Advertisement
Zaziuma

Staples usable in every Deck

Nov 15th, 2014
338
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 23.33 KB | None | 0 0
  1. This is a list of staples you can use in every Deck or Side Deck.
  2.  
  3. See cards other staples and noteworthy cards:
  4. http://pastebin.com/RmBDVbC8
  5.  
  6. Tip: Use CTRL+F and type in keywords such as "destroy" or "Special Summon" to find cards related to that.
  7.  
  8. Double Lightning
  9. Normal Spell Card
  10. You can only activate 1 "Double Lightning" per turn. Target 2 Spell/Trap Cards your opponent controls; destroy both those targets. You must control no monsters to activate and to resolve this effect.
  11.  
  12. The Needs of the Few
  13. Normal Trap Card
  14. If you control a monster, and your opponent controls 2 or more monsters than you: Target monsters your opponent controls equal to the difference; destroy those targets. You cannot conduct your Battle Phase during the turn you activate this card.
  15.  
  16. The Needs of the Many
  17. Normal Spell Card
  18. Tribute 1 monster; Special Summon 2 or more monsters from your hand and/or Graveyard whose combined Levels are less than or equal to the Levels of the Tributed monster's Level in the Graveyard.
  19.  
  20. Betrayal
  21. Quick-Play Spell Card
  22. Tribute 1 monster; Special Summon 1 monster from your opponent's Graveyard.
  23.  
  24. Brain Over Brawn
  25. Equip Spell Card
  26. Equip only to a Defense Position Effect Monster. It gains 1000 DEF and cannot be destroyed by card effects, but its effects are negated.
  27.  
  28. Brawn Over Brain
  29. Equip Spell Card
  30. Equip only to an Attack Position Effect Monster. It can make a second attack during each Battle Phase, but its effects are negated.
  31.  
  32. Arrow Volley
  33. Normal Trap Card
  34. If an opponent's monster declares a direct attack: Destroy 1 monster your opponent controls.
  35.  
  36. Shining Shield
  37. Counter Trap Card
  38. When a card or effect is activated that Special Summon 2 or more monsters to your opponent's side: Pay 2000 LP; negate the activation, and if you do, destroy that card.
  39.  
  40. Diabolical Plan
  41. Continuous Trap Card
  42. During each of your Standby Phases: Discard 1 card. Your opponent cannot add cards from their Deck or Graveyard to their hand, except during the Draw Phase. If this card is destroyed: You can destroy 1 Spell/Trap Card you control. You can only control 1 "Diabolical Plan".
  43.  
  44. A Fool's Errand
  45. Normal Trap Card
  46. When your opponent Normal or Special Summons exactly 1 monster: Target that monster; shuffle it to the Deck, then the owner of that monster draws 1 card.
  47.  
  48. Fall of Kings
  49. Counter Trap Card
  50. When a Tribute Summoned monster activates an effect: Negate the activation, and if you do, shuffle that monster into the Deck.
  51.  
  52. Stand-by for Eternity
  53. Counter Trap Card
  54. When a Continuous Spell/Trap card is activated: Negate the activation and if you do, destroy that card, and if you do, cards with the same name as the destroyed card cannot be activated for the rest of the turn.
  55.  
  56. The Dead Never Rest
  57. Normal Trap Card
  58. When exactly 1 monster you control is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target that monster in your Graveyard; Special Summon it in Attack Position.
  59.  
  60. Ancient Judgment
  61. Counter Trap Card
  62. When your opponent activates a Spell/Trap Card or monster effect: Discard 1 card, then pay 2000 LP; negate the activation and destroy that card.
  63.  
  64. Dead on Arrival
  65. Counter Trap Card
  66. When a card or effect is activated when a monster(s) is Summoned: Negate the activation, and if you do, destroy that card.
  67.  
  68. Escape Plan
  69. Counter Trap Card
  70. When your opponent targets a monster you control for an attack or monster effect: Negate that attack or effect, and if you do, destroy that card, also return the targeted monster to your hand.
  71.  
  72. Temporary Escape Device
  73. Continuous Trap Card
  74. Once per turn, during either player's Battle Phase, except during the Damage Step: You can target 1 monster you control; banish it. If this card leaves the field: Special Summon any number of monsters banished by this card's effect.
  75.  
  76. Pain Split
  77. Normal Trap Card
  78. Activate when your opponent's monster declares an attack: During damage calculation, both players take damage equal to half the damage you would have taken from that battle.
  79.  
  80. Survive the Round
  81. Quick-Play Spell Card
  82. Target 1 face-up monster you control; its ATK becomes 0, also this turn, it cannot be destroyed by battle or card effects.
  83.  
  84. Satellight
  85. Field Spell Card
  86. Neither player can Set monsters. Monsters you control gain 100 ATK for each face-up monster on the field.
  87.  
  88. Clone Army
  89. Continuous Trap Card
  90. Once per turn: You can target 1 face-up monster you control; Special Summon 1 Token with the same name, ATK, DEF, Attribute, Level and effects as that target, then destroy the targeted monster.
  91.  
  92. Trip Trap
  93. Normal Trap Card
  94. When an opponent's monster declares an attack: Negate the attack and inflict damage to your opponent equal Level of the attacking monster x 300.
  95.  
  96. Greatly Exaggerated
  97. Normal Trap Card
  98. Tribute 1 monster, then target 1 monster in your Graveyard; Special Summon that target in Defense Position.
  99.  
  100. Couldn't Miss!
  101. Counter Trap Card
  102. If your opponent Summons a Level 7 or higher monster: Tribute 1 monster, then target that monster; negate that targets effects, and if you do, send it to the Graveyard.
  103.  
  104. Coil Reflection
  105. Counter Trap Card
  106. When a Spell/Trap Card or monster effect is activated that targets a face-up monster(s) you control: Negate the activation, and if you do, destroy that card, then take damage equal to 1 of the targets ATK halved.
  107.  
  108. Cinderalla Cage
  109. Continuous Spell Card
  110. Activate by targeting 1 monster on the field; while this card is face-up, that monster cannot attack. If that monster leaves the field, destroy this card. You can send this face-up card to the Graveyard; Special Summon 1 monster from hand whose Level is less than or equal to that target's Level.
  111.  
  112. Bubble Block
  113. Normal Trap Card
  114. Target 1 face-up monster you control; it cannot be destroyed by battle or by card effects until the end of this turn, but all damage you take from battles involving that face-up monster is doubled.
  115.  
  116. Flicker of Darkness
  117. Fiend-Type/DARK
  118. Level 1
  119. If this card you control is destroyed and sent to the Graveyard by your opponent's card (either by battle or by card effect): You can target 1 monster your opponent controls; destroy that target.
  120. 0/0
  121.  
  122. Godslayer
  123. Warrior-Type/EARTH
  124. Level 4
  125. This card cannot be destroyed by effects that do not target it. At the start of the Damage Step, if this card attacks a monster with a higher level than it: Destroy that monster.
  126. 1800/1000
  127.  
  128. Metropolis
  129. Field Spell Card
  130. If a monster(s) is Summoned: Its controller's opponent adds 1 card from their Deck to their hand with the same name as 1 of those monsters, otherwise that monster's controller can draw 1 card. Both players can only use this effect of "Metropolis" once per turn.
  131.  
  132. Cinderella Cage
  133. Continuous Spell Card
  134. Activate by targeting 1 monster on the field; while this card is face-up, that monster cannot attack. If that monster leaves the field, destroy this card. You can send this face-up card to the Graveyard; Special Summon 1 monster from hand whose Level is less than or equal to that target's Level.
  135.  
  136. Lunatic Eyes
  137. Equip Spell Card
  138. A monster equipped with this card must attack if able. If the equipped monster attacks, it is unaffected by other card effects until the end of the Damage Step. If the equipped monster would be destroyed, this card is destroyed instead.
  139.  
  140. Today is a Good Day to Die
  141. Normal Trap Card
  142. Activate only during your opponent's Main Phase 1: This turn, each time a monster(s) you control is destroyed by battle, draw 1 card.
  143.  
  144. Hidden Away
  145. Normal Trap Card
  146. You can only activate each effect of "Hidden Away" once per turn. Activate 1 of these effects.
  147. ● Target 1 face-up Spell/Trap Card on the field; banish that target face-down until the end of this turn.
  148. ● Discard 1 card, then target 1 monster on the field; banish that target face-down until the end of this turn.
  149.  
  150. The Determinator
  151. Warrior-Type/WIND
  152. Level 1
  153. If this card is in Attack Position, it cannot be destroyed by battle. When you take damage from an attack involving this card: This card gains ATK equal to half the damage you took.
  154. 100/100
  155.  
  156. One-Shot Hammer
  157. Equip Spell Card
  158. The equipped monster gains 1200 ATK. During the End Phase, if the equipped monster attacked or was attacked: Send this card to the Graveyard. You can only control 1 "One-Shot Hammer".
  159.  
  160. Pouncing Panda
  161. Beast-Type/FIRE
  162. Level 4
  163. While your opponent controls 2 or more face-up monsters, this card gains 800 ATK for each monster your opponent controls.
  164. 1200/0
  165.  
  166. Nova
  167. Normal Spell Card
  168. Discard 1 monster; inflict damage to your opponent equal to half that card's ATK.
  169.  
  170. Supernova
  171. Normal Spell Card
  172. Send all other cards from your hand and side of the field to the Graveyard; inflict damage to your opponent equal to the amount of cards sent x 300.
  173.  
  174. Jackalope
  175. Beast-Type/EARTH
  176. Level 2
  177. During either player's turn, if your opponent controls more monsters than you: You can Special Summon this card from your hand in Attack Position, then change all monsters your opponent controls to Defense Position.
  178. 500/800
  179.  
  180. Against all Odds
  181. Normal Spell Card
  182. If you control exactly 1 monster: Target 1 face-up monster you control; it gains 700 ATK for each monster your opponent controls until the end of the Damage Step of its next battle.
  183.  
  184. Phoenix Purification
  185. Quick-Play Spell Card
  186. Target 1 Spell/Trap Card on the field; destroy it. During your turn: You can banish this card from your Graveyard, then target 1 Spell/Trap Card on the field; destroy it. You can only use 1 effect of "Phoenix Purification" once per turn, and only once that turn.
  187.  
  188. Nothing Special
  189. Normal Trap Card
  190. Discard 1 card, then target 1 face-up monster your opponent controls; its effects are negated.
  191.  
  192. The Scythe of Sealing
  193. Equip Spell Card
  194. Equip only to a monster you control. It gains 100 ATK for each monster in both players' Graveyards, also any monster it destroys by battle is banished instead of being sent to the Graveyard.
  195.  
  196. Forbidden Item - Scripture
  197. Equip Spell Card
  198. The equipped monster's ATK and DEF become it's original ATK and DEF. Negate the effects of other cards equipped to that monster.
  199.  
  200. Forbidden Item - Lance
  201. Equip Spell Card
  202. The equipped monster loses 800 ATK, also it is unaffected by the effects of other Spell/Trap Cards.
  203.  
  204. Forbidden Item - Dress
  205. Equip Spell Card
  206. The equipped monster loses 600 ATK, also it cannot be targeted or destroyed by other card effects.
  207.  
  208. Forbidden Item - Chalice
  209. Equip Spell Card
  210. The equipped monster gains 400 ATK, also its effects are negated.
  211.  
  212. Bottle of Cards
  213. Normal Spell Card
  214. Banish 1 card from your hand; draw 2 cards. If the banished card is a monster, it cannot be moved, except by its own effect. You can only activate 1 "Bottle of Cards" per turn.
  215.  
  216. Rotting Land
  217. Field Spell Card
  218. During the End Phase, the turn player must send 1 card they control to the Graveyard or pay 800 LP. If this card is destroyed and sent to the Graveyard: Both players take 800 damage.
  219.  
  220. Supreme Soul Charge
  221. Normal Spell Card
  222. Target any number monsters in your opponents Graveyard; Special Summon them, and if you do, you lose 3000 LP for each monster Special Summoned by this effect. You can only activate 1 "Supreme Soul Charge" per Duel.
  223.  
  224. Aim of the Huntress
  225. Quick-Play Spell Card
  226. When a monster declares an attack: Destroy the attack target, then end the Battle Phase.
  227.  
  228. Floodgate
  229. Continuous Spell Card
  230. If a card or effect is activated: Send this face-up card to the Graveyard; negate the activation, and if you do, shuffle that card into the Deck.
  231.  
  232. A Little Pain, A Lotta Gain
  233. Normal Spell Card
  234. Destroy 1 card you control, then draw 2 cards.
  235.  
  236. Reckless Battlefield
  237. Continuous Spell Card
  238. All monsters must attack, if able.
  239.  
  240. Inner Strength
  241. Quick-Play Spell Card
  242. When a monster declares an attack: Target the battling monster with the lowest ATK; it gains ATK equal to its DEF until the end of the Battle Phase, but its destroyed during the End Phase of this turn.
  243.  
  244. Final Burst
  245. Normal Trap Card
  246. Target 1 face-up monster you control; destroy that target, then all monsters your opponent control lose ATK equal to half that target's ATK on the field until the end of this turn.
  247.  
  248. Live to See Another Day
  249. Normal Trap Card
  250. When a face-up monster you control is targeted for an attack: Negate the attack, then return both the attacking monster and the attack target to the hand, and if you do, Special Summon them, or monsters with the same name, from the hand(s) at the end of of the Battle Phase.
  251.  
  252. Cease-Fire
  253. Normal Trap Card
  254. Discard 1 card; both players skip their next Battle Phase.
  255.  
  256. Peace Treaty
  257. Normal Spell Card
  258. Draw 2 cards and your opponent Special Summons 1 monster from their Deck.
  259.  
  260. Gift of the Creator
  261. Normal Spell Card
  262. Both players gain 1000 LP, then draw 1 card and reveal it.
  263.  
  264. Binding Ropes
  265. Continuous Trap Card
  266. Activate this card when your opponent Normal Summons a monster or activates a monster effect on the field: That monster's effects are negated and it cannot attack while this card is on the field.
  267.  
  268. Unexpected Play
  269. Normal Spell Card
  270. Both players send 1 card from their hand, Deck and Extra Deck to the Graveyard.
  271.  
  272. Bad Faith
  273. Normal Trap Card
  274. When an opponent's monster declares an attack: That monster loses 1000 ATK until the end of this turn.
  275.  
  276. Vilify
  277. Normal Trap Card
  278. If your opponent Special Summons a monster(s) with 3000 or more ATK: The original ATK of that monster(s) become 1900.
  279.  
  280. OBJECTION!
  281. Counter Trap Card
  282. If your opponent activates a card or effect: Discard 1 card; toss a coin, then apply the appropriate effect depending on the result.
  283. ● Heads Negate the activation of that card or effect, and if you do, destroy that card.
  284. ● Tails: Destroy 1 Spell/Trap Card you control.
  285.  
  286. Turncoat Goblin
  287. Fiend-Type/DARK
  288. Level 4
  289. When this card is Normal Summoned: You can target 1 card your opponent controls; destroy it, then give control of this card to your opponent.
  290. 1800/300
  291.  
  292. Blizzard Dragun
  293. Dragon-Type/WATER
  294. Level 4
  295. If this card is banished: Draw 1 card.
  296. 1900/0
  297.  
  298. Skin Shedder
  299. Reptile-Type/FIRE
  300. Level 2
  301. If this card is sent to the Graveyard: Add it to your hand. You can only use this effect of "Skin Shedder" once per turn.
  302. 200/200
  303.  
  304. Sabertooth Komodo
  305. Reptile-Type/FIRE
  306. Level 6
  307. When this card is Tribute Summoned: You can target 1 card on the field; destroy it, and if you do, draw 1 card.
  308. 2100/1300
  309.  
  310. Infection
  311. Equip Spell Card
  312. Equip only to an opponent's monster. It cannot be Tributed or attack. If the equipped monster leaves the field: You can target 1 face-up monster your opponent controls; equip this card to that target. If this card is destroyed: Destroy all Insect-Type monsters you control.
  313.  
  314. Spiders' Trap
  315. Normal Trap Card
  316. If you opponent Summons a monster(s): Toss a coin and call it. If you call it right, that monster(s) cannot attack this turn and its battle position cannot be changed until the end of your next turn.
  317.  
  318. Draseal The Destroyer II
  319. Warrior-Type/DARK
  320. Level 4
  321. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) if you control no monsters.
  322. 1400/1100
  323.  
  324. Death-wish
  325. Normal Spell Card
  326. Tribute 1 monster with a Level; gain LP equal to its Level on the field x 400.
  327.  
  328. Grey Dragon of Glaciers
  329. Level 7
  330. Aqua-Type/WATER
  331. Once per turn: You can banish 1 monster from your Graveyard, then target 1 Effect Monster on the field; it cannot activate its effects until your next Standby Phase.
  332. 2600/1800
  333.  
  334. The Desert of the Real
  335. Field Spell Card
  336. The ATK and DEF of all monsters on the field become their original ATK and DEF.
  337.  
  338. Creativity Free Zone
  339. Continuous Spell Card
  340. Neither player can add cards to their hand, except during their Draw Phase.
  341.  
  342. The Darkness Rises
  343. Normal Spell Card
  344. Change all face-up monster to face-down Defense Position, then your opponent changes up to 2 face-down monsters on the field to face-up Defense Position.
  345.  
  346. Foreshadowing
  347. Continuous Spell Card
  348. Pay 3000 LP; banish 1 monster from your Deck, then discard monsters from your hand whose combined Levels equal to the banished monster's Level. During your next Standby Phase after activation: Destroy this card, then Special Summon that banished monster. This effect cannot be negated.
  349.  
  350. Primer
  351. Warrior-Type/LIGHT
  352. Level 1
  353. During either player's turn: You can discard this card, then target 1 monster on the field; it is unaffected by other card effects until the end of this turn.
  354. 0/0
  355.  
  356. Attribute Discrepancy
  357. Continuous Spell Card
  358. Activate this card by declaring 1 Attribute. Both players must pay 500 LP to Normal Summon monsters with the declared Attribute. You can only control 1 "Attribute Discrepancy".
  359.  
  360. The Champion of Ruin
  361. Fairy-Type/LIGHT
  362. Level 6
  363. If this card is Normal Summoned: You can target 1 monster on the field; banish it. Banish any monster destroyed by battle with this card.
  364. 2300/1600
  365.  
  366. Last Rites
  367. Normal Spell Card
  368. Tribute 1 monster, then Tribute Summon 1 Level 5 or 6 monster from your Deck. You cannot activate other cards or effects during the turn you activate this card. You can only activate 1 "Last Rites" per turn.
  369.  
  370. Lunar Alignment
  371. Counter Trap Card
  372. Activate as a Chain Link 4 or higher; negate the activation and effects of each card in the same Chain then Set all cards on the field, except "Lunar Alignment". After this card resolves, if you activated it during your turn: It becomes the End Phase.
  373.  
  374. Nonbeliever
  375. Psychic-Type/EARTH
  376. Level 1
  377. While this card is in Attack Position, neither player can activate Set Spell/Trap Cards.
  378. 0/0
  379.  
  380. Justice of Light
  381. Fairy-Type/LIGHT
  382. Level 7
  383. When this card is Summoned: You can target any number of monsters on the field; change their battle positions. When this card target's an opponent's face-up monster for an attack: You can switch that monster's ATK and DEF.
  384. 2500/2100
  385.  
  386. Curse of a Thousand Seals
  387. Quick-Play Spell Card
  388. Flip 1 banished card face-down, then your opponent can flip 1 banished card face-down, then repeat this effect until your opponent cannot flip anymore banished cards face-down or chooses not to apply this effect anymore.
  389.  
  390. Let's Try That Again
  391. Normal Spell Card
  392. Place 1 card from your hand, field, or Graveyard on top of the Deck.
  393.  
  394. Break the Seal
  395. Normal Trap Card
  396. Shuffle all banished monsters into the Deck, then for the rest of the turn, all cards that would be sent to your Graveyard are banished instead.
  397.  
  398. Earth-2.HAKER
  399. Machine-Type/EARTH
  400. Level 1
  401. If there are no monsters on the field: You can Special Summon this card from your Graveyard to your opponent's side of the field. During the End Phase: Your opponent draws 1 card for each card you control. If this card leaves the field: The controller of this card discards 1 card.
  402. 800/1100
  403.  
  404. Equalizer
  405. Continuous Spell Card
  406. If this card is activated: Both players target 1 face-up monster they control. While this card is on the field, the targeted monsters gain ATK and DEF equal to the total ATK and DEF of all monsters that player controls, but other monsters that player controls cannot attack. If 1 of the targeted monster's leaves the field, that player targets another monster they control for this effect, if they cannot, send this card to the Graveyard.
  407.  
  408. Dullahan under the Willows
  409. Fiend-Type/DARK
  410. Level 6
  411. You can banish 1 other card from your Graveyard; Special Summon this card from your Graveyard. If this card inflicts battle damage to your opponent: Draw 1 card. You can only control 1 "Dullahan under the Willows".
  412. 2200/2000
  413.  
  414. Dimension Blader
  415. Warrior-Type/LIGHT
  416. Level 4
  417. If this card is Summoned: Add 1 of your banished cards to your hand. During either player's turn: You can banish 1 card from your Graveyard; banish this card you control until your next Standby Phase. You can only use this effect of "Dimension Blader" once per turn.
  418. 1800/1600
  419.  
  420. Out of Stock
  421. Counter Trap Card
  422. When a card or effect is activated that would place a counter(s) on a card is activated: Negate the activation, and if you do, destroy it.
  423.  
  424. Lock-On Enchanged
  425. Counter Trap Card
  426. When a card or effect is activated that targets exactly 1 card: Pay 1000 LP, then target another card that would be an appropriate target for that card/effect; that card/effect now targets that target.
  427.  
  428. Beast Lockdown
  429. Continuous Trap Card
  430. If an opponent’s monster declares an attack: Target the attacking monster; that target cannot attack, also change its battle position. During each of your opponent’s End Phases while that target is on the field: Your opponent either sends the targeted monster to the Graveyard or sends 1 other monster they control to the Graveyard. If that target leaves the field, destroy this card. You can only control 1 “Beast Lockdown”.
  431.  
  432. Massive Explosion
  433. Normal Trap Card
  434. When a card(s) in your possession is destroyed by your opponent’s card effect: Destroy all Set Spell/Trap Cards on the field, then discard 1 card.
  435.  
  436. Ancient Book of Runes
  437. Normal Spell Card
  438. Discard 2 Spell/Trap Cards; add 1 Spell Card from your Deck to your hand.
  439.  
  440. Asura's Miracles
  441. Normal Spell Card
  442. Tribute 1 monster, then target 1 Level 4 or lower monster you control; it can make a second attack during each Battle Phase this turn. If this card is destroyed by your opponent's card effect: You can target 1 Level 4 or lower monster in your Graveyard; add that target to your hand.
  443.  
  444. Reverse Formula
  445. Quick-Play Spell Card
  446. Target 1 face-up Spell/Trap Card on the field, except a Normal Spell/Trap Card; Set that target face-down, and if you do, it cannot be activated for the rest of this turn.
  447.  
  448. Broken Magic
  449. Quick-Play Spell Card
  450. During your opponent's turn, when a Spell Card is activated: Draw 1 card, then you can place 1 Spell Card from your Graveyard on the top of your Deck. You can only activate 1 "Broken Magic" per turn.
  451.  
  452. Reverse Trap Hole
  453. Normal Trap Card
  454. When a Special Summoned monster your opponent controls activates its effect: Negate that effect, and if you do, change that monster to face-down Defense Position.
  455.  
  456. Vanity's Cloak
  457. Normal Trap Card
  458. When your opponent Special Summons a monster(s): Negate the effects of 1 of those monsters, also neither player can Special Summon for the rest of this turn.
  459.  
  460. Quarantine
  461. Continuous Trap Card
  462. Activate by targeting 1 Effect Monster on the field; its effect are negated, also it cannot be Tributed, or be used as Fusion, Synchro, or Xyz Material for a Summon. When that monster leaves the field, destroy this card. During each of your End Phase, pay 700 Life Points or destroy this card.
  463.  
  464. Ritualistic Frenzy
  465. Quick-Play Spell Card
  466. Discard 1 card; Ritual Summon a Ritual Monster from your hand by Tributing monsters from either side of the field whose total Levels are equal to the Level of the Ritual Monster you Ritual Summon.
  467.  
  468. Counter Attack!
  469. Normal Trap Card
  470. When an opponent's monster declares an attack: Target the attacking monster; send that target to the Graveyard.
  471.  
  472. Emergency Excavation
  473. Quick-Play Spell Card
  474. When your opponent declares a direct attack while you control no monsters: Excavate the top card of your Deck and if it is a monster that can be Normal Summoned/Set, Special Summon it in Defense Position, otherwise send the excavated card to the Graveyard.
  475.  
  476. Power Split
  477. Quick-Play Spell Card
  478. Target 1 face-up monster you control and 1 face-up monster your opponent controls; switch the ATK and DEF of those 2 targets with the other monster's ATK and DEF.
  479.  
  480. Power Trick
  481. Quick-Play Spell Card
  482. Target 1 face-up monster on the field; switch its ATK and DEF.
  483.  
  484. Death Gamble
  485. Normal Trap Card
  486. Target 1 monster each side of the field; toss a coin, and if the result is Heads, destroy the opponent's monster. If the result is Tails, destroy your monster. During your End Phase: You can shuffle this card from your Graveyard into your Deck.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement