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

OTS TOURNAMENT PACK 8

( Release Date : 08/17/2018 )

Total of 25 Card(s)

 
  • Droll & Lock Bird Ultimate Rare
    WIND WIND Level Level 1 [ Spellcaster / Effect ] ATK 0 DEF 0  
    If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.
    Droll & Lock Bird
  • Sky Striker Ace - Kagari Ultimate Rare
    FIRE FIRE Link Link 1 [ Machine / Link / Effect ] ATK 1500 DEF -  
    1 non-FIRE "Sky Striker Ace" monster
    If this card is Special Summoned: You can target 1 "Sky Striker" Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon "Sky Striker Ace - Kagari(s)" once per turn.
    Sky Striker Ace - Kagari
  • Scapegoat Ultimate Rare Limited
    SPELL SPELL Quick-Play Quick-Play  
    Special Summon 4 "Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. They cannot be Tributed for a Tribute Summon. You cannot Summon other monsters the turn you activate this card (but you can Normal Set).
    Scapegoat
  • Ruin, Supreme Queen of Oblivion Super Rare
    LIGHT LIGHT Level Level 10 [ Fairy / Ritual / Effect ] ATK 2900 DEF 3000  
    You can Ritual Summon this card with "Cycle of the World". This card's name becomes "Ruin, Queen of Oblivion" while in the hand or on the field. While this Ritual Summoned card is on the field, Ritual Monsters you control cannot be destroyed by card effects. If all monsters used to Ritual Summon this card were Ritual Monsters, it can make a second attack during each Battle Phase. If this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to that destroyed monster's original ATK.
    Ruin, Supreme Queen of Oblivion
  • Demise, Supreme King of Armageddon Super Rare
    DARK DARK Level Level 10 [ Fiend / Ritual / Effect ] ATK 3000 DEF 3000  
    You can Ritual Summon this card with "Cycle of the World". This card's name becomes "Demise, King of Armageddon" while in the hand or on the field. While this Ritual Summoned card is on the field, your Ritual Monsters cannot be destroyed by battle. If all monsters used to Ritual Summon this card were Ritual Monsters, you do not pay LP to activate its effects. Once per turn: You can pay 2000 LP; destroy as many other cards on the field as possible, and if you do, inflict 200 damage to your opponent for each destroyed card they controlled.
    Demise, Supreme King of Armageddon
  • Twin Triangle Dragon Super Rare
    DARK DARK Link Link 2 [ Dragon / Link / Effect ] ATK 1200 DEF -  
    2 Level 4 or lower Dragon monsters, except Tokens
    When this card is Link Summoned: You can pay 500 LP, then target 1 Level 5 or higher monster in your GY; Special Summon it to your zone this card points to, but it cannot attack this turn, also it has its effects negated.
    Twin Triangle Dragon
  • Underclock Taker Super Rare
    DARK DARK Link Link 2 [ Cyberse / Link / Effect ] ATK 1000 DEF -  
    2 Effect Monsters
    Once per turn: You can target 1 face-up monster this card points to and 1 face-up monster your opponent controls; the opponent's target loses ATK equal to the ATK of the target this monster points to, until the end of this turn.
    Underclock Taker
  • Machine Duplication Super Rare
    SPELL SPELL  
    Target 1 Machine monster you control with 500 or less ATK; Special Summon up to 2 monsters from your Deck with the same name as that face-up monster.
    Machine Duplication
  • Broken Bamboo Sword Super Rare
    SPELL SPELL Equip Equip  
    The equipped monster gains 0 ATK.
    Broken Bamboo Sword
  • Space Gift Super Rare
    SPELL SPELL  
    Draw 1 card for each different "Neo-Spacian" name on the monsters you control.
    Space Gift
  • Secret Village of the Spellcasters Super Rare
    SPELL SPELL Field Field  
    If only you control a Spellcaster monster, your opponent cannot activate Spell Cards. If you control no Spellcaster monsters, you cannot activate Spell Cards.
    Secret Village of the Spellcasters
  • Waking the Dragon Super Rare
    TRAP TRAP  
    If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the GY or banished: You can Special Summon 1 monster from your Deck or Extra Deck.
    Waking the Dragon
  • Invader of Darkness
    DARK DARK Level Level 8 [ Fiend / Effect ] ATK 2900 DEF 2500  
    Your opponent cannot activate Quick-Play Spell Cards.
    Invader of Darkness
  • Ritual Raven
    DARK DARK Level Level 1 [ Fiend / Effect ] ATK 300 DEF 300  
    If you Ritual Summon exactly 1 DARK Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement.
    Ritual Raven
  • Ojama Red
    LIGHT LIGHT Level Level 2 [ Beast / Effect ] ATK 0 DEF 1000  
    When this card is Normal Summoned: You can Special Summon up to 4 "Ojama" monsters from your hand in Attack Position.
    Ojama Red
  • Artifact Moralltach
    LIGHT LIGHT Level Level 5 [ Fairy / Effect ] ATK 2100 DEF 1400  
    You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: You can destroy 1 face-up card your opponent controls.
    Artifact Moralltach
  • Twilight Ninja Getsuga, the Shogun
    DARK DARK Level Level 8 [ Warrior / Effect ] ATK 2000 DEF 3000  
    You can Tribute Summon this card by Tributing 1 "Ninja" monster. If this card is in Attack Position: You can target 2 "Ninja" monsters in your GY, except "Twilight Ninja Getsuga, the Shogun"; change this card to Defense Position, and if you do, Special Summon those monsters. You can only use this effect of "Twilight Ninja Getsuga, the Shogun" once per turn.
    Twilight Ninja Getsuga, the Shogun
  • Windwitch - Snow Bell
    WIND WIND Level Level 1 [ Spellcaster / Tuner / Effect ] ATK 100 DEF 100  
    If you control 2 or more WIND monsters, and no non-WIND monsters: You can Special Summon this card from your hand. A WIND Synchro Monster that was Summoned using this card as Synchro Material cannot be destroyed by your opponent's card effects.
    Windwitch - Snow Bell
  • Windwitch - Glass Bell
    WIND WIND Level Level 4 [ Spellcaster / Tuner / Effect ] ATK 1500 DEF 1500  
    If this card is Normal or Special Summoned: You can add 1 "Windwitch" monster from your Deck to your hand, except "Windwitch - Glass Bell", also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Windwitch - Glass Bell" once per turn.
    Windwitch - Glass Bell
  • Divine Sword - Phoenix Blade
    SPELL SPELL Equip Equip  
    Equip only to a Warrior monster. It gains 300 ATK. During your Main Phase, if this card is in your GY: You can banish 2 Warrior monsters from your GY; add this card to your hand.
    Divine Sword - Phoenix Blade
  • Neo Space
    SPELL SPELL Field Field  
    "Elemental HERO Neos" and all Fusion Monsters that specifically list "Elemental HERO Neos" as a Fusion Material gain 500 ATK. Fusion Monsters that specifically list "Elemental HERO Neos" as a Fusion Material do not have to activate their effects during the End Phase that shuffle them into the Extra Deck.
    Neo Space
  • Axe of Fools
    SPELL SPELL Equip Equip  
    The equipped monster gains 1000 ATK, also its effects are negated. Once per turn, during your Standby Phase: Inflict 500 damage to the controller of the equipped monster.
    Axe of Fools
  • Ninjitsu Art Notebook
    SPELL SPELL Continuous Continuous  
    Once per turn: You can send 1 "Ninja" monster from your hand to the GY; Set 1 "Ninjitsu Art" Spell/Trap directly from your Deck, except "Ninjitsu Art Notebook".
    Ninjitsu Art Notebook
  • Nutrient Z
    TRAP TRAP  
    During damage calculation, when you are about to take 2000 or more battle damage: Gain 4000 LP first.
    Nutrient Z
  • Cursed Seal of the Forbidden Spell
    TRAP TRAP Counter Counter  
    When a Spell Card is activated: Discard 1 Spell; negate the activation, and if you do, destroy it, and if you do that, your opponent cannot activate Spell Cards with that name for the rest of this Duel.
    Cursed Seal of the Forbidden Spell