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| Learn to play the TCG. | Yu-Gi-Oh TCG Terms | HISU and FUEN Spoilers |
All Foil Card Reviews (Page 4)
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1.
Only new cards and those with
updated text
that changes how they work are included below.
2. HISU-EN info: https://yugipedia.com/wiki/Hidden_Summoners 3. FUEN-EN info: https://yugipedia.com/wiki/FUEN |
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Hidden
Summoners
(HISU-EN056) Circle of the Fire Kings SPELL / Quick-Play Spell Target 1 FIRE monster you control and 1 FIRE monster in your GY; destroy that monster you control, and if you do, Special Summon that other monster from your GY. You can only activate 1 "Circle of the Fire Kings" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
FIRE Cons: Costs FIRE to revive, can't Summon from other places, no other effects |
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Hidden
Summoners (HISU-EN055) Onslaught of the Fire Kings SPELL / Normal Spell If your opponent controls a monster and you control no monsters: Special Summon 1 FIRE Beast, Beast-Warrior, or Winged Beast-Type monster from your Deck. Its effects are negated and it is destroyed during the End Phase. You can only activate 1 "Onslaught of the Fire Kings" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
FIRE Cons: Can't Summon from other places, destroys new FIRE at End Phase and negates its effects, can't use 2+ copies per turn |
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Hidden
Summoners (HISU-EN051) Gold Sarcophagus SPELL / Normal Spell Banish 1 card from your Deck, face-up. During your second Standby Phase after this card's activation, add that card to the hand. ~Rarities: Secret Rare |
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Pros: Easily played, helps Banished
and
key Deck cards Cons: Slow to add banished card, no other effects |
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Hidden
Summoners (HISU-EN039) Mayakashi Metamorphosis TRAP / Normal Trap Discard 1 card, then target 1 of your "Mayakashi" monsters that is banished or in your GY; Special Summon it. Your opponent cannot target it with card effects this turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except "Mayakashi" monsters. You can only activate 1 "Mayakashi Metamorphosis" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Mayakashis and Banished Cons: Can't Summon from hand or Deck, 1-turn protection, costs card to Summon |
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Hidden
Summoners (HISU-EN038) Mayakashi Return SPELL / Normal Spell Take 1 "Mayakashi" card from your Deck, except "Mayakashi Return", and either add it to your hand or send it to the GY. You can only activate 1 "Mayakashi Return" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Mayakashis Cons: Can't Summon, no other effects, can't use 2+ copies in same turn |
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Hidden
Summoners (HISU-EN037) Yuki-Onna, the Ice Mayakashi WATER / Link Monster / ATK 1900 / Link-2 Links: Bottom Corners (Zombie / Link / Effect) 2 "Mayakashi" monsters You can only control 1 "Yuki-Onna, the Ice Mayakashi". While this card points to a Synchro Monster(s), your opponent's monsters cannot target this card for attacks. If a Synchro Monster(s) in your possession is destroyed by battle or an opponent's card effect while this card is on the field: You can target 1 face-up monster on the field; its ATK/DEF become half its current ATK/DEF until the end of this turn. You can only use this effect of "Yuki-Onna, the Ice Mayakashi" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Mayakashis and
Synchros Cons: Low ATK for Link Rating, can't control 2+ copies, must point to Synchros to prevent being attacked, must lose Synchro for 1-turn stat halve |
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Hidden
Summoners (HISU-EN036) Gashadokuro, the Skeletal Mayakashi DARK / Synchro Monster / Level 11 / ATK 3300 / DEF 2600 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Gashadokuro, the Skeletal Mayakashi". You can only use each of these effects of "Gashadokuro, the Skeletal Mayakashi" once per turn. ● If a Link Monster in your possession is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can activate this effect; this turn, this face-up card is unaffected by other cards' effects. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Zombies and Banished Cons: Low DEF for Level, largely copies Yoko |
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Hidden
Summoners (HISU-EN035) Yoko, the Graceful Mayakashi FIRE / Synchro Monster / Level 9 / ATK 2900 / DEF 2400 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Yoko, the Graceful Mayakashi". You can only use each of these effects of "Yoko, the Graceful Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 11 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can destroy 1 monster your opponent controls. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Zombies and Banished Cons: Low DEF for Level, largely copies Tengu |
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Hidden
Summoners (HISU-EN034) Tengu, the Winged Mayakashi WIND / Synchro Monster / Level 7 / ATK 2600 / DEF 1500 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Tengu, the Winged Mayakashi". You can only use each of these effects of "Tengu, the Winged Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 9 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can destroy 1 Spell/Trap your opponent controls. ~Rarities: Secret Rare |
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Pros: Easily played, helps Zombies
and Banished Cons: Low stats for Level, largely copies Tsuchigumo |
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Hidden
Summoners (HISU-EN033) Tsuchigumo, the Poisonous Mayakashi EARTH / Synchro Monster / Level 5 / ATK 2000 / DEF 1800 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Tsuchigumo, the Poisonous Mayakashi". You can only use each of these effects of "Tsuchigumo, the Poisonous Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 7 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can have each player send the top 3 cards from their Deck to the GY. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Zombies and
Banished Cons: Low stats for Level, largely copies Obor-Guruma |
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Hidden
Summoners (HISU-EN032) Obor-Guruma, the Wheeled Mayakashi EARTH / Synchro Monster / Level 3 / ATK 800 / DEF 2100 (Zombie / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Oboro-Guruma, the Wheeled Mayakashi". You can only use each of these effects of "Oboro-Guruma, the Wheeled Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 5 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can activate this effect; this turn, your monsters cannot be destroyed by battle. ~Rarities: Secret Rare |
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Pros: Easily played, helps Zombies
and Banished Cons: Low stats for Synchro Level, can't control 2+ copies, effects largely rely on Synchros |
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Hidden
Summoners (HISU-EN031) Yasha, the Skeletal Mayakashi DARK / Effect Monster / Level 5 / ATK 2000 / DEF 0 (Zombie / Effect) You can discard 1 other "Mayakashi" monster; Special Summon this card from your hand. You can only use this effect of "Yasha, the Skeletal Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters. ~Rarities: Super Rare |
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Pros: Easily played, helps
Mayakashis and various Summons Cons: Low stats for Level, largely copies Shafu |
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Hidden
Summoners (HISU-EN030) Shafu, the Wheeled Mayakashi EARTH / Effect Monster / Level 3 / ATK 1200 / DEF 400 (Zombie / Effect) If this card is Normal or Special Summoned: You can target 1 "Mayakashi" monster in your GY, except "Shafu, the Wheeled Mayakashi"; Special Summon it in Defense Position, but negate its effects. You can only use this effect of "Shafu, the Wheeled Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps Mayakashis and various Summons Cons: Very low DEF, largely copies Hajun |
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Hidden
Summoners (HISU-EN029) Hajun, the Winged Mayakashi WIND / Effect Monster / Level 1 / ATK 600 / DEF 400 (Zombie / Effect) If this card is Normal or Special Summoned: You can Special Summon 1 "Mayakashi" monster from your Deck, except "Hajun, the Winged Mayakashi". You can only use this effect of "Hajun, the Winged Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters. ~Rarities: Secret Rare |
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Pros: Easily played,
searchable, helps Mayakashis and various Summons Cons: Very low DEF, largely copies Tsukahagi |
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Hidden
Summoners (HISU-EN028) Tsukahagi, the Poisonous Mayakashi EARTH / Effect Monster / Level 2 / ATK 0 / DEF 2000 (Zombie / Tuner / Effect) You can only control 1 "Tsukahagi, the Poisonous Mayakashi". If a "Mayakashi" monster(s) in your possession, except "Tsukahagi, the Poisonous Mayakashi", is destroyed by battle or an opponent's card effect, while this card is in the GY: You can Special Summon this card. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Mayakashi" monsters. ~Rarities: Super Rare |
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Pros: Easily played, searchable
Tuner, high DEF, helps Mayakashis and various Summons Cons: Can't control 2+ copies, largely copies Dakki |
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Hidden
Summoners (HISU-EN027) Dakki, the Graceful Mayakashi FIRE / Effect Monster / Level 3 / ATK 1000 / DEF 0 (Zombie / Tuner / Effect) You can only control 1 "Dakki, the Graceful Mayakashi". When a "Mayakashi" monster(s) is Special Summoned to your field from the Extra Deck, while this card is in the GY (except during the Damage Step): You can Special Summon this card. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Mayakashi" monsters. ~Rarities: Secret Rare |
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Pros: Easily played, searchable
Tuner, helps Mayakashis and various Summons Cons: 0 DEF, can't control 2+ copies, can't Summon itself when other Summmons occur |
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Hidden
Summoners (HISU-EN026) Prank-Kids Plan TRAP / Continuous Trap During the Main Phase: You can activate this effect; immediately after this effect resolves, Link Summon 1 "Prank-Kids" Link Monster using "Prank-Kids" monsters you control as material. When an opponent's monster declares an attack: You can banish this card from your GY; shuffle any number of "Prank-Kids" cards from your GY into the Deck, and if you do, that attacking monster loses 100 ATK for each card shuffled, until the end of this turn. You can only use each effect of "Prank-Kids Plan" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Prank-Kids and Link Summons Cons: Costs itself to shuffle and for very low 1-turn ATK loss, largely just Link Summons |
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Hidden
Summoners (HISU-EN025) Prank-Kids Pandemonium SPELL / Quick-Play Spell During the Main Phase: Fusion Summon 1 "Prank-Kids" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Prank-Kids" monsters. ~Rarities: Super Rare |
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Pros: Easily played, helps
Prank-Kids and Fusion Summmons Cons: Largely generic Fusion Spell, no other effects |
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Hidden
Summoners (HISU-EN024) Prank-Kids Pranks SPELL / Continuous Spell You can discard 1 "Prank-Kids" card; Special Summon 1 "Prank-Kids Token" (Pyro/FIRE/Level 1/ ATK 0/DEF 0), but it cannot be Tributed. During your End Phase: You can target 3 "Prank-Kids" cards in your GY, except "Prank-Kids Pranks"; shuffle all 3 into the Deck, then draw 1 card. You can only use each effect of "Prank-Kids Pranks" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Prank-Kids and various Summons Cons: Summons weak Token, costs card for Token, slow to shuffle and draw |
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Hidden
Summoners (HISU-EN023) Prank-Kids Place SPELL / Field Spell When this card is activated: You can add 1 "Prank-Kids" monster from your Deck to your hand. Once per turn, if you Fusion Summon a "Prank-Kids" Fusion Monster (except during the Damage Step): You can have all monsters you control gain 500 ATK (even if this card leaves the field). Once per turn, if you Link Summon a "Prank-Kids" Link Monster (except during the Damage Step): You can have all monsters your opponent controls lose 500 ATK (even if this card leaves the field). You can only activate 1 "Prank-Kids Place" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps Prank-Kids Cons: Very low ATK boost and loss, must Extra Deck Summon for most effects |
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Hidden
Summoners (HISU-EN022) Prank-Kids Rip-Roarin-Roaster WATER / Link Monster / ATK 3000 / Link-4 Links: All 4 Center Arrows (Aqua / Link / Effect) 2+ "Prank-Kids" monsters Must be Link Summoned. (Quick Effect): You can Tribute this card; destroy all Spells and Traps your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 card in your GY, except a Link Monster; add it to your hand. You can only use this effect of "Prank-Kids Rip-Roarin-Roaster" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Prank-Kids, counters Spells and Traps Cons: Link-4, low ATK for Link Rating, largely copies Bow-Wow-Bark |
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Hidden
Summoners (HISU-EN021) Prank-Kids Bow-Wow-Bark FIRE / Link Monster / ATK 2000 / Link-2 Links: Right and Bottom (Pyro / Link / Effect) 2 "Prank-Kids" monsters A "Prank-Kids" monster this card points to gains 1000 ATK. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand, also "Prank-Kids" monsters you control cannot be destroyed by your opponent's card effects this turn. You can only use this effect of "Prank-Kids Bow-Wow-Bark" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Prank-Kids Cons: Low ATK for Link Rating, largely copies Dodo-Doodle-Doo |
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Hidden
Summoners (HISU-EN020) Prank-Kids Dodo-Doodle-Doo WIND / Link Monster / ATK 2000 / Link-2 Links: Left and Bottom (Thunder / Link / Effect) 2 "Prank-Kids" monsters If this card is Link Summoned: You can add 1 "Prank-Kids" Spell/Trap from your Deck to your hand. You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand. You can only use each effect of "Prank-Kids Dodo-Doodle-Doo" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Prank-Kids Cons: Low ATK for Link Rating, can't add monsters or Summon, costs itself to retrieve, can't retrieve Links |
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Hidden
Summoners (HISU-EN019) Prank-Kids Battle Butler WIND / Fusion Monster / Level 10 / ATK 3000 / DEF 3000 (Thunder / Fusion / Effect) "Prank-Kids Lampsies" + "Prank-Kids Dropsies" + "Prank-Kids Fansies" Must be Fusion Summoned. (Quick Effect): You can Tribute this card; destroy all monsters your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 non-Fusion Monster in your GY; Special Summon it. You can only use this effect of "Prank-Kids Battle Butler" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, high stats,
helps Prank-Kids, partly potent effects Cons: Can't be revived, largely copies Weather Washer |
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Hidden
Summoners (HISU-EN018) Prank-Kids Weather Washer WATER / Fusion Monster / Level 5 / ATK 2000 / DEF 0 (Aqua / Fusion / Effect) 2 "Prank-Kids" monsters If your "Prank-Kids" monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them. They cannot be destroyed by battle this turn. You can only use this effect of "Prank-Kids Weather Washer" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Prank-Kids Cons: Low sats for Level, largely copies Rocket Ride |
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Hidden
Summoners (HISU-EN017) Prank-Kids Rocket Ride FIRE / Fusion Monster / Level 5 / ATK 2000 / DEF 0 (Pyro / Fusion / Effect) 2 "Prank-Kids" monsters If this card is Fusion Summoned: You can have this card lose 1000 ATK this turn, also it can attack directly this turn. You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them, but they cannot attack this turn. You can only use each effect of "Prank-Kids Rocket Ride" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Prank-Kids Cons: Loses ATK to attack directly by its effect, costs itself to revive, can't revive Fusions or Summon from other places |
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Hidden
Summoners (HISU-EN016) Prank-Kids Dropsies WATER / Effect Monster / Level 2 / ATK 1000 / DEF 1000 (Aqua / Effect) If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can gain 1000 LP, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Dropsies". You can only use this effect of "Prank-Kids Dropsies" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Prank-Kids and
LP Gain Cons: Low DEF and LP boost, largely copies Lampsies |
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Hidden
Summoners (HISU-EN015) Prank-Kids Lampsies FIRE / Effect Monster / Level 3 / ATK 1500 / DEF 500 (Pyro / Effect) If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can inflict 500 damage to your opponent, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Lampsies". You can only use this effect of "Prank-Kids Lampsies" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high DEF, helps Prank-Kids and Burn Cons: Low DEF and burn damage, largely copies Fansies |
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Hidden
Summoners (HISU-EN014) Prank-Kids Fansies WIND / Effect Monster / Level 1 / ATK 0 / DEF 2000 (Thunder / Effect) If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can send 1 "Prank-Kids" card from your Deck to the GY, except "Prank-Kids Fansies", then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Fansies". You can only use this effect of "Prank-Kids Fansies" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high DEF, helps Prank-Kids Cons: Can't revive, costs Prank-Kids when Fusion or Link Material to Summon, no other effects |
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Hidden
Summoners (HISU-EN011) Awakening of Nephthys TRAP / Continuous Trap All "Nephthys" monsters you control gain 300 ATK. If this face-up card in the Spell & Trap Zone is destroyed by card effect and sent to the GY: You can Special Summon 1 "Nephthys" monster from your hand, Deck, or GY, but destroy it during the End Phase. You can only use this effect of "Awakening of Nephthys" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Nephthys Cons: Very low ATK boost, destroys new monster at End Phase, must destroy by effect to Summon |
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Hidden
Summoners (HISU-EN010) Last Hope of Nephthys SPELL / Normal Spell Target 1 "Nephthys" card you control and 1 card your opponent controls; destroy them. You can only activate 1 "Last Hope of Nephthys" per turn. ~Rarities: Super Rare |
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Pros: Easily played Cons: Must destroy your card with opponent's no other effects, can't use 2+ copies in same turn |
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Hidden
Summoners (HISU-EN009) Rebirth of Nephthys SPELL / Ritual Spell This card can be used to Ritual Summon any "Nephthys" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. Then, if you Tributed "Devotee of Nephthys" or "Cerulean Sacred Phoenix of Nephthys", you can destroy 1 card on the field. ~Rarities: Super Rare |
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Pros: Easily played, helps Nephthys Cons: Largely generic Ritual Spell |
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Hidden
Summoners (HISU-EN008) Nephthys, the Sacred Flame FIRE / Link Monster / ATK 2400 / Link-3 Links: All 3 Bottom Arrows (Winged Beast / Link / Effect) 2+ monsters, including a Ritual Monster While this card is in the Extra Monster Zone, monsters your opponent controls cannot target "Nephthys" monsters in the Main Monster Zones for attacks. This card gains effects based on the number of Ritual Monsters used for its Link Summon. ● 1+: Cannot be destroyed by battle. ● 2+: Cannot be destroyed by card effects, also it gains 1200 ATK. ● 3: Neither player can target this card with card effects, also it gains 1200 ATK. ~Rarities: Secret Rare |
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Pros: Partly easily played, helps
Nephthys Cons: Link-3, low ATK for Link Rating, must use Ritual(s) as material for effects |
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Hidden
Summoners (HISU-EN007) Nephthys, the Sacred Preserver FIRE / Link Monster / ATK 1200 / Link-2 Links: Bottom and Bottom-Right (Winged Beast / Link / Effect) 2 "Nephthys" monsters You can only use the following effect of "Nephthys, the Sacred Preserver" once per turn. During your Main Phase, if this card was Link Summoned: You can activate 1 of these effects; ● Add 1 Level 8 Winged Beast monster from your Deck to your hand, then you can add 1 Ritual Spell from your GY to your hand. ● Destroy 1 "Nephthys" monster this card points to, and Special Summon 1 "Nephthys" monster with a different original name from your GY, but negate its effects. ~Rarities: Secret Rare |
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Pros: Easily played, helps Nephthys
and
Level 8 Winged Beasts Cons: Low ATK for Link Rating, can't add other Levels or Summon unless you destroy monster |
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Hidden
Summoners (HISU-EN006) Cerulean Sacred Phoenix of Nephthys FIRE / Ritual Monster / Level 8 / ATK 3000 / DEF 1000 (Winged Beast / Ritual / Effect) You can Ritual Summon this card with "Rebirth of Nephthys". You can only use each of the following effects of "Cerulean Sacred Phoenix of Nephthys" once per turn. ● During your Main Phase: You can destroy "Nephthys" cards in your hand and/or face-up field, then destroy an equal number of monsters your opponent controls. ● During your next Standby Phase after this card was destroyed by battle or card effect and sent to the GY: You can Special Summon this card from the GY. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Nephthys Cons: Low ATK for Level, largely copies Devotee |
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Hidden
Summoners (HISU-EN005) Devotee of Nephthys WIND / Ritual Monster / Level 2 / ATK 1200 / DEF 1200 (Spellcaster / Ritual / Effect) You can Ritual Summon this card with "Rebirth of Nephthys". You can only use each of the following effects of "Devotee of Nephthys" once per turn. ● If this card is Ritual Summoned: You can Special Summon 1 "Nephthys" monster from your Deck, also destroy this card during the End Phase of this turn. ● If this card is in your GY: You can destroy 1 "Nephthys" card in your hand, and if you do, Special Summon this card. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps Nephthys Cons: Low DEF, destroys itself if it Summons from hand, slow to revive itself |
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Hidden
Summoners (HISU-EN004) Defender of Nephthys WIND / Effect Monster / Level 2 / ATK 1400 / DEF 200 (Spellcaster / Effect) During your Main Phase: You can destroy 1 card in your hand, and if you do, Special Summon 1 Level 4 or lower "Nephthys" monster from your hand, except "Defender of Nephthys". During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can destroy 1 "Nephthys" monster in your Deck, except "Defender of Nephthys". You can only use each effect of "Defender of Nephthys" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Nephthys Cons: Very low DEF, largely copies Chronicler |
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Hidden
Summoners (HISU-EN003) Chronicler of Nephthys WIND / Effect Monster / Level 2 / ATK 300 / DEF 1200 (Spellcaster / Effect) You can target 1 "Nephthys" card in your GY, except "Chronicler of Nephthys"; destroy 1 card in your hand, and if you do, add that target to your hand. During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can add 1 "Nephthys" card from your GY to your hand, except "Chronicler of Nephthys". You can only use each effect of "Chronicler of Nephthys" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Nephthys Cons: Low DEF, largely copies Disciple |
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Hidden
Summoners (HISU-EN002) Disciple of Nephthys WIND / Effect Monster / Level 2 / ATK 0 / DEF 2000 (Spellcaster / Effect) During your Main Phase: You can destroy 1 card in your hand, and if you do, add 1 "Nephthys" monster from your Deck to your hand, except "Disciple of Nephthys". During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can add 1 "Nephthys" Spell/Trap from your Deck to your hand. You can only use each effect of "Disciple of Nephthys" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
high DEF, helps Nephthys Cons: Low DEF, largely copies Matriarch |
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Hidden
Summoners (HISU-EN001) Matriarch of Nephthys WIND / Effect Monster / Level 2 / ATK 600 / DEF 600 (Spellcaster / Effect) You can target 1 Level 4 or lower "Nephthys" monster in your GY, except "Matriarch of Nephthys"; destroy 1 card in your hand, and if you do, Special Summon that monster in Defense Position, but negate its effects. During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can Special Summon this card. You can only use each effect of "Matriarch of Nephthys" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Nephthys Cons: Low DEF, costs monster to revive, can't revive, Summon Level 5+ or from other places, slow to revive itself |
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Fusion
Enforcers (FUEN-EN037) Omega Summon TRAP / Normal Trap Target any number of your banished "Invoked" monsters with different names; Special Summon them in Defense Position. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Invoked and Banished Cons: Can't Summon in Attack Mode or from other places, no other effects |
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Fusion
Enforcers (FUEN-EN036) The Book of Law SPELL / Quick-Play Spell Tribute 1 "Invoked" monster; Special Summon 1 "Invoked" monster from your Extra Deck with a different original Attribute from that monster's. (This Special Summon is treated as a Fusion Summon.) You can only activate 1 "The Book of the Law" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps Invoked Cons: Costs monster to Summon, can't Summon from other places or matching Attribute, no other effects |
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Fusion
Enforcers (FUEN-EN035) Invocation SPELL / Normal Spell Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Materials. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's Graveyard as Fusion Materials. If this card is in your Graveyard: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps Invoked
and
Banished Cons: Largely just Fusion Summons, otherwise can't Summon |
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Fusion
Enforcers (FUEN-EN034) Magical Meltdown SPELL / Field Spell When this card is activated: You can add 1 "Aleister the Invoker" from your Deck to your hand. The activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion Summoned this way. You can only activate 1 "Magical Meltdown" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps Fusion
Summons Cons: Can't Summon or protect other Extra Deck monsters |
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Fusion
Enforcers (FUEN-EN033) Invoked Eleysium LIGHT / Fusion Monster / Level 10 / ATK 3200 / DEF 4000 (Fairy / Fusion / Effect) 1 "Invoked" monster + 1 monster that was Special Summoned from the Extra Deck Must first be Fusion Summoned with the above Fusion Materials. While face-up on the field, this card is also DARK, EARTH, WATER, FIRE, and WIND-Attribute. Once per turn, during either player's turn: You can target 1 "Invoked" monster you control or in your Graveyard; banish it and all monsters your opponent controls with the same Attribute as that monster. ~Rarities: Secret Rare |
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Pros: Partly easily played, high
stats, helps Invoked and Banished Cons: Can't use revived, non-Extra Deck monsters or Fusion Subs, can't banish different Attributes |
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Fusion
Enforcers (FUEN-EN032) Invoked Mechaba LIGHT / Fusion Monster / Level 9 / ATK 2500 / DEF 2100 (Machine / Fusion / Effect) "Aleister the Invoker" + 1 LIGHT monster Once per turn, during either player's turn, when a Spell/Trap Card, or monster effect, is activated: You can send the same type of card (Monster, Spell, or Trap) from your hand to the Graveyard; negate the activation, and if you do, banish that card. ~Rarities: Secret Rare |
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Pros: Easily played, helps
LIGHT and Invoked Cons: Low stats for Level, costs same Type of card to negate, no other effects |
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Fusion
Enforcers (FUEN-EN031) Invoked Magellanica EARTH / Fusion Monster / Level 8 / ATK 3000 / DEF 3300 (Rock / Fusion) "Aleister the Invoker" + 1 EARTH monster ~Rarities: Secret Rare |
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Pros: Easily played, high stats,
helps
EARTH and Invoked Cons: No effects |
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Fusion
Enforcers (FUEN-EN030) Invoked Puragtrio FIRE / Fusion Monster / Level 7 / ATK 2300 / DEF 2000 (Fiend / Fusion / Effect) "Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. ~Rarities: Secret Rare |
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Pros: Easily played, helps Invoked
and
FIRE Cons: Low stats for Level, very low ATK boost |
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Fusion
Enforcers (FUEN-EN029) Invoked Cocytus WATER / Fusion Monster / Level 6 / ATK 1800 / DEF 2900 (Dragon / Fusion / Effect) "Aleister the Invoker" + 1 WATER monster Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. This card can attack while in face-up Defense Position. If it does, apply its ATK for damage calculation. ~Rarities: Secret Rare |
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Pros: Easily played, high DEF, helps
Invoked and
WATER, potent effects Cons: Low ATK for Level, must apply ATK when attacking |
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Fusion
Enforcers (FUEN-EN028) Invoked Raidjin WIND / Fusion Monster / Level 5 / ATK 2200 / DEF 2400 (Warrior / Fusion / Effect) "Aleister the Invoker" + 1 WIND monster Once per turn, during either player's turn: You can target 1 face-up monster on the field; change it to face-down Defense Position. ~Rarities: Secret Rare |
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Pros: Easily played, helps
multiple Decks Cons: Low stats for Level, no other effects |
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Fusion
Enforcers (FUEN-EN027) Invoked Caliga DARK / Fusion Monster / Level 4 / ATK 1000 / DEF 1800 (Beast / Fusion / Effect) "Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase. ~Rarities: Secret Rare |
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Pros: Easily played, helps multiple
Decks,
counters Effect Monsters Cons: Low stats for Fusion Level, affects both players, can't counter Spells or Traps |
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Fusion
Enforcers (FUEN-EN026) Aleister the Invoker DARK / Effect Monster / Level 4 / ATK 1000 / DEF 1800 (Spellcaster / Effect) During either player's turn: You can send this card from your hand to the Graveyard, then target 1 Fusion Monster you control; it gains 1000 ATK and DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high DEF, helps
Fusions and Invoked Cons: Low 1-turn stat boost, costs itself for boost, can't add if Special Summoned |
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Fusion
Enforcers (FUEN-EN022) Frightfur Tiger DARK / Fusion Monster / Level 6 / ATK 1900 / DEF 1200 (Fiend / Fusion / Effect) "Edge Imp Sabres" + 1 or more "Fluffal" monsters When this card is Fusion Summoned: You can target cards on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. All "Frightfur" monsters you control gain 300 ATK for each "Fluffal" monster and "Frightfur" monster you control. You can only control 1 "Frightfur Tiger". ~Rarities: Secret Rare |
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Pros: Easily played, helps multiple
Decks Cons: Low stats for Level, very low ATK boost, can't control 2+ copies, destroys based on total materials |
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Fusion
Enforcers (FUEN-EN020) Frightfur Kraken WATER / Fusion Monster / Level 8 / ATK 2200 / DEF 3000 (Fiend / Fusion / Effect) 1 "Edge Imp" monster + 1 "Fluffal" monster Once per turn: You can target 1 monster your opponent controls; send it to the Graveyard. This card cannot attack directly the turn this effect is activated. This card can make a second attack during each Battle Phase. Once per turn, at the end of the Battle Phase, if this card battled: You can change this card to Defense Position. ~Rarities: Secret Rare |
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Pros: Easily played, high DEF,
counters monsters, helps
multiple Decks Cons: Low ATK for Level, can't attack directly the turn it sends a monster, must battle to change battle positon |
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Fusion
Enforcers (FUEN-EN015) Fluffal Penguin WATER / Effect Monster / Level 4 / ATK 1600 / DEF 1100 (Fairy / Effect) During your Main Phase: You can Special Summon 1 "Fluffal" monster from your hand, except "Fluffal Penguin". This effect can only be used once while this card is face-up on the field. If this card is sent to the Graveyard as a Fusion Material for a Fusion Summon of a "Frightfur" Fusion Monster: You can draw 2 cards, then discard 1 card. You can only use this effect of "Fluffal Penguin" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Fluffals
and Frightfurs Cons: Low stats, costs card while Fusion Material to draw cards, can't Summon from other places more than once while face-up or another copy |
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Fusion
Enforcers (FUEN-EN014) Fluffal Octopus WATER / Effect Monster / Level 1 / ATK 800 / DEF 600 (Fairy / Effect) When this card is Normal or Special Summoned: You can target 1 "Fluffal" or "Edge Imp" monster in your Graveyard; add it to your hand. If this card is sent to the Graveyard as a Fusion Material for a Fusion Summon of a "Frightfur" Fusion Monster: You can target up to 2 of your banished monsters; return them to the Graveyard. You can only use each effect of "Fluffal Octopus" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps multiple Decks Cons: Low DEF, can't Summon, must be Fusion Material to return, can't Summon |
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Fusion
Enforcers (FUEN-EN013) Predaplanet TRAP / Continuous Trap If a monster with a Predator Counter leaves the field while this card is face-up on the field: Add 1 "Predap" card from your Deck to your hand. You can only use this effect of "Predaplanet" once per turn. You can banish this card from your Graveyard; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. Only "Predaplant" monsters can be used as Fusion Materials for a Fusion Summon using this effect. ~Rarities: Super Rare |
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Pros: Easily played, helps
Predaplants Cons: Can't add if monsters without counters leaves, otherwise just costs itself to Fusion Summon |
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Fusion
Enforcers (FUEN-EN012) Predapruning SPELL / Equip Spell Activate this card by targeting 1 "Predaplant" monster in your Graveyard; Special Summon it and equip it with this card. When this card leaves the field, destroy that monster. ~Rarities: Super Rare |
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Pros: Easily played, helps
Predaplants Cons: Can't Summon from other places, destroys monster if removed, no other effects |
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Fusion
Enforcers (FUEN-EN011) Predaponics SPELL / Continuous Spell Once per turn: You can Special Summon 1 Level 4 or lower "Predaplant" monster from your hand or Graveyard, but it has its effects negated (even if this card leaves the field). Once per turn, during your Standby Phase, pay 800 LP or destroy this card. ~Rarities: Secret Rare |
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Pros: Easily played, helps low-Level
Predaplants Cons: Can't Summon Level 5+ or from the Deck, destroys itself if cost isn't paid at your Standby Phases |
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Fusion
Enforcers (FUEN-EN010) Greedy Venom Fusion Dragon DARK / Fusion Monster / Level 10 / ATK 3300 / DEF 2500 (Dragon / Fusion / Effect) 1 "Predaplant" monster + 1 DARK monster whose original Level is 8 or higher Must first be Fusion Summoned. Once per turn: You can target 1 face-up monster on the field; until the end of this turn, change that target's ATK to 0, also that target has its effects negated. If this card is destroyed and sent to the Graveyard: Destroy as many monsters on the field as possible, then you can banish 1 Level 8 or higher DARK monster from your Graveyard and Special Summon this card from the Graveyard. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Predaplants, counters
high ATK and Effect Monsters Cons: Low DEF for Level, can't banish Level 7 or less DARK from Grave or other places, costs monster to revive itself, destroys both players' monsters |
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Fusion
Enforcers (FUEN-EN009) Predaplant Chimerafflesia DARK / Fusion Monster / Level 7 / ATK 2500 / DEF 2000 (Plant / Fusion / Effect) 1 "Predaplant" monster + 1 DARK monster Once per turn: You can target 1 monster on the field with a Level less than or equal to this card's; banish it. When an attack is declared involving this card and an opponent's face-up monster: You can activate this effect; until the end of this turn, that opponent's monster loses 1000 ATK, and if it does, this card gains 1000 ATK. Once per turn, during the next Standby Phase after this card was sent to the Graveyard: You can add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Predaplants and Fusion Summons Cons: Low stats for Level, can't banish Level 8+, must lower ATK to gain ATK, low ATK boost and loss, slow to get Fusion card |
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Fusion
Enforcers (FUEN-EN005) Predaplant Chlamydosundew DARK / Effect Monster / Level 2 / ATK 600 / DEF 200 (Plant / Effect) Monsters with a Predator Counter that you use as Fusion Materials are treated as DARK. During your Main Phase: You can Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using this card on the field and monsters from your hand, field, and/or monsters with a Predator Counter your opponent controls as Fusion Materials. You can only use this effect of "Predaplant Chlamydosundew" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps
Predaplants and DARK Fusions Cons: Very low DEF, largely just Fusion Summons, can't use opponent's monsters without counters |
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Fusion
Enforcers (FUEN-EN004) Predaplant Spinodionaea DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0 (Plant / Effect) If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; place 1 Predator Counter on it, and if it is Level 2 or higher, it becomes Level 1 as long as it has a Predator Counter. After damage calculation, if this card battled a monster with an equal or lower Level: You can Special Summon 1 "Predaplant" monster from your Deck, except "Predaplant Spinodionaea". ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Predaplants Cons: 0 DEF, can't Summon other copies or from other places, must battle to Special Summon |
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Fusion
Enforcers (FUEN-EN003) Predaplant Pterapenthes DARK / Effect Monster / Level 3 / ATK 300 / DEF 2100 (Plant / Effect) When this card inflicts battle damage to your opponent: You can target 1 face-up monster your opponent controls; place 1 Predator Counter on it, and if it is Level 2 or higher, it becomes Level 1 as long as it has a Predator Counter. Once per turn: You can target 1 monster your opponent controls with a Level less than or equal to this card's; take control of it until the End Phase. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high DEF, helps Predaplants Cons: Must deal battle damage to place counter, can't steal Level 4+ |
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Fusion
Enforcers (FUEN-EN002) Predaplant Drosophyllum Hydra DARK / Effect Monster / Level 5 / ATK 800 / DEF 2300 (Plant / Effect) You can Special Summon this card (from your hand or Graveyard) by Tributing 1 monster on either player's field with a Predator Counter. You can only Special Summon "Predaplant Drosophyllum Hydra" once per turn this way. During either player's turn, if this card is on the field or in the Graveyard: You can banish 1 other "Predaplant" monster from your Graveyard, then target 1 monster on the field; it loses 500 ATK. You can only use this effect of "Predaplant Drosophyllum Hydra" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps Predaplants and
Banished Cons: Low DEF for Level, very low ATK loss, costs Predaplant for ATK loss |
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Fusion
Enforcers (FUEN-EN001) Predaplant Sarraceniant DARK / Effect Monster / Level 1 / ATK 100 / DEF 600 (Plant / Effect) When an opponent's monster declares a direct attack: You can Special Summon this card from your hand. After damage calculation, if this card battled an opponent's monster: You can destroy that opponent's monster. If this card is destroyed by battle, or if this card on the field is sent to the Graveyard by a card effect: You can add 1 "Predap" card from your Deck to your hand, except "Predaplant Sarraceniant". You can only use this effect of "Predaplant Sarraceniant" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Predaplants Cons: Low DEF, requires direct attack to Summon itself, must battle to destroy, must lose battle to add, can't retrieve |