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Legendary Duelists Card Reviews (Page 3)
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1.
Only new cards and those with
updated text
that changes how they work are included below. 2. Sets below have their name shortened as the remaining half is listed above. 3. LED5-EN info: yugipedia.com/wiki/Legendary_Duelists:_Immortal_Destiny 4. LED6-EN info: https://yugipedia.com/wiki/Legendary_Duelists:_Magical_Hero |
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LD: Magical Hero (LED6-EN055) Spiral Flame Strike SPELL / Normal Spell Activate 1 of these effects; ● If you control an "Odd-Eyes" card: Target 1 card on the field; destroy it. ● Add to your hand, 1 Level 7 "Odd-Eyes" monster from your Deck, or 1 face-up Level 7 "Odd-Eyes" Pendulum Monster from your Extra Deck. ~Rarities: Common |
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Pros: Easily played, helps Odd-Eyes Cons: Can't Summon, retrieve, add other Levels or use both bullets in same turn |
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LD: Magical Hero (LED6-EN050) Timegazer Magician DARK / Pendulum Monster / Level 5 / ATK 1200 / DEF 2400 Pendulum Effect(s) / Pendulum Scale 1 You must control no monsters to activate this card. If a Pendulum Monster you control battles, your opponent cannot activate Trap Cards until the end of the Damage Step. Unless you have a "Magician" card or "Odd-Eyes" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. (Spellcaster / Pendulum / Effect) Each turn, the first card(s) in your Pendulum Zone that would be destroyed by an opponent's card effect, is not destroyed. ~Rarities: Common |
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Pros: Easily played, searchable, low
Pendulum Scale, helps
Magicians and Odd-Eyes Cons: Low DEF for Level, can't be activated if you control monsters, can't counter other Types, must battle to block Traps, 1-turn protection otherwise |
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LD: Magical Hero
(LED6-EN049) Pendulum Dimension TRAP / Continuous Trap If you Special Summon any of these monsters using a Pendulum Monster(s) as material, while this card is already face-up in your Spell & Trap Zone: You can activate the appropriate effect. You cannot apply that same effect of "Pendulum Dimension" for the rest of this turn (even if this card leaves the field). ● Fusion: Special Summon 1 monster from your Deck with the same original Level as that Fusion Monster, in Defense Position, but negate its effects. ● Synchro: Add 1 "Polymerization" from your Deck to your hand. ● Xyz: Take 1 Tuner from your Deck with an equal or lower Level than that Xyz Monster's Rank, and add it to your hand or Special Summon it. ~Rarities: Common |
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Pros: Easily played, helps
Extra Deck Summons Cons: Must use Pendulum(s) as material for bullets, can't use same bullet 2+ times per turn, can't Summon in Attack Mode for Fusions, negates new monster's effects |
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LD: Magical Hero
(LED6-EN048) Smile Action SPELL / Field Spell When this card is activated: Each player can banish up to 5 Spells from their own GY, face-down. If a monster declares an attack: The attacked player activates this effect; ● You (the attacked player) can randomly add 1 of your cards banished by this card's effect to your hand, then you can discard it and negate that attack, but if you do not discard that added card, any battle damage you take this turn is doubled (even if this card leaves the field). ~Rarities: Common |
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Pros: Easily played, searchable,
helps Banished and
Stall Cons: Affects both players, costs card(s) during attacks or to negate them, doubles battle damage if cost isn't paid |
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LD: Magical Hero
(LED6-EN047) Performapal Popperup SPELL / Normal Spell Send up to 3 cards from your hand to the GY; draw that many cards, then you can Special Summon up to that many monsters from your hand, with different names, that are "Performapal" monsters, "Magician" Pendulum Monsters, and/or "Odd-Eyes" monsters, each with a Level between the Pendulum Scales of the 2 cards in your Pendulum Zones. If you did not Special Summon by this effect, you lose 1000 LP for each card in your hand. You can only activate 1 "Performapal Popperup" per turn. ~Rarities: Rare |
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Pros: Easily played, helps multiple
Decks Cons: Costs card(s) to draw cards, must Special Summon or lose 1000 LP per card in your hand |
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LD: Magical Hero (LED6-EN046) Odd-Eyes Wizard Dragon DARK / Effect Monster / Level 7 / ATK 2500 / DEF 2500 (Dragon / Effect) If this card is in your hand: You can Tribute 1 DARK monster; send 1 "Odd-Eyes Dragon" from your hand, Deck, or face-up field to the GY, and if you do, Special Summon this card. If this card in your possession is destroyed by an opponent's card and sent to your GY: You can Special Summon 1 "Odd-Eyes" monster from your Deck or GY, except "Odd-Eyes Wizard Dragon", then you can add 1 "Spiral Flame Strike" from your Deck to your hand. ~Rarities: Rare |
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Pros: Easily played, helps
DARK and Odd-Eyes Cons: Low stats for Level, costs 2 monsters to Summon itself, must be destroyed to Summon, can't summon other monsters from hand or other copies, can't retrieve |
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LD: Magical Hero (LED6-EN045) Performapal Celestial Magician DARK / Pendulum Monster / Level 4 / ATK 1500 / DEF 1000 Pendulum Effect(s) / Pendulum Scale 8 When exactly 1 face-up Fusion, Synchro, or Xyz Monster you control that was Special Summoned from the Extra Deck is destroyed by battle, or an opponent's card effect: You can Special Summon that destroyed monster, then destroy this card. You can only use this effect of "Performapal Celestial Magician" once per turn. (Spellcaster / Pendulum / Effect) During your Main Phase, if this card was Normal or Special Summoned this turn: You can apply the following effect(s) for the rest of this turn, based on the other monsters you currently control. ● Fusion: This card can attack directly. ● Synchro: Your opponent cannot activate monster effects. ● Xyz: This card's ATK becomes double its original ATK. ● Pendulum: During the End Phase, add 1 Pendulum Monster from your Deck to your hand. You can only use this effect of "Performapal Celestial Magician" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high Pendulum Scale, helps Extra Deck
monsters Cons: Low DEF, 1-turn bullets, can't use with Main Deck monsters, slow to add Pendulum |
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LD: Magical Hero (LED6-EN038) Future Drive SPELL / Quick-Play Spell Target 1 "Utopic Future" Xyz Monster you control; apply the following effect(s) to that monster you control for the rest of this turn. ● It can attack all monsters your opponent controls once each. ● If it battles an opponent's monster, that monster's effects are negated during the Damage Step only. ● Each time it destroys an opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's original ATK. You can only activate 1 "Future Drive" per turn. ~Rarities: Rare |
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Pros: Easily played, helps
Utopic Future Xyz Cons: 1-turn bullets, can't use with other Xyz or non-Xyz, can't use 2+ copies per turn |
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LD: Magical Hero
(LED6-EN037) Onomatopickup SPELL / Continuous Spell When this card is activated: You can add 1 "Onomat" card from your Deck to your hand, except "Onomatopickup". You can target 1 "Zubaba", "Gagaga", "Gogogo", or "Dododo" monster you control; all monsters you currently control become that monster's Level until the end of this turn (even if this card leaves the field). You can only use this effect of "Onomatopickup" once per turn. You can only activate 1 "Onomatopickup" per turn. ~Rarities: Rare |
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Pros: Easily played, helps
multiple Decks and Xyz Summons Cons: Can't Summon or retrieve, can't add another copy |
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LD: Magical Hero
(LED6-EN036) Dodododwarf Gogogoglove EARTH / Effect Monster / Level 4 / ATK 0 / DEF 1800 (Rock / Effect) During your Main Phase: You can Special Summon 1 "Zubaba" or "Gagaga" monster from your hand. If you control a "Gogogo" or "Dododo" monster except "Dodododwarf Gogogoglove", while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Dodododwarf Gogogoglove" once per turn. ~Rarities: Rare |
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Pros: Easily played, searchable,
high DEF,
helps multiple Decks Cons: Can't Summon from other places, largely copies Gagagacoat |
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LD: Magical Hero
(LED6-EN035) Zubababancho Gagagacoat EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 100 (Warrior / Effect) If you control a "Zubaba" or "Gagaga" monster except "Zubababancho Gagagacoat", while this card is in your hand: You can Special Summon this card. You can target 1 "Gogogo" or "Dododo" monster in your GY; Special Summon it, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use each effect of "Zubababancho Gagagacoat" once per turn. ~Rarities: Rare |
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Pros: Easily played, high ATK, helps
multiple Decks Cons: Very low DEF, can't Summon from the Deck |
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LD: Magical Hero
(LED6-EN034) Gagagaga Magician DARK / Xyz Monster / Rank 4 / ATK 2000 / DEF 2000 (Spellcaster / Xyz / Effect) 2 Level 4 monsters You can detach 1 material from this card, then target 1 Xyz Monster in your GY, except "Gagagaga Magician"; Special Summon it, but negate its effects. You can only use this effect of "Gagagaga Magician" once per turn. A "Utopic Future" Xyz Monster that has this card as material gains this effect. ● During your Main Phase: You can detach 2 materials from this card, then target 1 Xyz Monster you control; until the end of this turn, change its ATK to 4000, also negate its effects. ~Rarities: Super Rare |
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Pros: Easily played, helps Utopic
Future Xyz Cons: Low stats for Rank, 1-turn ATK change, negates Xyz's effects, costs 2 materials for bullet, otherwise must be material, can't apply bullet to other Xyz or non-Xyz |
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LD: Magical Hero
(LED6-EN030) Jet Synchron FIRE / Effect Monster / Level 1 / ATK 500 / DEF 0 (Machine / Tuner / Effect) If this card is sent to the Graveyard as a Synchro Material: You can add 1 "Junk" monster from your Deck to your hand. If this card is in your Graveyard: You can send 1 card from your hand to the Graveyard; Special Summon this card, but banish it when it leaves the field. You can only use 1 "Jet Synchron" effect per turn, and only once that turn. ~Rarities: Common |
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Pros: Easily played, searchable
Tuner, helps Junks Cons: 0 DEF, can't Summon other monsters or from Deck, is banished if revived by its effect and removed, costs card to revive itself, can't use both effects in same turn, must be Synchro Material to add |
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LD: Magical Hero (LED6-EN028) Accel Synchron DARK / Synchro Monster / Level 5 / ATK 500 / DEF 2100 (Machine / Synchro / Tuner / Effect) 1 Tuner + 1 or more non-Tuner monsters Once per turn: You can send 1 "Synchron" monster from your Deck to the Graveyard, then activate 1 of these effects; ● Increase this card's Level by the Level of the sent monster. ● Reduce this card's Level by the Level of the sent monster. During your opponent's Main Phase, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using Materials including this card you control (this is a Quick Effect). You can only Synchro Summon "Accel Synchron(s)" once per turn. ~Rarities: Common |
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Pros: Easily played, Tuner monster,
helps Synchro Summons Cons: Low DEF for Level, costs monster for bullet effects, otherwise just Synchro Summons, can't be Synchro Summoned 2+ times per turn |
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LD: Magical Hero
(LED6-EN027) Scrap-Iron Signal TRAP / Counter Trap When your opponent activates a monster effect, while you control a Synchro Monster that lists a Synchro Monster as material: Negate the activation, also, after that, Set this card face-down instead of sending it to the GY. You can only activate 1 "Scrap-Iron Signal" per turn. ~Rarities: Rare |
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Pros: Easily played, counters
Effect Monsters Cons: Can't negate other Types, must control Synchro listing a Synchro to negate, can't use 2+ copies per turn, no other effects |
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LD: Magical Hero
(LED6-EN026) Synchro Chase SPELL / Continuous Spell Your opponent cannot activate cards or effects in response to the effect activations of your Synchro Monsters with "Warrior", "Synchron", or "Stardust" in their original names. If you Synchro Summon a "Warrior", "Synchron", or "Stardust" Synchro Monster: You can target 1 monster in your GY used as its material; Special Summon it in Defense Position. You can only use this effect of "Synchro Chase" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, helps
multiple Synchros Cons: Can't Summon from other places or revive materials from other Synchros |
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LD: Magical Hero
(LED6-EN025) Satellite Synchron DARK / Effect Monster / Level 2 / ATK 700 / DEF 100 (Machine / Tuner / Effect) If a monster(s) is Special Summoned from your GY (except during the Damage Step): You can Special Summon this card from your hand. If you have a Synchro Monster with "Warrior", "Synchron", or "Stardust" in its original name on your field or GY: You can make this card's Level become 4 until the end of this turn. You can only use each effect of "Satellite Synchron" once per turn. ~Rarities: Super Rare |
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Pros: Easily played,
searchable Tuner, helps Synchro Summons Cons: Very low DEF, can't Summon itself for Summons outside Grave, 1-turn Level change, can't change to other Levels |
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LD: Magical Hero
(LED6-EN024) Junk Converter EARTH / Effect Monster / Level 2 / ATK 400 / DEF 200 (Warrior / Effect) You can discard this card and 1 Tuner; add 1 "Synchron" monster from your Deck to your hand. If this card is sent to the GY as Synchro Material: You can target 1 Tuner in your GY; Special Summon it in Defense Position, but it cannot activate its effects this turn. You can only use each effect of "Junk Converter" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Synchrons and Tuners Cons: Very low DEF, costs 2 cards to add, can't Summon from other places or use revived monster's effects that turn, can't revive in Attack Mode |
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LD: Magical Hero
(LED6-EN023) Satellite Warrior DARK / Synchro Monster / Level 10 / ATK 2500 / DEF 2000 (Warrior / Synchro / Effect) 1 Tuner + 1+ non-Tuner Synchro Monsters If this card is Synchro Summoned: You can target cards your opponent controls, up to the number of Synchro Monsters in your GY; destroy them, and if you do, this card gains 1000 ATK for each card destroyed. If this Synchro Summoned card is destroyed: You can Special Summon up to 3 Level 8 or lower "Warrior", "Synchron", and/or "Stardust" Synchro Monsters with different names from your GY. You can only use each effect of "Satellite Warrior" once per turn. ~Rarities: Ultra Rare |
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Pros: Partly easily played, helps
various Synchros Cons: Low stats for Level, must use Synchro non-Tuners, destroys based on Synchros you control, low ATK boost, can't Summon or revive Level 9+ |
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LD: Magical Hero
(LED6-EN016) Magistery Alchemist TRAP / Normal Trap Banish 4 "HERO" monsters from your GY and/or face-up field, then target 1 "HERO" monster in your GY; Special Summon it, ignoring its Summoning conditions. If you banished EARTH, WATER, FIRE, and WIND Attributes to activate this effect, the monster's original ATK becomes doubled, also negate the effects of all face-up cards your opponent currently controls. You can only activate 1 "Magistery Alchemist" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
HEROs Cons: Can't Summon or banish from other places, costs 4 monsters to revive, must banish 4 Attributes for ATK boost and negation, can't use 2+ copies per turn |
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LD: Magical Hero
(LED6-EN015) Favorite Hero SPELL / Equip Spell Equip only to a Level 5 or higher "HERO" monster. If you control a card in your Field Zone, the equipped monster gains ATK equal to its original DEF, also your opponent cannot target it with card effects. At the start of the Battle Phase: You can activate 1 Field Spell directly from your hand or Deck. You can only use this effect of "Favorite Hero" once per turn. When the equipped monster attacks and destroys an opponent's monster by battle: You can send this card to the GY; the attacking monster can make a second attack in a row. ~Rarities: Ultra Rare |
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Pros: Easily played, helps HEROs and
Field Spells Cons: Can't equip to Level 4 or less, can't activate Field Spells outside Battle Phase or from Grave, must win battle for 2nd attack |
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LD: Magical Hero
(LED6-EN014) Generation Next SPELL / Quick-Play Spell If your LP are lower than your opponent's: Add to your hand, or Special Summon, 1 "Elemental HERO" monster, "Kuriboh" monster, or "Neo-Spacian" monster from your Deck or GY, with ATK less than or equal to the difference in LPs, also for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as that card. You can only activate 1 "Generation Next" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps multiple
Decks Cons: Must have less LP to add or Summon, no other effects, can't use 2+ copies per turn |
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LD: Magical Hero
(LED6-EN013) Elemental HERO Liquid Soldier WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1300 (Warrior / Effect) When this card is Normal Summoned: You can target 1 Level 4 or lower "HERO" monster in your GY, except "Elemental HERO Liquid Soldier"; Special Summon it. If this card is used as Fusion Material for a "HERO" monster, and sent to the GY or banished: You can draw 2 cards, then discard 1 card. You can only use 1 "Elemental HERO Liquid Soldier" effect per turn, and only once that turn. ~Rarities: Ultra Rare |
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Pros: Easily played, searchable,
helps
low-Level HEROs and Exodia Cons: Low DEF, can't revive Level 5+ or from other places, must be Fusion Material otherwise, must discard to draw cards |
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LD: Magical Hero
(LED6-EN012) Elemental HERO Sunrise LIGHT / Fusion Monster / Level 7 / ATK 2500 / DEF 1200 (Warrior / Fusion / Effect) 2 "HERO" monsters with different Attributes Must be Fusion Summoned. Monsters you control gain 200 ATK for each different Attribute you control. You can only use each of the following effects of "Elemental HERO Sunrise" once per turn. ● If this card is Special Summoned: You can add 1 "Miracle Fusion" from your Deck to your hand. ● When an attack is declared involving another "HERO" monster you control: You can target 1 card on the field; destroy it. ~Rarities: Ultra Rare |
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Pros: Easily played, helps HEROs and
Fusion Summons Cons: Low stats for Level, very low ATK boost, Nomi Monster, can't retrieve, must attack to destroy |
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LD: Magical Hero
(LED6-EN007) Apprentice Illusion Magician DARK / Effect Monster / Level 6 / ATK 2000 / DEF 1700 (Spellcaster / Effect) You can Special Summon this card (from your hand) by discarding 1 card. If this card is Normal or Special Summoned: You can add 1 "Dark Magician" from your Deck to your hand. During damage calculation (in either player's turn), if your other DARK Spellcaster-Type monster battles an opponent's monster: You can send this card from your hand or face-up from your field to the Graveyard; that monster you control gains 2000 ATK and DEF during that damage calculation only. ~Rarities: Ultra Rare |
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Pros: Easily played, helps Dark
Magician and DARK Spellcasters,
retrain Cons: Low stats for Level, costs card to Summon itself, can't Special Summon other monsters, costs itself for temporary ATK boost |
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LD: Magical Hero (LED6-EN005) Magicians' Combination TRAP / Continuous Trap Once per turn, when a card or effect is activated (except during the Damage Step): You can Tribute 1 "Dark Magician" or 1 "Dark Magician Girl"; Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your hand or GY, with a different name from the Tributed monster, and if you do, negate that activated effect. If this face-up card is sent from the Spell & Trap Zone to the GY: You can destroy 1 card on the field. ~Rarities: Ultra Rare |
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Pros: Easily played, helps
Dark Magicians Cons: Costs mon ster to Summon or negate, can't Summon from Deck or 2nd copy, must be sent to Grave to destroy |
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LD: Magical Hero (LED6-EN004) Secrets of Dark Magic SPELL / Quick-Play Spell Activate 1 of the following effects. ● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", as Fusion Material. ● Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", whose total Levels equal or exceed the Level of the Ritual Monster. ~Rarities: Rare |
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Pros: Easily played, helps Ritual
and Fusion Summons Cons: Can't use both bullets in same turn, largely just Ritual and Fusion Summons |
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LD: Magical Hero
(LED6-EN003) Soul Servant SPELL / Quick-Play Spell Place 1 card on top of the Deck from your hand, Deck, or GY, that is "Dark Magician" or specifically lists "Dark Magician" or "Dark Magician Girl" in its text, except "Soul Servant". During your Main Phase: You can banish this card from your GY; draw cards equal to the number of "Palladium" monsters, "Dark Magician", and/or "Dark Magician Girl", with different names, on the field and in the GYs. You can only use this effect of "Soul Servant" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, helps Dark
Magicians and
Palladiums Cons: Costs itself to draw card(s), must place card on top of Deck to use |
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LD: Magical Hero
(LED6-EN002) Magicians' Souls DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Spellcaster / Effect) You can send up to 2 Spells/Traps from your hand and/or field to the GY; draw that many cards. If this card is in your hand: You can send 1 Level 6 or higher Spellcaster monster from your Deck to the GY, then activate 1 of these effects; ● Special Summon this card. ● Send this card to the GY, then, you can Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your GY. You can only use each effect of "Magicians' Souls" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, searchable,
helps
multiple Decks Cons: 0 DEF, costs Spell and Trap(s) to draw card(s), can't Summon other monsters from hand or Deck, costs monster to Summon |
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LD: Magical Hero
(LED6-EN001) The Dark Magicians DARK / Fusion Monster / Level 8 / ATK 2800 / DEF 2300 (Spellcaster / Fusion / Effect) "Dark Magician" or "Dark Magician Girl" + 1 Spellcaster monster Once per turn, if a Spell/Trap Card or effect is activated (except during the Damage Step): You can draw 1 card, then if it was a Spell/Trap, you can Set it, and if it was a Trap or Quick-Play Spell, you can activate it this turn. If this card is destroyed: You can Special Summon both 1 "Dark Magician" and 1 "Dark Magician Girl" from your hand, Deck, and/or GY. ~Rarities: Ultra Rare |
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Pros: Easily played, high ATK, helps
Dark Magicians Cons: Low DEF for Level, can't negate or Set monsters, gamble effect, must be destroyed to Summon |
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LD: Immortal Destiny
(LED5-EN049) Predaplanning TRAP / Normal Trap Send 1 "Predaplant" monster from your Deck to the GY; place 1 Predator Counter on each face-up monster on the field, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter. If you Fusion Summon a DARK monster while this card is in your GY (except during the Damage Step): You can banish this card from your GY, then target 1 card on the field; destroy it. You can only use each effect of "Predaplanning" once per turn. ~Rarities: Rare |
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Pros: Easily played, helps
Predaplants Cons: Can't Summon or revive, costs itself after a Fusion Summon to destroy |
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LD: Immortal Destiny
(LED5-EN048) Predaprime Fusion SPELL / Quick-Play Spell If a "Predaplant" monster(s) is on the field: Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using monsters from either field as material, including 2 or more DARK monsters you control. You can only activate 1 "Predaprime Fusion" per turn. ~Rarities: Rare |
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Pros: Easily played, helps
Predaplants and DARK Cons: Largely generic Fusion Spell, must use 2+ DARKs you control to Fusion Summon, no other effects |
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LD: Immortal Destiny
(LED5-EN047) Predapractice SPELL / Normal Spell Special Summon 1 "Predaplant" monster from your hand, then add 1 "Predap" card from your Deck to your hand, except "Predapractice", also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only activate 1 "Predapractice" per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, helps
Predaplants and support Cons: Can't Summon from other places, must Summon to add, can't use 2+ copies in same turn |
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LD: Immortal Destiny
(LED5-EN046) Predaplant Heliamphorhyncus DARK / Effect Monster / Level 8 / ATK 1200 / DEF 2400 (Plant / Effect) If your opponent controls a monster with a Predator Counter: You can Special Summon this card from your hand. If this card in its owner's possession is destroyed by your opponent's card: You can target 1 DARK Dragon or 1 DARK Plant monster in your GY, except "Predaplant Heliamphorhynchus"; Special Summon it. You can only use each effect of "Predaplant Heliamphorhynchus" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Predaplants and
DARK Cons: Low DEF for Level, can't SUmmon from other places, can't revive 2nd copy |
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LD: Immortal Destiny
(LED5-EN045) Predaplant Triphyovertum DARK / Fusion Monster / Level 9 / ATK 3000 / DEF 3000 (Plant / Fusion / Effect) 3 DARK monsters on the field Gains ATK equal to the total original ATK of all other monsters on the field with a Predator Counter. You can only use each of the following effects of "Predaplant Triphyoverutum" once per turn. ● When your opponent Special Summons a monster(s) from their Extra Deck while you control this Fusion Summoned card (Quick Effect): You can negate the Summon, and if you do, destroy that monster(s). ● If your opponent controls a monster with a Predator Counter(s): You can Special Summon this card from your GY in Defense Position. ~Rarities: Super Rare |
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Pros: Easily played, high stats,
counters Special Summons Cons: Can't gain ATK for monsters without counters, can't negate Normal or Flip Summons, can't revive itself in Attack Mode |
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LD: Immortal Destiny
(LED5-EN044) Junk Puppet SPELL / Normal Spell Target 1 "Gimmick Puppet" monster in your Graveyard; Special Summon it. You can only activate 1 "Junk Puppet" per turn. ~Rarities: Common |
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Pros: Easily played, helps
Gimmick Puppets Cons: Can't Summon from other places or use 2+ copies in same turn, no other effects |
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LD: Immortal Destiny
(LED5-EN043) Number 40: Gimmick Puppet of Strings DARK / Xyz Monster / Rank 8 / ATK 3000 / DEF 2000 (Machine / Xyz / Effect) 2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card; place 1 String Counter on each face-up monster on the field, except this card. If you do, during your opponent's next End Phase: Destroy the monsters with String Counters, and if you do, inflict 500 damage to your opponent for each monster destroyed. ~Rarities: Common |
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Pros: Partly easily played, high
ATK, helps
Burn Cons: Slow to destroy and/or burn, very low burn damage, can't destroy monsters without counters |
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LD: Immortal Destiny
(LED5-EN042) Gimmick Puppet Humpty Dumpty DARK / Effect Monster / Level 4 / ATK 0 / DEF 100 (Machine / Effect) When this card is Normal or Special Summoned: You can Special Summon 1 "Gimmick Puppet" monster from your hand. You can only use this effect of "Gimmick Puppet Humpty Dumpty" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps Gimmick Puppets Cons: Very low DEF, can't Summon from other places or if Flip Summoned, no other effects |
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LD: Immortal Destiny
(LED5-EN040) Gimmick Puppet Magnet Doll DARK / Effect Monster / Level 8 / ATK 1000 / DEF 1000 (Machine / Effect) If your opponent controls a monster, and all monsters you control are face-up "Gimmick Puppet" monsters (min. 1), you can Special Summon this card (from your hand). ~Rarities: Common |
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Pros: Easily played, searchable,
helps Gimmick Puppets and
Summons Cons: Low DEF, no other effects |
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LD: Immortal Destiny
(LED5-EN039) Gimmick Puppet Dreary Doll DARK / Effect Monster / Level 8 / ATK 0 / DEF 0 (Machine / Effect) If this card is in your Graveyard: You can banish 1 other "Gimmick Puppet" monster from your Graveyard; Special Summon this card from your Graveyard. You can only use this effect of "Gimmick Puppet Dreary Doll" once per turn. This card cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of a "Gimmick Puppet" monster. ~Rarities: Common |
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Pros: Easily played, searchable,
helps Gimmick Puppets and Xyz Summons Cons: 0 DEF, costs Gimmick Puppet to revive itself, can't Summon from other places or be maerial for non-Gimmick Puppet Xyz |
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LD: Immortal Destiny
(LED5-EN038) Puppet Parade TRAP / Normal Trap If your opponent controls more monsters than you do: Special Summon "Gimmick Puppet" monsters with different names from your Deck, up to the difference, then, if your opponent's LP are at least 2000 higher than yours, you can Set 1 "Rank-Up-Magic" Normal Spell directly from your Deck. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Gimmick Puppet" monsters. You can only activate 1 "Puppet Parade" per turn. ~Rarities: Common |
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Pros: Easily played, helps Gimmick
Puppets Cons: Opponent must have 2000+ more LP to Set Rank-Up-Magic and more monsters to use, can't SUmmon from other places or multiple copies |
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LD: Immortal Destiny
(LED5-EN037) Perform Puppet SPELL / Continuous Spell You can banish 1 "Gimmick Puppet" monster from your GY; all monsters you currently control become that banished monster's Level, until the end of this turn (even if this card leaves the field). If a face-up "Gimmick Puppet" monster(s) you control is destroyed by battle or an opponent's card effect and sent to the GY: You can target 1 of your banished "Gimmick Puppet" monsters; Special Summon it. You can only use each effect of "Perform Puppet" once per turn. ~Rarities: Rare |
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Pros: Easily played, helps Gimmick
Puppets and Xyz Summons Cons: Costs monster for 1-turn Level change, can't Summon non-Banished |
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LD: Immortal Destiny
(LED5-EN036) Gimmick Puppet Bisque Doll DARK / Effect Monster / Level 8 / ATK 1000 / DEF 1000 (Machine / Effect) You can Special Summon this card (from your hand) by discarding 1 "Gimmick Puppet" monster. You can banish this card from your GY; your opponent cannot target "Gimmick Puppet" monsters you control with card effects this turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Gimmick Puppets and Summons Cons: Low DEF for Level, costs monster to Summon itself or for 1-turn protection |
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LD: Immortal Destiny
(LED5-EN035) Gimmick Puppet Terror Baby DARK / Effect Monster / Level 4 / ATK 500 / DEF 0 (Machine / Effect) When this card is Normal Summoned: You can target 1 "Gimmick Puppet" monster in your GY, except "Gimmick Puppet Terror Baby"; Special Summon it in Defense Position. You can banish this card from your GY; your opponent cannot activate cards or effects in response to the activation of your "Gimmick Puppet" monster effects this turn. ~Rarities: Rare |
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Pros: Easily played, searchable,
helps Gimmick Puppets and Banished Cons: 0 DEF, can't revive in Attack Mode, costs itself for 1-turn blocking |
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LD: Immortal Destiny
(LED5-EN034) Gimmick Puppet Gigantes Doll DARK / Xyz Monster / Rank 4 / ATK 0 / DEF 2000 (Machine / Xyz / Effect) 2 Level 4 "Gimmick Puppet" monsters You can detach 2 materials from this card, then target up to 2 monsters your opponent controls; gain control of them until the End Phase, also for the rest of this turn you cannot Special Summon monsters, except "Gimmick Puppet" monsters, nor declare an attack, except with Xyz Monsters. You can Tribute this card; all monsters you currently control become Level 8 until the end of this turn. You can only use each effect of "Gimmick Puppet Gigantes Doll" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Gimmick
Puppets and Xyz Summons Cons: Low stats for Rank, costs material(s) for 1-turn theft, can't attack with non-Xyz that turn, costs itself for 1-turn Level change |
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LD: Immortal Destiny
(LED5-EN027) Ultimate Earthbound Immortal TRAP / Continuous Trap If a Normal Summoned/Set "Earthbound Immortal" monster is on the field: You can target 1 face-up monster on the field; destroy it. You can only use this effect of "Ultimate Earthbound Immortal" once per turn. ~Rarities: Rare |
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Pros: Easily played, helps
Earthbound Immortals Cons: Can't use for Flip or Special Summons, no other effects |
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LD: Immortal Destiny
(LED5-EN026) Earthbound Geoglyph SPELL / Field Spell While any Level 10 monsters are on the field, this card cannot be targeted or destroyed by card effects. You can treat 1 Synchro Monster as 2 Tributes for the Tribute Summon of an "Earthbound Immortal" monster. If a Synchro Monster(s) is Special Summoned (except during the Damage Step): You can add 1 "Earthbound Immortal" Spell/Trap from your Deck to your hand. You can only use this effect of "Earthbound Geoglyph" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps
multiple Decks Cons: Can't treat non-Synchros as 2 Tributes or use for non-Earthbound Immortals, can't retrieve |
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LD: Immortal Destiny
(LED5-EN025) Supay, Duskwalker EARTH / Effect Monster / Level 5 / ATK 2200 / DEF 1900 (Spellcaster / Effect) You can discard 1 card; Special Summon this card from your hand in Defense Position, then you can Special Summon 1 "Supay" from your hand or Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Synchro Monsters. You can only use this effect of "Supay, Duskwalker" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, helps Supay and
Synchro Summons Cons: Low stats for Level, largely copies Ascator, Dawnwalker |
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LD: Immortal Destiny
(LED5-EN024) Ascator, Dawnwalker EARTH / Effect Monster / Level 5 / ATK 2300 / DEF 1500 (Spellcaster / Effect) You can discard 1 card; Special Summon this card from your hand in Defense Position, then you can Special Summon 1 "Fire Ant Ascator" from your hand or Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Synchro Monsters. You can only use this effect of "Ascator, Dawnwalker" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, helps
Fire Ant Ascator and Synchro Summons Cons: Low stats for Level, costs card to Summon, can't Extra Deck Summon, non-Synchros the turn it Summons itself, can't Summon itself in Attack Mode or from other places |
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LD: Immortal Destiny
(LED5-EN023) Earthbound Greater Linewalker DARK / Effect Monster / Level 8 / ATK 2900 / DEF 2900 (Fiend / Effect) If you control a Synchro Monster(s) and have a Synchro Monster(s) in your GY: You can Special Summon this card from your hand. During your Main Phase: You can add 1 "Earthbound Immortal" monster from your Deck or GY to your hand. If an "Earthbound Immortal" monster is Normal Summoned while this monster is on the field: You can make your opponent's LP 3000. You can only use each effect of "Earthbound Greater Linewalker" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, high stats,
retrain, helps Earthbound Immortals Cons: Must have Synchro(s) in Grave and control them o Summon itself, can't Summon other monsters, can't Special Summon Immortal for LP change |
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LD: Immortal Destiny
(LED5-EN016) Evil Mind SPELL / Normal Spell If you control a Fiend monster: Activate 1 of these effects, based on the number of monsters in your opponent's GY; ● 1+: Draw 1 card. ● 4+: Add 1 "HERO" monster or 1 "Dark Fusion" from your Deck to your hand. ● 10+: Add 1 "Polymerization" Spell or 1 "Fusion" Spell from your Deck to your hand. You can only activate 1 "Evil Mind" per turn. ~Rarities: Rare |
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Pros: Easily played, helps HEROs and
Fusion Summons Cons: Must control Fiend for bullets, can't use 2+ bullets or copies in same turn or if opponent has other total monsters in Grave |
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LD: Immortal Destiny
(LED5-EN015) Supreme King's Castle SPELL / Field Spell You can Fusion Summon Fusion Monsters that must be Special Summoned with "Dark Fusion", with effects other than "Dark Fusion". Once per turn, during damage calculation, if your Fiend monster battles an opponent's monster: You can send 1 "Evil HERO" monster from your Deck or Extra Deck to the GY; your monster gains ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn (even if this card leaves the field). ~Rarities: Rare |
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Pros: Easily played, searchable,
helps Evil HERO
Fusions and Fiends Cons: Costs Evil HERO for very low 1-turn ATK boost |
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LD: Immortal Destiny
(LED5-EN014) Evil HERO Sinister Necrom DARK / Effect Monster / Level 5 / ATK 1600 / DEF 1800 (Fiend / Effect) You can banish this card from your GY; Special Summon 1 "Evil HERO" monster from your hand or Deck, except "Evil HERO Sinister Necrom". You can only use this effect of "Evil HERO Sinister Necrom" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, helps Evil
HEROs, decent effect Cons: Low stats for Level, cost itself to Summon, can't revive or Summon 2nd copy, no other effects |
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LD: Immortal Destiny
(LED5-EN013) Evil HERO Adusted Gold LIGHT / Effect Monster / Level 4 / ATK 2100 / DEF 800 (Fiend / Effect) You can discard this card; add 1 "Dark Fusion", or 1 card that specifically lists "Dark Fusion" in its text, from your Deck to your hand, except "Evil HERO Adusted Gold". You can only use this effect of "Evil HERO Adusted Gold" once per turn. Cannot attack unless you control a Fusion Monster. ~Rarities: Ultra Rare |
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Pros: Easily played, high ATK for
Level, helps Evil HEROs and
Fusion Summons Cons: Low DEF, can't attack unless you control a Fusion, costs itself to add, can't retrieve |
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LD: Immortal Destiny
(LED5-EN012) Evil HERO Malicious Bane DARK / Fusion Monster / Level 8 / ATK 3000 / DEF 3000 (Fiend / Fusion / Effect) 1 "Evil HERO" monster + 1 Level 5 or higher monster Must be Special Summoned with "Dark Fusion". Cannot be destroyed by battle or card effects. During your Main Phase: You can destroy all monsters your opponent controls with ATK less than or equal to this card's, also this card gains 200 ATK for each monster destroyed this way, also you cannot declare an attack for the rest of this turn, except with "HERO" monsters. You can only use this effect of "Evil HERO Malicious Bane" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, high stats,
potent effects Cons: Very low ATK boost, Nomi Monster, must destroy monster(s) for boost, can't destroy higher ATK |
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LD: Immortal Destiny
(LED5-EN009) Dark Sanctuary SPELL / Field Spell If a "Spirit Message" card would be placed on your field with "Destiny Board", you can Special Summon it as a Normal Monster (Fiend/DARK/Level 1/ATK 0/DEF 0) instead, and if you do, it is unaffected by card effects, except "Destiny Board", and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. When an opponent's monster declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to your opponent equal to half the current ATK of that opponent's monster. ~Rarities: Rare |
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Pros: Easily played, searchable,
helps
Destiny Board and Stall Cons: Gamble effect, deals only half attacking monster's ATK |
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LD: Immortal Destiny
(LED5-EN007) Doomcaliber Knight DARK / Effect Monster / Level 4 / ATK 1900 / DEF 1800 (Fiend / Effect) Cannot be Special Summoned. If a monster effect is activated (Quick Effect): Tribute this face-up card; negate the activation, and if you do, destroy that monster. ~Rarities: Common |
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Pros: Easily played, high stats,
counters
Effect Monsters Cons: Can't be Special Summoned, costs itself to negate, can't choose negated effect, no other effects |
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LD: Immortal Destiny
(LED5-EN005) Sentence of Doom TRAP / Continuous Trap You can target any number of your Fiend monsters that are banished or in your GY, up to the number of "Destiny Board" and/or "Spirit Message" cards you control; add them to your hand. You can send this card from your Spell & Trap Zone to the GY; place 1 "Spirit Message" card from your hand, Deck, or GY in your Spell & Trap Zone. (This is treated as being placed by the effect of "Destiny Board".) You can only use 1 "Sentence of Doom" effect per turn, and only once that turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Destiny
Board and Spirit Messages and
Fiends Cons: Costs itself to place, can't Summon or places multiple Message cards, can't use both effects in same turn or 2+ times per turn |
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LD: Immortal Destiny
(LED5-EN004) Dark Spirit's Mastery SPELL / Normal Spell Discard 1 card; add 1 "Destiny Board" or 1 Level 8 Fiend monster from your Deck or GY to your hand. You can banish this card from your GY, except the turn this card was sent to the GY; place any number of "Destiny Board" and/or "Spirit Message" cards with different names from your hand or GY on the bottom of the Deck in any order, then draw the same number of cards. You can only use each effect of "Dark Spirit's Mastery" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, helps Destiny
Board, Spirit Messages and Fiends Cons: Costs itself to shuffle and draw, can't shuffle from field or multiple copies, can't banish itself the turn it's in the Grave |
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LD: Immortal Destiny
(LED5-EN003) Dark Spirit of Malice DARK / Effect Monster / Level 3 / ATK 1600 / DEF 0 (Fiend / Effect) When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Malice" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Level 8
Fiends Cons: Low stats for Level, largely copies Spirit of Banishment |
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LD: Immortal Destiny
(LED5-EN002) Dark Spirit of Banishment DARK / Effect Monster / Level 3 / ATK 1600 / DEF 0 (Fiend / Effect) If your opponent's monster attacks, at the start of the Damage Step: You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated, and if you do, change the attack target to it and perform damage calculation. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Banishment" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Level 8
Fiends Cons: Low stats, can't Summon other Levels or from other places, negates new monster's effects, costs monster to retrieve itself |
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LD: Immortal Destiny
(LED5-EN001) Curse Necrofear DARK / Effect Monster / Level 8 / ATK 2800 / DEF 2200 (Fiend / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can target 3 of your banished Fiend monsters; Special Summon this card from your hand, and if you do, shuffle those banished monsters into the Deck. During the End Phase, if this card is in the GY because it was destroyed in your Monster Zone by an opponent's card and sent there this turn: Special Summon this card from your GY, then, you can destroy cards your opponent controls, up to the number of face-up Spells/Traps you control with different names. You can only use each effect of "Curse Necrofear" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, high ATK, helps
Fiends and
Banished Cons: Low DEF for Level, can't shuffle from other places, slow to revive itself, must revive itself to destroy, destroys based on different Spells and Traps you control |