Roses"!!!
- String 2288
- Listen and learn the truth as to why
- I've let you survive to this day...
- String 2289
- The "Rose Duelist" is an integral
- part to the "Great Summoning"!
- String 2290
- For only by unleashing absolute
- power from a duel can the
- "Great Summoning" succeed.
- String 2291
- There is only one reason why I came
- to England and sided with the
- Yorkists...
- String 2292
- I needed YOU!!! I knew that once the
- Lancastrians were cornered, they
- would turn to the High Druid and
- String 2293
- summon the only one who could wield
- power that is equal to mine!!!
- String 2294
- The ritual for the "Great Summoning"
- is nothing less than a high-powered
- duel with the Rose Duelist!
- String 2295
- And the key to the ritual is having
- all the Rose Cards here at this
- hallowed site. In short, your
- String 2296
- victory is but a hollow one,
- child!!!
- String 2297
- Ahhh!!! The time has come to savor
- that which has eluded my clan for
- centuries!!!
- String 2298
- With the coming of the Card
- Guardian, I will seal a pact that
- will ensure my rule as well as those
- String 2299
- who will descend me throughout the
- future!!!
- String 2300
- ...
- String 2301
- Yes!!! He is here!!! The Guardian
- walks this world once again!!!
- String 2302
- Welcome, oh great one!!! To
- celebrate your arrival, I offer you
- a sacrifice!!!
- String 2303
- I offer you the Rose Duelist!!!
- String 2305
- The Rose Duelist is definitely a
- fine offering that only a fool would
- choose to pass up.
- String 2308
- It looks as though I'll have to feed
- on the rest of this world to appease
- my hunger...
- String 2310
- Me... The Guardian... Defeated!!!
- String 2311
- No... To have come so far... It
- cannot... be...
- String 2312
- Aaaaaaaarrrrrrrrrrrrrrrrrgh!!!
- String 2313
- I leave this message for those who
- follow in my path...
- String 2314
- The Guardian who falleth at the
- hands of man was naught but a mere
- mortal.
- String 2315
- Journey forth and seek the true
- Guardian. For he shall be the one to
- guide thee to glory.
- String 2316
- -Seto, High Mage of Amenhotep
- String 2317
- Two months later...
- String 2318
- Yugi/Henry VII was officially
- crowned king at Westminster
- Cathedral on October 30th.
- String 2319
- Seto and his Rose Crusaders were
- never captured. However, they were
- never to be seen again.
- String 2320
- Henry VII was credited for ending
- the threat of the Rose Crusaders and
- was dubbed Yu-Gi-Oh! by his
- String 2321
- supporters.
- String 2323
- whether the Rose Duelist managed to
- return to the proper day and age.
- String 2324
- The tale remains a lost chapter in
- the annals of history...
- String 2325
- However, a document written by the
- hand of Seto have survived over the
- years.
- String 2326
- This document passed through several
- hands including John Dee the
- Alchemist, Emperor Rudolph II of
- String 2327
- Bohemia, and scholar Athanasius
- Kircher.
- String 2328
- Auctioned off in 1912, the document
- found its way into the hands of
- Wilfrid Voynich, an American
- String 2329
- collector of antique books.
- String 2330
- Known as the "Voynich Manuscript",
- it remains undeciphered to this day,
- save for a short and mysterious
- String 2331
- inscription...
- String 2332
- NVE7A3EZ.
- String 2333
- Yu-Gi-Oh! THE DUELISTS OF THE ROSES
- - The Red Rose Chapter END
- String 2334
- A wise choice, Duelist! I see you
- are well-versed in judging a
- situation.
- String 2335
- Welcome to the Rose Crusaders! I...
- am honored.
- String 2336
- Okay, old man. It's time you made
- yourself scarce.
- String 2338
- Don't worry. I'm not going to hurt
- you. I just need you out of the way
- until everything is settled.
- String 2339
- Now, let's talk about the
- Red Rose Cards.
- String 2340
- Simon mentioned that he spread the
- cards among certain individuals just
- after summoning you.
- String 2341
- I think it's safe to assume that a
- large number of those individuals
- are his confederates currently
- String 2342
- located in France.
- String 2343
- I would like to ask you to enter
- France from Dover and retrieve those
- cards for our cause.
- String 2344
- I would go myself. However, I'm
- needed here to maintain our barrier
- against any invading forces.
- String 2345
- According to the legend, one must
- use a deck whose cost is lower than
- an opponent's to capture a Rose Card
- String 2346
- of another color.
- String 2347
- Remember... a deck that costs lower
- than that of an opponent is the key.
- String 2348
- I've also heard somewhere that the
- Celts inherited their Red Rose Cards
- from the original inhabitants of
- String 2349
- Stonehenge.
- String 2350
- This would mean that our enemy,
- Yugi, who comes from a line of Welsh
- nobility would likely have inherited
- String 2351
- one of the Red Rose Cards.
- String 2352
- This means that those who oppose the
- Rose Crusaders are sufficiently
- equipped to duel against us as
- String 2353
- equals.
- String 2354
- Given their desperate situation,
- they will retaliate with everything
- they've got. It would be wise not to
- String 2355
- underestimate them!
- String 2356
- I'm depending on you...
- String 2357
- Master! Select a destination.
- String 2358
- The Rose Duelist! You dared to
- betray the hopes of Prince Yugi!!!
- String 2359
- I'll teach you a lesson you'll never
- forget!!!
- String 2360
- Hah!!! I'm greater than I thought I
- was!!!
- String 2361
- I guess I lost... It pains me to
- know that I lacked the strength to
- protect my lord and love...
- String 2363
- and my "Crab-walker" strategy!!!
- String 2365
- I don't believe it!!! You beat the
- crab outta me!!!
- String 2366
- So you're the one who betrayed those
- who summoned you...
- I guess I'll have to show you the
- String 2367
- error of your ways!
- String 2368
- If that's the best you can do, I
- thank our lucky stars that you
- didn't side with us!!!
- String 2369
- Losing to the likes of you makes my
- skin crawl! You shall not be so
- lucky when you reach the
- String 2370
- Continent!!! For Yugi and his
- followers are a force to be reckoned
- with!!!
- String 2371
- If you're looking for a boat to take
- you to the Continent, climb aboard!
- String 2372
- Alright, landlubber! If you want to
- reach the Continent, you'll have to
- face me in a duel!!!
- String 2374
- At sea, you're in my element!!! I've
- been waiting for you to cross my
- path!!!
- String 2375
- Defeat me and I'll deliver you to
- the shores of Boulogne.
- String 2376
- I've got nothing against you... But
- I've been paid well to ensure you
- never reach the Continent! And I
- String 2377
- intend to keep my end of the
- bargain!!!
- String 2378
- As I told you, the sea is my
- element. You haven't got a chance!!!
- String 2379
- Nobody beats me on the sea!!! Least
- of all, YOU!!!
- String 2380
- Arrrrgh!!! You are something else!!!
- I never dreamed I'd lose a duel on
- the sea!!!
- String 2381
- I guess a promise is a promise...
- I'll deliver you to the shores of
- Boulogne!
- String 2382
- Success!!! You've entered France!!!
- String 2383
- I am Joey, Duelist! I believe you've
- been looking for me...
- String 2384
- In England, I'm know as Christopher
- Urswick.
- String 2385
- But I'll be best remembered as the
- Slayer of the Rose Duelist!!!
- String 2387
- It looks like I underestimated
- you!!!
- String 2388
- At last we meet, Duelist...
- String 2389
- You have soiled the roots of justice
- with your betrayal! Your mind lacks
- the seeds of truth!
- String 2390
- I judge you unworthy and will punish
- you here and now! Should the power
- of your mind prove weak, you are
- String 2391
- destined to fall before me!!!
- String 2392
- It seems that the stronger mind
- prevails this day!!!
- String 2393
- It would seem that all is lost...
- String 2394
- But such is not the case!
- I've only just begun!
- Do you think you've power enough in
- String 2396
- I am Jasper Dice Tudor... I will
- show you the true meaning of
- power!!!
- String 2397
- I'm afraid you didn't stand a chance
- against my superior skill...
- String 2398
- You may have beaten me, but I doubt
- you'll survive a duel with my
- nephew, Yugi!
- String 2399
- So you're the one they call the Rose
- Duelist... I am Bakura, a Bretagne
- card warrior!
- String 2400
- There was a time when some knew me
- as Jack Cade or Mortimer...
- String 2401
- You stand on Celt soil where Card
- Dueling has been passed on for
- generations! In particular, my
- String 2402
- family have mastered the art of the
- Dark Duel.
- String 2404
- This is fantastic!!! Absolutely
- amazing!!! What a fine game,
- indeed!!!
- String 2406
- I am the rule! I am the conqueror! I
- am the mighty!!!
- String 2407
- No! No way!!!
- String 2408
- I warn you! Your next field of
- battle will be your last! Be
- prepared to meet your maker!!!
- String 2409
- So you've finally come to face me,
- Duelist...
- String 2410
- I hope you're as good as they say.
- Because the better the duelist, the
- better my game!!!
- String 2411
- I win this day! But it was a
- hard-earned victory.
- I think that if things were
- String 2412
- different, we may've been friends...
- String 2413
- I lose...
- String 2414
- Know you this! Although the Rose
- Cards are lost to me, I shall not
- falter from my cause!!!
- String 2415
- On the graves of my Celtic
- ancestors, I swear that I will one
- day rule over all of England!!!
- String 2416
- You now have all the Rose Cards. It
- is time to head for Stonehenge!
- String 2417
- The ritual is complete!!! The
- power... The world... With the power
- of the cards behind us, all will be
- String 2418
- ours for the taking!!!
- String 2419
- The time has come to realize the
- dreams of my ancestors!!!
- String 2420
- ...
- String 2421
- Long have I waited for this day...
- String 2422
- You are the ones responsible for
- this!!!
- String 2423
- First, you dare to summon my
- sleeping brother from his eternal
- resting place in the sands of Egypt
- String 2424
- - using him duel after duel!!!
- String 2425
- And then you dare to seal him away
- again!!! Unforgivable!!!
- String 2426
- It looks like I've failed again...
- String 2427
- Hold your tongue!!! There's no room
- for excuses!!! Nothing escapes my
- eyes!!!
- String 2428
- I demand justice!!! I shall feed on
- you and your kind... on every last
- one of you who exists on this
- String 2429
- miserable planet!!!
- String 2430
- It's up to you, Duelist!!!
- String 2431
- This evil that's awakened can only
- be laid to rest by you! Only by
- defeating this vile creature will
- String 2432
- you be able to undo the summoning!!!
- String 2433
- At least that's what the legends
- say!!!
- String 2434
- Quiet, mortal!!! It is time to
- avenge my brother!!!
- String 2435
- Prepare to meet your doom!!!
- String 2437
- Dear brother... this victory is for
- you!!!
- String 2438
- No... NO!!!
- String 2439
- This is not justice... I...
- String 2440
- I cannot lose!!!
- String 2441
- IMPOSSIBLE!!!
- String 2442
- NOOOOOOOOOOOOOOOOOOOOOOOOOOO...!!!
- String 2443
- The summoning is undone...
- String 2444
- ...
- String 2445
- My family... Legend has it that my
- family was the only noble line to
- actually enter into a Pact of Glory
- String 2446
- with a Card Guardian.
- String 2447
- But sometime in the past, the pact
- was broken for reasons that are
- veiled in the mists of history.
- String 2448
- For generations, our family has
- searched the world in the hopes of
- finding the same Card Guardian to
- String 2449
- revive the Pact and the glory that
- was once ours...
- String 2450
- Since the day I inherited the
- "Book of M" at Dumkul, I've searched
- far and wide...
- String 2451
- Many are the Guardians I've
- awakened, only to return them to
- their resting place. To date, my
- String 2452
- search for the one true Guardian
- goes unrewarded...
- String 2453
- You can't imagine how excited I was
- when I'd come to England and learned
- of the "Rose Duelist Legend"...
- String 2454
- Needless to say, the result was
- anticlimactic at best...
- String 2455
- ...
- String 2456
- I apologize for dragging you into
- all this.
- String 2457
- I will honor my promise of returning
- you to your own age. However, I fear
- that that is not enough to repay you
- String 2458
- for your help.
- String 2459
- Wait!
- String 2460
- Here! Take this back with you.
- String 2461
- I will continue in my quest to find
- the one true Guardian.
- String 2462
- Perhaps it is my destiny to fail.
- But my descendants shall carry on
- the search.
- String 2463
- Should you meet such a descendant of
- mine, show this Rose Pendant.
- String 2464
- For from this day onward, my family
- is ever in your debt and will lend
- whatever support it is within their
- String 2465
- powers to provide. This I promise as
- an eternal pledge... a
- "Pledge of Roses".
- String 2466
- In the days that followed, the
- mystic barrier maintained by the
- sorcery of the cards faded away,
- String 2467
- leaving England's shores vulnerable
- to invasion.
- String 2468
- In August of 1485,
- Yugi (Henry Tudor) successfully
- landed at Milford Haven.
- String 2469
- Defeating Richard 3 in the Battle
- of Bosworth, Yugi was crowned as
- King Henry VII.
- String 2470
- The Tudor reign was to continue on
- until Elizabeth I.
- String 2471
- As for Seto and the Rose Crusaders,
- they disappeared from England...
- String 2472
- ...never to be seen or heard from
- again.
- String 2473
- The only record of their existence
- remains in the form of an
- inscription carved on the back of
- String 2474
- the Rose Pendant...
- String 2475
- Man is born to die.
- String 2476
- But the Pledge of Roses is born to
- live throughout all eternity.
- String 2478
- Y34PN1SV
- String 2479
- Yu-Gi-Oh! THE DUELISTS OF THE ROSES
- - The White Rose Chapter END
- String 2482
- Checking MEMORY CARD (PS2) in MEMORY CARD slot 1...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slot 1
- String 2483
- Checking MEMORY CARD (PS2) in MEMORY CARD slot 2...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slot 2
- String 2484
- There is no MEMORY CARD (PS2) in
- MEMORY CARD slot 1 Insert a
- MEMORY CARD (PS2) into MEMORY CARD slot 1 to
- save
- String 2485
- There is no MEMORY CARD (PS2) in
- MEMORY CARD slot 1 Insert a
- MEMORY CARD (PS2) into MEMORY CARD slot 1
- String 2486
- There is no MEMORY CARD (PS2) in
- MEMORY CARD slot 2 Insert a
- MEMORY CARD (PS2) into MEMORY CARD slot 2
- String 2487
- The MEMORY CARD (PS2) in MEMORY CARD slot 1
- is corrupted
- String 2488
- The MEMORY CARD (PS2) in MEMORY CARD slot 1
- is corrupted Please insert another
- MEMORY CARD (PS2)
- String 2489
- The MEMORY CARD (PS2) in MEMORY CARD slot 2
- is corrupted Please insert another
- MEMORY CARD (PS2)
- String 2490
- Insufficient space on MEMORY CARD (PS2) in
- MEMORY CARD slot 1 At least 250KB of free
- space is needed to save
- String 2492
- Please insert another MEMORY CARD (PS2) or
- delete unneeded data in the MEMORY CARD
- Management Screen
- String 2493
- Insufficient space on MEMORY CARD (PS2) in
- MEMORY CARD slot 2 At least 250KB of free
- space is needed to save
- String 2494
- Please insert another MEMORY CARD (PS2) or
- delete unneeded data in the MEMORY CARD
- Management Screen
- String 2495
- There is no save data on the
- MEMORY CARD (PS2) in MEMORY CARD slot 1
- String 2496
- Please insert a MEMORY CARD (PS2) with save
- data for this game into MEMORY CARD slot 1
- String 2497
- There is no save data on the
- MEMORY CARD (PS2) in MEMORY CARD slot 2
- String 2498
- Please insert a MEMORY CARD (PS2) with save
- data for this game into MEMORY CARD slot 2
- String 2499
- Loading...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slot 1
- String 2500
- Loading...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slot 2
- String 2501
- Loading...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slots
- String 2502
- Loading complete
- String 2503
- Load failed!
- String 2508
- Please insert another MEMORY CARD (PS2) into
- MEMORY CARD slot 1
- String 2509
- Please insert another MEMORY CARD (PS2) into
- MEMORY CARD slot 2
- String 2510
- Formatting...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slot 1
- String 2511
- Formatting...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slot 2
- String 2512
- MEMORY CARD (PS2) in MEMORY CARD slot 1
- formatting completed
- String 2513
- MEMORY CARD (PS2) in MEMORY CARD slot 2
- formatting completed
- String 2514
- MEMORY CARD (PS2) in MEMORY CARD slot 1
- formatting failed!
- String 2515
- MEMORY CARD (PS2) in MEMORY CARD slot 2
- formatting failed!
- String 2516
- Saving...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slot 1
- String 2517
- Saving...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slot 2
- String 2518
- Saving...
- Do not remove the MEMORY CARD (PS2) in
- MEMORY CARD slots
- String 2519
- Save completed
- String 2520
- Save failed!
- String 2522
- Load complete. Do not remove the
- MEMORY CARD (PS2) while trading
- String 2523
- Save failed! The MEMORY CARD (PS2) was
- removed while trading
- String 2524
- Let's start with the basics of dueling.
- String 2525
- First, let me show you how to summon a
- monster.
- String 2526
- To bring a monster into play, you must
- summon it from your hand to the Field.
- String 2527
- Now, let's draw a card from your Deck.
- String 2528
- Currently, the card you're indicating is
- your Deck Leader, the "Dark Magician".
- String 2529
- Let's order your Deck Leader to operate your
- hand.
- String 2530
- You can do this by selecting your Deck
- Leader and pressing the △ button.
- String 2532
- Let's place the monster in a position
- directly in front of your Card Leader.
- String 2533
- Line up the cursor by pressing the
- UP directional button, and the press the
- × button.
- String 2534
- This is your current hand.
- String 2535
- Apparently, there's only one monster in your
- hand that can be summoned to the Field.
- String 2536
- This is because summoning a monster requires
- a certain amount of power.
- String 2537
- The spot currently indicated is where your
- currently available Summoning Power is
- displayed.
- String 2538
- At the start of a duel, you have 4 Summoning
- Power points. This amount will increase by 3
- every turn, and you can accumulate up to a
- maximum of 12 points.
- String 2539
- When a monster is placed on the Field,
- Summoning Power points equal to the
- monster's level are expended.
- String 2540
- Your current Summoning Power points total 4.
- String 2541
- Hence, the only Monster Card your can summon
- to the Field is a Level 4 monster, the
- "Celtic Guardian".
- String 2542
- The dark cards are the monsters that you are
- unable to summon this turn.
- String 2543
- Now, let's summon the "Celtic Guardian".
- String 2544
- First, move the cursor over the
- "Celtic Guardian" card...
- String 2545
- Press the × button...
- String 2547
- To enter your selection, press the × button
- once again.
- String 2548
- You've now summoned the "Celtic Guardian"
- and the card is ready for battle.
- String 2549
- Now, let's attack your opponent with the
- "Celtic Guardian".
- String 2550
- To control a monster on the Field, you must
- first activate the card you wish to move.
- String 2551
- Your opponent's Card Leader is the
- "Blue-Eyes White Dragon". At first, let's
- try to attack the Card Leader.
- String 2552
- First, let's activate your monster by lining
- the cursor over the desired card and
- pressing the × button.
- String 2554
- Your opponent's Card Leader is directly
- ahead. Let's move straight into the space.
- String 2555
- To move your monster, you must select your
- destination with the cursor and press the
- × button.
- String 2556
- The "Celtic Guardian" advanced 1 space,
- completing its move for this turn.
- String 2557
- Monsters can only move once per turn.
- String 2558
- However, a Deck Leader's summoning does not
- count as a move. Hence, the monster can move
- immediately after being summoned to the
- Field.
- String 2559
- Since there is nothing else left to do this
- turn, let's end your turn.
- String 2560
- To end your turn, press the START button.
- String 2561
- From this point, it's your opponent's turn.
- Your opponent is summoning a monster, and
- preparing to attack you.
- String 2562
- Now it's your turn. There's an enemy monster
- heading your way. Let's use the
- "Celtic Guardian" to eliminate the threat!
- String 2563
- To attack your opponent's monster, all you
- have to do is move your monster into the
- same space occupied by the enemy monster.
- String 2564
- A monster attacking another monster is
- referred to as a "Battle". The outcome of a
- Battle is decided by the ATK and DEF factors
- of the respective monsters.
- String 2566
- Let's do it!!!
- String 2567
- You've eliminated your opponent's monster
- and moved 1 space closer to your opponent's
- Leader.
- String 2568
- However, your opponent is now aware of your
- monster's strength and will probably bring a
- more powerful monster into play to
- retaliate.
- String 2569
- Now let's take a look at the factors that
- govern the outcome of a Battle.
- String 2570
- Here's how your attack played out. Your
- "Celtic Guardian" was in the
- "Attack Position".
- String 2571
- Your monster automatically assumes the
- "Attack Position" whenever it is moved. The
- Attack Position indicates that your monster
- has either moved or attacked.
- String 2572
- A monster that doesn't move and holds its
- position is said to be in the
- "Defense Position".
- String 2573
- Currently, your "Celtic Guardian" and the
- opposing "Baby Dragon" are both in the
- Attack Position.
- String 2574
- The outcome of a battle is decided by
- comparing the strengths of each monster. In
- this case, both monsters are in the
- "Attack Position". Hence the ATK factors of
- both monsters are compared.
- String 2575
- The ATK of the "Celtic Guardian" is 1400.
- The ATK of the "Baby Dragon" is 1200.
- String 2576
- As a result, the "Baby Dragon" is eliminated
- and the ATK difference of 200 is applied as
- damage against your opponent's LP (Life
- Points).
- String 2577
- Now let's take a look at what might have
- happened if the opposing monster was
- stronger...
- String 2578
- Let's say your opponent had a
- "Koumori Dragon" in play. With an ATK of
- 1500, the monster is much more powerful than
- your "Celtic Guardian".
- String 2579
- When you attack this creature...
- String 2580
- Your "Celtic Guardian" is eliminated and you
- suffer 100 points of damage to your LP.
- String 2583
- Both monsters are eliminated, and neither
- player suffers any damaged to their LPs.
- String 2584
- Now let's take a look at "Defense Position".
- String 2585
- "Hard Armor" is a monster with a high DEF
- factor. The card is currently horizontal or
- in the "Defense Position".
- String 2586
- A monster set in this position cannot move
- or attack.
- String 2587
- In Battle, the DEF of a monster in the
- Defense Position is used to decide the
- outcome.
- String 2588
- Although the DEF of "Hard Armor" is fairly
- high, it is nothing compared to the
- attacking "Celtic Guardian". Let's attack
- the monster.
- String 2589
- "Hard Armor" is eliminated. Note that
- eliminating a monster in the Defense
- Position will not inflict any damage to the
- player controlling the eliminated monster.
- String 2590
- Now let's see what happens if the defending
- monster is "Aqua Madoor". This card has a
- DEF of 2000.
- String 2592
- Your attack is countered and the 600-point
- difference between the ATK of
- "Celtic Guardian" and the DEF of
- "Aqua Madoor" is inflicted against your LPs.
- String 2593
- Since your attack failed, your attacking
- monster is driven back to its original
- position.
- String 2595
- Though no damage is applied to your LPs,
- your monster is forced back to its original
- position.
- String 2596
- That concludes our lesson on Battle
- outcomes.
- String 2597
- Now let's continue with the Duel.
- String 2598
- As you recall, your "Celtic Guardian"
- successfully moved into a position where it
- could attack your opponent's Leader.
- String 2599
- Your opponent's Leader is unsupported and
- defenseless, leaving it wide open for a
- "Direct Attack"!
- String 2600
- A Direct Attack is an ideal opportunity to
- inflict major damage to your opponent's LP.
- String 2601
- Attacking a Leader will result in inflicting
- LP-damage equivalent to the attacking
- monster's ATK factor.
- String 2602
- Let's try a Direct Attack. The procedure is
- the same as setting up a Battle between two
- monsters.
- String 2603
- You have now inflicted 1400 points of damage
- to your opponent's LP! You're now on your
- way to victory!!!
- String 2604
- As you can see, it is important to avoid
- Direct Attacks as much as possible. You
- should act immediately whenever any enemy
- monster is approaching your Leader.
- String 2605
- Currently, you're winning. However, your
- opponent may retaliate. With this in mind,
- summon a monster with high DEF Points.
- String 2606
- Let's use this monster to protect the front
- of your Leader. Since it has a high DEF,
- place it in the Defense Position.
- String 2607
- To set a monster into the Defense Position,
- follow the same step as movement and set the
- cursor over your Monster Card and select it
- for a move.
- String 2608
- Now press the L1/R1 buttons to toggle
- between Attack Position and Defense
- Position.
- String 2609
- Be careful that you don't move the monster
- to its destination space as this will
- automatically set the monster into its
- Attack Position.
- String 2610
- Note that a Monster Card summoned on the
- Field is initially placed face-down and is
- hidden from your opponent's view.
- String 2611
- The card will be flipped face-up whenever it
- attacks or is attacked by an enemy.
- String 2612
- You may also manually flip a card face-up.
- String 2613
- To do so, select the card for a move, and
- press the L2/R2 buttons to toggle the card
- face-up or face-down.
- String 2614
- Once you have the card in the desired
- position, press the × button to enter your
- selection.
- String 2615
- However, you should note that a face-up card
- cannot be returned to a face-down position.
- String 2616
- That's why you should be very careful when
- you manually turn a card face-up.
- String 2617
- Your opponent has now summoned a
- "Kaiser Dragon," a powerful Dragon-type
- monster!
- String 2618
- You don't have a monster that's strong
- enough to withstand an attack from this
- creature.
- String 2619
- Fortunately, you have a "Magic" Card on the
- Field that's capable of stopping the attack
- of DRAGON-type monsters.
- String 2620
- In fact, this Magic Card is capable of
- preventing the movement of all DRAGON-type
- monsters on the Field.
- String 2621
- Let's use the magic to stop the opposition,
- and focus on continuing our attack on the
- opponent's leader.
- String 2622
- You can trigger a Magic Card by flipping it
- face-up and completing its move.
- String 2623
- Flip the card face-up in the manner
- described earlier. The control inputs are
- the same for magic as those for monsters.
- String 2624
- Let's try activating a Magic Card!
- String 2625
- The opposing monster's been neutralized with
- the magic spell! Now let's go after the
- enemy Leader!
- String 2626
- A duel can go either way. At times, you may
- find yourself cornered by a cunning
- opponent.
- String 2627
- There will be occasions when there's nothing
- you can do but accept defeat and go for a
- rematch.
- String 2628
- You may surrender a match by pressing the
- SELECT button.
- String 2629
- But don't give up too quickly!
- String 2630
- A well-played card could easily turn the
- tide of battle in your favor...
- String 2631
- That concludes our lesson on the
- fundamentals of how to battle in a Duel.
- String 2632
- Now let's take a look at how a Duel is
- settled.
- String 2633
- There are four individual conditions for
- deciding the outcome of a Duel.
- String 2634
- One condition is to reduce an opponent's LP
- to "0".
- String 2635
- Your "Celtic Guardian" is about to execute a
- Direct Attack on your opponent's Leader..
- String 2636
- Since your opponent only has an LP total of
- 1000 points,
- String 2637
- the damage you inflict will reduce your
- opponent's LP well past "0". In short,
- you're about to emerge victorious.
- String 2638
- The following example is a more complicated
- situation for which the LP 0 condition
- applies.
- String 2639
- In this scenario, the LPs of both players
- are 500 points respectively.
- String 2640
- Your opponent has a not-too-powerful
- "Needle Ball" monster in play.
- String 2641
- However, the monster has a special ability.
- String 2642
- When the monster is eliminated in battle, it
- automatically inflicts 500 points of damage
- to an opponent's LP.
- String 2643
- Strength-wise, the "Celtic Guardian" is far
- stronger than the "Needle Ball".
- String 2644
- Now let's take a look at what happens when
- you attack this monster.
- String 2645
- As you can seen, the LPs of both players
- have been reduced to "0". The result is a
- Draw match.
- String 2646
- In this manner, the outcome of a Duel is
- decided after all the triggered effects have
- been taken into account.
- String 2647
- Be careful that you don't get dragged into a
- Draw when you have a good chance of winning
- a match.
- String 2648
- Another condition that decides the outcome
- of a Duel is the
- "Occupation of Summon Areas"
- String 2649
- The areas indicated in blue whenever you
- attempt to summon a monster are called
- "Summon Areas".
- String 2650
- If all of these areas are occupied by your
- opponent's forces, you will lose the match
- in play.
- String 2651
- To be more specific, if your opponent
- occupies all your Summon Areas at the end of
- your turn, you lose.
- String 2652
- If you find yourself surrounded, it is vital
- that you clear at least one of these areas
- before your turn is over!
- String 2653
- If your Leader is in this position, that
- leaves you with only 3 Summon Areas.
- String 2654
- When you're at the edge like this, there are
- only a few Summon Areas, and if they are all
- occupied you'll lose.
- String 2655
- Depending on terrain conditions, there are
- spaces that cannot be used as Summon Areas.
- String 2656
- In this situation, there are fewer Summon
- Areas, and if they are occupied by your
- opponent, you'll lose.
- String 2657
- The next condition for deciding the outcome
- of a Duel is "LP comparison" resulting from
- the clock running out on a duel.
- String 2658
- The time remaining in a duel is displayed in
- this location.
- String 2659
- The number of turns remaining will decrease
- by 1 following the completion of your turn
- and that of your opponent's.
- String 2660
- When the number of turns remaining reaches
- "0" and both players complete their
- respective turns, the outcome of the duel
- will be decided.
- String 2661
- In this case, the player with the higher
- number of LPs is declared the winner. Hence,
- maintaining a lead is a key strategy for the
- smart duelist.
- String 2662
- The final condition for winning is
- unleashing the power of
- "Exodia the Forbidden One".
- String 2663
- It is said that somewhere in this world
- there are 5 very rare cards known as
- "Exodia the Forbidden One" and its four
- forbidden limbs.
- String 2664
- Individually, these cards are weak due to
- the spells that bind them.
- String 2665
- However, once those spells are broken, an
- unstoppable force is unleashed!
- String 2666
- To release Exodia from the binding spells,
- the following steps are required.
- String 2667
- First, "Exodia the Forbidden One" must be
- brought into play as your Deck Leader.
- String 2668
- Then you must position the four limbs of
- Exodia in the surrounding Summon Areas.
- String 2669
- From there, flip over to the Attacking
- Position. When you enter into your turn
- without any spells or controls preventing
- your from executing a normal turn...
- String 2670
- "Exodia" will be freed and your opponent
- will face hopeless defeat at the hands of
- this awesome creature!!!
- String 2671
- This concludes our lesson on victory
- conditions.
- String 2672
- Now let's take a closer look at some of the
- other details and rules for dueling...
- String 2673
- First, you should be aware that there is a
- limit to the number of cards that can be
- placed on the Field.
- String 2674
- Here is a situation in which several
- monsters have been summoned to the Field.
- String 2675
- This display shows how many monsters you
- have in play on the Field at the moment.
- String 2676
- Each duelist can only place 5 monsters
- respectively on the Field.
- String 2677
- Any attempt to summon a monster that exceeds
- the aforementioned limit...
- String 2678
- ...will result in the summoned monster being
- reduced to dust!!!
- String 2679
- Likewise, only 5 Spell Cards can be placed
- on the Field.
- String 2680
- You should take care to leave a Summon Area
- open so you won't find yourself in a
- situation where you are unable to play a key
- card.
- String 2681
- Now let's talk about the consumption and
- recovery of Summoning Power points....
- String 2682
- Summoning Power points are required in order
- to summon a monster to the Field.
- String 2683
- At the outset of a Duel, each duelist has 4
- Summoning Power points.
- String 2684
- Hence, bringing a Level 4 monster into play
- at the start of a duel...
- String 2685
- ...will use up the total available Summoning
- Power points for that turn.
- String 2686
- Summoning Power points spent in this manner
- will gradually recover as time passes.
- String 2687
- At the beginning of your turn, 3 points will
- be added.
- String 2688
- Points that are not expended will continue
- to accumulate.
- String 2689
- However, you will not be able to accumulate
- over 12 points.
- String 2690
- Even in situations where the addition of
- points would exceed 12 points, you will not
- gain beyond the amount.
- String 2691
- Some Monster or Spell cards can
- significantly help or hinder recovery of
- Summoning Power points. Use these to your
- best advantage.
- String 2692
- Now let's talk about Spell Cards and what
- happens in battle.
- String 2693
- When placed face-down and unused, your
- opponent will not be able to tell whether
- you have a Spell or a Monster card in play.
- String 2694
- Like Monster Cards, Spell Cards can be
- attacked and can initiate attacks.
- String 2695
- The face-up Monster Card is yours. Your
- opponent has a Spell Card.
- String 2696
- When a Spell Card is attacked by a Monster,
- it is easily destroyed.
- String 2697
- Although a Spell Card can be easily
- destroyed, attacking a Spell Card will never
- result in damage to your opponent's Life
- Points.
- String 2698
- Now you have a face-down Monster Card.
- String 2699
- In Monster vs Monster battles, face-down
- monsters were turned face-up. Here's what
- happens with Spell Cards.
- String 2700
- As you can see, the Spell Card is destroyed,
- but the Monster Card remains face-down.
- String 2701
- As a result, Spell Cards cannot be used to
- discover the "identity" of a Monster Card.
- The only way to do that is to attack with a
- Monster Card.
- String 2702
- Let's see what happens when a Spell Card is
- used to initiate an attack.
- String 2703
- Similar to when it is attacked, the Spell
- Card is easily destroyed.
- String 2704
- This is still the case even if the Monster
- Card is in the Defense Position...
- String 2705
- ...the Spell Card is destroyed.
- String 2706
- Let's see what happens when you use a Spell
- Card to initiate an attack against an
- opponent's face-down Monster Card. Although
- it can't be verified, the Card being
- attacked is a face-down Monster Card.
- String 2707
- As in the previous case where a Monster Card
- attacked and destroyed a Spell Card, the
- Monster Card remains face-down.
- String 2708
- You should always remember that although
- Spell Cards are capable of powerful magic,
- they can be easily destroyed.
- String 2709
- When you bring a Spell Card into play, you
- should move it carefully.
- String 2710
- Now we'll take a look at what happens when
- your Spell Card attacks an opponent's Spell
- Card.
- String 2711
- The rules differ from those applied when
- battling a Monster Card.
- String 2712
- First, let's see what happens when you
- attack an opponent's Spell Card with a
- face-down Spell Card.
- String 2713
- In this case, the attacked Spell Card is
- destroyed, and the attacking Spell Card
- succeeds in penetrating your opponent's
- defense.
- String 2714
- Initiating an attack with a face-down Spell
- Card will let you avoid having the Card
- turned face-up when you wish to avoid it.
- String 2715
- The fundamental rule is that a Spell Card
- cannot turn an opposing Spell Card face-up
- in a battle.
- String 2716
- Let's see what happens when a face-up Spell
- Card attacks an opposing Spell Card.
- String 2717
- This time, the Spell Card is activated.
- String 2718
- It's important to remember the conditions
- for activating a Magic Card.
- String 2719
- A Magic Card is activated when it completes
- its move face-up.
- String 2720
- Hence, regardless of whether a battle
- occurs, the Magic Card is activated since it
- completed its move face-up.
- String 2721
- As a result, you should be careful about
- moving a face-up Spell Card.
- String 2722
- Now we'll discuss Terrain effects.
- String 2723
- The Field on which a battle is conducted
- consists of spaces with various terrain
- features.
- String 2724
- The majority of these terrain features have
- their own unique energy force and often
- strengthens or weakens a Monster.
- String 2725
- Let's take a look at an example...
- String 2726
- Right now, the "Celtic Guardian" is in a
- space where the terrain has no effect
- whatsoever on the card.
- String 2727
- The result is that both the ATK and DEF
- factors remain at 1400 and 1200
- respectively.
- String 2728
- Now let's move this Monster Card to a Meadow
- space.
- String 2729
- In this space, the ATK and DEF factors
- increase by 500, raising the factors to 1900
- and 1700 respectively.
- String 2730
- Since the "Celtic Guardian" is a
- Warrior-type monster, it has an advantage
- when occupying Meadow terrain.
- String 2731
- In this manner, whenever a monster is in
- it's favored terrain, 500 bonus points are
- awarded.
- String 2732
- Another added bonus when a monster is in its
- favored terrain is increased movement.
- String 2733
- If a monster starts its move in a favorable
- terrain, the monster can move up to 2
- spaces.
- String 2734
- A Monster Card with increased movement
- capabilities is noted in this area.
- String 2735
- When a monster with this mark is toggled to
- Movement Mode...
- String 2736
- ...the card's increased movement area is
- displayed in this manner.
- String 2737
- Please note that a face-down card is not
- awarded Terrain Bonus.
- String 2738
- This time, the "Celtic Guardian" is
- face-down. Let's try moving the card.
- String 2739
- As you can see, there is no movement bonus
- awarded despite the fact that the Monster
- Card is located in a favorable terrain
- space.
- String 2740
- Now let's turn the card face-up.
- String 2741
- You can see that as long as the card is
- face-up, the movement bonus can be used.
- String 2742
- Hence, to take advantage of the movement
- bonus, you must first turn the card face-up
- and then select the space to which you wish
- to move.
- String 2743
- This time, we have a DARK terrain space.
- String 2744
- "Gyakutenno Megami" is a Fairy-type which is
- not suited for DARK terrain.
- String 2745
- When not effected by terrain, the
- "Gyakutenno Megami" card's ATK and DEF
- factors are 1800 and 2000 respectively.
- String 2746
- Now let's move the card into an unsuitable
- terrain space.
- String 2747
- The ATK and DEF factors of the card decrease
- to 1300 and 1500.
- String 2748
- In short, whenever a monster ends up in
- unsuitable terrain, there's a 500-point
- penalty applied to the card.
- String 2749
- Since terrain can significantly affect the
- outcome of a battle, you should plan your
- destination before committing to a move.
- String 2750
- Since we're on the subject of terrain
- effects, let's talk about terrain with
- special features.
- String 2751
- First of all, there's the "Labyrinth"
- terrain.
- String 2752
- The "Labyrinth" is an extremely powerful
- obstruction and cannot be entered by most
- Monster and Spell cards, nor by a Leader
- Card.
- String 2753
- In addition, a "Labyrinth" space cannot
- function as a Summoning area.
- String 2754
- However, a card that has entered a
- "Labyrinth" space by means of effects such
- as teleportation can easily exit the space
- and enter adjacent spaces.
- String 2755
- You can also initiate an attack against a
- monster located in a "Labyrinth" space.
- String 2756
- "Wall Shadow" has the ability to freely
- enter or exit the "Labyrinth" space. It is
- currently located in the "Labyrinth" space.
- String 2758
- As can be seen, the opposing monster is
- destroyed. However, "Flame Swordsman" cannot
- enter the "Labyrinth" space.
- String 2759
- Aside from certain monsters, "Labyrinth" is
- a space that can never be entered, making
- the space ideal for preventing an advance.
- Use it wisely...
- String 2760
- "Crush" terrain can be entered with no
- resistance, and has no positive or negative
- effects on most monsters.
- String 2761
- However, this area is infected with a plague
- that will attack and destroy powerful
- monsters.
- String 2762
- Specifically, any monster with an ATK of
- 1500 or more will be immediately destroyed
- under any one of the following conditions.
- String 2764
- Since the "Celtic Guardian" only has an ATK
- of 1400, it is not affected by a "Crush"
- space since the Crush is not activated
- unless a monster has an ATK of 1500 or more.
- String 2765
- On the other hand, the "Flame Swordsman" has
- an ATK of 1800 that will activate the Crush.
- String 2766
- The effect of a "Crush" space is deadly.
- However, there are no restrictions to
- exiting the "Crush" space and entering an
- adjacent space.
- String 2767
- In short, if you find your monster moved
- into a "Crush" space by means such as
- teleportation, you could avoid destruction
- by immediately moving out of the space.
- String 2768
- Since the "Crush" space is activated by the
- ATK level, a Leader which doesn't have any
- ATK or a Spell can move normally in the
- space.
- String 2769
- As can be seen, there are various special
- features for particular terrain spaces.
- String 2770
- The mark of a good duelist is how well he or
- she can use the terrain to his or her
- advantage.
- String 2771
- Now we'll discuss "Spellbinding".
- String 2772
- "Spellbinding" is a condition by which a
- card is unable to move as a result of a
- Spell or other means.
- String 2773
- When a card is spellbound, it cannot be
- moved, flipped, or re-positioned for attack
- or defense.
- String 2774
- Let's see what happens when the
- "Celtic Guardian" is spellbound.
- String 2775
- Right now, the "Celtic Guardian" is unable
- to move due to a spell.
- String 2776
- The turn-count for a "Spellbinding" begins
- the on the turn following the actual casting
- of the spell.
- String 2777
- So if a card is spellbound for 1 turn, it
- won't be able to move in the next turn, and
- regains movement on the turn following the
- next.
- String 2778
- There are situations in which a
- "Spellbinding" can last more than 1 turn.
- String 2779
- In fact, there's a very dangerous condition
- - "Eternal Spellbinding" - which doesn't
- release the bound card no matter how many
- turns may pass.
- String 2780
- At the moment, "Celtic Guardian" is held in
- an "Eternal Spellbinding".
- String 2781
- Under this condition, the "Celtic Guardian"
- will not be able to move no matter how many
- times you declare that your turn has ended.
- String 2783
- It is very difficult to break an
- "Eternal Spellbinding". There are only a few
- monsters and spells that have the capability
- to free the spellbound monster.
- String 2784
- Aside from the aforementioned, the only
- other way to free a monster from a
- "Spellbinding" is to destroy it.
- String 2785
- Now let's take a look at the most common
- form of "Spellbinding", the
- "Attribute Binding".
- String 2786
- The "Parrot Dragon" is a WIND-attribute
- monster. With an ATK of 2000, it is much
- stronger than the "Celtic Guardian".
- String 2787
- However, the "Celtic Guardian" is an
- EARTH-attribute monster which places it in a
- more favorable position against
- WIND-attribute monsters.
- String 2788
- The advantages and disadvantages of
- Attributes are displayed respectively during
- a battle.
- String 2789
- Let's see what happens when the
- "Celtic Guardian" attacks...
- String 2790
- The weaker "Celtic Guardian" is destroyed.
- However, the opposing "Parrot Dragon" is now
- spellbound for 1 turn.
- String 2791
- In this manner, a monster of lower Attribute
- that survives a battle is spellbound in the
- turn that follows.
- String 2792
- This rule also applies even if both monsters
- survived the battle, as in a case where a
- monster is unable to destroy an opposing
- monster with a higher DEF factor.
- String 2793
- Attribute difference can be effective when
- using a weak monster to render a stronger
- monster immobile.
- String 2794
- An opponent's powerful monster is in
- pursuit. You don't have any surprise up your
- sleeve and your Leader is isolated, creating
- a dangerous situation...
- String 2795
- Even under such desperate circumstances, a
- good duelist will bide for time, believing
- in the summoned monsters and the chance of
- drawing a card that could turn the tide of
- battle.
- String 2796
- Your belief in the luck of the draw could be
- the key to winning a battle.
- String 2797
- Among duelists, this belief is referred to
- as the "Destiny Draw".
- String 2798
- Depending on how desperate a situation is
- and how gifted you are as a duelist, you may
- be granted the opportunity to attempt a
- "Destiny Draw".
- String 2799
- It looks like victory may smile on you...
- This is your chance to draw the card that
- could turn the tables against your enemy!
- String 2800
- The "Destiny Draw" opportunity is signalled
- by flashing the area that is normally used
- to indicate that you can summon a monster
- from your hand.
- String 2801
- Drawing when this condition is indicated
- will usually result in the drawing of a card
- that will help you in your current
- predicament.
- String 2802
- Try drawing a card now.
- String 2803
- Take a look at the last card that you drew -
- the card on the far right! It should be a
- card that will bail you out of your current
- situation.
- String 2804
- Using this card wisely will help you
- overcome your desperate situation.
- String 2805
- However, you should remember that a
- "Destiny Draw" depends on luck and only
- occurs once in a duel.
- String 2806
- When it might happen is anybody's guess. All
- you can hope for is that Lady Luck smiles on
- you when you most need it.
- String 2807
- And that won't happen if your hand already
- consists of 5 cards.
- String 2808
- If that is the case, all you need to do is
- reduce your hand in the following turn in
- the hopes of triggering a "Destiny Draw".
- String 2809
- Of course, if your Deck is low on cards,
- there will be no "Destiny Draw".
- String 2810
- Luck is an important element to victory.
- Even the best duelist could lose without the
- aid of Lady Luck!
- String 2811
- All cards are deeply bound to the duelist.
- Your experience is a vital key to
- strengthening the power of your deck.
- String 2812
- An indication of this is provided by "Rank",
- a record of a card's performance throughout
- all your duels.
- String 2813
- A highly ranked card will demonstrate the
- special powers unique to its nature when the
- card becomes a Leader.
- String 2814
- Take a look at a "Dark Magician" ranked
- "Field Marshal".
- String 2815
- At this rank, this card's special powers are
- "Extended Support Range";
- "Increased Strength for Same Type Friendlies";
- and "Weaken Specific Enemy Type".
- String 2816
- Let's take a look at your opponent's leader.
- String 2818
- Since there are various special powers that
- evolve for each Leader monster, we won't be
- able to cover them all.
- String 2819
- To understand the concept, let's take a look
- at the "Baby Dragon" situation.
- String 2820
- The best way to learn about the special
- powers of a card is to raise your own Leader
- and watch it evolve through the course of
- battle.
- String 2821
- "Baby Dragon" has the power to turn any
- approaching enemy card face-up for open
- viewing.
- String 2822
- Your "Celtic Guardian" is currently
- face-down and near the enemy Leader. Move
- the card towards the Leader.
- String 2823
- The "Celtic Guardian" is automatically
- turned face-up, revealing its identity to
- your opponent.
- String 2824
- This effect will also flip a face-down Spell
- Card to the face-up position.
- String 2825
- This is just a sample of one of the special
- powers that a Leader has. To find out
- more...
- String 2826
- you will simply have to raise your own
- Leader and watch the card evolve as you
- duel.
- String 2827
- That pretty much covers the rules of
- dueling.
- String 2828
- Now let's take a look at some dueling
- strategies.
- String 2829
- First there's the "Combo" formed in your
- existing hand.
- String 2830
- "Combo" is a technique for combining 2 or
- more weak cards to create a powerful force.
- String 2831
- One of the representative combos to dueling
- is "Fusion".
- String 2832
- "Fusion" combines two Monster Cards into one
- to form an even more powerful monster.
- String 2833
- If the cards used in "Fusion" are
- compatible, the monster formed will be very
- strong.
- String 2834
- Let's have a closer look at the "Fusion"
- move.
- String 2835
- The "Red-Eyes B. Dragon" is a Dragon-type
- monster.
- String 2836
- It seems to be compatible with
- "Summoned Skull" so a "Fusion" is likely to
- be successful. Let's give it a try!
- String 2837
- These numbers are referred to as
- "Combo Tag". They indicate the order in
- which cards need to be combined to form a
- "Combo".
- String 2838
- A combo is triggered by aligning larger
- numbered cards over smaller numbered cards.
- String 2839
- To set "Combo Tag", press the
- UP directional button.
- String 2840
- To cancel "Combo Tag", press the
- DOWN directional button.
- String 2841
- Now let's try setting up a "Combo Tag" with
- "Summoned Skull".
- String 2842
- A "Combo Tag" has been set for
- "Summoned Skull".
- String 2843
- You now have a combo in place that will
- allow you to combine "Red-Eyes B. Dragon"
- with "Summoned Skull".
- String 2844
- Press the × button to enter the combo and
- see what happens...
- String 2845
- The fusion is successful and you now have a
- "B. Skull Dragon", a powerful Level 9
- Monster Card.
- String 2846
- Let's take a closer look at what happened.
- As I mentioned, the "B. Skull Dragon" is a
- Level 9 monster.
- String 2847
- However, there were only 8 Summoning Power
- points available.
- String 2848
- The fusion was possible due to a Summoning
- Power calculation that is specific to
- combos, resulting in the economical use of
- the Summoning Power points.
- String 2849
- This is where the power-point consumption
- value is displayed for the
- "Red-Eyes B. Dragon"/"Summoned Skull" combo.
- String 2850
- It currently shows 7 points.
- String 2851
- In this manner, the Summoning Power points
- required for a combo is set at the value of
- the highest-level card in the combination.
- String 2852
- In this case, this would be the
- "Red-Eyes B. Dragon" card's Level 7.
- String 2853
- For most cases, a fusion results in a higher
- level monster.
- String 2854
- So in this fusion, the result was a monster
- of a level that exceeds the current
- Summoning Power points.
- String 2855
- In fact, there is still 1 point remaining
- after the fusion has formed a
- "B. Skull Dragon".
- String 2856
- This remaining point will be carried over to
- the next turn, and may provide you with an
- opportunity to summon yet another powerful
- monster.
- String 2857
- As previously mentioned, compatibility is
- the key to a successful fusion.
- String 2858
- Combining incompatible Monster Cards will
- only result in a monster being destroyed and
- sent to the Graveyard.
- String 2859
- In this case, a fusion is being attempted
- with two non-compatible Monster Cards. Since
- they are non-compatible, the lower combo tag
- monster is destroyed when the fusion fails.
- String 2860
- There are numerous combinations for fusions.
- But you would be wise to select your
- monsters carefully. Otherwise, you may lose
- more than you'll gain...
- String 2861
- In some cases, a fusion combo can consist of
- 3 or more monsters.
- String 2862
- Let me show you a very powerful combo that
- will allow you to summon a "B. Skull Dragon"
- even if you do not have a
- "Red-Eyes B. Dragon" in your hand.
- String 2863
- The key to this combo is creating a
- "Red-Eyes B. Dragon" by fusion and then
- combining the result with a
- "Summoned Skull".
- String 2864
- First combine a "Koumori Dragon" with a
- "Tyhone #2".
- String 2865
- Then tag a "Summoned Skull" as a combo
- element against the "Red-Eyes B. Dragon"
- that is expected to result from the combined
- dragons.
- String 2866
- Now the combo is ready to be executed. Take
- a look at the Summoning Power value.
- String 2867
- In the current combination, the monster with
- the highest level is the "Summoned Skull" at
- Level 6.
- String 2869
- Let's try it!
- String 2875
- This is a "Power-up Magic Card", a type of
- Spell Card.
- String 2880
- To do so, move the cursor over the card and
- pressMOUNT□ button.
- String 2883
- Let's see what happens if Cost ReTHCRto
- combine the twoMMORTIREEA-play.
- String 2884
- Aligning the two cards resulted in the
- destruction of the "Red-Eyes B. Dragon".
- String 2885
- The "Legendary Sword" card was summoned to
- the Field, consuming 7 Summoning Power
- points.
- String 2887
- To make sure you don't waste the cards in
- your deck, it would be best if you check on
- compatibility prior to attempting a combo.
- String 2890
- ABYRINgive the coEEARa try.
- String 2891
- The power-up Book of M" at Dumkul, I've searched
- far and wrThe Drdek Candle of FateMeda BatEmbryonic BeastWicked MirrorVersago the DestroyerMegirusackland Fire DragonKoumori DragonCurse of Dragon>
- Select, revive, and control 1
- MONSTER Card from either
- Graveyarzo your
- monsters receive 1000 bonus
- points for their DEF!<FLIP>
- When this card is flipped
- face-up, all INSECT monsterommanderJinzo #7Cannon SoldierBrave ScizzarDharma ent for 3
- turns when destroyed in battle!<ATTACK>
- Monsters destroyed in battles
- against One Who Hunts SMsuccessful and ATK now
- stands at 3400, while DEF has increased to
- 3000.
- String 2892
- You should note that a fuClubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBrave ScizzarDharma CannOONand a power-up
- can mmanderJinzo #7Cannon SoldierBrave ScizzarIREEined for IREEA-play.
- String 2893
- If Tradplay your cttingsright, you can br2LT into play a very powerful monster with just
- a singlNTAummoning.
- String 2894
- ABYRINTHCRKFIREEARthat summons MAGICTRAPB. Skull Dragon" by fusion and combines it
- with "Dragon Treasure" for extra power.
- String 2895
- Here's the colt !
- String 2899
- This means that you can boost the power of
- Cost Reweaket Reduction fs to face-off against
- some of your opponent's morewordPasswordful
- creatures.
- String 2900
- Up to this point, the cult s described were
- created from your hand. Now let's take a
- look at colt s that useancel settingsthat are
- already in play on the Field.
- String 2901
- Combos using the ettings a play provide you
- with an opportunity to create powerful
- monsters even if Cost Reluck with the draw is
- going bad.
- String 2908
- You can select respace in your summoning
- area that contains one of your monsters for
- an in-hand summoning.
- String 2910
- You currently have 1LT CPT MAJ LTC COL and
- llowing 3 cards completedin your hand.
- String 2913
- Ne ATK/DEF of
- the monster with the highest
- attack poa, set up swordPasswordt RangeIREEARwith the
- monster to mmanderJinzo #7Cannon SoldierBrave Scizzarformed by placing the
- "ition, all your
- monsters receive 1000 bonus
- points for their D cards completedWeaComEARion #2.
- String 2916
- Compared with in-hand combos, special care
- must be taken with respect to the order in
- which the cards are combined.
- String 2917
- ComerSpike ClubberCyber-SteinCyber CommanderJinzo #7Cannon SoldieransObtato iRose Card!!ard !!Trap acti Roplay
- card !!Trap could be inconvenient due to
- factors such as the limited number of
- positions on the Field that can be usry!Damage
- String 2918
- However, there is no guarantee that a
- duelist will always draw the necessary
- cards.
- String 2919
- The key to victory lies in the duelist's
- flexondition lWeaaiser DragonBlackland Fire DragonKoumori DragonCurse of DragonRed-Eyes B. DragonDarkfireanicalchaserBlockerSpike ClubberCyber-ng either of the c!Trap to
- there youadvantage.
- String 2920
- There are situations whete!both duelists are
- evenly matched on the Field and unable tog Sitiate an attack.
- String 2922
- ...that recifictDMOUNTtot!Efnumber of
- Monster and Spell cards allowed oeaken Spuelist's side of the Field.
- String 2924
- The current Field is fillLIP>
- When this card is flipped
- fa LarvasPale BeastObese Marmot er CommanderJinzo #7Cannon SoldierBrave Sciz a5 monsters,
- and you have a ordPasswordful monster in your
- se Card...
- String 2926
- To destroy your own ettingactiimply move the
- Leader over the card you wish to eliminate.
- String 2929
- ABYRINTalk about howens all PLANT
- monsters by 300 pointo #7Cannon SoldierBrave ScizzarDharma Canno!Powerlook at your cards.
- String 2930
- The explanation that follows descrie y how
- e!Powerlook at le BeastObese Marmot of NefariousnessGreat BillArmK/DEF of
- the monster with the highest
- attack proom Man #2Lava BattleguardOscillo HeroEmpress JudgeWarrior of TraditionQueen's Dinfo on your cttings a various
- situations.
- String 2931
- First, let's take a look at howens all PLANT
- monsters by 300 pointo #7Cannon SoldierBrave ScizzarDharma Canno!Powerviewaken Sinfo on ana Roplay card that youbute!about
- to command..
- String 2932
- Currently, the card indicated by the cursor
- is "Celtic Guardian". The basic info for the
- card is already displayed.
- String 2933
- For more details CardWefo, leave the cursor
- where it is and pressri-Ho□ button.
- String 2935
- With thkinscreen, you can not trade all the
- ste Cardned Dragon#2Rrelated to this card.
- String 2936
- The card has other additional features that
- can !Rireviewent Nigchoosing one of the four
- selections listed in the menu at the lower
- part of OUNTAcreen.
- String 2937
- T!Poweroggle between menus, press the
- UP/DOWN directional buttons.
- String 2938
- B. DrascrederJinzo #7Cannon SoldierBrave ScizzarDharma Cannctihas sinedched over to
- "Speer CommanderJinzo #7Cannon SoldierBrave ScizzarDharma CannonRed-Eyes Black Metal Dra!EfInfo" which currently lists the
- special powers of the "Celtic Guardian".
- String 2944
- B. Draselection at the bottom is
- "Leader Ability".
- String 2947
- No e Magical HatLaMoo will be lubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBravFaceless unless the
- Leader has P Recharge RateLeader AbilityCard DisplayBuild DeckSaveEnnDark Titan of TerrorThe Drdek Candle of FateMeda BatEmbryonic BeastWicked MirrorbberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBrave ScizzarDharma CannRitualBeastly Mirror RitualUltimate DragonCommencementched resertain rank.
- String 2948
- Details CardWe#2Rcan !Riviews CardWeavarious
- situations.
- String 2949
- Forter pample, details CardWe#2Ris invaluable
- when you need e!Powerjudge what card to summon
- from your hand.
- String 2950
- To see the details of a card in your hand,
- move the cursor over the desired card aationf
- you were selecting the card for a summoning,
- and press the □ button.
- String 2951
- ABYRINTake a look at the details for
- bind Specific Enemy TypeDestroy Specific Enemy Type
- String 2953
- Cot trade ing details is also important when
- selectill resard to be resurrected fromSimon McMooranSetoWeevil UnderwoodRex Raptorke ClubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBrave Scizzzard WarriorKrokodilusGrapplerToon AlligatorEmperor of the Land and SeaSinilubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBravof TerrorThe Drdek Candle of FateGraveyard.
- String 2954
- Here's a list of available ettings aSimon McMooranSetoWeevil UnderwoodRex Raptorke ClubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBrave Scizzzard WarriorKrokodilusGrapplerToon AlligatorEmperor of the Land and SeaSinilubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBravof TerrorThe Drdek Candle of FateGraveyardLLABYRINTake a look at the details
- of the 1LT CPT MAJ LTC COL currently inSimon McMooranSetoWeevil UnderwoodRex Raptorke ClubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBrave Scizzzard WarriorKrokodilusGrapplerToon AlligatorEmperor of the Land and SeaSinilubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBravof TerrorThe Drdek Candle of Fategraveyard.
- String 2955
- The cursor is currently over the desired
- monster. Press the □ buttonens all PLANT
- monsters by 300 pointo #7Cannon SoldierBrave ScizzarDharma Canno!Powerviewaken Spetails yu-Ranis card.
- String 2957
- In azardNe, even OUNTAlightesbidden dvantage of a
- card's capabilities could meanaken Spifference between winning and losing.
- String 2959
- Now let's discuss "TraRangeIncreass"
- String 2962
- TraRangeIncreass caneenAreroal actidown into twoExtjor
- crpentgories.
- String 2963
- One is a "Limited Range Trap"...
- String 2965
- An opponent's tLaMooful monster is
- approaching. Youde card have a monster that
- can face it in battle. However, you have
- Trap Cards prepared to stop the creature.
- String 2967
- Let's set the trinouand use it to sClownFiend
- monster.
- String 2969
- If an enemy card that is vulnerable to tlubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBravof TerrorThe Drdek Candle of Fateuminous Sold entere Dollis areaTri-Horned Drawill be
- activated.
- String 2970
- B. Dra"Spellbindain of CircleticorkanIgainst both
- Left Arm of the and Spell cards.
- String 2971
- Now let's sinedch over to your opponent's
- turn and watch the trinouin action.
- String 2972
- B. Draenemy monster's ATK and DEF factors are
- reduced, and the rned Drahas been rendered
- spellbound!
- String 2973
- Aist mited range trap only works in a limited
- area.. KnightSkull it is ideal for targeting a
- specific enemy.
- String 2974
- ABYRINTake a look at this situation where an
- enemy is just retePp away from attack2LT your Leader.
- String 2979
- Of course, you could use this awarce they are
- sent to the Graveyar the ss tond retuadvantage a Card!bluff your opponent...
- String 2981
- In addition to blocking an enemy attack,
- "Mirror Forcletedis a tLaMooful>
- Select, revive, and control 1
- MONSTER Card from either
- Graveyarzo your
- monsters receive 1000 bonus
- points for their DEF!<FLIP>
- When this card is flipped
- face-up, all INSECT monsterommanderJinzo #7Cannon sinous Soldtrician will destroy en Oneenemies who are in the
- attack position.
- String 2982
- Whaight then! Let us part company and
- reunite in Bosworth! Simon will
- provide you with the detaililityCard DisplayBuild DeckSaveEdit MapSelect MapDefault Maphroom Man #2Lava Battleguarde ATK/DEF of
- the monster with the highest
- attack power on the activated!Effect activated!Ritual activition, all your
- monsters receive 1000 bonus
- points f00 points!<DESTRUCTION>
- When destroyed in battle, it
- destroys the opposing monster as
- well!<FLIP>
- When this card is flipped
- face-up, all BEAST monsters are
- incoNecmore, the card is a Full Range Trap
- that can be triggered whenever an enemy
- attacks one of your cards anywhere on the
- Field.
- String 2985
- A foolish attack amionwizpart of the enemy
- resulted in the pecific Enemy Typeen Onethe
- pMikuing monsters!
- String 2986
- As you see, a mmanderJinzo #7Cannon SoldiergeWarrior of Traditid!Power inonds to
- your opponent's move LarvasPale BeastObese Marmot er CommanderJinzo #7Cannon SoldierBrave Sciz adevastaueMonster
- results.
- String 2987
- GivemionwiztLaMooful nature ess the mmanderJinzo #7Cannon SoldiergeWarrior of Lumino actithese cardsnIllue ATK/DEF of
- the monster with the highest
- attack poasemely r<ATTACK>
- Transforms occupied space into
- WASTELAND when engagedens all PLANT
- monsters by 300 pointo #7Cannon SoldierBrave ScizzarDharma CannonRed-Eyes Black.
- String 2988
- When compared to a Limited Range Trap, the
- Full Range is extremely powerful. However,
- it has its disadvantages as it is difficult
- to keep under control due to its wide-range
- coverage.
- String 2989
- UnlikemanderJinzo #7Cannon SoldierBrave ScizzarDharLittle ChimeraThe Wicked Worm Lion's Dnot be
- directed at a Rhaimundos of the Red, nDragonis it
- ideal for protecting certain cards on the
- Field.
- String 2990
- Despite these g BeakLisarkSync, a GrifforeTorikLuminouWolfSilver FangMysticeffective. If you're lucky
- enough to DEF of
- the muharge RateLeader AbilityCardnnDark Titan of TerrorThe Drdek Candle of FateMeda BatEmbryonic BeastWicked MirrorbberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBrave ScizzarDharma CannRitualBeastly Mirror RitualUltimate DragonCommencement, us>
- Select, revive, and control 1
- MONSTER Card from either
- Graveyarzo your
- monsters receive 1000 bonus
- points for their DEF!<FLIP>
- When this card is flipped
- face-up, all INSECT monsterom Envfect amanDarkly.
- String 2991
- B. Dra"SpellbindvasFlowCircle" on the Field has
- been flipped face-up...
- String 2993
- Normally, mhen this card is flipped
- face-up, all M-Warrior #2s aitainingmanderJinzo #7Cannon SoldierBrave ScizzarDharL"hidde return to Tiassp aDOWSEAwell-timed activation is more effective from
- a tactical point ess the view.
- String 2994
- inCyber CommanderJinzo #7Cannon SoldierBrave ScizzarDharma CannonRed-Eyes Blackxodia the Forbiddre are times when a card is
- expbberCyber-Steid due to factors such as an opponent's
- magic spell.
- String 2996
- Since a face-up uminous Sold like this cannot
- be moved, youradyHarpie Lady SixSimon McMooranSetoWeevil Underwonent for 3
- turns when destroyed in battle!<ATTACK>
- Monsters destroyed in battles
- against One Who Hunts Souls
- cano coily destroy
- the card.
- String 2997
- If you wsark to keep a tminouin play initiate an attack against u
- sh Screenflipped
- face-up, adopts the ATK/DElarGar Titleer CommanderJinzo #7Cannon SoldierBrave Sciz amonsters or other
- cards.
- String 2998
- Finally, let's talk about "Rituo #7Cannon SoldierBrave ScizzarDharma CannonRed-Eyes Black Metal DragonBarrel hClownDark".
- String 2999
- Rituo #7Cannon SoldierBrave ScizzarDharma CannonRed-Eyes Black Metal DragonBarrel hClownDarkmpress Jutype of Spell Card, and is
- used in a manner similar unbClownDark Magicia.
- String 3000
- All Rituo #7Cannon SoldierBrave ScizzarDharma CannonRed-Eyes Black Metal DragonBarrel hClownDarkmeeMilus have the same
- function.
- String 3001
- BCRUacrdoing 3 ess the Wicked own speimundo
- monsters, Rituo #7Cannon SoldierBrave ScizzarDharma CannonRed-Eyes Black Metal DragonBarrel hClownDarkwill summon 1 very
- pHorsemanDark monster.
- String 3003
- ForSilveample, this "Ultimate Dragon" ritual
- requires the sacrifice of 3
- "Blue-Eyes White Dragons".
- String 3004
- You have 3 "BK/DEF of
- the monster with the highest
- attack powey PhantomMystery HandThe Shadow us RadiantTogexHan Now let's use the RrorTh ClownDarkcard.
- String 3005
- B. Dra3LifeTrial of s are destroyed and a
- eWitty Phantomof DarknessJob-Change MinMasksummoned in
- their Dragonce.
- String 3008
- TQueen's ompletes an explanationLucky Trivarious
- possangeLiltia the s that youExty experience in
- a duel.
- String 3013
- If you find you've igogotten what cards are
- in your hand, use this function to review
- your cards.
- String 3014
- During a duel initiate an attack against uardmay have the opportunity
- t-Puppetve a destroyed card. OntoriTyhonen
- occasion, you may wish to etInvancel settings and retuGraveyard.
- String 3016
- This will dor Dragon the contents of your
- Graveyard.
- String 3017
- Pressing the LEFT/RIGHT directional buttons
- will toggle between Bistro Graveyard and your
- opponent's.
- String 3019
- Move the cursor by pressing the
- UP/DOWN directional buttons. T!Poweroggle
- between pSyncGyakutenno MegaR1/L1iGoddesss.
- String 3021
- You can also changeo Megavarious settings of
- a duel.
- String 3023
- A Setup Screen will appear. To changeSimon McMooranSetoWeevil UnderwoodRex Raptorke ClubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBrave Scizzzard WarriorKrokodilusGrapplerToon AlligatorEmperor of the Land and SeaSinilubberCyber-SteinCyber CommanderJinzo #7Cannon SoldierBravof TerrorThe Drdek Candle of Fateettings of each selectionGyakutenno Meg
- of IllusionIGHT directional buttons.
- String 3025
- ForSilveampass Cwhen your select
- "New DM Notation", "Witty PhantomMystery HandThe Shad"
- will be le BeastObese Marmot of NefariousnessGreat BillArmK/DEF of
- the monster with the highest
- attack proom Man #2Lava BattleguardOscillo HeroEmpress JudgeWarrior of TraditionQueen's Dens all PLANT
- monsters by 300 pointo #7Cannon SoldierBrave ScizzarDharma Cannozied Pical Haen One.
- String 3026
- If uardselect "OFCG Notation" the Forbidden One will
- be different.
- String 3027
- Selreaseng That Hides in DewanAkakieisuMasked SorcererFairywitchAncient SorcererSectarian of SeotaPsychohat b yousuits you.
- String 3029
- Setting this selection ON will en OnepeEyou to
- engon soNMEvery intense iltia the s!
- String 3030
- B. Dra"Sound" selection is fgoBurMusic and Sound
- Effects.
- String 3031
- Modify these settings to suit your needs.
- String 3033
- During a duel initiate an attack against uardmay wish to have an
- unclutterg PeetInv of the FgexHan
- String 3035
- To dect activated!Ritual activated!Power increase!Power decreaseer CommanderJinzo #7Cannon Soldot be revived once they o, simply press the L2iGoddess when
- the cursor erChamobile on the ogexHan
- String 3037
- At times you may want to take a broader view
- of a situation...
- String 3039
- B. Draleft analog stick rotates thef the Sky.
- String 3040
- Tilting to the Ln GunnDark Titan of TerrorThe Drdek Candle of FateMeda BatEmbryonic BeastWicked MirrorV or RIGHT when theragonMikazukinmobile on the Field will rotaaCancel sField
- left or right without changing the height of
- GumoDview.
- String 3041
- TiltvasFlowUP/DOWN will raisCancel sheight of
- GumoD the Sky and will vertically rotate the
- ogexHan
- String 3042
- B. DraRight Analog SGenink controls the distance
- of your view.
- String 3043
- TiltvasFlowUP will zoom into the area whehroom Man #2Lava Battleguarde ATK/DEF of
- the monster with the highest
- attack power on the activated!Effect activated!Ritual activition, all your
- monsters receive 1000 bonus
- points f00 points!<DESTRUCTION>
- When destroyed in battle, it
- destroys the opposing monster as
- well!<FLIP>
- When this card is flipped
- face-up, all BEAST monsters are
- increased 300 points!<MOVEMENTyour cursor erChapositioned.
- String 3044
- TiltvasFlowDOWN will zoom out from the area
- where your cursor erChapositioned.
- String 3045
- If you wish to return ton ALand to defaandaAposition, hold down the L3/R3iGoddesss and
- akutenno MegaAnalog SGeninks.
- String 3047
- Try them out if there's aaverKup that bothers
- you.
- String 3048
- And that pretlubberCyber-SteinCyber CommanderJinzo #7Cannon lmiTyhonecovers the various
- functions...
- String 3049
- Duel Basics
- String 3050
- Duel Victory Conditions
- String 3051
- Duel Rules and Details
- String 3052
- Duel Technique
- String 3053
- Duel-related FintShinTak
- String 3055
- For example, this "Ultimate Dragon" ritual
- requires the sacrifice of 3
- "Blue-Eyes White Dragons".
- String 3056
- ho Controls the DarkLord of the LampTain
- String 3058
- B. Dra1LT CPT MAJ LTC COL of Darkiant Mech-SoldierMechanical SpiderGiga-tech WolfShovel Crushe M-Warrior #2s are
- increased 500 points!<FLIP>
- When this card is flipped
- face-upeLabyrinth-type
- monster.
- String 3059
- You now have a combo in place that will
- allow you to combine "Red-Eyes B. Dragon"
- with "Summoned Skull".
- String 3060
- This is where the power-point consumption
- value is displayed for the
- "Red-Eyes B. Dragon"/"Summoned Skull" combo.
- String 3062
- Let me show you a very powerful combo that
- will allow you to summon a "B. Skull Dragon"
- even if you do not have a
- "Red-Eyes B. Dragon" in your hand.
- String 3065
- The steps for triggering a combo involving a
- "Power-up Magic Card" is the same as a
- fusion combo. Let's try strengthening
- "Red-Eyes B. Dragon" with "Dragon Treasure".
- String 3067
- Open Opponent's CardWeaken Specific Enemy TypeSpellbind Specific Enemy TypeDestroy Specific Enemy Type
- String 3068
- aret Mai BeaufortMakoJoeyJ.Shadi MortonJa
- String 3069
- e MansRennesBrestStonehenge
- String 3070
- hantom DewanAkakieisuMasked SorcererFairywitchAncient SorcererSectarian of Secretimon McMooranSetoWeevimanderJinzo #7Cannon SoldierBrave ScizzarDharma Canno such as terrain or
- Leader ability effects.<DESTRUCTIctureSaveOptionsTitle ScreenSelect DestinationExce
- String 3071
- ubberCyber-SteinCyber CommanIllusory Gentl
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