Total of 60 Card(s)
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- Secret Six Samurai - Fuma
-
SE
Secret Rare - X
- WIND Level 1 [ Warrior / Tuner / Effect ] ATK 200 DEF 1800
- 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.
- Secret Six Samurai - Genba
-
SR
Super Rare - X
- FIRE Level 2 [ Warrior / Tuner / Effect ] ATK 500 DEF 2100
- 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.
- Secret Six Samurai - Hatsume
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SE
Secret Rare - X
- WATER Level 3 [ Warrior / Effect ] ATK 1600 DEF 1500
- 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.
- Secret Six Samurai - Doji
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SE
Secret Rare - X
- DARK Level 4 [ Warrior / Effect ] ATK 1700 DEF 1200
- 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.
- Secret Six Samurai - Kizaru
-
SE
Secret Rare - X
- EARTH Level 4 [ Warrior / Effect ] ATK 1900 DEF 1000
- 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.
- Secret Six Samurai - Rihan
-
SE
Secret Rare - X
- LIGHT Level 5 [ Warrior / Fusion / Effect ] ATK 2400 DEF 2400
-
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.
- Secret Skills of the Six Samurai
-
SE
Secret Rare - X
- SPELL Quick-Play
- 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.
- The Six Shinobi
-
SR
Super Rare - X
- TRAP
- If you control 6 "Six Samurai" monsters with different Attributes: Skip your opponent's next turn.
- Grandmaster of the Six Samurai
-
SR
Super Rare - X
- EARTH Level 5 [ Warrior / Effect ] ATK 2100 DEF 800
- You can only control 1 "Grandmaster of the Six Samurai". If you control a "Six Samurai" monster, you can Special Summon this card (from your hand). If this card in your possession is destroyed by an opponent's card effect: Target 1 "Six Samurai" monster in your GY; add that target to your hand.
- Legendary Six Samurai - Kizan
-
SR
Super Rare - X
- EARTH Level 4 [ Warrior / Effect ] ATK 1800 DEF 500
- If you control a "Six Samurai" monster with a different name, you can Special Summon this card (from your hand). While you control 2 or more other "Six Samurai" monsters, this card gains 300 ATK and DEF.
- Legendary Six Samurai - Shi En
-
SE
Secret Rare - X
- DARK Level 5 [ Warrior / Synchro / Effect ] ATK 2500 DEF 1400
-
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters
Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
- Shadow of the Six Samurai - Shien
-
SR
Super Rare - X
- EARTH Rank 4 [ Warrior / Xyz / Effect ] ATK 2500 DEF 400
-
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.
- Six Samurai United
-
SR
Super Rare - X
- SPELL Continuous
- Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card (max. 2). You can send this card to the GY; draw 1 card for each Bushido Counter on this card.
- Gateway of the Six
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Limited
LimitedSR
Super Rare - X
- SPELL Continuous
-
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your field to activate these effects.
●2 Counters: Target 1 "Six Samurai" or "Shien" Effect Monster; that target gains 500 ATK until the end of this turn.
●4 Counters: Add 1 "Six Samurai" monster from your Deck or GY to your hand.
●6 Counters: Target 1 "Shien" Effect Monster in your GY; Special Summon that target.
- Shien's Smoke Signal
-
SR
Super Rare - X
- SPELL
- Add 1 Level 3 or lower "Six Samurai" monster from your Deck to your hand.
- Magical Musketeer Caspar
-
SE
Secret Rare - X
- LIGHT Level 3 [ Fiend / Effect ] ATK 1200 DEF 2000
- 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 (except during the Damage Step): 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.
- Magical Musketeer Doc
-
SR
Super Rare - X
- LIGHT Level 3 [ Fiend / Effect ] ATK 1400 DEF 1200
- 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.
- Magical Musketeer Kidbrave
-
SR
Super Rare - X
- LIGHT Level 3 [ Fiend / Effect ] ATK 1600 DEF 200
- 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.
- Magical Musketeer Starfire
-
SE
Secret Rare - X
- LIGHT Level 4 [ Fiend / Effect ] ATK 1300 DEF 1700
- 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 (except during the Damage Step): 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.
- Magical Musketeer Calamity
-
SR
Super Rare - X
- LIGHT Level 4 [ Fiend / Effect ] ATK 1500 DEF 1300
- 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.
- Magical Musketeer Wild
-
SR
Super Rare - X
- LIGHT Level 4 [ Fiend / Effect ] ATK 1700 DEF 900
- 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.
- Magical Musket Mastermind Zakiel
-
SE
Secret Rare - X
- LIGHT Level 8 [ Fiend / Effect ] ATK 2500 DEF 2500
- 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.
- Magical Musket - Steady Hands
-
SR
Super Rare - X
- SPELL Quick-Play
- 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.
- Magical Musket - Cross-Domination
-
SE
Secret Rare - X
- SPELL Quick-Play
- 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.
- Magical Musket - Desperado
-
SR
Super Rare - X
- 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.
- Magical Musket - Dancing Needle
-
SE
Secret Rare - X
- 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.
- Magical Musket - Fiendish Deal
-
SR
Super Rare - X
- TRAP Continuous
- "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.
- Magical Musket - Last Stand
-
SE
Secret Rare - X
- TRAP Counter
- 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.
- The Weather Painter Snow
-
SE
Secret Rare - X
- EARTH Level 3 [ Fairy / Effect ] ATK 0 DEF 2200
- 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.
- The Weather Painter Rain
-
SR
Super Rare - X
- WATER Level 3 [ Fairy / Effect ] ATK 1200 DEF 1400
- 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.
- The Weather Painter Cloud
-
SE
Secret Rare - X
- WIND Level 3 [ Fairy / Effect ] ATK 1500 DEF 1000
- 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.
- The Weather Painter Sun
-
SE
Secret Rare - X
- FIRE Level 3 [ Fairy / Effect ] ATK 1600 DEF 400
- 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.
- The Weather Painter Thunder
-
SE
Secret Rare - X
- LIGHT Level 3 [ Fairy / Effect ] ATK 1700 DEF 0
- 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.
- The Weather Painter Aurora
-
SE
Secret Rare - X
- DARK Level 6 [ Fairy / Effect ] ATK 2200 DEF 2000
- 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.
- The Weather Painter Rainbow
-
SE
Secret Rare - X
- LIGHT Link 3 [ Fairy / Link / Effect ] ATK 2400 DEF -
-
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.
- The Weather Snowy Canvas
-
SR
Super Rare - X
- SPELL Continuous
-
"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".
- The Weather Rainy Canvas
-
SR
Super Rare - X
- SPELL Continuous
-
"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".
- The Weather Cloudy Canvas
-
SR
Super Rare - X
- SPELL Continuous
-
"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".
- The Weather Sunny Canvas
-
SR
Super Rare - X
- SPELL Continuous
-
"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".
- The Weather Thundery Canvas
-
SE
Secret Rare - X
- TRAP Continuous
-
"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".
- The Weather Auroral Canvas
-
SR
Super Rare - X
- TRAP Continuous
-
"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".
- Hand of the Six Samurai
-
SR
Super Rare - X
- FIRE Level 3 [ Warrior / Effect ] ATK 1600 DEF 1000
- If you control another "Six Samurai" monster: You can Tribute 1 "Six Samurai" monster, then target 1 monster on the field; destroy that target.
- Legendary Six Samurai - Kageki
-
SR
Super Rare - X
- WIND Level 3 [ Warrior / Effect ] ATK 200 DEF 2000
- When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Six Samurai" monster from your hand. While you control a "Six Samurai" monster with a different name, this card gains 1500 ATK.
- Legendary Six Samurai - Shinai
-
SR
Super Rare - X
- WATER Level 3 [ Warrior / Effect ] ATK 1500 DEF 1500
- If you control "Legendary Six Samurai - Mizuho", you can Special Summon this card (from your hand). If this card on the field is Tributed: Target 1 "Six Samurai" monster in your GY, except "Legendary Six Samurai - Shinai"; add it to your hand.
- Legendary Six Samurai - Mizuho
-
SR
Super Rare - X
- FIRE Level 3 [ Warrior / Effect ] ATK 1600 DEF 1000
- If you control "Legendary Six Samurai - Shinai", you can Special Summon this card (from your hand). Once per turn: You can Tribute another face-up "Six Samurai" monster, then target 1 card on the field; destroy that target.
- Shien's Advisor
-
SR
Super Rare - X
- EARTH Level 4 [ Warrior / Effect ] ATK 1200 DEF 400
- If this card is Normal Summoned while you control a "Six Samurai" monster: Declare 1 Monster Type; while this card is face-up on the field, monsters with the declared Monster Type cannot declare an attack or be Special Summoned.
- Honest
-
SR
Super Rare - X
- LIGHT Level 4 [ Fairy / Effect ] ATK 1100 DEF 1900
- During your Main Phase: You can return this face-up card from the field to the hand. During the Damage Step, when a LIGHT monster you control battles (Quick Effect): You can send this card from your hand to the GY; that monster gains ATK equal to the ATK of the opponent's monster it is battling, until the end of this turn.
- Asceticism of the Six Samurai
-
SR
Super Rare - X
- SPELL Quick-Play
- Target 1 "Six Samurai" monster you control; Special Summon 1 "Six Samurai" monster from your Deck with the same ATK but a different name, and if you do, destroy it during the End Phase of this turn.
- Shien's Dojo
-
SR
Super Rare - X
- SPELL Continuous
- Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the GY; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card.
- Photon Veil
-
SR
Super Rare - X
- SPELL
- Shuffle 3 LIGHT monsters from your hand into the Deck, then add 1 to 3 Level 4 or lower LIGHT monsters from your Deck to your hand. If you add 2 or more monsters, they must have the same name.
- Constellar Belt
-
SR
Super Rare - X
- SPELL Continuous
- The activation of LIGHT monsters' effects cannot be negated.
- Return of the Six Samurai
-
SR
Super Rare - X
- TRAP
- Target 1 "Six Samurai" monster in your GY; Special Summon that target. Destroy it during the End Phase of this turn.
- Backs to the Wall
-
SR
Super Rare - X
- TRAP
- Pay LP so that you only have 100 left; Special Summon as many "Six Samurai" monsters with different names from your GY as possible. You cannot Special Summon a monster with the same name as a monster you already control.
- Double-Edged Sword Technique
-
SR
Super Rare - X
- TRAP
- Target 2 "Six Samurai" monsters in your GY; Special Summon those targets in Attack Position. During the End Phase of this turn, destroy them, and if you do, take damage equal to those destroyed monsters' ATK.
- Musakani Magatama
-
SR
Super Rare - X
- TRAP Counter
- When your opponent activates a Spell/Trap Card, or monster effect, that destroys a card(s), while you control a "Six Samurai" monster: Negate the activation, and if you do, destroy it.
- Battleguard Howling
-
SR
Super Rare - X
- TRAP
- When a Warrior monster you control is targeted for an attack, or by an opponent's monster effect: Target 1 face-up monster your opponent controls; inflict damage to your opponent equal to the original ATK of the face-up monster you targeted with this card, and if you do, return it to the hand.
- Beckoning Light
-
SR
Super Rare - X
- TRAP
- Discard your entire hand, then for each card you discarded to the GY by this effect, add 1 LIGHT monster from your GY to your hand.
- Scrap-Iron Scarecrow
-
SR
Super Rare - X
- TRAP
- When an opponent's monster declares an attack: Target the attacking monster; negate the attack, also, after that, Set this card face-down instead of sending it to the GY.
- Scrap-Iron Statue
-
SR
Super Rare - X
- 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.
- Miraculous Descent
-
SR
Super Rare - X
- TRAP Continuous
- Target 1 of your banished Fairy monsters; Special Summon it. When this card leaves the field, destroy that monster. When that monster is destroyed, destroy this card.