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Learn to play the TCG. Yu-Gi-Oh TCG Terms ANPR-EN Card Spoiler

Ancient Prophecy (ANPR-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Ancient_Prophecy_(TCG-EN-1E)
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
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
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
Pros: Easy to play, somewhat potent effect, supports Zombies
Cons: Low DEF, Summon requirement, undefined ATK, does nothing after gaining ATK
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
Pros: Easy to play, high ATK for Level, Summoned two ways
Cons: Low DEF, can't deal the opponent battle damage when battling
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
Pros: Easy to play, counters Flip, supports Fiend
Cons: Low stats and ATK boost, forces your monsters to Attack Mode
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
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
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
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
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
Pros: Easy to play, searchable, somewhat useful effects
Cons: Low DEF and DEF boost, must be attacked to gain DEF
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
Pros: Easy to play, high ATK, very potent effects
Cons: Low DEF for Level, doesn't counter effects that don't target
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
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
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
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
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
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
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
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
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
Pros: Easy to play, searchable
Cons: Simply copies other Field Spell's effects for 1 turn, no other effects
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
Pros: Easy to play, supports Flamvell (#16)
Cons: Very low DEF, low ATK, can't be Special Summoned, relies on 200 DEF Flamvells
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
Pros: Easy to play, somewhat useful effect
Cons: Low ATK boost and stats, minimal effects, only gets counter when Normal Summoned
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
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
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
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
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
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
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
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
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
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
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
Pros: Easy to play, relatively useful effects, supports X-Saber
Cons: Low ATK boost
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
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
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
Pros: Easy to play, supports LP Gain and Psychic
Cons: Low LP boost, no other effects, costs a monster
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
Pros: Easy to play, supports WATER
Cons: Lasts for 1 turn, doesn't apply to Level 4+ WATER monsters
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
Pros: Easy to play, supports single-Attribute
Cons: Affects both players, can't be used if any monsters are Set
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
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
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
Pros: Easy to play, supports Koa'ki Meiru
Cons: Deals you revived monster's ATK if it's destroyed at the End Phase
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
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
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
Pros: Easy to play
Cons: Doesn't fully negate effect damage, must take some damage to Special Summon Token(s)
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
Pros: Easy to play, supports Stall
Cons: Destroys itself at opponent's 3rd End Phase from activation, requires an opponent's attack to negate
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
Pros: Easy to play
Cons: Banished monster returns the following turn, requires an attack on a monster, no other effects
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
Pros: Easy to play, counters Synchro Summons
Cons: Sends itself to the Grave at your 3rd End Phase from activation, applies to both players
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
Pros: Easy to play, supports Continuous Traps
Cons: Doesn't protect itself, can't control more than 1 copy, no other effects
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
Pros: Easy to play, relatively useful effect
Cons: Deals both players the burn damage, includes your Spells and Traps, only destroys face-up cards
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
Pros: Easy to play, supports weaker monsters
Cons: Can't be used on Defense Position monsters, no other effects
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
Pros: Easy to play, supports Warrior Decks
Cons: Prevents your Battle Phase that turn, only Special Summons Level 2 or less Warriors
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
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
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
Pros: Easy to play, supports Dinosaur, can get the stronger Dinosaurs
Cons: Doesn't Special Summon, no other effects
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
Pros: Easy to play, supports LP Gain
Cons: Costs 2000 LP, no other effects
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
Pros: Easy to play, supports FIRE and Flamvell
Cons: Only revives 200 DEF FIRE monsters, banishes them at the End Phase
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
Pros: Easy to play, supports X-Saber, helps take down multiple monsters
Cons: Costs a monster to recycle itself
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
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
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
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
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
Pros: Searchable, supports WATER
Cons: Must no monsters, only Special Summons Level 4 or less WATER monsters, no other effects
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
Pros: Searchable, supports WATER
Cons: Only equips to Level 3 or lower WATER monsters, minimal other effect
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
Pros: Easy to play, earchable, supports single-Type Decks
Cons: Low ATK boost, can't have different Types in the Grave, no other effects
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
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
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
Pros: Easy to play, supports Koa'ki Meiru
Cons: Costs a monster and requires Iron Core (#55) for activation, no other effects
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
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
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
Pros: Easy to play, recycles itself
Cons: Low burn damage, must be sent to the Grave when monster is returned to deal burn damage
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
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
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
Pros: Easy to play, searchable, counters Stall and Flip (#46)
Cons: Slow to destroy monsters, only destroys attacking monsters, includes your monsters
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
Pros: Supports Level 8+
Cons: Costs a monster for activation, no other effects
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
Pros: Easy to play, supports Level 8+ Dragon Synchros
Cons: Only prevents destruction in battle twice, destroys itself to prevent destruction by effects
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
Pros: Easy to play, somewhat decent effect
Cons: Costs an Equip Spell, only destroys Set Spell or Trap Cards
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
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
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
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
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
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
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
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
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)
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
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
Pros: Easy to play, searchable, supports LIGHT Machine
Cons: Low DEF, must destroy monsters in battle to use bulleted effects
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
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
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
Pros: Easy to play, high ATK, supports 200 DEF FIRE
Cons: Low DEF, can't Special Summon copies of itself, no other effects
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
Pros: Easy to play, searchable, supports X-Saber
Cons: Low DEF, doesn't Special Summon, can't add from the Deck, no other effects
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
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
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
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
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
Pros: Easy to play, searchable, supports Tuners
Cons: Low burn damage and DEF, minimal effects
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
Pros: Easy to play, searchable, supports same-Attribute
Cons: Low DEF, costs a Tuner to revive a monster, no other effects
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
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
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
Pros: Easy to play, supports Psychic
Cons: Low stats, doesn't Special Summon, only retrieves banished Psychics, no other effects
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
Pros: Easy to play, supports Psychic
Cons: Low stats for Level, only Normal Summoned without Tributing, must take effect damage to Special Summon
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
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
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
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
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
Pros: Easy to play, supports Field and Continuous Spells
Cons: Low stats for Level, costs a WATER monster to retrieve
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
Pros: Easy to play, high ATK, supports WATER and low-Level monsters
Cons: Low DEF, costs a WATER monster to prevent destruction
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
Pros: Easy to play, searchable, counters Synchros
Cons: Very low DEF, doesn't negate Special Summon, does nothing on the field
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
Pros: Easy to play, counters multiple Special Summons
Cons: Poor stats for its Level, no other effects, doesn't block Normal or Flip Summons
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
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
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
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
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
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
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
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
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
Pros: Easy to play, searchable, supports Koa'ki Meiru, useful effect
Cons: Low DEF, doesn't Special Summon, no other effects
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
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
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
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
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
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
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
Pros: Easy to play, searchable
Cons: Very low DEF, must be destroyed by an effect to draw 1 card, no other effects
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
Pros: Easy to play, searchable
Cons: 0 DEF, must be Synchro Material to draw 1 card, no other effects
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
Pros: Easy to play, relatively decent effect
Cons: Low stats, must have no cards in your hand to apply effect, no other effects
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
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
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
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
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
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
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
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
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
Pros: Easy to play, searchable, somewhat useful effects
Cons: Very low DEF, effects depend on battle position, 2nd bulleted effect is poor
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
Pros: Easy to play, searchable
Cons: Low DEF, pretty poor effects
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
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
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
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
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
Pros: Easy to play, high ATK, supports Equip Spells
Cons: Low DEF, only effect is a gamble
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
Pros: Easy to play, searchable, supports LP Gain, is a Tuner
Cons: Very low DEF, must be maerial for LIGHT Synchro to do anything
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
Pros: Easy to play, searchable
Cons: Very low DEF, pretty poor effects
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
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