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Ancient Prophecy (ANPR-EN) Card Ratings
| 1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Ancient_Prophecy_(TCG-EN-1E) |
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Ancient
Prophecy
(ANPR-EN099) Elemental Hero Gaia EARTH / Fusion Monster / Level 6 / ATK 2200 / DEF 2600 (Warrior / Fusion / Effect) 1 "Elemental Hero" monster + 1 EARTH Monster This monster cannot be Special Summoned except by Fusion Summon. When this card is Fusion Summoned, select 1 face-up monster your opponent controls. Until the end of this turn, that monster's ATK is halved and this card gains the same amount of ATK. ~Rarities: Secret Rare |
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Pros: Easy to play, somewhat decent
effect, high DEF Cons: Low ATK for Level, must be Fusion Summoned, effect lasts 1 turn, no other effects |
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Ancient
Prophecy
(ANPR-EN098) Kasha EARTH / Effect Monster / Level 8 / ATK ? / DEF 1000 (Zombie / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control 2 or more face-up Zombie-Type monsters. When this card is Special Summoned, return all other monsters on the field to the Deck, and this card's ATK is equal to the number of Zombie-Type monster returned this way x 1000. ~Rarities: Secret Rare |
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Pros: Easy to play, somewhat potent
effect, supports Zombies Cons: Low DEF, Summon requirement, undefined ATK, does nothing after gaining ATK |
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Ancient
Prophecy
(ANPR-EN097) Beast Machine King Barbaros Ür EARTH / Effect Monster / Level 8 / ATK 3800 / DEF 1200 (Beast-Warrior / Effect) You can Special Summon this card from your hand by removing from play 1 Machine-Type monster and 1 Beast-Warrior-Type monster in your hand, field, and/or Graveyard. When this card battles, any Battle Damage to your opponent becomes 0. ~Rarities: Super Rare |
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Pros: Easy to play, high ATK for
Level, Summoned two ways Cons: Low DEF, can't deal the opponent battle damage when battling |
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Ancient
Prophecy
(ANPR-EN096) Gaap the Divine Soldier DARK / Effect Monster / Level 6 / ATK 2200 / DEF 2000 (Fiend / Effect) All monsters are changed to face-up Attack Position and their battle positions cannot be changed (Flip Effects are not activated at this time). Once per turn, you can reveal any number of Fiend-Type monsters in your hand to give this card 300 ATK for each revealed card, until the End Phase. ~Rarities: Rare |
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Pros: Easy to play, counters Flip,
supports Fiend Cons: Low stats and ATK boost, forces your monsters to Attack Mode |
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Ancient
Prophecy
(ANPR-EN095) Sauropod Brachion EARTH / Effect Monster / Level 8 / ATK 1500 / DEF 3000 (Dinosaur / Effect) You cannot Special Summon this card from your Deck. You can Tribute Summon this card by Tributing 1 Dinosaur-Type monster. Once per turn, you can change this card to face-down Defense Position. When this card is Flip Summoned, change all other monsters to face-down Defense Position. If your opponent attacks this card, any Battle Damage they take is doubled. ~Rarities: Rare |
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Pros: Easy to play, high DEF,
searchable, relatively useful effects, supports Dinosaurs Cons: Can't be Special Summoned from the Deck, must be Flip Summoned to Set other monsters |
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Ancient
Prophecy
(ANPR-EN094) Gaia Plate the Earth Giant EARTH / Effect Monster / Level 8 / ATK 2800 / DEF 1000 (Rock / Effect) You can Special Summon this card by removing from play any 2 Rock-Type monsters in your Graveyard. During your Standby Phase, remove from play 1 Rock-Type monster in your Graveyard, or send this card to the Graveyard. Halve the ATK and DEF of any monster that battles with this card. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, high ATK,
Summoned two ways, supports Rock, somewhat useful effects Cons: Low DEF, sends itself to the Grave unless you banish a Rock monster from your Grave at your Standby Phases |
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Ancient
Prophecy
(ANPR-EN093) Card Blocker EARTH / Effect Monster / Level 3 / ATK 400 / DEF 400 (Warrior / Effect) When this card is Summoned, it is changed to Defense Position. When a face-up monster you control is selected as an attack target, you can change the target to this card. When this card is selected as an attack target, you can send up to 3 cards from the top of your Deck to the Graveyard, to give this card 500 DEF for each of those cards, until the End Phase. ~Rarities: Secret Rare |
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Pros: Easy to play, searchable,
somewhat useful effects Cons: Low DEF and DEF boost, must be attacked to gain DEF |
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Ancient
Prophecy
(ANPR-EN092) White Night Dragon WATER / Effect Monster / Level 8 / ATK 3000 / DEF 2500 (Dragon / Effect) Negate the activation of any Spell or Trap Card that targets this card, and destroy that card. When a face-up monster you control is selected as an attack target, you can send 1 Spell or Trap Card you control to the Graveyard to change the target to this card. ~Rarities: Secret Rare |
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Pros: Easy to play, high ATK, very
potent effects Cons: Low DEF for Level, doesn't counter effects that don't target |
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Ancient
Prophecy
(ANPR-EN091) Armityle the Chaos Phantom DARK / Fusion Monster / Level 12 / ATK 0 / DEF 0 (Fiend / Fusion / Effect) "Uria, Lord of Searing Flames" + "Hamon, Lord of Striking Thunder" + "Raviel, Lord of Phantasms" This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control. (You do not use "Polymerization".) This card cannot be destroyed by battle. This card gains 10,000 ATK during your turn only. ~Rarities: Secret Rare |
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Pros: Somewhat potent effects, can
be revived later Cons: 0 ATK and DEF, Strict materials, Summon requirement, only has 10,000 ATK during your turns |
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Ancient
Prophecy
(ANPR-EN090) Arcana Knight Joker LIGHT / Fusion Monster / Level 9 / ATK 3800 / DEF 2500 (Warrior / Fusion / Effect) "Queen's Knight" + "Jack's Knight" + "King's Knight" A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. Once per turn, if this face-up card on the field is targeted by a Spell Card, Trap Card, or Effect Monster's effect, you can negate that effect by discarding the same kind of card (Spell, Trap, or Monster Card). ~Rarities: Rare |
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Pros: Easy to play, relatively
decent
effect, high ATK, can be revived later Cons: Low DEF for Level, only negates effects that target, must discard same Type of card to negate, no other effects |
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Ancient
Prophecy
(ANPR-EN089) Revival of the Immortals TRAP / Normal Trap Select 1 "Earthbound Immortal" monster in your Graveyard. Special Summon that monster. It cannot declare an attack this turn. Whenever it battles, your opponent takes no Battle Damage. ~Rarities: Super Rare |
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Pros: Easy to play, supports
Earthbound Immortals Cons: Revived monster can't attack that turn, opponent can't take battle damage from revived monster's battles, no other effects |
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Ancient
Prophecy
(ANPR-EN088) Greed Grado SPELL / Quick-Play Spell Activate only if you destroyed a face-up Synchro Monster controlled by your opponent this turn, either by battle or by a card effect. Draw 2 cards. ~Rarities: Secret Rare |
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Pros: Easy to play, pretty decent
effect, is a Quick-Play Spell Cons: Can't be used if you destroy a Synchro during your turn, no other effects |
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Ancient
Prophecy
(ANPR-EN087) Pseudo Space SPELL / Field Spell Once per turn, you can remove from play 1 Field Spell Card in your Graveyard to have this card be treated as that card, and gain the same effects until the End Phase. ~Rarities: Rare |
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Pros: Easy to play, searchable Cons: Simply copies other Field Spell's effects for 1 turn, no other effects |
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Ancient
Prophecy
(ANPR-EN086) Flamvell Commando FIRE / Effect Monster / Level 6 / ATK 2200 / DEF 200 (Pyro / Effect) This card cannot be Special Summoned. This card can only be Normal Summoned by Tributing 1 "Flamvell" monster you control. Once per turn, you can remove from play 1 monster in your Graveyard with 200 DEF to inflict damage to your opponent equal to that monster's ATK. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, supports
Flamvell
(#16) Cons: Very low DEF, low ATK, can't be Special Summoned, relies on 200 DEF Flamvells |
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Ancient
Prophecy
(ANPR-EN085) Card Guard DARK / Effect Monster / Level 4 / ATK 1600 / DEF 500 (Fiend / Effect) When this card is Normal or Special Summoned, place 1 "Guard Counter" on it. This card gains 300 ATK for each Guard Counter it has. Once per turn, you can remove 1 "Guard Counter" from this card and place it on 1 other face-up card you control. If that card would be destroyed, remove the "Guard Counter" instead. ~Rarities: Secret Rare |
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Pros: Easy to play, somewhat useful
effect Cons: Low ATK boost and stats, minimal effects, only gets counter when Normal Summoned |
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Ancient
Prophecy
(ANPR-EN084) Psychic Emperor LIGHT / Effect Monster / Level 6 / ATK 2400 / DEF 1000 (Psychic / Effect) When this card is Normal or Special Summoned, gain 500 Life Points for each Psychic-Type monster in your Graveyard. ~Rarities: Rare |
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Pros: Easy to play, high ATK,
supports Psychic and LP Gain Cons: Low LP boost and DEF, doesn't apply to Psychics on the field or in your hand |
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Ancient
Prophecy
(ANPR-EN083) Koa'ki Meiru Gravirose FIRE / Effect Monster / Level 4 / ATK 1900 / DEF 1300 (Plant / Effect) During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Plant-Type monster in your hand. During each of your Standby Phases, you can send 1 Level 3 or lower monster from your Deck to your Graveyard. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, high ATK,
supports Plant and Level 3 Cons: Low DEF, destroys itself at End Phase if card isn't revealed or sent, doesn't Special Summon |
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Ancient
Prophecy
(ANPR-EN082) Koa'ki Meiru Ghoulungulate EARTH / Effect Monster / Level 5 / ATK 2500 / DEF 1700 (Zombie / Effect) During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Zombie-Type monster in your hand. If a "Koa'ki Meiru" monster you control would be destroyed by battle or by a card effect, you can remove from play 1 "Koa'ki Meiru" monster in your Graveyard instead. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, high ATK,
supports Koa'ki Meiru and Zombie Cons: Low DEF, destroys itself at End Phase if card isn't revealed or sent, doesn't Special Summon |
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Ancient
Prophecy
(ANPR-EN081) XX-Saber Fuhelmknight EARTH / Effect Monster / Level 3 / ATK 1300 / DEF 1000 (Warrior / Tuner / Effect) Once, while this card is face-up on the field, you can negate the attack of 1 of your opponent's monsters. If this card destroys a Defense Position monster your opponent controls by battle, you can Special Summon 1 Level 4 or lower "X-Saber" monster from your Graveyard. ~Rarities: Rare |
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Pros: Easy to play, searchable,
supports X-Saber, is a Tuner Cons: Low DEF, can only negate attacks once while face-up, must win a battle to Special Summon |
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Ancient
Prophecy
(ANPR-EN080) A Major Upset TRAP / Normal Trap Tribute 1 face-up Attack Position Level 2 or lower monster you control. Return all face-up Level 7 or higher Special Summoned monsters to the hand. ~Rarities: Common |
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Pros: Easy to play, relatively
potent effect, supports low-Level monsters, counters high-Level
monsters Cons: Costs a monster, doesn't counter Normal Summoned monsters, no other effects |
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Ancient
Prophecy
(ANPR-EN079) At One With the Sword TRAP / Normal Trap Activate while the only monster you control is 1 face-up "X-Saber" monster. Equip this card to that monster. It gains 800 ATK. If it destroys your opponent's monster by battle, draw 1 card. ~Rarities: Common |
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Pros: Easy to play, relatively
useful effects, supports X-Saber Cons: Low ATK boost |
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Ancient
Prophecy
(ANPR-EN078) Flamvell Counter TRAP / Counter Trap Remove from play 1 FIRE monster in your Graveyard with 200 DEF. Negate the activation of a Spell or Trap Card, and destroy it. ~Rarities: Common |
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Pros: Easy to play, suppoerts 200
DEF FIRE monsters Cons: Doesn't work with FIRE monsters that have other DEF or aren't in the Grave |
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Ancient
Prophecy
(ANPR-EN077) Psychic Soul TRAP / Normal Trap Tribute 1 Psychic-Type monster you control. Gain Life Points equal to the Level of the Tributed monster x 300. ~Rarities: Common |
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Pros: Easy to play, supports LP Gain
and Psychic Cons: Low LP boost, no other effects, costs a monster |
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Ancient
Prophecy
(ANPR-EN076) Aegis of the Ocean Dragon Lord TRAP / Normal Trap Until the End Phase of this turn, face-up Level 3 or lower WATER monsters you control cannot be destroyed by battle or by card effects. ~Rarities: Common |
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Pros: Easy to play, supports WATER Cons: Lasts for 1 turn, doesn't apply to Level 4+ WATER monsters |
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Ancient
Prophecy
(ANPR-EN075) Battle of the Elements TRAP / Normal Trap Activate only while all monsters on the field are face-up. Both players send monsters they control to the Graveyard so that they each control only 1 Attribute. ~Rarities: Common |
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Pros: Easy to play, supports
single-Attribute Cons: Affects both players, can't be used if any monsters are Set |
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Ancient
Prophecy
(ANPR-EN074) Iron Core Luster TRAP / Counter Trap Reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Negate the activation of your opponent's Spell or Trap Card and destroy it. ~Rarities: Common |
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Pros: Easy to play, supports Koa'ki
Meiru Cons: Can't be used if Iron Core (#55) isn't in your hand, doesn't negate monster effects |
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Ancient
Prophecy
(ANPR-EN073) Core Reinforcement TRAP / Continuous Trap Select and Special Summon 1 "Koa'ki Meiru" monster from your Graveyard in Attack Position. When that monster is destroyed during your End Phase, the controller of this card takes damage equal to that monster's ATK. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card. ~Rarities: Rare |
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Pros: Easy to play, supports Koa'ki
Meiru Cons: Deals you revived monster's ATK if it's destroyed at the End Phase |
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Ancient
Prophecy
(ANPR-EN072) Battle Teleportation TRAP / Normal Trap Activate if you control only 1 face-up Psychic-Type monster, and select that monster. It can attack your opponent directly this turn. At the end of the Battle Phase, give control of that monster to your opponent. ~Rarities: Common |
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Pros: Easy to play, supports Psychics Cons: Gives affected monster to opponent at the end of the Battle Phase, can't control more than 1 Psychic |
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Ancient
Prophecy
(ANPR-EN071) Damage Translation TRAP / Normal Trap Halve all effect damage you take this turn. During the End Phase this turn, Special Summon 1 "Ghost Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position for each time you took effect damage this turn. ~Rarities: Common |
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Pros: Easy to play Cons: Doesn't fully negate effect damage, must take some damage to Special Summon Token(s) |
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Ancient
Prophecy
(ANPR-EN070) Depth Amulet TRAP / Continuous Trap When your opponent's monster declares an attack, you can discard 1 card to negate the attack. Destroy this card during your opponent's 3rd End Phase after activation. ~Rarities: Common |
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Pros: Easy to play, supports Stall Cons: Destroys itself at opponent's 3rd End Phase from activation, requires an opponent's attack to negate |
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Ancient
Prophecy
(ANPR-EN069) Slip of Fortune TRAP / Normal Trap Activate only when your opponent's monster declares an attack targeting a monster. Negate the attack and remove from play the attack target monster until the next Standby Phase. ~Rarities: Common |
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Pros: Easy to play Cons: Banished monster returns the following turn, requires an attack on a monster, no other effects |
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Ancient
Prophecy
(ANPR-EN068) Discord TRAP / Continuous Trap Neither player can Synchro Summon. Send this card to the Graveyard during your 3rd End Phase after activation. ~Rarities: Super Rare |
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Pros: Easy to play, counters Synchro
Summons Cons: Sends itself to the Grave at your 3rd End Phase from activation, applies to both players |
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Ancient
Prophecy
(ANPR-EN067) Imperial Custom TRAP / Continuous Trap Face-up Continuous Trap Cards cannot be destroyed, except "Imperial Custom". You can control only 1 face-up "Imperial Custom". ~Rarities: Common |
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Pros: Easy to play, supports
Continuous Traps Cons: Doesn't protect itself, can't control more than 1 copy, no other effects |
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Ancient
Prophecy
(ANPR-EN066) Fairy Wind TRAP / Normal Trap Destroy all other face-up Spell and Trap Cards on the field. Both players take damage equal to the total number of cards destroyed by this effect x 300. ~Rarities: Common |
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Pros: Easy to play, relatively
useful effect Cons: Deals both players the burn damage, includes your Spells and Traps, only destroys face-up cards |
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Ancient
Prophecy
(ANPR-EN065) Pixie Ring TRAP / Continuous Trap If you control 2 or more Attack Position monsters, your opponent cannot select your monster(s) with the lowest ATK as an attack target. ~Rarities: Common |
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Pros: Easy to play, supports weaker
monsters Cons: Can't be used on Defense Position monsters, no other effects |
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Ancient
Prophecy
(ANPR-EN064) Reinforce Truth TRAP / Normal Trap Special Summon 1 Level 2 or lower Warrior-Type monster from your Deck. You cannot conduct your Battle Phase the turn you activate this card. ~Rarities: Rare |
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Pros: Easy to play, supports Warrior
Decks Cons: Prevents your Battle Phase that turn, only Special Summons Level 2 or less Warriors |
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Ancient
Prophecy
(ANPR-EN063) Skill Successor TRAP / Normal Trap Select 1 face-up monster you control. It gains 400 ATK until the End Phase. You can remove from play this card in the Graveyard to give 1 face-up monster you control 800 ATK until the End Phase. This effect cannot be activated the turn this card is sent to the Graveyard, and can only be activated during your turn. ~Rarities: Super Rare |
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Pros: Easy to play, relatively
useful effect, activates in two places Cons: Low ATK boosts, can't be used the turn it's sent to the Grave or during opponent's turn |
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Ancient
Prophecy
(ANPR-EN062) Fossil Dig SPELL / Normal Spell Add 1 Level 6 or lower Dinosaur-Type monster from your Deck to your hand. ~Rarities: Common |
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Pros: Easy to play, supports
Dinosaur, can get the stronger Dinosaurs Cons: Doesn't Special Summon, no other effects |
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Ancient
Prophecy
(ANPR-EN061) Ancient Leaf SPELL / Normal Spell If you have 9000 Life Points or more, you can pay 2000 Life Points to draw 2 cards. ~Rarities: Common |
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Pros: Easy to play, supports LP Gain Cons: Costs 2000 LP, no other effects |
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Ancient
Prophecy
(ANPR-EN060) Rekindling SPELL / Normal Spell Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, remove from play all monsters that were Special Summoned by this effect. ~Rarities: Common |
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Pros: Easy to play, supports FIRE
and Flamvell Cons: Only revives 200 DEF FIRE monsters, banishes them at the End Phase |
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Ancient
Prophecy
(ANPR-EN059) Sword of Sparkles SPELL / Equip Spell Equip only to an "X-Saber" monster. If it destroys an opponent's monster by battle, you can destroy 1 card your opponent controls. You can Tribute 1 monster you control to return this card from your Graveyard to the top of your Deck. ~Rarities: Common |
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Pros: Easy to play, supports X-Saber,
helps take down multiple monsters Cons: Costs a monster to recycle itself |
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Ancient
Prophecy
(ANPR-EN058) Saber Slash SPELL / Normal Spell Destroy a number of face-up cards on the field equal to the number of face-up Attack Position "X-Saber" monsters you control. ~Rarities: Super Rare |
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Pros: Easy to play, supports X-Saber, destroys any face-up cards Cons: Can't destroy up to the number of X-Sabers, doesn't work with Defense Position X-Sabers, no other effects |
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Ancient
Prophecy
(ANPR-EN057) Brain Research Lab SPELL / Field Spell Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it. ~Rarities: Common |
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Pros: Easy to play, searchable, supports Psychic,
can prevent paying LP for effects Cons: Deals you 1000 damage per counter still on it when removed |
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Ancient
Prophecy
(ANPR-EN056) Water Hazard SPELL / Continuous Spell Once per turn, if you control no monsters, you can Special Summon 1 Level 4 or lower WATER monster from your hand. ~Rarities: Common |
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Pros: Searchable, supports WATER Cons: Must no monsters, only Special Summons Level 4 or less WATER monsters, no other effects |
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Ancient
Prophecy
(ANPR-EN055) Hydro Pressure Cannon SPELL / Equip Spell Equip only to a Level 3 or lower WATER monster. If it destroys an opponent's monster by battle, send 1 random card from your opponent's hand to the Graveyard. ~Rarities: Common |
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Pros: Searchable, supports WATER Cons: Only equips to Level 3 or lower WATER monsters, minimal other effect |
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Ancient
Prophecy
(ANPR-EN054) Solidarity SPELL / Continuous Spell If you have only 1 original (printed) Type of monster in your Graveyard, face-up monsters you control with the same Type gain 800 ATK. ~Rarities: Rare |
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Pros: Easy to play, earchable,
supports single-Type Decks Cons: Low ATK boost, can't have different Types in the Grave, no other effects |
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Ancient
Prophecy
(ANPR-EN053) Core Blaster SPELL / Equip Spell Equip only to a "Koa'ki Meiru" monster. If it battles a LIGHT or DARK monster, destroy that monster without applying damage calculation. When the equipped monster is removed from the field and this card is sent to the Graveyard, you can return this card to your hand. ~Rarities: Common |
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Pros: Easy to play, supports Koa'ki
Meiru, recycles itself, counters LIGHT
or DARK Cons: Doesn't negate Koa'ki Meiru requirement to stay on the field |
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Ancient
Prophecy
(ANPR-EN052) Core Compression SPELL / Normal Spell Reveal 1 "Iron Core of Koa'ki Meiru" from your hand and discard 1 "Koa'ki Meiru" monster to activate this card. Draw 2 cards. ~Rarities: Super Rare |
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Pros: Easy to play, supports Koa'ki
Meiru Cons: Costs a monster and requires Iron Core (#55) for activation, no other effects |
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Ancient
Prophecy
(ANPR-EN051) Future Visions SPELL / Field Spell When a monster is Normal Summoned, remove from play that monster. During the next Standby Phase of the controller who Summoned that monster, return it to the field in face-up Attack Position. ~Rarities: Super Rare |
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Pros: Easy to play, searchable, could
prevent battle damage Cons: Applies to both players, doesn't work on Special Summons, slow to Special Summon banished monster |
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Ancient
Prophecy
(ANPR-EN050) Spirit Burner SPELL / Equip Spell Once per turn, you can change the battle position of the equipped monster to Defense Position. When the equipped monster is returned from the field to the hand and this card is sent to the Graveyard, inflict 600 damage to your opponent. If this card is in the Graveyard, you can add it to your hand instead of conducting a normal draw during your Draw Phase. ~Rarities: Common |
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Pros: Easy to play, recycles itself Cons: Low burn damage, must be sent to the Grave when monster is returned to deal burn damage |
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Ancient
Prophecy
(ANPR-EN049) Emergency Assistance SPELL / Normal Spell Activate during your Main Phase 2, to Special Summon 1 Level 4 monster from your Graveyard that was destroyed by a card effect and sent to the Graveyard this turn. ~Rarities: Common |
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Pros: Easy to play, supports Level 4 Cons: Can't be used during Main Phase 1, can't revive Level 5+ monsters or ones destroyed by battle |
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Ancient
Prophecy
(ANPR-EN048) Ancient Forest SPELL / Field Spell When you activate this card, change any Defense Position monster(s) to face-up Attack Position. Flip Effects are not activated at this time. If a monster attacks, destroy it at the end of that turn's Battle Phase. ~Rarities: Super Rare |
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Pros: Easy to play, searchable, counters Stall
and
Flip
(#46) Cons: Slow to destroy monsters, only destroys attacking monsters, includes your monsters |
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Ancient
Prophecy
(ANPR-EN047) Advance Draw SPELL / Normal Spell Tribute 1 face-up Level 8 or higher monster you control. Draw 2 cards. ~Rarities: Common |
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Pros: Supports Level 8+ Cons: Costs a monster for activation, no other effects |
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Ancient
Prophecy
(ANPR-EN046) Silver Wing SPELL / Equip Spell Equip only to a Level 8 or higher Dragon-Type Synchro Monster. Up to twice per turn, if it would be destroyed by battle, it is not destroyed. If it would be destroyed by a card effect, you can destroy this card instead. ~Rarities: Common |
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Pros: Easy to play, supports Level
8+ Dragon Synchros Cons: Only prevents destruction in battle twice, destroys itself to prevent destruction by effects |
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Ancient
Prophecy
(ANPR-EN045) Release Restraint Wave SPELL / Normal Spell Select 1 face-up Equip Spell Card you control. Destroy it and all Set Spell and Trap Cards your opponent controls. ~Rarities: Common |
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Pros: Easy to play, somewhat decent
effect Cons: Costs an Equip Spell, only destroys Set Spell or Trap Cards |
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Ancient
Prophecy
(ANPR-EN044) XX-Saber Gottoms EARTH / Synchro Monster / Level 9 / ATK 3100 / DEF 2600 (Beast-Warrior / Synchro / Effect) 1 Tuner + 1 or more EARTH monsters You can Tribute 1 "X-Saber" monster to discard 1 random card from your opponent's hand. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, high ATK,
supports X-Saber, can use effect multiple
times per turn Cons: Low DEF for Level, costs an X-Saber, minimal effect, no other effects |
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Ancient
Prophecy
(ANPR-EN043) Ancient Sacred Wyvern LIGHT / Synchro Monster / Level 7 / ATK 2100 / DEF 2000 (Fairy / Synchro / Effect) 1 LIGHT Tuner + 1 or more non-Tuner monsters While your Life Points are higher than your opponent's, this card gains ATK equal to the difference. While your Life Points are lower than your opponent's, this card loses ATK equal to the difference. When this card is destroyed by battle and sent to the Graveyard, you can pay 1000 Life Points to Special Summon this card. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, supports LP
Gain, somewhat useful effects Cons: Must have higher LP to gain ATK, low stats for Level otherwise, doesn't gain DEF |
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Ancient
Prophecy
(ANPR-EN042) Archfiend Zombie Skull DARK / Synchro Monster / Level 6 / ATK 2500 / DEF 1200 (Zombie / Synchro / Effect) "Plaguespreader Zombie" + 2 or more non-Tuner Zombie-Type monsters Face-up Zombie-Type monsters you control cannot be destroyed by card effects. ~Rarities: Super Rare |
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Pros: Easy to play, high ATK,
supports Zombie, effect includes itself Cons: Low DEF, strict materials, no other effects, requires at least 2 non-Tuners |
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Ancient
Prophecy
(ANPR-EN041) Turbo Cannon FIRE / Synchro Monster / Level 3 / ATK 0 / DEF 0 (Machine / Synchro / Effect) "Turbo Rocket" + 1 or more non-Tuner monsters Once per turn, you can destroy 1 face-up monster on the field, and inflict damage to its controller equal to half of its ATK. ~Rarities: Super Rare |
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Pros: Easy to play, somewhat potent
effect Cons: 0 ATK and DEF, only destroys face-up monsters, deals only half destroyed monster's ATK, no other effects |
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Ancient
Prophecy
(ANPR-EN040) Ancient Fairy Dragon LIGHT / Synchro Monster / Level 7 / ATK 2100 / DEF 3000 (Dragon / Synchro / Effect) 1 Tuner + 1 or more non-Tuner monsters Once per turn, you can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, you can destroy a Field Spell Card. If you do, gain 1000 Life Points, and you can add 1 Field Spell Card from your Deck to your hand. ~Rarities: Ultra Rare, (Ultimate Rare) & (Ghost Rare) |
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Pros: Easy to play, high DEF, relatively useful effects,
supports low-Level monsters Cons: Can't Special Summon Level 5+ monsters, costs your Battle Phase if effect is used, minimal other effect |
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Ancient
Prophecy
(ANPR-EN039) Falchionβ LIGHT / Effect Monster / Level 4 / ATK 1200 / DEF 800 (Machine / Effect) If this card destroys an opponent's monster by battle, select and activate 1 of these effects: ● Send 1 LIGHT Machine-Type monster with 1200 or less ATK from your Deck to your Graveyard. ● Special Summon 1 LIGHT Machine-Type monster with 1200 or less ATK from your Graveyard. ~Rarities: Rare |
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Pros: Easy to play, searchable,
supports LIGHT Machine Cons: Low DEF, must destroy monsters in battle to use bulleted effects |
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Ancient
Prophecy
(ANPR-EN038) Ancient Crimson Ape LIGHT / Effect Monster / Level 7 / ATK 2600 / DEF 1800 (Beast / Effect) When a monster(s) you control is destroyed and sent to the Graveyard, gain 1000 Life Points. ~Rarities: Common |
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Pros: Easy to play, supports LP Gain Cons: Low stats for Level, costs you a monster to gain LP by its effect, no other effects |
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Ancient
Prophecy
(ANPR-EN037) Flamvell Firedog FIRE / Effect Monster / Level 4 / ATK 1900 / DEF 200 (Beast / Effect) When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon 1 FIRE monster with 200 or less DEF from your Deck, except "Flamvell Firedog". ~Rarities: Rare |
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Pros: Easy to play, high ATK,
supports 200 DEF FIRE Cons: Low DEF, can't Special Summon copies of itself, no other effects |
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Ancient
Prophecy
(ANPR-EN036) XX-Saber Ragigura EARTH / Effect Monster / Level 1 / ATK 200 / DEF 1000 (Beast-Warrior / Effect) When this card is Normal Summoned or Special Summoned, you can add 1 "X-Saber" monster from your Graveyard to your hand. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports X-Saber Cons: Low DEF, doesn't Special Summon, can't add from the Deck, no other effects |
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Ancient
Prophecy
(ANPR-EN035) XX-Saber Faultroll EARTH / Effect Monster / Level 6 / ATK 2400 / DEF 1800 (Warrior / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control 2 or more face-up "X-Saber" monsters. Once per turn, you can Special Summon 1 Level 4 or lower "X-Saber" monster from your Graveyard. ~Rarities: Super Rare |
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Pros: Easy to play, high ATK, supports X-Saber
and low-Level Cons: Low DEF for Level, Summon requirement, can't revive Level 5+ monsters |
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Ancient
Prophecy
(ANPR-EN034) Minefieldriller EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1500 (Machine / Effect) When this face-up card you control is removed from the field, you can return 1 Field Spell Card from your Graveyard to your hand. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
supports Field Spells Cons: Low DEF, must leave the field to retrieve Field Spell, doesn't add from the Deck to the hand, no other effects |
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Ancient
Prophecy
(ANPR-EN033) White Potan LIGHT / Effect Monster / Level 4 / ATK 100 / DEF 200 (Fairy / Effect) If you control a face-up Tuner monster, this card cannot be destroyed by battle. When a face-up Tuner monster you control is destroyed by battle and sent to the Graveyard, inflict 500 damage to your opponent. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Tuners Cons: Low burn damage and DEF, minimal effects |
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Ancient
Prophecy
(ANPR-EN032) Cyborg Doctor EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1700 (Spellcaster / Effect) Once per turn, you can Tribute 1 Tuner monster you control to Special Summon a monster from your Graveyard with the same Attribute and Level as the Tributed monster. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports same-Attribute Cons: Low DEF, costs a Tuner to revive a monster, no other effects |
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Ancient
Prophecy
(ANPR-EN031) Magicat LIGHT / Effect Monster / Level 2 / ATK 600 / DEF 500 (Spellcaster / Effect) If this card is sent to the Graveyard for the Synchro Summon of a Spellcaster-Type Synchro Monster, you can return 1 Spell Card from your Graveyard to the top of your Deck. ~Rarities: Rare |
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Pros: Easy to play, searchable,
supports Spells Cons: Low DEF, doesn't place Spell in your hand, must be material for a Spellcaster Synchro, no other effects |
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Ancient
Prophecy
(ANPR-EN030) Genetic Woman WIND / Effect Monster / Level 4 / ATK 1700 / DEF 1200 (Psychic / Effect) Once per turn, you can pay 1000 Life Points and select 1 of your removed from play Psychic-Type monsters. Add it to your hand. ~Rarities: Common |
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Pros: Easy to play, supports Psychic Cons: Low stats, doesn't Special Summon, only retrieves banished Psychics, no other effects |
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Ancient
Prophecy
(ANPR-EN029) Armored Axon Kicker EARTH / Effect Monster / Level 6 / ATK 2200 / DEF 1800 (Psychic / Effect) If you control a face-up Psychic-Type monster, you can Normal Summon this card without Tributing. If this card destroys an opponent's monster by battle, you take damage equal to half the destroyed monster's ATK. Then, you can Special Summon 1 monster from your Graveyard with ATK less than or equal to the damage you took. ~Rarities: Common |
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Pros: Easy to play, supports Psychic Cons: Low stats for Level, only Normal Summoned without Tributing, must take effect damage to Special Summon |
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Ancient
Prophecy
(ANPR-EN028) Shark Cruiser WATER / Effect Monster / Level 5 / ATK 1800 / DEF 2200 (Fish / Effect) If this face-up card you control is destroyed by your opponent's card effect, you can Special Summon up to 2 Level 4 or lower WATER monsters from your Deck. ~Rarities: Common |
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Pros: Easy to play, supports WATER
and low-Level monsters Cons: Low stats for Level, must be destroyed by opponent's effect, no other effects |
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Ancient
Prophecy
(ANPR-EN027) Fishborg Blaster WATER / Effect Monster / Level 1 / ATK 100 / DEF 200 (Fish / Tuner / Effect) If you control a face-up Level 3 or lower WATER monster, you can discard 1 card to Special Summon this card from your Graveyard. If this card is used as a Synchro Material Monster, the other Synchro Material Monsters must all be WATER monsters. ~Rarities: Common |
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Pros: Easy to play, searchable, is a
Tuner, supports WATER and low-Level monsters Cons: Very low DEF, can't use non-WATER monsters as material when used as material |
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Ancient
Prophecy
(ANPR-EN026) Divine Dragon Aquabizarre WATER / Effect Monster / Level 5 / ATK 2100 / DEF 1500 (Sea Serpent / Effect) Once per turn, you can Tribute 1 other face-up WATER monster and select 1 Continuous or Field Spell Card in your Graveyard to return it to the top of your Deck. ~Rarities: Common |
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Pros: Easy to play, supports Field
and Continuous Spells Cons: Low stats for Level, costs a WATER monster to retrieve |
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Ancient
Prophecy
(ANPR-EN025) Armed Sea Hunter WATER / Effect Monster / Level 4 / ATK 1800 / DEF 400 (Sea Serpent / Effect) If you control another face-up WATER monster, negate the effects of the monster that battled with this card, after damage calculation. If this card would be destroyed, you can destroy 1 face-up Level 3 or lower WATER monster you control instead. ~Rarities: Common |
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Pros: Easy to play, high ATK, supports WATER
and low-Level monsters Cons: Low DEF, costs a WATER monster to prevent destruction |
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Ancient
Prophecy
(ANPR-EN024) Shiny Black "C" EARTH / Effect Monster / Level 1 / ATK 200 / DEF 500 (Insect / Effect) When 1 Synchro Monster is Special Summoned to your opponent's side of the field, you can remove from play this card in the Graveyard to destroy that monster. ~Rarities: Common |
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Pros: Easy to play, searchable,
counters Synchros Cons: Very low DEF, doesn't negate Special Summon, does nothing on the field |
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Ancient
Prophecy
(ANPR-EN023) Scary Moth WIND / Effect Monster / Level 6 / ATK 1800 / DEF 2300 (Insect / Effect) Each player can only Special Summon a monster(s) once per turn. ~Rarities: Common |
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Pros: Easy to play, counters multiple
Special Summons Cons: Poor stats for its Level, no other effects, doesn't block Normal or Flip Summons |
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Ancient
Prophecy
(ANPR-EN022) Koa'ki Meiru Hydro Barrier WATER / Effect Monster / Level 3 / ATK 1000 / DEF 1900 (Aqua / Effect) You can return 1 "Iron Core of Koa'ki Meiru" from your hand to the top of your Deck. If you do, the effect(s) of all face-up Effect Monsters are negated until the Standby Phase of your next turn, except "Koa'ki Meiru" monsters. ~Rarities: Common |
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Pros: Easy to play, high DEF,
searchable, supports Koa'ki Meiru, counters Effect Monsters Cons: Must have Iron Core (#55) in your hand to use effect, no other effects |
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Ancient
Prophecy
(ANPR-EN021) Koa'ki Meiru Tornado WIND / Effect Monster / Level 4 / ATK 1500 / DEF 1200 (Winged Beast / Effect) You can return 1 "Iron Core of Koa'ki Meiru" from your hand to the top of the Deck to destroy all Special Summoned monsters your opponent controls. ~Rarities: Rare |
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Pros: Easy to play, searchable,
supports Koa'ki Meiru, somewhat potent efect Cons: Low DEf, doesn't destroy Normal or Flip Summoned monsters, no other effects |
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Ancient
Prophecy
(ANPR-EN020) Koa'ki Meiru Speeder WIND / Effect Monster / Level 3 / ATK 1200 / DEF 2200 (Machine / Effect) During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Machine-Type monster in your hand. If you draw "Iron Core of Koa'ki Meiru" during your Draw Phase, you can reveal it to your opponent to draw 1 more card. ~Rarities: Rare |
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Pros: Easy to play, searchable, high
DEF, supports Koa'ki Meiru and Machine, somewhat usefule effect Cons: Doesn't Special Summon, destroys itself if requirements aren't met |
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Ancient
Prophecy
(ANPR-EN019) Koa'ki Meiru Crusader EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 1300 (Beast-Warrior / Effect) During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior-Type monster in your hand. If this card destroys an opponent's monster by battle, you can add 1 "Koa'ki Meiru" card from your Graveyard to your hand. ~Rarities: Super Rare |
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Pros: Easy to play, high ATK,
supports Koa'ki Meiru and Beast-Warrior, somewhat useful effect Cons: Low DEF, destroys itself if requirements aren't met |
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Ancient
Prophecy
(ANPR-EN018) Koa'ki Meiru Boulder EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 1000 (Rock / Effect) When this card is destroyed by battle and sent to the Graveyard, you can add 1 "Iron Core of Koa'ki Meiru" or 1 Level 4 or lower "Koa'ki Meiru" monster from your Deck to your hand. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Koa'ki Meiru, useful effect Cons: Low DEF, doesn't Special Summon, no other effects |
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Ancient
Prophecy
(ANPR-EN017) Earthbound Immortal Chacu Challhua DARK / Effect Monster / Level 10 / ATK 2900 / DEF 2400 (Fish / Effect) There can only be 1 face-up "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot select this card as an attack target. This card can attack your opponent directly. Once per turn, you can inflict damage equal to half this card's DEF to your opponent. If you do, this card cannot attack that turn. Also, if this card is in face-up Defense Position on the field, your opponent cannot conduct their Battle Phase. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, high ATK, relatively potent effects Cons: Low DEF, can't have more than 1 Earthbound Immortal on the field, destroys itself if no Field Spells are face-up, only deals half its DEF, can't attack if effect is used |
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Ancient
Prophecy
(ANPR-EN016) Earthbound Immortal Cusillu DARK / Effect Monster / Level 10 / ATK 2800 / DEF 2400 (Beast / Effect) There can only be 1 face-up "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot select this card as an attack target. This card can attack your opponent directly. If this face-up card you control would be destroyed by battle, you can Tribute 1 other monster you control instead, and halve your opponent's Life Points. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, high ATK, relatively potent effects Cons: Low DEF, can't have more than 1 Earthbound Immortal on the field, destroys itself if no Field Spells are face-up, costs a monster to halve LP |
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Ancient
Prophecy
(ANPR-EN015) Turbo Rocket WIND / Effect Monster / Level 2 / ATK 0 / DEF 0 (Machine / Tuner / Effect) While attacking, this card cannot be destroyed by battle. If this card attacks, after damage calculation, inflict damage equal to half the ATK of the attack target to your opponent. ~Rarities: Rare |
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Pros: Easy to play, searchable, is a
Tuner monster Cons: 0 DEF, only prevents its destruction in battle while attacking, deals only half attack target's ATK |
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Ancient
Prophecy
(ANPR-EN014) Darksea Float DARK / Effect Monster / Level 1 / ATK 0 / DEF 300 (Machine / Effect) When this card on the field is destroyed by a card effect and sent to the Graveyard, the owner of this card draws 1 card. ~Rarities: Common |
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Pros: Easy to play, searchable Cons: Very low DEF, must be destroyed by an effect to draw 1 card, no other effects |
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Ancient
Prophecy
(ANPR-EN013) Darksea Rescue DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Machine / Effect) If this card is used for a Synchro Summon and sent to the Graveyard, the owner of this card draws 1 card. ~Rarities: Rare |
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Pros: Easy to play, searchable Cons: 0 DEF, must be Synchro Material to draw 1 card, no other effects |
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Ancient
Prophecy
(ANPR-EN012) Infernity Beast DARK / Effect Monster / Level 3 / ATK 1600 / DEF 1200 (Beast / Effect) If this card attacks while you have no cards in your hand, your opponent cannot activate any Spell or Trap Cards until after the Damage Step. ~Rarities: Common |
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Pros: Easy to play, relatively
decent effect Cons: Low stats, must have no cards in your hand to apply effect, no other effects |
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Ancient
Prophecy
(ANPR-EN011) Fortune Lady Fire FIRE / Effect Monster / Level 2 / ATK ? / DEF ? (Spellcaster / Effect) This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max. 12). When this card is Special Summoned in Attack Position by the effect of a "Fortune Lady" card, destroy 1 face-up monster on your opponent's side of the field, and inflict damage to your opponent equal to that monster's ATK. ~Rarities: Rare |
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Pros: Easy to play, relatively
potent effect, supports Fortune Lady Cons: Undefined stats, slow to gain Levels, low stat amount defined, doesn't deal damage if Summoned any other way |
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Ancient
Prophecy
(ANPR-EN010) Fortune Lady Light LIGHT / Effect Monster / Level 1 / ATK ? / DEF ? (Spellcaster / Effect) This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is removed from the field by a card effect, you can Special Summon 1 "Fortune Lady" monster from your Deck. ~Rarities: Rare |
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Pros: Easy to play, supports Fortune
Lady Cons: Undefined stats, slow to gain Levels, low stat amount defined, must leave the field by effect to Special Summon |
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Ancient
Prophecy
(ANPR-EN009) Jester Confit DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Spellcaster / Effect) You can Special Summon this card from your hand in face-up Attack Position. If you do, return this card and 1 face-up monster your opponent controls to the hand during the End Phase of your opponent's next turn. You can only control 1 face-up "Jester Confit". ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
somewhat useful effect Cons: 0 DEF, can't control more than 1 copy, returns to the hand at opponent's next End Phase if effect is used, can't Special Summon itself in Defense Mode |
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Ancient
Prophecy
(ANPR-EN008) Jester Lord DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Spellcaster / Effect) While this card is the only monster on the field, it gains 1000 ATK for each card in the Spell & Trap Card Zones. ~Rarities: Rare |
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Pros: Easy to play, searchable,
somewhat useful effect Cons: 0 DEF, must be only monster on the field to gain ATK, doesn't gain DEF, no other effects |
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Ancient
Prophecy
(ANPR-EN007) Morphtronic Magnen Bar EARTH / Effect Monster / Level 1 / ATK 100 / DEF 100 (Thunder / Effect) ● While in Attack Position: Once per turn, if you control exactly 2 other face-up Attack Position monsters, and no additional monsters, this card gains the combined ATK of the other two monsters you control until the End Phase. The other two monsters cannot attack the turn you activate this effect. ● While in Defense Position: Monsters you control cannot attack. ~Rarities: Common |
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Pros: Easy to play, searchable,
somewhat useful effects Cons: Very low DEF, effects depend on battle position, 2nd bulleted effect is poor |
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Ancient
Prophecy
(ANPR-EN006) Blackwing - Fane the Steel Chain DARK / Effect Monster / Level 2 / ATK 500 / DEF 800 (Winged Beast / Effect) This card can attack your opponent directly. When this card attacks your opponent directly and inflicts Battle Damage to your opponent, change 1 Attack Position monster your opponent controls to Defense Position. ~Rarities: Common |
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Pros: Easy to play, searchable Cons: Low DEF, pretty poor effects |
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Ancient
Prophecy
(ANPR-EN005) Blackwing - Vayu the Emblem of Honor DARK / Effect Monster / Level 1 / ATK 800 / DEF 0 (Winged Beast / Tuner / Effect) If this card is face-up on the field, you cannot use it for a Synchro Summon. If this card is in your Graveyard, you can remove from play this card plus 1 non-Tuner "Blackwing" monster in your Graveyard, and Special Summon 1 "Blackwing" Synchro Monster from your Extra Deck whose Level equals the total Levels of the removed monsters. The effect(s) of that Synchro Monster is negated. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, searchable,
supports Blackwing Synchros, is a Tuner Cons: 0 DEF, must use materials in your Grave, can't apply effect in the hand or Grave, negates Synchro's effects, not a Synchro Summon |
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Ancient
Prophecy
(ANPR-EN004) Blackwing - Mistral the Silver Shield DARK / Effect Monster / Level 2 / ATK 100 / DEF 1800 (Winged Beast / Tuner / Effect) If this card on the field is destroyed and sent to the Graveyard, reduce the battle damage you take from the next attack this turn to 0. ~Rarities: Common |
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Pros: Easy to play, searchable, high
DEF, is a Tuner, somewhat useful effect Cons: Doesn't apply for current battle damage, only applies once, no other effects |
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Ancient
Prophecy
(ANPR-EN003) Sunlight Unicorn LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 1000 (Beast / Effect) Once per turn, during your Main Phase, you can reveal the top card of your Deck. If it is an Equip Spell Card, add it to your hand. If it is not, place it on the bottom of your Deck. ~Rarities: Common |
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Pros: Easy to play, high ATK,
supports Equip Spells Cons: Low DEF, only effect is a gamble |
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Ancient
Prophecy
(ANPR-EN002) Sunny Pixie LIGHT / Effect Monster / Level 1 / ATK 300 / DEF 400 (Spellcaster / Tuner / Effect) If this card is sent to the Graveyard for the Synchro Summon of a LIGHT Synchro Monster, gain 1000 Life Points. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports LP Gain, is a
Tuner Cons: Very low DEF, must be maerial for LIGHT Synchro to do anything |
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Ancient
Prophecy
(ANPR-EN001) Kuribon LIGHT / Effect Monster / Level 1 / ATK 300 / DEF 200 (Fairy / Effect) If this card was selected as an attack target by your opponent's monster, you can activate this effect during damage calculation. You take no Battle Damage from this battle, your opponent gains Life Points equal to the attacking monster's ATK, and then you return this card to your hand. ~Rarities: Rare |
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Pros: Easy to play, searchable Cons: Very low DEF, pretty poor effects |
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Ancient
Prophecy
(ANPR-EN000) XX-Saber Gardestrike EARTH / Effect Monster / Level 5 / ATK 2100 / DEF 1400 (Beast-Warrior / Effect) If you have 2 or more "X-Saber" monsters in your Graveyard and you control no monsters, you can Special Summon this card from your hand. ~Rarities: Secret Rare |
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Pros: Easy to play, supports
X-Sabers Cons: Low stats for Level, no effects on the field, can't Special Summon itself if X-Sabers are elsewhere |