Translation file for: Expert Edition 1 (EE1) Document version 1.5 - Last updated 9/8/05 Created by Spikes and Baron http://www.dmcomet.net (c)9/2004 .comet CCG Network, ALL RIGHTS RESERVED!! ------------------------------------------------------ UPDATE: v1.5 - Rewrite effect text of some cards in 303 with "Magic Counter" effect ------------------------------------------------------ HOW TO USE THIS FILE? All informations in this file can be use freely as your own information. However, you CANNOT copy this whole file to another site (or even part of the translation file) without citing the source. THAT'S MEANS YOU SPIDER-FOOT, GET OUT OF HERE!! THAT'S MEANS YOU SPIDER-FOOT, GET OUT OF HERE!! THAT'S MEANS YOU SPIDER-FOOT, GET OUT OF HERE!! THAT'S MEANS YOU SPIDER-FOOT, GET OUT OF HERE!! THAT'S MEANS YOU SPIDER-FOOT, GET OUT OF HERE!! Monster: (Card Set)-(Card Number) (Card Name) (Main Type)/(Sub-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): Lava Golem (051) Viser Shock (052) Torture Wheel (055) Magic Canceller (075) XYZ-Dragon Cannon (107) Magical Warrior - Breaker (126) Super Magical Swordsman - Black Paladin - (160) Double Magic (161) Diffusion Wave (162) Kaiser Glider (213) Sub-Space Matter Transfer Device (214) Cost Down (215) Swift Lightning Demon - Skull Demon - (235) Explosive Sacrifice Bomb (266) Judgment of Anubis (267) Super Rare (20): Hell Poemer (006) Jackal Paladin (017) Sleeping Valley of Pharoah - Necrovalley (032) Coffin Seller (041) Quiz (053) Knight of White Dragon (081) Magical Shield Type-8 (098) Amazoness Swordswoman (116) Chaos Magician (123) Amazoness Phalanx (151) Magic Reflector - Reflect Bounder - (174) Twillight Zone Dragon (177) King of Heaven - Shinato (178) Mirage Knight (179) Black Flare Knight (180) Exodia Necros (181) Berserk Dead Dragon (182) Dimensional Warrior Girl (189) Genocide King Demon (234) Dark Controller Zork (244) Rare (30): Dark Jelloid (004) Nyudoria (005) Gravekeeper's Leader (013) Soul Banishing Spirit (024) Nightmare Riding Spirit (026) Hellish Trap Door Gun (043) Rope of Life (054) X-Head Cannon (059) Y-Dragon Head (060) Z-Metal Caterpillar (061) XY-Cannon Dragon (106) XZ-Caterpillar Cannon (108) YZ-Dragon Caterpillar (109) Skilled White Magician (119) Skilled Black Magician (120) Magical Scientist (128) Tribe Infecting Virus (131) Death Koala (132) Big Bang Shoot (141) Quicksave (153) Guardian Shiiru (168) Guardian Gurawl (169) Fear from Darkness (187) Dagger of Butterflies - Eruma (194) Dimensional Segregation Machine (206) Skill Drain (211) Mudora (238) Legendary Flame Controller (243) Lair of Ten-Thousand Demon Lord (256) Curse Erasure (263) ------------------------------------------------------- EE1-JP001 Master Kyonsee Earth/Undead/4/1750/1000 EE1-JP002 Big Sneeze Kabazaurus Water/Dinosaur/4/1700/1500 EE1-JP003 Large Tree Man 18 Earth/Machine/4/1600/1900 EE1-JP004 Dark Jelloid Dark/Demon/1200/1500 When this monster is Normal Summoned, Reversed Summoned, or Special Summoned, choose 1 face-up monster on the field. Reduce that monster's attack strength by 800 permanently. Rare EE1-JP005 Nyudoria Dark/Demon/4/1200/800 When this card is destroyed as a result of Battle and sent to the Graveyard, destroy 1 Monster on the Field. Rare EE1-JP006 Hell Poemer Dark/Demon/5/2000/1200 This card's effect is activated when this card was sent to the Graveyard as a result of Battle. When this card is in your Graveyard, your opponent randomly discards 1 card from his/her hand at the end of his/her Battle Phase. This card cannot be Special Summoned from the Graveyard. Super Rare EE1-JP007 Gravekeeper Detector Dark/Spellcaster/3/1200/2000 Reverse: Choose 1 monster with that has attack strength of 1500 Or less, and has [Gravekeeper] in it's name to the field. EE1-JP008 Gravekeeper Curser Dark/Spellcaster/3/800/800 When this card is successfully Summoned, Reverse Summoned or Special Summoned, do 500 damage to your opponent. EE1-JP009 Gravekeeper Guard Dark/Spellcaster/4/1000/1900 Reverse: Return 1 of your opponent's Monsters on the Field to his/her hand. EE1-JP010 Gravekeeper Spearman Dark/Spellcaster/4/1500/1000 When this card attacks a monster in defense mode, if that monster's defense strength is lower than this card's attack strength, do Battle Damage to your opponent equal to the difference. EE1-JP011 Gravekeeper Follower Dark/Spellcaster/3/700/500 When this card does battle damage to your opponent, treated the damage as effect of this card. EE1-JP012 Gravekeeper Observer Dark/Spellcaster/4/1000/1000 When your opponent activates a card with an effect that discards cards from his or her own hand, put this card into your Graveyard from your hand, negate the activation and effect of that card and destroy it. EE1-JP013 Gravekeeper Leader Dark/Spellcaster/5/1900/1200 You can only have one of this card on your Field. When this card is on the Field, your Graveyard is not affected by the effect of [The Sleeping Valley of the Pharaoh - Necrovalley]. If this card is successfully sacifice summoned, Choose one monster that have [Gravekeeper] in it's name in you Graveyard and special summon it to the field. Rare EE1-JP014 Gravekeeper Cannon Holder Dark/Spellcaster/4/1400/1200 Sacifice one monster on your field that have [Gravekeeper] in it's name, do 700 damage to your opponent. The card use in this effect cannot be [Gravekeeper Cannoner] EE1-JP015 Gravekeeper Assassin Dark/Spellcaster/4/1500/1500 This effect can only be activate when [The Sleeping Valley of the Pharaoh - Necrovalley] is on the field. When this card attacks, you can change the mode of 1 of your opponent's face-up Monsters. EE1-JP016 A Man with Ujat Eye Dark/Spellcaster/4/1600/1600 When this card is Normal Summoned, and during your Standby Phase, choose 1 of your opponent's Set cards on the Field and reveal it, then turn it back face-down. EE1-JP017 Holy Warrior (Paladin) of Jackal Light/Beast-Warrior/7/2700/1200 The opponent's monster that this card destroyed and sent to the Graveyard as a result of battle are placed on top of your opponent's deck. Super Rare EE1-JP018 Black Cat That Informs Unhappiness Dark/Beast/2/500/300 Reverse: Choose 1 Trap card from your deck and put it on top of your deck. If [The Sleeping Valley of the Pharaoh - Necrovalley] is on the Field, you can put that Trap card into your hand. EE1-JP019 Ship to Yellow Spring Water/Aqua/3/800/1400 When this card is destroyed as a result of Battle and sent to the Graveyard, destroy the Monster that destroyed this card. EE1-JP020 Winged Wiseman - Farcos Wind/Bird/4/1700/1200 The opponent's face-up monster that this card destroyed and sent to the Graveyard as a result of battle are placed on top of your opponent's deck. EE1-JP021 The Owl that Informs Happiness Wind/Bird/2/300/500 Reverse: Choose 1 Field Magic card from your deck and put it on top of your deck. If [The Sleeping Valley of the Pharaoh - Necrovalley] is on the Field, you can put that Magic card into your hand. EE1-JP022 Shabti's Protector Dark/Rock/1/100/100 Discard this card from your hand. Until the End Phase, Battle Damage done to your Monsters with [Gravekeeper] in their names became 0. EE1-JP023 Snake Pod Earth/Reptile/2/600/300 FLIP: Special Summon a [Cobra Token] (Earth/Reptile/3/1200/1200) to your Field. When a [Cobra Token] is destroyed as result of Battle, do 500 damage to your opponent. EE1-JP024 Soul Banishing Spirit Dark/Zombie/3/300/200 This card is not destroyed as a result of Battle. When this card is target of Magic, Trap, or Monster effect, destroy this card. If this card successfully attack your opponent directly, your opponent discards 1 card at random from his/her hand. Rare EE1-JP025 Nightmare Horse Dark/Zombie/2/500/400 Even your opponent have monster on his/her field, this card can attack your opponent directly. EE1-JP026 Nightmare Controlling Spirit Fusion Monster Dark/Undead/5/800/600 [Soul Banishing Spirit] + [Nightmare Horse] This card is not destroyed as a result of Battle. When this card is target of Magic, Trap, or Monster effect, destroy this card. Even your opponent have monster on his/her field, this card can attack your opponent directly. If this card successfully attack your opponent directly, your opponent discards 1 card at random from his/her hand. Rare EE1-JP027 Dark Designator Normal Magic Declare a name of Monster card. If the declared card is in your opponent's deck, he or she puts that card into his or her hand. EE1-JP028 Shotgun Shuffle Continuous Magic Pay 300 LP. Shuffle your deck or your opponent's deck. This effect can only be activated once per turn EE1-JP029 Name Inference Normal Magic Your opponent declares a level. Reveal cards from your deck until you reveal a Monster card that can be Normal Summoned. If that Monster has the same level as the one name by opponent, discard all cards revealed from your deck by this card's effect. Otherwise, Special Summon that monster, and discard the other cards revealed from your deck. EE1-JP030 Nightmare Interrogation Room Continuous Magic Whenever you done damage to your opponent's LP other than Battle Damage, do 300 damage to your opponent. The damage done by [Nightmare Interrogation Room] does not count. EE1-JP031 Time Capsule Normal Magic Choose 1 card from your deck, remove that card from the game face-down. During your second Standby Phase after this card is activate, destroy this card, and put the card removed from the game by this card's effect into your hand. EE1-JP032 Pharaoh’s Sleeping Valley - Necrovalley Field Magic When this card is face-up on the Field, all effects of Magic, Trap or Effect Monsters that target Graveyard are negated, including effects that remove cards from the game. Also, when this card is face-up on the Field, increase the attack and defense strengths of all Monsters on the Field with [Gravekeeper] in their names by 500. Super Rare EE1-JP033 Buster Launcher Equipment Magic This card can only be equipped on a Monster with an attack strength of 1000 or less. During Damage Calculation Step, if your opponent's Monster's attack strength if in attack mode, defense strength if in defense mode is 2500 or higher, the equipped monster's attack strength would be increase by 2500. EE1-JP034 Heliographic Tablet Normal Magic Pay 1000 Life Points. During this duel, your maximum hand size becomes 7. EE1-JP035 Black Snake Sickness Continuous Magic During your Standby Phase, do 200 damage to each player. After that, for each of your standby phase, the damage is doubled. EE1-JP036 Terra Forming Normal Magic Put 1 Field Magic card from your deck into your hand. EE1-JP037 Flag of Courage Continuous Magic During your Battle Phase, increase the attack strength of all of the Monsters on your Field by 200. EE1-JP038 Metamorphosis Normal Magic Sacrifice 1 of your Monsters on the Field. Special Summon 1 Fusion Monster from your Fusion Deck with the same level as the sacrificed Monster. EE1-JP039 Imperial Sacrifice Normal Magic This card can only be activated when a [Pharaoh's Sleeping Valley - Necrovalley] is on the Field. Each player discards all Monster cards in his/her hand. EE1-JP040 Reversal Quiz Normal Magic Put all of the cards in your hand and on your Field into your Graveyard. Guess the type of the top card of your deck (Magic, Trap or Monster). If you are correct, switch Lifepoint with your opponent. EE1-JP041 Coffin Seller Continuous Trap Whenever an opponent's Monster goes to the Graveyard, do 300 damage to your opponent. Super Rare EE1-JP042 Curse of Aging Normal Trap Discard 1 card from your hand. Reduce the attack and defense strengths of all of your opponent's Monsters on the Field by 500 until the end of the turn this card is activated. EE1-JP043 Gun that Cross Hell's Door Counter Trap If an effect is activated that does damage to you that isn't Battle Damage, the damage that is done to you is done to your opponent instead. EE1-JP044 Thunder Break Normal Trap Discard 1 card from your hand. Destroy 1 card on the Field. EE1-JP045 Narrow Passage Continuous Trap This card can only be activated when each player has two or fewer Monsters on the Field. Each player can only have up to 2 Monsters in his/her field. EE1-JP046 Disturbance Tactics Normal Trap Your opponent shuffles his or her hand into his or her deck, then draws the same number of cards from his/her deck EE1-JP047 Chalkboard Eraser Trap Counter Trap If an effect is activated that does damage to you that isn't Battle Damage, negate that damage, and your opponent discards 1 card from his or her hand. EE1-JP048 Ritual of the Descending Spirits Normal Trap Special Summon a Monster from your Graveyard with [Gravekeeper] in its name. This card's activation is not affected by [The Sleeping Valley of the Pharaoh - Necrovalley]. EE1-JP049 Territory that can’t be Invaded Normal Trap Activate during your Standby Phase. Discard 1 card from your hand. Your opponent cannot Normal Summon or Special Summon during his/her next turn. EE1-JP050 Blood of Dragons Normal Trap Before the end of turn, all of your monsters on the field become Dragon sub-type. EE1-JP051 Lava Golem Fire/Demon/8/3000/2500 This card is special summoned to opponent’s field by sacrificing 2 of opponent’s monsters. During each of this card’s controller’s Standby Phase, do 1000 damages to the controller. During the turn this card is special summoned, you cannot normal summoned. Ultra Rare EE1-JP052 Viser Shock Dark/Demon/5/800/600 When this monster is successfully summoned, reverse summoned or special summoned, return all face-down cards on the Field to their owners' hands. Ultra Rare EE1-JP053 Quiz Normal Magic During this card's activation, your opponent cannot look through your Graveyard. The opponent guesses the bottom-most Monster card in your Graveyard, if he/she is correct, remove that Monster card from the game. If he/she is incorrect, Special Summon that Monster to its owner's Field. Super Rare EE1-JP054 Lifeline Normal Trap When 1 of your Monsters was destroyed as a result of Battle and sent to Graveyard, discard your hand to activate this card. Increase that Monster's attack strength by 800 and Special Summon that monster to the Field. Rare EE1-JP055 Wheel of Interrogation Continuous Trap When this card is on the Field, choose 1 of your opponent's monsters, that monster cannot attack nor change its mode. During your Standby Phase, this card does 500 damage to your opponent. If the chosen Monster leaves the Field, this card is destroyed. Ultra Rare EE1-JP056 Fleeing People Fire/Pyro/2/600/600 Normal Monster EE1-JP057 Oppressed People Water/Aqua/1/400/2000 Normal Monster EE1-JP058 United Resistance Wind/Thunder/3/1000/400 Normal Monster EE1-JP059 X-Head Cannon Light/Machine/4/1800/1500 Normal Monster Rare EE1-JP060 Y-Dragon Head Light/Machine - Union/4/1500/1600 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [X-Head Cannon], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, increase the attack and defense strength of the Equipped Monster by 400. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead). Rare EE1-JP061 Z-Metal Caterpillar Light/Machine - Union/4/1500/1300 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [X-Head Cannon] or [Y-Dragon Head], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, increase the Equipped Monster's attack and defense strengths by 600. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead). Rare EE1-JP062 Dark World Warrior - Dark Sword Dark/Warrior/4/1800/1500 Normal Monster EE1-JP063 Black Dragon Dark/Dragon - Union/3/900/600 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [Dark World Warrior – Dark Sword], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, increase the Equipped Monster's attack and defense strengths by 400. If the Equipped Monster attacks a Monster in defense mode, and the monster this card attack have a lower defense strength than this Monster's attack strength, do Battle Damage to your opponent equal to the difference. (A Monster can only have one Union Equipment card equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead). EE1-JP064 Knight Dragon Dark/Dragon - Union/5/2000/1500 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [Dark World Warrior – Dark Sword], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, increase the Equipped Monster's attack and defense strengths by 900. You may sacrifice this card while it is an Equipment card to allow the Equipped Monster to attack your opponent directly in this turn. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead). EE1-JP065 Decayed General Earth/Undead/4/1000/1500 When this Monster is successfully Normal Summoned, you may Special Summon a [Zombie Tiger] from your hand. Whenever this card successfully attacks your opponent directly, your opponent discards 1 card from his or her hand at random. EE1-JP066 Zombie Tiger Earth/Undead - Union/3/1300/1600 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [Decayed General], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, increase the Equipped Monster's attack and defense strengths by 500. Whenever the Equipped Monster destroys 1 of your opponent's monsters during Battle, he/she have to randomly discard 1 card from his/her hand. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead). EE1-JP067 Giant Orc Dark/Demon/4/2200/0 When this card attacks, it changes to defense mode at the end of the Battle Phase. Until the end of your next turn, the mode of this card can't be change. EE1-JP068 Second Goblin Dark/Demon - Union/1/100/100 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [Giant Orc], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, the Equipped Monster's mode can be changed once during your turn. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead). EE1-JP069 Blood Orchids Earth/Plant/4/1700/1000 When this card is successfully Normal Summon, you may special summon a [Death Dendour] from your hand. EE1-JP070 Death Dendour Earth/Plant - Union/4/300/2000 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [Blood Orchids], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, whenever the equipped monster destroys another Monster during Battle, Special Summon a [Magic Grass Token] (Earth/Plant/1/800/800) to the field. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead). EE1-JP071 Lava Beast Fire/Pyro - Union/4/1500/1000 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [Glacier Beast], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, whenever the Equipped Monster does Battle Damage to your opponent, destroya face-up Magic or Trap card on the Field. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead). EE1-JP072 Glacier Beast Water/Aqua - Union/4/1500/1000 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [Lava Beast], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, whenever the Equipped Monster does Battle Damage to your opponent, destroya face-up Magic or Trap card on the Field. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead). EE1-JP073 Union Rider Wind/Machine/2/1000/1000 Choose an Union monster in monster state from your opponent's field and equipped it to this card (up to 1). That Union monster cannot be change to monster state from its own effect while equipped on this card. EE1-JP074 Crazy Beast of Another Dimension Earth/Beast/3/1400/1400 Remove the monsters this card destroy as a result of battle from the game. EE1-JP075 Magic Canceller Wind/Machine/5/1800/1600 While this card is face-up on the Field, Magic cards cannot be activated, and the effects of all Magic cards on the Field are negated. Ultra Rare EE1-JP076 Cat Mimic King Earth/Beast/1/0/0 If this Monster is put into your Graveyard during your opponent's turn as a result of effect of a Magic/Trap/Monster card controlled by your opponent, your opponent's turn ends immediately. EE1-JP077 Close Combat Helping Robo Light/Machine/4/1600/0 When this card destroys 1 of your opponent's Monsters as a result of Battle, draw a card, then choose 1 card from your hand and put it at the bottom of your deck. EE1-JP078 Dimensional Pod Dark/Machine/2/200/200 Flip: Both player remove up to 3 cards from their respective opponent's Graveyard from the game. EE1-JP079 Century Thief Earth/Spellcaster/3/1000/1000 When this card does Battle Damage to your opponent's lifepoints, name a card. Your opponent reveals his/her hand and discard all cards with the chosen name. EE1-JP080 Roulette Bomber Light/Machine/4/1000/2000 During your Main Phase, you can roll 2 six-sided dice. Choose 1 of those dice, and destroy 1 face-up Monster on the field with a level equal to the die roll. EE1-JP081 Knight of White Dragon ("Paladin of White Dragon") Light/Dragon - Ritual/4/1900/1200 Descend by [White Dragon Descent]. You must sacrifice total level of 4 or more worth of cards from the Field and/or your hand to special Summon this card.When this Monster attacks a Monster in face-down defense mode, destroy the Monster without doing damage. During your Main Phase, you can sacrifice this Monster to Special Summon 1 [Blue Eyes White Dragon] from your hand or deck. (The [Blue Eyes White Dragon] that is special summoned by this card's effect can't attack the turn it's special summon) Super Rare EE1-JP082 White Dragon Descent Magic - Ritual Needed to Summon a [Knight of White Dragon]. Sacrifice Monsters from your hand and/or the Field that have a total level of 4 or more to special summon a [Knight of White Dragon]. EE1-JP083 Frontline Base Magic - Continuous Once during your Main Phase, you can Special Summon a Level 4 or lower Union Monster from your hand. This effect can only be use once per turn. EE1-JP084 Demotion Deal Magic - Equipment The Equipped Monster's Level is reduced by 2. EE1-JP085 Combination Attack Magic - Quickplay This card can only be activate when a Union monster is equipped on another monster. Release the Equipped Monster that attacked during this turn from the Union monster, and it can attack again. EE1-JP086 Kaiser Colosseum Magic - Continuous When this card's controller has 1 or more Monsters on the Field, the number of monster cards that are on opponent field can't exceed that number. Cards that were on the Field before this card was activated are not affected. EE1-JP087 Independent Movement Unit Magic - Equipment Pay 1500 Life Points. Choose a Monster in your opponent's Graveyard and Special Summon it to the Field in attack mode, and Equip this card on it. If this card leaves the Field, destroy the Equipped Monster. EE1-JP088 Tetiree's Toxic Medicine Magic - Quickplay Choose 1 of the following effects and activate it. - Gain 1200 Life Points. - Do 800 damage to your opponent. EE1-JP089 Ante Battle Magic - Normal Each player reveals 1 card from his or her hand, and compares the level. The player who chose the Monster card with the higher level returns the card to his or her hand, and the player that chose the card with the lower level card receives 1000 damage and puts his or her card in the Graveyard. Non-Monster cards that are chosen have a level of 0. Cards with the same level are returned to their respective hands. EE1-JP090 Black Core Magic - Normal Discard 1 card from your hand. Remove 1 face-up Monster on the Field from the game. EE1-JP091 Raregold Armor Magic - Equipment While you control the Equipped Monster, your opponent can only attack the Equipped Monster. EE1-JP092 Metalsliver Armor Magic - Equipment While you control the Equipped Monster, your opponent can only target the equipped Monsters with Magic, Trap or Monster Effects that target a monster. EE1-JP093 Spirit of Knight's Rule Magic - Continuous Your Monsters on the Field are not destroyed during a Battle with a Monster that has an equal attack strength. EE1-JP094 Tribute Doll Magic - Normal Sacrifice 1 of your Monsters on the Field to activate this card. Special Summon 1 Level 7 Monster from your hand. That monster cannot attack during this turn. EE1-JP095 Wavemotion Cannon Magic - Continuous You may put this card from the Field into your Graveyard during your Main Phase. Do 1000 damage to your opponent times the number of your Standby Phases that this card was on the Field after this card was activated. EE1-JP096 Large Revolution Trap - Normal This card can only be activated during your Main Phase if you have a face-up [Fleeing People], [Oppressed People] and [United Resistance] on the Field. Your opponent puts all of the cards in his or her hand into Graveyard, and destroys all of your opponent's cards on the Field that he/she controls. EE1-JP097 Bundle of Champion Trap - Normal This card can only be activated during your opponent's Standby Phase. Your opponent skip his/her Battle Phase during this turn. EE1-JP098 Eight Type Anti-Magic Multi-boundary Trap - Counter Choose 1 of the following effects and activate it. - Negate and destroy a Magic card that chooses 1 Monster on the field as its target. - Discard 1 Magic card from your hand, negate and destroy the activation and effect of a Magic card and destroy it. Rare EE1-JP099 Meteor Rain Trap - Normal During this turn, if 1 of your Monsters attacks a Monster in defense mode, and your attack strength is higher, do Battle Damages to your opponent equal to the difference. EE1-JP100 Pineapple Bomb Trap - Normal This card can only be activated when you successfully Normal Summon a Monster. If your opponent has more Monsters on the Field than you, your opponent chooses a number of his/her Monsters equal to the difference and destroys them. EE1-JP101 Training Machine Gun Trap - Normal Do 200 damage to your opponent times the number of cards he or she has on the Field and in his/her hand. EE1-JP102 Physical Division Trap - Normal This card can only be activated during an opponent's turn. Special Summon a [Mirage Token] to the field with the same Level, Sub-Type, Main Type, attack and defense strengths as 1 of your opponent's Monsters. Destroy that token at the end of the turn. EE1-JP103 Group Division Trap - Continuous Each player choose a Sub-Type, then puts all the card that aren't the chosen sub-type to the owner's Graveyard While this card is on the Field, Monsters that are played to each player's Field can only be of that Sub-Type. EE1-JP104 Formation Union Trap - Normal Choose 1 of the following effects and activate it. - Equip 1 of your Union Monsters on the Field on one of your Monsters on the Field. - Remove 1 of your Union Monsters that is Equipped on a Monster and return it to the Field in face-up attack mode. EE1-JP105 Sticky Pit Trap Trap - Normal This card can only be activated when your opponent Normal Summons, Reverse Summons or Special Summons a Monster. While that monster is on the field, its attack strength is halved. EE1-JP106 XY-Dragon Cannon Light/Machine - Fusion/6/2200/1900 [X-Head Cannon] + [Y-Dragon Head] You must remove the required Monsters on your Field from the game in order to Special Summon this Monster (the [Fusion] card is not needed). Discard 1 card from your hand to destroy 1 of your opponent's face-up Magic or Trap card on the Field. Rare EE1-JP107 XYZ-Dragon Cannon Light/Machine - Fusion/8/2800/2600 [X-Head Cannon] + [Y-Dragon Head] + [Z-Metal Caterpillar] You must remove the required Monsters on your Field from the game in order to Special Summon this Monster (the [Fusion] card is not needed). Discard 1 card from your hand to destroy 1 of your opponent's card on the Field. Ultra Rare EE1-JP108 XZ-Caterpillar Cannon Light/Machine - Fusion/6/2400/2100 [X-Head Cannon] + [Z-Metal Caterpillar] You must remove the required Monsters on your Field from the game in order to Special Summon this Monster (the [Fusion] card is not needed). Discard 1 card from your hand to destroy 1 of your opponent's face-down Magic or Trap card on the Field. Rare EE1-JP109 YZ-Caterpillar Dragon Light/Machine - Fusion/6/2100/2200 Effect: [Y-Dragon Head] + [Z-Metal Caterpillar] You must remove the required Monsters on your Field from the game in order to Special Summon this Monster (the [Fusion] card is not needed). Discard 1 card from your hand to destroy 1 of your opponent's face-down monster card on the Field. Rare EE1-JP110 Great Angus Fire/Beast/4/1800/600 EE1-JP111 Aitsu Fire/Angel/5/100/100 EE1-JP112 Sonic Duck Wind/Bird/3/1700/700 EE1-JP113 Sapphire Dragon Wind/Dragon/4/1900/1600 EE1-JP114 Amazoness Paladin Earth/Warrior/4/1700/300 For every monster on your field that have the text [Amazoness] in it's name, increase this card attack strength by 100. EE1-JP115 Amazoness Martial Artist Earth/Warrior/4/1500/1300 The Battle Damage to the controller by this card as a result of battle become 0. EE1-JP116 Amazoness Swordswoman Earth/Warrior/4/1500/1600 The Battle Damage done to the controller by this card as a result of Battle is done to the opponent. Super Rare EE1-JP117 Amazoness Blowgunner Earth/Warrior/3/800/1500 For each of your Standby Phases, you may choose 1 the Monsters on your opponent's Field. Reduce the attack strength of the chosen monster by 500 until the end of that turn. EE1-JP118 Amazoness Pet Tiger Earth/Beast/4/1100/1500 You can only have one of these cards face-up on the Field. For every monsters on your field that have [Amazoness] in it's name, increase this card attack by 400. Unless your opponent destroy this card, your other Monsters that have [Amazoness] in their names can't be target of battle. EE1-JP119 Skilled White Magician Light/Spellcaster/4/1700/1900 Whenever you or your opponent activate a Magic card, put a Magic counter onto this card (to the maximum of 3). You may sacrifice this card when there're 3 Magic counters on this card, and special summon a [Buster Blader] from your hand, deck, or Graveyard. Rare EE1-JP120 Skilled Black Magician Dark/Spellcaster/4/1900/1700 Whenever you or your opponent activate a Magic card, put a Magic counter onto this card (to the maximum of 3). You may sacrifice this card when there're 3 Magic counters on this card, and special summon a [Black Magician] from your hand, deck, or Graveyard. Rare EE1-JP121 Apprentice Magician Dark/Spellcaster/2/400/800 When this card is successfully Summon, Reverse Summon, or Special Summon, put a Magic counter onto a face-up card on the field that Magic counter can be put on. When this card is destroy as a result of battle, you can choose a Spellcaster sub-type monsters with Level 2 or less and set it onto your field. EE1-JP122 Tenacious Old Magician Dark/Spellcaster/2/450/600 Reverse: Destroy a monster on your opponent's field. EE1-JP123 Chaos Magician Light/Spellcaster/6/2400/1900 Negate all effect of effect monster cards that target this card. Super Rare EE1-JP124 Magical Marionette Dark/Spellcaster/5/2000/1000 Whenever you or your opponent activates a Magic card, put a Magic Couunter onto this card. For each Magic Counter on this card, increase this card's attack strength by 200. Remove 2 Magic Counters on this card, destroy a monster on the field. EE1-JP125 Pixie Knight Light/Spellcaster/2/1300/2000 When this card is destroy as a result of battle and sent to Graveyard, your opponent choose a Magic card in your Graveyard and put it to the top of your deck. EE1-JP126 Magical Knight - Breaker Dark/Spellcaster/4/1600/1000 When this card is successfully summon, put a Magic counter onto this card (to the maximum of 1). For each Magic counter on this card, increase this card's attack strength by 300. Also, remove a Magic counter on this card to destroy a Magic/Trap card on the field. Ultra Rare EE1-JP127 Magical Plant - Mandragora Dark/Spellcaster/2/500/200 Reversed: Put 1 "Magic Counter" on all cards that can have "Magic Counters" put on them. EE1-JP128 Magical Scientist Dark/Spellcaster/1/300/300 Pay 1000 Lifepoints, Special Summon a Fusion Monster with level 6 or lower from your Fusion Deck. That Fusion Monster cannot attack your opponent directly, the Fusion Monster is returned to the Fusion Deck at end of turn. Rare EE1-JP129 Royal Magical Library Light/Spellcaster/4/0/2000 Whenever you or your opponent activates a Magic card, put a Magic Counter onto this card (to maximum of 3). Remove 3 Magic Counters on this card, draw a card from your deck. EE1-JP130 Magical Armor - Exe Light/Rock/4/2400/1400 This card cannot attack during the turn it is Summon, Reverse Summon, or Special Summon. During each of your and your opponent's Standby Phase, you must remove one of your Magic Counters from the field. When you cannot remove one, destroy this card. EE1-JP131 Tribe Infection Virus Water/Aqua/4/1600/1000 Discard 1 card from your hand and declare a sub-type. Destroy all face-up monsters on your and your opponent's field that have that sub-type. Rare EE1-JP132 Death Koala Dark/Beast/3/1100/1800 Reverse: For each card in opponent's hand, do 400 damage to your opponent. Rare EE1-JP133 Black Scorpion - Trap Remover Kurifu Dark/Warrior/3/1200/1000 When this card does Battle Damage to your opponent, You may choose one of the following effects to activate: - Destroy 1 Magic or Trap card on the Field. - Put the top 2 cards of your opponent's deck into his or her Graveyard. EE1-JP134 Magical Dry Good Merchant Light/Insect/1/200/700 Reversed: Reveal cards from the top of your deck. PUt the first revealed Magic or Trap card to your hand. Put the rest of the cards to your Gravayard. EE1-JP135 Koitsu Water/Angel - Union/10/200/100 Once per turn during your Main Phase, you may change this card to an Equipment card and Equip it on [Aitsu], or remove this card from being an Equipment card and place it in face-up attack mode. Increase the Equipped Monster's attack strength by 3000. When the equipped Monster attacks a Monster in defense mode, and the attack strength is higher than the defense strength of opponent's monster, do Battle Damage to your opponent equal to the difference. (A monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of Battle, destroy this card instead.) EE1-JP136 Cat Ear Tribe Earth/Beast-Warrior/1/200/100 During your opponent's turn, your opponent's Monsters that Battle with this one have their base attack strengths reduced to 200 during the Damage Step. EE1-JP137 Absolute Obedience Demon Fire/Demon/10/3500/3000 This card can only attack when this is the only card on your field, and you have 0 cards in your hand. The effects of Effect Monsters that this card destroys are negated. EE1-JP138 White-Tailed Black Cat Earth/Beast/2/800/500 FLIP: Return 2 of the Monsters on your opponent's Field and 1 of Monsters on your Field to their owner's hands. EE1-JP139 Amazoness Curser Magic - Normal Until the end of the turn, switch the base attack strengths of 1 of the face-up Monsters on your Field that have [Amazoness] in its name, and 1 of the face-up Monsters on your opponent's Field. EE1-JP140 Counter Machine-Gun Punch Magic - Continuous If your opponent attacks 1 of your Monsters in defense mode, and the attack strength is lower than the defense strength, destroy the attacking Monster. EE1-JP141 Big Bang Shoot Magic - Equipment Increase the Equipped Monster's attack strength by 400. If it attacks a Monster in defense mode, and the attack strength is greater than the defense strength, do Battle Damage to your opponent equal to the difference. If this card leaves the Field, remove the Equipped Monster from the game. Rare EE1-JP142 Spiritual Clarification Magic - Normal Put 1 [Spiritual Clarification] from your deck into your hand. This card can only activate once per turn. EE1-JP143 Mass Cannon Magic - Continuous Sacrifice 1 of your Monsters on the Field, do 400 damage to your opponent. EE1-JP144 Thousand Mile Eye Magic - Continuous During your Standby Phase, you can pay 100 Life Points to look at the top card of your opponent's deck then put it back. Your opponent cannot look at that card. EE1-JP145 Proof Of Dragon Destruction Magic - Normal Put 1 [Buster Blader] from your deck or Graveyard into your hand. EE1-JP146 Jar Theft Magic - Quickplay This card can only be activate when [Jar of Greed] is activated. Negate the effect of that [Jar of Greed], and you draw 1 card from your deck. EE1-JP147 We Shall Be Your Shield Magic - Quickplay When your opponent activates a card with [Destroy Monsters on the Field] effect, pay 1500 LP to negate that card and destroy it. EE1-JP148 Magical Scripture Magic - Quickplay Look at the top 3 cards of your deck, and replace them in any order. Your opponent cannot look at those cards. EE1-JP149 Megaton Magical Cannon Magic - Normal Remove 10 Magic counters from your Field, destroy all of the cards on your opponent's Field. EE1-JP150 Black Power Stone Trap - Continuous After activation, put 3 "Magic Counters" on this card. Once during each of your turns, you may put 1 "Magic Counter" from this card to another of your card on the field that can put "Magic Counter" on. (The effect may only use once per turn). If there are no more "Magic Counters" on this card, destroy this card. EE1-JP151 Amazoness Phalanx Trap - Normal This card can only be activate when your opponent attack and you have a face-up monster with the name [Amazoness]. All of Monsters on your opponent's Field change to face-up attack mode (FLIP Effects are negated) and have their attack strengths reduced by 500 (continuous). Your opponent must attack with all of his or her Monsters. Super Rare EE1-JP152 Quick Save Trap - Normal This card can only be activate when one of your monster with [Amazoness] in it's name is target by opponent card effect. Return the targeted Monster to its owner's hand, and Special Summon 1 other Monster from your hand. Rare EE1-JP153 Magical Drought Trap - Normal Remove all of your and your opponent's Magic counters from the Field. EE1-JP154 Hidden Magician's Tome Trap - Normal This card can only be activate during your turn. Choose 2 Magic cards in your Cemetery and shuffle them into your deck. EE1-JP155 Miraculous Revival Trap - Normal Remove 2 "Magic Counters" from your Field to activate this card. Special Summon 1 [Black Magician] or [Buster Blader] from your Graveyard to the field. EE1-JP156 Freedom From Control Trap - Continuous When this card is on the Field, the control of all of your and your opponent's Monsters return to their respective owners. EE1-JP157 Disarmament Trap - Normal Destroy all Equipment cards on the Field. EE1-JP158 Opposition to Magic Trap - Counter Remove 2 "Magic Counters" on your Field to activate this card. Negate a Magic card activation and destroy it. EE1-JP159 Life Absorbing Spell Trap - Normal Turn all Monsters on the Field in face-down defense mode face-up. At this time, the effects of Flip Effect Monsters are not activated. You gain 400 Life Points for each Effect Monster on the Field. EE1-JP160 Super Magical Swordsman - Black Paladin Dark/Spellcaster - Fusion/8/2900/2400 [Black Magician] + [Buster Blader] This Monster can only be Special Summoned by a Fusion Summon. When this card is face-up on the Field, you can discard 1 card from your hand to negate an activation of a Magic Card and destroy it. Increase this card's attack strength by 500 for each Dragon Sub-Type Monster on all Fields and in all Graveyards. Ultra Rare EE1-JP161 Double Magic Magic - Normal Discard 1 Magic card from your hand. Choose 1 Magic card in your opponent's Graveyard, and use it as your own card. Ultra Rare EE1-JP162 Diffusion Wave Magic - Normal Pay 1000 Life Points. Choose a Spellcaster sub-type monster on your field with level 7 or higher. During this turn, only the chosen Monster is allowed to attack, and it may attack each of your opponent's Monsters once. The effects of Effect Monsters that are destroyed in an attack in this way are not activated. Ultra Rare EE1-JP163 Battle Football Player Fire/Machine/4/1000/2100 EE1-JP164 Ninja Dog Wander Dog Wind/Beast-Warrior/4/1800/1000 EE1-JP165 Acrobat Monkey Earth/Machine/3/1000/1800 EE1-JP166 Weapon Summoner Wind/Spellcaster/4/1600/1600 Flip: Put 1 card with [Guardian] in its name from your deck into your hand. EE1-JP167 Guardian Eruma Wind/Angel/3/1300/1200 This card may only be Normal Summon, Reversed Summon, or Special Summon if [Dagger of Butterflies - Eruma] is on the field. When this card is successfully Normal Summoned or Special Summoned, you can Equip 1 Equipment Magic card from your Graveyard to this card. EE1-JP168 Guardian Shiral Fire/Fire/4/1700/1400 This card may only be Normal Summon, Reversed Summon, or Special Summon if [Bow of Meteor - Shiral] is on the field. You can put 1 of your Equipment cards that is Equipped on this Monster to the Cemetery to destroy 1 Monster on your opponent's field. Rare EE1-JP169 Guardian Grawl Earth/Dino/5/2500/1000 This card may only be Normal Summon, Reversed Summon, or Special Summon if [Axe of Gravity - Grawl] is on the field. If this card is the only card in your hand, you can Special Summon this card to the field. Rare EE1-JP170 Guardian Baou Dark/Fiend/4/800/400 This card may only be Normal Summon, Reversed Summon, or Special Summon if [Great Swords of Violation - Baou] is on the field. Increase this card's attack strength by 1000 for each of your opponent's Monsters that it destroys and sends to Graveyard as a result of Battle. Also, negate the effects of Effect Monsters that this one destroys as a result of Battle. EE1-JP171 Guardian Keesuto Water/Water Dragon/4/1000/1800 This card may only be Normal Summon, Reversed Summon, or Special Summon if [Rod of Slience - Keesuto] is on the field. This card cannot be affected by Magic, and cannot be attacked by your opponent's Monsters. EE1-JP172 Guardian Twice Light/Thunder/5/1900/1700 This card may only be Normal Summon, Reversed Summon, or Special Summon if [Twin Swords of Spark - Twice] is on the field. If this card is destroyed and goes to the Cemetery, Special Summon to your Field the Monster in your Cemetery that was sacrificed to Summon this one. EE1-JP173 Cyber Raider Dark/Machine/4/1400/1000 When this card is successfully Normal Summoned, Reverse Summoned or Special Summoned, choose 1 of the following effects and activate it. - Choose 1 Equipment card that is Equipped on 1 Monster on the Field and destroy it. - Choose 1 Equipment card that is Equipped on a Monster and Equip it on this card. EE1-JP174 Magical Mirror Reflector - Reflect Bounder Light/Machine/4/1700/1000 If this card is in attack mode and is attacked by an opponent's Monster, do damage to your opponent equal to the attacking Monster's attack strength, and destroy this card after damage calculation. Super Rare EE1-JP175 Little Winguard Wind/Warrior/4/1400/1800 This Monster can change its mode once during your End Phase. EE1-JP176 Death Gremlin Dark/Reptile/4/1600/1800 Reverse: Choose 1 card in your Cemetery and shuffle it into your deck. EE1-JP177 Twilight Zone Dragon Light/Dragon/5/1200/1500 This card cannot be destroyed Magic or Trap effects that does not target, and cannot be destroyed as a result of Battle with a Monster that has an attack strength of 1900 or less. Super Rare EE1-JP178 Heaven Ruler - Shinato Light/Angel/8/3300/3000 Ritual Monster This card is ritual summon by a [Ark of Miracles]. You must sacrifice total level of 8 or more worth of cards from the Field and/or your hand to special summon this card. If this card attacks and destroys an opponent's Monster in defense mode and it goes to the Graveyard, do damage to your opponent equal to the base attack strength of the destroyed Monster. Super Rare EE1-JP179 Black Flare Knight Dark/Warrior/6/2200/800 Fusion Monster [Black Magician] + [Flame Swordsman] Battle damage done by this card to its controller is 0. If this card is destroyed and sent to the Graveyard as a result of Battle, Special Summon 1 [Mirage Knight] from your deck or hand. Super Rare EE1-JP180 Mirage Knight Light/Warrior/8/2800/2000 This card can only be Special Summoned by the effect of a [Black Flare Knight]. During damage calculation, increase this card's attack strength by the base attack strength of your opponent's Monster this card is battling. Remove this card from the game during the End Phase of the turn in which it Battled. Super Rare EE1-JP181 Bershek Dead Dragon Dark/Zombie/8/3500/0 This card can only be Special Summoned by the effect of a [Bargain With a Demon]. This Monster may attack each of your opponent's Monsters on the Field once. During the End Phase of each of your turns, reduce this card's attack strength by 500. Super Rare EE1-JP182 Exodia Necros Dark/Spellcaster/4/1800/0 This card can only be Special Summoned by the effect of a [Pact with Exodia]. This card cannot be destroyed as a result of Battle, or by Magic or Trap effects, and increase this Monster's attack strength by 500 during each of your Standby Phases. If you don't have a [Sealed Exodia], [Sealed Left Arm], [Sealed Right Arm], [Sealed Left Leg], [Sealed Right Leg] in your Cemetery, this card is destroyed. Super Rare EE1-JP183 Betraiting Panda Earth/Animal/3/800/1600 Increase this card's attack strength by 500 for each Monster on your opponent's Field. If this Monster attacks a Monster in defense mode, and its defense strength is less than this Monster's attack strength, do Battle Damage to you opponent equal to the difference. EE1-JP184 Blind Royal Goblin Earth/Warrior/4/1800/1500 While this card is face-up on the Field, control of it can't change. EE1-JP185 Despair from Darkness Dark/Zombie/8/2800/3000 If this card is placed in the Cemetery from your hand or deck by an opponent's card effect, Special Summon this card to the Field. EE1-JP186 Composite Beast - Garzetto Dark/Demon/7/?/0 This card's attack strength is the total of the base attack strengths of the 2 Monsters sacrificed to Sacrifice Summon this card. EE1-JP187 Fear From Darkness Dark/Zombie/4/1700/1500 If this card is placed in the Cemetery from your hand or deck by an opponent's card effect, Special Summon this card to the Field. Rare EE1-JP188 Black Scorpion - Running Chikku Dark/Warrior/3/1000/1000 When this card does Battle Damage to your opponent, you can choose 1 of the following effects and activate it. - Return 1 card on the Field to its owner's hand. - Look at the top card of your opponent's deck (your opponent can't see it). Choose to put that card on top or at the bottom of your opponent's deck. EE1-JP189 Dimensional Warrior Girl Light/Warrior/4/1500/1600 When this card Battles an opponent's Monster, you can remove your opponent's Monster and this card from the game. Super Rare EE1-JP190 Book of Thousand Needle Earth/Beast/4/1000/1800 If this card is attacked while in defense mode and the opposing Monster's attack strength is greater than this card's defense strength, destroy the attacking Monster after damage calculation. EE1-JP191 Ark Of Miracles Magic - Ritual Needed to ritual summon a [Heaven Ruler - Shinato]. You must sacrifice 8 levels or more worth of Monsters from the Field and/or your hand. EE1-JP192 Bargain With A Demon Magic - Quickplay This card can only be activate during a turn that a level 8 or higher Monster goes from your Field to Graveyard. Special Summon a [Berserk Dead Dragon] from your hand or deck. EE1-JP193 Pact With Exodia Magic - Normal This card can only be activate if you have a [Sealed Exodia], [Sealed Left Arm], [Sealed Right Arm], [Sealed Left Leg] and [Sealed Right Leg] all in your Graveyard. Special Summon an [Exodia Necros] from your hand. EE1-JP194 Dagger Of Butterflies - Eruma Magic - Equipment Increase the Equipped Monster's attack strength by 300. If this card is destroyed and goes to Graveyard while Equipped on a Monster, you may return this card to its owner's hand. Rare EE1-JP195 Bow of Meteor - Shiral Magic - Equipment Reduce the Equipped Monster's attack strength by 1000. The Equipped Monster can attack your opponent directly. EE1-JP196 Axe Of Gravity - Grawl Magic - Equipment Increase the Equipped Monster's attack strength by 500. While this card is on the Field, your opponent can't change the modes of his or her Monsters on the Field. EE1-JP197 Great Sword Of Violation - Baou Magic - Equipment Discard 1 card from your hand to Equip. Increase the Equipped Monster's attack strength by 500. If the Equipped Monster destroys an opponent's Monster as a result of Battle and sends it to the Cemetery, negate the effects on that Monster. ?? Rare EE1-JP198 Rod Of Silence - Keesuto Magic - Equipment Increase the Equipped Monster's defense strength by 500. Negate and destroy all Magic cards that target the Equipped Monster. EE1-JP199 Twin Swords of Spark - Twice Magic - Equipment Discard 1 card from your hand to Equip. Reduce the Equipped Monster's attack strength by 500. The Equipped Monster can attack 2 times during a Battle Phase. EE1-JP200 Reward of Demon World Magic - Continuous When you successfully sacrifice summon a Monster that required 2 or more monsters to be sacrificed, draw 2 cards from your deck. EE1-JP201 Halburd of Truthful Eyes Magic - Equipment When the Equipped Monster does Battle Damage to your opponent, that Battle Damage becomes 1000. EE1-JP202 Spirits of the Springs Magic - Normal Return 1 Equipment card from your Cemetery to your hand. That Equipment card can't be activated this turn. EE1-JP203 Token Harvest Festival Magic - Normal Destroy all tokens on the Field. Gain Lifepoint equal to number of tokens destroy * 800 EE1-JP204 Morale Boost Magic - Continuous Whenever an Equipment Magic card is successfully equipped on a monster, the controller of the Equipment Magic card gains 1000 Life Points. When an Equipment Magic card leaves the Field, the controller of the Equipment Magic Card receives 1000 damage. EE1-JP205 Absolute Magic Prohibiting Area Magic - Continuous All face-up monsters other than the effected one on the field are not affect the effect of Magic Cards. EE1-JP206 Segregation Machine of Another Dimension Magic - Continuous Choose 1 of your Monsters and 1 of your opponent's Monsters on the Field and remove them from the game. When this card is destroyed and goes to Graveyard, return the removed monsters to the Field in the same modes. Rare EE1-JP207 Final Assault Order Trap - Continuous When this card is on the Field, all face-up Monsters on the Field change to attack mode, and cannot change their modes while face-up. EE1-JP208 Standing in front of Strong Opponent Trap - Normal This card can only be activated when your opponent attack. Choose 1 face-up Monster on your Field. During the activated turn, your opponent can only attack the chosen Monster, and all of your opponent's face-up Monsters must attack. EE1-JP209 Mischievous Intruder Trio Trap - Normal Special Summon 3 [Mischievous Intruder Token] (Light/Beast/2/0/1000) to your opponent's Field in defense mode (They cannot be sacrificed to Summon). When a [Mischievous Intruder Token] is destroyed, its controller receives 300 damage. EE1-JP210 Weapon Armory Theft Trap - Normal Your opponent puts 1 Equipment Magic card from his/her deck into his/her Graveyard. EE1-JP211 Skill Drain Trap - Continuous Pay 1000 Life Points. When this card is on the Field, all effects of face-up Effect Monsters on the Field are negated. Rare EE1-JP212 Mass Exorcism Trap - Normal Destroy all Monsters on the Field with Equipment Magic cards Equipped on them. EE1-JP213 Kaiser Glider Light/Dragon/6/2400/2200 This card cannot be destroyed as a result of Battle by a monster that has the equal attack strength as this card. If this card was destroyed and sent to Graveyard, return 1 Monster on the Field to its owner's hand. Ultra Rare EE1-JP214 Sub-Space Matter Transfer Device Trap - Normal Choose 1 of the face-up Monsters on your Field and remove it from the game until the End Phase of the activated turn. Ultra Rare EE1-JP215 Cost Down Magic - Normal Discard 1 card from your hand. The levels of all of the Monsters in your hand are reduced by 2 until the End Phase of the activated turn. Ultra Rare EE1-JP216 Gagagigo 4/Water/Reptile/1850/1000 Normal Monster EE1-JP217 Dimensional Trainer 1/Dark/Demon/100/2000 Normal Monster EE1-JP218 Polite Intruder Green 2/Light/Beast/0/1000 NOrmal Monster EE1-JP219 Demon Soldier 4/Dark/Demon/1900/1500 Normal Monster EE1-JP220 Bear of Hell 4/Dark/Beast/1300/1800 When this card is face-up on the field, the [Lair of Ten-Thousand Demon Lords] on your field card zone won’t be destroy by an opponent card’s effect EE1-JP221 Word-Blocking Samurai 1/Wind/Warrior/200/300 Pay 800 LP, until the End Phase of the turn, no Magic and Trap card can be activate EE1-JP222 Black Scorpion – Strong Googu 5/Dark/Warrior/1800/1500 When this card done Battle Damage to opponent, you can choose one of the following effect and activate it: - Return 1 monster on opponent field to the top of owner’s deck - Put 1 card from the top of opponent’s deck to the graveyard EE1-JP223 Black Scorpion – Spiteful Miine 4/Dark/Warrior/1000/1000 When this card done Battle Damage to opponent, you can choose one of the following effect and activate it: - Put a card with [Black Scorpion] in its name from your deck to your hand - Put a card with [Black Scorpion] in its name from your Graveyard to your hand EE1-JP224 Lost Dog Malon 1/Light/Beast/100/100 When this card is send to the Graveyard, put this card in your deck, shuffle your deck afterward EE1-JP225 Great Demon Beast – Gaazetto 6/Dark/Demon/0/0 This card attack strength is equal to twice of the monster that is use to sacrifice in the sacrifice summon EE1-JP226 Name Crafter – Kotetsu 2/Fire/Beast-Warrior/500/500 Reverse: Put a Equipment Magic from your deck to your hand EE1-JP227 Greedy Goblin 4/Earth/Demon/1000/1800 When this card is face-up on the field, both player can’t activate effect that have [Discard cards from your hand to activate] in their effect EE1-JP228 Hellish General – Mephisto 5/Dark/Demon/1800/1700 When this card attack a monster in defense mode, if the attack strength of this card is greater than the defense strength of the defending monster, do damage to opponent equal to the difference. Whenever this card done Battle Damage to opponent, discard 1 card from opponent hand at random. EE1-JP229 Hell Pawn Demon 2/Earth/Demon/1200/200 The controller of this card must pay 500 LP during his/her Standby Phases. When this card is a target of effect of a card that is control by your opponent, roll a six-sided dice. If the dice roll is a 3, that card is negated and destroy. When this card is face-up on the field, your opponent can’t attack any other card with [Demon] in its name other than this card. EE1-JP230 Shadow Knight Demon 4/Air/Demon/2000/1600 The controller of this card must pay 900 LP during his/her Standby Phases. When this card is a target of effect of a card that is control by your opponent, roll a six-sided dice. If the dice dice roll is a 3, that card is negated and destroy. The damage this card done to opponent is halved. EE1-JP231 Dark Bishop Demon 3/Water/Demon/300/1400 The controller of this card must pay 500 LP during his/her Standby Phases. When a [Demon] is a target of effect of a card that is control by your opponent, roll a six-sided dice. If the dice roll is a 1, 3 or 6, that card is negated and destroy. EE1-JP232 Death Rook Demon 3/Light/Demon/1100/1800 The controller of this card must pay 500 LP during his/her Standby Phases. When this card is a target of effect of a card that is control by your opponent, roll a six-sided dice. If the dice roll is 3, that card is negated and destroyed. When a [Genocide King Demon] on your field is destroyed and send to the Graveyard, you may put this card from your hand to the Graveyard to special summon that [Genocide King Demon] to your field. EE1-JP233 Inferno Queen Demon 4/Fire/Demon/900/1500 The controller of this card must pays 500 Life Points during each of his/her Standby Phases. When this card is a target of effect of a card that is control by your opponent, roll 1 six-sided die. If the dice roll is 2 or 5, that card is negated and destroyed. When this card is face-up on the Field, during each Standby Phase, the attack strength of 1 Monster card on the Field with [Demon] in its name is increased by 1000 until the End Phase. EE1-JP234 Genocide King Demon 4/Dark/Demon/2000/1500 If there are no Monster cards on your Field with [Demon] in their names, you can't Normal Summon or Reverse Summon this card. The controller of this card must pays 800 Life Points during each of his/her Standby Phases. When this card is a target of effect of a card that is controlled by your opponent, roll 1 six-sided die. If the dice roll is 2 or 5, that card is negated and destroyed. The effects of Effect Monsters destroyed by this card as a result of Battle are negated. Super Rare EE1-JP235 Swift Lightning Demon King - Skull Demon 6/Dark/Demon/2500/1200 The controller of this card must pays 500 Life Points during each of his/her Standby Phases. When this card is a target of a card that is controlled by your opponent, roll 1 six-sided die. If the roll is a 1, 3 or 6, that card is negated and destroyed. Ultra Rare EE1-JP236 Metal Parasitic Life Form - Lunatite 7/Water/Water - Union/1000/500 Once per turn during your Main Phase, you can change this card on the Field to an Equipment card, and Equip it on 1 of your face-up Monsters on the Field, or remove it from being an Equipment card, and place it in face-up attack mode. While this card is an Equipment card, the Equipped Monster cannot be affected by Magic effects controlled by your opponent. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of Battle, destroy this card instead.) EE1-JP237 Moon Diviner 4/Dark/Spellcaster - Spirit/1100/1400 This card cannot be Special Summoned. Return this card to its owner's hand during the End Phase of a turn in which it was Summoned or Reversed. When this card is Summoned or Reversed, choose 1 face-up Monster on the Field and change it to face-down defense mode. EE1-JP238 Mudora Earth/Angel/4/1500/1800 Increase this card's attack strength by 200 for each Angel Sub- Type Monster in your Graveyard. Rare EE1-JP239 Keldo 4/Earth/Angel/1200/1600 When this card is destroyed as a result of Battle and goes to the Graveyard, choose 2 cards in your opponent's Graveyard and shuffle them into his or her deck. EE1-JP240 Kelbek 4/Earth/Angel/1500/1800 The Monster that attacked this card is returned to its controller's hand. Damage is calculated as normal. EE1-JP241 Zolga 4/Earth/Angel/1700/1200 If this card is sacrificed in a Sacrifice Summon, you gain 2000 LP. EE1-JP242 Agido 4/Earth/Angel/1500/1300 When this card is destroyed as a result of Battle and goes to the Graveyard, roll 1 six-sided dice. You can Special Summon 1 Angel Sub-Type Monster from your Graveyard with a level equal to the die roll. (If the roll is a 6, it includes level 6 and higher.) EE1-JP243 Legendary Flame Controller 7/Fire/Spellcaster - Ritual/2400/2000 This card is ritual summoned by a [Trial By Fire]. You must sacrifice total level of 7 or more worth of cards from the Field and/or your hand to sp. Summon this card. Whenever you or your opponent activates a Magic, put 1 Magic Counter on this card. You can remove 3 Magic Counters from this card to destroy all Monsters on the Field except this one. Rare EE1-JP244 Dark Master - Zork 8/Dark/Demon - Ritual/2700/1500 This card is ritual summoned by a [Pact With The Dark Master]. You must sacrifice total level of 8 or more worth of cards from the Field and/or your hand to sp. Summon this card. Once during your turn, you may roll 1 six-sided die. If the roll is a 1 or 2, destroy all of your opponent's Monsters on the Field. If the roll is 3, 4 or 5, destroy 1 of your opponent's Monsters on the Field. If the roll is a 6, destroy all of your Monsters on the Field. Super Rare EE1-JP245 Magic Revival Normal Magic Put 2 Magic cards from your hand into your Graveyard. Choose 1 Magic card in your Cemetery, and put it into your hand. EE1-JP246 Pulled To The Grave Normal Magic Each player look at his or her hand opponent's hand, chooses 1 card there and discards it to the Graveyard, then draws 1 card. EE1-JP247 Trial By Fire Ritual Magic Needed to summon a [Legendary Flame Controller]. You must sacrifice 7 or more levels worth of cards from the Field and/or your hand in order to sp. Summon the [Legendary Flame Controller] EE1-JP248 Contract with Underworld Ritual Magic Can be used to summon a Dark Main-Type Ritual Monster. You must sacrifice cards with levels equal to the Dark Main-Type Monster to be Ritual Summoned from the Field and/or your hand. EE1-JP249 Contract with Dark Master Ritual Magic Needed to summon a [Dark Master - Zork]. You must sacrifice 8 or more levels worth of cards from the Field and/or your hand in order to sp. Summon [Dark Master – Zork]. EE1-JP250 Falling Down Magic - Equipment Destroy this card if there's not a monster with [Demon] in its name on your field. Gain control of the opponent's monster this card equipped on. During each opponent's Standby Phase, you lost 800 lifepoints. EE1-JP251 Discovered Attack Magic - Normal Sacrifice a monster with [Demon] in its name on your field. During this turn a [Genocide King Demon] on your field can attack opponent directly. EE1-JP252 Sword of Dagura Magic - Equipment This card can only be equipped on Angel sub-type monster. Increase the attack strength of the equipped monster by 500. When the equipped monster does damages to oponent during battle, increase your lifepoints by that amount. EE1-JP253 Final Countdown To The End Normal Magic Pay 2000 Life Points to activate. 20 turns after this card is activated, you win the game. EE1-JP254 Demon's Declaration Magic - Continuous Once per turn, you can pay 500 lifepoints and name a card. If so, turn the top card on your deck over, if it's the named card add it to hand. If it's not, send that card to Graveyard. EE1-JP255 Black Scorpions Assemble Magic - Normal This card can only be activate when there's a [Don Zaruug] face-up on your field. Special Summon all monsters with [Black Scorpion] in its name from your hand. (Only 1 of each same name card) EE1-JP256 Pandemonium - Nest of Demons - Magic - Field The lifepoint payments of monster with [Demon] in its name at Standby Phase may not be paid. When a monster with [Demon] in its name is destroy and sent to Graveyard other than by battle, you can choose a monster with [Demon] in its name from your deck with level lower than that card and add it to your hand. Rare EE1-JP257 Altar of Sacrifice Trap - Normal Choose and send a monster on your field into Graveyard. Increase your lifepoints equal to the original attack strength of that monster. EE1-JP258 Freezing of Soul Trap - Normal This card can be activate when your lifepoints if 2000 or more less than opponent's lifepoints. Skip opponent's next battle phase. EE1-JP259 Sealing of Blood Trap - Continuous Choose a monster with [Demon] in its name from your field to activate. The lifepoint payments at Standby PHase of the chosen monster would be pay by opponent instead. When this card leaves the field, destroy the chosen monster. When the chosen monster leaves the field, destroy this card. EE1-JP260 Sure Kill! Black Scorpion Combination Trap - Normal This card can be activate when there's a [Don Zaruug], [Black Scorpion - Criff of Trap Removing], [Black Scorpion - Chikku of Escape], [Black Scorpion - Gorg of Strong], and [Black Scorpion - Miine of Thorn] is face-up on your field. Those cards can attack opponent directly on the turn this card is activate. If so, the battle damges deal to opponent would become 400 respectively. Rare EE1-JP261 Demon's Roar Trap - Normal Pay 500 lifepoints to activate. Special Summon a monster with [Demon] in its name from your Graveyard to your field. That monster cannot be sacrificed, and it would be destroy at the End Phase of that turn. EE1-JP262 Reverse Dice Trap - Normal Once during a turn negate the result of dice roll, and reroll the dice. EE1-JP263 Chant Erasion Trap - Counter Discard 2 card from your hand. Negate the activation of a Magic card, and destroy it. In addition look at all cards in opponent's hand and deck, and send all Magic card with the same name as the destroyed one to Graveyard. Rare EE1-JP264 Explosive Armor Normal Trap You can activate this card when an opponent's Monster attacks. Destroy that attacking Monster. EE1-JP265 Light Of Hope Trap - Normal Add two Light main-type monsters from your Graveyard into your deck and shuffle it. EE1-JP266 Explosives Held by Sacrifice Trap - Normal This card can be activate when a monster on opponent's field that was sacrificed summon declare attack. Destroy all monster on opponent's field that are in face-up attack mode, and do 1000 damages to opponent. Ultra Rare EE1-JP267 Judgment Of Anubis Trap - Counter Discard a card from your hand. Negate and destroy an opponent's Magic cards that have effect of "destroy Magic/Trap card on the field". Afterward, destroy a face-up monster on opponent's field, and deal damages to opponent equal to the attack strength of that monster. Ultra Rare