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Learn to play the TCG. Yu-Gi-Oh TCG Terms SPWA and SESL Spoilers

All Foil Card Reviews (Page 7)

1. Only new cards and those with updated text that changes how they work are included below.
2. SPWA-EN info: https://yugipedia.com/wiki/Spirit_Warriors         
3. SESL-EN info: https://yugipedia.com/wiki/Secret_Slayers       
 
Spirit Warriors (SPWA-EN059)
Scrap-Iron Statue
TRAP / Normal Trap
When a Spell/Trap Card that is already face-up on your opponent's field activates its effect: Destroy that card, also, after that, Set this card face-down instead of sending it to the GY. If this card is sent to the GY: You can target 1 "Junk" monster in your GY; Special Summon it in Defense Position. You can only use each effect of "Scrap-Iron Statue" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Junks
Cons: Can't negate activated cards' effects, Summon from other places or in Attack Mode
Spirit Warriors (SPWA-EN041)
The Weather Auroral Canvas
TRAP / Continuous Trap
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● When exactly 1 card is added to one player's hand (except during the Damage Step): You can banish this card; banish the added card, and if you do, that player draws 1 card. You can only control 1 "The Weather Auroral Canvas".
~Rarities: Super Rare
Pros: Easily played, helps The Weathers
Cons: Largely copies Thundery Canvas
Spirit Warriors (SPWA-EN040)
The Weather Thundery Canvas
TRAP / Continuous Trap
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● At the start of the Damage Step, if this card battles an opponent's monster: You can banish this card; return that opponent's monster to the hand. You can only control 1 "The Weather Thundery Canvas".
~Rarities: Secret Rare
Pros: Easily played, helps The Weathers
Cons: Largely copies Sunny Canvas
Spirit Warriors (SPWA-EN039)
The Weather Sunny Canvas
SPELL / Continuous Spell
"The Weather" Effect Monster
s in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 monster you control (Quick Effect); Tribute that target, and if you do, Special Summon 1 "The Weather" monster from your hand or GY, but not with the same name the Tributed monster had on the field. You can only control 1 "The Weather Sunny Canvas".
~Rarities: Super Rare
Pros: Easily played, helps The Weathers
Cons: Largely copies Cloudy Canvas
Spirit Warriors (SPWA-EN038)
The Weather Cloudy Canvas
SPELL / Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 face-up monster on the field (except during the Damage Step) (Quick Effect); halve its current ATK for the rest of this turn, but it can attack directly this turn. You can only control 1 "The Weather Cloudy Canvas".
~Rarities: Super Rare
Pros: Easily played, helps The Weathers
Cons: Largely copies Rainy Canvas
Spirit Warriors (SPWA-EN037)
The Weather Rainy Canvas
SPELL / Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 Spell/Trap your opponent controls (Quick Effect); return it to the hand.You can only control 1 "The Weather Rainy Canvas".
~Rarities: Super Rare
Pros: Easily played, helps The Weathers
Cons: Largely copies Snowy Canvas
Spirit Warriors (SPWA-EN036)
The Weather Snowy Canvas
SPELL / Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card (Quick Effect); add 1 "The Weather" card from your Deck to your hand, also you cannot add cards from your Deck to your hand for the rest of this turn, except by drawing them.You can only control 1 "The Weather Snowy Canvas".
~Rarities: Super Rare
Pros: Easily played, helps The Weathers
Cons: Can't affect monsters outside its column, costs itself to add, can't Summon, retrieve or drawcards that turn
Spirit Warriors (SPWA-EN035)
The Weather Painter Rainbow
LIGHT / Link Monster / ATK 2400 / Link-3
Links: All 3 Bottom Arrows
(Fairy / Link / Effect)
3 "The Weather" monsters
When your opponent would Special Summon a monster(s) (Quick Effect): You can send this Link Summoned card to the GY; negate the Summon, and if you do, destroy that monster(s). Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. "The Weather" Effect Monsters this card points to gain the following effect.
● When a card or effect is activated (Quick Effect): You can banish this card; negate the activation, and if you do, destroy that card.
~Rarities: Secret Rare
Pros: Easily played, helps The Weathers
Cons: Link-3, low ATK for Link Rating, costs itself to negate, can't negate other Summons, slow to Summon itself when banished for effect, bullet effect can't apply to itself
Spirit Warriors (SPWA-EN034)
The Weather Painter Aurora
DARK / Effect Monster / Level 6 / ATK 2200 / DEF 2000
(Fairy / Effect)
When this card is Normal Summoned: You can place 1 "The Weather" Spell/Trap from your hand, Deck, or GY face-up in your Spell & Trap Zone. Your opponent cannot target "The Weather" Spells/Traps you control with card effects, also they cannot be destroyed by your opponent's card effects. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
~Rarities: Secret Rare
Pros: Easily played, helps The Weathers
Cons: Low stats for Level, largely copies Painter Thunder
Spirit Warriors (SPWA-EN033)
The Weather Painter Thunder
LIGHT / Effect Monster / Level 3 / ATK 1700 / DEF 0
(Fairy / Effect)
You can send 1 face-up Continuous Spell/Trap you control to the GY; place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Thunder" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
~Rarities: Secret Rare
Pros: Easily played, helps The Weathers
Cons: Low stats, largely copies Painter Sun
Spirit Warriors (SPWA-EN032)
The Weather Painter Sun
FIRE / Effect Monster / Level 3 / ATK 1600 / DEF 400
(Fairy / Effect)
If this card is in your GY: You can send 1 face-up Continuous Spell/Trap you control to the GY; Special Summon this card in Defense Position, and if you do, place 1 "The Weather" Spell/Trap from your hand face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Sun" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
~Rarities: Secret Rare
Pros: Easily played, helps The Weathers
Cons: Low stats, largely copies Painter Cloud
Spirit Warriors (SPWA-EN031)
The Weather Painter Cloud
WIND / Effect Monster / Level 3 / ATK 1500 / DEF 1000
(Fairy / Effect)
If another face-up "The Weather" card you control is sent to the GY: You can target up to 2 "The Weather" Spells/Traps in your GY; place them face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Cloud" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps The Weathers
Cons: Low stats, largely copies Painter Rain
Spirit Warriors (SPWA-EN030)
The Weather Painter Rain
WATER / Effect Monster / Level 3 / ATK 1200 / DEF 1400
(Fairy / Effect)
If this card is Special Summoned: You can place 1 "The Weather" Spell/Trap from your hand face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Rain" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
~Rarities: Super Rare
Pros: Easily played, searchable, helps The Weathers
Cons: Low stats, largely copies Painter Snow
Spirit Warriors (SPWA-EN029)
The Weather Painter Snow
EARTH / Effect Monster / Level 3 / ATK 0 / DEF 2200
(Fairy / Effect)
When this card is Normal Summoned: You can place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Snow" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
~Rarities: Secret Rare
Pros: Easily played, searchable, high DEF, helps The Weathers
Cons: Can't place monsters, slow to Summon itself when banished for effect, can't revive itself or Summon from other places
Spirit Warriors (SPWA-EN028)
Magical Musket - Last Stand
TRAP / Counter Trap
When your opponent activates a Spell/Trap Card while you control a "Magical Musket" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Magical Musket - Last Stand" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Magical Muskets
Cons: Can't counter Effect Monsters, no other effects
Spirit Warriors (SPWA-EN027)
Magical Musket - Fiendish Deal
TRAP / Continuous Trap
"Magical Musket" monsters you control cannot be destroyed by card effects. If this card in your possession is sent to your GY by an opponent's card effect: You can add 1 "Magical Musket" card from your Deck or GY to your hand, except "Magical Musket - Fiendish Deal". You can only activate 1 "Magical Musket - Fiendish Deal" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Magical Muskets
Cons: Must be destroyed to add or rettrieve, can't Summon
Spirit Warriors (SPWA-EN026)
Magical Musket - Dancing Needle
TRAP / Normal Trap
If you control a "Magical Musket" monster: Target up to 3 cards in the GYs; banish them. You can only activate 1 "Magical Musket - Dancing Needle" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Magical Muskets and Banished
Cons: Largely copies Soul Release, no other effects
Spirit Warriors (SPWA-EN025)
Magical Musket - Desperado
TRAP / Normal Trap
If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Magical Muskets
Cons: Can't destroy Set cards, no other effects
Spirit Warriors (SPWA-EN024)
Magical Musket - Cross-Domination
SPELL / Quick-Play Spell
If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Magical Muskets, counters high ATK and DEF
Cons: 1-turn stat loss, no other effects
Spirit Warriors (SPWA-EN023)
Magical Musket - Steady Hands
SPELL / Quick-Play Spell
Target 1 "Magical Musket" monster you control; its ATK/DEF become double its original ATK/DEF until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Magical Musket - Steady Hands" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Magical Muskets and high ATK and DEF
Cons: Target can't attack directly that turn, no other effects
Spirit Warriors (SPWA-EN022)
Magical Musket Mastermind Zankiel
LIGHT / Effect Monster / Level 8 / ATK 2500 / DEF 2500
(Fiend / Effect)
You can Tribute Summon this card face-up by Tributing 1 "Magical Musket" monster. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. Once per turn, during your opponent's End Phase: You can draw cards equal to the number of "Magical Musket" Spell/Trap Cards you activated this turn while this card was face-up on your field. You can only use this effect of "Magical Musket Mastermind Zakiel" once per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Magical Muskets and Exodia
Cons: Low stats for Level, slow to draw cards, depends on Spells or Traps activated that turn
Spirit Warriors (SPWA-EN021)
Magical Musketeer Wild
LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 900
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 3 "Magical Musket" cards in your GY; shuffle all 3 into the Deck, then draw 1 card. You can only use this effect of "Magical Musketeer Wild" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Magical Muskets
Cons: Low stats, largely copies Calamity
Spirit Warriors (SPWA-EN020)
Magical Musketeer Calamity
LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1300
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 1 "Magical Musket" monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Magical Musketeer Calamity" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Magical Muskets
Cons: Low DEF, largely copies Starfire
Spirit Warriors (SPWA-EN019)
Magical Musketeer Starfire
LIGHT / Effect Monster / Level 4 / ATK 1300 / DEF 1700
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Magical Muskets
Cons: Low DEF, largely copies Kidbrave
Spirit Warriors (SPWA-EN018)
Magical Musketeer Kidbrave
LIGHT / Effect Monster / Level 3 / ATK 1600 / DEF 200
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Magical Muskets and Exodia
Cons: Low stats, largely copies Doc
Spirit Warriors (SPWA-EN017)
Magical Musketeer Doc
LIGHT / Effect Monster / Level 3 / ATK 1400 / DEF 1200
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your GY to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Doc" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Magical Muskets
Cons: Low DEF, largely copies Caspar
Spirit Warriors (SPWA-EN016)
Magical Musketeer Caspar
LIGHT / Effect Monster / Level 3 / ATK 1200 / DEF 2000
(Fiend / Effect)
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, high DEF, helps Magical Muskets
Cons: Can't Summon or add 2nd copy of activated card
Spirit Warriors (SPWA-EN012)
Shadow of the Six Samurai - Shien
EARTH / Xyz Monster / Rank 4 / ATK 2500 / DEF 400
(Warrior / Xyz / Effect)
2 Level 4 "Six Samurai" monsters
Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 "Six Samurai" monster you control with less than 2000 ATK; its original ATK becomes 2000 until the end of this turn.

~Rarities: Super Rare
Pros: Easily played, helps Six Samurais
Cons: Low stats for Rank, 1-turn ATK change, no other effects
Spirit Warriors (SPWA-EN008)
The Six Shinobi
TRAP / Normal Trap
If you control 6 "Six Samurai" monsters with different Attributes: Skip your opponent's next turn.
~Rarities: Super Rare
Pros: Partly easily played, helps Six Samurais, potent effect
Cons: Must control 6 different Six Sams to use, no other effects
Spirit Warriors (SPWA-EN007)
Secret Skills of the Six Samurai
SPELL / Quick-Play Spell
Send 1 monster you control to the GY, then target 1 of your banished "Six Samurai" monsters; Special Summon it. You can only activate 1 "Secret Skills of the Six Samurai" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Six Samurais and Banished
Cons: Costs monster to Summon, can't Summon or send from other places, no other effects
Spirit Warriors (SPWA-EN006)
Secret Six Samurai - Rihan
LIGHT / Fusion Monster / Level 5 / ATK 2400 / DEF 2400
(Warrior / Fusion / Effect)
3 "Six Samurai" monsters with different Attributes
Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; banish it. If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
~Rarities: Secret Rare
Pros: Easily played, helps Six Samurais and Banished
Cons: Low stats for Fusion Level, can't be Fusion Material, costs Six Sam to banish or prevent destruction, can't use Six Sams with the same Attribute as material
Spirit Warriors (SPWA-EN005)
Secret Six Samurai - Kizaru
EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 1000
(Warrior / Effect)
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
~Rarities: Secret Rare
Pros: Easily played, high ATK, helps Six Samurais and Banished
Cons: Low DEF, largely copies Doji
Spirit Warriors (SPWA-EN004)
Secret Six Samurai - Doji
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 1200
(Warrior / Effect)
When another "Six Samurai" monster is Normal or Special Summoned to your field (except during the Damage Step): You can send 1 "Six Samurai" card from your Deck to the GY. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
~Rarities: Secret Rare
Pros: Easily played, helps Six Samurais
Cons: Low stats, largely copies Hatsume
Spirit Warriors (SPWA-EN003)
Secret Six Samurai - Hatsume
WATER / Effect Monster / Level 3 / ATK 1600 / DEF 1500
(Warrior / Effect)
You can banish 2 "Six Samurai" monsters from your GY and/or face-up from your field, then target 1 "Six Samurai" monster in your GY, except "Secret Six Samurai - Hatsume"; Special Summon it. You can only use this effect of "Secret Six Samurai - Hatsume" once per turn. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
~Rarities: Secret Rare
Pros: Easily played, helps Six Samurais
Cons: Low stats, largely copies Genba
Spirit Warriors (SPWA-EN002)
Secret Six Samurai - Genba
FIRE / Effect Monster / Level 2 / ATK 500 / DEF 2100
(Warrior / Tuner / Effect)
When this card is Normal Summoned: You can target 1 of your banished "Six Samurai" monsters; add it to your hand. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
~Rarities: Super Rare
Pros: Easily played, searchable Tuner, high DEF, helps Six Samurais
Cons: Low stats, largely copies Hatsume
Spirit Warriors (SPWA-EN001)
Secret Six Samurai - Fuma
WIND / Effect Monster / Level 1 / ATK 200 / DEF 1800
(Warrior / Tuner / Effect)
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
~Rarities: Secret Rare
Pros: Easily played, searchable Tuner, high DEF, helps Six Samurais and Banished
Cons: Can't Summon 2nd copy or from other places, costs itself to prevent destruction, can't prevent battle destruction
 
Secret Slayers (SESL-EN039)
Rose Lover
EARTH / Effect Monster / Level 1 / ATK 800 / DEF 800
(Plant / Effect)
You can banish this card from the Graveyard; Special Summon 1 Plant-Type monster from your hand, and if you do, it is unaffected by your opponent's Trap effects this turn. You can only use this effect of "Rose Lover" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Plants and Banished, counters Traps
Cons: Low DEF, costs itself to Summon, can't Summon or banish itself from other places or negate other Types. no other effects
Secret Slayers (SESL-EN036)
El Dorado Adelantado
TRAP / Normal Trap
If you control an "Eldlich" monster: Activate 1 of these effects;
● Shuffle 3 of your banished "Eldlixir" Spells/Traps with different names into your Deck, and if you do, destroy all cards on the field.
● Shuffle 3 of your banished "Golden Land" Spells/Traps with different names into your Deck, and if you do, halve your opponent's LP, then you gain LP equal to their LP.
You can only activate 1 "El Dorado Adelantado" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps multiple Decks
Cons: Can't shuffle from other places, must shuffle for bullet effects, can't use both bullets in same turn
Secret Slayers (SESL-EN035)
Golden Land Forever!
TRAP / Counter Trap
When a Spell/Trap Card, or monster effect, is activated, while you control an "Eldlich" monster: Tribute 1 Zombie monster; negate the activation, and if you do, destroy that card. You can only activate 1 "Golden Land Forever!" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Eldlichs and Zombies
Cons: Costs Zombie to negate, no other effects
Secret Slayers (SESL-EN034)
Conquistador of the Golden Land
TRAP / Continuous Trap
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn.
~Rarities: Secret Rare
Pros: Easily played, helps various Summons, Eldliches and support
Cons: Low stats when Summoned, largely copies Huaquero
Secret Slayers (SESL-EN033)
Huaquero of the Golden Land
TRAP / Continuous Trap
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn.
~Rarities: Secret Rare
Pros: Easily played, helps various Summons, Eldliches and support
Cons: Low stats when Summoned, largely copies Guardian
Secret Slayers (SESL-EN032)
Guardian of the Golden Land
TRAP / Continuous Trap
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 8/ATK 800/DEF 2500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can make the ATK of 1 face-up monster on the field become 0. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Guardian of the Golden Land" effect per turn, and only once that turn.
~Rarities: Secret Rare
Pros: Easily played, helps various Summons, Eldliches and support, counters high ATK
Cons: Low stats when Summoned, costs itself to Set, can't Set from other places, slow to Set
Secret Slayers (SESL-EN031)
Eldlixir of Scarlet Sanguine
TRAP / Normal Trap
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.
~Rarities: Secret Rare
Pros: Easily played, helps Zombies
Cons: Largely copies White Destiny
Secret Slayers (SESL-EN030)
Eldlixir of White Destiny
SPELL / Quick-Play Spell
Special Summon 1 Zombie monster from your hand or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of White Destiny" effect per turn, and only once that turn.
~Rarities: Secret Rare
Pros: Easily played, helps Zombies
Cons: Largely copies Black Awakening
Secret Slayers (SESL-EN029)
Eldlixir of Black Awakening
SPELL / Normal Spell
Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Black Awakening" effect per turn, and only once that turn.
~Rarities: Secret Rare
Pros: Easily played, helps Zombies and Eldliches
Cons: Must control Eldlich to Summon regular Zombie, can't revive, costs itself to Set, can't Set from other places or use both effects in same turn
Secret Slayers (SESL-EN028)
Cursed Eldland
SPELL / Continuous Spell
You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn.
● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand.
● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.
~Rarities: Super Rare
Pros: Easily played, helps Zombies
Cons: Can't attack with non-Zombies, costs LP to add, can't Summon, must send to Grave to send
Secret Slayers (SESL-EN027)
Eldlich the Golden Lord
LIGHT / Effect Monster / Level 10 / ATK 2500 / DEF 2800
(Zombie / Effect)
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.
~Rarities: Secret Rare
Pros: Easily played, high DEF, helps Zombies
Cons: Low ATK for Level, costs card(s) to send or retrieve, must retrieve itself to Summon, can't Summon from other places, low temporary stat boost and protection
Secret Slayers (SESL-EN026)
Rikka Sheet
TRAP / Normal Trap
Target 1 face-up monster your opponent controls, also, you can Tribute 1 Plant monster; players cannot activate that face-up monster's effects on the field this turn, then, if you Tributed a monster when you activated this card, take control of that monster until the End Phase, and if you do, it becomes a Plant monster until the End Phase. You can only activate 1 "Rikka Sheet" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Plants
Cons: Largely copies Tranquility
Secret Slayers (SESL-EN025)
Rikka Tranquility
TRAP / Normal Trap
When you activate this card, you can also Tribute 1 Plant monster; Special Summon 1 "Rikka" monster from your GY in Defense Position, then, if you Tributed a monster when you activated this card, Special Summon 1 Plant monster from your GY in Defense Position. You can only activate 1 "Rikka Tranquility" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Plants
Cons: Costs monster to revive, can't Summon from other places
Secret Slayers (SESL-EN024)
Rikka Flurries
SPELL / Continuous Spell
If a "Rikka" monster you control is Tributed (except during the Damage Step): You can make your opponent Tribute 1 monster they control (their choice). You can only use this effect of "Rikka Flurries" once per turn. Once per turn, during your opponent's End Phase, if you control a face-up non-Plant monster: Destroy this card.
~Rarities: Secret Rare
Pros: Easily played, helps Rikkas and Plants
Cons: Costs monster to force opponent's Tribute, opponent chooses Tributed monster, destroys itself if you contriol non-Plant(s)
Secret Slayers (SESL-EN023)
Rikka Glamour
SPELL / Normal Spell
When you activate this card, you can also Tribute 1 Plant monster; add 1 "Rikka" monster from your Deck to your hand, then, if you Tributed a monster when you activated this card, add 1 Plant monster, with the same original Level as that "Rikka" monster but a different name, from your Deck to your hand. You can only activate 1 "Rikka Glamour" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Rikkas and Plants
Cons: Can't Summon or add different Levels or other copies
Secret Slayers (SESL-EN022)
Teardrop the Rikka Queen
WATER / Xyz Monster / Rank 8 / ATK 2800 / DEF 2800
(Plant / Xyz / Effect)
2 Level 8 monsters
You can detach 1 material from this card, then target 1 monster on the field; Tribute it. This is a Quick Effect if this card has a Plant monster as material. You can only use this effect of "Teardrop the Rikka Queen" once per turn. Each time a monster(s) is Tributed: This card gains 200 ATK for each, until the end of this turn.
~Rarities: Secret Rare
Pros: Partly easily played, high stats, helps Plants
Cons: Very low 1-turn ATK boost, must Tribute monster(s) for boost
Secret Slayers (SESL-EN021)
Kanzashi the Rikka Queen
WATER / Xyz Monster / Rank 6 / ATK 2400 / DEF 2400
(Plant / Xyz / Effect)
2 Level 6 monsters
If a monster(s) is Tributed (except during the Damage Step): You can detach 1 material from this card, then target 1 monster in either GY; Special Summon it, but negate its effects, also it becomes a Plant monster. If a Plant monster(s) you control would be destroyed by a card effect, you can Tribute 1 Plant monster from your hand or field instead. You can only use each effect of "Kanzashi the Rikka Queen" once per turn.
~Rarities: Super Rare
Pros: Partly easily played, helps Plants
Cons: Low stats for Rank, negates revived target's effects, requires Tribute to revive, can't Summon from other places, costs monster to prevent destruction, can't prevent battle destruction
Secret Slayers (SESL-EN020)
Hellebore the Rikka Fairy
WATER / Effect Monster / Level 8 / ATK 2600 / DEF 1200
(Plant / Effect)
When your opponent activates a monster effect that targets a monster(s) you control, while you control a "Rikka" monster (Quick Effect): You can Tribute this card from your hand or face-up field; negate that effect. If this card is in your GY: You can Tribute 1 Plant monster; Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of "Hellebore the Rikka Fairy" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Rikkas and Plants
Cons: Low stats for Level, costs itself to negate, costs monster to revive itself, is banished if it revives itself and leaves, can't revive itself in Attack Mode
Secret Slayers (SESL-EN019)
Snowdrop the Rikka Fairy
WATER / Effect Monster / Level 8 / ATK 1200 / DEF 2600
(Plant / Effect)
You can Tribute 1 Plant monster; Special Summon both this card and 1 other Plant monster from your hand, also you cannot Special Summon for the rest of this turn, except Plant monsters. You can target 1 Plant monster you control; all Plant monsters you currently control become that monster's Level until the end of this turn. You can only use each effect of "Snowdrop the Rikka Fairy" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Plants and various Summons
Cons: Low DEF for Level, costs Plant to Summon, 1-turn Level change
Secret Slayers (SESL-EN018)
Erica the Rikka Fairy
WATER / Effect Monster / Level 6 / ATK 2400 / DEF 1000
(Plant / Effect)
When an attack is declared involving another Plant monster you control: You can Tribute this card from your hand or face-up field; that monster you control gains 1000 ATK/DEF until the end of this turn. If a Plant monster(s) you control is Tributed, while this card is in your GY (except during the Damage Step): You can Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of "Erica the Rikka Fairy" once per turn.
~Rarities: Super Rare
Pros: Easily played, high ATK, helps Plants
Cons: Low DEF for Level, low 1-turn stat boost, can't revive itself unless Plant(s is Tributed, can't revive itself in Defense Mode, is banished if it revives itself and leaves
Secret Slayers (SESL-EN017)
Mudan the Rikka Fairy
WATER / Effect Monster / Level 6 / ATK 1000 / DEF 2400
(Plant / Effect)
You can Tribute 1 Plant monster; Special Summon this card from your hand. If this card is Normal Summoned, or Special Summoned by the effect of a Plant monster: You can add 1 "Rikka" Spell/Trap from your Deck to your hand. You can only use each effect of "Mudan the Rikka Fairy" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchablew, helps Plants
Cons: Low DEF for Level, costs Plant to Summon itself, can't Summon or add other monsters
Secret Slayers (SESL-EN016)
Cyclamen the Rikka Fairy
WATER / Effect Monster / Level 4 / ATK 1800 / DEF 800
(Plant / Effect)
You can Tribute this card from your hand or face-up field, then target up to 2 Plant monsters you control; reduce their Level(s) by 2 until the end of this turn. During the End Phase, if this card is in the GY because it was Tributed and sent there this turn: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Cyclamen the Rikka Fairy" once per turn.
~Rarities: Super Rare
Pros: Easily played, high ATK, helps Plants and various Summons
Cons: Low DEF, costs itself for 1-turn Level change, slow to revive itself, is banished if it revives itself and leaves
Secret Slayers (SESL-EN015)
Primula the Rikka Fairy
WATER / Effect Monster / Level 4 / ATK 800 / DEF 1800
(Plant / Effect)
If a monster you control is Tributed (except during the Damage Step): You can Special Summon this card from your hand in Defense Position. You can target up to 2 Plant monsters you control; increase their Level(s) by 2 until the end of this turn. You can only use each effect of "Primula the Rikka Fairy" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, high DEF, helps Plants and various Summons
Cons: 1-turn Level boost, requires Tribute to Summon itself
Secret Slayers (SESL-EN014)
Rikka Petal
WATER / Effect Monster / Level 1 / ATK 0 / DEF 0
(Plant / Effect)
During your Main Phase: You can take 1 "Rikka" monster from your Deck, except "Rikka Petal", and either add it to your hand or send it to the GY, also you cannot Special Summon for the rest of this turn, except Plant monsters. During your opponent's End Phase, while this card is in your GY, if you control no monsters or all monsters you control are Plant monsters: You can Special Summon this card. You can only use each effect of "Rikka Petal" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Rikkas and Plants
Cons: 0 DEF, can't Summon other Plants, slow to revive itself, can't revive itself during your turn
Secret Slayers (SESL-EN013)
Adamancipator Resonance
TRAP / Counter Trap
When a monster effect is activated, while you control an "Adamancipator" Synchro Monster: Negate the activation, and if you do, destroy it.
~Rarities: Super Rare
Pros: Easily played, helps Adamancipators, counters Effect Monsters
Cons: Must control Synchro to negate, can't counter other Types, no other effects
Secret Slayers (SESL-EN012)
Adamancipator Relief
TRAP / Normal Trap
Tribute any number of "Adamancipator" monsters, then target cards on the field equal to that number +1; destroy them.
~Rarities: Secret Rare
Pros: Easily played, helps Adamancipators
Cons: Costs monster(s) to destroy, no other effects, can't target lower or higher than number Tributed
Secret Slayers (SESL-EN011)
Adamancipator Signs
SPELL / Normal Spell
Target 1 Rock monster in your GY; Special Summon it in Defense Position, then, if you Special Summoned an "Adamancipator" monster by this effect, you can take 1 Level 4 or lower Rock monster from your Deck and place it on top of your Deck.
~Rarities: Super Rare
Pros: Easily played, helps Rocks and Adamancipators
Cons: Can't Summon from other places or add or retrieve Level 5+
Secret Slayers (SESL-EN010)
Adamancipator Laputite
SPELL / Field Spell
All Rock monsters you control gain 500 ATK/DEF. Once per turn, during your Main Phase: You can take up to 5 "Adamancipator" cards from your Deck and place them on top of your Deck in any order.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Rocks and Adamancipators
Cons: Very low stat boost, can't retrieve or Summon
Secret Slayers (SESL-EN009)
Adamancipator Risen - Dragite
WATER / Synchro Monster / Level 8 / ATK 3000 / DEF 2200
(Rock / Synchro / Effect)
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can return cards your opponent controls to the hand, up to the number of excavated Rock monsters, also place the excavated cards on the bottom of your Deck in any order. When your opponent activates a Spell/Trap Card or effect, while a WATER monster is in your GY (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Adamancipator Risen - Dragite" once per turn.
~Rarities: Secret Rare
Pros: Easily played, high ATK, helps WATER and Rocks
Cons: Low DEF for Level, largely copies Raptite
Secret Slayers (SESL-EN008)
Adamancipator Risen - Raptite
WIND / Synchro Monster / Level 6 / ATK 2200 / DEF 2400
(Rock / Synchro / Effect)
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Rock monster in Defense Position, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a WIND monster is in your GY (Quick Effect): You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Adamancipator Risen - Raptite" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps WIND and Rocks
Cons: Low stats for Level, largely copies Leonite
Secret Slayers (SESL-EN007)
Adamancipator Risen - Leonite
FIRE / Synchro Monster / Level 6 / ATK 2400 / DEF 2200
(Rock / Synchro / Effect)
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated "Adamancipator" card to your hand, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a FIRE monster is in your GY (Quick Effect): You can target 1 Rock monster in your GY; Special Summon it. You can only use each effect of "Adamancipator Risen - Leonite" once per turn.
~Rarities: Secret Rare
Pros: Easily played, helps multiple Decks
Cons: Low stats for Synchro Level, gamble effect
Secret Slayers (SESL-EN006)
Adamancipator Crystal - Dragite
WATER / Effect Monster / Level 4 / ATK 0 / DEF 2200
(Rock / Effect)
If this card is Special Summoned by the effect of an "Adamancipator" card: You can draw 1 card. If this card is in your GY: You can target 1 WATER Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Dragite" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, high DEF, helps WATER Synchros and Exodia
Cons: Largely copies Crystal Raptite
Secret Slayers (SESL-EN005)
Adamancipator Crystal - Raptite
WIND / Effect Monster / Level 4 / ATK 0 / DEF 2200
(Rock / Effect)
If this card is Special Summoned by the effect of an "Adamancipator" card: You can place 1 Rock monster from your hand or GY on top of the Deck. If this card is in your GY: You can target 1 WIND Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Raptite" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, high DEF, helps WIND Synchros
Cons: Largely copies Crystal Leonite
Secret Slayers (SESL-EN004)
Adamancipator Crystal - Leonite
FIRE / Effect Monster / Level 4 / ATK 0 / DEF 2200
(Rock / Effect)
If this card is Special Summoned by the effect of an "Adamancipator" card: You can place 1 "Adamancipator" card from your hand or GY on top of the Deck. If this card is in your GY: You can target 1 FIRE Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Leonite" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, high DEF, helps FIRE Synchros
Cons: Must return to top of Deck if FIRE Synchro is returned
Secret Slayers (SESL-EN003)
Adamancipator Analyzer
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 700
(Rock / Tuner / Effect)
If only your opponent controls a monster: You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Analyzer" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable Tuner, helps low-Level Rocks
Cons: Low DEF, largely copies Researcher
Secret Slayers (SESL-EN002)
Adamancipator Resarcher
EARTH / Effect Monster / Level 2 / ATK 100 / DEF 2100
(Rock / Tuner / Effect)
If you control a Rock monster, except "Adamancipator Researcher": You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Researcher" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable Tuner, high DEF helps low-Level Rocks
Cons: Largely copies Seeker
Secret Slayers (SESL-EN001)
Adamancipator Seeker
EARTH / Effect Monster / Level 2 / ATK 1200 / DEF 1000
(Rock / Tuner / Effect)
If you control an "Adamancipator" monster, except "Adamancipator Seeker": You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Seeker" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps low-Level Rocks
Cons: Low DEF, gamble effect, can't Summon Level 5+ or Tuners