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Duelist Knight - Deck Master System, Updated
10/26
Yu-Gi-Oh! Duel
Monsters
The Deck Master
System
By Duelist
Knight
(Last Update:
10/26/04)
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/spell cards
from opponent can affect you directly (Magic/spell cards that only affect the
player). 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
-
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
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, from your hand or deck,
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/spell cards
from opponent can affect you directly (Magic/spell cards that only affect the
player). 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 –
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 and 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.
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) As long as Ruler of Heaven Shinato/Shinato, Ruler
of a Higher Plane is on the Sidelines, his ability is Deck Master Universal Ability – Heaven’s
Light. 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 opponent’s magic and 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.
Should the Deck Master be destroyed or
removed from the field, you can play 1000 life points to return it to the
Sidelines but won’t have any Deck
Master abilities.
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 in a row, your opponent draws 2
cards. And if you get three tails
in a row, 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, and then take all of your opponent’s monsters on field.
This can only be done once per
duel.
- If you roll a 3 or 4, destroy all cards
on your field, and then take all of your opponent’s cards on the field. This can only be done once per
duel.
- If you roll a 5 or 6, you discard your
entire hand, and 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 an
odd is lower than an 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 an
odd is higher than an 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 a card
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
(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
(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 Fire Emperor Testaros is on the
Sidelines, when any level 5 or 6
fire main-type monster that 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/Luminous Soldier:
Deck Master Unique Ability – Solar Eclipse
As long as Warrior of the Sun/Luminous
Soldier 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/Grandmaster 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 your 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
monsters 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
monsters 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
monsters 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]) that can’t be destroyed in
battle. Your opponent must attack it with all face-up monsters on
his/her field.
F-G-D, Five God Dragon: Deck Master
Unique Ability – The Power of Five
(This monster has
Summoning Sickness) Activate only during your main phase 1: As
long as F-G-D is on the Sidelines, you can roll a die and do the
following effect in response to your roll results:
- If you roll a 1, destroy all face down
cards on the field. You draw one card.
- If you roll a 2, destroy all face up
cards on the field. You draw one card.
- If you roll a 3, remove all face down
cards on the field from play. You draw 2 cards; your opponent draws 1
card.
- If you roll a 4, remove all face up cards
on the field from play. You draw 2 cards; your opponent draws 1
card.
- If you roll a 5, all players discard
their hands. Player of this Deck Master draws 5 cards; all other players draw 3
cards.
- If you roll a 6, you must re-roll
die.
This can only be done
twice per duel.
Master of Dragon Knight: Deck Master
Unique Ability – Ultimate Might
(This monster has
Summoning Sickness) Master of Dragon Knight has the Deck Master Universal Ability – Ancient
Power. Activate only when your life points goes to 0 or an instant
victory is made against you: As long as Master of Dragon Knight is on the
Sidelines, you and your opponent
roll a die. The one that rolls the highest is declared the winner of the
match.
Transformable Mechanical Beast Gunner
Dragon: Deck Master Unique Ability –
Transformers
As long as Gunner Dragon is on the Sidelines, all level 5 and higher machine
sub-type monsters in your hand gain the normal effect of Gunner Dragon. Monsters with no effects are now effect monsters and
monsters with effects have this effect added in. Pay 800 life points
at the end phase of the turn in which you summoned a monster by this effect to
restore its base attack and defense points.
Shifting Life Form Homunculus: Deck
Master Unique Ability – The Great Link
As long as Homunculus is on the Sidelines, all plant sub-type on the field
gains the normal effect of Homunculus. Monsters with no effects are now effect monsters and
monsters with effects have this effect added in. All plant sub-type monsters on your field
that are summoned (normal, special, flip/reversed) or set receives a [Link]
token. Whenever a monster with the [Link] token is attacked, remove the token
and add the base attack and defense points of the Deck Master to that
monster.
Blowback Dragon: Deck Master Unique
Ability – The Blowback
Activate only once during your opponent’s
standby phase: As long as Blowback Dragon is on the Sidelines, flip a coin three times. For
each time you get heads, your
opponent returns one card from his/her hand to the bottom of their deck. If you
get three heads in a row, your opponent sends all cards on his/her field and all
remaining cards in hand to the bottom of his/her deck and draws that many cards.
This can only be done 3 times per
duel.