AZURI'S
AMERICAN YU-GI-OH!
TRADING CARD GAME
UNOFFICIAL "DECK MASTER" VARIANT
COMPLETE RULEBOOK -
EDITION ONE
CREATED BY: AZURI
WITH CONSULTATION BY: KENT
REGAL
UPDATED FOR DARK CRISIS!
INTRODUCTION
Recently, the third
season of the English dubbed Yu-Gi-Oh! anime hit the shores of America, airing
on the Kids WB, and introducing a whole new variation to the Yu-Gi-Oh! Trading
Card Game. In this variation, each duelist chose a monster from their deck to
act as a sort of monster general known as a Deck Master, and depending upon
which Deck Master that each duelist chose, they would be endowed with special
abilities that could change the course of the duel. Inspired by this variation,
I sought out to write a set of unofficial rules for it, so that myself and all
others who enjoyed this variation of the Yu-Gi-Oh! Trading Card Game could
unleash the power of Deck Masters just like those on the Yu-Gi-Oh! anime had.
This document is a completed copy of my work. I hope you enjoy my variation as
much as I do.
RULES
Basically, Yu-Gi-Oh! "Deck Master" works the
same way as the regular Yu-Gi-Oh! Trading Card Game except each duelist has a
special effect or effects available to them depending on the monster that they
choose to be their Deck Master. However, there are still a few other new rules
that need to be stated for those who have not seen this variant on the Yu-Gi-Oh!
anime, and a few other new rules that need to be clarified to avoid confusion
when playing this variant. This small section of my document outlines these two
sets of rules.
The first thing to do when you're dueling in this variant,
before you even shuffle your deck and draw your first five cards is to select a
monster from your deck to be your monster general, your Deck Master. You may
select any tournament legal, non-Fusion, non-Ritual monster in your deck to be
your Deck Master. However, as it would be an obsessive chore to write Deck
Master Abilities for every single non-Fusion non-Ritual monster in the game, in
this variation of the Yu-Gi-Oh! Trading Card Game, only by choosing a
holographic monster card to be your Deck Master, do you gain one of the
variant's special Deck Master Abilities. There are exceptions to this rule,
however. Any card that has been used as a Deck Master on the English dubbed
Yu-Gi-Oh! anime gains a special Deck Master Ability, too, as well as one of the
various cards I choose to give a special "Yu-Gi-Oh! Special Edition" ability to,
but there are not a lot of either one, and many of the effects of these monsters
are quite weak. Also note that even if you select a monster with a Deck Master
Ability such as Gearfried the Iron Knight to be your Deck Master, you cannot use
this monster's Deck Master Ability unless you are, in fact, using a holographic
version of Gearfried the Iron Knight. You cannot use a common Gearfried the Iron
Knight found in a Yu-Gi-Oh! Trading Card Game Starter Deck and expect to be able
to use Gearfried the Iron Knight's Deck Master Ability. This statement, however,
does not apply to you if you choose a card with a Yu-Gi-Oh! Enter the Shadow
Realm and/or a Yu-Gi-Oh! Special Edition Deck Master Ability to be your Deck
Master, and you select to use the card's Yu-Gi-Oh! Enter the Shadow Realm or
Yu-Gi-Oh! Special Edition Deck Master Ability instead of any other Deck Master
Ability written for that card, as some of these cards, such as Super Roboyarou
and Shinato's Ark, cannot even be currently found in holographic form in the
Yu-Gi-Oh! Trading Card Game.
Once you and your opponent each choose a
monster to act as your Deck Master, you're almost ready to begin your Yu-Gi-Oh!
"Deck Master" duel. First, however, you and your opponent must take your Deck
Masters and move them to a special "Deck Master Position" outside of the field.
As long as your Deck Master is in its Deck Master Position, it is not considered
to be in play, but its Deck Master Ability can still take effect. Once you and
your opponent have moved your Deck Masters to their Deck Master Positions, you
and your opponent may now shuffle your decks, draw five cards, and begin your
duel.
A Yu-Gi-Oh! "Deck Master" duel works almost exactly like a normal
Yu-Gi-Oh! Trading Card Game. It simply gives you and your opponent more options
about what you each can and can't do, with all of these options revolving around
the Deck Masters that you and your opponent select. The subsection below is a
complete list of all these options. My suggestion to you is that you read
through the entire list before reading any further into this section.
AMERICAN YU-GI-OH! TRADING CARD GAME
UNOFFICIAL "DECK MASTER"
VARIANT
COMPLETE NEW OPTIONS LIST
(1) At any time during a Yu-Gi-Oh!
"Deck Master" duel, you may Special Summon your Deck Master from its Deck Master
Position to your side of the field either in face-up Attack position or in
face-up Defense position.
ADVANTAGES TO THIS:
*You can use your Deck
Master like any other monster once it's Special Summoned to the field. You can
equip it with cards such as Axe of Despair. It can be affected by cards such as
Diffusion Wave Motion. It can be safeguarded by the effects of cards such as the
Lord of D. You can even attack with it or tribute it to the Graveyard to bring a
Level 5 or higher monster out on your side of the field.
NOTE: Despite
the extrapolated ruling a certain unnamed website has made in the past
concerning Deck Masters being unable to return to the hand or to the deck since
they are a "Special Monster," in my Yu-Gi-Oh! "Deck Master" Variant, Deck
Masters are allowed to return to the hand or to the deck, as long as they do not
return to their Deck Master Position.
A BIT OF ADVICE: Deck Masters are
great for hitting your opponent's Life Points with a strong final blow, and
winning you the match, or for saving yourself from such a sad loss when you're
stuck without a monster for many turns in a row, and your Life Points are
running low.
DISADVANTAGES TO THIS:
*Once your Deck Master is out on
the field, it is vulnerable to all effects of your opponent, such as the effects
of cards such as Bottomless Trap Hole, Messenger of Peace, Mask of the Accursed,
Cyber Jar, D.D. Warrior Lady, Mask of Weakness, Swords of Revealing Light, and
Tribe-Infecting Virus.
*Once you Special Summon your Deck Master from its
Deck Master Position to your side of the field, you cannot return your Deck
Master to its Deck Master Position.
*If your Deck Master is ever permanently
sent to your Graveyard or to your Removed From Play Zone for whatever reason
whatsoever, you automatically lose the current duel.
NOTE: If your Deck
Master and your opponent's Deck Master are ever both permanently sent to either
your respective Graveyards and/or respective Removed From Play Zones, the
current duel automatically ends in a draw for both duelists.
A BIT OF
ADVICE: Deck Masters may be useful when Special Summoned to the field, but it's
an incredibly risky move. Be extremely careful about Special Summoning your Deck
Master from its Deck Master Position to your side of the field. Also, unless
you're Special Summoning your Deck Master to the field out of sheer desperation,
it might be a good idea to be sure that your opponent doesn't have a way that
they could destroy your Deck Master before you Special Summon it to your side of
the field.
(2) After you have Special Summoned your Deck Master from
its Deck Master Position to your side of the field either in face-up Attack
position or in face-up Defense position, you may tribute your Deck Master to
your Graveyard to fulfill the summoning requirements of a Tribute Summon, Fusion
Summon, or Ritual Summoning and the monster you tributed your Deck Master to
fulfill the summoning requirements of will become your new Deck Master, gaining
all the abilities, restrictions, options, and Deck Master Abilities of your
former Deck Master.
ADVANTAGES TO THIS:
*This allows you to make full
use of your Deck Master after you've Special Summoned it from its Deck Master
Position to your side of the field. You can use this option in a near infinite
number of ways, such as to break free of the effects of a card such as Nightmare
Wheel, to strengthen your Deck Master so that it'll be harder to kill, to change
your Deck Master into a monster whose type can be aided by the effects of a card
such as Lord of D., or to help you bring out a useful Tribute, Fusion, or Ritual
monster that would otherwise be harder to summon to the
field.
DISADVANTAGES TO THIS:
*In order to use this option, you have
to first Special Summon your Deck Master from its Deck Master Position to your
side of the field, so unless you've already brought your Deck Master out to the
field for another reason, it's usually not a good idea to risk losing the match
by Special Summoning your Deck Master from its Deck Master Position to your side
of the field simply to use this option.
(3) All tournament-legal,
holographic, non-Fusion, non-Ritual monsters in the American Yu-Gi-Oh! Trading
Card Game, all cards used in the Yu-Gi-Oh! anime as Deck Masters, and all cards
I choose to give one or more "Yu-Gi-Oh! Special Edition" Deck Master Abilities
to have at least one special effect known as a "Deck Master Ability." As long as
your Deck Master is either face-up on your side of the field or in its Deck
Master Position, all Continuous-Type Deck Master Abilities automatically take
effect and all manually-triggered types of Deck Master Abilities can be
activated if the requirements for their activation have been met. If your Deck
Master is ever face-up on your opponent's side of the field, all Continuous-Type
Deck Master Abilities automatically take effect, but apply to them, and, also,
all manually-triggered types of Deck Master Abilities can be activated by your
opponent if the requirements for their activation have been met.
NOTE: If
you and your opponent are playing a variation of the Yu-Gi-Oh! "Deck Master"
Variant in which you each use more than one Deck Master, and one of your or your
opponent's Deck Masters are ever permanently sent to your Graveyard or to your
Removed From Play Zone for whatever reason whatsoever, instead of automatically
losing the current duel, all of that Deck Master's active effects are
automatically and permanently negated, its Continuous-Type Deck Master Abilities
no longer take effect for you and/or your opponent, and all manually-triggered
types of Deck Master Abilities it has can no longer be activated by either you
or your opponent.
NOTE: Since Deck Master Abilities are a form of monster
effect, they can be negated through the use of cards that negate effects. For
example, if a Lord of D. is face-up on the field, you cannot use the Deck Master
Ability of a monster such as Man-Eater Bug on a face-up Dragon-Type monster on
the field, since the Deck Master Ability of Man-Eater Bug specifically
designates a target and Lord of D. negates all effects which specifically
designate any (face-up) Dragon-Type monster on the field as long as Lord of D.
is face-up on the field. However, although all Deck Master Abilities are
consider to be monster effects, they are not the effects of any specific monster
card. Thus, if you Special Summon your Deck Master from its Deck Master Position
to your side of the field, you may still use its Deck Master Ability, even if a
card such a Skill Drain, which negates the effects of face-up Effect Monsters,
is currently in effect on the field, as your Deck Master Ability is not
specifically an effect of your Deck Master.
ADVANTAGES TO THIS:
*There
are an incredible amount of advantages to be gained through the use of Deck
Master Abilities. Weaker deck types such as Gravekeeper's decks, WATER decks,
LIGHT decks, Harpie Lady decks, and type-specific decks can be strengthened
through the use of some Deck Master Abilities. Some Deck Master Abilities allow
you to bend the rules of deck construction, and include extra numbers or
limitless numbers of certain cards in your deck, such as Invader of the Throne's
Deck Master Ability, which allows you to legally have all the Snatch Steal's in
your deck that you would like to have in it. Some Deck Master Abilities can
allow you to get a considerable edge on your opponent if used correctly, such as
Helpoemer's Deck Master Ability, which allows you to throw your hand away once
per game to activate the effect of Seto Kaiba's infamous Trap card, the Crush
Card. There are many other advantages to be gained through the use of Deck
Master Abilities, but I can only talk about them for so long, so I'll stop here
and let you figure out the rest of them for yourself when you read the complete
list of all Yu-Gi-Oh! "Deck Master" Variant's current Deck Master Abilities
later on in this rulebook.
DISADVANTAGES TO THIS:
*There are not a lot
of disadvantages to using your Deck Master's Deck Master Abilities, except for
the fact that some of them have a cost which could hurt you more than your Deck
Master's Deck Master Abilities help you if you're not careful. Also, some Deck
Master Abilities can only be used once per game or have some downsides to their
abilities, so you should be careful about how and when you use them.
Furthermore, a few Deck Master Abilities limit both you and your opponent
equally, so if you choose to use a Deck Master with such an Deck Master Ability
and don’t adjust your strategy to take in account the effects of the Deck Master
, the ability could be more of a burden to you than a help to you. However,
that's about all the disadvantages to using your Deck Master's Deck Master
Abilities.
A BIT OF ADVICE: If you want to see more information on
Deck Master Abilities, including a complete list of all of Yu-Gi-Oh! "Deck
Master" Variant's current Deck Master Abilities, read the section on Deck Master
Abilities featured later in this rulebook.
That completes the American
Yu-Gi-Oh! Trading Card Game Unofficial "Deck Master" Variant Complete Options
List subsection. As you can see, there's a lot more that you can do in the
Yu-Gi-Oh! Trading Card Game when you follow the Yu-Gi-Oh! "Deck Master" Variant.
However, now it's time to get into the meat of this rulebook. Yes, now it's time
for the section of this rulebook you've all been reading through this for, the
section of this rulebook which contains the complete list of all Yu-Gi-Oh! "Deck
Master" Variant current Deck Master Abilities. Let's move on to it now, shall
we?
DECK MASTER ABILITIES
No matter what else may be involved in
my Yu-Gi-Oh! "Deck Master" Variant, there's really only one thing of any major
concern to those who are interested in it, and that thing is Deck Master
Abilities. This section will talk about, list, and explain Yu-Gi-Oh! "Deck
Master" Variant's various Deck Master Abilities.
There are six types of
Deck Master Abilities: Continuous-Type Deck Master Abilities, Counter-Type Deck
Master Abilities, Deck-Type Deck Master Abilities, Instant-Type Deck Master
Abilities, Spell-Type Deck Master Abilities, and Trap-Type Deck Master
Abilities. Each of these six types of Deck Master Abilities has its own
characteristics, including its own Spell Speed. The subsection below is a
complete list of these six types of Deck Master Abilities and their
characteristics. I suggest looking over it now and using it as a reference later
if you forget the characteristics of any of the six types of Deck Master
Abilities.
AMERICAN YU-GI-OH! TRADING CARD GAME
UNOFFICIAL "DECK
MASTER" VARIANT
SIX DECK MASTER ABILITY TYPES AND INFORMATION
(1)
CONTINUOUS-TYPE DECK MASTER ABILITIES
OVERVIEW: Continuous-Type Deck
Master Abilities generate a constant effect which modifies the course of your
current duel.
TRIGGER: Automatic (The effect activates on its
own.)
SPEED: Spell Speed 1
NOTES: The effects of some
Continuous-Type Deck Master Abilities can be activated or deactivated as you
will, as stated in the effect text of these abilities. However, even though the
effects of these Continuous-Type Deck Master Abilities are inactive, the
abilities themselves are still considered to be active and in
effect.
(2) COUNTER-TYPE DECK MASTER ABILITIES
OVERVIEW:
Counter-Type Deck Master Abilities can only be used in response to the specific
circumstances stated in the effect text of these abilities, but make up for this
by being the fastest of all six types of Deck Master Abilities.
TRIGGER:
Manual (You must activate the effect yourself.)
SPEED: Spell Speed
3
NOTES: Counter-Type Deck Master Abilities are similar to Counter Trap
Cards, and like a Counter Trap Card, a Counter-Type Deck Master Ability can only
be activated in response to or linked a chain immediately after the action or
effect which fulfills the specific requirements required to activate the
Counter-Type Deck Master Ability.
(3) DECK-TYPE DECK MASTER
ABILITIES
OVERVIEW: Deck-Type Deck Master Abilities modify the Yu-Gi-Oh!
Trading Card Game’s Deck Construction Rules, the Yu-Gi-Oh! Trading Card Game's
Forbidden/Limited List, and, sometimes, the Yu-Gi-Oh! "Deck Master" Variant's
Deck Master selection guidelines, as well, changing the way your Yu-Gi-Oh! "Deck
Master" Variant deck is setup.
TRIGGER: Automatic (The effect activates
on its own.)
SPEED: Spell Speed 0
NOTES: These Deck Master
Abilities activate and complete their effects before your Yu-Gi-Oh! “Deck
Master” Variant duel even begins, which is why they have no Spell Speed. So,
even if the effects of your Deck Master are negated, or your Deck Master is not
either face-up on your side of the field or in its Deck Master Position, you may
still break the Yu-Gi-Oh! Trading Card Game's normal Deck Construction Rules
and/or the Yu-Gi-Oh! Trading Card Game's normal Forbidden/Limited List and/or
the Yu-Gi-Oh! "Deck Master" Variant's Deck Master selection guidelines as your
current Deck Master’s Deck-Type Deck Master Abilities state that you can,
throughout the entirety of your current duel.
(4) INSTANT-TYPE DECK
MASTER ABILITIES
OVERVIEW: Instant-Type Deck Master Abilities are one
time use Deck Master Abilities which automatically activate as soon as your
Yu-Gi-Oh! "Deck Master" Variant duel begins, before you and your opponent even
draw your first five cards.
TRIGGER: Automatic (The effect activates on
its own.)
SPEED: Spell Speed 1
NOTES: Although Instant-Type Deck
Master Abilities activate before you and your opponent even draw your first five
cards, they still activate within the boundaries of your current duel, so
effects that negate Deck Master Abilities which are in effect from the very
beginning of your current duel when Instant-Type Deck Master Abilities activate
themselves, such as the Deck Master Ability of Spell Canceller, are able to
negate the activation and/or effects of all Instant-Type Deck Master
Abilities.
(5) SPELL-TYPE DECK MASTER ABILITIES
OVERVIEW:
Spell-Type Deck Master Abilities are slow Deck Master Abilities which can only
be activated on your Main Phase during your turn, and generate one of various
temporary effects, although, you can only activate most of these Spell-Type Deck
Master Abilities once per turn.
TRIGGER: Manual (You must activate the
effect yourself.)
SPEED: Spell Speed 1
NOTES: Spell-Type Deck
Master Abilities may get their name from the way their activation resembles the
activation of a Spell card, however, they are still considered to be monster
effects, not Spell card activations, and, thus, cannot be negated through the
use of a Spell-negating card such as Imperial Order, Magic Jammer, Spell
Canceller, or Magic Drain. The one exception to this rule is the Spell-Type Deck
Master Ability of Kaiser Glider which specifically says in its effect text that
the activation of the effect it creates is considered to be the activation of a
Spell card.
(6) TRAP-TYPE DECK MASTER ABILITIES
OVERVIEW:
Trap-Type Deck Master Abilities are Deck Master Abilities which you can activate
at any time during your current duel except for during the Damage Step of any
Battle Phase, and generate one of various temporary effects. Most Trap-Type Deck
Master Abilities can only be activated once per turn, however.
TRIGGER:
Manual (You must activate the effect yourself.)
SPEED: Spell Speed
2
NOTES: Trap-Type Deck Master Abilities may get their name from the way
their activation resembles the activation of a Trap card, however, they are
still considered to be monster effects, not Trap card activations, and, thus,
cannot be negated through the use of a Trap-negating card such as Royal Decree,
Seven Tools of the Bandit, Jinzo, or Solemn Judgement. There are currently no
exceptions to this rule, whatsoever.
That completes the American
Yu-Gi-Oh! Trading Card Game Unofficial "Deck Master" Variation Six Deck Master
Ability Types and Information subsection. I hope you have a basic understanding
of the six Deck Master Ability types, because now it's time to get to the very
heart of this rulebook. The next subsection is a list of every single
tournament-legal American Yu-Gi-Oh! Trading Card Game card in Yu-Gi-Oh! "Deck
Master" Variant that has at least one of its own Deck Master Abilities, what
each of these Deck Master Abilities is, and what type of Deck Master Ability
each of these Deck Master Abilities is. Cards are sorted alphabetically, with
each applicable card's alternate set of Deck Master Abilities listed in an entry
after that applicable card's first set of Deck Master Abilities. This list was
last updated after the release of Dark Crisis, and is completely finished up to
that date. It will be updated as new tournament-legal American Yu-Gi-Oh! Trading
Card Game cards are released.
AMERICAN YU-GI-OH! TRADING CARD
GAME
UNOFFICIAL "DECK MASTER" VARIANT
COMPLETE DECK MASTER AND DECK MASTER
ABILITY LIST
DECK MASTER NUMBER: 001
DECK MASTER NAME: Airknight
Parshath
DECK MASTER ABILITY NAME: Circle of Light
DECK MASTER ABILITY
TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK of all
LIGHT monsters in your deck by 700 ATK points whenever they are on your side of
the field.
DECK MASTER NUMBER: 002
DECK MASTER NAME: Alpha the
Magnet Warrior
DECK MASTER ABILITY NAME: Simulation of the Triune
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may
Special Summon Valkyrion the Magna Warrior to the field by offering only Alpha
the Magnet Warrior from your hand or the field as a tribute.
DECK MASTER
ABILITY NAME: Electromagnetic Enhancement
DECK MASTER ABILITY TYPE:
Continuous
DECK MASTER ABILITY EFFECT TEXT: Alpha the Magnet Warrior's
increase their ATK by an amount equal to their original ATK and increase their
DEF by an amount equal to their original DEF whenever they are either face-up or
facedown on your side of the field.
DECK MASTER NUMBER: 003
DECK
MASTER NAME: Amazoness Swords Woman
DECK MASTER ABILITY NAME: Girl
Power
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: Increase the ATK points of all monsters in your deck whose card name
contains the word "Amazoness" and all monsters in your deck whose card name is
Amazon Archer by 250 ATK points for each monster on your side of the field whose
card name contains the word “Amazoness” and for each monster on your side of the
field whose card name is Amazon Archer whenever they are on your side of the
field.
DECK MASTER NUMBER: 004
DECK MASTER NAME: Asura
Priest
DECK MASTER ABILITY NAME: Spirit Monster Materialization
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the
ATK points of all Spirit-Type monsters in your deck by 1000 ATK points whenever
they are on your side of the field.
DECK MASTER NUMBER: 005
DECK
MASTER NAME: Axe Raider
DECK MASTER ABILITY NAME: Blessings of the Weapon
Smith
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: In addition to the effects of Equip Cards, the ATK points of all monsters
in your and in your opponent's deck are increased by 1000 ATK points for each
card Equipped to each of them whenever they are on either your or your
opponent's side of the field.
DECK MASTER NUMBER: 006
DECK MASTER
NAME: Banisher of the Light
DECK MASTER ABILITY NAME: Banishment of the
Doomed
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: Every card, whether yours or your opponent's, that is to be sent to the
Graveyard during the current duel will, instead, be removed from the
game.
DECK MASTER NUMBER: 007
DECK MASTER NAME: Barrel
Dragon
DECK MASTER ABILITY NAME: Immediate Equipment
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Normal
Summon Barrel Dragon's from your hand to your side of the field after only
offering one monster on your side of the field as a tribute.
DECK MASTER
ABILITY NAME: Triple Cannon Bombardment
DECK MASTER ABILITY TYPE:
Trap
DECK MASTER ABILITY EFFECT TEXT: Whenever you summon (including Special
Summon) a Level 7 or higher monster to your side of the field that is not named
Barrel Dragon, you may use this Deck Master Ability to destroy any monster on
the field. There is no limit to the number of times that you may use this Deck
Master Ability, and it can also be used on both your turn and on your opponent's
turn.
DECK MASTER NUMBER: 008
DECK MASTER NAME: Bazoo the
Soul-Eater
DECK MASTER ABILITY NAME: Magic Soul Diffusion
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Both players may
now remove not only monster cards in the Graveyard from the current duel, but
remove any type of card, whether monster, Magic, or Trap card in the Graveyard
from the current duel, when fulfilling the effects of Bazoo the Soul-Eater,
Kycoo the Ghost Destroyer, and Skull Lair.
DECK MASTER NUMBER:
009
DECK MASTER NAME: Beast of Talwar
DECK MASTER ABILITY NAME: Sword
Master's Trick
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT
TEXT: Once a turn during your Main Phase, if you have at least one Beast of
Talwar in your hand, you may Special Summon any Beast of Talwar from your hand
to your side of the field in face-up Attack position or face-up Defense
position.
DECK MASTER NUMBER: 010
DECK MASTER NAME: Berserk
Dragon
DECK MASTER ABILITY NAME: Reckless Limitation Break
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All monster cards
in both your and your opponent's decks that, according to their cards' effect
text, cannot be Normal Summoned and/or Flip Summoned and/or Special Summoned to
the field without at least one specific monster, Spell, and/or Trap card being
face-up on your side of the field according to the effect, such as "Blue-Eyes
Toon Dragon" or "Guardian Elma", may now be Normal Summoned and/or Flip Summoned
and/or Special Summoned to either your or your opponent's side of the field
without any specific monster, Spell, and/or Trap cards being face-up on your
side of the field.
DECK MASTER NUMBER: 011
DECK MASTER NAME: Beta
the Magnet Warrior
DECK MASTER ABILITY NAME: Simulation of the
Triune
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: You may Special Summon Valkyrion the Magna Warrior to the field by
offering only Beta the Magnet Warrior from your hand or the field as a
tribute.
DECK MASTER ABILITY NAME: Electromagnetic Enhancement
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Beta the
Magnet Warrior's increase their ATK by an amount equal to their original ATK and
increase their DEF by an amount equal to their original DEF whenever they are
either face-up or facedown on your side of the field.
DECK MASTER
NUMBER: 012
DECK MASTER NAME: Blue-Eyes Toon Dragon
DECK MASTER
ABILITY NAME: Toon World Transformation
DECK MASTER ABILITY TYPE:
Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Special Summon Toon
monsters to the field without the Magic card Toon World being on the
field.
DECK MASTER ABILITY NAME: Toon Acceleration
DECK MASTER ABILITY
TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All Toon monsters in your
deck may now attack on the first turn that they are Special Summoned to your
side of the field.
DECK MASTER NUMBER: 013
DECK MASTER NAME:
Blue-Eyes White Dragon
DECK MASTER ABILITY NAME: Call of the Dragon
Lord
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once
a turn during your Main Phase, if you have a Lord of D. face-up on your side of
the field, you may Special Summon one Blue-Eyes White Dragon from your hand to
your side of the field in face-up Attack position or face-up Defense
position.
DECK MASTER NUMBER: 014
DECK MASTER NAME: Blue-Eyes
White Dragon (Yu-Gi-Oh! Enter the Shadow Realm Effect)
DECK MASTER
ABILITY NAME: Pre-Emptive Strike
DECK MASTER ABILITY TYPE: Spell
DECK
MASTER ABILITY EFFECT TEXT: Once per turn, during your turn, if you have
summoned at least one monster card to your side of the field during your Main
Phase this turn (including Special Summons), you may select one monster card
that you summoned to your side of the field during your Main Phase this turn.
The monster card that you select using the first part of this Deck Master
Ability may attack on the first turn that it is summoned to your side of the
field. This effect overrides the effects of all other cards, and can even
override the Deck Master Abilities of other Deck Masters.
DECK
MASTER NUMBER: 015
DECK MASTER NAME: Breaker the Magical Warrior
DECK
MASTER ABILITY NAME: Rule-Bending Magic
DECK MASTER ABILITY TYPE:
Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster is your Deck
Master, you may have up to three Breaker the Magical Warrior's (including this
one) in your deck, instead of merely one.
DECK MASTER ABILITY NAME:
Energy-Increasing Spell
DECK MASTER ABILITY TYPE: Spell
DECK MASTER
ABILITY EFFECT TEXT: Once per turn, during your Main Phase, if there is at least
one face-up card on your or your opponent's side the field that you can put a
Spell Counter on, you may add one Spell Counter to any face-up card on your or
your opponent's side of the field that you can put a Spell Counter
on.
DECK MASTER NUMBER: 016
DECK MASTER NAME: Buster
Blader
DECK MASTER ABILITY NAME: Sword of the Dragon Slayer
DECK
MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Whenever a
Dragon-Type monster is summoned to the field (including Special Summons), use
this Deck Master Ability to negate the monster's summoning and destroy
it.
DECK MASTER NUMBER: 017
DECK MASTER NAME: Byser
Shock
DECK MASTER ABILITY NAME: Curse of Revelation
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this
Deck Master Ability is in effect, any card Set on either your or your opponent's
side of the field, whether monster, Magic, or Trap card, is automatically
destroyed.
DECK MASTER NUMBER: 018
DECK MASTER NAME: Catapult
Turtle
DECK MASTER ABILITY NAME: Barrier Breaker
DECK MASTER ABILITY
TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever a Continuous Magic
Card or a Continuous Trap Card is activated, use this Deck Master Ability to
negate all effects of the Continuous Magic Card or the Continuous Trap Card and
destroy it.
DECK MASTER NUMBER: 019
DECK MASTER NAME: Celtic
Guardian
DECK MASTER ABILITY NAME: Obnoxious Restriction
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Any monster with an
ATK of at least 1900 on either side of the field cannot attack.
DECK
MASTER NUMBER: 020
DECK MASTER NAME: Chaos Command Magician
DECK
MASTER ABILITY NAME: Chaos Cloud
DECK MASTER ABILITY TYPE: Counter
DECK
MASTER ABILITY EFFECT TEXT: Whenever a card effect is activated that
specifically designates one or more monster cards on either your or your
opponent's side of the field as a target, activate this Deck Master Ability to
negate the effect that specifically designated one or more monster cards on
either you or your opponent's side of the field as a target, and destroy the
card which activated the effect.
DECK MASTER NUMBER: 021
DECK
MASTER NAME: Cosmo Queen
DECK MASTER ABILITY NAME: Secret Magic
Spell
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT:
Once per turn during your Main Phase, you may pay 1000 Life Points and select 1
Level seven or higher Spellcaster-Type monster on your side of the field. During
this turn, only the selected monster can attack and it attacks all monsters on
your opponents side of the field. The effects of Effect Monsters destroyed by
the selected monster in battle cannot be activated.
DECK MASTER
NUMBER: 022
DECK MASTER NAME: Curse of Dragon
DECK MASTER ABILITY
NAME: Breath of Burning Land
DECK MASTER ABILITY TYPE: Counter
DECK MASTER
ABILITY EFFECT TEXT: Whenever a Field Magic Card is activated, use this Deck
Master Ability to negate all effects of the Field Magic Card and destroy the
card.
DECK MASTER ABILITY NAME: Fiery Discharge
DECK MASTER ABILITY
TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: 500 units of direct damage
is inflicted to each player's Life Points at each of their Standby
Phases.
DECK MASTER NUMBER: 023
DECK MASTER NAME: D. D. Warrior
Lady
DECK MASTER ABILITY NAME: Reappointment from Another Earth
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Lower the
level of all Warrior-Type monsters in both your and in your opponent's deck by
two whenever they are in either your or your opponent's hand or on either your
or your opponent's side of the field.
DECK MASTER NUMBER: 024
DECK
MASTER NAME: Dark Magician
DECK MASTER ABILITY NAME: Knife Trick
DECK
MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once a turn
during your Main Phase, if you have a Dark Magician face-up on your side of the
field, you may select any monster on the field and flip a coin. If the result of
the coin flip is Heads, destroy the earlier selected monster.
DECK
MASTER NUMBER: 025
DECK MASTER NAME: Dark Magician (Yu-Gi-Oh! Enter the
Shadow Realm Effect)
DECK MASTER ABILITY NAME: Double Cast
DECK MASTER
ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per game, when you
activate a Spell card, you may activate this monster's Deck Master Ability to
the use the effect of that Spell card twice upon its activation instead of
merely once.
DECK MASTER NUMBER: 026
DECK MASTER NAME: Dark
Magician Girl
DECK MASTER ABILITY NAME: The Magician's Cue
DECK MASTER
ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Pay half of your current
Life Point total to Special Summon one Dark Magician card from your hand or your
deck to your side of the field in face-up Attack position.
DECK
MASTER NUMBER: 027
DECK MASTER NAME: Dark Magician Girl (Yu-Gi-Oh! Enter the
Shadow Realm Effect)
DECK MASTER ABILITY NAME: Soul Circle
DECK MASTER
ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per game during
your Main Phase, you may look at a number of cards on the top of your deck equal
to the number of monsters that you have in your Graveyard. Then, select one
card, add the selected card to your hand, and return the rest of the cards from
your deck back on the top of your deck in the same order that they were in when
you first activated this effect.
DECK MASTER NUMBER: 028
DECK
MASTER NAME: Dark Necrofear
DECK MASTER ABILITY NAME: Summoning of the
Doomed
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: As long as this monster's Deck Master Ability is in effect, you can set
and activate Magic cards with "Spirit Message" in their name during your turn,
instead of only moving them into an open Magic or Trap Card Zone on your side of
the field at the end of your opponent's turn when the effect of a Trap card
named Destiny Board in a Magic or Trap Card Zone on your side of the field is
currently in effect.
DECK MASTER ABILITY NAME: Infinite Magic
Curse
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: As long as this monster's Deck Master Ability is in effect, both you and
you opponent are given an infinite number of Magic and Trap Card Zones on each
of your respective sides of the field. If this monster's Deck Master Ability
ever ceases to be effect, all Magic and Trap Card Zones outside of you and your
opponent's original five Magic and Trap Card Zones cease to exist, unless they
currently contain a Magic or Trap card, in which case, each of these Magic or
Trap Card Zones will cease to exist as soon as the Magic or Trap card contained
within each of them ceases to be contained within that Magic or Trap Card
Zone.
DECK MASTER NUMBER: 029
DECK MASTER NAME: Dark Ruler Ha
Des
DECK MASTER ABILITY NAME: Fiend Army Demotion
DECK MASTER ABILITY
TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Lower the level of all
Fiend-Type monsters in both your and in your opponent's deck by two whenever
they are in either your or your opponent's hand or on either your or your
opponent's side of the field.
DECK MASTER NUMBER: 030
DECK MASTER
NAME: Deepsea Warrior (Yu-Gi-Oh! Enter the Shadow Realm Effect)
DECK
MASTER ABILITY NAME: Reflector Hole
DECK MASTER ABILITY TYPE: Counter
DECK
MASTER ABILITY EFFECT TEXT: Whenever a monster on your opponent's side of the
field attacks a monster on your side of the field, you may tribute two monsters
on your side of the field to negate the attack of your opponent's attacking
monster and inflict direct damage to the Life Points of your opponent equal to
the ATK of your opponent's attacking monster.
DECK MASTER NUMBER:
031
DECK MASTER NAME: Different Dimension Dragon
DECK MASTER ABILITY
NAME: Reality Bend
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER
ABILITY EFFECT TEXT: Once per turn, during your Standby Phase, you may choose
whether or not you would like this monster's Deck Master Ability to be in effect
until your next Standby Phase. Whenever a card effect is activated that does not
specifically designate one or more monster cards on either your or your
opponent's side of the field as a target while this monster's Deck Master
Ability is in effect, negate the effect that did not specifically designate one
or more monster cards on either you or your opponent's side of the field as a
target, and destroy the card which activated the effect.
DECK MASTER
NUMBER: 032
DECK MASTER NAME: Don Zaloog
DECK MASTER ABILITY NAME:
Hand of the Bandit
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER
ABILITY EFFECT TEXT: Whenever you inflict Battle Damage to your opponent's Life
Points during the current duel, you may select and activate one of the following
two numbered effects.
(1) Randomly select one card in your opponent's hand
and discard the selected card from your opponent's hand directly to the
Graveyard.
(2) Send the top two cards on your opponent's deck from the top of
your opponent's deck directly to the Graveyard.
DECK MASTER NUMBER:
033
DECK MASTER NAME: Dragon Seeker
DECK MASTER ABILITY NAME: Cry of
Vengeance
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT:
Whenever a Level 5 or higher Fiend-Type monster that you are the owner of is
sent from the field to the graveyard, whether as a result of battle, of tribute,
or of effect, you may discard every card in your hand from your hand directly to
the Graveyard in order to select one Buster Blader in your hand, in your deck,
or in your Graveyard and Special Summon it from its current location in your
hand, in your deck, or in your Graveyard to the field on your side of the field
in face-up Attack position. If you use this Deck Master Ability to Special
Summon a Buster Blader from your deck to the field on your side of the field in
face-up Attack position, you must also shuffle your deck immediately after this
Deck Master Ability fully resolves.
DECK MASTER NUMBER: 034
DECK
MASTER NAME: Exiled Force
DECK MASTER ABILITY NAME: Two-Pronged
Assault
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT:
Whenever you have at least two monsters on your side of the field, you may
tribute any two monsters on your side of the field to the Graveyard in order to
destroy any other monster on the field. This effect may be used as many times as
you would like during a turn, and can be used on both your and on your
opponent's turn.
DECK MASTER NUMBER: 035
DECK MASTER NAME: Exodia
Necross
DECK MASTER ABILITY NAME: Congregation of the Dead
DECK MASTER
ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster
is your Deck Master, you may have up to four Exodia Necross' (including this
one) in your deck, instead of merely three.
DECK MASTER ABILITY NAME:
Human Sacrifice
DECK MASTER ABILITY TYPE: Instant
DECK MASTER ABILITY
EFFECT TEXT: Once per game, at the beginning of each of your duels, before you
draw any cards from your deck, as long as this monster is your Deck Master, you
may search through your deck and select any five individual cards in your deck
and send these selected five cards that you chose from among all the cards in
your deck using this Deck Master Ability directly from your deck to your
Graveyard. Then, if you chose to use this monster's Deck Master Ability, both
you and your opponent must reshuffle your deck, with you shuffling your deck
first.
DECK MASTER NUMBER: 036
DECK MASTER NAME: Exodia the
Forbidden One
DECK MASTER ABILITY NAME: Gift of the Forbidden One
DECK
MASTER ABILITY TYPE: Instant
DECK MASTER ABILITY EFFECT TEXT: If, at the
beginning of the duel, before you draw any cards into your hand, you have the
cards Left Arm of the Forbidden One, Left Leg of the Forbidden One, Right Arm of
the Forbidden One, and Right Leg of the Forbidden One in your deck, show these
cards to your opponent and then shuffle them into your deck. Then, from this
moment on, until the end of your current duel, you may draw two cards instead of
one during the Draw Phase of each of your turns.
DECK MASTER NUMBER:
037
DECK MASTER NAME: Fiber Jar
DECK MASTER ABILITY NAME: Bionic
Absorption
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT
TEXT: When the effect of a face-up Effect Monster is activated, use this Deck
Master Ability to negate the face-up Effect Monster's effect.
DECK
MASTER NUMBER: 038
DECK MASTER NAME: Fire Princess
DECK MASTER ABILITY
NAME: Balance of Soul
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY
EFFECT TEXT: Activate this Deck Master Ability whenever you increase your
current Life Point total in order to inflict 500 units of direct damage to your
opponent's Life Points.
DECK MASTER NUMBER: 039
DECK MASTER NAME:
Flame Swordsman (Yu-Gi-Oh! Enter the Shadow Realm Effect)
DECK MASTER
ABILITY NAME: Risky Transfer
DECK MASTER ABILITY TYPE: Spell
DECK MASTER
ABILITY EFFECT TEXT: On your turn, during your Main Phase, you may transfer the
ATK of this monster to other Warrior-Type monsters on your side of the field in
100 ATK point increments.
DECK MASTER NUMBER: 040
DECK MASTER
NAME: Freed the Matchless General
DECK MASTER ABILITY NAME: Heavy
Training Regimen
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: Increase the ATK of all Warrior-Type monsters in your deck by 1000
ATK points whenever they are on your side of the field.
DECK MASTER
NUMBER: 041
DECK MASTER NAME: Fushioh Richie
DECK MASTER ABILITY NAME:
Grace of the Undead King
DECK MASTER ABILITY TYPE: Spell
DECK MASTER
ABILITY EFFECT TEXT: Once per turn, during your Main Phase, if there are no
monsters currently on your side of the field, you may Special Summon any
Zombie-Type monster from your hand to your side of the field in face-up Attack
position or face-up Defense position.
DECK MASTER NUMBER:
042
DECK MASTER NAME: Gamma the Magnet Warrior
DECK MASTER ABILITY
NAME: Simulation of the Triune
DECK MASTER ABILITY TYPE: Continuous
DECK
MASTER ABILITY EFFECT TEXT: You may Special Summon Valkyrion the Magna Warrior
to the field by offering only Gamma the Magnet Warrior from your hand or the
field as a tribute.
DECK MASTER ABILITY NAME: Electromagnetic
Enhancement
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: Gamma the Magnet Warrior's increase their ATK by an amount equal to
their original ATK and increase their DEF by an amount equal to their original
DEF whenever they are either face-up or facedown on your side of the
field.
DECK MASTER NUMBER: 043
DECK MASTER NAME: Gaia the Fierce
Knight
DECK MASTER ABILITY NAME: Swift Deployment
DECK MASTER ABILITY
TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn during your Main
Phase, if a Level seven or higher monster is the only monster in your hand, you
may Normal Summon the monster on your side of the field in face-up Attack
position or facedown Defense position without offering any monsters from the
field as a tribute.
DECK MASTER NUMBER: 044
DECK MASTER NAME:
Garnecia Elefantis
DECK MASTER ABILITY NAME: Night of the Full
Moon
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once
a turn during your Main Phase, if you have at least one Garnecia Elefantis in
your hand, you may Special Summon any Garnecia Elefantis from your hand to your
side of the field in face-up Attack position or face-up Defense
position.
DECK MASTER NUMBER: 045
DECK MASTER NAME: Gate
Guardian
DECK MASTER ABILITY NAME: Tribute of Illusion
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Sanga of the
Thunder's, Kazejin's, and Suijin's in your hand are considered to be on your
side of the field when tributing to meet the Special Summoning requirements of
Gate Guardian.
DECK MASTER ABILITY NAME: Triple Elemental Shield
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Add the
following effect to all Gate Guardian's in your deck upon the effect they
already have whenever they are on your side of the field:
"As long as this
monster is face-up on the field, negate the effects of all Magic and Trap
cards."
DECK MASTER NUMBER: 046
DECK MASTER NAME: Gearfried the
Iron Knight
DECK MASTER ABILITY NAME: Weapon Breaker
DECK MASTER
ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever a card is
equipped to a monster on the field, use this Deck Master ability to immediately
destroy the equipped card.
DECK MASTER NUMBER: 047
DECK MASTER
NAME: Gemini Elf
DECK MASTER ABILITY NAME: Triadic Coalescence
DECK
MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Whenever you
and/or your opponent have at least one set of three monsters face-up on their
respective side of the field with the same card name, select one of these sets
of three monsters face-up on either your or your opponent's side of the field
with the same card name and tribute two of the three monsters with the same card
name to the Graveyard to triple the original ATK points and original DEF points
of the third monster of the three monsters face-up on either your or your
opponent's side of the field with the same card name.
DECK MASTER
NUMBER: 048
DECK MASTER NAME: Giant Red Seasnake
DECK MASTER ABILITY
NAME: Conjunction of the Seven Seas
DECK MASTER ABILITY TYPE:
Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK of all WATER
monsters in your deck by 700 ATK points whenever they are on your side of the
field.
DECK MASTER NUMBER: 049
DECK MASTER NAME: Goblin Attack
Force
DECK MASTER ABILITY NAME: Call for Backup
DECK MASTER ABILITY
TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster is your
Deck Master, you may have up to four Goblin Attack Force's (including this one)
in your deck, instead of merely three.
DECK MASTER ABILITY NAME:
Invincible Berserker
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER
ABILITY EFFECT TEXT: All Goblin Attack Force's in both your and in your
opponent's deck no longer switch to Defense Position at the end of a Battle
Phase in which they attack while on your side of the field, nor can the attacks
of all Goblin Attack Force's in your deck be negated by any effect other than a
Deck Master Ability.
DECK MASTER NUMBER: 050
DECK MASTER NAME:
Goddess of Whim
DECK MASTER ABILITY NAME: Risky Fancy
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Add the following
effect to each LIGHT monster in your deck upon any other effect that each LIGHT
monster in your deck may or may not already have whenever that card is face-up
on your side of the field:
"Toss a coin and call Heads or Tails. Call it
right and this card's ATK will be doubled during this turn. Call it wrong and it
will be halved during this turn."
DECK MASTER NUMBER: 051
DECK
MASTER NAME: Goddess with the Third Eye (Yu-Gi-Oh! Enter The Shadow Realm
Effect)
DECK MASTER ABILITY NAME: Fusion Vision
DECK MASTER ABILITY
TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Main
Phase, if you have at least one set of monsters on your side of the field and/or
your hand that can fuse together with the effect of the Spell card
Polymerization, you may discard a Spell card from your hand to the Graveyard in
order to fuse one set of these monsters as if by the effect of
Polymerization.
DECK MASTER NUMBER: 052
DECK MASTER NAME:
Gravekeeper’s Chief
DECK MASTER ABILITY NAME: Return to the Field of the
Doomed
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: During the entirety of the current duel, the Magic card Necrovalley is
always considered to be in effect, all effects of Magic, Trap, and/or Effect
Monster Cards that involve Graveyards are negated, neither player can remove
cards in the Graveyard from play, and the ATK and DEF of all monsters that
include "Gravekeeper's" in their card name are each increased by 500 ATK and 500
DEF points.
DECK MASTER NUMBER: 053
DECK MASTER NAME: Great
Dezard
DECK MASTER ABILITY NAME: Benefits of the Priesthood
DECK
MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this
monster is your Deck Master, you may have up to four Great Dezard's (including
this one) in your deck, instead of merely three.
DECK MASTER ABILITY
NAME: Forfeit of the High Priest
DECK MASTER ABILITY TYPE: Trap
DECK
MASTER ABILITY EFFECT TEXT:
Once per turn, on either you or your opponent's
turn, as long as you have at least one Great Dezard in either your deck, your
hand, or your Graveyard, you may select any Great Dezard in either your deck,
your hand, or your Graveyard and remove it from the game. If you select to
remove a Great Dezard in your deck from the game to fulfill the first part of
this monster's Deck Master Ability, then you must also discard one card from
your hand directly to the Graveyard to fulfill the first part of this monster's
Deck Master Ability. Then. once you have fulfilled the first part of this
monster's Deck Master Ability, you may Special Summon one Fushioh Richie from
either your hand, from your deck, or from your graveyard in face-up Attack
position or face-up Defense position on your side of the field. If you selected
to remove a Great Dezard in your deck from the game as a result of this Deck
Master Ability and/or Special Summoned a Fushioh Richie from your deck to your
side of the field in face-up Attack position or face-up Defense position using
this monster's Deck Master Ability, you must also shuffle your deck after this
Deck Master Ability fully resolves.
DECK MASTER NUMBER: 054
DECK
MASTER NAME: Guardian Ceal
DECK MASTER ABILITY NAME: Age of the
Sword
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: As long as this monster's Deck Master Ability is in effect, both you and
your opponent may choose, at the beginning of each of your respective Draw
Phases, to, instead of drawing one card from the top of your respective decks
during that Draw Phase, to search your respective decks, select one Equip Magic
Card in your respective decks, show it to your respective opponents, and add the
selected Equip Magic Card to your respective hands.
DECK MASTER
NUMBER: 055
DECK MASTER NAME: Guardian Grarl
DECK MASTER ABILITY NAME:
Emergency Measures
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY
EFFECT TEXT: As long as this monster is your Deck Master, you may have up to
four Guardian Grarl's (including this one) in your deck, instead of merely
three.
DECK MASTER ABILITY NAME: Gathering of the Guarded
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this
monster's Deck Master Ability is in effect, Effect Monster cards with the word
"Guardian" in their name, such as "Guardian Grarl," can be Normal Summoned, Flip
Summoned, and Special Summoned to both your and your opponent's side of the
field without any specific card Equip Magic Card listed in the effect text of
the monster card with the word "Guardian" in its name, such as "Gravity Axe --
Grarl", being on your and/or your opponent's side of the field. If this Deck
Master Ability ever ceases to be in effect, all face-up Effect Monsters on both
your and your opponent's side of the field with the word "Guardian" in their
name return to their owners' hands immediately.
DECK MASTER NUMBER:
056
DECK MASTER NAME: Guardian Sphinx
DECK MASTER ABILITY NAME: Riddle
of the Sphinx
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: Once per turn, during your Standby Phase, you may choose whether or
not you would like this monster's Deck Master Ability to be in effect until your
next Standby Phase. Whenever you or your opponent attacks while this monster's
Deck Master Ability is in effect, the player who is attacking randomly selects
one card in the hand of the player who is being attacked and calls the type of
the card (Monster, Magic, or Trap). If the player who is attacking calls the
type of the card randomly selected from the hand of the player who is being
attacked wrong, the attacking monster of the player who is attacking is returned
to its owner’s hand.
DECK MASTER NUMBER: 057
DECK MASTER NAME:
Harpie Lady Sisters
DECK MASTER ABILITY NAME: Exterminator Attack
Infusion
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: Add 500 ATK, as well as the following effect, to all Harpie Lady's in your
deck with 1300 ATK and 1400 DEF whenever they are on your side of the
field:
"As long as this monster is face-up on the field, negate the effects
of all Magic and Trap cards."
DECK MASTER NUMBER: 058
DECK MASTER
NAME: Harpie's Pet Dragon
DECK MASTER ABILITY NAME: Strength in
Numbers
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As
long as this monster as your Deck Master, there is no limit to the number of
Harpie Lady cards that you may have in your deck. However, in order to use this
Deck Master Ability, you must not have a Harpie Lady in your deck that has an
original ATK other than 1300 or an original DEF other than 1400.
DECK
MASTER NUMBER: 059
DECK MASTER NAME: Helpoemer
DECK MASTER ABILITY
NAME: Crush Card Infection
DECK MASTER ABILITY TYPE: Trap
DECK MASTER
ABILITY EFFECT TEXT: Once per game, during your or your opponent's turn, if you
have at least one DARK monster on your side of the field with no more than 1000
ATK points, you may tribute any DARK monster on your side of the field with no
more than 1000 ATK points to the Graveyard, as well as discard every card in
your hand from your hand directly to the Graveyard, as a cost required in order
to activate the rest of this monster's Deck Master Ability. Destroy all monster
cards on your opponent's side of the field that have at least 1500 ATK points.
If your opponent has monster cards on their side of the field that are facedown,
check each of these monsters to see if each one has at least 1500 ATK points,
and destroy each facedown monster on your opponent's side of the field that
does, indeed, have at least 1500 ATK points. Then, look at every card in your
opponent's hand and discard each monster card in your opponent's hand that has
at least 1500 ATK points from their hand directly to the Graveyard. Also, look
at every card that your opponent draws from your opponent's deck into your
opponent's hand for three turns following the complete activation of this Deck
Master Ability and discard every monster card that they draw within this three
turn time period that has at least 1500 ATK points from their hand directly to
the Graveyard.
DECK MASTER NUMBER: 060
DECK MASTER NAME:
Hino-Kagu-Tsuchi
DECK MASTER ABILITY NAME: Spiritual Energy Settling
Spell
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: All Spirit monsters on both your and your opponent's sides of the field
remain face-up on their respective sides of the field and do not return to their
owner's hands during the End Phase of the turn in which they are Normal
Summoned, Flip Summoned, or flipped face-up using this Deck Master Ability. If
this Deck Master Ability ever ceases to be in effect, all face-up Spirit
monsters on both your and your opponent's side of the field return to their
owners' hands immediately.
DECK MASTER ABILITY NAME: Return of
Spirit
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: Spirit monsters may now be Special Summoned from the Graveyard, even if
their effect text says that they cannot be. However, even if Hino-Kagu-Tsuchi is
you and/or your opponent's Deck Master and Hino-Kagu-Tsuchi's first Deck Master
Ability is currently in effect, a Spirit monster Special Summoned to the field
from the Graveyard returns to its owner's hand during the End Phase of the turn
in which it is Special Summoned to the field.
DECK MASTER NUMBER:
061
DECK MASTER NAME: Injection Fairy Lily
DECK MASTER ABILITY NAME:
Injection Needle Equipment
DECK MASTER ABILITY TYPE: Continuous
DECK
MASTER ABILITY EFFECT TEXT: Add the following effect to each monster in your
deck with an ATK of 500 or less upon any other effect that each monster with an
ATK of 500 or less may or may not already have whenever that card is face-up on
your side of the field:
"This card's effect can be activated only during the
Damage Step of either player's turn. Pay 2000 Life Points to increase the ATK of
this monster by 3000 points only during the Damage Step."
DECK MASTER
NUMBER: 062
DECK MASTER NAME: Invader of the Throne
DECK MASTER
ABILITY NAME: State of Anarchy
DECK MASTER ABILITY TYPE: Deck
DECK MASTER
ABILITY EFFECT TEXT: As long as this monster as your Deck Master, there is no
limit to the number of Magic cards named Snatch Steal that you may have in your
deck.
DECK MASTER NUMBER: 063
DECK MASTER NAME: Jinzo
DECK
MASTER ABILITY NAME: Electromagnetic Seal
DECK MASTER ABILITY TYPE:
Counter
DECK MASTER ABILITY EFFECT TEXT: Once per turn, you may pay half of
your current Life Point total to negate the summoning (including Special
Summons) of a monster, the activation of a Magic card, or the activation of a
Trap card and destroy the negated monster, Magic, or Trap card.
DECK
MASTER NUMBER: 064
DECK MASTER NAME: Jinzo (Yu-Gi-Oh! Enter the Shadow Realm
Effect)
DECK MASTER ABILITY NAME: Trap Paralysis
DECK MASTER ABILITY
TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this ability is
in effect, all Trap cards cannot be activated. The effects of all face-up Trap
cards are also negated.
DECK MASTER NUMBER: 065
DECK MASTER NAME:
Judge Man (Yu-Gi-Oh! Enter the Shadow Realm Effect)
DECK MASTER ABILITY
NAME: Death Sentence
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY
EFFECT TEXT: Once per game, at any time during either your or your opponent's
turn except for during the Damage Step of one of either your or your opponent's
Battle Phases, you may lower your current Life Point total by 1000 Life Points
to remove all monsters on your opponent's side of the field from the game and
inflict 500 units of direct damage to your opponent's current Life Point total
for each monster on your opponent's side of the field that you removed from the
game using this monster's
Deck Master
Ability.
DECK MASTER NUMBER: 066
DECK
MASTER NAME: Kaiser Glider
DECK MASTER ABILITY NAME: Surrogate of the
Offering
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT:
On your turn, during your Main Phase, if you have at least one Spell or Trap
card in your hand, you may select any Spell or Trap card in your hand and
discard the selected Spell or Trap card in your hand directly from your hand to
your Graveyard in order to activate the following effect:
"Select an
opponent's monster and use it as a Tribute in place of one of your own. This
effect is considered to be the activation of a Spell card, and, thus, can be
negated by any effect that negates the activation or the effects of a Spell card
or that negates the activation of a Spell card and destroys the activating Spell
card, such as Magic Jammer, Magic Drain, or Imperial Order."
If you activate
the above effect using this monster's Deck Master Ability and the above effect
fully resolves without being negated, you may not use this Deck Master Ability
again until the Main Phase of your next turn.
DECK MASTER NUMBER:
067
DECK MASTER NAME: Kanan the Swordmistress
DECK MASTER ABILITY
NAME: Exchange of Sword
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER
ABILITY EFFECT TEXT: On both your and your opponent's turn, in the Damage Step
of all Battle Phases where battle is occurring between a monster on your side of
the field and a monster on your opponent's side of the field, switch the current
ATK points and the current DEF points of the monster on your side of the field
involved in the current battle with the current ATK points and the current DEF
points of the monster on your opponent's side of the field involved in the
current battle until the end of the current Battle Phase.
DECK
MASTER NUMBER: 068
DECK MASTER NAME: Kazejin
DECK MASTER ABILITY NAME:
Elemental Invigoration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER
ABILITY EFFECT TEXT: You may use the effects of Sanga of the Thunder, Kazejin,
and Suijin as many times as you choose, rather than only once.
DECK
MASTER NUMBER: 069
DECK MASTER NAME: Kuriboh
DECK MASTER ABILITY NAME:
Rainbow Arch
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT
TEXT: Once per game, on your turn during your Main Phase, as long as you have at
least one monster on your side of the field, you may select any monster on your
side of the field. The selected monster may attack your opponent's Life Points
directly during the Battle Phase of the turn in which this Deck Master Ability
is activated.
DECK MASTER NUMBER: 070
DECK MASTER NAME: Kuriboh
(Yu-Gi-Oh! Enter the Shadow Realm Effect)
DECK MASTER ABILITY NAME:
Multiply Wall
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT
TEXT: Once per turn, when a monster on your opponent's side of the field attacks
your Life Points directly, you may negate the attack of your opponent's monster,
and Special Summon your Deck Master, Kuriboh, onto your side of the field in
face-up Attack position.
DECK MASTER NUMBER: 071
DECK MASTER NAME:
Kycoo the Ghost Destroyer
DECK MASTER ABILITY NAME: Magic Soul
Diffusion
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: Both players may now remove not only monster cards in the Graveyard from
the current duel, but remove any type of card, whether monster, Magic, or Trap
card in the Graveyard from the current duel, when fulfilling the effects of
Bazoo the Soul-Eater, Kycoo the Ghost Destroyer, and Skull Lair.
DECK
MASTER NUMBER: 072
DECK MASTER NAME: Lava Golem
DECK MASTER ABILITY
NAME: Hinotama Breath
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER
ABILITY EFFECT TEXT: 250 units of direct damage is inflicted to your opponent's
Life Points at each of their Standby Phases.
DECK MASTER NUMBER:
073
DECK MASTER NAME: Left Arm of the Forbidden One
DECK MASTER
ABILITY NAME: Spell of Assembly
DECK MASTER ABILITY TYPE: Continuous
DECK
MASTER ABILITY EFFECT TEXT: Cards named Left Arm of the Forbidden One, Left Leg
of the Forbidden One, Right Arm of the Forbidden One, Right Leg of the Forbidden
One, and Exodia the Forbidden One, if face-up or facedown on your side of the
field, are considered to be in your hand when meeting the requirements for the
effect of Exodia the Forbidden One.
DECK MASTER NUMBER: 074
DECK
MASTER NAME: Left Leg of the Forbidden One
DECK MASTER ABILITY NAME:
Spell of Assembly
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: Cards named Left Arm of the Forbidden One, Left Leg of the
Forbidden One, Right Arm of the Forbidden One, Right Leg of the Forbidden One,
and Exodia the Forbidden One, if face-up or facedown on your side of the field,
are considered to be in your hand when meeting the requirements for the effect
of Exodia the Forbidden One.
DECK MASTER NUMBER: 075
DECK MASTER
NAME: Lord of D.
DECK MASTER ABILITY NAME: Offerings to the King
DECK
MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once a turn
during your Main Phase, you may tribute two monsters on your side of the field
to the Graveyard in order to Special Summon one or two Level five or higher
Dragon-Type monsters from your hand to your side of the field, each in either
face-up Attack position or face-up Defense position.
DECK MASTER
NUMBER: 076
DECK MASTER NAME: Lord of D. (Yu-Gi-Oh! Enter the Shadow Realm
Effect)
DECK MASTER ABILITY NAME: Dragon Backup
DECK MASTER ABILITY
TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Main
Phase, if you have at least one Dragon-Type monster in your hand, you may pay
500 Life Points to Special Summon any Dragon-Type monster from your hand to the
field in face-up Attack position or face-up Defense position. However, standard
monster sacrifice requirements still apply to this monster's Special Summoning.
DECK MASTER NUMBER: 077
DECK MASTER NAME: Luster Dragon (Legacy
of Darkness Variation)
DECK MASTER ABILITY NAME: WIND Dragon's
Hurricane
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT:
On your turn, during your Main Phase, if you have at least one face-up Level
five or higher Dragon-Type monster on your side of the field, you may select any
face-up Level five or higher Dragon-Type monster on your side of the field and
return the face-up Level five or higher Dragon-Type monster on your side of the
field that you selected to the hand of the owner of that selected card in order
to destroy all Magic and Trap cards on both your and your opponent's side of the
field.
DECK MASTER NUMBER: 078
DECK MASTER NAME: Luster Dragon
(Magician's Force Variation)
DECK MASTER ABILITY NAME: Gemstone
Reflection
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT
TEXT: Whenever a card effect is activated that specifically designates one or
more monster cards on either your or your opponent's side of the field as a
target and you have at least one Dragon-Type monster face-up on your side of the
field, activate this Deck Master Ability to redirect the effect that
specifically designated one or more monster cards on either you or your
opponent's side of the field as a target to a new valid, specifically-designated
target of your choice.
DECK MASTER NUMBER: 079
DECK MASTER NAME:
Maha Vailo
DECK MASTER ABILITY NAME: Sword-Enhancing Spell
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: In addition to the
effects of Equip Cards, the ATK points of all LIGHT monsters in your deck are
increased by 500 ATK points for each card Equipped to each of them whenever they
are on your side of the field.
DECK MASTER NUMBER: 080
DECK MASTER
NAME: Man-Eater Bug
DECK MASTER ABILITY NAME: Sacrificial Strike
DECK
MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn
during your Main Phase, you may pay 1000 Life Points to destroy one monster on
the field, regardless of the target monster's position on the
field.
DECK MASTER NUMBER: 081
DECK MASTER NAME: Marauding
Captain
DECK MASTER ABILITY NAME: Allegiances in Action
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: When you
successfully Normal Summon a Marauding Captain from your or your opponent's hand
to your or your opponent's side of the field, you may Special Summon any monster
from your hand to your side of the field in face-up Attack or face-up Defense
position, regardless of level and/or type, instead of merely Special Summoning
any Level four or lower Warrior-Type monster from your hand to your side of the
field in face-up Attack or face-up Defense position using the effect written in
the effect text of the monster, Marauding Captain.
DECK MASTER
NUMBER: 082
DECK MASTER NAME: Mechanical Chaser
DECK MASTER ABILITY
NAME: Sword of the Machine King
DECK MASTER ABILITY TYPE: Continuous
DECK
MASTER ABILITY EFFECT TEXT: Increase the ATK of all Machine-Type monsters in
your deck by 500 ATK points whenever they are on your side of the
field.
DECK MASTER ABILITY NAME: Shield-Breaking Attachment
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: When
Machine-Type monsters on your side of the field attack with an ATK that is
higher than the DEF of your opponent's Defense Position monster, inflict the
difference as Battle Damage to your opponent's Life Points.
DECK
MASTER NUMBER: 083
DECK MASTER NAME: Metalzoa
DECK MASTER ABILITY
NAME: Machine Transportation Device
DECK MASTER ABILITY TYPE: Trap
DECK
MASTER ABILITY EFFECT TEXT: Once per game, you may pay half of your Life Points
to Special Summon any Machine-Type monster from your hand, from your deck, or
from either player's Graveyard to the field in face-up Attack position, face-up
Defense position, or facedown Defense position.
DECK MASTER NUMBER:
084
DECK MASTER NAME: Millennium Shield
DECK MASTER ABILITY NAME:
Millennium Shield Defense
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER
ABILITY EFFECT TEXT: All Millennium Shield's in your deck gain the following
effect whenever they are face-up or facedown on your side of the field:
"This
monster is immune to the effects of all Spell and Trap cards. Also, this monster
is not destroyed as a result of battle at any time, although damage calculation
is applied normally."
DECK MASTER NUMBER: 085
DECK MASTER NAME:
Mirage Knight
DECK MASTER ABILITY NAME: Birth of the Living
Illusion
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT:
Once per game, at any time during your or your opponent's turn except for during
the Damage Step of one of either your or your opponent's Battle Phases, as long
as your current Life Point total contains at least 5000 Life Points, you may
lower your current Life Point total by 5000 Life Points in order to select any
Fusion Monster in your Fusion Deck and Special Summon the Fusion Monster that
you selected from your Fusion Deck to your side of the field in face-up Attack
position.
DECK MASTER NUMBER: 086
DECK MASTER NAME: Morphing
Jar
DECK MASTER ABILITY NAME: Conformity of Jar
DECK MASTER ABILITY
TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever the Flip Effect of a
monster on your or your opponent's side of the field whose name contains the
word "Jar" is activated, you may activate this monster's Deck Master Ability to
replace the activating Flip Effect of the monster on your or your opponent's
side of the field whose name contains the word "Jar" with the Flip Effect of
this monster, Morphing Jar, so that Morphing Jar's Flip Effect will be activated
instead of the normal Flip Effect of the monster on your or your opponent's side
of the field whose name contains the word "Jar" whose Flip Effect has been
activated, as written in the effect text of that monster's card.
DECK
MASTER NUMBER: 087
DECK MASTER NAME: Mudora
DECK MASTER ABILITY NAME:
Realm of Enchantment
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER
ABILITY EFFECT TEXT: Increase the ATK points of all Fairy-Type monsters in your
deck by 1000 ATK points whenever they are on your side of the
field.
DECK MASTER NUMBER: 088
DECK MASTER NAME: Mystical
Elf
DECK MASTER ABILITY NAME: Chant of Transference
DECK MASTER
ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: At any time during your
Main Phase, if you have at least two Spellcaster-Type monsters on your side of
the field, you may transfer the ATK and DEF of one Spellcaster-Type monster on
your side of the field onto the ATK and DEF of another Spellcaster-Type monster
on your side of the field. You may use this effect as many times as you would
like during your turn.
DECK MASTER NUMBER: 089
DECK MASTER NAME:
Mystical Knight of Jackal
DECK MASTER ABILITY NAME: Knight's
Trick
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT:
Once per turn, during your Main Phase, as long as you have a current Life Point
total of at least 1000 Life Points, you may lower your current Life Point total
by 1000 Life Points in order to lower the Level of all monsters in your hand and
on your side of the field by two until the End Phase of the turn in which this
Deck Master Ability is activated.
DECK MASTER NUMBER: 090
DECK
MASTER NAME: Needle Worm
DECK MASTER ABILITY NAME: Insect's Reversal
Trick
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: You
may activate this Deck Master Ability only when your Graveyard contains 15 cards
or more. Reduce your current Life Point total by an amount of Life Points equal
to half of your current Life Point total as a cost required in order to activate
the rest of this monster's Deck Master Ability. Both you and your opponent
switch their deck with their Graveyard. Both you and your opponent must also
shuffle your respective deck immediately after this Deck Master Ability
resolves. You may activate this effect as many times as you would like during
both you and your opponent's turn.
DECK MASTER NUMBER: 091
DECK
MASTER NAME: Parasite Paracide
DECK MASTER ABILITY NAME: Insect
Infection
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT:
On your turn, as many times as you would like per turn, at any time during
either your or your opponent’s turn except for during the Damage Step of one of
either your or your opponent’s Battle Phases, you may trigger this monster's
Deck Master Ability. When you trigger this monster’s Deck Master Ability and the
effect two lines below this text is not considered to be “On”, the effect two
lines below this text becomes in effect and is also considered to be
“On."
"All monsters in both your and your opponent’s deck are considered to
be Insect-Type monsters whenever they are on either your or your opponent’s side
of the field.”
When you trigger this monster’s Deck Master Ability and the
above effect is considered to be “On”, the effect two lines above this text
becomes no longer in effect and is no longer considered to be
“On."
DECK MASTER NUMBER: 092
DECK MASTER NAME: Patrol
Robo
DECK MASTER ABILITY NAME: Advanced Identification Scanner
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Once per
turn, during your Draw Phase, instead of drawing a card from the top of your
deck, you may look at all Set cards on your opponent's side of the field that
you wish to look at using this Deck Master Ability.
DECK MASTER
NUMBER: 093
DECK MASTER NAME: Penguin Soldier
DECK MASTER ABILITY
NAME: Swift Magical Sword
DECK MASTER ABILITY TYPE: Counter
DECK MASTER
ABILITY EFFECT TEXT: When a monster activates its Flip effect, use this Deck
Master Ability to negate the Flip effect.
DECK MASTER NUMBER:
094
DECK MASTER NAME: Perfectly Ultimate Great Moth
DECK MASTER
ABILITY NAME: Insect Infection
DECK MASTER ABILITY TYPE: Trap
DECK MASTER
ABILITY EFFECT TEXT: On your turn, as many times as you would like per turn, at
any time during either your or your opponent’s turn except for during the Damage
Step of one of either your or your opponent’s Battle Phases, you may trigger
this monster's Deck Master Ability. When you trigger this monster’s Deck Master
Ability and the effect two lines below this text is not considered to be “On”,
the effect two lines below this text becomes in effect and is also considered to
be “On.”
"All monsters in both your and your opponent’s deck are considered
to be Insect-Type monsters whenever they are on either your or your opponent’s
side of the field.”
When you trigger this monster’s Deck Master Ability and
the above effect is considered to be “On”, the effect two lines above this text
becomes no longer in effect and is no longer considered to be “On."
DECK
MASTER ABILITY NAME: Instant Metamorphosis
DECK MASTER ABILITY TYPE:
Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Special Summon a Larvae
Moth, a Great Moth, or a Perfectly Ultimate Great Moth from your deck at any
time after equipping a Cocoon of Evolution card to a Petit Moth by offering the
Petit Moth as a tribute, instead of having to wait a specified number of turns
first, as stated on the cards Larvae Moth, Great Moth, and Perfectly Ultimate
Great Moth.
DECK MASTER NUMBER: 095
DECK MASTER NAME: Red Eyes
Black Metal Dragon
DECK MASTER ABILITY NAME: Emergency Overload
Signal
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT:
Activate this card's effect to double the ATK of all Machine-Type monsters on
your side of the field. However, at the end of the turn in which this card's
effect is activated, destroy all Machine-Type monsters on your side of the
field.
DECK MASTER NUMBER: 096
DECK MASTER NAME: Red-Eyes B.
Dragon
DECK MASTER ABILITY NAME: Liquid Metal Infusion
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All DARK
Dragon-Type monsters in your deck gain 300 ATK and 300 DEF whenever they are on
your side of the field. They also get the following effect added to whatever
effect they may or may not already have whenever they are on your side of the
field:
"When attacking with this monster, you can increase its ATK by an
amount equal to half the ATK of your target."
DECK MASTER NUMBER:
097
DECK MASTER NAME: Reflect Bounder
DECK MASTER ABILITY NAME: Mirror
Shield
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT:
Once per game, at any time during your or your opponent's turn except for the
Damage Step of either one of your or one of your opponent's Battle Phases, when
a monster on either your or your opponent's side of the field attacks, whether
the target of the attack is a monster on your or your opponent's side of the
field or the Life Points of either you or your opponent, you may discard every
card in your hand from your hand directly to the Graveyard to negate the attack
of the monster on either your or your opponent's side of the field that is
currently attacking and inflict an amount of Direct Damage to the controller of
the monster on either your or your opponent's side of the field that is
currently attacking's current Life Point total equal to the current ATK points
of the monster of the attacking monster.
DECK MASTER NUMBER:
098
DECK MASTER NAME: Revival Jam
DECK MASTER ABILITY NAME: Jam
Defense Wall
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT
TEXT: Once per turn, on either you or your opponent's turn, as long as you have
at least one Revival Jam in either your deck, your hand, or your Graveyard, you
may select one of these Revival Jam's and remove it from the game. If you select
to remove a Revival Jam in your deck from the game to fulfill the first part of
this monster's Deck Master Ability, then you must also discard one card from
your hand directly to the Graveyard to fulfill the first part of this monster's
Deck Master Ability. Then. once you have fulfilled the first part of this
monster's Deck Master Ability, you may Special Summon one to four Slime Tokens
in face-up Defense position on your side of the field. Each of these four Slime
Tokens are considered to be a Level one WATER Aqua-Type monster with an original
ATK statistic of 500 ATK points and an original DEF statistic of 500 DEF points.
If you selected to remove a Revival Jam in your deck from the game as a result
of this Deck Master Ability, you must also shuffle your deck after this Deck
Master Ability fully resolves.
DECK MASTER NUMBER: 099
DECK
MASTER NAME: Right Arm of the Forbidden One
DECK MASTER ABILITY NAME:
Spell of Assembly
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: Cards named Left Arm of the Forbidden One, Left Leg of the
Forbidden One, Right Arm of the Forbidden One, Right Leg of the Forbidden One,
and Exodia the Forbidden One, if face-up or facedown on your side of the field,
are considered to be in your hand when meeting the requirements for the effect
of Exodia the Forbidden One.
DECK MASTER NUMBER: 100
DECK MASTER
NAME: Right Leg of the Forbidden One
DECK MASTER ABILITY NAME: Spell of
Assembly
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: Cards named Left Arm of the Forbidden One, Left Leg of the Forbidden One,
Right Arm of the Forbidden One, Right Leg of the Forbidden One, and Exodia the
Forbidden One, if face-up or facedown on your side of the field, are considered
to be in your hand when meeting the requirements for the effect of Exodia the
Forbidden One.
DECK MASTER NUMBER: 101
DECK MASTER NAME: Robotic
Knight (Yu-Gi-Oh! Enter the Shadow Realm Effect)
DECK MASTER ABILITY
NAME: Final Artillery
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY
EFFECT TEXT: On your turn, during your Main Phase, if you have at least one
Machine-Type monster in your hand, you may discard any Machine-Type monster from
your hand to the Graveyard in order to inflict 500 units of direct damage to
your opponent's Life Points. You may activate this effect as many times as you
would like during your turn.
DECK MASTER NUMBER: 102
DECK MASTER
NAME: Sanga of the Thunder
DECK MASTER ABILITY NAME: Elemental
Invigoration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: You may use the effects of Sanga of the Thunder, Kazejin, and
Suijin as many times as you choose, rather than only once.
DECK
MASTER NUMBER: 103
DECK MASTER NAME: Sasuke Samurai
DECK MASTER
ABILITY NAME: Blade of Crossout
DECK MASTER ABILITY TYPE: Continuous
DECK
MASTER ABILITY EFFECT TEXT: Add the following effect to each monster in your
deck with an ATK of 1000 or less and a DEF of 1000 or less upon any other effect
that each monster with an ATK of 1000 or less and a DEF of 1000 or less may or
may not already have whenever that card is face-up on your side of the
field:
"When this monster attacks a face-down Defense Position monster,
destroy the face-down monster immediately with this card's effect without
flipping it face-up or damage calculation."
DECK MASTER NUMBER:
104
DECK MASTER NAME: Seiyaryu
DECK MASTER ABILITY NAME: WIND Monster
Acceleration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: Lower the level of all WIND monsters by one whenever they are in
your hand and on your side of the field.
DECK MASTER NUMBER:
105
DECK MASTER NAME: Serpent Night Dragon
DECK MASTER ABILITY NAME:
Eternal Darkness
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: Increase the Attack Power of all DARK monsters in your deck by 700
points whenever they are face up on your side of the field.
DECK
MASTER NUMBER: 106
DECK MASTER NAME: Shinato, King of a Higher Plane
(Yu-Gi-Oh! Enter the Shadow Realm Effect)
DECK MASTER ABILITY NAME:
Emergency Rescue
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY
EFFECT TEXT: Once per game, when this monster, your Deck Master, is destroyed,
activate this monster’s Deck Master Ability to immediately return this monster
to your Deck Master Position instead of destroying this monster. Once you use
this monster's Deck Master Ability, you may no longer Special Summon this
monster, your Deck Master, from your Deck Master Position to your side of the
field.
DECK MASTER NUMBER: 107
DECK MASTER NAME: Shinato, King of
a Higher Plane (Yu-Gi-Oh! Special Edition Effect)
DECK MASTER ABILITY
NAME: Sacred Being's Blessing
DECK MASTER ABILITY TYPE: Continuous
DECK
MASTER ABILITY EFFECT TEXT: The original ATK points of each Ritual Monster in
your deck Ritual Summoned to the field using the effects of a Spell card whose
name is stated in the effect text of each Ritual Monster Ritual Summoned to the
field is doubled whenever they are on your side of the field.
DECK
MASTER NUMBER: 108
DECK MASTER NAME: Shinato's Ark (Yu-Gi-Oh! Enter the
Shadow Realm Effect)
DECK MASTER ABILITY NAME: Soul-Sealing Light
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as
this monster's Deck Master Ability is in effect, all monsters in both your and
your opponent's Graveyards are considered to be "in Shinato's Ark," and cannot
be removed from the Graveyard at any time except through an effect of this
monster, your Deck Master.
DECK MASTER ABILITY NAME: Revival
Flash
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once
per game, at any time during your or your opponent's turn except for during the
Damage Step of one of either your or your opponent's Battle Phases, you may
Special Summon any monster that is currently considered to be "in Shinato's Ark"
that can be Special Summoned from the Graveyard to your side of the field in
face-up Attack position or face-up Defense position to your side of the field in
face-up Attack position or face-up Defense position.
DECK MASTER
NUMBER: 109
DECK MASTER NAME: Shinato's Ark (Yu-Gi-Oh! Special Edition
Effect)
DECK MASTER ABILITY NAME: Twist of Fate
DECK MASTER ABILITY
TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your
Standby Phase, roll one six-sided die and activate a different one of the
following effects based upon the result of the six-sided die roll.
(1) If the
result of the six-sided die roll is a one, activate this effect to inflict 1000
units of direct Life Point damage to the current Life Point totals of both you
and your opponent. The ATK points of all FIRE monsters are also increased by
1000 ATK points whenever they are on either your or your opponent's side of the
field until your next turn.
(2) If the result of the six-sided die roll is a
two, activate this effect to destroy all Spell and Trap cards on the field. The
ATK points of all WIND monsters are also increased by 1000 ATK points whenever
they are on either your or your opponent's side of the field until your next
turn.
(3) If the result of the six-sided die roll is a three, activate this
effect to destroy all monsters on the field. The ATK points of all EARTH
monsters are also increased by 1000 ATK points whenever they are on either your
or your opponent's side of the field until your next turn.
(4) If the result
of the six-sided die roll is a four, activate this effect to increase the
current Life Point totals of both you and your opponent by 1000 Life Points. The
ATK points of all WATER monsters are also increased by 1000 ATK points whenever
they are on either your or your opponent's side of the field until your next
turn.
(5) If the result of the six-sided die roll is a five, activate this
effect to immediately destroy all monster, Spell, and Trap cards that are set on
the field until the beginning of your next turn. The ATK points of all LIGHT
monsters are also increased by 1000 ATK points whenever they are on either your
or your opponent's side of the field until your next turn.
(6) If the result
of the six-sided die roll is a six, activate this effect to immediately destroy
all monster, Spell, and Trap cards that are Normal Summoned, Flip Summoned,
Special Summoned, or activated until the beginning of your next turn. The ATK
points of all DARK monsters are also increased by 1000 ATK points whenever they
are on either your or your opponent's side of the field until your next
turn.
DECK MASTER NUMBER: 110
DECK MASTER NAME: Sinister
Serpent
DECK MASTER ABILITY NAME: Gift of the Immortal
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Add the following
effect to each monster in your deck with an ATK of 500 or less and a DEF of 500
or less upon any other effect that each monster with an ATK of 500 or less and a
DEF of 500 or less may or may not already have whenever that card is on either
your or your opponent's side of the field:
"During your Standby Phase, if
this card exists in your Graveyard, you can return this card to your hand. This
effect continues to work even after this monster has been sent to the
Graveyard."
DECK MASTER NUMBER: 111
DECK MASTER NAME: Skilled Dark
Magician
DECK MASTER ABILITY NAME: Tribute to the Dark Magician
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You are not
required to have any Spell Counters on a Skilled Dark Magician to tribute it
from your side of the field to the Graveyard in order to Special Summon any Dark
Magician from your hand, your deck, or your Graveyard to your side of the field
in face-up Attack position or face-up Defense position.
DECK MASTER
NUMBER: 112
DECK MASTER NAME: Skilled White Magician
DECK MASTER
ABILITY NAME: Tribute to the Buster Blader
DECK MASTER ABILITY TYPE:
Continuous
DECK MASTER ABILITY EFFECT TEXT: You are not required to have any
Spell Counters on a Skilled White Magician to tribute it from your side of the
field to the Graveyard in order to Special Summon any Buster Blader from your
hand, your deck, or your Graveyard to your side of the field in face-up Attack
position or face-up Defense position.
DECK MASTER NUMBER:
113
DECK MASTER NAME: Skull Archfiend of Lightning
DECK MASTER ABILITY
NAME: Fiend's Accord With Fate
DECK MASTER ABILITY TYPE: Counter
DECK
MASTER ABILITY EFFECT TEXT: Whenever either you or your opponent see the result
of either the flip of at least one coin or the roll of at least one die with any
number of sides, you may activate this monster's Deck Master ability to force
either you or your opponent to repeat either the flipping of at least one coin
or the rolling of at least one die with any number of sides and replace the
result of the earlier flip of at least one coin or the roll of at least one die
with the result of your most recent either flipping of at least one coin or the
rolling of at least one die with any number of sides. You may not replace the
result of the same either flipping of at least one coin or the rolling of at
least one die with any number of sides more than twice using this monster's Deck
Master Ability.
DECK MASTER NUMBER: 114
DECK MASTER NAME: Spear
Dragon
DECK MASTER ABILITY NAME: Spear Dragon's Rage
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: When Dragon-Type
monsters on your side of the field attack with an ATK that is higher than the
DEF of your opponent's Defense Position monster, inflict the difference as
Battle Damage to your opponent's Life Points.
DECK MASTER NUMBER:
115
DECK MASTER NAME: Spell Canceller
DECK MASTER ABILITY NAME: Deck
Master Negation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: Negate all effects of Deck Masters on the field except for those
named Spell Canceller. This effect overrides all other effects, and, thus,
cannot be chained to, negated, or altered in any other way, even by the effect
of another Deck Master.
DECK MASTER NUMBER: 116
DECK MASTER NAME:
Suijin
DECK MASTER ABILITY NAME: Elemental Invigoration
DECK MASTER
ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may use the
effects of Sanga of the Thunder, Kazejin, and Suijin as many times as you
choose, rather than only once.
DECK MASTER NUMBER: 117
DECK MASTER
NAME: Summoned Skull
DECK MASTER ABILITY NAME: Call of Fiend
DECK
MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once a turn
during your Main Phase, if you have at least one Summoned Skull in your hand,
you may Special Summon any Summoned Skull from your hand to your side of the
field in face-up Attack position or face-up Defense position.
DECK
MASTER NUMBER: 118
DECK MASTER NAME: Super Roboyarou (Yu-Gi-Oh! Enter the
Shadow Realm Effect)
DECK MASTER ABILITY NAME: Last Minute
Defenses
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT:
At any time during your opponent's turn, except for the Damage Step of the
Battle Phase, if you have at least one Spell or Trap card in your hand, you may
set any Spell or Trap card from your hand in an empty space on your Spell and
Trap Zone. You may use this effect as many times as you would like during your
opponent's turn.
DECK MASTER NUMBER: 119
DECK MASTER NAME:
Takriminos
DECK MASTER ABILITY NAME: Spring of the Sacred Sea
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: During the
entirety of the current duel, the Field is always considered to be "Umi", the
level of all WATER monsters in your deck are lowered by one whenever they are in
either your hand or on your side of the field, and the ATK points and DEF points
of all WATER monsters in your deck are each increased by 200 ATK/DEF points as
long as they are face-up on your side of the field.
DECK MASTER
NUMBER: 120
DECK MASTER NAME: Terrorking Archfiend
DECK MASTER
ABILITY NAME: Commandment of the Archfiend King
DECK MASTER ABILITY TYPE:
Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this monster's Deck
Master Ability is in effect, you may no longer lose any amount of Life Points
due to the effects of face-up Archfiend Monster Cards on your side of the field
under any circumstance.
DECK MASTER ABILITY NAME: "Training of the Terror
King"
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: As long as this monster's Deck Master Ability is in effect, you may Normal
Summon and Flip Summon Terrorking Archfiend's from either your or your
opponent's hand to either your or your opponent's side of the field without
having a face-up Archfiend Monster Card on your side of the
field.
DECK MASTER NUMBER: 121
DECK MASTER NAME: The Fiend
Megacyber
DECK MASTER ABILITY NAME: Formation of Triumvirate
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the
ATK of all Fiend-Type, Machine-Type, and Warrior-Type monsters in your deck by
500 ATK points whenever they are on your side of the field.
DECK
MASTER NUMBER: 122
DECK MASTER NAME: The Legendary Fisherman
DECK
MASTER ABILITY NAME: Superiority Complex
DECK MASTER ABILITY TYPE:
Continuous
DECK MASTER ABILITY EFFECT TEXT: Lower the level of all WATER
monsters in both your and in your opponent's deck by two whenever they are in
either your or your opponent's hand or on either your or your opponent's side of
the field.
DECK MASTER NUMBER: 123
DECK MASTER NAME: Time
Wizard
DECK MASTER ABILITY NAME: Time Roulette
DECK MASTER ABILITY
TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Once per turn during your
End Phase, you may flip a coin and call the result as either Heads or Tails
while the coin in the air. If you call the result of the coin toss correctly,
all monsters on your opponent's side of the field are destroyed. If you call the
result of the coin toss incorrectly, all monsters on your side of the field are
destroyed and you lose an amount of Life Points equal to half of the total ATK
of the monsters on your side of the field that were destroyed as a result of
this effect.
DECK MASTER NUMBER: 124
DECK MASTER NAME: Toon
Mermaid
DECK MASTER ABILITY NAME: Toon World Transformation
DECK
MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may
Special Summon Toon monsters to the field without the Magic card Toon World
being on the field.
DECK MASTER NUMBER: 125
DECK MASTER NAME: Toon
Summoned Skull
DECK MASTER ABILITY NAME: Toon World
Transformation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: You may Special Summon Toon monsters to the field without the Magic
card Toon World being on the field.
DECK MASTER NUMBER: 126
DECK
MASTER NAME: Tri-Horned Dragon
DECK MASTER ABILITY NAME: Triple Dragon
Defense
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: Whenever you have at least three Dragon-Type monsters face-up on your side
of the field, your opponent may not attack during their Battle
Phase.
DECK MASTER NUMBER: 127
DECK MASTER NAME: Tribe-Infecting
Virus
DECK MASTER ABILITY NAME: Quick-Acting Infection
DECK MASTER
ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: At any time except for
the Damage Step of the Battle Phase, whenever a monster is summoned to either
your or your opponent's side of the field (including Special Summons), you may
discard any two cards in your hand from your hand directly to the Graveyard, in
order to negate the summoning (including Special Summons) of any monster that is
being summoned to either your or your opponent's side of the field and destroy
the monster that was summoned to either your or your opponent's side of the
field whose summoning you just negated using this Deck Master
Ability.
DECK MASTER NUMBER: 128
DECK MASTER NAME: Twin-Headed
Behemoth
DECK MASTER ABILITY NAME: Lazarus Blessing Transference
DECK
MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn,
during your Main Phase, as long as you and/or your opponent have at least one
monster in their respective Graveyard that can be Special Summoned from the
Graveyard to the field, you may select one monster in either your or your
opponent's Graveyard and Special Summon it to either your or your opponent's
side the field in either face-up Attack position or face-up Defense position.
Then, decrease your current Life Point total by an amount equal to the current
ATK points of the monster that you selected to Special Summon to either your or
your opponent's side of the field in either face-up Attack position or face-up
Defense position from either your or your opponent's Graveyard, and increase
your opponent's current Life Point total by an amount equal to the current ATK
points of the monster that you selected to Special Summon to either your or your
opponent's side of the field in either face-up Attack position or face-up
Defense position from either your or your opponent's Graveyard.
DECK
MASTER NUMBER: 129
DECK MASTER NAME: Tyrant Dragon
DECK MASTER ABILITY
NAME: Skills of Great Dragon
DECK MASTER ABILITY TYPE: Spell
DECK MASTER
ABILITY EFFECT TEXT: Once per turn, during your Main Phase, if you have at least
one Dragon-Type monster face-up on your side of the field, you may activate one
of the following three numbered effects.
(1) Tribute any Dragon-Type monster
on your side of the field to the Graveyard in order to destroy all face-up
monsters on the field whose current DEF point total is equal to or lower than
the current ATK point total of the Dragon-Type monster on your side of the field
that you just tributed to the Graveyard.
(2) Inflict 800 units of Direct
Damage to your opponent's Life Points.
(3) Destroy one face-up monster on
your or your opponent's side of the field whose current DEF point total is no
more than 800 DEF points.
DECK MASTER NUMBER: 130
DECK MASTER
NAME: Valkyrion the Magna Warrior
DECK MASTER ABILITY NAME: Mercy of the
Chief
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: As long as you have Alpha the Magnet Warrior, Beta the Magnet Warrior, and
Gamma the Magnet Warrior in your hand and/or on your side of the field, you may
Special Summon Valkyrion the Magna Warrior to the field without offering these
three cards as a tribute, however, you may still offer these three monsters as a
tribute to Special Summon Valkyrion the Magna Warrior, if you choose.
If you
Special Summon Valkyrion the Magna Warrior to the field without offering Alpha
the Magnet Warrior, Beta the Magnet Warrior, and Gamma the Magnet Warrior as a
tribute, you must still show your opponent each of these three cards as
confirmation that you have met even these lowered requirements for Special
Summoning Valkyrion to the field.
DECK MASTER ABILITY NAME: Magnetic
Attraction
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: Whenever you Special Summon Valkyrion the Magna Warrior from either
Graveyard to the field, you may also Special Summon up to one Alpha the Magnet
Warrior, one Beta the Magnet Warrior, and one Gamma the Magnet Warrior, each
from either Graveyard, to your side of the field in either face-up Attack
position or face-up Defense position.
DECK MASTER NUMBER: 131
DECK MASTER NAME: Vampire Lord
DECK MASTER ABILITY NAME: Affliction
of the Living Dead
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER
ABILITY EFFECT TEXT: Whenever a Zombie-Type monster on your side of the field
inflicts Battle Damage to your opponent's Life Points during the current duel,
select one type of a card (Monster, Spell, or Trap). Your opponent must then
look through their deck and select one card in their deck that is the same type
of a card as the type of a card that you selected when the Zombie-Type monster
on your side of the field inflicted Battle Damage to your opponent's Life Points
during the current duel, and sends the card that your opponent selects from
their deck that is the same type of a card as the type of a card that you
selected when the Zombie-Type monster on your side of the field inflicted Battle
Damage to your opponent's Life Points during the current duel directly from
their deck to their Graveyard.
DECK MASTER NUMBER: 132
DECK MASTER
NAME: X-Head Cannon
DECK MASTER ABILITY NAME: Separation of
Powers
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: If
you select this monster to be your Deck Master, you may also select another
Machine-Type monster in your deck to be your Deck Master, as well. In this case,
both this monster, X-Head Cannon, and the other Machine-Type monster that you
choose from your deck to be your Deck Master are considered to be your Deck
Masters, and the Deck Master Abilities of both of your Deck Masters can be used,
even at the same time. Also, either of your two Deck Masters may be called to
the field and destroyed without the duel ending in an immediate loss for you.
However, if either of your Deck Masters are ever destroyed, all of the destroyed
Deck Master's Deck Master Abilities can no longer be activated and all of the
destroyed Deck Master's Deck Master Abilities currently in effect in the game
are immediately negated. Finally, on your turn, at each of your Standby Phases,
as long as you have two monsters both acting as Deck Masters for you, you must
either lower your current Life Point total by 100 Life Points times the number
of X-Head Cannon's that are currently considered to be your Deck Masters, or you
must select one of your current Deck Masters and destroy the selected Deck
Master, negating all of the destroyed Deck Master's Deck Master Abilities
currently in effect in the game and preventing you from activating the destroyed
Deck Master's Deck Master Abilities any further in the current duel.
DECK
MASTER ABILITY NAME: Network Installation Disk
DECK MASTER ABILITY TYPE:
Continuous
DECK MASTER ABILITY EFFECT TEXT: If you use the first Deck Master
Ability of this monster, X-Head Cannon, to select another Machine-Type monster
in your deck to be your Deck Master as well as this monster, this monster gains
all of the Deck Master Abilities of your second Deck Master for the entirety of
the current duel as long as neither of your two Deck Masters have been
destroyed.
DECK MASTER NUMBER: 133
DECK MASTER NAME: Y-Dragon
Head
DECK MASTER ABILITY NAME: Benefits of Union
DECK MASTER ABILITY
TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All Union monsters in your
hand are considered to be on the field when fulfilling the effects written in
each of the Union Monster's cards' effect text.
DECK MASTER NUMBER:
134
DECK MASTER NAME: Yamata Dragon
DECK MASTER ABILITY NAME: Gift of
the Dragon Spirit
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY
EFFECT TEXT: Once per turn, during your End Phase, if you discarded at least one
Dragon-Type monster from your hand directly to your Graveyard and/or tributed at
least one Dragon-Type monster on your or your opponent's side of the field to
the Graveyard during this turn, you may draw a card from the top of your deck
for each Dragon-Type monster that you discarded from your hand directly to your
Graveyard or tributed from your or your opponent's side of the field to the
Graveyard during this turn, and add all of the cards you draw to your
hand.
DECK MASTER NUMBER: 135
DECK MASTER NAME:
Yata-Garasu
DECK MASTER ABILITY NAME: Spirit Theft
DECK MASTER ABILITY
TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may discard one
Spirit-Type monster from your hand at the beginning of any of your opponent's
turns to cause them to skip their Draw Phase that turn. If the monster you
discard has an ATK of 1400 or more, also send the card on the top of your
opponent's deck to the Graveyard.
DECK MASTER NUMBER: 136
DECK
MASTER NAME: Z-Metal Tank
DECK MASTER ABILITY NAME: Fusion-Binding
Armor
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT
TEXT: The original ATK points of all Fusion Monsters in your Fusion Deck Fusion
Summoned to the field using a Magic card called Polymerization without the use
of any monster whose effect text reads "You can substitute this card for any 1
Fusion-Material Monster. You cannot substitute for any other Fusion-Material
Monster in the current Fusion." is doubled whenever they are on your side of the
field.
DECK MASTER NUMBER: 137
DECK MASTER NAME: Zoa
DECK
MASTER ABILITY NAME: Ambush of Fiend
DECK MASTER ABILITY TYPE: Trap
DECK
MASTER ABILITY EFFECT TEXT: Once per game, you may Special Summon one Zoa from
your hand, from your deck, or from either player's Graveyard to the field in
face-up Attack position, face-up Defense position, or facedown Defense
position.
That completes the American Yu-Gi-Oh! Trading Card Game
Unofficial "Deck Master" Variation Complete Deck Master and Deck Master Ability
List subsection. Now you've seen the complete listing of every single currently
available Deck Master Ability in Yu-Gi-Oh! "Deck Master" Variant. I know there
are some other monster cards that were used on the show as Deck Masters, such as
Total Defense Shogun and Kaiser Seahorse, but since these monsters have
currently not been released by Upper Deck as tournament-legal American Yu-Gi-Oh!
Trading Card Game cards yet, and only official Upper Deck cards can be used as
Deck Masters, there is no need to write out their Deck Master Abilities yet. If
you want to know them, however, you can email me for them using the email
address listed in the next section of this rulebook, and I'll gladly write them
out for you and send them to you.
Anyway, the last section of this
rulebook is up next. Read on, because it's almost over, and you've come so far
already. I hope you've enjoyed this!
CONCLUSION
You've reached the
end of the American Yu-Gi-Oh! Trading Card Game Unofficial "Deck Master" Variant
Complete Rulebook - Edition One. You now know everything that I believe that you
could ever need to know in order to enjoy my unofficial variant of the much
loved Yu-Gi-Oh! Trading Card Game. However, nothing can ever be written thorough
enough to answer everyone's questions about it, and that's what this last
section of the Rulebook is for.
If you have any questions about my
Rulebook, comments about my variant, requests for more recent versions of this
Rulebook, errors you've found in my Rulebook, a ruling on something involving my
variant, additions to my Rulebook, efficient rewordings of some of my Deck
Master Abilities or anything else involving Yu-Gi-Oh! "Deck Master" Variant that
you'd like to communicate to me, you can email me at any time at the following
email address: carlin@tcinternet.net.
Well, that's all for this rulebook. I hope you get a blast out of these
rules. Feel free to give this information to whomever you want, but I've worked
like hell on this, so be sure to give credit where credit is due. Later,
Duelists!
I have to give credit to Kent Regal of the EzBoard for 3/4 of this, i have made some changes but i am giving lots of credit to him. Thanx and happy wiping-the-floor-with-your-opponent-ing
-Azuri the Chinchilla of Death