U.S. -
Pharaoh's Servant Card Spoiler - Mathew Hochban
Scyther8@hotmail.com
Name-Number |
(Number
of Stars) (Attribute/Type) Atk/Def (RARITY) |
Effect |
Jinzo-
000 |
(6)
(Dark/Machine) 2400/1500 (SECRET
RARE) |
As long
as this card remains face-up on the field, all Trap Cards cannot be
activated. The effects of all face-up
Trap Cards are also negated. |
Steel
Ogre Grotto #2- 001 |
(6)
(Earth/Machine) 1900/2200 (COMMON) |
|
Three-Headed
Geedo - 002 |
(4)
(Dark/Fiend) 1200/1400 (COMMON) |
|
Parasite
Paracide- 003 |
(2)
(Earth/Insect) 500/300 (SUPER
RARE) |
FLIP: Put
this card face-up in your opponent’s deck and shuffle it. When your opponent draws this card, it is
immediately Special Summoned on your opponent’s side of the field face-up in
Defense Position and inflicts 1000 points of Direct Damage to your opponent’s
Life Points. From this point, all face-up Monster Cards on your opponent’s
side of the field are treated as Insect-Type monsters as long as this card
remains face-up on the field. |
7
Completed - 004 |
Equip
Magic (COMMON) |
A
Machine-Type Monster equipped with this card increases its ATK or DEF by 700
points. You cannot change your choice
as long as this card remains face-up on the field. |
Lightforce
Sword - 005 |
Trap Card
(RARE) |
Select 1
card at random from your opponent’s hand.
Keep it face-down and place it outside of the field. During your opponent’s 4th turn, the card
is returned to his/her hand in the Standby Phase. |
|
|
|
Chain
Destruction - 006 |
Trap Card
(ULTRA RARE) |
You can
activate this card when a monster with an ATK of 2000 points or less is
summoned (including Special Summon).
This monster is not destroyed, but all Monster Cards of the same name
in the summoning player’s hand and Deck are destroyed. The summoning player’s Deck is then
shuffled. |
Time Seal
- 007 |
Trap Card
(COMMON) |
Your
opponent skips the Draw Phase of his/her next turn. |
Graverobber
- 008 |
Trap Card
(SUPER RARE) |
You can
take 1 Magic Card from your opponent’s Graveyard. If it is your turn and you activate it, you
take 2000 points of Direct Damage. If
it is your opponent’s turn, you cannot activate it. The Magic Card is returned to your
opponent’s Graveyard at the end of this turn. |
Gift Of
The Mystical Elf - 009 |
Trap Card
(COMMON) |
Increase
your Life Points by 300 points for each monster on the field, regardless of
position. |
The Eye
Of Truth - 010 |
Continuous
Trap Card (COMMON) |
As long
as this card remains face-up on the field, your opponent must show his/her
hand. Your opponent increases his/her
Life Points by 1000 points at each of his/her Standby Phases if he/she has a
Magic Card in his/her hand. |
Dust
Tornado - 011 |
Trap Card
(SUPER RARE) |
Destroy 1
Magic or Trap on your opponent’s side of the field. You can then Set 1 Magic
or Trap Card from your hand. This card
can only be activated if it is a Quick-Play Magic Card. |
Call of
the Haunted - 012 |
Continuous
Trap Card (ULTRA RARE) |
Select
1 monster from your Graveyard and Special Summon it in face-up Attack
Position. When this card is destroyed or removed from the field, the summoned
monster is destroyed. If the summoned monster is destroyed, this card is also
destroyed. |
Solomon’s
Lawbook - 013 |
Trap Card
(COMMON) |
Skip your
own Standby Phase. |
Earthshaker
- 014 |
Trap Card
(COMMON) |
Select 2
Monster Card Attributes. Your opponent
then selects 1 of the 2 Attributes and destroys all face-up monsters with
that Attribute on the field. |
Enchanted
Javelin - 015 |
Trap Card
(COMMON) |
When your
opponent’s monster attacks, increase your Life Points by the attacking
monsters’s ATK points. |
Mirror
Wall - 016 |
Continuous
Trap Card (SUPER RARE) |
Decrease
the ATK of all your opponent’s attacking monsters by half. You must pay 2000 Life Points during each
of your Standby Phases. If you cannot,
this card is destroyed. |
Gust -
017 |
Trap Card
(COMMON) |
You can
activate this card when 1 or more of your Magic Cards are destroyed and sent
from the field to the Graveyard by a card effect your opponent controls.
Destroy 1 Magic or Trap Card on the field. |
Driving
Snow - 018 |
Trap Card
(COMMON) |
You can
activate this card when 1 or more of your Trap Cards are destroyed and sent
from the field to the Graveyard by a card effect your opponent controls. Destroy 1 Magic or Trap Card on the field. |
Armored
Glass - 019 |
Trap Card
(COMMON) |
You can
activate this card when a monster is equipped with an Equip Magic Card.
Negate the effects of all Equip Magic Cards on the field during the turn this
card is activated. |
World
Suppression - 020 |
Trap Card
(COMMON) |
You can
activate this card when a Field Magic Card is activated. Negate the Field
Magic Card during the turn this card is activated. |
Mystic
Probe - 021 |
Trap Card
(COMMON) |
You can
activate this card when a Continous Magic Card is activated. Negate all
Continous Magic Cards during the turn this card is activated. |
Metal
Detector - 022 |
Trap Card
(COMMON) |
You can
activate this card when a Continous Trap Card is activated. Negate all
Continous Trap Cards during the turn this card is activated. |
Numinous
Healer - 023 |
Trap Card
(COMMON) |
You can
activate this card when you take damage to your Life Points. Increase your
Life Points by 1000 points. In addition, increase your Life Points by 500
points per card if there are additional “Numinous Healer” cards in the
Graveyard. |
Appropriate
- 024 |
Continuous
Trap Card (RARE) |
You can
activate this card when your opponent draws a card outside of his/her Draw
Phase. Draw 2 cards your Deck. |
Forced
Requistion - 025 |
Continuous
Trap Card (RARE) |
You can
activate this card when you discard from your hand. Every time you discard
from your hand, your opponent must also discard the same number of cards from
his/her hand. |
|
|
|
DNA
Surgery - 026 |
Continuous
Trap Card (COMMON) |
Select
1 Type of monster. As long as this card remains on the field, all face-up
Monster Cards will be treated as the Type you selected. |
The
Regulation Of Tribe - 027 |
Continuous
Trap Card (COMMON) |
Select 1
Type of Monster. Any monster of the selected type cannot attack. To keep this
card in effect, you must offer 1 monster from the field as a Tribute at each
of your Standby Phases. If you cannot, this card is destroyed. |
Backup
Soldier - 028 |
Trap Card
(SUPER RARE) |
You can
activate this card when there are 5 or more Monster Cards in your Graveyard.
Take up to 3 Monster Cards (except monsters with effects) with an ATK of 1500
points or less from your Graveyard and add them to your hand. |
Major
Riot - 029 |
Trap Card
(COMMON) |
You can
activate this card when 1 or more of your monsters are returned from the
field to your hand. Return all Monster Cards on the field to your respective
hands. Both you and your opponent can then Special Summon from your hand the
same number of Monster Cards on the field in face-down Defense Position. |
Ceasefire
- 030 |
Trap Card
(ULTRA RARE) |
Flip
all face-down Monster Cards on the field face-up (Flip Effects are not
activated). Inflict 500 points of Direct Damage to your opponent's Life
Points for each Effect Monster Card on the field. |
Light of
Intervention - 031 |
Continuous
Trap Card (COMMON) |
Monster
Cards cannot be played face-down. Monsters set in Defense Position are played
face-up on the field and are considered summoned. |
Respect
Play - 032 |
Continous
Trap Card (COMMON) |
During
their respective turns, each player must show their opponent their hand. |
Magical
Hats - 033 |
Trap Card
(SUPER RARE) |
You can
activate this card during your opponent’s Battle Phase. Take 2 non-Monster
Cards from your Deck and select 1 of your Monster Cards on the field, then
shuffle your Deck. Shuffle the 3 selected cards and Set them on the field in
face-down Defense Position. The 2 cards selected from your Deck are treated
as monsters (ATK 0/ Def 0) and are destroyed at the end of the Battle Phase. |
Nobleman
of Crossout - 034 |
Magic
Card (SUPER RARE) |
Destroy 1
face-down Monster Card and remove it from play. If the monster destroyed has
a Flip Effect, both players must remove all Monster Cards of the same name
from their respective decks and remove them from play. The Decks are then
shuffled. |
Nobleman
of Extermination - 035 |
Magic
Card (RARE) |
Destroy 1
face-down Magic or Trap Card and remove it from play. If the card is a Trap
Card, both players must remove all Trap Cards of the same name from their
respective Decks and remove them from play. The Decks are then shuffled. |
The
Shallow Grave - 036 |
Magic
Card (RARE) |
Each
player takes 1 Monster Card from his/her respective Graveyard and Special
Summons them on the field in face-down Defense Position. |
Premature
Burial - 037 |
Equip
Magic Card (ULTRA RARE) |
Pay 800
Life Points. Select 1 Monster Card from your Graveyard, Special Summon it on
the field in face-up Attack Position, and equip it with this card. When this
card is destroyed, the monster is also destroyed. |
Inspection
- 038 |
Continuous
Magic Card (COMMON) |
During
your opponent’s Standby Phase, you can randomly select 1 card in your
opponent’s hand and look at it at the cost of 500 Life Points. |
Prohibition
- 039 |
Continuous
Magic Card (RARE) |
When you
play this card, declare the name of 1 card. As long as this remains on the
field, the declared card cannot be played. The cards which are already on the
field before this card’s activation are excluded. |
Morphing
Jar #2 - 040 |
(3)
(Earth/Rock) 800/700 (RARE) |
FLIP:
Return all Monster Cards on the field to their respective Decks and shuffle
them. You and your opponent then pick up cards until you both have the same
number of Monster Cards (Level 4 or lower) that were returned to each Deck.
Special Summon the monsters on the field in face-down Defense Position. Any
other cards picked up are discarded to the Graveyard. |
Flame
Champion - 041 |
(5)
(Fire/Pyro) 1900/1300 (COMMON) |
|
Twin-Headed
Fire Dragon - 042 |
(6)
(Fire/Pyro) 2200/1700 (COMMON) |
|
Darkfire
Soldier #1 - 043 |
(4)
(Fire/Pyro) 1700/1150 (COMMON) |
|
Mr.
Volcano - 044 |
(5)
(Fire/Pyro) 2100/1300 (COMMON) |
|
Darkfire
Soldier #2 - 045 |
(4)
(Fire/Pyro) 1700/1100 (COMMON) |
|
Kiseitai
- 046 |
(2)
(Dark/Fiend) 300/800 (COMMON) |
When your
opponent’s monster attacks this card in face-down Defense Position, the
attacking monster is equipped with this card (damage calculations are
canceled). Treat this card as an Equip Magic Card. During each of your
opponent’s Standby Phases, increase your Life Points by half of the ATK of
the monster equipped with this card. |
Cyber
Falcon - 047 |
(4)
(Wind/Machine) 1400/1200 (COMMON) |
|
Flying
Kamakiri #2 - 048 |
(4)
(Wind/Insect) 1500/800 (COMMON) |
|
Harpie’s
Brother - 049 |
(4)
(Wind/Winged Beast) 1800/600 (COMMON) |
|
Buster
Blader - 050 |
(7)
(Earth/Warrior) 2600/2300 (ULTRA RARE) |
The ATK
of this card increases by 500 points for every Dragon-Type monster on your
opponent’s side of the field and Graveyard. |
Michizure
- 051 |
Trap Card
(RARE) |
You can
activate this card when your monster is sent from the field to the Graveyard.
Destroy 1 monster on the field. |
Minor
Goblin Official - 052 |
Continuous
Trap Card (COMMON) |
You can
activate this card when your opponent’s Life Points are 3000 or less. Inflict
500 points of Direct Damage to your opponent’s Life Points during each of
his/her Standby Phases. |
Gamble -
053 |
Trap Card
(COMMON) |
You can
activate this card when your opponent’s hand has 6 or more cards and your
hand contains 2 or less. Toss a coin and call it. If you call it right, draw
until your hand has 5 cards. If you call it wrong, skip your next turn. |
Attack
And Receive - 054 |
Trap Card
(COMMON) |
You can
activate this card when you take damage to your Life Points. Inflict 700
points of Direct Damage to your opponent’s Life Points. In addition, inflict
300 points of Direct Damage to your opponent’s Life Points per card if there
are additional “Attack and Receive” cards in your Graveyard. |
Solemn
Wishes - 055 |
Continuous
Trap Card (COMMON) |
You gain
500 Life Points when you draw a card (or cards). |
Skull
Invitation - 056 |
Continuous
Trap Card (RARE) |
Every
time a card is sent to the Graveyard, inflict 300 points of Direct Damage to
its owner’s Life Points per card. |
Bubonic
Vermin - 057 |
(3)
(Earth/Beast) 900/600 (COMMON) |
FLIP: You
can take 1 “Bubonic Vermin” card from your Deck and Special Summon it on the
field in face-down Defense Position. The Deck is then shuffled. |
Dark Bat
- 058 |
(3)
(Wind/Winged Beast) 1000/1000 (COMMON) |
|
Oni Tank
T-34 - 059 |
(4)
(Earth/Machine) 1400/1700 (COMMON) |
|
Overdrive
- 060 |
(4)
(Earth/Machine) 1600/1500 (COMMON) |
|
Burning
Land - 061 |
Continuous
Magic Card (COMMON) |
Destroys
all Field Magic Cards on the field. In addition, both players take 500 points
of Direct Damage during each of their respective Standby Phases. |
Cold Wave
- 062 |
Magic
Card (COMMON) |
This card
can only be activated at the start of Main Phase 1. Until your next turn,
neither you nor your opponent can play or Set any Magic or Trap cards. |
Fairy
Meteor Crush - 063 |
Equip
Magic Card (SUPER RARE) |
When your
monster equipped with this card attacks with an ATK that is higher than the
DEF of your opponent's Defense Position monster, inflict the difference as
Battle Damage to your opponent's Life Points. |
Limiter
Removal - 064 |
Quick
Play Magic Card (SUPER RARE) |
Doubles
the ATK of all Machine-Type monsters on your side of the field. At the end of
the turn, all the Machine-Type monsters on your side of the field are
destroyed. |
Rain Of
Mercy - 065 |
Magic
Card (COMMON) |
Increases
the Life Points of both players by 1000 points. |
Monster
Recovery - 066 |
Quick
Play Magic Card (RARE) |
Select 1
of your own monsters on your side of the field and combine it with your Deck.
At the same time, combine your hand and Deck together and shuffle the Deck.
Draw the same number of cards that were in your hand from the shuffled Deck. |
Shift -
067 |
Trap Card
(RARE) |
Select 1
of your own monsters on your side of the field and combine it with your Deck.
At the same time, combine your hand and Deck together and shuffle the Deck.
Draw the same number of cards that were in your hand from the shuffled Deck. |
Insect
Imitation - 068 |
Magic
Card (COMMON) |
Offer 1
monster on your side of the field as a Tribute. Select 1 Insect-Type monster
from your Deck that is 1 Level higher than the Tribute monster and Special
Summon it on the field in face-up Attack Position or face-down Defense
Position. The Deck is then shuffled. |
Dimension
Hole - 069 |
Magic
Card (RARE) |
Remove 1
monster on your side of the field from play until your next Standby Phase.
The card still counts towards the 5 card Monster Zone limit. |
Ground
Collapse - 070 |
Continuous
Magic Card (COMMON) |
Select 2 Monster Card Zones on the
field (you cannot select a zone occupied by a Monster Card). The selected
zones cannot be used as long as this card remains face-up on the field. |
Magic
Drain - 071 |
Counter
Trap Card (RARE) |
You can
activate this card when your opponent activates a Magic Card. If your
opponent cannot immediately discard a Magic Card from his/her hand, negate
the activation of the Magic Card and destroy it. |
Infinite
Dismissal - 072 |
Continuous
Trap Card (COMMON) |
All
monsters of level 3 or lower that are summoned to the field during this turn
(excluding Special Summon) are destroyed at the End Phase of the turn. |
Gravity
Bind - 073 |
Continuous
Trap Card (RARE) |
All
monsters of Level 4 or higher cannot attack. Their positions may still be
changed. |
Type Zero
Magic Crusher - 074 |
Continuous
Trap Card (COMMON) |
For each
Magic Card that you discard from your hand, inflict 500 points of Direct
Damage to your opponent’s Life Points. |
Shadow Of
Eyes - 075 |
Trap Card
(COMMON) |
When your
opponent Sets a Monster Card in face-down Defense Position, change it to
face-up Attack Position. If the Monster Card has a Flip Effect, it is not
activated. |
The
Legendary Fisherman - 076 |
(5)
(Water/Warrior) 1850/1600 (ULTRA RARE) |
When
“Umi” is face-up on the field, this card is unaffected by any Magic Cards and
cannot be attacked by your opponent’s monsters. |
Sword
Hunter - 077 |
(7)
(Earth/Warrior) 2450/1700 (COMMON) |
A monster
destroyed by this card becomes an Equip Magic Card. Equip “Sword Hunter” with
the card to increase the ATK of this monster by 200 points. The equipped card
remains on the field until this card is destroyed. |
Drill Bug
- 078 |
(2)
(Earth/Insect) 1100/200 (COMMON) |
When this
card inflicts damage to your opponent’s Life Points, you may take1 “Parasite
Paracide” card from your Deck, shuffle the Deck, and place “Parasite
Paracide” face-down on top of the Deck. |
Deepsea
Warrior - 079 |
(5)
(Water/Warrior) 1600/1800 (COMMON) |
When
“Umi” is face-up on the field, this card is unaffected by any Magic Cards. |
Bite
Shoes - 080 |
(2)
(Dark/Fiend) 500/300 (COMMON) |
FLIP:
Change the Attack or Defense Position of 1 face-up monster on the field. The
card must remain face-up. |
Spikebot
- 081 |
(5)
(Dark/Machine) 1800/1700 (COMMON) |
|
Invitation To A Dark Sleep - 082 |
(5)
(Dark/Spellcaster) 1500/1800 (COMMON) |
When this
monster is summoned (excluding Special Summon) select 1 of your opponent’s
monsters. As long as this card remains face-up on the field, the selected
monster cannot attack. |
Thousand-Eyes
Idol - 083 |
(1)
(Dark/Spellcaster) 0/0 (COMMON) |
|
Thousand-Eyes
Restrict - 084 |
(1)
(Dark/Spellcaster /Fusion/Effect)
0/0 (ULTRA RARE) |
"Relinquished" + "Thousand-Eyes Idol" As long
as this card remains face-up on the field, other monsters cannot change their
positions or attack. This monster can take on the ATK and DEF of 1 opponent's
monster on the field (a face-down monster results in an ATK and DEF of 0).
Treat the selected monster as an Equip Magic Card and use it to equip
"Thousand-Eyes Restrict". You may use this effect only once per
turn and can equip "Thousand-Eyes Restrict" with only 1 monster at
a time. |
Girochin
Kuwagata - 085 |
(4)
(Wind/Insect) 1700/1000 (COMMON) |
|
Hayabusa
Knight - 086 |
(3)
(Earth/Warrior) 1000/700 (RARE) |
This
monster can attack twice during the same Battle Phase. |
Bombardment
Beetle - 087 |
(2)
(Wind/Insect) 400/900 (COMMON) |
FLIP: Flip 1 face-down Defense
Position Monster Card on your opponent's side of the field face-up. If the
flipped card is an Effect Monster Card, immediately destroy it without
activating its effect. If the card is not an Effect Monster Card, return it to
its original position. |
4-Starred
Ladybug of Doom - 088 |
(3)
(Wind/Insect) 800/1200 (COMMON) |
FLIP:
Destroys all face-up Level 4 monsters on your opponent’s side of the field. |
Gradius-
089 |
(4)
(Light/Machine) 1200/800 (COMMON) |
|
Red Moon
Baby - 090 |
(3)
(Dark/Zombie) 700/1000 (RARE) |
A monster
destroyed by this card can be Special Summoned in face-up Attack or Defense
Position at the end of the Battle Phase to your side of the field. |
Mad Sword
Beast - 091 |
(4)
(Earth/Dinosaur) 1400/1200 (RARE) |
When this
card attacks with an ATK that is higher than the DEF of your opponent’s
Defense Position monster, inflict the difference as Battle Damage to your
opponent’s Life Points. |
Skull
Mariner - 092 |
(4)
(Water/Warrior) 1600/900 (COMMON) |
|
The
All-Seeing White Tiger - 093 |
(3)
(Wind/Beast) 1300/500 (COMMON) |
|
Goblin
Attack Force - 094 |
(4)
(Earth/Warrior) 2300/0 (ULTRA RARE) |
When this
card attacks, it is changed to Defense Position at the end of the Battle
Phase. This position cannot be changed during your next turn. |
Island
Turtle - 095 |
(4)
(Water/Aqua) 1100/2000 (COMMON) |
|
Wingweaver
- 096 |
(7)
(Light/Fairy) 2750/2400 (COMMON) |
|
Science
Soldier - 097 |
(3)
(Dark/Warrior) 800/800 (COMMON) |
|
Souls Of
The Forgotten - 098 |
(2)
(Dark/Fiend) 900/200 (COMMON) |
|
Dokuroyaiba
- 099 |
(3)
(Fire/Fiend) 1000/400 (COMMON) |
|
The Fiend
Megacyber - 100 |
(6)
(Dark/Warrior) 2200/1200 (ULTRA RARE) |
If your
opponent has 2 or more monsters than you have on the field, you can summon
this card without offering any Tributes. |
Gearfried
The Iron Knight - 101 |
(4)
(Earth/Warrior) 1800/1600 (SUPER RARE) |
Any Equip
Card this card is equipped with is automatically destroyed. |
Insect
Barrier - 102 |
Continuous
Magic Card (COMMON) |
Your
opponent’s Insect-Type monsters cannot attack as long as this card remains
face-up on the field. |
Beast Of
Talwar - 103 |
(6)
(Dark/Fiend) 2400/2150 (ULTRA RARE) |
|
Imperial
Order - 104 |
Continuous
Trap Card (SECRET RARE) |
As long
as this card remains face-up on the field, negate the effects of all Magic
Cards. Pay 700 Life Points during each of your Standby Phases. If you cannot,
this card is destroyed. |