Post by bluepokenut on Aug 8, 2004 18:05:00 GMT -5
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.
(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.