Translation file for: Beginner's Edition 2 (BE2) Document version 4.5, last update 12/26/2006 Created by Spikes and Baron http://www.dmcomet.net (c)2005-06 .comet CCG Network, all rights reserved ------------------------------------------------------ UPDATE v4.5 - All DL3 cards revised (#1 - #34) v4.0 - All DL4 cards revised (#35 - #123) ------------------------------------------------------ HOW TO USE THIS FILE? This file may only be use for your own info. Yes, you can use this translation to copy to forum/ruling explanation/etc. But this translations cannot be use for ANY business usage. Monster: (Card Set)-(Card Number) (Card Name) (Main Type)/(Type)-(Archtype)/(Level)/(Attack Strength)/(Defense) (Effect) Magic/Trap: (Card Set)-(Card Number) (Card Name) (Type of Magic/Trap) (Effect) ----------------------------------------------- Rarity List for this set: Ultra Rare: 15 Dark Necrophia (005) Blade Knight (034) Revolver Dragon (072) Swift Dark Knight - Gaia (111) Retrained Elven Swordsman (112) Vampire Lord (116) Insect Queen (123) Ruler of Underworld - Hades (124) Undefeated General - Freed (137) Tyrant Dragon (151) Injection Angel - Lily (171) Hinokagutsuchi (182) Guardian Sphinx (224) Immortal King - Richie (229) Ultimate Evolved Great Moth (249) Super: 20 Last Warrior of Another Planet (012) Time Magician (038) Catapult Turtle (047) Cannon Soldier (061) God's Declaration (073) Magic Jammer (074) Thieves' Seven Tools (075) Holy Barrier - Mirror Force - (081) Heavy Storm (084) Imperial Control (106) Total Defensive General (110) Command Knight (114) Spear Dragon (152) Sky Knight - Persues (173) Susanoo (178) Yamatonodragoon (179) Forced Transfer (190) Great Priest - De Zard (220) Don Zaruug (228) Book of Life - Forbidden Spell - (230) Rare: 30 Spirit Ascender - Jowgen (001) Spirit Banisher - Kaiku (002) Soul Eater - Bazu (004) Imperial Command (014) Force Field (015) Fusion Gate (030) Critter (042) Kuriboh (044) Black Forest Witch (066) Heaven Ascended Horn (076) Ring of Magnatism (082) Angel's Gift (095) Devil Franken (100) Metamol Pod (104) Penguin Soldier (105) Majin - Dark Baltar (125) Troop Commander (138) Dragon Warrior (139) Caling Reinforcement (147) Emergency Ration (150) Death Demon Dragon (154) Fiber Pod (166) Thunder Nyan Nyan (169) Fused Weapon - Murasume (188) Chained Explosives (197) Imperial Oppression (200) Last Battle!! (206) Severing Samurai (216) Pyramid Turtle (225) Golden Wicked God Statue (243) ---------------------------------- BE2-JP001 Spirit Ascender - Jougen Light/Spellcaster/3/200/1300 Discard 1 card from your hand randomly. If you do, destroy all monsters on the field that're special summoned. When this card is on the field, no monsters can be special summon. Rare BE2-JP002 Spirit Destroyer - Kaiku Dark/Spellcaster/4/1800/700 When this card do Battle Damage to opponent, you may remove up to 2 monster cards from your opponent's Graveyard. When this card is on the field, your opponent can't remove any card from his/her Graveyard. Rare BE2-JP003 Soul Eater - Bazu Earth/Beast/4/1600/900 Remove up to 3 monsters from your Graveyard. For each cards you remove this way, this card attack strength is increase by 300 until the end of opponent's turn. You can only use this effect once per turn. Rare BE2-JP004 Dark Necrophia Dark/Demon/8/2200/2800 This card cannot be Normal Summon. This card can only be special summoned by removing 3 Demon Type monsters from your Graveyard from the game. When this card is destroy by opponent's card and sent to Graveyard, at the end of that turn, this card becomes an Equipment card and equip to an opponent monster. As long as this card is equipped to that monster, you gain control of that monster. Ultra Rare BE2-JP005 Soul of Purity Light/Angel/6/2000/1800 This card cannot be Normal Summoned. This card can only be special summon by removing 2 Light attribute monsters from your Graveyard from the game. When this card is face-up on the field, decrease the attack strength of all monsters on opponent's field during opponent's Battle Phase by 300. BE2-JP006 Spirit of Water - Aquaria Water/Aqua/4/1600/1200 This card cannot be Normal Summoned. This card can only be special summon by removing a Water Attribute monster from your Graveyard from the game. During your opponent's Standby Phase, you may change the mode of a face-up monster on opponent's field. That monster cannot change its mode this turn. BE2-JP007 Spirit of Earth - Titan Earth/Rock/4/1700/1000 This card cannot be Normal Summoned. This card can only be special summon by removing an Earth Attribute monster from your Graveyard from the game. During opponent's Battle Phase increase this card's attack strength by 300. BE2-JP008 Fleetfooted Gilazarus Earth/Dinosaur/3/1400/400 You may summon this card as a Special Summon. If you do, your opponent can choose a monster from his/her Graveyard and special summon it to the field. BE2-JP009 Tornado Bird Wind/Bird/4/1100/1100 Reverse: Return 2 Magic/Trap cards on the field to their owner's hands. BE2-JP010 Dark Hero - Zombarya Dark/Warrior/4/2100/500 This card cannot direct attack. Whenever this card battles a monster, decrease this card's attack strength by 200. BE2-JP011 Magic Absorbing Sphere Water/Spellcaster/3/900/900 You can only use this effect during your opponent's turn. When your opponent plays a Magic card, if this card is face-up, sacrifice it an negate that Magic card, and destroy it. BE2-JP012 Last Soldier from Another Planet Earth/Warrior - Fusion/7/2350/2300 [Dark Hero - Zombarya] + [Magic Absorbing Sphere] When this card is Special Summoned, destroy all other monsters on your field. When this card is on the field, other monsters cannot be Summoned, Reverse Summoned, or Special Summoned. Super Rare BE2-JP013 Slient Evil Spirit Trap - Normal Can only be activate during your opponent's battle step. Negate the attack of an attacking monster, and choose another monster on opponent's field as substitute as the attacker (If that monster is in defense mode, change it to attack mode.) BE2-JP014 Imperial Command Trap - Continuous Negate all Reverse effects. Rare BE2-JP015 Force Field Trap - Counter Negate and destroy a Magic card that targets a monster. Rare BE2-JP016 Nest of Dead Spirits Trap - Continuous Remove any number of monsters in you Graveyard from the game, destroy a face-up monster on the field with level equal to that number. BE2-JP017 Repaying from Beyond the Grave Trap - Continuous During each of your Standby Phase, do 100 damage to opponent equal to number of opponent's monster removed from game. BE2-JP018 Defense of Guarding Spirit Trap - Normal Choose a face-up monster on the field. The attack strength of the chosen monster is increased by number of monsters in your Graveyard until end of turn. BE2-JP019 Indiscriminate Destruction Trap - Normal During each of your Standby Phase roll a dice. Destroy all face-up monsters with the level equal to the roll. (If the roll is 6, it included monsters with level of 6 and higher) BE2-JP020 Maked King Trap - Continuous The effects of all equipment cards are negated. BE2-JP021 Ouija Board Trap - Continuous During the end of opponent's turn, put a [Message of Death] in order of [E], [A], [T], [H] from your hand or deck to the field. When all the cards are on your field, the controller of this card wins the duel. If one of those cards leaves the field, put the rest of the cards into Graveyard. BE2-JP022 Message of Death [E] Magic - Continuous This card can only be put to field by the effect of [Ouija Board]. BE2-JP023 Message of Death [A] Magic - Continuous This card can only be put to field by the effect of [Ouija Board]. BE2-JP024 Message of Death [T] Magic - Continuous This card can only be put to field by the effect of [Ouija Board]. BE2-JP025 Message of Death [H] Magic - Continuous This card can only be put to field by the effect of [Ouija Board]. BE2-JP026 Dark Corridor Magic - Continuous Both players can only use 1 monster to attack in Battle Phase. BE2-JP027 Poltergeist Magic - Normal Return a Magic/Trap card on opponent's field to owner's hand. This card's effect cannot be negate. BE2-JP028 Cyclone Laser Magic - Equipment Can only be equipped on [Futuristic Fighter - Vic Viper]. Increase the attack strength by 300. Also when this card attacks a monster in defense mode and the attack strength is higher than that defense strength, deal battle damages to opponent equal to the difference. BE2-JP029 Fusion Cancel Magic - Quickplay Return a Fusion monster on the field to Fusion deck. Afterward, if the Fusion material monsters to Fusion Summoned that monster is still in your Graveyard as a set, you can special summon that set of cards onto your field. BE2-JP030 Fusion Gate Magic - Field When this card is face-up on the field, you can Fusion Summoned as like using the Magic card [Fusion]. If so the Fusion material monsters would be remove from the game instead of putting into Graveyard. Rare BE2-JP031 Infecting Virus - Black Dust Magic - Equipment The equipped monster cannot attack. Also destroy the equipped monster after 2 of controller's turn. If this effect is successful, return this card to owner's hand. BE2-JP032 Miracle Excavation Magic - Normal When 5 or more monsters of yours is removed from game, return 3 of them to Graveyard. BE2-JP033 Swamp of Bitter Souls Magic - Continuous All monsters on the field cannot attack the turn they're Summoned, Reverse Summoned, or Special Summoned. BE2-JP034 Blade Knight Light/Warrior/4/1600/1000 If you have 1 or fewer cards in your hand, increase this card's attack strength by 400. Also, if this is the only monster on your field, negate the Reverse effect of effect monsters this card destroy as result of battle. Ultra Rare BE2-JP035 Baby Dragon Wind/Dragon/3/1200/700 Normal Monster BE2-JP036 Dark Dragon King Dark/Dragon/4/1500/800 Normal Monster BE2-JP037 Cow Majin Earth/Beast-Warrior/5/1800/1300 Normal Monster BE2-JP038 Time Magician Light/Spellcaster/2/500/400 Flip a coin and guess the result. If it's correct, destroy all monsters on opponent's field. If failed, destroy all monsters on your field, and you lose lifepoints equal to halved of those monsters attack strength. Super Rare BE2-JP039 Dark Clown - Sagi Dark/Spellcaster/3/600/1500 Normal Monster BE2-JP040 Jar Majin Fire/Pyro/3/200/1800 Reverse: Destroy a face-up [Dragon-Sealing Jar] on the field. During the destruction, all face-up Dragon Type monsters on the field would change to attack mode. BE2-JP041 Illusionist - No Face Dark/Spellcaster/5/1200/2200 Normal Monster BE2-JP042 Critter Dark/Demon/3/1000/600 When this card is sent to Graveyard from field, search your deck for a monster with attack strength 1500 or lower, reveal it, and put it into your hand. Shuffle your deck afterward. Rare BE2-JP043 Great Moth Earth/Insect/8/2600/2500 Sacrifice a [Petit Moth] with [Evolutionary Cacoon] equipped on it for 4 turns (counting your turn) to special summon this card. BE2-JP044 Kuriboh Dark/Demon/1/300/200 Discard this card from your hand to Graveyard, lower a damage to you by one of opponent's monster to 0. This effect can only be activate during your opponent's battle phase. Rare BE2-JP045 Thousand Dragon Wind/Dragon - Fusion/7/2400/2000 [Baby Dragon] + [Time Magician] Normal Monster BE2-JP046 Dictator of Dark Realm Dark/Demon/5/2000/1530 Normal Monster BE2-JP047 Catapult Turtle Water/Aqua/5/1000/2000 Sacrifice a monster on your field. Do damage to your opponent's lifepoints equal to half of that monster's attack strength. Super Rare BE2-JP048 Centaur Earth/Beast/4/1300/1550 Normal Monster BE2-JP049 Minocentaur Earth/Beast-warrior - Fusion/6/2000/1700 [Minotaur] + [Centaur] BE2-JP050 Murder Circus Dark/Demon/4/1350/1400 When this card is change from defense mode to attack mode, return an opponent's monster on the field to owner's hand. BE2-JP051 Dream Clown Earth/Warrior/3/1200/900 When this card is change from attack mode to defense mode, destroy an opponent's monster. BE2-JP052 Queen of Swords Wind/Warrior/3/900/800 Reverse: For each Magic and/or Trap cards on opponent's field, do 500 damages to opponent. Rare BE2-JP053 Flame Hell Normal Magic Do 1000 damages to your opponent, and 500 damages to yourself. BE2-JP054 Landmine Spider Earth/Insect/4/2200/100 When this card declare attack, flip a coin and guess. If it's correct, the attack would continue. If it's wrong, your lifepoint would be halved. BE2-JP055 Shadow Ghoul Dark/Undead/5/1600/1300 For each monsters in your Graveyard, increase this card's attack strength by 100. BE2-JP056 Gargolyed Power Dark/Demon/4/1600/1200 Normal Monster BE2-JP057 TM-1 Launcher Spider Fire/Machine/7/2200/2500 Normal Monster BE2-JP058 Thunder Dragon Light/Thunder/5/1600/1500 Discard this card from your hand, put 2 other [Thunder Dragon] from your deck into your hand. Shuffle your deck afterward. This effect can only be use during your Main Phase. BE2-JP059 Thunder Hermit Light/Thunder/4/1500/1300 Reverse: Recover 3000 lifepoints. When this card is sent to Graveyard from the field, lose 5000 lifepoints. BE2-JP060 Super Star Light/Angel/2/500/700 When this card is face-up on the field, the attack strength of all Light Attribute monsters would be increase by 500. The attack strength of Dark Attribute monsters would be decrease by 400. BE2-JP061 Cannon Soldier Dark/Machine/4/1400/1300 Sacrifice a monster on your field, do 500 damages to opponent. Super Rare BE2-JP062 Mukamuka Earth/Rock/2/600/300 When this card is face-up on the field, increase this card's attack and defense strength by 300 for each cards in your hand. BE2-JP063 Devil Cook Dark/Demon/4/1800/1000 When this card does battle damages to opponent, your opponent draw 2 cards from his/her deck. BE2-JP064 Starboy Water/Aqua/2/550/500 When this card is face-up on the field, the attack strength of all Water Attribute monsters would be increase by 500. The attack strength of Fire Attribute monsters would be decrease by 400. BE2-JP065 Milus Radiant Earth/Beast/1/300/250 When this card is face-up on the field, the attack strength of all Earth Attribute monsters would be increase by 500. The attack strength of Wind Attribute monsters would be decrease by 400. BE2-JP066 Black Forest Witch Dark/Spellcaster/4/1100/1200 When this card is send to Graveyard from the field, choose a monster in your deck with defense strength of 1500 or lower, reveal and confirm it and add it into your hand. Shuffle your deck afterward. Rare BE2-JP067 Little Chimera Fire/Beast/2/600/550 When this card is face-up on the field, the attack strength of all Fire Attribute monsters would be increase by 500. The attack strength of Water Attribute monsters would be decrease by 400. BE2-JP068 Bladefly Wind/Insect/2/600/700 When this card is face-up on the field, the attack strength of all Wind Attribute monsters would be increase by 500. The attack strength of Earth Attribute monsters would be decrease by 400. BE2-JP069 Double Headed Thunder Dragon Light/Thunder - Fusion/7/2800/2100 [Thunder Dragon] + [Thunder Dragon] BE2-JP070 Apprentice Witch Dark/Spellcaster/2/550/500 When this card is face-up on the field, the attack strength of all Dark Attribute monsters would be increase by 500. The attack strength of Light Attribute monsters would be decrease by 400. BE2-JP071 Illusion Beast King - Gazelle Earth/Beast/4/1500/1200 Normal Monster BE2-JP072 Revolver Dragon Dark/Machine/7/2600/2200 Flip a coin 3 times. If there're two of them are head, destroy a monster card on opponent's field. This effect can only be activate once per turn during your Main Phase. Ultra Rare BE2-JP073 Declaration of God Trap - Counter Halved your lifepoints. Negate an activation of a Magic or Trap card, or a Summon, Reverse Summon, or Special Summon of a monster and destroy it. Super Rare BE2-JP074 Magic Jammer Trap - Counter Discard a card from your hand. Negate an activation of a Magic card and destroy it. Super Rare BE2-JP075 Thief's Seven Tools Trap - Counter Pay 1000 lifepoints. Negate an activation of a Trap card and destroy it. Super Rare BE2-JP076 Heaven Ascending Horn Trap - Counter Sacrifice a monster on your field, negate a Summon, Reverse Summon, or Special Summon of a monster and destroy it. Rare BE2-JP077 Shield in Right Hand, Sword in Left Hand Magic - Normal Until the end of turn, the original attack and original defense strength of all face-up monsters on the field when this card is activate would be swapped. BE2-JP078 "Attack" Seal Magic - Normal Change an face-up opponent's monster in attack mode to face-up defense mode. BE2-JP079 Young Girl of Unhappiness Light/Spellcaster/1/0/100 When this card is destroy and sent to Graveyard as a result of battle, the battle phase of this turn would end. BE2-JP080 Thieving Goblin Trap - Continuous When monsters on your field does battle damages to opponent's lifepoint, opponent randomly discard a card from his/her hand. BE2-JP081 Holy Barrier - Mirror Force - Trap - Normal This card can only be activate when your opponent declare attack. Destroy all face-up monsters on opponent's field. Super Rare BE2-JP082 Electromagnetic Ring Magic - Equipment This card can only be equipped on monsters on your field. Decrease the attack and defense stnregth of the equipped monster by 500. Opponent can only declare attack on the equipped monster. Rare BE2-JP083 Share the Pains Magic - Normal You sacrifice a monster on your field. You opponent sacrifice a monster on his/her field afterward. BE2-JP084 Heavy Storm Magic - Normal Destroy all Magic and Trap cards on the field. Super Rare BE2-JP085 Elekids Light/Thunder/3/1000/500 Normal Monster BE2-JP086 Angel's Life Blood Magic - Normal You gain 800 lifepoints. BE2-JP087 Light that Erases Darkness Magic - Normal All face-down monsters on opponent's field would turn face-up. BE2-JP088 Moai of Easter Island Earth/Rock/4/1100/1400 Normal Monster BE2-JP089 Friendship Light/Angel/4/1300/1100 Normal Monster BE2-JP090 Wicked Worm Beast Earth/Beast/3/1400/700 During your end phase, return this face-up card back to owner's hand. BE2-JP091 Tiger Axe Earth/Beast-Warrior/4/1300/1100 Normal Monster BE2-JP092 Axe Raider Earth/Warrior/4/1700/1150 Normal Monster BE2-JP093 Mecha Hunter Dark/Machine/4/1850/800 Normal Monster BE2-JP094 Gemini Elf Earth/Spellcaster/4/1900/900 Normal Monster BE2-JP095 Angel's Donation Magic - Normal Draw 3 cards from your deck, then discard 2 cards from your hand. Rare BE2-JP096 Double Head King Rex Earth/Dinosaur/4/1600/1200 Normal Monster BE2-JP097 Goddess of Truth Eye Light/Angel/4/1200/1000 This card can be substitution of a Fusion Material. Other Fusion Material must be the proper monster. BE2-JP098 Lamp Majin Dark/Demon/4/1400/1200 Normal Monster BE2-JP099 Machine King Earth/Machine/6/2200/2000 Increase this card's attack by 100 for each face-up Machine Type monsters on the field. BE2-JP100 Devil Franklin Dark/Machine/2/700/500 Pay 5000 lifepoints. Special Summon a Fusion monster from your Fusion deck in attack mode. Rare BE2-JP101 Dragon Killer Dark/Demon/6/2000/2100 When this card is Summon or Reverse Summon, destroy a face-up Dragon Type monster on the field. BE2-JP102 Needle Worm Earth/Insect/2/750/600 Reverse: Discard the top 5 cards of your opponent's deck. DL4-103 Doppelganger Dark/Warrior/3/650/900 Reverse: Destroy 2 face down Magic and/or Trap cards on the Field. BE2-JP104 Metamol Pod Earth/Rock/2/700/600 Reverse: Each player discards his or her hand. Afterward, each player draws 5 cards from respective decks. Rare BE2-JP105 Penguin Soldier Water/Aqua/2/750/500 Reverse: Return up to 2 monsters on the field to their owner's hands. Rare BE2-JP106 Imperial Control Trap - Continuous When this card is face-up on the field, all Trap cards other than this card are negated. Super Rare BE2-JP107 Magic Thorns Trap - Continuous Whenever a card is discarded from your opponent's hand to his/her Graveyard, do 500 damages to your opponent for each card discarded. BE2-JP108 Revolution Magic - Normal Do 200 damage to your opponent for each card in his/her hand. BE2-JP109 Fusion Sage Magic - Normal Put a [Fusion] from your deck into your hand. Shuffle your deck afterward. BE2-JP110 Ultimate Defensive General Dark/Warrior/6/1550/2500 When this Monster is Summoned or Reverse Summoned, change it to defense mode. This card may attack when it is in defense mode. (Battle damages is done as normal.) Super Rare BE2-JP111 Swift Dark Knight - Gaia Dark/Warrior/7/2300/2100 When this card is the only card in your hand, you may play this card in attack mode without tribute. That Summon is count as Normal Summon. Ultra Rare BE2-JP112 Retrained Elven Swordsman Earth/Warrior/4/1400/1200 This card cannot be destroyed in battle with a monster that has an attack strength of 1900 or higher. (Battle damages are still done.) Ultra Rare BE2-JP113 Warrior of Sun Light/Warrior/5/2100/1400 When this card is battling with a Dark Attribute monster, increase this card's attack strength by 500 at Damage Step. BE2-JP114 Command Knight Fire/Warrior/4/1200/1900 If there're other monsters on your field, this card cannot be target of battle. When this card is on the field, increase the attack strength of all Warrior Type monsters on your field by 400. Super Rare BE2-JP115 Kaiser Seahorse Light/Sea Dragon/4/1750/1650 When this card is sacrifice as a result of sacrifice summon for a Light Attribute monster, this card count as 2 sacrifice. BE2-JP116 Vampire Lord Dark/Undead/5/2000/1500 When this card does battle damages to opponent, name a card type (Monster, Magic, Trap). Your opponent must search his/her deck for a card with the chosen type and put it into his/her Graveyard. When this card is destroyed as a result of opponent's card effects, special summon this card to the field during your next standby phase. Ultra Rare BE2-JP117 Toon Goblin Strike Team Earth/Warrior - Toon/4/2300/0 This card cannot attack during the turn this card is Normal Summon, Reversed Summon, or Special Summon When a [Toon World] on the field is destroy, this card is also destroy. When you have [Toon World] on your field, and your opponent do not have a Toon monster on his/her field, this card can attack opponent's player directly. If this card attack, this card is change to defense mode at the end of Battle Phase, and the mode cannot be change during your next turn. BE2-JP118 Toon Cannon Soldier Dark/Machine - Toon/4/1400/1300 This card cannot attack during the turn this card is Normal Summon, Reversed Summon, or Special Summon When a [Toon World] on the field is destroy, this card is also destroy. When you have [Toon World] on your field, and your opponent do not have a Toon monster on his/her field, this card can attack opponent's player directly. Sacrifice one monster on your field to do 500 damages to opponent's lifepoints. BE2-JP119 Toon Gemini Elf Earth/Spellcaster - Toon/4/1900/900 This card cannot attack during the turn this card is Normal Summon, Reversed Summon, or Special Summon When a [Toon World] on the field is destroy, this card is also destroy. When you have [Toon World] on your field, and your opponent do not have a Toon monster on his/her field, this card can attack opponent's player directly. When this card does battle damages to opponent, opponent discard one card from his/her hand at random. BE2-JP120 Toon Masked Automaton Dark/Spellcaster - Toon/4/900/1400 This card cannot attack during the turn this card is Normal Summon, Reversed Summon, or Special Summon When a [Toon World] on the field is destroy, this card is also destroy. When you have [Toon World] on your field, and your opponent do not have a Toon monster on his/her field, this card can attack opponent's player directly. When this card does battle damages to opponent, draw a card. BE2-JP121 Toon Index Magic - Normal PUt a card with [Toon] in its name from your deck to your hand. BE2-JP122 Toon Defense Trap - Continuous Whenever a Toon monster with level 4 or less is attacked, that card's controller may have the attack direct attack to the player. BE2-JP123 Insect Queen Earth/Insect/7/2200/2400 You must sacrifice a monster on your field when this card declare attack. For each Insect Type monsters on the field, increase this card's attack strength by 200. At End Phase which this card destroy an opponent's monster, special summon an [Insect Monster Token] (Earth/Insect/1/100/100) in attack mode to your field. Ultra Rare BE2-JP124 Ruler of Underworld - Hades Dark/Demon/6/2450/1600 When this card is face-up on the Field, negate the effects of Effect Monsters that are destroyed by your Demon Type monsters on the Field as a result of Battle. This card cannot be Special Summoned from Graveyard. Ultra Rare BE2-JP125 Majin - Dark Baltar Dark/Demon - Fusion/5/2000/1200 [Haunting Blood Soul] + [Wiseman of Borders] This Monster's Fusion Summon can only be done by the above cards. When a Normal Magic card is activated, you may pay 1000 lifepoints to negate effect. Negate the effects of effect monsters destroy by this card as a result of Battle Rare BE2-JP126 Lesser Demon Dark/Demon/5/2100/1000 Remove the monsters destroyed by this card as a result of Battle from the game. BE2-JP127 Possessed Blood Soul Dark/Demon/3/1200/800 Sacrifice this card. Gain the control of all opponent's monsters with Level 3 or less. BE2-JP128 Familiar of Hades Dark/Demon/2/700/700 Sacrifice this card. Choose a face-up Demon Type monster on the field, while that card is face-up, it's attack and defense strength would be increase by 700. BE2-JP129 Skull Knight Dark/Demon/3/1000/1200 When this card is sacrifice as a result for sacrifice summon of a Demon Type monster, you may special summon a [Skull Knight] from your deck. Shuffle your deck afterward. BE2-JP130 Twin Headed Kerberos Dark/Demon/4/1500/1000 When there're other Demon Type monster face-up on your field, all Flip effects of monster cards that this card destroy as a result of battle would be negate. BE2-JP131 Red Cyclops Dark/Demon/4/1800/1700 Normal Monster BE2-JP132 Roar of Underworld Ruler Trap - Normal This card can only be activated when 1 of your Demon Type monsters is in battle. Pay any amount of Life Points (in 100 point increments), and reduce the attack and defense strengths of 1 of your opponent's monster by that amount until the end of the turn. BE2-JP133 Death Calculator Trap - Continuous When a monster is sent from the field to Graveyard, do 500 damages to that card's owner. BE2-JP134 Puppet Technique of Underworld Magic - Normal Choose a Demon Type monster in your Graveyard. Remove monsters on your field from the game with equal to the combined levels of the Level of the chosen monster. Afterward, s pecial Summon the chosen monster. BE2-JP135 Soul Crush Trap - Continuous Pay 500 lifepoints, each player choose a monster in their respective opponent's Graveyard. Remove the chosen card from the game. This effect can only be use when you have a Demon Type monster on your field. BE2-JP136 Double Trap Magic - Normal Destroy a face-up card on the field with effect of "Negate effects of Trap cards". BE2-JP137 Undefeated General - Freed Earth/Warrior/5/2300/1700 Negate the effect and destroy the Magic card that target this card. When this card is face-up on your field, you may instead of draw 1 card from your deck in your Draw Phase, choose a Warrior Type with Level 4 or less in your deck and add it to your hand. Shuffle the deck afterward. Ultra Rare BE2-JP138 Troop Commander Earth/Warrior/3/1200/400 When this card is face-up on the field, your opponent cannot choose other Warrior Type on your field as target of battle. When this card is successfully Summon, special summon a monster with Level 4 or less to the field. Rare BE2-JP139 Dragon Warrior Earth/Warrior - Fusion/6/2000/1200 [Warrior - Dai Greyfar] + [Spirit Dragon] This Monster's Fusion Summon can only be done by the above cards. When this card is face-up on the Field, you may pay 1000 Life Points to negate the effect of a Normal Trap card. Also, negate the effect and destroy all the Magic cards that target this card. Rare BE2-JP140 Warrior - Dai Greyfar Earth/Warrior/4/1700/1600 Normal Monster BE2-JP141 Holy Defending Hand Earth/Spellcaster/3/800/1200 Flip: Return 1 face-up monster on the field to the top of its owner's deck. If you have a Warrior Type Monster on the dield, you can then return a face-up monster on the Field to its owner's hand. BE2-JP142 Wiseman of Borders Earth/Spellcaster/3/1600/800 When this card is on your field, negate the effect and destroy the Magic cards that target face-up Warrior Type monsters on your field. BE2-JP143 Hoodlum Mercenary Troops Earth/Warrior/4/1000/1000 Sacrifice this card. Destroy a monster on the field. BE2-JP144 Demon Tamer Earth/Warrior/3/800/700 Flip: Gain control of one of your opponent's Demon Type monsters on the field until the end of the turn. BE2-JP145 Dragon Rider Earth/Warrior/3/700/800 Flip: Gain control of one of your opponent's Dragon Type monsters on the field until the end of the turn. BE2-JP146 United Armies Magic - Continuous For one face-up Warrior or Spellcaster Type monster on your field, increase the attack of all Warrior Type monster on your field by 200. BE2-JP147 Calling Reinforcement Magic - Normal Put a level 4 or lower Warrior Type monster from your deck to hand. Shuffle the deck afterward. Rare BE2-JP148 Sealing Formations of Light Magic - Field Declare a Type. All monsters with the declared Type cannot declare attack during the turn they are Summon, Reverse Summon, or Special Summon. BE2-JP149 Revival of Warrior Magic - Normal Choose a Warrior Type mosnter in your Graveyard and add it to your hand. BE2-JP150 Extreme Ration Magic - Quickplay Put Magic or Trap cards on your field except this card to Graveyard. For each card you put into Graveyard, you gain 1000 lifepoints. Rare BE2-JP151 Tyrant Dragon Fire/Dragon/8/2900/2500 If your opponent have another monsters on the field, this card may attack for one more time during battle phase. Also, negate the effects of and destroy Trap cards that target this card. When this card is special summon from the Graveyard by other card's effects, sacricie a Dragon Type monster on your field. Ultra Rare BE2-JP152 Spear Dragon Wind/Dragon/4/1900/0 When this card attack a monster in defense mode and this card's attack strength is higher than that card's defense strength, do battle damages to your opponent equal to the difference. When this card attack, this card would switch to defense mode at the end of damage step. Super Rare BE2-JP153 Spirit Dragon Wind/Dragon/4/1000/1000 When this card attack at your turn, this effect can activate at battle phase. Discard a Dragon Type momonster in your hand, this card's attack and defense strength would increase by 1000 until End Phase. BE2-JP154 Death Demon Dragon Wind/Dragon - Fusion/5/2000/1200 [Grand Dragon] + [Lesser Demon] This Monster's Fusion Summon can only be done by the above cards. When this card is on the face-up on the field, negate the effects of all Reverse Monsters. Also, negate and destroy the effects of Trap cards targeting this card. Rare BE2-JP155 Grand Dragon Wind/Dragon/4/2000/100 This card cannot be Summon if there're monster on your field. Also, if there're no other Dragon Type monster on your field other than this card, this card cannot declare attack. BE2-JP156 Gray Wing Type: Effect Monster Air/Dragon/3/1300/700 Discard 1 card from your hand in Main Phase 1. This card can attack two times during Battle Phase. BE2-JP157 Army Dragon Wind/Dragon/2/700/800 When this card is destroy as a result of battle and sent to Graveyard, you may choose a [Army Dragon] from your deck and special summon if to your field. Shuffle the deck afterward. BE2-JP158 Pearl of the Dragon Trap - Continuous Discard one card from your hand, negate the effect of and destroy a Trap card that target one face-up Dragon monster on the field. BE2-JP159 Wing Flapping of Large Dragon Magic - Normal Return a face-up Dragon Type monster on your field with Level 5 or higher to your hand. Destroy all cards in each player's Magic/Trap Zone. BE2-JP160 Flame Bomb of Flaming Dragon Magic - Normal This card can only be activate when you have a face-up Dragon Type monster on your field, then choose one of the following effect to activate: - Do 800 damage to your opponent's lifepoints. - Destroy a face-up monster on the field with defense strength of 800 or less. BE2-JP161 Stomping Crush Magic - Normal This card can only be activate when you have a face-up Dragon Type monster on your field. Destroy a Magic or Trap card on the field, and do 500 lifepoint damages to its controller. BE2-JP162 Super Regenerating Skills Magic - Quickplay During End Phase, for a Dragon Type monster that you discard from your deck or hand, or sacrifice from the field, draw a card from your deck. BE2-JP163 Rage of Dragons Trap - Continuous When Dragon Type monsters on your field attack monsters in defense mode and its attack strength is more than that defense strength, do battle damages to opponent equal to the difference. BE2-JP164 Burst Breath Trap - Normal Sacrifice a Dragon Type monster on your field. Destroy all face-up monsters on the field with defense strength equal to or lower than the sacrificed card's attack strength. BE2-JP165 Emerald Dragon Wind/Dragon/6/2400/1400 Normal Monster BE2-JP166 Fiber Pod Earth/Plant/3/500/500 Flip: Each player combine all cards in his/her field, hand and Graveyard to his/her deck and shuffle the deck. Draw 5 cards afterward. Rare BE2-JP167 Naga Water/Reptile/4/1400/2000 If this Monster is face-up when returned to your deck, you may Special Summon a monster from your deck with level 3 or lower. BE2-JP168 Noble Du Noir Dark/Undead/5/2000/1400 When this card is face-up on the field, the controller of this card choose the attack target of opponent's monster. BE2-JP169 Thunder Girl Light/Electric/4/1900/800 When there're monsters other than Light Attribute face-up on your field, this card is destroy if face-up. Rare BE2-JP170 Option Light/Machine/1/?/? Designate a face-up [Futuristic Figher - Vic Viper] on your field to special summon this card. This card's attack and defense strength would equal to the chosen card. When that designate card leaves the field, destroy this card. BE2-JP171 Injection Angel - Lily Earth/Spellcaster/3/400/1500 When this card battle during your or your opponent's turn, this effect can only be activate during Damage Step. Pay 2000 lifepoints, this card's attack strength would increase by 3000 at the time of damage calculation. Ultra Rare BE2-JP172 Leaf Faerie Earth/Plant/3/900/400 PUt a equipment card that is equipped on this card to Graveyard, do 500 lifepoints damages to your opponent. BE2-JP173 Angel Knight - Perseus Light/Angel/5/1900/1400 When this card attacks monster in defense mode, and this card's attack strength is higher than the defense strength of the defending monster, deal battle damages to opponent equal to the difference. Also, when this card does battle damages to opponent, draw a card from your deck. Super Rare BE2-JP174 Dol Dora Wind/Dragon/3/1500/1200 If this card is destroyed and sent to Graveyard when on the field, this card is Special Summoned at the end of the turn with attack and defense strengths of 1000. This effect can only can be use once per duel. BE2-JP175 Maharagi Earth/Rock - Spirit/4/1200/1700 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. If this card is Summoned or Reversed, during your next Draw Phase, you may look at the top card of your deck, and return it to the top or bottom of your deck. BE2-JP176 Inabano Shi Rousagi (Pathfinding White Rabbit) Earth/Beast - Spirit/3/700/500 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. This card can opponent player directly even if he/she had monsters on his/her field. BE2-JP177 Yatagarusu Wind/Demon - Spirit/2/200/100 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card does battle damages to opponent player, he/she skips his/her next Draw Phase. BE2-JP178 Susanoo (Thunder Emperor God) Earth/Electric - Spirit/4/2000/1600 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. The battle damages done to opponent player by this card is halved. Super Rare BE2-JP179 Yamata no Doragon (Eight Headed Snake) Fire/Dragon - Spirit/7/2600/3100 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card does battle damages to opponent player, draw cards until you have 5 cards in your hand. Super Rare BE2-JP180 Great Tengu (Great Sky Dog) Dark/Beast-Warrior - Spirit/5/1900/1700 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card does battle damages to opponent player, the opponent player skip his/her next Battle phase. BE2-JP181 Otohime (Princess of Dragon Palace) Light/Spellcaster - Spirit/3/0/100 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card is Summoned or Reversed, you may change the mode of 1 of your opponent's face-up Monsters. BE2-JP182 Hinokagutsuchi (Fire Starter) Fire/Fire - Spirit/8/2800/2900 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card does battle damages to opponent player, during his/her next turn, the opponent player would discard his/her hand before the turn began. Ultra Rare BE2-JP183 Asura Light/Angel - Spirit/4/1700/1200 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. This card can attack each of opponent's Monsters on the field. BE2-JP184 Fushi No Tori (The Immortal Flame Bird) Fire/Bird - Spirit/4/1200/0 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card does battle damages to opponent player, you gain that much lifepoints. BE2-JP185 Spring of Elements Magic - Continuous Whenever a monster is return to the owner's hand from the field, you gain 500 lifepoints each time. BE2-JP186 The Heart of Clear Mirror of Water Magic - Equipment This card is destroyed if equipped on a monster with attack strength over 1300. The equipped card would not be destroy as a result of battle or card effect that target it. (Damage Calculation is still done) BE2-JP187 Legendary City - Atlantis Magic - Field This card's name is treated as if it was [Sea]. The level of Water Attribute monsters in a player's hand and on the field are reduced by 1. Increase the attack and defense strengths of all Water Attribute Monsters on the Field by 200. BE2-JP188 Fused Weapon - Musarume Blade Magic - Equipment This card can only equipped on a Warrior Type monster. Increase the equipped monster's attack strength by 800. This card cannot be destroy by the effect of Magic cards that destroy cards. Rare BE2-JP189 Smokebomb of Thieves Magic - Equipment When this card is destroy by other card's effect while equipped on a monster, look at your opponent's hand and choose one card there and discard it. BE2-JP190 Forced Transfer Magic - Normal Each player choose a monster on their respective field, and the control of it would be switch. The chosen monsters cannot switch its mode during that turn. Super Rare BE2-JP191 Spirit Energy Fixation Machine Magic - Continuous When this card is on the field, Spirit monsters would stay on the field. During your End Phase you must discard a card from your hand, or this card would be destroy. When this card leaves the field, return all Spirit monsters back to owner's hand. BE2-JP192 Second Chance Magic - Continuous When this card is on the field, you may choose to negate a Coin Flip and flip again. This effect can only be used once per turn. BE2-JP193 Disturbance of Sky and Earth Magic - Continuous When this card is on the field, each player plays with his/her deck face up. BE2-JP194 Polar Mind of Thieves Magic - Normal This card can be activate at Main Phase 1. Choose a face-up monster on the field, during this turn, when that card does battle damages to opponent, the opponent player randomlly discard one card from his/her hand. BE2-JP195 Genocide War Magic - Normal This card can only be activate a Main Phase 1. Destroy all monsters that have go through damage calucation at End Phase. BE2-JP196 Magic Guarder Magic - Normal Choose a face-up Magic card on your field. Put a Counter on that card. When that card is destroy, the Counter would destroy by substitute. BE2-JP197 Chained Explosives Trap - Normal This card would become a Equipment card and increase the attack strength of 500 of the equipped monster, and equipped this card to a monster card on your field. When this card is desroy by other card's effect while equiped, choose a card on the field and destroy it. Rare BE2-JP198 Lost Trap - Normal Remove a card in your opponent's Graveyard from the game. BE2-JP199 Bubble Crush Trap - Normal This card can only be activate when a player have more than 6 cards in both his/her hand and his/her field. Both player choose cards in their respective field or hand until the total number is 5. BE2-JP200 Imperial Oppression Trap - Continuous Pay 800 lifepoints, negate a Special Summon and the effect of those Special Summons monsters and destroy that monster. This effect can be activate by both player. Rare BE2-JP201 Hopeless Pit Trap Trap - Normal When your opponent Summon, Reverse Summon, or Special Summon a monster with attack strength of 1500 or more, destroy that card and remove that card from the game. BE2-JP202 Side Effects of Simochi Trap - Continuous Effects that restore your opponent's Lifepoints become effects that do damage to your opponent. BE2-JP203 Prediction of Misfortune Trap - Continuous During your Standby Phase, randomly choose a card in opponent's hand, and guess that card's type (Monster, Magic, Trap). If the guess is correct, your opponent take 700 lifepoints damages. BE2-JP204 Invitation of Spirits Trap - Continuous When your Spirit monster is return to hand, your opponent must choose a monster in his/her field and return it to owner's hand. During each of your standby phase you must pay 500 lifepoints, or destroy this card. BE2-JP205 Weapon Lost Trap - Normal This card can only be activate during your opponent's Draw Phase. Put the card your opponent draw to Graveyard. BE2-JP206 Last Battle! Trap - Normal This card can only be activate at your opponent's turn when your lifepoints is less than 1000. Choose a monster on your field, then put all cards in both player's field and hand except that card to Gravyeard. Then your opponent special summon a monster from his/her deck and the two cards battle. (Player would not get battle damages) At the end of turn, the player that have monster on the field would win the duel. If it cannot be decided, the game would become draw. Rare BE2-JP207 Tiger King - Wang Fu Earth/Beast/4/1700/1000 When this card is face-up on the field, all monsters with attack strength 1400 or lower would be destroy after it was successfully Summon or Special Summon. BE2-JP208 Bird Face Wind/Bird/4/1600/1600 When this card is destroy and sent to Graveyard as a result of battle, choose a [Harpy Lady] from your deck and add it to your hand. BE2-JP209 Crewel Dark/Demon/4/1000/1700 When this card is destroy and sent to Graveyard as a result of battle, flip and coin and guess the result. If correct, destroy an opponent's monster. BE2-JP210 Armored Fly Earth/Insect/3/2000/2000 If you don't have other Insect Type Monsters on your field, this card's attack and defense strengths would become 1000. BE2-JP211 Maiden of Sea God Water/Water/4/700/2000 When this card is face-up on the Field, the Normal Field becomes [Sea]. BE2-JP212 X.E.N.O. Water/Demon/2/200/100 Flip: Gain the control of one opponent's monster until the end of turn. That monster can attack lifepoints directly. BE2-JP213 Grudge Dark/Aqua/3/0/100 This card can attack your opponent's lifepoint directly. When this card does battle damages to your opponent, increase this card's attack strength by 1000 during your next Standby Phase. BE2-JP214 Moisture Alien Light/Angel/9/2800/2900 When you sacrifice 3 cards as sacrifice summon for this card, destroy all opponent's Magics/Traps on the field. BE2-JP215 Gora Turtle Water/Aqua/3/1100/1100 When this card is face-up on the field, all monster with atttack strength of 1900 or higher cannot attack. BE2-JP216 Severing Samurai Wind/Warrior/4/500/800 When this card attacks monsters in face-down defense mode, destroy that monster face-down without damage calculation Rare BE2-JP217 Wicked Spirit of Sand ("Sand Spector") Earth/Undead - Spirit/6/2200/1800 This card cannot be Special Summon. Reutn this card to owner's hand during the End of the turn this card is Summon or Reverse. When this card is Summon or Reverse, destroy all face-up monsters on the field other than this card. BE2-JP218 Royal Bodyguards Earth/Undead/4/1600/1700 Once during the turn this card can change to face-down defense mode. When this card is successfully Reverse Summon, this card's attack and defense strength would be increase by 300 until the end of turn. BE2-JP219 Shambling Corpses Earth/Undead/4/1500/1500 Once during the turn this card can change to face-down defense mode. After this effect is used, shuffle all face-down monsters on your field and place them down back to field again at face-down defense mode. BE2-JP220 Great Priest - De Zard Dark/Spellcaster/6/1900/2300 For each time a monster is destroy by this card, the following effect is get: - One: Negate and destroy the effect of Magic/Trap cards that target this card. - Two: Sacrifice this card, you may special summon a [Immortal King - Richie] from your hand or deck. Super Rare BE2-JP221 Swarm of Scarabs Dark/Insect/3/500/1000 Once during the turn this card can change to face-down defense mode. When this card is successfully Reverse Summon, destroy a monster on his/her field. BE2-JP222 Swarm of Locusts Dark/Insect/3/1000/500 Once during the turn this card can change to face-down defense mode. When this card is successfully Reverse Summon, destroy a Magic/Trap on his/her field. BE2-JP223 Giant Mummy Earth/Undead/5/1700/2000 Once during the turn this card can change to face-down defense mode. If this card is attacked while in face-down defense mode, and the defense strength is higher than that attack strength, destroy the attacking Monster. BE2-JP224 Guardian Sphinx Earth/Rock/5/1700/2400 Once during the turn this card can change to face-down defense mode. When this card is successfully Reverse Summon, return all monsters on opponent's field to owner's hand. Ultra Rare BE2-JP225 Pyramid Turtle Earth/Undead/4/1200/1400 When this card is destroy and sent to Graveyard as a result of battle, special summon a Undead Type monster from your deck with defense strength 2000 or lower. Rare BE2-JP226 Dice Pot Light/Rock/3/200/300 Flip: Roll a six-sided die. The plyaer that roll lower number would get damages equal to his/her opponent's roll *500. However, if that roll is six, 6000 damages is done instead. Reroll when there's tie. BE2-JP227 Black Scorptions Stealing Digging Group Dark/Warrior/4/1000/1000 When this card does battle damages to your opponent, your opponent choose a Magic card in his/her deck and put it into his/her Graveyard. BE2-JP228 Don Zaruug Dark/Warrior/4/1400/1500 When this card does battle damages to your opponent, choose one of the following effects and activate: - Choose and discard a card from your opponent's hand at random. - Put the top 2 cards of your opponent's deck into his/her Graveyard. Super Rare BE2-JP229 Immortal King - Richie Dark/Undead/7/2600/2900 You may Special Summon this card by sacrificing a [Supreme Priest De Zart] with legal requirements. Once during your turn this card can change to face-down defense mode. All effect activation of Magic and Trap cards that target this card would be negate and destroy. When this card is successfully Reverse Summon, special summon a Undead Type monster from your Graveyard. Ultra Rare BE2-JP230 Book of Life - Forbidden Spells - Magic - Normal Special Summon an Undead Type monster from your Graveyard, remove one monster from your opponent's Graveyard afterward. Super Rare BE2-JP231 Book of Sun Magic - Normal Change a face-down monster on the field to face-up attack mode. BE2-JP232 Book of Moon Magic - Quickplay Change a face-up monster on the field to face-down defense mode. BE2-JP233 Mirage of Nightmare Magic - Continuous During your opponent's Standby Phase, draw cards until there're 4 cards in your hand. During your Standby Phase, discard the number of cards you draw equal to the number of cards draw by the effect. BE2-JP234 Secret Passageway to Treasury Magic - Normal One monster with attack strength 1000 or less can attack your opponent's directly. BE2-JP235 Call of Corpses Magic - Continuous When this have no monster on the field, you may special summon a Undead Type monster in your hand to the field. This effect can only be used once per turn. BE2-JP236 Coward's Way Magic - Normal Until the end your opponent's next turn, all Magic/Trap set on the field cannot be destroy. BE2-JP237 Pyramid Power Magic - Quickplay Choose 1 of the following effects and activate: - Increase the attack strength of all monsters of your field by 200. - Increase the defense strength of all monsters of your field by 500. BE2-JP238 Tsutan Mask Trap - Counter Negate an activation of the effect of Magic/Trap that target Undead Type monster, and destroy that card. BE2-JP239 Traveler's Riddle Trap - Continuous This effect can be activate when your opponent's monster attack. Choose one card from your hand, your opponent guess the type (Monster, Magic, Trap). If incorrect, return the attacking monster to owner's hand. BE2-JP240 Bottom Quicksand Trap - Continuous At the end of opponent's turn, destroy the monster on the field with highest attack strength. During your standby phase, if you have less than 4 cards in your hand, this card is destroyed. BE2-JP241 Royal Curse Trap - Counter Negate the activation of a Magic/Trap card that destroy Magic/Trap card and destroy it. BE2-JP242 Suspended Ceiling Trap - Normal This card can be activate when there're more than 4 monster on the field. Destroy all face-up monster. BE2-JP243 Golden Wicked God Statue Trap - Normal If this card is destroy when set and sent to Graveyard, special summon a [Evil God Token] (Demon/Dark/4/Attack,Defense 1000) to your field. Rare BE2-JP244 Cursed Coffin Trap - Normal If this card is destroyed when set and sent to Graveyard,your opponent choose to do one of the following effect: - Discard 1 card at random from his or her hand. - Choose 1 of his/her monsters on the field and destroys it. BE2-JP245 Needle Wall Trap - Continuous Roll a six-sided dice during your Standby Phase, and your opponent field would count 1-5 from the right hand side. Destroy the monster with the same number you roll. Reroll the dice if the result is 6. BE2-JP246 Dust Chute Trap - Normal This card can only be activate when your opponent has 4 or more cards in his/her hand. Look at your opponent's hand and shuffle a monster cards you choose to his/her deck. BE2-JP247 Careless Avarice (Rush Greed) Trap - Normal Draw 2 cards, then skip your next two Draw Phases. BE2-JP248 Royal Treasure Trap - Normal After this card is activated, shuffle it into your deck face-up. When you draw this card, put this card into your Graveyard, then choose a card in your Graveyard and add it to your hand. BE2-JP249 Ultimate Perfect Great Moth Earth/Insect/8/3500/3000 This card can only be special summon by sacrificing a [Hatchling Moth] with [Evolution Cacoon] equip on it for more than 6 turns. Ultra Rare BE2-JP250 Ritual of Illusion Magic - Ritual Used to summon [Sacrifice]. Sacrifice Monsters from your hand and/or field with level total of one or more, or you cannot summon a [sacrifice].