Deck Master System

LordNobleheart@aol.com

 

Yu-Gi-Oh! Duel Monsters

The Deck Master System

By Duelist Knight

(Last Update: 10/4/04)

 

 

            Welcome Duelists to the Advanced Duel Monsters game, the Deck Master System. Based on the Noa/Big 5 saga of the Yu-Gi-Oh anime, the Deck Master System is a fun and rewarding version of this great game. The purpose of me introducing this into the real game is to spice it up and make any deck and any strategy more complex and fulfilling. Now that I have finished, let’s learn about the Deck Master System.

 

 

 

 

I. The Deck Master System

 

The Deck Master is simply having a monster from your deck be your “Guardian” of sorts. This “Deck Master” will be put on the Sidelines and is ready to be put into play at during the main phase of your turns in the game. The purpose of your Deck Master is to add strategy to your game, but at a price. Should you have your Deck Master out in play and it’s destroyed or removed from a duel, you lost the game, no matter how much life points you have. It’s as simple as that.

 

 

II. Attribute and Unique/Universal Abilities

 

In the Deck Master System game, each monster has two abilities:

-         Attribute Ability

-         Unique/Universal Ability

 

Attribute Ability is based on the elements in Duel Monsters that appears in the upper right corner of a monster card. This ability is a universal effect that all monsters of a particular element share. This gives bonuses, deductions and other effects. Only the Deck Master has this ability.

 

Unique/Universal Ability is based on the uniqueness of a monster or on that monster’s sub-type. Unique Ability is for “Unique” monsters and Universal Ability is for all monsters that are not “Unique.” For Example:

 

Black Magician/Dark Magician: Deck Master Unique Ability – Ultimate Magic

As long as Black/Dark Magician is on the Sidelines, no magic from opponent can affect you. Upon entering the field, Black/Dark Magician receives a 500 attack and defense point bonus.

 

Water Magician: Deck Master Universal Ability – Marine Life Shield

 

The Unique Ability is only for one particular monster and is not shared with others. Universal Ability is for all monsters of a particular sub-type that doesn’t have a Unique Ability.

 

 

III. Deck Master Rules

 

Before learning about the abilities of monsters that would be made into Deck Masters, There are some rules to be understood:

 

-         If your Deck Master is destroyed or removed from a duel, you lose the duel. Temporary removal of a Deck Master from a duel is exempt from this rule.

 

-         You can switch your current Deck Master with a new one, from your deck or hand, but only if you pay 2000 life points. The old Deck Master is shuffled into your deck/fusion deck. This can ONLY be done ONCE per duel and only if your Deck Master is on the Sidelines.

 

-         Putting a Deck Master onto the field is like putting a token on the field as it’s not bound by summoning effects. Once the Deck Master is on the field, it can’t be returned to the Sidelines. It can only return to the Sidelines if the Deck Master was made to go to the hands of you or your opponent’s, to your deck/fusion deck or by a required effect.

 

-         Monsters that were fused or special/sacrifice summoned from a Deck Monster becomes Deck Master, but without the abilities that a Deck Master would have.

 

-         Deck Masters CAN’T be taken control of by an opponent.

 

-         Deck Master Abilities (Attribute and Unique/Universal) are deemed as monster effects.

 

-         If the Deck Master has special requirements for being summoned, those requirements are void and replaced with an one turn summoning sickness until the next main phase that the Deck Master was put into play. Summoning Sickness applies to attacking only, use of effects are accepted.

 

-         All Deck Masters that have normal effects lose those effects for their Deck Master Abilities. Only getting a new Deck Master can restore the monster’s original effect.

 

 

III. Deck Master Ability List

 

A.   Attribute Ability List

 

All Attribute Abilities are activated upon the start of a duel and remains in effect as long as the Deck Master is on the Sidelines.

 

 Dark Type

- All dark type monsters on your field receives a 400 attack point bonus

- All light type monsters on the field receives a 400 attack point deduction

- Instead of drawing a card on your draw phase, you can search for a level 4 and lower dark type monster and put them into your hand, shuffling your deck afterwards.

 

Light Type

- All light type monsters on your field receives a 400 defense point bonus

- All dark type monsters on the field receives a 400 attack point deduction

- All light type monsters on your field that were destroyed and sent to the grave that turn can be shuffled back into the deck at the end phase.

 

Earth Type

- All earth type monsters on your field receives a 300 attack and defense point bonus

- All wind type monsters on the field receives a 500 attack point deduction

- All earth type monsters can’t be sent to owner’s hand nor be taken control of by opponent.

 

Wind Type

- All wind type monsters on your field receives a 400 attack and defense point bonus

- All earth type monsters on the field receives a 400 attack point deduction

- All wind type monsters can switch their attack and defense stats during damage step

 

Fire Type

- All fire type monsters on your field receives an X attack point bonus, where X = base defense points.

- All water type monsters on the field receives a ½ base attack point deduction.

- All fire type monsters on the field can be sacrificed to destroy one card on opponent’s field

 

Water Type

- All water type monsters on your field receives a 2x attack point bonus

- All fire type monsters on the field has a defense of 0.

- All battle damage done by water type monsters on your field goes to your life points

 

 

B. Universal Ability List (Basic and Supplement)

 

This list is for those monsters that are not on the Unique Ability List. This list is broken down into two parts, Basic and Supplement. Basic is based on the sub-type of a monster. Supplement is based on the special sub-type monster types:

 

- Spirit

- Toon

- Union

 

Supplement abilities ARE apart of the Universal Abilities and ARE NOT separate from them.

 

- Basic List

 

Magic User/Spellcaster Sub-Type

Power of the Magi – Upon Deck Master entering the field, all face up and down magic cards on the field and hands of all players are put to the grave and each player draws as many cards as what put to the grave this way. This effect can’t be chained.

 

Warrior Sub-Type

Warrior’s Resolve – As long as the Deck Master is on the Sidelines, all warrior sub-type monsters can’t be destroyed in battle.

 

Demon/Fiend Sub-Type

Hellish Fury – As long as the Deck Master is on the Sidelines, demon/fiend sub-type monsters, with 2000 attack points and below, can’t be destroyed by targeted magic or monster effects.

 

Water/Aqua Sub-Type

Marine Life Shield – As long as the Deck Master is on the Sidelines, sacrifice two water main type monsters on your field to receive no battle damage this turn. Gain life equal to total sum of the sacrificed monsters’ defense points.

 

Fire/Pyro Sub-Type

Volcanic Rush – Upon Deck Master entering the field, all your fire main type monsters on the field can attack directly and no traps can be activated this turn. This effect can’t be chained.

 

Animal/Beast Sub-Type

Wild Stampede – As long as the Deck Master is on the Sidelines, any animal/beast sub-type monsters that attack a monster in attack mode, the attacked monster is destroyed at the end of damage type. Damage is done normally.

 

Animal Warrior/Beast Warrior Sub-Type

Primal Rage – While Deck Master is on the Sidelines, activate only during your battle phase: Pay 1000 life points for an animal warrior/beast warrior sub-type monster on your field to have their defense points added to their attack points. Destroy affected monster(s) at the end phase.

 

Bird/Winged Beast Sub-Type

Gale Force – Upon Deck Master entering the field, all cards on the field are returned to their owner’s hands, except all wind main type monsters.

 

Dragon Sub-Type

Ancient Power – While Deck Master is on the Sidelines, activate only during Main Phase 2: Pay 2000 life points to have opponent draw until he or she has 7 cards in their hands then discard their hand to the grave. You skip your next 2 battle phases.

 

Sea Dragon/Sea Serpent Sub-Type

Hidden Depths – Upon Deck Master entering the field, all monsters (except fish, sea dragon/sea serpent and water/aqua sub-types) are removed from the duel. Player gains life equal to 500x the number of monsters removed. All face-down monsters are revealed with all reverse/flip effects nullified.

 

Electric/Thunder Sub-Type

Electric Storm – Upon Deck Master entering the field, all monsters (except electric/thunder, rock and fire/pyro sub-types) are destroyed. Opponent loses 500x the number of monsters destroyed. All face-down monsters are revealed with all reverse/flip effects nullified.

 

Fish Sub-Type

Endless School – While Deck Master is on the Sidelines, activate only during your main phase: Pay 2000 life points to put 1 [Wall of Fish] token into play in defense mode. Count token as a (Water/Fish/5/0/2000) that can’t attack and MUST be attacked, whenever possible. When this token is destroyed, player gains 2000 life points. This token can’t be sacrificed for summoning.

 

Angel/Fairy Sub-Type

Heaven’s Light – While Deck Master is on the Sidelines, activate only during Stand-by phase: Discard a card in your hand to special summon a light main type monster from the grave to the field. Monsters can’t attack the turn they were special summoned this way if their level is 7 and higher.

 

Rock Sub-Type

Entombing – As long as the Deck Master is on the Sidelines, all normal, flip/reverse and special summoned monsters with defense points below 2000 are put into face down defense mode and can’t change their modes.

 

Dinosaur Sub-Type

Jurassic Rebirth – As long as the Deck Master is on the Sidelines, when a monster is normal, reverse/flip or special summoned, you can special summon a dinosaur, reptile, plant or Insect sub-type monster to the field at the end phase of that turn.

 

Reptile Sub-Type

Shedding – As long as the Deck Master is on the Sidelines, all reptile sub-type monsters normal, flip/reverse and special summoned onto your field come with 2 [shed counters] and other monsters summoned  onto your field come with 1 [shed counter]. If a monster with a [shed counter] is destroyed or removed by monster, magic or trap effects, remove the [shed counter] from that monster instead.

 

Undead/Zombie Sub-Type

Feast of the Damned – As long as the Deck Master is on the Sidelines, all undead/zombie and demon/fiend sub-type monsters that destroys a monster gains a 300 attack point bonus. All monsters (except other undead/zombie and demon/fiend sub-type monsters) destroyed this way are removed from the duel.

 

Plant Sub-Type

The Lost Garden of Eden – While Deck Master is on the Sidelines, activate only during your stand-by phase: Skip either your main phase or battle phase until the 2nd turn after this activation to put up to the maximum of 5 [Rose of Eden] tokens into play in defense mode. Count these tokens as (Earth/Plant/2/0/1500) that can’t attack. Upon a token being destroyed, special summon a level 6 and lower non-ritual, non-fusion monster to the field in the place of token.

 

Machine Sub-Type

Rise of the Machines – As long as the Deck Master is on the Sidelines, any monster destroyed in battle, put a [Duplicate Mecha] token into play in attack mode. Count as a (*/Machine/4/X/Y), where * = Attribute of destroyed monster, X = Total base attack strength of destroyed monster and Y = Total defense points of destroyed monster. Pay 1500 life points at the end phase of all players or destroy all [Duplicate Mecha] tokens in play

 

Insect Sub-Type

The Natural Order – As long as the Deck Master is on the Sidelines, you must pay 800 life points during your stand-by phase. All machine, undead/zombie, demon/fiend, angel/fairy, magic user/spellcaster sub-type monsters have attack and defense points of 0. And all insect and plant sub-type monsters have 2x attack and defense points.

 

 

- Supplement List

 

Spirit Monsters

Body and Soul – At the end phase of the turn this Deck Master was put onto the field, you can return this monster to the Sidelines. Your opponent can pay 2000 life points to counter this effect. When un-countered, choose one of these effects:

- Your opponent must return 3 cards of choice on his or she field to his or her hand

- Your opponent must return entire hand to deck, shuffle and draw 3 cards

 

Toon Monsters

The Toon Law – As long as the Deck Master is on the Sidelines, you may pay 2000 life points during your stand-by phase. Until the end phase of your turn, all face up monsters on your field are now Toon Monsters. They can’t be affected by targeted effects and all battle damage done to you from one of your monsters being in battle is reduced to 0.

 

Union Monsters

True Unity – While Deck Master is on the Sidelines, activate only during Main Phase 1 or Main Phase 2: Pay 800 life points and all union effects takes place instantly that turn. As long as the Deck Master is in play, any monsters with union monsters attached are destroyed; the attaching union monster is destroyed instead.

 

 

C. Unique Ability List

 

This list will only list particular monsters in Duel Monsters. If you don’t see a particular monster here, use the Universal Ability List with your monster’s sub-type.

 

 

Black Magician/Dark Magician: Deck Master Unique Ability – Ultimate Magic

As long as Black/Dark Magician is on the Sidelines, no magic from opponent can affect you. Upon entering the field, Black/Dark Magician receives a 500 attack and defense point bonus.

 

Black Magician Girl/Dark Magician Girl: Deck Master Unique Ability – Soul Circle

As long as Black/Dark Magician Girl is on the Sidelines, activate one of these effects during your Stand-by phase:

- For each monster you have in the grave, look at a number of cards from the top of your deck equal to the number of monsters in your grave. Choose and put 1 card into your hand, shuffle your deck afterwards. This can only be used 2 times per duel.

- Pay 2000 and for each monster you have in the grave that your remove from play, draw a card from the top of your deck. This can only be used once per duel.

 

Blue Eyes White Dragon: Deck Master Unique Ability – Ancient Wrath

While Blue Eyes White Dragon is on the Sidelines, activate only during your main phase: Discard your hand to destroy all cards on field. Draw 2 cards at the end phase of that turn. This can be only done 2 times per duel.

 

Buster Blader: Deck Master Unique Ability – Dragon Genocide

As long as Buster Blader is on the Sidelines, any monster on your field that attacks a dragon sub-type monster, the dragon sub-type monster is destroyed at the end of damage step. Damage is done normally.

 

Black Paladin/Dark Paladin: Deck Master Unique Ability – Ultimate Dragon Genocide

(This monster has Summoning Sickness) Upon being put onto the field, all dragon sub-type monsters on the field, in the grave or in the deck of all players are removed from the duel. All magic played by opponent can be negated and destroyed by sending two cards from your hand to the grave.

 

Red Eyes Black Dragon: Deck Master Unique Ability – Uncovered Might

Activate only during your opponent’s stand-by phase: As long as Red Eyes Black Dragon is on the Sidelines, choose any one of three effects:

- Remove only one trap card from your hand from the duel, destroy all face up and down trap cards in play.

- Remove only one magic card from your hand from the duel; destroy all face up and down magic cards in play. Red Eyes Black Dragon will receive a 400 defense point bonus for every magic card you own that is removed this way.

- Remove only one monster card from your hand from the duel, destroy all face up and down monster cards in play. Red Eyes Black Dragon will receive a 400 attack point bonus for every monster card you own that is removed this way.

 

Deep Sea Warrior: Deck Master Unique Ability – Reflector Shield

As long as Deep Sea Warrior is on the Sidelines, activate only during battle phase:  When your opponent’s monster attacks one of your monsters, sacrifice 2 of your monsters on the field to have that attack reflected to your opponent directly. This can’t be countered.

 

Kuribo/Kuriboh: Deck Master Unique Ability – Kuribo Wall

Upon Kuribo entering the field, sacrifice Kuribo/Kuriboh to put up to the maximum of 5 [Endless Kuribo] tokens into play in defense mode. For each token that is destroyed, a new [Endless Kuribo] token instantly takes its place. Tokens can’t be sacrificed for summoning and if all of the tokens are taken out of play, player loses.

 

Holy Elf/Mystical Elf: Deck Master Unique Ability – Gift of Light Power

While Deck Master is on the Sidelines, activate only during battle phase: Reduce this monster’s defense points to 0 to raise one of your other monster’s attack points by that value until after battle phase ends.

 

Veteran Black Wizard/Skilled Black Magician: Deck Master Unique Ability – Magician Evolution

While Veteran Black Wizard/Skilled Black Magician is on the Sidelines, activate only during your main phase: Remove three magic cards from your hand, field and/or grave from play and sacrifice Veteran Black Wizard/Skilled Black Magician. Replace with Dark Magician from your hand, deck or grave. Dark Magician becomes Deck Master with his Deck Master Unique Ability and you search for two magic cards from your deck or grave, shuffling afterwards.

 

Veteran White Wizard/Skilled White Magician: Deck Master Unique Ability – Warrior Evolution

While Veteran White Wizard/Skilled White Magician is on the Sidelines, activate only during your main phase: Remove three magic cards from your hand, field and/or grave from play and sacrifice Veteran White Wizard/Skilled White Magician. Replace with Buster Blader from your hand, deck or grave. Buster Blader becomes Deck Master with his Deck Master Unique Ability and you search your deck for two level 6 or lower monsters cards from your deck or grave, shuffling afterwards.

 

Fire Wing Pegasus: Deck Master Unique Ability – Flame Revival

While Deck Master is on the Sidelines, activate only during your stand-by phase: Pay 800 life points to special summon a fire main type monster from the grave to the field in face up defense mode.

 

Troop Commander/Marauding Captain: Deck Master Unique Ability – True Solider

As long as Troop Commander/Marauding Captain is on the field with any other warrior sub-type monsters on your field, he can’t be destroyed (Damage taken normally) or removed by any effect. All warriors on your field gain a 500 attack point bonus.

 

Vampire Lord: Deck Master Unique Ability – Embrace of a Vampire
While Vampire Lord is on the Sidelines, activate only during your main phase: Pay 1000 life points to put a [Vampiric Embrace counter] on a face up monster on your field. If the monster is destroyed by monster, magic or trap effect and sent to the grave, remove that counter before that monster goes to the grave. That monster is returned to the field on your next stand-by phase.

Demon King Hades/Dark Ruler Ha Des: Deck Master Unique Ability – Smooth Operator
While Demon King Hades/Dark Ruler Ha Des is on the Sidelines, activate only during your opponent’s stand-by phase: You can pick one effect to activate:
- Pay 2000 life points to return all cards on opponent’s field to his or her hand. Opponent can counter this by paying 1000 life points. If countered, you gain 3000 life points. This can only be done once per duel.
- Pay 4000 life points to remove all cards on opponent’s field from play. Opponent can counter this by paying 2000 life points. If countered, you gain 6000 life points. This can only be done once per duel.

 

Ruler of Heaven Shinato/Shinato, Ruler of a Higher Plane: Deck Master Unique Ability – Salvation or Damnation
(This monster has Summoning Sickness) Upon entering the field, choose one effect:
- As long as Shinato is on the field, all Angel/Fairy sub-type monsters and Spirit monsters are not affected by magic or monster effects.
- As long as Shinato is on the field, all Demon/Fiend and Undead/Zombie sub-type monsters will have a 1000 attack and defense point deduction.

 

Genocide King Demon/Terrorking Archfiend: Deck Master Unique Ability – Genocide Cutter
(This monster has Summoning Sickness) As long as Genocide King Demon/Terrorking Archfiend is on the Sidelines, all demon/fiend sub-type monsters that destroys an opponent’s monster, all face up monsters that match the destroyed monster’s sub-type are destroyed as well (Genocide King Demon/Terrorking Archfiend  is exempted from effect).


Harpy Lady SB/Cyber Harpie: Deck Master Unique Ability – Sisterhood of the Feather
Activate only during your main phase: As long as Harpy Lady SB/Cyber Harpie is on the Sidelines, do one of two effects:
- Pay 1000 life points or use [Ten Thousand Reflection/Elegant Egoist] to put two [Harpy/Harpie Lady Sister] tokens into play in attack mode. Count token as a (1800/1300/4/Wind/ [Bird/Winged Beast]). Can only be used 2 times per duel
-
Pay 1200 life points or use [Cyber Bondage/Cyber Shield] to increase the attack and defense points of all Harpy/Harpie Lady, Harpy/Harpie Lady SB, Harpy/Harpie Lady Sisters and [Harpy/Harpie Lady Sister] tokens by 700. Can only be used 2 times per duel.

 

Chaos Solider – MoC/Black Luster Soldier - EotB: Deck Master Unique Ability – Sword of Chaos
(This monster has Summoning Sickness) As long as Chaos/Black Luster Soldier is on the Sidelines, activate only during main phase 1: Remove a light main-type and a dark main-type monster from your grave from play. Choose one monster on your field and put a [Sword of Chaos counter] on that monster. That monster has the same effect of Chaos/Black Luster Soldier. This can be done 2 times per duel.

 

Chaos Emperor Dragon – MotE/Chaos Emperor Dragon - EotE: Deck Master Unique Ability – Judgment Day
(This monster has Summoning Sickness) Activate only during your end phase: As long as Chaos Emperor Dragon is on the Sidelines, pay all of your life points until you have 2000 (If below 2000 LP, payment is not required). Remove all cards from field, grave, hand and deck, except the bottom 5 cards, of each player from play.

 

Black Magician of Chaos/Magician of Black Chaos: Deck Master Unique Ability – Chaotic Magic
As long as Black Magician of Chaos/Magician of Black Chaos is on the field, If any of your monsters is destroyed, your opponent will lose life points equal to the attack or defense points of the destroyed monster. If Black Magician of Chaos is destroyed or removed from the duel, your opponent will lose 2x life points equal to the attack points of this monster.

 

General of Impenetrable Defenses/Total Defense Shogun: Deck Master Unique Ability – Total Defense Shield
As long as General of Impenetrable Defenses/Total Defense Shogun is on the Sidelines, whenever your opponent attacks, choose one of these effects:

- If opponent’s monster attacks one of your monsters, pay 500 life points to negate that attack and destroy the attacking monster.

- If opponent’s monster attacks you directly, pay 1000 life points to negate that attack, destroy the attacking monster and deal damage to your opponent equal to ½ the attack strength of the attacking monster.

 

Judge Man: Deck Master Unique Ability – Order of the Court
Activate only during your opponent’s stand-by phase: As long as Judge Man is on the Sidelines, send all of your opponent’s monsters back to his or her hand. Opponent loses 500 life points for each monster returned to hand. This can only be done 3 times per duel.

 

Flame Swordsman: Deck Master Unique Ability – Gift of the Blade
(This monster has Summoning Sickness) Activate only during your main phase: As long as Flame Swordsman is on the Sidelines, you can reduce Flame Swordsman’s attack points to 0. Give as much as those attack points in 100 increments to any of your face up monsters on the field. When all monsters affected this way are destroyed and removed, Flame Swordsman’s attack points are increased by the attack points of those affected monsters.

 

Machine Corp/Robotic Knight: Deck Master Unique Ability – Final Artillery
Activate only during your main phase: As long as Machine Corp/Robotic Knight is on the Sidelines, discard a machine sub-type monster from your hand to give 500 life points of damage to your opponent.

 

Swift Black Ninja/Strike Ninja: Deck Master Unique Ability – Secret Ninja Trick
Activate only during your main phase: As long as Swift Black Ninja/Strike Ninja is on the Sidelines, discard 2 cards from your hand to activate a face down magic/trap card on the field. Any cards activated illegally this way is negated and destroyed.

 

Goddess of the Truthful Eye/Goddess of the Third Eye: Deck Master Unique Ability – Fusion Vision
Activate only during your main phase: As long as Goddess of the Truthful/Third Eye is on the Sidelines, discard a magic card from your hand. Send all fusion material monsters from your hand and/or field to the grave and special summon the appropriate fusion monster onto the field.

 

Kaiser Seahorse: Deck Master Unique Ability – Sacrificial Spear of Light
As long as Kaiser Seahorse is on the Sidelines, All level 7 and higher light main type monsters need just one monster to be sacrificed for summoning

 

Rare Metal Knight/Super Roboyaru: Deck Master Unique Ability – Planning the Future
(This monster has Summoning Sickness) While on the Sidelines or When Rare Metal Knight/Super Roboyaru comes into play, set up to 3 cards from your hand onto the field. Sacrificial summoning requirements still apply. This can only be done once per duel.

 

Lord of Dragons/Lord of D: Deck Master Unique Ability – Calling All Dragons
Activate only during your main phase: As long as Lord of D/Dragons is on the Sidelines, pay 500 life points to special summon a dragon sub-type monster onto the field. Sacrificial summoning requirements still apply with monsters level 7 and above.

 

Saint Magician/Magician of Faith: Deck Master Unique Ability – Rewarding the Faithful
Activate only during your stand-by phase: As long as Saint Magician/Magician of Faith is on the Sidelines, send one magic card from your hand to search for one magic card in your grave and put that card into your hand. This can only be done 3 times per duel.

 

Android Psycho Shocker/Jinzo: Deck Master Unique Ability – Shocker Wave
Activate only during your stand-by phase: As long as Android Psycho Shocker/Jinzo is on the Sidelines, pay 2000 life points to destroy all face down magic/trap cards and all face up trap cards. All players can’t set any face down magic/trap cards until the 3rd turn after activation. This can only be done 2 times per duel.

 

Mask of Darkness: Deck Master Unique Ability – Dark Reward
Activate only during your stand-by phase: As long as Mask of Darkness is on the Sidelines, send one trap card from your hand to search for one trap card in your grave and put that card into your hand. This can only be done 3 times per duel.

 

Tyrant Dragon: Deck Master Unique Ability – Tyranny Shield
As long as Tyrant Dragon is on the Sidelines, When your opponent activates a trap, remove one dragon or fire/pyro sub-type monster from your grave from play to negate and destroy the trap. Your opponent receives 500 life points in damage.

 

Machine King: Deck Master Unique Ability – Order of the Machine King

As long as Machine King is on the Sidelines, all machine sub-type monsters on your field receives a 300 attack and defense point bonus. When Machine King is put onto the field, this Deck Master receives a 400 attack and defense point bonus for all machine sub-type monsters on your field.

 

Dark Necrophilia/Dark Necrofear: Deck Master Unique Ability – Dark Sanctuary
(This monster has Summoning Sickness) Activate only during your stand-by phase: While Dark Necrophilia/Dark Necrofear is on the Sidelines, you can remove 3 demon sub-type monsters in your grave from play to bring this Deck Master from the Sidelines. When this Deck Master is destroyed, the duel doesn’t end like normal. Dark Necrophilia/Dark Necrofear is put in the grave and while this Deck Master is in the grave, you may play magic/traps in the monster zone. At your end phase, sacrifice a monster from your hand or field. If this is not done, the Deck Master will be special summoned to the field in attack monster and all magic/traps cards in the monster zone will be destroyed with all effects negated, plus 500 life point damage to you for each card destroyed.

 

Injection Angel Lily/Injection Fairy Lily: Deck Master Unique Ability – Injection Strike
Activate only during your opponent’s battle phase: As long as Injection Angel/Fairy Lily is on the Sidelines, pay 2000 life points when your opponent destroys one of your monsters in battle. Opponent receives 3000 life points in damage and this can’t be countered. This can only be done once per duel.

 

Iron Knight Gear Freed/Gearfried the Iron Knight: Deck Master Unique Ability – Iron Defense

As long as Iron Knight Gear Freed/Gearfried the Iron Knight is on the Sidelines, Negate the effect of all equipment magic cards on the field.

 

Millennium Shield: Deck Master Unique Ability – Ancient Defense

As long as Millennium Shield is on the Sidelines, you can discard 2 cards from your deck to negate direct damage from a single target that delivers 3000 points of damage and below. This can only be done 5 times per duel.

 

Insect Queen: Deck Master Unique Ability – The Hive Directive

As long as Insect Queen is on the Sidelines, for every monster destroyed by an insect sub-type monster by all players, this Deck Master gets one [Hive counter]. Activate one of these effects during your stand-by phase whenever you have a [Hive counter]:

- Discard 1 [Hive counter] to special summon one insect sub-type monster from your deck or hand to the field in attack mode. This can only be done 4 times per duel.

- Discard 2 or 3 [Hive counters] to take control of all insect sub-type monsters your opponent(s), regardless of having a full monster zone. All insect sub-type monsters under your control can attack directly. This can only be done 2 times per duel.

- Discard 4 or more [Hive counters] to destroy all non-insect sub-type monsters in all player’s hands and field. All players except Deck Master’s player receives 500x life point damage for each monster destroyed while Deck Master’s player receives half of that damage. This can only be done once per duel.

 

Leviadragon – Daidaros/Levia-Dragon Daedalus: Deck Master Unique Ability – Maelstrom

As long as Daidaros/Daedalus is on the Sidelines and the [Sea] / [Umi] is in play, All water main-type monsters on the field is not affected by magic, trap or monster effects and you MUST discard the top 8 cards from your deck at the end phase of your turn. Upon this Deck Master Ability being met, the Water Attribute Ability is nullified until this ability is no longer active.

 

Warrior of Zera: Deck Master Unique Ability – Call of Destiny

Warrior of Zera has the Deck Master Universal Ability – Warrior’s Resolve. Remove all your copies of [Sanctuary of the Sky] from the game to replace Deck Master with Archangel Zeraato with its Deck Master Ability or all your copies of [Lair of the Ten-Thousand Demon Lords] from the game to replace Deck Master with Devil Mazera with its Deck Master Ability.

 

Archangel Zeraato/Archlord Zerato: Deck Master Unique Ability – Sword of Cleansing  

(This monster has Summoning Sickness) Activate only during your Main Phase 1: As long as Archangel Zeraato/Archlord Zerato is on the Sidelines, forgo your battle phase until the 3rd turn after activation to destroy all opponent’s cards on the field. If Archangel Zeraato is made Deck Master from the Deck Master Ability of Warrior of Zera, add “And opponent discards entire hand to grave” to the initial effect. This can only be done once per duel.

 

Devil Mazera/Mazera Deville: Deck Master Unique Ability – Claws of Doom

(This monster has Summoning Sickness) Activate only during your draw phase: As long as Devil Mazera/Mazera Deville is on the Sidelines, forgo your draw phase until the 3rd turn after activation for opponent to discard entire hand to grave and lose 400 life points for each card discarded. If Devil Mazera is made Deck Master from the Deck Master Ability of Warrior of Zera, add “plus opponent discards every card he or she draws until 3rd turn after activation” to the initial effect. This can only be done once per duel.

 

Revolver Dragon/Barrel Dragon: Deck Master Unique Ability – Magnum Force

Activate only once during your main phase: As long as Revolver/Barrel Dragon is on the Sidelines, flip a coin three times. For each time you get heads, destroy a card on your opponent’s field. For each time you get tails, you destroy one card on your field or discard one card from your hand. If you get three heads, your opponent draws 2 cards. And if you get three tails, you draw 2 cards. This can only be done 6 times per duel.

 

Insect Princess: Deck Master Unique Ability – Royal Hunger

As long as Insect Princess is on the Sidelines, for every monster destroyed by an insect sub-type monster by all players, this Deck Master gets one [Royal Jelly counter]. Activate one of these effects during your stand-by phase whenever you have a [Royal Jelly counter]:

- Discard 1 [Royal Jelly counter] to put one [Sister Insect Princess] token onto the field in attack mode. Count this token as (1900/1200/6/Wind/Insect). If [Sister Insect Princess] token does battle damage to opponent, you gain 2x the damage in life points.

- Discard 3 or 4 [Royal Jelly counters] to put 1 [Royal Larva counter] on opponent’s Deck Master. If opponent’s Deck Master has this counter on it for 3 turns, destroy Deck Master on 4th turn and replace with a [Rogue Insect Princess] token. Count as a (1900/1200/6/Wind/Insect).  As long as [Rogue Insect Princess] token is opponent’s Deck Master, each stand-by phase opponent loses 1900 life points while you gain 1900 life points. This can only be done 2 times per duel.

- Discard 5 or more [Royal Jelly counters] to replace Insect Princess with Insect Queen with its Deck Master Ability. This can only be done once per duel.

 

SLDK – Skull Demon/Skull Archfiend of Lightning: Deck Master Unique Ability – Raging Lightning Cage

As long as Skull Demon/Skull Archfiend is on the field, you must pay 1500 life points during your stand-by phase. No monsters can be summoned or set onto the field and for each magic, monster or trap effect targeting this Deck Master from opponent, roll a dice:

- If you roll a 1 or 2, change the target of effect to another legal target on your field.

- If you roll a 5 or 6, negate the effect and destroy that card.

 

Dark Master Zork/Dark Master Zorc: Deck Master Unique Ability – Dark Promise

(This monster has Summoning Sickness) Activate only during your Stand-by phase: As long as Dark Master Zork/Zorc is on the Sidelines, take a die and roll it:

- If you roll a 1 or 2, destroy all monsters on your field, then take all of your opponent’s monsters on field

- If you roll a 3 or 4, destroy all cards on your field, then take all of your opponent’s cards on the field

- If you roll a 5 or 6, you discard your entire hand, then take your opponent’s hand.

This can only be done once per duel.

 

Demon of Questionable Loyalty/Ultimate Obedient Fiend: Deck Master Unique Ability – Fiendly Fire

As long as Demon of Questionable Loyalty/Ultimate Obedient Fiend is on the Sidelines, All battle and direct damage that a player does to another player is now done to themselves.

 

Perfectly Evolved Great Moth/Perfectly Ultimate Great Moth: Deck Master Unique Ability – Poison Dust Wings

(This monster has Summoning Sickness) As long as Perfectly Evolved/Ultimate Great Moth is on the Sidelines, all face up monsters on the field will have a 300 attack point deduction for every level star they have.

 

Gate Guardian: Deck Master Unique Ability – Tri-Shield

(This monster has Summoning Sickness) Activate only during your stand-by phase: As long as Gate Guardian is on the Sidelines, you can choose one of these effects to last until the end phase of your opponent’s turn:

- Electro Shield: This can only be used 3 times per duel.

Direct damage done by opponent’s dark main type monsters is nullified and monsters destroyed.

Direct damage done by opponent’s light main type monsters is reduced to 0.

Direct damage done by opponent’s water and wind main type monsters are reduced by 1000.

- Gale Shield: This can only be used 3 times per duel.

Direct damage done by opponent’s earth and fire main type monsters is nullified and monsters destroyed.

Direct damage done by opponent’s water and wind main type monsters is reduced to 0.

- Tidal Shield: This can only be used 3 times per duel.

Direct damage done by opponent’s fire main type monsters is nullified and monsters destroyed.

Direct damage done by opponent’s water and wind main type monsters is reduced to 0

Direct damage done by opponent’s earth and light main type monsters is reduced by 1000.

 

 

Cosmo Queen: Deck Master Unique Ability – Cosmic Sphere of Influence

As long as Cosmo Queen is on the Sidelines, All monsters except Magic User/Spellcaster, Angel/Fairy, and Demon/Fiend sub-types will have attack and defense points reduced by half.

 

Black Magician Knight/Dark Magician Knight: Deck Master Unique Ability – Ageless Rune Sword

(This monster has Summoning Sickness) Activate only during your stand-by phase: As long as Black/Dark Magician Knight is on the Sidelines, for every magic card played by all players, this Deck Master gets one [Rune counter]. When this Deck Master has 4 [Rune counters], remove those counters to do the following effect:

- All opponent’s magic and trap cards (face up or down) on the field is negated and destroyed. Your opponent can only play or set one magic/trap card per turn until the 4th turn after activation of effect. This can only be done once per duel.

 

Berserk Dead Dragon/Berserk Dragon: Deck Master Unique Ability – Berserker Grenade

(This monster has Summoning Sickness) Activate only during your or your opponent’s battle phase: As long as Berserk Dead Dragon/Berserk Dragon is on the Sidelines, pay 800 life points to destroy one of your opponent’s monsters on the field or destroy one magic/trap (face up or down) card on the field.

 

Don Zaroog/Don Zaloog: Deck Master Unique Ability – Double Scorpion Stinger

As long Don Zaroog/Zaloog is on the Sidelines, you MUST roll two dice at your end phase. Do the following effect in response to your roll results:

- If you roll 2 odds, destroy 2 face down cards on your opponent’s field. If your opponent doesn’t have 2 face down cards on the field, you lose 500 life points.

- If you roll 2 evens, destroy 2 face up cards on your opponent’s field. If your opponent doesn’t have 2 face up cards on the field, you lose 500 life points

- If you roll a low odd-high even (when a odd is lower than a even), you must discard 2 cards from your hand and your opponent can’t draw for 2 turns.

- If you roll a high odd-low even (when a odd is higher than a even), you must discard 2 cards from your deck and your opponent discards 2 cards from his/her hand

- If you roll a “Snake Eyes” (Two ‘1’s), your opponent draws 2 cards and give them to you, but you lose 2 draw phases.

- If you roll a “Two High” (Two ‘6’s), you draw 2 cards and give them to your opponent, but they lose 2000 life points.

 

Spirits of Pharaoh/Spirit of the Pharaoh: Deck Master Unique Ability – Pharaoh’s Decree

(This monster has Summoning Sickness) Activate only during your end phase. As long as Spirits of Pharaoh/Spirit of the Pharaoh is on the Sidelines, you can special summon level 3 and below undead sub-type or light main-type monsters, from your hand or grave, onto the field in defense mode (As long as you have at least one empty spot in your monster zone). This can only be done twice per duel.

 

End of Anubis/The End of Anubis: Deck Master Unique Ability – Anubis’ Law

Activate only during your standby phase. As long as End of Anubis/The End of Anubis is on the Sidelines or on the field, if you have 15 or more cards in your graveyard, both players must shuffle all cards in hand, field (except all Deck Masters) and grave into their decks, then draw 6 cards. From this time forth, all cards that goes to the grave can NEVER be removed, revived or recycled. This can only be done once per duel.

 

Doublecoston/Double Coston: Deck Master Unique Ability – Dark Embodiment

As long as Doublecoston/Double Coston is on the Sidelines, All level 7 and higher dark main-type monsters need just one monster to be sacrificed for summoning.

 

Jackal Spirit Knight/Ghost Knight of Jackal: Deck Master Unique Ability – Soul Commander

As long as Jackal Spirit Knight/Ghost Knight of Jackal is on the Sidelines, anytime your warrior sub-type and beast/animal warrior sub-type monsters destroys a monster in combat, at your end phase, you special summon that destroyed monster on your side in attack mode (As long as you have at least one empty spot in your monster zone).

 

Legacy Hunter: Deck Master Unique Ability – Legacy Blades

As long as Legacy Hunter is on the Sidelines, anytime your warrior sub-type monsters destroys one of your opponent’s face down defense mode monsters, your opponent randomly discards one card from their hand.

 

Gemini Devil: Deck Master Unique Ability – Meddling Devils

As long as Gemini Devil is on the Sidelines, when an opponent’s ‘discard’ effect is activated, you can pay 1500 life points to negate the effect and destroy the card. Then you draw 2 cards.

 

Regenerating Mummy: Deck Master Unique Ability – Curse of the Mummy

Activate only during your end phase. As long as Regenerating Mummy is on the Sidelines, whenever you discard from your hand by an opponent’s effect this turn, you can special summon an undead/zombie sub-type monster from your deck or grave to the field for each card you discarded (As long as you have at least one free spot in your monster zone).

 

Guardian Angel Jeanue/Guardian Angel Joan: Deck Master Unique Ability – Purification

As long as Guardian Angel Jeanue/Joan is on the Sidelines, when your angel sub-type monsters destroy a monster in battle, you gain life points equal to the destroyed monster’s attack strength.

 

Black Flare Dragon of Horus LV 8/Horus the Black Flame Dragon LV 8: Deck Master Unique Ability – The Wings of Horus

(This monster has Summoning Sickness) As long as Black Flare Dragon of Horus/Horus the Black Flame Dragon LV8 is on the Sidelines, all uses of magic/spell cards by players are forbidden.

 

Ice Emperor Moebius/Mobius the Frost Monarch: Deck Master Unique Ability – Frozen Sovereignty

As long as Ice Emperor Moebius/Mobius the Frost Monarch is on the Sidelines, when any level 5 or 6 water main-type monster has successfully been sacrifice summoned, the owner of that monster can destroy up to 2 magic/trap cards on the field.

 

Thunder Emperor Zaborugu/Zaborg the Thunder Monarch: Deck Master Unique Ability – Shocking Sovereignty

As long as Thunder Emperor Zaborugu/Zaborg the Thunder Monarch is on the Sidelines, when any level 5 or 6 light main-type monster has successfully been sacrifice summoned, the owner of that monster must destroy 1 monster on the field.

 

Troy Horse/The Trojan Horse: Deck Master Unique Ability – Concealed Forces

As long as Troy Horse/The Trojan Horse is on the Sidelines, All level 7 and higher earth main type monsters need just one monster to be sacrificed for summoning.

 

Higeasokou/Unshaven Angler: Deck Master Unique Ability – Unseen Presence

As long as Higeasokou/Unshaven Angler is on the Sidelines, All level 7 and higher water main type monsters need just one monster to be sacrificed for summoning.

 

Armed Dragon LV 7: Deck Master Unique Ability – Armor Crush

(This monster has Summoning Sickness) Activate only during your stand-by phase. As long as Armed Dragon LV 7 is on the Sidelines, you can discard only one monster card from your hand to destroy all face-up monsters equal or less than the level of the discarded monster.

 

Mind on Air: Deck Master Unique Ability – No Secrets

As long as Mind on Air is on the Sidelines, all players play with open hands and can’t set magic, traps and monsters without showing the other player(s) first.

 

Fire Emperor Testaros: Deck Master Unique Ability – Burning Sovereignty

As long as Thunder Emperor Zaborugu/Zaborg the Thunder Monarch is on the Sidelines, when any level 5 or 6 fire main-type monster has successfully been sacrifice summoned, the opponent must discard a card randomly from their hand. If the discarded card is a monster card, the opponent loses 200 life points times the level of the discarded monster.

 

Immense Battleship Big Core: Deck Master Unique Ability – 3 Strike Defense

Upon the start of the duel, your life point is 4000, not 8000 and put 3 counters on the Deck Master. As long as Immense Battleship Big Core is on the Sidelines, when your life points go to 0, you remove one counter from the Deck Master and give yourself 4000. When your life points goes to 0 and you have no counters on your Deck Master, you lose.

 

Perfect Machine King: Deck Master Unique Ability – Technological Law

As long as Perfect Machine King is on the Sidelines or the field, all face-up monsters on the field are now machine sub-type and it can’t be countered. When put to the field, Perfect Machine King receives a 500 attack and defense point bonus for every other machine sub-type monster on the field, except itself.

 

Controller of Spirits - Puppetmaster: Deck Master Unique Ability – Demonic Calling

As long as Controller of Spirits - Puppetmaster is on the Sidelines, you can pay 1000 life points to special summon one demon sub-type monster from your grave, hand or deck. Any monster special summoned this way can’t attack the turn it was summoned. This can only be done four times per duel.

 

Female Warrior of the Moon/Penumbral Solider Lady: Deck Master Unique Ability – Lunar Eclipse

As long as Female Warrior of the Moon/Penumbral Solider Lady is on the Sidelines, all light, fire and earth main-type monsters can’t attack you directly.

 

Warrior of the Sun: Deck Master Unique Ability – Solar Eclipse

As long as Warrior of the Sun is on the Sidelines, all dark, water and wind main-type monsters can’t attack you directly.

 

Sorcerer of Dark Magic/Magic Hierophant of Black: Deck Master Unique Ability – Wand of the Sages

(This monster has Summoning Sickness) As long as Sorcerer of Dark Magic/Magic Hierophant of Black is on the Sidelines, all uses of trap cards by players are forbidden.

 

Mystic Swordsman LV6: Deck Master Unique Ability – Banishing Blade Strike

(This monster has Summoning Sickness) As long as Mystic Swordsman LV6 is on the Sidelines, All warrior sub-type monsters on your field can destroy all face-down defense monsters upon battling them (Skip damage step and sent monster to grave). Pay 500 life points at the end phase of the turn in which this effect was activated.

 

Ninja Master Sasuke/Ninja Grandmaster Sasuke: Deck Master Unique Ability – Sudden Death Shot

As long as Ninja Master Sasuke is on the Sidelines, All warrior sub-type monsters on your field can destroy all face-up defense monsters upon battling them (Skip damage step and sent monster to grave). Pay 500 life points at the end phase of the turn in which this effect was activated.

 

Theinen the Great Sphinx/Sphinx Androgynous: Deck Master Unique Ability – Guardians of Anubis

(This monster has Summoning Sickness) Upon the start of the duel, you must special summon 1 [Andro Sphinx] and 1 [Sphinx Teleia/Teeleia] to the field, disregarding their effects. As long as Theinen the Great Sphinx/Sphinx Androgynous is on the sidelines, these monsters can’t be destroyed in battle and are not affected by magic/spell and trap cards, and they can NEVER attack another player directly. Should Theinen the Great Sphinx/Sphinx Androgynous come to the field with Andro Sphinx and/or Sphinx Teleia/Teeleia also on the field, those monsters are removed from play.

 

The Creator: Deck Master Unique Ability – The Gift of Extended Life

Activate only during your standby phase. As long as The Creator is on the Sidelines, you can remove one monster from your grave from the game. When this is done, you can one of two things:

- When your life points goes to 0, you can add life points equal to the total of all removed monsters attack and defense points. This can only be done once per duel.

- You can special summon only one removed monster to the field in attack mode during main phase 1 or 2. This monster can’t be destroyed in battle as long as it’s face-up on the field. This can only be done three times per duel.

 

Element Dragon: Deck Master Unique Ability – Age of Dragons

As long as Element Dragon is on the Sidelines, all dragon sub-type monsters on your field gain the normal effect of Element Dragon. Monsters with no effects are now effect monsters and monster with effects have this effect added in.

 

Element Zaurus: Deck Master Unique Ability – Mesozoic Rage 

As long as Element Zaurus is on the Sidelines, all dinosaur sub-type monsters on your field gain the normal effect of Element Zaurus. Monsters with no effects are now effect monsters and monster with effects have this effect added in.

 

Element Magician: Deck Master Unique Ability – Elemental Magic

As long as Element Magician is on the Sidelines, all magic user/spellcaster sub-type monsters on your field gain the normal effect of Element Magician. Monsters with no effects are now effect monsters and monster with effects have this effect added in.

 

Element Soldier: Deck Master Unique Ability – Mystical Warriors

As long as Element Soldier is on the Sidelines, all warrior sub-type monsters on your field gain the normal effect of Element Soldier. Monsters with no effects are now effect monsters and monster with effects have this effect added in.

 

The Tricky: Deck Master Unique Ability – The Art of Trickery

Activate only during your opponent’s battle phase. As long as The Tricky is on the Sidelines, when you have no more than 1 monster on your field, you can pay 1000 life points to place one [Tricky Illusion] token in attack mode. Count this token as (2000/1200/5/Wind/[Magic User/Spellcaster]) Your opponent must attack it with all face-up monsters on his/her field and all battle damage done to the token will go to the opponent. The [Tricky Illusion] token is destroyed at the end phase of that turn. This can only be done twice per duel.