Yu-Gi-Oh! TRADING CARD GAME - CARD DATABASE

LEGENDARY HERO DECKS

( Release Date : 10/12/2018 )

Total of 114 Card(s)

 
  • Xtra HERO Dread Decimator Ultra Rare
    DARK DARK Link Link 3 [ Warrior / Link / Effect ] ATK 2500 DEF -  
    2+ "HERO" monsters
    This card, also any "HERO" monsters it points to, gains 100 ATK for each "HERO" monster with different names in your GY. If this card attacks a Defense Position monster, inflict piercing battle damage.
    Xtra HERO Dread Decimator
  • Destiny HERO - Dogma
    DARK DARK Level Level 8 [ Warrior / Effect ] ATK 3400 DEF 2400  
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, including at least 1 "Destiny HERO" monster. Once per turn, if you still control this face-up card during your opponent's next Standby Phase after you Special Summoned it this way: Halve your opponent's LP.
    Destiny HERO - Dogma
  • Destiny HERO - Plasma
    DARK DARK Level Level 8 [ Warrior / Effect ] ATK 1900 DEF 600  
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). This card gains ATK equal to half the original ATK of the monster equipped to it by this effect.
    Destiny HERO - Plasma
  • Destiny HERO - Dreadmaster
    DARK DARK Level Level 8 [ Warrior / Effect ] ATK ? DEF ?  
    If this card is Special Summoned by "Clock Tower Prison": Destroy all monsters you control, except "Destiny HERO" monsters, also, after that, you can Special Summon up to 2 "Destiny HERO" monsters from your GY. After this card is Special Summoned, for the rest of this turn, "Destiny HERO" monsters you control cannot be destroyed, also you take no battle damage when they battle. The ATK/DEF of this card are equal to the combined original ATK of all other "Destiny HERO" monsters you control.
    Destiny HERO - Dreadmaster
  • Destiny HERO - Malicious Semi-limited
    DARK DARK Level Level 6 [ Warrior / Effect ] ATK 800 DEF 800  
    You can banish this card from your GY; Special Summon 1 "Destiny HERO - Malicious" from your Deck.
    Destiny HERO - Malicious
  • Destiny HERO - Celestial
    DARK DARK Level Level 4 [ Warrior / Effect ] ATK 1600 DEF 1400  
    When this card declares an attack: You can target 1 face-up Spell your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the GY: You can banish this card and 1 "Destiny HERO" monster from your GY; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.
    Destiny HERO - Celestial
  • Destiny HERO - Diamond Dude
    DARK DARK Level Level 4 [ Warrior / Effect ] ATK 1400 DEF 1600  
    Once per turn: You can excavate the top card of your Deck, and if it is a Normal Spell, send it to the GY, otherwise place it on the bottom of your Deck. During the Main Phase of your next turn, you can activate the effect of that Spell in your GY (even if you no longer control this face-up card).
    Destiny HERO - Diamond Dude
  • Destiny HERO - Dread Servant
    DARK DARK Level Level 3 [ Warrior / Effect ] ATK 400 DEF 700  
    If this card is Normal Summoned: Place 1 Clock Counter on each "Clock Tower Prison". When this card is destroyed by battle and sent to the GY: You can target 1 Spell/Trap you control; destroy that target.
    Destiny HERO - Dread Servant
  • Destiny HERO - Disk Commander Ultra Rare
    DARK DARK Level Level 1 [ Warrior / Effect ] ATK 300 DEF 300  
    Cannot be Special Summoned from the GY the turn this card was sent to the GY. If this card is Special Summoned from the GY: You can draw 2 cards. You can only use this effect of "Destiny HERO - Disk Commander" once per Duel.
    Destiny HERO - Disk Commander
  • Destiny HERO - Dark Angel
    DARK DARK Level Level 1 [ Warrior / Effect ] ATK 0 DEF 0  
    If you have 3 or more "Destiny HERO" monsters in your GY: You can discard this card, then target 1 "Destiny HERO" monster in your GY; Special Summon it to your opponent's field in Defense Position. When a Spell Card or effect you activate resolves, negate that effect, and if you do, or if it did not have an effect, destroy that card. During your Standby Phase: You can banish this card and 1 "Destiny HERO" monster from your GY; each player chooses 1 Normal Spell from their Deck, and places it on top of their Deck.
    Destiny HERO - Dark Angel
  • Destiny HERO - Dynatag
    DARK DARK Level Level 5 [ Warrior / Effect ] ATK 1000 DEF 1000  
    During damage calculation, when you would take battle damage (Quick Effect): You can discard this card; make yourself take no battle damage from that battle, and if you do, each player takes 1000 damage. You can banish this card from your GY, then target 1 "Destiny HERO" monster you control; it gains 1000 ATK until the end of your opponent's next turn.
    Destiny HERO - Dynatag
  • Destiny HERO - Drilldark
    DARK DARK Level Level 4 [ Warrior / Effect ] ATK 1600 DEF 1200  
    If this card is Normal or Special Summoned: You can Special Summon 1 "Destiny HERO" monster from your hand with ATK less than or equal to this card's ATK on the field. You can only use this effect of "Destiny HERO - Drilldark" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
    Destiny HERO - Drilldark
  • Destiny HERO - Decider
    DARK DARK Level Level 4 [ Warrior / Effect ] ATK 1600 DEF 1000  
    Level 6 or higher monsters your opponent controls cannot target this card for attacks. You can only use each of the following effects of "Destiny HERO - Decider" once per Duel.
    ●If this card is Normal or Special Summoned: You can add 1 "HERO" monster from your GY to your hand during the End Phase of this turn.
    ●When a card or effect is activated that would inflict damage to you, while this card is in your GY (Quick Effect): Return this card to your hand, and if you do, make that effect damage to you 0.
    Destiny HERO - Decider
  • Destiny HERO - Dreamer
    DARK DARK Level Level 1 [ Warrior / Effect ] ATK 0 DEF 600  
    During damage calculation, if your "Destiny HERO" monster battles and this card is in your GY: You can Special Summon this card, and if you do, your monster cannot be destroyed by that battle, also you take no battle damage from that battle. If Summoned this way, banish this card when it leaves the field. You can only use this effect of "Destiny HERO - Dreamer" once per turn.
    Destiny HERO - Dreamer
  • D Cubed
    DARK DARK Level Level 1 [ Machine / Effect ] ATK 0 DEF 0  
    If this card is Normal Summoned: It is also treated as a "Destiny HERO" monster while face-up on the field. You can only use each of the following effects of "D Cubed" once per turn.
    ●You can discard up to 2 cards; Special Summon "D Cubed" from your hand, Deck, and/or GY, equal to the number discarded, also for the rest of this turn, you cannot Normal or Special Summon other monsters, except "Destiny HERO" monsters.
    ●If this card is destroyed by battle or card effect: You can send 1 "Destiny HERO" monster from your Deck to the GY.
    D Cubed
  • Elemental HERO Shadow Mist
    DARK DARK Level Level 4 [ Warrior / Effect ] ATK 1000 DEF 1500  
    If this card is Special Summoned: You can add 1 "Change" Quick-Play Spell Card from your Deck to your hand. If this card is sent to the GY: You can add 1 "HERO" monster from your Deck to your hand, except "Elemental HERO Shadow Mist". You can only use 1 "Elemental HERO Shadow Mist" effect per turn, and only once that turn.
    Elemental HERO Shadow Mist
  • Elemental HERO Blazeman
    FIRE FIRE Level Level 4 [ Warrior / Effect ] ATK 1200 DEF 1800  
    If this card is Normal or Special Summoned: You can add 1 "Polymerization" from your Deck to your hand. During your Main Phase: You can activate this effect; you cannot Special Summon monsters for the rest of this turn, except Fusion Monsters, also send 1 "Elemental HERO" monster from your Deck to the GY, except "Elemental HERO Blazeman", and if you do, this card's Attribute and ATK/DEF become the same as the monster sent to the GY, until the end of this turn. You can only use 1 "Elemental HERO Blazeman" effect per turn, and only once that turn.
    Elemental HERO Blazeman
  • Destiny Draw
    SPELL SPELL  
    Discard 1 "Destiny HERO" card; draw 2 cards.
    Destiny Draw
  • Over Destiny
    SPELL SPELL  
    Target 1 "Destiny HERO" monster in your GY; Special Summon 1 "Destiny HERO" monster from your Deck whose Level is less than or equal to half of that target's Level, but destroy it during the End Phase of this turn.
    Over Destiny
  • Clock Tower Prison
    SPELL SPELL Field Field  
    Once per turn, during your opponent's Standby Phase: Place 1 Clock Counter on this card. While there are 4 or more Clock Counters on this card, you do not take any battle damage. If this card with 4 or more Clock Counters is destroyed and sent to the GY: Special Summon 1 "Destiny HERO - Dreadmaster" from your hand or Deck.
    Clock Tower Prison
  • Dark City
    SPELL SPELL Field Field  
    When a "Destiny HERO" monster attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only.
    Dark City
  • Mask Change
    SPELL SPELL Quick-Play Quick-Play  
    Target 1 "HERO" monster you control; send it to the GY, also, after that, if it left the field by this effect, Special Summon 1 "Masked HERO" monster from your Extra Deck with the same Attribute that the sent monster had when it was on the field (its original Attribute, if face-down).
    Mask Change
  • Polymerization
    SPELL SPELL  
    Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.
    Polymerization
  • Monster Reborn Limited
    SPELL SPELL  
    Target 1 monster in either GY; Special Summon it.
    Monster Reborn
  • Magical Stone Excavation
    SPELL SPELL  
    Discard 2 cards, then target 1 Spell in your GY; add it to your hand.
    Magical Stone Excavation
  • Terraforming Limited
    SPELL SPELL  
    Add 1 Field Spell from your Deck to your hand.
    Terraforming
  • A Feather of the Phoenix
    SPELL SPELL  
    Discard 1 card, then target 1 card in your GY; return that target to the top of your Deck.
    A Feather of the Phoenix
  • Destiny Signal
    TRAP TRAP  
    When a monster you control is destroyed by battle and sent to the GY: Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand or Deck.
    Destiny Signal
  • D - Time
    TRAP TRAP  
    When a face-up "Elemental HERO" monster you control leaves the field: Add 1 "Destiny HERO" monster from your Deck to your hand whose Level is less than or equal to that "Elemental HERO" monster's original Level.
    D - Time
  • Eternal Dread
    TRAP TRAP  
    Place 2 Clock Counters on each "Clock Tower Prison".
    Eternal Dread
  • D-Fusion
    TRAP TRAP  
    Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Material, and if you do, it cannot be destroyed by battle or card effects this turn. Only "Destiny HERO" monsters can be used as Fusion Material for a Fusion Summon using this card's effect.
    D-Fusion
  • Destiny End Dragoon
    DARK DARK Level Level 10 [ Warrior / Fusion / Effect ] ATK 3000 DEF 3000  
    "Destiny HERO - Plasma" + "Destiny HERO - Dogma"
    A Fusion Summon of this card can only be done with the above Fusion Materials. Once per turn: You can target 1 monster your opponent controls; destroy that target, and if it was face-up, inflict damage to your opponent equal to the ATK it had on the field. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, during your Standby Phase, if this card is in your GY: You can banish 1 "Destiny HERO" card from your GY; Special Summon this card.
    Destiny End Dragoon
  • Destiny HERO - Dusktopia
    DARK DARK Level Level 10 [ Warrior / Fusion / Effect ] ATK 3000 DEF 3000  
    1 "Destiny HERO" Fusion Monster + 1 "Destiny HERO" monster
    If this card is Fusion Summoned: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. Once per turn (Quick Effect): You can target 1 monster on the field; make it unable to be destroyed by battle or card effects, and if you do, neither player takes any battle damage from attacks involving that monster (these effects last until the end of this turn).
    Destiny HERO - Dusktopia
  • Destiny HERO - Dystopia
    DARK DARK Level Level 8 [ Warrior / Fusion / Effect ] ATK 2800 DEF 2400  
    2 "Destiny HERO" monsters
    If this card is Special Summoned: You can target 1 Level 4 or lower "Destiny HERO" monster in your GY; inflict damage to your opponent equal to that target's ATK. If this card's current ATK is different from its original ATK (except during the Damage Step) (Quick Effect): You can target 1 card on the field; destroy it, and if you do, this card's ATK becomes equal to this card's original ATK. You can only use each effect of "Destiny HERO - Dystopia" once per turn.
    Destiny HERO - Dystopia
  • Destiny HERO - Dangerous
    DARK DARK Level Level 6 [ Warrior / Fusion / Effect ] ATK 2000 DEF 2600  
    1 "Destiny HERO" monster + 1 DARK Effect Monster
    (Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.
    Destiny HERO - Dangerous
  • Masked HERO Dark Law
    DARK DARK Level Level 6 [ Warrior / Fusion / Effect ] ATK 2400 DEF 1800  
    Must be Special Summoned by "Mask Change". Any card sent to your opponent's GY is banished instead. Once per turn, if your opponent adds a card(s) from their Deck to their hand (except during the Draw Phase or the Damage Step): You can banish 1 random card from your opponent's hand.
    Masked HERO Dark Law
  • Masked HERO Anki
    DARK DARK Level Level 8 [ Warrior / Fusion / Effect ] ATK 2800 DEF 1200  
    Must be Special Summoned by "Mask Change". This card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. When this card destroys an opponent's monster by battle and sends it to the GY: You can add 1 "Change" Quick-Play Spell Card from your Deck to your hand. You can only use this effect of "Masked HERO Anki" once per turn.
    Masked HERO Anki
  • Xtra HERO Wonder Driver Ultra Rare
    LIGHT LIGHT Link Link 2 [ Warrior / Link / Effect ] ATK 1900 DEF -  
    2 "HERO" monsters
    If a "HERO" monster is Normal or Special Summoned to your zone this card points to: Target 1 "Polymerization" Spell Card, 1 "Fusion" Spell Card, or 1 "Change" Quick-Play Spell Card in your GY; Set that target. You can only activate this effect of "Xtra HERO Wonder Driver" once per turn. If this card is destroyed by battle and sent to the GY, or if this card in your possession is destroyed by an opponent's card effect and sent to your GY: Special Summon 1 "HERO" monster from your hand.
    Xtra HERO Wonder Driver
  • Gullveig of the Nordic Ascendant Ultra Rare
    LIGHT LIGHT Link Link 1 [ Fairy / Link / Effect ] ATK 800 DEF -  
    1 Level 5 or lower "Nordic" monster
    If this card is Link Summoned: You can banish up to 3 cards from your hand and/or field, and if you do, Special Summon that many "Nordic" monsters from your Deck in Defense Position, also, for the rest of this turn, you cannot Special Summon monsters, except "Aesir" monsters, nor Normal Summon/Set any monsters. You can only use this effect of "Gullveig of the Nordic Ascendant" once per turn. While this card points to an "Aesir" monster, your opponent cannot target that monster with card effects, also monsters your opponent controls cannot target this card for attacks.
    Gullveig of the Nordic Ascendant
  • Tanngrisnir of the Nordic Beasts
    EARTH EARTH Level Level 3 [ Beast / Effect ] ATK 1200 DEF 800  
    If this card is destroyed by battle and sent to the GY: Special Summon 2 "Nordic Beast Tokens" (Beast/EARTH/Level 3/ATK 0/DEF 0).
    Tanngrisnir of the Nordic Beasts
  • Tanngnjostr of the Nordic Beasts
    EARTH EARTH Level Level 3 [ Beast / Effect ] ATK 800 DEF 1100  
    When a monster you control is destroyed by battle and sent to your GY: You can Special Summon this card from your hand. Once per turn, when this Defense Position card on the field is changed to face-up Attack Position: You can Special Summon 1 "Nordic Beast" monster from your Deck in Defense Position, except "Tanngnjostr of the Nordic Beasts".
    Tanngnjostr of the Nordic Beasts
  • Garmr of the Nordic Beasts
    DARK DARK Level Level 4 [ Beast / Effect ] ATK 800 DEF 1900  
    If this card battles a Level 4 or lower monster, after damage calculation: You can return that monster to the hand.
    Garmr of the Nordic Beasts
  • Guldfaxe of the Nordic Beasts
    LIGHT LIGHT Level Level 4 [ Beast / Tuner / Effect ] ATK 1600 DEF 1000  
    If your opponent controls a Synchro Monster and you control no monsters, you can Special Summon this card (from your hand).
    Guldfaxe of the Nordic Beasts
  • Dverg of the Nordic Alfar
    EARTH EARTH Level Level 1 [ Warrior / Effect ] ATK 100 DEF 1000  
    After you Normal Summon this card, you can Normal Summon 1 "Nordic" monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this face-up card on the field is sent to the GY: Target 1 "Nordic Relic" card in your GY; add that target to your hand.
    Dverg of the Nordic Alfar
  • Ljosalf of the Nordic Alfar
    LIGHT LIGHT Level Level 4 [ Spellcaster / Effect ] ATK 1400 DEF 1200  
    When this card is Normal Summoned: You can target 1 face-up monster you control, except this card; Special Summon 1 "Nordic" monster from your hand with a Level less than or equal to that face-up monster's Level.
    Ljosalf of the Nordic Alfar
  • Svartalf of the Nordic Alfar
    DARK DARK Level Level 5 [ Spellcaster / Tuner / Effect ] ATK 1400 DEF 1600  
    When this card is Normal Summoned: You can target 1 "Nordic" monster in your GY; add that target to your hand.
    Svartalf of the Nordic Alfar
  • Mara of the Nordic Alfar
    DARK DARK Level Level 2 [ Spellcaster / Tuner / Effect ] ATK 1000 DEF 500  
    When using this card as Synchro Material, the other Synchro Materials must be 2 "Nordic" monsters in your hand.
    Mara of the Nordic Alfar
  • Mimir of the Nordic Ascendant
    DARK DARK Level Level 2 [ Fairy / Effect ] ATK 600 DEF 0  
    Once per turn, at the start of your Standby Phase, if you control a "Nordic" monster and this card is in your GY: You can send 1 Spell from your hand to the GY; Special Summon this card.
    Mimir of the Nordic Ascendant
  • Valkyrie of the Nordic Ascendant
    LIGHT LIGHT Level Level 2 [ Fairy / Tuner / Effect ] ATK 400 DEF 800  
    (This card is not treated as a "Valkyrie" card.)
    When this card is Normal Summoned, if your opponent controls a monster and you control no other cards: You can banish 2 "Nordic" monsters from your hand; Special Summon 2 "Einherjar Tokens" (Warrior/EARTH/Level 4/ATK 1000/DEF 1000) in Defense Position.
    Valkyrie of the Nordic Ascendant
  • Vanadis of the Nordic Ascendant
    DARK DARK Level Level 4 [ Fairy / Tuner / Effect ] ATK 1200 DEF 400  
    For a Synchro Summon, you can substitute this card for any 1 "Nordic" Tuner. If this card is used as Synchro Material, all other Synchro Materials must be "Nordic" monsters. Once per turn: You can send 1 "Nordic" monster from your Deck to the GY; this card's Level becomes the Level of that monster, until the end of this turn.
    Vanadis of the Nordic Ascendant
  • Tyr of the Nordic Champions
    LIGHT LIGHT Level Level 4 [ Warrior / Effect ] ATK 2000 DEF 2000  
    Your opponent's monsters cannot target "Nordic" monsters for attacks, except "Tyr of the Nordic Champions". If there is no other "Nordic" monster on the field, destroy this card.
    Tyr of the Nordic Champions
  • The Nordic Lights
    SPELL SPELL Field Field  
    "Nordic" monsters on the field cannot be destroyed by battle. If this card on the field is destroyed: Destroy all "Nordic" monsters on the field.
    The Nordic Lights
  • Nordic Relic Draupnir
    SPELL SPELL Equip Equip  
    Equip only to an "Aesir" or "Nordic" monster. It gains 800 ATK. If this face-up card on the field is destroyed by a card effect: You can add 1 "Nordic Relic" card from your Deck to your hand.
    Nordic Relic Draupnir
  • March Towards Ragnarok
    SPELL SPELL Quick-Play Quick-Play  
    Target 1 "Aesir" monster you control; until the end of this turn, its effects are negated, also that face-up monster is unaffected by the effects of other Spells/Traps.
    March Towards Ragnarok
  • Forbidden Chalice
    SPELL SPELL Quick-Play Quick-Play  
    Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.
    Forbidden Chalice
  • Forbidden Lance
    SPELL SPELL Quick-Play Quick-Play  
    Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.
    Forbidden Lance
  • Forbidden Dress
    SPELL SPELL Quick-Play Quick-Play  
    Target 1 face-up monster on the field; until the end of this turn, that target loses 600 ATK, but cannot be targeted or destroyed by other card effects.
    Forbidden Dress
  • Soul Charge Forbidden
    SPELL SPELL  
    Target any number of monsters in your GY; Special Summon them, and if you do, you lose 1000 LP for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Soul Charge" per turn.
    Soul Charge
  • Dark Hole Ultra Rare
    SPELL SPELL  
    Destroy all monsters on the field.
    Dark Hole
  • Hey, Trunade!
    SPELL SPELL  
    Return all Set Spells and Traps on the field to the hand.
    Hey, Trunade!
  • Mystical Space Typhoon
    SPELL SPELL Quick-Play Quick-Play  
    Target 1 Spell/Trap on the field; destroy that target.
    Mystical Space Typhoon
  • Gleipnir, the Fetters of Fenrir
    TRAP TRAP  
    Add 1 "Nordic" monster from your Deck to your hand.
    Gleipnir, the Fetters of Fenrir
  • Nordic Relic Brisingamen
    TRAP TRAP  
    Target 1 face-up monster you control and 1 face-up monster your opponent controls; the ATK of the first target becomes equal to the original ATK of the second target, until the end of this turn.
    Nordic Relic Brisingamen
  • Nordic Relic Laevateinn
    TRAP TRAP  
    Target 1 face-up monster on the field that destroyed a monster by battle this turn; destroy it. Cards and effects cannot be activated in response to this card's activation.
    Nordic Relic Laevateinn
  • Nordic Relic Gungnir
    TRAP TRAP  
    Banish 1 "Aesir" or "Nordic" monster you control, then target 1 card on the field; destroy it, also during your 2nd End Phase after activation, return the monster you banished to activate this card to the field in face-up Attack Position.
    Nordic Relic Gungnir
  • Nordic Relic Megingjord
    TRAP TRAP  
    Target 1 "Aesir" or "Nordic" monster you control; its ATK/DEF become double its original ATK/DEF, until the end of this turn, but it cannot attack your opponent directly this turn.
    Nordic Relic Megingjord
  • Solemn Authority
    TRAP TRAP Continuous Continuous  
    Activate this card by targeting 1 "Aesir" monster you control; it cannot be targeted by other card effects while this card is on the field. Send this card to the GY during your 2nd Standby Phase after activation.
    Solemn Authority
  • Thor, Lord of the Aesir
    EARTH EARTH Level Level 10 [ Beast-Warrior / Synchro / Effect ] ATK 3500 DEF 2800  
    1 "Nordic Beast" Tuner + 2+ non-Tuner monsters
    Once per turn: You can negate the effects of all face-up monsters your opponent currently controls, until the end of this turn. Once per turn, during the End Phase, if this face-up card you controlled was destroyed by your opponent's card and sent to your GY this turn: You can banish 1 "Nordic Beast" Tuner from your GY; Special Summon this card. If Summoned this way: Inflict 800 damage to your opponent.
    Thor, Lord of the Aesir
  • Loki, Lord of the Aesir
    DARK DARK Level Level 10 [ Spellcaster / Synchro / Effect ] ATK 3300 DEF 3000  
    1 "Nordic Alfar" Tuner + 2+ non-Tuner monsters
    Once per turn, when your opponent activates a Spell/Trap Card during your Battle Phase (Quick Effect): You can negate the activation, and if you do, destroy it. Once per turn, during the End Phase, if this face-up card you controlled was destroyed by your opponent's card and sent to your GY this turn: You can banish 1 "Nordic Alfar" Tuner from your GY; Special Summon this card. When Summoned this way: You can target 1 Trap in your GY; add that target to your hand.
    Loki, Lord of the Aesir
  • Odin, Father of the Aesir
    LIGHT LIGHT Level Level 10 [ Fairy / Synchro / Effect ] ATK 4000 DEF 3500  
    1 "Nordic Ascendant" Tuner + 2+ non-Tuner monsters
    Once per turn: You can make this card be unaffected by Spell/Trap effects until the end of this turn. Once per turn, during the End Phase, if this face-up card you controlled was destroyed by your opponent's card and sent to your GY this turn: You can banish 1 "Nordic Ascendant" Tuner from your GY; Special Summon this card. When Summoned this way: You can draw 1 card.
    Odin, Father of the Aesir
  • Leo, the Keeper of the Sacred Tree
    EARTH EARTH Level Level 10 [ Beast / Synchro / Effect ] ATK 3100 DEF 1900  
    1 Tuner + 1+ non-Tuner monsters
    Your opponent cannot target this card with card effects, except during your Main Phase 2.
    Leo, the Keeper of the Sacred Tree
  • Ascension Sky Dragon Ultra Rare
    LIGHT LIGHT Level Level 10 [ Dragon / Synchro / Effect ] ATK ? DEF 3000  
    1 Tuner + 1+ non-Tuner monsters
    If this card is Synchro Summoned: It gains 800 ATK for each card currently in your hand. When this card you control is destroyed by your opponent's card and sent to your GY, if all of the monsters that were used for the Synchro Summon of this card are in your GY: You can Special Summon all of them, but their effects are negated. You can only use this effect of "Ascension Sky Dragon" once per turn.
    Ascension Sky Dragon
  • Beelzeus of the Diabolic Dragons
    DARK DARK Level Level 10 [ Dragon / Synchro / Effect ] ATK 4000 DEF 4000  
    1 DARK Tuner + 2+ non-Tuner monsters
    Cannot be destroyed by battle or card effects. Other monsters you control cannot attack. Once per turn: You can target 1 monster your opponent controls; any battle damage your opponent takes from attacks involving this card this turn is halved, also, change that monster's ATK to 0, and if you do, gain LP equal to its original ATK.
    Beelzeus of the Diabolic Dragons
  • Beelze of the Diabolic Dragons
    DARK DARK Level Level 8 [ Dragon / Synchro / Effect ] ATK 3000 DEF 3000  
    1 DARK Tuner + 1+ non-Tuner monsters
    Cannot be destroyed by battle or card effects. If you take damage from an attack involving this card, or from an opponent's card effect: This card gains ATK equal to the damage you took.
    Beelze of the Diabolic Dragons
  • Scrap Dragon
    EARTH EARTH Level Level 8 [ Dragon / Synchro / Effect ] ATK 2800 DEF 2000  
    1 Tuner + 1+ non-Tuner monsters
    Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card in your possession is destroyed by your opponent's card and sent to your GY: Target 1 non-Synchro "Scrap" monster in your GY; Special Summon that target.
    Scrap Dragon
  • Coral Dragon Ultra Rare
    WATER WATER Level Level 6 [ Dragon / Synchro / Tuner / Effect ] ATK 2400 DEF 500  
    1 Tuner + 1+ non-Tuner monsters
    Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the GY: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.
    Coral Dragon
  • The Phantom Knights of Rusty Bardiche Ultra Rare
    DARK DARK Link Link 3 [ Warrior / Link / Effect ] ATK 2100 DEF -  
    2+ DARK monsters
    During your Main Phase: You can send 1 "The Phantom Knights" monster from your Deck to the GY, then Set 1 "Phantom Knights" Spell/Trap directly from your Deck to your Spell & Trap Zone. If a DARK Xyz Monster(s) is Special Summoned to a zone(s) this card points to, while this monster is on the field (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use each effect of "The Phantom Knights of Rusty Bardiche" once per turn. Cannot be used as Link Material.
    The Phantom Knights of Rusty Bardiche
  • The Phantom Knights of Ancient Cloak
    DARK DARK Level Level 3 [ Warrior / Effect ] ATK 800 DEF 1000  
    If this card is in Attack Position: You can target 1 DARK monster on the field; change this card to Defense Position, and if you do, that monster gains 800 ATK/DEF until the end of your opponent's turn. You can banish this card from your GY; add 1 "The Phantom Knights" card from your Deck to your hand, except "The Phantom Knights of Ancient Cloak". You can only use each effect of "The Phantom Knights of Ancient Cloak" once per turn.
    The Phantom Knights of Ancient Cloak
  • The Phantom Knights of Silent Boots
    DARK DARK Level Level 3 [ Warrior / Effect ] ATK 200 DEF 1200  
    If you control a "The Phantom Knights" monster, you can Special Summon this card (from your hand). You can only Special Summon "The Phantom Knights of Silent Boots" once per turn this way. You can banish this card from your GY; add 1 "Phantom Knights" Spell/Trap from your Deck to your hand. You can only use this effect of "The Phantom Knights of Silent Boots" once per turn.
    The Phantom Knights of Silent Boots
  • The Phantom Knights of Ragged Gloves
    DARK DARK Level Level 3 [ Warrior / Effect ] ATK 1000 DEF 500  
    A DARK Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect.
    ●If it is Xyz Summoned: It gains 1000 ATK.
    You can banish this card from your GY; send 1 "Phantom Knights" card from your Deck to the GY. You can only use each effect of "The Phantom Knights of Ragged Gloves" once per turn.
    The Phantom Knights of Ragged Gloves
  • The Phantom Knights of Cloven Helm
    DARK DARK Level Level 4 [ Warrior / Effect ] ATK 1500 DEF 500  
    If a "Phantom Knights" card(s) is sent to your GY: This card gains 500 ATK. You can banish this card from your GY; during the End Phase of this turn, add 1 "Phantom Knights" card from your GY to your hand. You can only use each effect of "The Phantom Knights of Cloven Helm" once per turn.
    The Phantom Knights of Cloven Helm
  • The Phantom Knights of Fragile Armor
    DARK DARK Level Level 4 [ Warrior / Effect ] ATK 1000 DEF 2000  
    If a face-up "The Phantom Knights" monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. You can banish this card from your GY and send 1 "Phantom Knights" card from your hand to the GY; draw 1 card. You can only use each effect of "The Phantom Knights of Fragile Armor" once per turn.
    The Phantom Knights of Fragile Armor
  • Armageddon Knight Limited
    DARK DARK Level Level 4 [ Warrior / Effect ] ATK 1400 DEF 1200  
    When this card is Summoned: You can send 1 DARK monster from your Deck to the GY.
    Armageddon Knight
  • Blue Mountain Butterspy
    DARK DARK Level Level 4 [ Warrior / Effect ] ATK 0 DEF 1700  
    Cannot be Normal Summoned/Set. When you Normal Summon a Warrior monster: You can Special Summon this card from your hand. Cannot be used as Synchro Material.
    Blue Mountain Butterspy
  • Rescue Ferret
    EARTH EARTH Level Level 4 [ Beast / Effect ] ATK 300 DEF 100  
    You can shuffle this card you control into the Deck; Special Summon monster(s) from your Deck, except "Rescue Ferret", whose total Levels equal 6, to your zone(s) a Link Monster(s) points to, but those Summoned monsters have their effects negated, also destroy them during the End Phase. You can only use this effect of "Rescue Ferret" once per turn.
    Rescue Ferret
  • Junk Forward
    EARTH EARTH Level Level 3 [ Warrior / Effect ] ATK 900 DEF 1500  
    If you control no monsters, you can Special Summon this card (from your hand).
    Junk Forward
  • Kagemucha Knight
    DARK DARK Level Level 3 [ Warrior / Effect ] ATK 0 DEF 0  
    When you Normal Summon a Level 3 monster: You can Special Summon this card from your hand. Cannot be used as Synchro Material.
    Kagemucha Knight
  • Cockadoodledoo
    WIND WIND Level Level 5 [ Winged Beast / Tuner / Effect ] ATK 1600 DEF 2000  
    If there are no monsters on the field, you can Special Summon this card (from your hand) as a Level 3 monster. If your opponent controls a monster and you control no cards, you can Special Summon this card (from your hand) as a Level 4 monster. If this face-up card would leave the field, banish it instead.
    Cockadoodledoo
  • Effect Veiler
    LIGHT LIGHT Level Level 1 [ Spellcaster / Tuner / Effect ] ATK 0 DEF 0  
    During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.
    Effect Veiler
  • The Phantom Knights' Rank-Up-Magic Launch
    SPELL SPELL Quick-Play Quick-Play  
    During the Main Phase: Target 1 DARK Xyz Monster you control with no material; Special Summon from your Extra Deck, 1 DARK Xyz Monster that is 1 Rank higher than that monster you control, by using it as material, and if you do, attach this card to it as additional material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) During your Main Phase: You can banish this card from your GY, then target 1 DARK Xyz Monster you control; attach 1 "The Phantom Knights" monster from your hand to that monster as material.
    The Phantom Knights' Rank-Up-Magic Launch
  • Phantom Knights' Spear
    SPELL SPELL Continuous Continuous  
    Each time your opponent activates a card or effect that targets a "The Phantom Knights" monster(s) you control, inflict 500 damage to your opponent immediately after it resolves. If a DARK monster you control would be destroyed by battle or an opponent's card effect, you can banish this card from your GY instead.
    Phantom Knights' Spear
  • Foolish Burial Limited
    SPELL SPELL  
    Send 1 monster from your Deck to the GY.
    Foolish Burial
  • Reinforcement of the Army Limited
    SPELL SPELL  
    Add 1 Level 4 or lower Warrior monster from your Deck to your hand.
    Reinforcement of the Army
  • Dark Eruption
    SPELL SPELL  
    Target 1 DARK monster with 1500 or less ATK in your GY; add that target to your hand.
    Dark Eruption
  • Twin Twisters Ultra Rare
    SPELL SPELL Quick-Play Quick-Play  
    Discard 1 card, then target up to 2 Spells/Traps on the field; destroy them.
    Twin Twisters
  • Phantom Knights' Fog Blade
    TRAP TRAP Continuous Continuous  
    Activate this card by targeting 1 Effect Monster on the field; negate that face-up monster's effects, that face-up monster cannot attack, also monsters cannot target that face-up monster for attacks. When it leaves the field, destroy this card. You can banish this card from your GY, then target 1 "The Phantom Knights" monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Phantom Knights' Fog Blade" once per turn.
    Phantom Knights' Fog Blade
  • Phantom Knights' Sword
    TRAP TRAP Continuous Continuous  
    Activate this card by targeting 1 face-up monster on the field; it gains 800 ATK, also if that target would be destroyed by battle or card effect, you can destroy this card instead. When it leaves the field, destroy this card. You can banish this card from your GY, then target 1 "The Phantom Knights" monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Phantom Knights' Sword" once per turn.
    Phantom Knights' Sword
  • Phantom Knights' Wing
    TRAP TRAP  
    Target 1 face-up monster on the field; it gains 500 ATK, also the first time that target would be destroyed by battle or card effect this turn, it is not destroyed. You can banish this card from your GY, then target 1 "The Phantom Knights" monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Phantom Knights' Wing" once per turn.
    Phantom Knights' Wing
  • The Phantom Knights of Shadow Veil
    TRAP TRAP  
    Target 1 face-up monster you control; it gains 300 ATK/DEF. When an opponent's monster declares a direct attack while this card is in your GY: Special Summon this card in Defense Position as a Normal Monster (Warrior/DARK/Level 4/ATK 0/DEF 300). (This card is NOT treated as a Trap.) If Summoned this way, banish this card when it leaves the field.
    The Phantom Knights of Shadow Veil
  • The Phantom Knights of Shade Brigandine
    TRAP TRAP  
    Special Summon this card in Defense Position as a Normal Monster (Warrior/DARK/Level 4/ATK 0/DEF 300). (This card is NOT treated as a Trap.) If you have no Traps in your GY, you can activate this card the turn it was Set. You can only activate 1 "The Phantom Knights of Shade Brigandine" per turn.
    The Phantom Knights of Shade Brigandine
  • The Phantom Knights of Dark Gauntlets
    TRAP TRAP  
    Send 1 "Phantom Knights" Spell/Trap from your Deck to the GY. When an opponent's monster declares a direct attack while you control no cards and this card is in your GY: Special Summon this card in Defense Position as an Effect Monster (Warrior/DARK/Level 4/ATK 300/DEF 600), but banish it when it leaves the field. (This card is NOT treated as a Trap.) If Summoned this way, this card gains 300 DEF for each "Phantom Knights" Spell/Trap in your GY.
    The Phantom Knights of Dark Gauntlets
  • The Phantom Knights of Tomb Shield
    TRAP TRAP  
    Special Summon this card in Attack Position as a Normal Monster (Warrior/DARK/Level 3/ATK 0/DEF 0). (This card is NOT treated as a Trap.) During your turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up Trap your opponent controls; negate its effects until the end of this turn.
    The Phantom Knights of Tomb Shield
  • The Phantom Knights of Lost Vambrace
    TRAP TRAP  
    Target 1 face-up monster on the field; if that target is still face-up on the field, "The Phantom Knights" monsters you control cannot be destroyed by battle, also that target loses 600 ATK, also its Level becomes 2. These effects last until the end of this turn. Then, Special Summon this card in Defense Position as a Normal Monster (Warrior/DARK/Level 2/ATK 600/DEF 0). (This card is NOT treated as a Trap.)
    The Phantom Knights of Lost Vambrace
  • The Phantom Knights of Wrong Magnetring
    TRAP TRAP  
    When an opponent's monster declares an attack: Negate that attack, then Special Summon this card in Attack Position as an Effect Monster (Warrior/DARK/Level 2/ATK 0/DEF 0) with the following effect. (This card is NOT treated as a Trap.)
    ●(Quick Effect): You can send this card and 1 face-up card you control to the GY (either a "The Phantom Knights" monster or a "Phantom Knights" Continuous Spell/Trap); draw 2 cards.
    The Phantom Knights of Wrong Magnetring
  • The Phantom Knights of Mist Claws Ultra Rare
    TRAP TRAP  
    Target 1 of your banished "The Phantom Knights" monsters; add it to your hand. When an opponent's monster declares a direct attack while this card is in your GY: You can target 1 Level 4 or lower "The Phantom Knights" monster in your GY; Special Summon that monster, and if you do, Special Summon this card as a Normal Monster with the same original Level as that monster (Warrior/DARK/ATK 0/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, banish this card when it leaves the field.
    The Phantom Knights of Mist Claws
  • The Phantom Knights of Break Sword Ultra Rare
    DARK DARK Rank Rank 3 [ Warrior / Xyz / Effect ] ATK 2000 DEF 1000  
    2 Level 3 monsters
    Once per turn: You can detach 1 material from this card, then target 1 card you control and 1 card your opponent controls; destroy them. If this Xyz Summoned card is destroyed: You can target 2 "The Phantom Knights" monsters with the same Level in your GY; Special Summon them and increase their Levels by 1, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.
    The Phantom Knights of Break Sword
  • The Phantom Knights of Cursed Javelin
    DARK DARK Rank Rank 2 [ Warrior / Xyz / Effect ] ATK 1600 DEF 0  
    2 Level 2 monsters
    You can detach 1 material from this card, then target 1 face-up monster your opponent controls; until the end of this turn, change its ATK to 0, also negate its effects. This is a Quick Effect if this card has a "The Phantom Knights" card as material. You can only use this effect of "The Phantom Knights of Cursed Javelin" once per turn.
    The Phantom Knights of Cursed Javelin
  • Dark Rebellion Xyz Dragon
    DARK DARK Rank Rank 4 [ Dragon / Xyz / Effect ] ATK 2500 DEF 2000  
    2 Level 4 monsters
    You can detach 2 materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.
    Dark Rebellion Xyz Dragon
  • Dark Requiem Xyz Dragon
    DARK DARK Rank Rank 5 [ Dragon / Xyz / Effect ] ATK 3000 DEF 2500  
    3 Level 5 monsters
    If this card has "Dark Rebellion Xyz Dragon" as material, it gains these effects.
    ●Once per turn: You can detach 1 material from this card, then target 1 face-up monster your opponent controls; change its ATK to 0, and if you do, this card gains ATK equal to that monster's original ATK.
    ●When your opponent activates a monster effect (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can Special Summon 1 Xyz Monster from your GY.
    Dark Requiem Xyz Dragon
  • Evilswarm Nightmare
    DARK DARK Rank Rank 4 [ Fiend / Xyz / Effect ] ATK 950 DEF 1950  
    2 Level 4 DARK monsters
    When your opponent Special Summons a monster(s) (except during the Damage Step): You can detach 1 material from this card; change that Special Summoned monster(s) to face-down Defense Position.
    Evilswarm Nightmare
  • Evilswarm Thanatos
    DARK DARK Rank Rank 4 [ Fiend / Xyz / Effect ] ATK 2350 DEF 1350  
    2 Level 4 DARK monsters
    Once per turn (Quick Effect): You can detach 1 material from this card; this face-up card is unaffected by other monster effects this turn.
    Evilswarm Thanatos
  • Number 86: Heroic Champion - Rhongomyniad Ultra Rare Forbidden
    DARK DARK Rank Rank 4 [ Warrior / Xyz / Effect ] ATK 1500 DEF 1500  
    2 or more (max. 5) Level 4 Warrior monsters
    Once per turn, during your opponent's End Phase: Detach 1 material from this card. This card gains effects based on the number of materials attached to it.
    ●1+: Cannot be destroyed by battle.
    ●2+: Gains 1500 ATK/DEF.
    ●3+: Unaffected by other cards' effects.
    ●4+: Your opponent cannot Normal or Special Summon monsters.
    ●5: Once per turn: You can destroy all cards your opponent controls.
    Number 86: Heroic Champion - Rhongomyniad
  • Leviair the Sea Dragon
    WIND WIND Rank Rank 3 [ Aqua / Xyz / Effect ] ATK 1800 DEF 1600  
    2 Level 3 monsters
    Once per turn: You can detach 1 material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your field.
    Leviair the Sea Dragon
  • Dante, Traveler of the Burning Abyss
    LIGHT LIGHT Rank Rank 3 [ Warrior / Xyz / Effect ] ATK 1000 DEF 2500  
    2 Level 3 monsters
    Once per turn: You can detach 1 material from this card and choose a number from 1 to 3, then send that many cards from the top of your Deck to the GY; until the end of this turn, this card gains 500 ATK for each card sent to the GY this way. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is sent to the GY: You can target 1 "Burning Abyss" card in your GY, except this card; add it to your hand.
    Dante, Traveler of the Burning Abyss