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All Foil Card Reviews (Page 7)
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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 |
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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 |
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Pros: Easily played, helps
Junks Cons: Can't negate activated cards' effects, Summon from other places or in Attack Mode |
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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 |
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Pros: Easily played, helps The
Weathers Cons: Largely copies Thundery Canvas |
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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 |
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Pros: Easily played, helps The
Weathers Cons: Largely copies Sunny Canvas |
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Spirit
Warriors (SPWA-EN039) The Weather Sunny 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 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 |
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Pros: Easily played, helps The
Weathers Cons: Largely copies Cloudy Canvas |
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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 |
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Pros: Easily played, helps The
Weathers Cons: Largely copies Rainy Canvas |
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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 |
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Pros: Easily played, helps The
Weathers Cons: Largely copies Snowy Canvas |
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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 |
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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 |
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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 |
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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 |
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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 |
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Pros: Easily played, helps The
Weathers Cons: Low stats for Level, largely copies Painter Thunder |
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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 |
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Pros: Easily played, helps The
Weathers Cons: Low stats, largely copies Painter Sun |
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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 |
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Pros: Easily played, helps The
Weathers Cons: Low stats, largely copies Painter Cloud |
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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 |
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Pros: Easily played, searchable,
helps The Weathers Cons: Low stats, largely copies Painter Rain |
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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 |
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Pros: Easily played, searchable,
helps The Weathers Cons: Low stats, largely copies Painter Snow |
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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 |
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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 |
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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 |
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Pros: Easily played, helps Magical
Muskets Cons: Can't counter Effect Monsters, no other effects |
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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 |
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Pros: Easily played, helps Magical
Muskets Cons: Must be destroyed to add or rettrieve, can't Summon |
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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 |
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Pros: Easily played, helps Magical
Muskets and Banished Cons: Largely copies Soul Release, no other effects |
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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 |
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Pros: Easily played, helps Magical
Muskets Cons: Can't destroy Set cards, no other effects |
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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 |
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Pros: Easily played, helps Magical
Muskets, counters high ATK and DEF Cons: 1-turn stat loss, no other effects |
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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 |
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Pros: Easily played, helps Magical
Muskets and high ATK and DEF Cons: Target can't attack directly that turn, no other effects |
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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 |
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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 |
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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 |
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Pros: Easily played, helps Magical
Muskets Cons: Low stats, largely copies Calamity |
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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 |
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Pros: Easily played, searchable,
helps Magical Muskets Cons: Low DEF, largely copies Starfire |
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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 |
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Pros: Easily played, searchable,
helps Magical Muskets Cons: Low DEF, largely copies Kidbrave |
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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 |
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Pros: Easily played, helps Magical
Muskets and Exodia Cons: Low stats, largely copies Doc |
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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 |
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Pros: Easily played, searchable,
helps Magical Muskets Cons: Low DEF, largely copies Caspar |
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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 |
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Pros: Easily played, searchable,
high DEF, helps Magical Muskets Cons: Can't Summon or add 2nd copy of activated card |
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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 |
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Pros: Easily played, helps
Six Samurais Cons: Low stats for Rank, 1-turn ATK change, no other effects |
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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 |
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Pros: Partly easily played, helps
Six Samurais, potent effect Cons: Must control 6 different Six Sams to use, no other effects |
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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 |
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Pros: Easily played, helps Six
Samurais and Banished Cons: Costs monster to Summon, can't Summon or send from other places, no other effects |
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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 |
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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 |
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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 |
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Pros: Easily played, high ATK, helps
Six Samurais and Banished Cons: Low DEF, largely copies Doji |
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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 |
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Pros: Easily played, helps Six
Samurais Cons: Low stats, largely copies Hatsume |
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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 |
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Pros: Easily played, helps Six
Samurais Cons: Low stats, largely copies Genba |
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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 |
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Pros: Easily played, searchable
Tuner, high DEF, helps Six Samurais Cons: Low stats, largely copies Hatsume |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Pros: Easily played, helps Eldlichs
and
Zombies Cons: Costs Zombie to negate, no other effects |
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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 |
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Pros: Easily played, helps various
Summons, Eldliches and support Cons: Low stats when Summoned, largely copies Huaquero |
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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 |
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Pros: Easily played, helps various
Summons, Eldliches and support Cons: Low stats when Summoned, largely copies Guardian |
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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 |
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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 |
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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 |
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Pros: Easily played, helps Zombies Cons: Largely copies White Destiny |
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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 |
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Pros: Easily played, helps Zombies Cons: Largely copies Black Awakening |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Pros: Easily played, helps
Plants Cons: Largely copies Tranquility |
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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 |
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Pros: Easily played, helps Plants Cons: Costs monster to revive, can't Summon from other places |
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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 |
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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) |
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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 |
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Pros: Easily played, helps Rikkas
and Plants Cons: Can't Summon or add different Levels or other copies |
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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 |
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Pros: Partly easily played, high
stats, helps Plants Cons: Very low 1-turn ATK boost, must Tribute monster(s) for boost |
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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 |
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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 |
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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 |
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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 |
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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 |
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Pros: Easily played, searchable,
helps Plants and
various Summons Cons: Low DEF for Level, costs Plant to Summon, 1-turn Level change |
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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 |
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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 |
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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 |
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Pros: Easily played, searchablew,
helps
Plants Cons: Low DEF for Level, costs Plant to Summon itself, can't Summon or add other monsters |
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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 |
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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 |
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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 |
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Pros: Easily played, searchable,
high DEF, helps Plants and various
Summons Cons: 1-turn Level boost, requires Tribute to Summon itself |
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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 |
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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 |
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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 |
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Pros: Easily played, helps
Adamancipators, counters Effect Monsters Cons: Must control Synchro to negate, can't counter other Types, no other effects |
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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 |
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Pros: Easily played, helps
Adamancipators Cons: Costs monster(s) to destroy, no other effects, can't target lower or higher than number Tributed |
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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 |
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Pros: Easily played, helps
Rocks and Adamancipators Cons: Can't Summon from other places or add or retrieve Level 5+ |
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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 |
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Pros: Easily played, searchable,
helps Rocks and Adamancipators Cons: Very low stat boost, can't retrieve or Summon |
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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 |
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Pros: Easily played, high ATK, helps
WATER and Rocks Cons: Low DEF for Level, largely copies Raptite |
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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 |
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Pros: Easily played, helps
WIND and Rocks Cons: Low stats for Level, largely copies Leonite |
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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 |
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Pros: Easily played, helps multiple
Decks Cons: Low stats for Synchro Level, gamble effect |
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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 |
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Pros: Easily played, searchable,
high DEF, helps
WATER Synchros and Exodia Cons: Largely copies Crystal Raptite |
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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 |
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Pros: Easily played, searchable,
high DEF, helps
WIND Synchros Cons: Largely copies Crystal Leonite |
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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 |
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Pros: Easily played, searchable,
high DEF, helps
FIRE Synchros Cons: Must return to top of Deck if FIRE Synchro is returned |
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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 |
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Pros: Easily played, searchable
Tuner, helps low-Level
Rocks Cons: Low DEF, largely copies Researcher |
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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 |
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Pros: Easily played, searchable
Tuner, high DEF helps low-Level Rocks Cons: Largely copies Seeker |
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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 |
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Pros: Easily played, searchable,
helps low-Level Rocks Cons: Low DEF, gamble effect, can't Summon Level 5+ or Tuners |