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The Dark Illusion Single Cards

Show First 12 Product(s)

Magical Something (Rare)

Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card's Level is increased by the number of Spell Counters on this card. You can remove 3 Spell Counters from this card, then target 1 Quick-Play Spell Card in your Graveyard; Set that card to your Spell & Trap Zone. You can only use this effect of Magical Something once per turn.

Spellcaster / Effect
Rare
DARK
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Performapal Bot-Eyes Lizard (Common)

Once per turn, during your Main Phase, if this card was Normal or Special Summoned this turn: You can send 1 Odd-Eyes monster from your Deck to the Graveyard; this card's name becomes the sent monster's original name, until the End Phase.

Reptile / Effect
Common
EARTH
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Performapal Gongato (Common)

Pendulum Effect Once per turn, when an opponent's monster declares a direct attack: You can activate this effect; you take no battle damage from that battle (even if this card leaves the field). Monster Effect Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can activate this effect; you take no battle damage from that battle.

Beast / Pendulum / Effect
Common
EARTH
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Performapal Extra Slinger (Common)

Pendulum Effect During your Main Phase: You can inflict 300 damage to your opponent for each face-up Pendulum Monster in your Extra Deck. You can only use this effect of Performapal Extra Slinger once per turn. You cannot Pendulum Summon the turn you activate this effect. Monster Effect Once per turn: You can banish 1 card from your Extra Deck, then target 1 card in a Pendulum Zone; destroy it, and if you do, inflict 300 damage to your opponent.

Spellcaster / Pendulum / Effect
Common
DARK
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Performapal Inflater Tapir (Common)

During damage calculation (in either player's turn), if a monster you control battles an opponent's monster: You can discard this card; neither player takes any battle damage from that battle. When an opponent's monster declares a direct attack while this card is in your Graveyard: You can discard 1 Performapal monster; Special Summon this card in Defense Position. You can only use this effect of Performapal Inflater Tapir once per turn.

Beast / Effect
Common
WIND
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Performapal Gumgumouton (Rare)

Pendulum Effect Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can activate this effect; that monster you control cannot be destroyed by that battle. Monster Effect Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can activate this effect; that monster you control cannot be destroyed by that battle.

Beast / Pendulum / Effect
Rare
EARTH
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Performapal Bubblebowwow (Common)

Pendulum Effect If a face-up non-Pendulum Monster(s) you control that was Special Summoned from the Extra Deck would be destroyed by battle or card effect, you can destroy this card instead. Monster Effect When this card is Special Summoned from the Extra Deck: You can activate this effect; for the rest of this turn, Pendulum Monsters you control that were Special Summoned from the Extra Deck cannot be destroyed by card effects.

Beast / Pendulum / Effect
Common
EARTH
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Performapal Radish Horse (Common)

Pendulum Effect Once per turn: You can target 1 face-up monster your opponent controls, and 1 Performapal monster you control; that opponent's monster loses ATK equal to the ATK of that Performapal monster you control (even if this card leaves the field). Monster Effect If your opponent controls a Special Summoned monster, and controls at least as many monsters as you, you can Special Summon this card (from your hand). Once per turn: You can target 1 face-up monster on each player's field; until the end of this turn, that opponent's monster loses ATK equal to this card's ATK, and if it does, that monster you control gains ATK equal to this card's ATK.

Plant / Pendulum / Effect
Common
EARTH
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Performapal Life Swordsman (Common)

When your opponent gains LP (except during the Damage Step): You can Special Summon this card from your hand, and if you do, this card's ATK becomes equal to the LP your opponent gained. You can Tribute this card, then target 1 face-up monster you control; it gains 1000 ATK until the end of this turn.

Warrior / Effect
Common
LIGHT
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Acrobatic Magician (Rare)

Pendulum Effect When a monster(s) you control is destroyed by a card effect (except during the Damage Step): You can Special Summon this card from your Pendulum Zone. You can only use this effect of Acrobatic Magician once per turn. Monster Effect If the activation of a Spell/Trap Card is negated (except during the Damage Step): You can Special Summon this card from your hand. When this card is destroyed by battle: You can place this card in your Pendulum Zone.

Spellcaster / Pendulum / Effect
Rare
DARK
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D/D Savant Thomas (Rare)

Pendulum Effect During your Main Phase: You can add 1 face-up D/D Pendulum Monster from your Extra Deck to your hand. You can only use this effect of D/D Savant Thomas once per turn. Monster Effect You can target 1 D/D card in your Pendulum Zone; destroy that card, and if you do, Special Summon 1 Level 8 D/D/D monster from your Deck in Defense Position, but for the rest of this turn, its effects (if any) are negated, and any battle damage your opponent takes becomes halved. You can only use this effect of D/D Savant Thomas once per turn.

Fiend / Pendulum / Effect
Rare
DARK
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D/D Savant Nikola (Common)

Pendulum Effect You cannot Pendulum Summon monsters, except D/D monsters. This effect cannot be negated. Once per turn: You can discard 1 D/D/D monster, then target 1 Level 6 or lower D/D monster you control; it gains 2000 ATK and DEF until the end of this turn (even if this card leaves the field). Monster Effect If this card in the Pendulum Zone is destroyed: You can target 1 D/D/D monster you control; return it to the hand, and if you do, place up to 2 face-up D/D Pendulum Monsters from your Extra Deck in your Pendulum Zones, but they cannot activate their Pendulum Effects this turn. You can only use this effect of D/D Savant Nikola once per turn.

Fiend / Pendulum / Effect
Common
DARK
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Blackwing - Tornado the Reverse Wind (Common)

When this card is Normal Summoned while your opponent controls a Special Summoned monster: You can target 1 Blackwing Tuner in your Graveyard; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Blackwing monsters, also Special Summon that monster, but its effects are negated.

Winged Beast / Effect
Common
DARK
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Blackwing - Gofu the Vague Shadow (Common)

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control no monsters. When this card is Special Summoned from the hand: You can Special Summon 2 Vague Shadow Tokens (Winged Beast-Type/DARK/Level 1/ATK 0/DEF 0), but they cannot be Tributed or be used as Synchro Material. You can banish this card and 1 or more face-up non-Tuners you control, then target 1 Blackwing Synchro Monster in your Graveyard whose Level equals the total Levels the banished monsters had on the field; Special Summon it, and if you do, it is treated as a Tuner.

Winged Beast / Tuner / Effect
Common
DARK
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Red Warg (Common)

When you Normal Summon a Resonator monster: You can Special Summon this card from your hand, but its ATK becomes halved.

Fiend / Effect
Common
FIRE
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Red Gardna (Common)

During either player's turn, when your opponent activates a card or effect while you control a Red Dragon Archfiend monster: You can send this card from your hand to the Graveyard; this turn, monsters you control cannot be destroyed by your opponent's card effects.

Fiend / Effect
Common
FIRE
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Red Mirror (Common)

When an opponent's monster declares an attack: You can send this card from your hand to the Graveyard, then target 1 FIRE Fiend-Type monster in your Graveyard, except Red Mirror; add it to your hand. If you Synchro Summon while this card is in your Graveyard (except during the Damage Step, or the turn this card was sent to the Graveyard): You can add this card to your hand. You can only use each effect of Red Mirror once per turn.

Fiend / Effect
Common
FIRE
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Magician of Dark Illusion (Super Rare)

This card's name becomes Dark Magician while it is on the field. You can only use each of these effects of Magician of Dark Illusion once per turn.
*  During your opponent's turn, if you activate a Spell/Trap Card or effect (except during the Damage Step): You can Special Summon this card from your hand.
*  If you activate a Spell/Trap Card or effect while this card is face-up on your field (except during the Damage Step): You can target 1 Dark Magician in your Graveyard; Special Summon it. This effect can only be used once while this card is face-up on the field.

Spellcaster / Effect
Super Rare
DARK
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Magician's Robe (Common)

During your opponent's turn: You can discard 1 Spell/Trap Card; Special Summon 1 Dark Magician from your Deck (this is a Quick Effect). During your opponent's turn, if you activate a Spell/Trap Card or effect while this card is in your Graveyard (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of Magician's Robe once per turn.

Spellcaster / Effect
Common
DARK
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Magician's Rod (Super Rare)

When this card is Normal Summoned: You can add 1 Spell/Trap Card from your Deck to your hand, that specifically lists the card Dark Magician in its text. During your opponent's turn, if you activate a Spell/Trap Card or effect while this card is in your Graveyard (except during the Damage Step): You can Tribute 1 Spellcaster-Type monster; add this card to your hand. You can only use each effect of Magician's Rod once per turn.

Spellcaster / Effect
Super Rare
DARK
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Master Peace, the True Dracoslayer (Ultra Rare)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 Dracoslayer monster and 1 Dracoverlord monster, and cannot be Special Summoned by other ways. Once per turn, during either player's turn, when a card or effect is activated: You can negate the activation, and if you do, destroy that card. If this card in its owner's control is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 Dracoslayer monster and 1 Dracoverlord monster from your Deck.

Dragon / Effect
Ultra Rare
LIGHT
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Metalfoes Steelen (Common)

Pendulum Effect Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 Metalfoes Spell/Trap Card directly from your Deck. Monster Effect Cool iron bodies meet burning metal machines and man/machine combine. Burn up the soul - Metalfoes Fusion!!

Psychic / Pendulum
Common
FIRE
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Metalfoes Silverd (Common)

Pendulum Effect Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 Metalfoes Spell/Trap Card directly from your Deck. Monster Effect Sizzling soldier on a silver sublight speedjet. Can't track her, can't see her, can't escape that lightspeed laser.

Psychic / Pendulum
Common
FIRE
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Metalfoes Goldriver (Rare)

Pendulum Effect Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 Metalfoes Spell/Trap Card directly from your Deck. Monster Effect That gleaming, golden buggy breaks bad guys good. What wonderful wheels! (With a bumbling buffoon....)

Psychic / Pendulum
Rare
FIRE
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Metalfoes Volflame (Rare)

Pendulum Effect Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 Metalfoes Spell/Trap Card directly from your Deck. Monster Effect Roasting red rockets boost its blazing, bright-blast burners to liquified lava levels. Vanquisher of the Vanisher!

Psychic / Pendulum
Rare
FIRE
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True King Agnimazud, the Vanisher (Ultra Rare)

If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a FIRE monster, and if you do, Special Summon this card, and if you do that, you can banish 1 monster from your opponent's field or Graveyard, if both the destroyed monsters were FIRE. If this card is destroyed by card effect: You can add 1 non-FIRE Wyrm-Type monster from your Graveyard to your hand. You can only use each effect of True King Agnimazud, the Vanisher once per turn.

Wyrm / Effect
Ultra Rare
FIRE
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Dinomist Ankylos (Common)

Pendulum Effect Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another Dinomist card(s) you control, then destroy this card. Monster Effect Banish any monster destroyed by battle with a Dinomist monster you control.

Machine / Pendulum / Effect
Common
WATER
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Triamid Dancer (Common)

Once per turn: You can target 1 Triamid card in your Graveyard; shuffle it into the Deck, and if you do, all Rock-Type monsters you control gain 500 ATK and DEF. Once per turn, during your opponent's turn: You can target 1 Triamid Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 Triamid Field Spell Card from your Deck with a different name (this is a Quick Effect).

Rock / Effect
Common
EARTH
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Triamid Hunter (Rare)

If a Field Spell Card is face-up on the field, you can Normal Summon 1 Rock-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, during your opponent's turn: You can target 1 Triamid Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 Triamid Field Spell Card from your Deck with a different name (this is a Quick Effect).

Rock / Effect
Rare
EARTH
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Triamid Master (Rare)

Once per turn: You can send 1 face-up Triamid card you control to the Graveyard, then target 1 Set Card on the field; destroy it. Once per turn, during your opponent's turn: You can target 1 Triamid Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 Triamid Field Spell Card from your Deck with a different name (this is a Quick Effect).

Rock / Effect
Rare
EARTH
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Triamid Sphinx (Super Rare)

Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a Triamid card, and cannot be Special Summoned by other ways. If a face-up Triamid card(s) you control, except Triamid Sphinx, is destroyed by battle or card effect: You can Special Summon this card from your hand. While you control another Triamid card, this card gains 500 ATK and DEF for each Field Spell Card with a different name in your Graveyard, also monsters your opponent controls cannot attack, except to attack Triamid Sphinx.

Rock / Effect
Super Rare
EARTH
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Shiranui Solitaire (Ultra Rare)

You can Tribute 1 Zombie-Type monster; Special Summon 1 Zombie-Type Tuner with 0 DEF from your Deck. If this card is banished: You can target 1 of your banished Shiranui monsters, except Shiranui Solitaire, or up to 2 instead if Shiranui Style Synthesis is on the field; Special Summon them. You can only use each effect of Shiranui Solitaire once per turn.

Zombie / Effect
Ultra Rare
FIRE
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Toon Dark Magician (Super Rare)

Cannot attack the turn it is Summoned. While you control Toon World and your opponent controls no Toon monsters, this card can attack your opponent directly. Once per turn: You can discard 1 Toon card or Manga Ryu-Ran, then activate 1 of these effects;
*  Special Summon 1 Toon monster from your Deck, except Toon Dark Magician, ignoring its Summoning conditions.
*  Add 1 Toon Spell/Trap Card from your Deck to your hand.

Spellcaster / Toon / Effect
Super Rare
DARK
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Scapeghost (Common)

FLIP: You can Special Summon any number of Black Sheep Tokens (Zombie-Type/DARK/Level 1/ATK 0/DEF 0).

Zombie / Flip / Tuner / Effect
Common
DARK
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Block Dragon (Ultra Rare)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 EARTH monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Rock-Type monsters you control cannot be destroyed, except by battle. If this card is sent from the field to the Graveyard: You can add up to 3 Rock-Type monsters from your Deck to your hand, whose total Levels equal 8. You can only use this effect of Block Dragon once per turn.

Rock / Effect
Ultra Rare
EARTH
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Amaterasu (Super Rare)

Cannot be Normal or Special Summoned. During either player's turn, when your opponent activates a card or effect that targets this face-down monster: You can change this card to face-up Defense Position; draw 1 card. If this card is flipped face-up: Banish all other cards on the field. Once per turn, during the End Phase, if this card was flipped face-up this turn: Return it to the hand.

Fairy / Spirit / Effect
Super Rare
LIGHT
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Black Dragon Ninja (Common)

Cannot be Special Summoned, except with the effect of a Ninja monster or Ninjitsu Art card. Once per turn, during either player's turn: You can send 1 Ninja monster and 1 Ninjitsu Art card from your hand and/or face-up from your field to the Graveyard, then target 1 monster on the field; banish it. If this face-up card leaves the field: Special Summon as many monsters banished by this card's effect as possible to their owner's field(s).

Beast / Effect
Common
DARK
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Spell Strider (Super Rare)

If this card is in your hand: You can target 2 face-up Spell Cards on the field (1 from each side of the field); banish them, and if you do, Special Summon this card.

Warrior / Effect
Super Rare
EARTH
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Zap Mustung (Common)

Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect during your Main Phase 1, cannot be Special Summoned by other ways, and cannot be Special Summoned if you have Special Summoned this turn. Twice per turn, this card cannot be destroyed by battle. Each turn, the turn player can only Special Summon a number of times up to their number of attacks conducted (and reached the Damage Step) this turn.

Thunder / Effect
Common
LIGHT
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Totem Five (Common)

If 5 monsters are Special Summoned at the same time, including this card: Destroy as many cards your opponent controls as possible, and if you do, inflict 500 damage to your opponent for each card destroyed.

Rock / Effect
Common
FIRE
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Tuning Gum (Rare)

You can target 1 face-up monster you control; that face-up monster is treated as a Tuner this turn. You can only use this effect of Tuning Gum once per turn. You can only attack with Synchro Monsters during the turn you activate this effect. During either player's turn, when a card or effect is activated that targets exactly 1 Synchro Monster you control (and no other cards): You can banish this card from your Graveyard; negate the activation.

Fiend / Tuner / Effect
Rare
DARK
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Wrecker Panda (Short Print)

Once per turn, during the Standby Phase: You can pay 500 LP; send the top card of your Deck to the Graveyard, and if you do, this card gains ATK and DEF equal to that monster's Level x 200 if it was a monster. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can add 1 monster with the lowest Level from your Graveyard to your hand (your choice, if tied).

Beast / Effect
Short Print
EARTH
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Fairy Tail - Snow (Short Print)

If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. During either player's turn, if this card is in your Graveyard: You can banish 7 other cards from your hand, field, and/or Graveyard; Special Summon this card.

Spellcaster / Effect
Short Print
LIGHT
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Metalfoes Adamante (Rare)

1 Metalfoes monster + 1 monster with 2500 or less ATK

Psychic / Fusion
Rare
FIRE
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Metalfoes Orichalc (Common)

2 Metalfoes monsters
If a Metalfoes monster you control attacks a Defense Position monster, inflict double piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can target 1 card on the field; destroy it.

Psychic / Fusion / Effect
Common
FIRE
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Metalfoes Crimsonite (Rare)

1 Metalfoes monster + 2 monsters with 3000 or less ATK

Psychic / Fusion
Rare
FIRE
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Nirvana High Paladin (Secret Rare)

Pendulum Effect If a Pendulum Monster you control attacks, for that battle, it cannot be destroyed by battle, also you take no battle damage. At the end of the Damage Step, if a Pendulum Monster you control attacked: All monsters your opponent currently controls lose ATK equal to that attacking monster's ATK, until the end of this turn. Monster Effect 1 Tuner + 1 or more non-Tuner Synchro Monsters
For this card's Synchro Summon, you can treat 1 Pendulum Summoned Pendulum Monster you control as a Tuner. If this card is Synchro Summoned using a Pendulum Summoned Pendulum Monster Tuner: You can target 1 card in your Graveyard; add it to your hand. When this card destroys an opponent's monster by battle: You can halve your opponent's LP. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.

Spellcaster / Synchro / Pendulum / Effect
Secret Rare
DARK
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Assault Blackwing - Sayo the Rain Hider (Rare)

1 Tuner + 1 non-Tuner monster
If this card is Synchro Summoned using a Blackwing monster as Material, it is treated as a Tuner while face-up on the field. Twice per turn, this card cannot be destroyed by battle.

Winged Beast / Synchro / Effect
Rare
DARK
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Assault Blackwing - Sohaya the Rain Storm (Common)

1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned using a Blackwing monster as Material, it is treated as a Tuner while face-up on the field. You can only use each of these effects of Assault Blackwing - Sohaya the Rain Storm once per turn. *  When this card is Synchro Summoned: You can target 1 Assault Blackwing monster in your Graveyard; Special Summon it. *  During your Main Phase, if this card is in the Graveyard because it was sent there this turn: You can banish 1 other Assault Blackwing - Sohaya the Rain Storm from your Graveyard; Special Summon this card.

Winged Beast / Synchro / Effect
Common
DARK
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Assault Blackwing - Onimaru the Divine Thunder (Super Rare)

1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned using a Blackwing monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 Blackwing monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of Assault Blackwing - Onimaru the Divine Thunder once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only.

Winged Beast / Synchro / Effect
Super Rare
DARK
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Tyrant Red Dragon Archfiend (Ultra Rare)

2 Tuners + 1 or more non-Tuner monsters
Must be Synchro Summoned, and cannot be Special Summoned by other ways. You can only use each of these effects of Tyrant Red Dragon Archfiend once per turn.
*  During your Main Phase 1: You can destroy all other cards on the field, also, for the rest of this turn, other monsters you control cannot attack.
*  During either player's Battle Phase, when a Spell/Trap Card is activated: You can negate the activation, and if you do, destroy that card, and if you do that, this card gains 500 ATK.

Dragon / Synchro / Effect
Ultra Rare
DARK
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Coral Dragon (Secret Rare)

1 Tuner + 1 or more 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 Graveyard: You can draw 1 card. You can only use this effect of Coral Dragon once per turn.

Dragon / Synchro / Tuner / Effect
Secret Rare
WATER
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Ebon High Magician (Super Rare)

2 Level 7 Spellcaster-Type monsters
While this card has Xyz Material, you can activate a Quick-Play Spell Card or a Trap Card from your hand during your opponent's turn by detaching 1 Xyz Material from this card at activation. If this Xyz Summoned card is destroyed by battle and sent to the Graveyard, or if this Xyz Summoned card you control is sent to your Graveyard by an opponent's card effect: You can Special Summon 1 DARK Spellcaster-Type monster from your hand or Deck, then you can destroy 1 card on the field.

Spellcaster / Xyz / Effect
Super Rare
DARK
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Super Hippo Carnival (Common)

Special Summon 1 Performapal Hip Hippo from your hand, Deck, or Graveyard, then you can Special Summon as many Hippo Tokens (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) as possible, but they cannot be Tributed, and monsters your opponent controls cannot target monsters for attacks for the rest of this turn, except Hippo Tokens. You cannot Special Summon monsters from the Extra Deck while a Hippo Token is in a Monster Zone.

Spell Card
Common
Spell Card
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Luna Light Perfume (Super Rare)

Target 1 Lunalight monster in your Graveyard; Special Summon it. You can banish this card from your Graveyard, then discard 1 card; add 1 Lunalight monster from your Deck to your hand.

Spell Card
Super Rare
Spell Card
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Frightfur Sanctuary (Common)

Activate this card by discarding 1 card and sending 2 Frightfur monsters from your Extra Deck to the Graveyard. All Fusion Monsters you control are also treated as Frightfur monsters. If this card is sent to the Graveyard: You can target 1 Frightfur Fusion Monster in your Graveyard; return it to the Extra Deck.

Spell Card
Common
Spell Card
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Forbidden Dark Contract with the Swamp King (Common)

Once per turn: You can Special Summon 1 D/D/D monster from your hand in Defense Position, but its effects are negated. Once per turn: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, including a monster Special Summoned by this card with the above effect. Once per turn, during your Standby Phase: Take 2000 damage.

Spell Card
Common
Spell Card
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Dark Magical Circle (Secret Rare)

When this card is activated: Look at the top 3 cards of your Deck, then you can reveal 1 Dark Magician or 1 Spell/Trap Card that specifically lists the card Dark Magician, among them, and add it to your hand, also place the remaining cards on top of your Deck in any order. If Dark Magician is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 card your opponent controls; banish it. You can only use each effect of Dark Magical Circle once per turn.

Spell Card
Secret Rare
Spell Card
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Illusion Magic (Rare)

Tribute 1 Spellcaster-Type monster; add up to 2 copies of Dark Magician from your Deck and/or Graveyard to your hand. You can only activate 1 Illusion Magic per turn.

Spell Card
Rare
Spell Card
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Dark Magic Expanded (Common)

Apply these effects in sequence, based on the number of Dark Magician and/or Dark Magician Girl on the field and in the Graveyards.
*  1+: 1 DARK Spellcaster-Type monster on the field gains 1000 ATK until the end of this turn.
*  2+: This turn, your opponent cannot activate cards and effects in response to your Spell/Trap Card or effect activation, also Spell/Trap Cards you control cannot be destroyed by your opponent's card effects.
*  3+: DARK Spellcaster-Type monsters you currently control are unaffected by your opponent's card effects, until the end of this turn.

Spell Card
Common
Spell Card
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Metamorformation (Super Rare)

All Metalfoes monsters you control gain 300 ATK and DEF. While a Metalfoes card is in your Pendulum Zone, Metalfoes monsters you control, except Effect Monsters, are unaffected by your opponent's card effects.

Spell Card
Super Rare
Spell Card
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Metalfoes Fusion (Super Rare)

Fusion Summon 1 Metalfoes Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If this card is in your Graveyard: You can shuffle it into the Deck, then draw 1 card. You can only use this effect of Metalfoes Fusion once per turn.

Spell Card
Super Rare
Spell Card
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Triamid Fortress (Common)

All Rock-Type monsters on the field gain 500 DEF. Triamid monsters on the field cannot be destroyed by card effects. If this face-up card in the Field Zone is sent to the Graveyard: You can target 1 Triamid monster in your Graveyard; add it to your hand. You can only use this effect of Triamid Fortress once per turn.

Spell Card
Common
Spell Card
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Triamid Cruiser (Rare)

Each time a Rock-Type monster is Normal Summoned, gain 500 LP. If a Triamid monster is Normal Summoned: You can draw 1 card, then discard 1 card. If this face-up card in the Field Zone is sent to the Graveyard: You can add 1 Triamid monster from your Deck to your hand. You can only use this effect of Triamid Cruiser once per turn.

Spell Card
Rare
Spell Card
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Triamid Kingolem (Rare)

All Rock-Type monsters on the field gain 500 ATK. If a Triamid monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this face-up card in the Field Zone is sent to the Graveyard: You can Special Summon 1 Triamid monster from your hand. You can only use this effect of Triamid Kingolem once per turn.

Spell Card
Rare
Spell Card
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Cosmic Cyclone (Secret Rare)

Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.

Spell Card
Secret Rare
Spell Card
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Pot of Desires (Secret Rare)

Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 Pot of Desires per turn.

Spell Card
Secret Rare
Spell Card
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Magical Mid-Breaker Field (Common)

Activate this card at the start of your Main Phase 1 or 2. During each player's Main Phase 1, monsters on the field cannot be destroyed by their opponent's card effects, also neither player can target monsters their opponent controls. You cannot activate or Set Field Spell Cards.

Spell Card
Common
Spell Card
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Card of the Soul (Short Print)

Look at your Deck, and if you do, you can add 1 monster from your Deck to your hand, whose sum of ATK and DEF equals your LP. You can only activate 1 Card of the Soul per turn.

Spell Card
Short Print
Spell Card
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Fusion Fright Waltz (Common)

Target 1 Frightfur Fusion Monster you control and 1 Fusion Monster your opponent controls; destroy as many other Special Summoned monsters on the field as possible, then each player that had a monster(s) destroyed by this effect takes damage equal to the combined current ATK of the targeted monster(s) on the field.

Trap Card
Common
Trap Card
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King Scarlet (Common)

If a Red Dragon Archfiend monster you control battles, during damage calculation: Make that monster you control unable to be destroyed by that battle, and if you do, Special Summon this card as a Normal Monster (Fiend-Type/Tuner/FIRE/Level 1/ATK 0/DEF 0). (This card is also still a Trap Card.)

Trap Card
Common
Trap Card
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Magician Navigation (Secret Rare)

Special Summon 1 Dark Magician from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster-Type monster from your Deck. If you control Dark Magician, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card your opponent controls; it has its effects negated until the end of this turn.

Trap Card
Secret Rare
Trap Card
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Metalfoes Counter (Common)

If a card(s) you control is destroyed by battle or card effect: Special Summon 1 Metalfoes monster from your Deck. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 face-up Metalfoes Pendulum Monster from your Extra Deck to your hand.

Trap Card
Common
Trap Card
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Metalfoes Combination (Super Rare)

Once per turn, if a Fusion Monster is Fusion Summoned: You can target 1 Metalfoes monster in your Graveyard with a lower Level than that Fusion Monster; Special Summon it. If this card is sent from the field to the Graveyard: You can add 1 Metalfoes monster from your Deck to your hand.

Trap Card
Super Rare
Trap Card
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Triamid Pulse (Rare)

Once per turn: You can banish 2 cards from your Graveyard (any combination of Rock-Type monsters or Field Spell Cards), then activate 1 of these effects;
*  Target 1 other face-up card on the field; destroy it.
*  Target 1 Rock-Type monster in your Graveyard; Special Summon it in Defense Position.
*  Target up to 3 Field Spell Cards in your Graveyard; shuffle them into the Deck, then draw 1 card.

Trap Card
Rare
Trap Card
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Destruction Sword Memories (Common)

Discard 1 Destruction Sword card; Special Summon 1 Buster Blader monster from the Deck. You can banish this card from your Graveyard; Fusion Summon 1 Buster Blader, the Dragon Destroyer Swordsman from your Extra Deck, by banishing Fusion Materials listed on it from your Graveyard.

Trap Card
Common
Trap Card
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Floodgate Trap Hole (Ultra Rare)

When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.

Trap Card
Ultra Rare
Trap Card
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Premature Return (Ultra Rare)

Banish 1 card from your hand, then target 1 of your banished monsters; Special Summon it in face-down Defense Position.

Trap Card
Ultra Rare
Trap Card
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Unified Front (Short Print)

Discard 1 monster, then target 1 face-up monster on the field; its ATK and DEF becomes the discarded monster's ATK and DEF, until the end of this turn. Monsters you control cannot attack directly during the turn you activate this card.

Trap Card
Short Print
Trap Card
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Pendulum Hole (Common)

When a monster(s) would be Pendulum Summoned: Negate the Pendulum Summon, and if you do, shuffle that monster(s) into the Deck.

Trap Card
Common
Trap Card
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The Forceful Checkpoint (Secret Rare)

When an opponent's monster declares an attack: Look at your opponent's hand, and if there is a Monster Card, negate the attack, then discard 1 monster from their hand (your choice).

Trap Card
Secret Rare
Trap Card
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Ninjitsu Art Notebook (Common)

Once per turn: You can send 1 Ninja monster from your hand to the Graveyard; Set 1 Ninjitsu Art Spell/Trap Card directly from your Deck, except Ninjitsu Art Notebook

Spell Card
Common
Spell Card
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Subterror Nemesis Warrior (Rare)

During either player's turn: You can send 1 Subterror monster from your Deck to the Graveyard; Tribute this card and at least 1 other monster so the total original Levels Tributed equal or exceed the Level of that Subterror monster in the Graveyard, and if you do, Special Summon that monster in face-up or face-down Defense Position. If a Subterror Behemoth monster is flipped face-up while this card is in your Graveyard: You can Special Summon this card. You can only use each effect of Subterror Nemesis Warrior once per turn.

Warrior / Effect
Rare
EARTH
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Subterror Behemoth Umastryx (Ultra Rare)

FLIP: You can target 1 monster your opponent controls; banish it. You can only use this effect of Subterror Behemoth Umastryx once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.

Reptile / Flip / Effect
Ultra Rare
EARTH
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Subterror Behemoth Stalagmo (Ultra Rare)

FLIP: You can discard 1 Subterror monster, and if you do, draw 2 cards. You can only use this effect of Subterror Behemoth Stalagmo once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.

Rock / Flip / Effect
Ultra Rare
EARTH
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The Hidden City (Secret Rare)

When this card is activated: You can add 1 Subterror monster from your Deck to your hand. Once per turn: You can change 1 face-down Defense Position Subterror monster you control to face-up Attack or Defense Position. Once per turn, when an opponent's monster declares an attack: You can change 1 face-down Defense Position Subterror monster you control to face-up Attack or Defense Position, then you can negate the attack. You can only activate 1 The Hidden City per turn.

Spell Card
Secret Rare
Spell Card
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SPYRAL Super Agent (Ultra Rare)

If this card is in your hand: You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, Special Summon this card if it is a card of that type. If this card is Special Summoned by the effect of a SPYRAL card: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can only use each effect of SPYRAL Super Agent once per turn.

Warrior / Effect
Ultra Rare
EARTH
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SPYRAL Quik-Fix (Rare)

If this card is Normal or Special Summoned: You can add 1 SPYRAL GEAR card from your Deck to your hand. If this card is in your Graveyard and you control SPYRAL Super Agent: You can discard 1 card; Special Summon this card, but banish it when it leaves the field.

Machine / Effect
Rare
EARTH
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SPYRAL GEAR - Drone (Rare)

If this card is Normal or Special Summoned: You can look at the top 3 cards of your opponent's Deck, and if you do, place them on top of their Deck in any order. During either player's turn: You can Tribute this card, then target 1 SPYRAL monster you control; it gains 500 ATK for each card your opponent controls. You can banish this card and 1 SPYRAL card from your Graveyard, then target 1 SPYRAL Super Agent in your Graveyard; add it to your hand.

Machine / Effect
Rare
WIND
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SPYRAL GEAR - Big Red (Rare)

Activate this card by targeting 1 SPYRAL monster in your Graveyard; Special Summon it, and if you do, equip this card to it. It cannot be destroyed by battle. You can only activate 1 SPYRAL GEAR - Big Red per turn.

Spell Card
Rare
Spell Card
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Heavy Freight Train Derricrane (Common)

If an EARTH Machine-Type monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, but its original ATK and DEF become halved. You can only use this effect of Heavy Freight Train Derricrane once per turn. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 card your opponent controls; destroy it.

Machine / Effect
Common
EARTH
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Number 81: Superdreadnought Rail Cannon Super Dora (Super Rare)

2 Level 10 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; that target is unaffected by card effects, except for its own effects, until the end of this turn.

Machine / Xyz / Effect
Super Rare
EARTH
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Revolving Switchyard (Common)

If a Level 10 EARTH Machine-Type monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can activate this effect; your opponent takes no battle damage for the rest of this turn (even if this card leaves the field), also you Special Summon 1 Level 4 EARTH Machine-Type monster with 1800 or more ATK from your Deck, and if you do, it becomes Level 10. You can send 1 card from your hand to the Graveyard; add 1 Level 10 EARTH Machine-Type monster from your Deck to your hand. You can only use 1 Revolving Switchyard effect per turn, and only once that turn.

Spell Card
Common
Spell Card
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Dragodies, the Empowered Warrior (Common)

Pendulum Effect At the start of the Damage Step, if a monster you control battles an opponent's face-up monster: You can discard 1 card; the opponent's battling monster's ATK and DEF become half its current ATK and DEF (even if this card leaves the field). Monster Effect If this card in its owner's Monster Zone is destroyed by your opponent's attack or card effect: You can add 1 Warrior or Spellcaster-Type monster with 2000 or less ATK from your Deck to your hand, except Dragodies, the Empowered Warrior, during the End Phase of this turn.

Warrior / Pendulum / Effect
Common
LIGHT
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Empowerment (Common)

All Dragon, Warrior, and Spellcaster-Type monsters you control gain 300 ATK and DEF. Once per turn: You can discard 1 card; Special Summon 1 Empowered Warrior monster from your Deck. Once per turn: You can banish a total of 4 Warrior and/or Spellcaster-Type monsters from your Graveyard; add 1 Aether monster from your Deck to your hand.

Spell Card
Common
Spell Card
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Paleozoic Olenoides (Common)

Target 1 Spell/Trap Card on the field; destroy it. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.

Trap Card
Common
Trap Card
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Paleozoic Hallucigenia (Common)

Target 1 face-up monster on the field; its ATK and DEF become half its current ATK and DEF until the end of this turn. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.

Trap Card
Common
Trap Card
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Paleozoic Canadia (Common)

Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.

Trap Card
Common
Trap Card
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Paleozoic Pikaia (Common)

Discard 1 Paleozoic card, then draw 2 cards. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.

Trap Card
Common
Trap Card
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Paleozoic Anomalocaris (Super Rare)

3 or more Level 2 monsters
Unaffected by other monsters' effects. Once per turn, if a Trap Card(s) is sent from your Spell & Trap Zone to the Graveyard (except during the Damage Step): You can excavate the top card of your Deck, and if it is a Trap Card, add it to your hand. Otherwise, send it to the Graveyard. Once per turn, during either player's turn, if this card has a Trap Card as Xyz Material: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it.

Aqua / Xyz / Effect
Super Rare
WATER
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