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Legendary Decks: Ancient Millennium

LED2-EN052
Card Info Toon Kingdom
Field Spell
When this card is activated: Banish 3 cards from the top of your Deck, face-down. This card's name becomes "Toon World" while in the Field Zone. Your opponent cannot target Toon monsters you control with card effects. If a Toon monster(s) you control would be destroyed by battle or card effect, you can banish 1 card from the top of your Deck, face-down, for each of those monster(s) instead.
COMMON
LED2-EN051
Card Info Mimicat
Normal Spell
If you control "Toon World" and a Toon monster: Target 1 card in your opponent's GY; if it is a monster, Special Summon it to your field, or if it is a Spell/Trap, Set it to your field. You can only activate 1 "Mimicat" per turn.
COMMON
LED2-EN050
Card Info Worm Bait
Normal Spell
If you control an Insect monster: Special Summon 2 "Worm Tokens" (Insect/EARTH/Level 1/ATK 0/
DEF 0). You cannot Normal or Special Summon any Level 3 or 4 monsters the turn you activate this card.
COMMON
LED2-EN049
Card Info Limiter Removal
Quick-Play Spell
Double the ATK of all Machine monsters you currently control, until the end of this turn. During the End Phase of this turn, destroy those monsters.
COMMON
LED2-EN048
Card Info Instant Fusion
Normal Spell
Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also it is destroyed during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn.
COMMON
LED2-EN047
Card Info Panzer Dragon
LIGHT / Machine-Type Fusion / Level 5 / ATK 1000 / DEF 2600
1 Machine monster + 1 Dragon monster
If this card is destroyed and sent to the GY: You can target 1 card on the field; destroy it.
COMMON
LED2-EN046
Card Info Vortex Trooper
WIND / Aqua / Level 3 / ATK 0 / DEF 600
When this card is Normal Summoned: You can shuffle 2 cards from your hand into the Deck, then draw 2 cards. If this card is destroyed: Draw 1 card.
COMMON
LED2-EN045
Card Info Crystal Tree
Continuous Spell
Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Zone, place 1 Crystal Counter on this card. You can send this card to the GY; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, and place them face-up in your Spell & Trap Zone as Continuous Spells.
COMMON
LED2-EN044
Card Info Crystal Release
Equip Spell
Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the GY: You can place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Zone as a Continuous Spell.
COMMON
LED2-EN043
Card Info Rainbow Dragon
LIGHT / Dragon / Level 10 / ATK 4000 / DEF 0
(This card is always treated as an "Ultimate Crystal" card.)
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field and/or GY. This card cannot activate the following effects the turn it is Special Summoned. (Quick Effect): You can send all face-up "Crystal Beast" monsters you control to the GY; this card gains 1000 ATK for each monster sent to the GY. You can banish all "Crystal Beast" monsters from your GY; shuffle all cards on the field into the Deck.
COMMON
LED2-EN042
Card Info Crystal Beast Sapphire Pegasus
WIND / Beat / Level 4 / ATK 1800 / DEF 1200
When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
COMMON
LED2-EN041
Card Info Crystal Beast Ruby Carbuncle
LIGHT / Fairy / Level 3 / ATK 300 / DEF 300
When this card is Special Summoned: You can Special Summon as many "Crystal Beast" Monster Cards as possible from your Spell & Trap Zones. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
COMMON
LED2-EN040
Card Info Ultimate Crystal Magic
Normal Trap
When your "Crystal Beast" monster is destroyed by battle: You can send 7 "Crystal Beast" cards with different names from your hand, Deck, and/or face-up from your field to the GY; Special Summon 1 "Ultimate Crystal" Fusion Monster from your Extra Deck. (This is treated as a Fusion Summon.) If a face-up "Ultimate Crystal" monster you control leaves the field because of an opponent's card effect: You can banish this card from your GY; place any number of "Crystal Beast" monsters from your GY face-up in your Spell & Trap Zone as Continuous Spells.
SUPER RARE
LED2-EN039
Card Info Crystal Bond
Normal Spell
Add 1 "Crystal Beast" monster from your Deck to your hand, and place 1 "Crystal Beast" monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only activate 1 "Crystal Bond" per turn.
ULTRA RARE
LED2-EN038
Card Info Rainbow Bridge
Normal Spell
Add 1 "Crystal" Spell/Trap from your Deck to your hand.
ULTRA RARE
LED2-EN037
Card Info Rainbow Overdragon
LIGHT / Dragon-Type Fusion / Level 12 / ATK 4000 / DEF 0
7 "Crystal Beast" monsters
(This card is always treated as an "Ultimate Crystal" card.)
Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster (in which case you do not use "Polymerization"). Once per turn: You can banish 1 "Crystal Beast" monster from your GY; this card gains ATK equal to the banished monster's, until the end of this turn. (Quick Effect): You can Tribute this Fusion Summoned card; shuffle all cards on the field into the Deck.
SUPER RARE
LED2-EN036
Card Info Ultimate Ancient Gear Golem
EARTH / Machine-Type Fusion / Level 10 / ATK 4400 / DEF 3400
"Ancient Gear Golem" + 2 "Ancient Gear" monsters
Must be Fusion Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this card is destroyed: You can target 1 "Ancient Gear Golem" in your GY; Special Summon it, ignoring its Summoning conditions.
COMMON
LED2-EN035
Card Info Ancient Gear Golem - Ultimate Pound
EARTH / Machine / Level 8 / ATK 3000 / DEF 3000
Cannot be Special Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage. Up to twice per turn, when this attacking card destroys a monster by battle: You can discard 1 Machine monster; this card can attack again in a row. If this card on the field is destroyed by battle
or card effect: You can add 1 "Polymerization" from your Deck to your hand, and if you do, add 1 other "Ancient Gear" monster from your GY to your hand.
COMMON
LED2-EN034
Card Info Ancient Gear Golem
EARTH / Machine / Level 8 / ATK 3000 / DEF 3000
Cannot be Special Summoned. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card attacks a Defense Position monster, inflict piercing battle damage.
COMMON
LED2-EN033
Card Info Cross-Dimensional Duel
Normal Trap
Target 1 "Ancient Gear" monster you control; banish it. During the next Standby Phase, return that monster banished by this effect to the field, and if you do, its ATK becomes double its original ATK until the end of that turn. If 1 or more "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
SUPER RARE
LED2-EN032
Card Info Ancient Gear Fusion
Normal Spell
Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you use "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control as Fusion Material, you can also use monsters from your Deck as material.
ULTRA RARE
LED2-EN031
Card Info Ancient Gear Megaton Golem
EARTH / Machine-Type Fusion / Level 9 / ATK 3300 / DEF 3300
3 "Ancient Gear" monsters
If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this card was Fusion Summoned using 2 or more "Ancient Gear Golem" and/or "Ancient Gear Golem - Ultimate Pound" as material, it can attack up to that many times during each Battle Phase. If this face-up Fusion Summoned card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon 1 "Ultimate Ancient Gear Golem" from your Extra Deck, ignoring its Summoning conditions.
SUPER RARE
LED2-EN030
Card Info Ancient Gear Frame
EARTH / Machine / Level 4 / ATK 1600 / DEF 500
You can discard 1 card; add 1 "Ancient Gear Golem", or 1 Spell/Trap that specifically lists the card "Ancient Gear Golem" in its text, from your Deck to your hand. You can only use this effect of "Ancient Gear Frame" once per turn. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon up to 3 "Ancient Gear Golem" and/or "Ancient Gear Golem - Ultimate Pound" from your hand, ignoring their Summoning conditions.
RARE
LED2-EN029
Card Info Ojamagic
Normal Spell
If this card is sent from the hand or field to the GY: Add 1 each of "Ojama Green", "Ojama Yellow" and "Ojama Black" from your Deck to your hand.
COMMON
LED2-EN028
Card Info VWXYZ-Dragon Catapult Cannon
LIGHT / Machine-Type Fusion / Level 8 / ATK 3000 / DEF 2800
"VW-Tiger Catapult" + "XYZ-Dragon Cannon"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) Once per turn: You can target 1 card your opponent controls; banish that target. When this card declares an attack on an opponent's monster: You can target the attack target; change that attack target's battle position. (Flip Effects are not activated.)
COMMON
LED2-EN027
Card Info Armed Dragon LV7
WIND / Dragon / Level 7 / ATK 2800 / DEF 1000
Cannot be Normal Summoned/Set. Must be Special Summoned by "Armed Dragon LV5". You can send 1 monster from your hand to the GY; destroy all monsters your opponent controls with ATK less than or equal to that sent monster's ATK.
COMMON
LED2-EN026
Card Info Armed Dragon LV5
WIND / Dragon / Level 5 / ATK 2400 / DEF 1700
You can send 1 monster from your hand to the GY, then target 1 monster your opponent controls with ATK less than or equal to the sent monster's ATK; destroy that target. During the End Phase, if this card destroyed a monster by battle this turn: You can send this card to the GY; Special Summon 1 "Armed Dragon LV7" from your hand or Deck.
COMMON
LED2-EN025
Card Info Armed Dragon LV3
WIND / Dragon / Level 3 / ATK 1200 / DEF 900
During your Standby Phase: You can send this card to the GY; Special Summon 1 "Armed Dragon LV5" from your hand or Deck.
COMMON
LED2-EN024
Card Info Ojama Pajama
Continuous Trap
If an "Armed Dragon" monster(s) and/or LIGHT Machine Fusion Monster(s) you control would be destroyed by battle or card effect, you can banish 1 "Ojama" card from your hand, face-up field, or GY instead. You can only use each of the following effects of "Ojama Pajama" once per turn.
● During the Main Phase: You can add 1 "Ojama" card from your Deck to your hand, then discard 1 card.
● If this card is sent to the GY: You can Special Summon as many of your banished "Ojama" monsters as possible.
RARE
LED2-EN023
Card Info Ojamatch
Quick-Play Spell
Send 1 "Ojama" card from your hand or face-up from your field to the GY; add to your hand 1 "Ojama" monster with a different name and 1 "Armed Dragon" monster from your Deck and/or GY , then, immediately after this effect resolves, you can Normal Summon 1 of those monsters. During your Main Phase: You can banish this card from your GY, then target 3 of your banished "Ojama" monsters; shuffle them into the Deck, then draw 1 card.
RARE
LED2-EN022
Card Info Ojamassimilation
Normal Spell
Reveal 1 LIGHT Machine Fusion Monster in your Extra Deck and banish any number of "Ojama" monsters from your hand, face-up field, and/or GY; Special Summon Fusion Materials with different names whose names are specifically listed on the card you revealed, from your hand, Deck, and/or GY, equal to the number of monsters banished to activate this effect. You can banish this card from your GY, then target 3 of your banished "Ojama" monsters; shuffle them into the Deck, then draw 1 card.
RARE
LED2-EN021
Card Info Armed Dragon Catapult Cannon
LIGHT / Machine-Type Fusion / Level 10 / ATK 3500 / DEF 3000
"VWXYZ-Dragon Catapult Cannon" + "Armed Dragon LV7"
Must first be Special Summoned (from your Extra Deck) during a Duel you Special Summoned both cards, by banishing the above cards from your field and/or GY. (You do not use "Polymerization".) Your opponent cannot activate cards or effects with the same name as any banished card. Once per turn, during your opponent's turn (Quick Effect): You can banish 1 card from your Deck or Extra Deck, face-up; banish all cards your opponent controls and in their GY.
SUPER RARE
LED2-EN020
Card Info Time Machine
Normal Trap
When a monster is destroyed by battle and sent to the GY: Special Summon that monster to the same field it was on, in the same battle position it was in when destroyed.
COMMON
LED2-EN019
Card Info Barrel Dragon
DARK / Machine / Level 7 / ATK 2600 / DEF 2200
Once per turn: You can target 1 monster your opponent controls; toss a coin 3 times and destroy it if at least 2 of the results are heads.
COMMON
LED2-EN018
Card Info Blast Sphere
DARK / Machine / Level 4 / ATK 1400 / DEF 1400
If this face-down Defense Position card was attacked by an opponent's monster, before damage calculation: Equip this card to the attacking monster. Then, during your opponent's next Standby Phase: Destroy the monster this card is equipped to, and if you do, inflict damage to your opponent equal to the ATK the destroyed monster had on the field.
COMMON
LED2-EN017
Card Info Proton Blast
Continuous Trap
Once per turn, if an activated card effect tosses coins, immediately after it resolves, apply the following effect(s), depending on the number of heads.
● 1+: Inflict 500 damage to your opponent.
● 2+: Destroy 1 card your opponent controls.
● 3+: Look at your opponent's hand and discard 1 card from their hand.
When an effect is activated that tosses a coin 2 or more times: You can banish this card from your GY; treat all the results as heads.
SUPER RARE
LED2-EN016
Card Info Heavy Metal Raiders
Field Spell
The first time each DARK Machine monster you control would be destroyed by battle each turn, it is not destroyed, and if you took battle damage from that battle, it gains that much ATK after damage calculation, and keeps that ATK gain as long as this card is on the field. Once per turn, if a monster you control that was originally a DARK Machine destroys a card(s) on the field by battle or by card effect: You can Special Summon 1 DARK Machine monster from your hand.
SUPER RARE
LED2-EN015
Card Info Desperado Barrel Dragon
DARK / Machine / Level 8 / ATK 2800 / DEF 2200
If a face-up DARK Machine monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. Once per turn, during the Battle Phase (Quick Effect): You can toss a coin 3 times; destroy face-up monsters on the field, up to the number of Heads, then if the result is 3 heads, draw 1 card. This card cannot attack the turn this effect is activated. If this card is sent to the GY: You can add 1 Level 7 or lower monster that has a coin tossing effect, from your Deck to your hand.
ULTRA RARE
LED2-EN014
Card Info BM-4 Blast Spider
DARK / Machine / Level 4 / ATK 1400 / DEF 2200
Once per turn: You can target 1 DARK Machine monster you control and 1 face-up card your opponent controls; destroy them. If a monster you control that was originally a DARK Machine destroys an opponent's monster(s) by battle or card effect and sends it to the GY: You can inflict damage to your opponent equal to half the original ATK of 1 of those monsters(s) destroyed and sent to the GY. You can only use this effect of "BM-4 Blast Spider" once per turn.
RARE
LED2-EN013
Card Info Perfectly Ultimate Great Moth
EARTH / Insect / Level 8 / ATK 3500 / DEF 3000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Petit Moth" on your 6th turn or later after it was equipped with "Cocoon of Evolution".
COMMON
LED2-EN012
Card Info Insect Queen
EARTH / Insect / Level 7 / ATK 2200 / DEF 2400
This card gains 200 ATK for each Insect monster on the field. Cannot declare an attack unless you Tribute 1 monster. Once per turn, during the End Phase, if this card destroyed an opponent's monster by battle this turn: Special Summon 1 "Insect Monster Token" (Insect/EARTH/Level 1/ATK 100/DEF 100) in Attack Position.
COMMON
LED2-EN011
Card Info Pinch Hopper
EARTH / Insect / Level 4 / ATK 1000 / DEF 1200
When this card you control is sent to your GY: You can Special Summon 1 Insect monster from your hand.
COMMON
LED2-EN010
Card Info Corrosive Scales
Normal Trap
Target 1 Insect monster you control; equip this card to it. While you control the equipped monster, your opponent's monsters cannot attack Insect monsters, except the equipped monster. While this card is equipped to a monster, each time your opponent Normal or Special Summons a monster(s), OR activates a card or effect, place 1 Scale Counter on each face-up monster they control. Each monster your opponent controls loses 100 ATK/DEF for each Scale Counter it has.
RARE
LED2-EN009
Card Info Cocoon of Ultra Evolution
Quick-Play Spell
Tribute 1 Insect monster from either field equipped with an Equip Card, and if you do, Special Summon 1 Insect monster from your Deck, ignoring its Summoning conditions. During your Main Phase: You can banish this card from your GY, then target 1 Insect monster in your GY; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Cocoon of Ultra Evolution" once per turn.
ULTRA RARE
LED2-EN008
Card Info Metamorphosed Insect Queen
EARTH / Insect / Level 7 / ATK 2800 / DEF 2400
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If another Insect monster is on the field, your opponent cannot target Insect monsters you control with card effects, also they cannot be destroyed by your opponent's card effects. At the end of the Damage Step, if this card attacked: You can Tribute 1 monster; this card can attack an opponent's monster again in a row. Once per turn, during the End Phase: You can Special Summon 1 "Insect Monster Token" (Insect/EARTH/Level 1/ATK 100/DEF 100).
SUPER RARE
LED2-EN007
Card Info Parasite Paranoid
EARTH / Insect / Level 2 / ATK 500 / DEF 300
(Quick Effect): You can target 1 face-up monster on the field; equip this card from your hand to that target. The equipped monster becomes an Insect monster, cannot attack Insect monsters, also its effects that activate by targeting an Insect monster(s) are negated. You can only use this effect of "Parasite Paranoid" once per turn. If this Equip Card is sent to the GY: You can Special Summon 1 Level 7 or higher Insect monster from your hand, ignoring its Summoning conditions.
RARE
LED2-EN006
Card Info Black Illusion Ritual
Ritual Spell
This card is used to Ritual Summon "Relinquished". You must also Tribute a monster from your hand or field whose Level is 1 or more.
COMMON
LED2-EN005
Card Info Thousand-Eyes Restrict
DARK / Spellcaster-Type Fusion / Level 1 / ATK 0 / DEF 0
"Relinquished" + "Thousand-Eyes Idol"
Other monsters on the field cannot change their battle positions or attack. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). This card's ATK/DEF become equal to that equipped monster's. If this card would be destroyed by battle, destroy that equipped monster instead.
COMMON
LED2-EN004
Card Info Relinquished Fusion
Quick-Play Spell
Fusion Summon 1 "Eyes Restrict" Fusion Monster from your Extra Deck, by banishing Fusion Materials from your hand, field, and/or GY. During your Main Phase: You can banish this card from your GY, then target 1 Effect Monster your opponent controls; equip that target to an "Eyes Restrict" Fusion Monster or "Relinquished" you control, as if it were equipped by that monster's effect. You can only use each effect of "Relinquished Fusion" once per turn.
ULTRA RARE
LED2-EN003
Card Info Millennium-Eyes Restrict
DARK / Spellcaster-Type Fusion / Level 1 / ATK 0 / DEF 0
"Relinquished" + 1 Effect Monster
Once per turn, when your opponent activates a monster effect (Quick Effect): You can target 1 Effect Monster your opponent controls or in their GY; equip that target to this card you control. This card gains ATK/DEF equal to that equipped monster's. Monsters with that equipped monster's name cannot attack, also their effects on the field and their activated effects are negated.
ULTRA RARE
LED2-EN002
Card Info Illusionist Faceless Magician
DARK / Spellcaster / Level 5 / ATK 1200 / DEF 2200
If a face-up "Eyes Restrict" Fusion Monster or "Relinquished" you control is destroyed by battle or card effect: You can Special Summon this card from the GY (if it was there when the monster was destroyed) or hand (even if not). If this card is sent from the field to the GY: You can target 1 "Eyes Restrict" Fusion Monster or "Relinquished" in your GY; Special Summon it. You can only use each effect of "Illusionist Faceless Magician" once per turn.
RARE
LED2-EN001
Card Info Millennium-Eyes Illusionist
DARK / Spellcaster / Level 2 / ATK 0 / DEF 1400
(Quick Effect): You can discard this card, then target 1 Effect Monster your opponent controls; equip that target to an "Eyes Restrict" Fusion Monster or "Relinquished" you control, as if it were equipped by that monster's effect. If an "Eyes Restrict" Fusion Monster(s) or a "Relinquished" is Special Summoned: Add this card from your GY to your hand (this is not optional). You can only use each effect of "Millennium-Eyes Illusionist" once per turn.
ULTRA RARE
LED2-EN000
Card Info Relinquished
DARK / Spellcaster-Type Ritual / Level 1 / ATK 0 / DEF 0
You can Ritual Summon this card with "Black Illusion Ritual". Once per turn: You can target 1 monster your opponent controls; equip that target to this card. (max. 1). This card's ATK/DEF become equal to that equipped monster's. If this card would be destroyed by battle, destroy that equipped monster instead. While equipped with that monster, any battle damage you take from battles involving this card inflicts equal effect damage to your opponent.
COMMON