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

SPEED DUEL: SCARS OF BATTLE

( Release Date : 08/02/2019 )

Total of 45 Card(s)

 
  • Magical Plant Mandragola
    DARK DARK Level Level 2 [ Spellcaster / Flip / Effect ] ATK 500 DEF 200  
    FLIP: Place 1 Spell Counter on each face-up card on the field that you can place a Spell Counter on.
    Magical Plant Mandragola
  • Dark Red Enchanter Super Rare
    DARK DARK Level Level 6 [ Spellcaster / Effect ] ATK 1700 DEF 2200  
    If this card is Normal Summoned: Place 2 Spell Counters on it. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Gains 300 ATK for each Spell Counter on it. Once per turn: You can remove 2 Spell Counters from this card; discard 1 random card from your opponent's hand.
    Dark Red Enchanter
  • Crystal Seer Super Rare
    WATER WATER Level Level 1 [ Spellcaster / Flip / Effect ] ATK 100 DEF 100  
    FLIP: Excavate the top 2 cards of your Deck, then add 1 of them to your hand, then place the other on the bottom of your Deck.
    Crystal Seer
  • Spell Power Grasp
    SPELL SPELL  
    Target 1 face-up card on the field that you can place a Spell Counter on; place 1 Spell Counter on that target, then you can add 1 "Spell Power Grasp" from your Deck to your hand. You can only activate 1 "Spell Power Grasp" per turn.
    Spell Power Grasp
  • Spellbinding Circle
    TRAP TRAP Continuous Continuous  
    Activate this card by targeting 1 monster your opponent controls; it cannot attack or change its battle position. When that monster is destroyed, destroy this card.
    Spellbinding Circle
  • Troop Dragon Super Rare
    WIND WIND Level Level 2 [ Dragon / Effect ] ATK 700 DEF 800  
    If this card is destroyed by battle and sent to the GY: Special Summon 1 "Troop Dragon" from your Deck.
    Troop Dragon
  • Vampire Lord Ultra Rare
    DARK DARK Level Level 5 [ Zombie / Effect ] ATK 2000 DEF 1500  
    If this card inflicts battle damage to your opponent: Declare 1 type of card (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the GY. Once per turn, during your next Standby Phase after this card in your possession was destroyed and sent to your GY by an opponent's card effect: Special Summon this card from the GY.
    Vampire Lord
  • Command Knight
    FIRE FIRE Level Level 4 [ Warrior / Effect ] ATK 1200 DEF 1900  
    All Warrior monsters you control gain 400 ATK. If you control another monster, monsters your opponent controls cannot target this card for attacks.
    Command Knight
  • Gearfried the Swordmaster Ultra Rare
    LIGHT LIGHT Level Level 7 [ Warrior / Effect ] ATK 2600 DEF 2200  
    Cannot be Normal Summoned/Set. Must be Special Summoned with "Release Restraint". Each time an Equip Card(s) is equipped to this card: Target 1 monster your opponent controls; destroy that target.
    Gearfried the Swordmaster
  • Release Restraint
    SPELL SPELL  
    Tribute 1 "Gearfried the Iron Knight"; Special Summon 1 "Gearfried the Swordmaster" from your hand or Deck.
    Release Restraint
  • Blue-Eyed Silver Zombie
    DARK DARK Level Level 3 [ Zombie / Normal ] ATK 900 DEF 700  
    The beams from the eyes of this creature are said to turn enemies into zombies.
    Blue-Eyed Silver Zombie
  • Fire Reaper
    DARK DARK Level Level 2 [ Zombie / Normal ] ATK 700 DEF 500  
    A reaper with a flaming arrow that burns an enemy to a crisp.
    Fire Reaper
  • Book of Life Ultra Rare
    SPELL SPELL  
    Target 1 Zombie monster in your GY and 1 monster in your opponent's GY; Special Summon the first target, also banish the second target.
    Book of Life
  • Skreech
    WATER WATER Level Level 4 [ Reptile / Effect ] ATK 1500 DEF 400  
    If this card is destroyed by battle: Send 2 WATER monsters from your Deck to the GY.
    Skreech
  • Fortress Whale
    WATER WATER Level Level 7 [ Fish / Ritual ] ATK 2350 DEF 2150  
    You can Ritual Summon this card with "Fortress Whale's Oath".
    Fortress Whale
  • Fortress Whale's Oath
    SPELL SPELL Ritual Ritual  
    This card is used to Ritual Summon "Fortress Whale". You must also Tribute monsters from your hand or field whose total Levels equal 7 or more.
    Fortress Whale's Oath
  • Kabazauls
    WATER WATER Level Level 4 [ Dinosaur / Normal ] ATK 1700 DEF 1500  
    A huge monster in the shape of a hippopotamus. The sneezing from his gigantic body is so fierce that people mistake it for a hurricane.
    Kabazauls
  • Jurrac Tyrannus
    FIRE FIRE Level Level 7 [ Dinosaur / Effect ] ATK 2500 DEF 1400  
    You can Tribute 1 Dinosaur monster; this card gains 500 ATK. If this card destroys an opponent's monster by battle and sends it to the GY: This card gains 300 ATK.
    Jurrac Tyrannus
  • Empress Mantis
    WIND WIND Level Level 6 [ Insect / Normal ] ATK 2200 DEF 1400  
    Queen of an army of giant mantises whose command moves legions.
    Empress Mantis
  • Danipon
    EARTH EARTH Level Level 2 [ Insect / Effect ] ATK 600 DEF 600  
    When this card is destroyed by battle and sent to the GY: You can add 1 Insect monster with 1000 or less DEF from your Deck to your hand.
    Danipon
  • Insect Armor with Laser Cannon
    SPELL SPELL Equip Equip  
    Equip only to an Insect monster. It gains 700 ATK.
    Insect Armor with Laser Cannon
  • Gatekeeper
    DARK DARK Level Level 5 [ Machine / Normal ] ATK 1500 DEF 1800  
    An indestructible mechanoid created for the sole purpose of guarding the gateways.
    Gatekeeper
  • Pendulum Machine
    DARK DARK Level Level 6 [ Machine / Normal ] ATK 1750 DEF 2000  
    A horrible torture machine with a large pendulum blade.
    Pendulum Machine
  • Launcher Spider
    FIRE FIRE Level Level 7 [ Machine / Normal ] ATK 2200 DEF 2500  
    A mechanical spider with rocket launchers capable of random fire.
    Launcher Spider
  • Slot Machine
    DARK DARK Level Level 7 [ Machine / Normal ] ATK 2000 DEF 2300  
    The machine's ability is said to vary according to its slot results.
    Slot Machine
  • Barrel Dragon Super Rare
    DARK DARK Level Level 7 [ Machine / Effect ] 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.
    Barrel Dragon
  • Blast Sphere
    DARK DARK Level Level 4 [ Machine / Effect ] 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.
    Blast Sphere
  • Machine Conversion Factory
    SPELL SPELL Equip Equip  
    Equip only to a Machine monster. It gains 300 ATK/DEF.
    Machine Conversion Factory
  • 7 Completed
    SPELL SPELL Equip Equip  
    Activate this card by choosing ATK or DEF; equip only to a Machine monster. It gains 700 ATK or DEF, depending on the choice.
    7 Completed
  • Metalmorph Ultra Rare
    TRAP TRAP  
    Target 1 face-up monster on the field; equip this card to that target. It gains 300 ATK/DEF. If it attacks, it gains ATK equal to half the ATK of the attack target, during damage calculation only.
    Metalmorph
  • Bokoichi the Freightening Car
    DARK DARK Level Level 2 [ Machine / Normal ] ATK 500 DEF 500  
    A freight car that is exclusively for Dekoichi. It can transport anything, but most cargo arrives broken.
    Bokoichi the Freightening Car
  • Dekoichi the Battlechanted Locomotive Super Rare
    DARK DARK Level Level 4 [ Machine / Flip / Effect ] ATK 1400 DEF 1000  
    FLIP: Draw 1 card, then draw 1 additional card for each face-up "Bokoichi the Freightening Car" you control.
    Dekoichi the Battlechanted Locomotive
  • Mask of Darkness Ultra Rare
    DARK DARK Level Level 2 [ Fiend / Flip / Effect ] ATK 900 DEF 400  
    FLIP: Target 1 Trap in your GY; add that target to your hand.
    Mask of Darkness
  • Iron Blacksmith Kotetsu
    FIRE FIRE Level Level 2 [ Beast-Warrior / Flip / Effect ] ATK 500 DEF 500  
    FLIP: Add 1 Equip Spell from your Deck to your hand.
    Iron Blacksmith Kotetsu
  • Infernity Dwarf
    DARK DARK Level Level 2 [ Warrior / Effect ] ATK 800 DEF 500  
    While you have no cards in your hand, if a monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.
    Infernity Dwarf
  • Ally of Justice Core Destroyer
    DARK DARK Level Level 3 [ Machine / Effect ] ATK 1200 DEF 200  
    At the start of the Damage Step, if this card battles a LIGHT monster: Destroy that monster.
    Ally of Justice Core Destroyer
  • Master Craftsman Gamil
    FIRE FIRE Level Level 2 [ Pyro / Effect ] ATK 200 DEF 200  
    During the Damage Step, when a face-up monster you control battles (Quick Effect): You can send this card from your hand to the GY; that monster gains 300 ATK until the end of this turn.
    Master Craftsman Gamil
  • Eternal Rest
    SPELL SPELL  
    Destroy all monsters equipped with Equip Cards.
    Eternal Rest
  • Gravity Axe - Grarl
    SPELL SPELL Equip Equip  
    The equipped monster gains 500 ATK. Monsters your opponent controls cannot change their battle positions.
    Gravity Axe - Grarl
  • The Beginning of the End
    SPELL SPELL  
    If you have 7 or more DARK monsters in your GY: Banish 5 DARK monsters from your GY; draw 3 cards.
    The Beginning of the End
  • Fighting Spirit
    SPELL SPELL Equip Equip  
    The equipped monster gains 300 ATK for each monster your opponent controls. If it would be destroyed by battle, you can destroy this card instead.
    Fighting Spirit
  • Break! Draw!
    SPELL SPELL Equip Equip  
    Equip only to a Machine monster. If the equipped monster destroys an opponent's monster by battle and sends it to the GY: Draw 1 card. Destroy this card during your 3rd End Phase after activation.
    Break! Draw!
  • Night Beam Ultra Rare
    SPELL SPELL  
    Target 1 Set Spell/Trap your opponent controls; destroy that target. Your opponent cannot activate the targeted card in response to this card's activation.
    Night Beam
  • Security Orb
    TRAP TRAP  
    When your opponent's monster declares an attack: Target that attacking monster; change that target's battle position. If this Set card is destroyed by your opponent's Spell/Trap effect and sent to the GY: Destroy 1 monster on the field.
    Security Orb
  • A Major Upset
    TRAP TRAP  
    Tribute 1 face-up Attack Position Level 2 or lower monster you control; return all Level 7 or higher Special Summoned monsters to the hand.
    A Major Upset