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Yu-Gi-Oh! Deck Master... Rules!


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Guest kentregal
KENT REGAL'S
AMERICAN YU-GI-OH! TRADING CARD GAME
UNOFFICIAL "DECK MASTER" VARIANT
COMPLETE RULEBOOK - EDITION TWO

CREATED BY: KENT REGAL
WITH CONSULTATION AND INPUT BY: ARRON BLADE

UPDATED FOR DARK CRISIS!

INTRODUCTION

Recently, the third season of the English dubbed Yu-Gi-Oh! Anime hit the shores of America, airing on the Kids WB, and introducing a whole new variation to the Yu-Gi-Oh! Trading Card Game. In this variation, each duelist chose a monster from their deck to act as a sort of monster general known as a Deck Master, and depending upon which Deck Master that each duelist chose, they would be endowed with special abilities that could change the course of the duel. Inspired by this variation, I sought out to write a set of unofficial rules for it, so that myself and all others who enjoyed this variation of the Yu-Gi-Oh! Trading Card Game could unleash the power of Deck Masters just like those on the Yu-Gi-Oh! Anime had. This document is a completed copy of my work. I hope you enjoy my variation as much as I do.

RULES

Basically, Yu-Gi-Oh! "Deck Master" works the same way as the regular Yu-Gi-Oh! Trading Card Game except each duelist has a special effect or effects available to them depending on the monster that they choose to be their Deck Master. However, there are still a few other new rules that need to be stated for those who have not seen this variant on the Yu-Gi-Oh! Anime, and a few other new rules that need to be clarified to avoid confusion when playing this variant. This small section of my document outlines these two sets of rules.

The first thing to do when you're dueling in this variant, before you even shuffle your deck and draw your first five cards is to select a monster from your deck to be your monster general, your Deck Master. You may select any tournament legal, non-Fusion, non-Ritual monster in your deck to be your Deck Master. However, as it would be an obsessive chore to write Deck Master Abilities for every single non-Fusion non-Ritual monster in the game, in this variation of the Yu-Gi-Oh! Trading Card Game, only by choosing a holographic monster card to be your Deck Master, do you gain one of the variant's special Deck Master Abilities. There are exceptions to this rule, however. Any card that has been used as a Deck Master on the English dubbed Yu-Gi-Oh! Anime gains a special Deck Master Ability, too, as well as one of the various cards I choose to give a special "Yu-Gi-Oh! Special Edition" ability to, but there is not a lot of either one, and many of the effects of these monsters are quite weak. Also note that even if you select a monster with a Deck Master Ability such as Gearfried the Iron Knight to be your Deck Master, you cannot use this monster's Deck Master Ability unless you are, in fact, using a holographic version of Gearfried the Iron Knight. You cannot use a common Gearfried the Iron Knight found in a Yu-Gi-Oh! Trading Card Game Starter Deck and expect to be able to use Gearfried the Iron Knight's Deck Master Ability. This statement, however, does not apply to you if you choose a card with a Yu-Gi-Oh! Enter the Shadow Realm and/or a Yu-Gi-Oh! Special Edition Deck Master Ability to be your Deck Master, and you select to use the card's Yu-Gi-Oh! Enter the Shadow Realm or Yu-Gi-Oh! Special Edition Deck Master Ability instead of any other Deck Master Ability written for that card, as some of these cards, such as Super Roboyarou and Shinato's Ark, cannot even be currently found in holographic form in the Yu-Gi-Oh! Trading Card Game. You and your opponent may both choose the same Deck Master.

NOTE: The card that you choose from your deck to be your Deck Master is considered to be a card in your deck. Thus, you cannot have two Injection Fairy Lily?s in your deck, three Marauding Captain?s in your deck, four Kycoo the Ghost Destroyer?s in your deck, or any other quantity of a card in your deck more than the quantity of that card that you are allowed to have in your Yu-Gi-Oh! ?Deck Master? Variant deck, according to the American Yu-Gi-Oh! Trading Card Game?s normal Deck Construction Rules and Forbidden/Limited List, as well as your Deck Master?s Deck-Type Deck Master Abilities, even if one of these two, three, or four cards has been chosen by you to act as your Deck Master.

NOTE: If you and your opponent are playing a variation of the Yu-Gi-Oh! "Deck Master" Variant in which you each use more than one Deck Master, you may choose more than one of the same monster to be your Deck Master, and double the effect of all of that monster?s Deck Master Abilities whose effects can be doubled. Each of these monsters is treated as an individual Deck Master, each gaining all the abilities and consequences, thereof. However, both of these monsters are considered to be in your deck. Thus, if you choose more than one of a Semi-Limited Card as Deck Masters, you cannot have any other copies of that card remaining in your deck, and if you choose a Limited Card as a Deck Master, you cannot have any other copies of that card remaining in your deck, nor can you choose more than one of that card to be your Deck Master.

Note: If you and your opponent are playing a variation of the Yu-Gi-Oh! ?Deck Master? Variant in which you each use more than one Deck Master, very card that you choose to be a Deck Master is not only an individual Deck Master, but is also considered to be in your deck, as well. Thus, if you and your opponent are playing a variation of the Yu-Gi-Oh! ?Deck Master? Variant in which you each select and use three monsters as Deck Masters, and you choose Exodia the Forbidden One, Left Leg of the Forbidden One, and Right Leg of the Forbidden One to all three be your Deck Masters, you cannot have a single copy of either of these three Limited Cards remaining in your deck after you move these cards to their Deck Master Positions. This rule applies to you and your opponent no matter how many Deck Masters you two have both agreed upon dueling with.

Once you and your opponent each choose a monster to act as your Deck Master, you're almost ready to begin your Yu-Gi-Oh! "Deck Master" duel. First, however, you and your opponent must take your Deck Masters and move them to a special "Deck Master Position" outside of the field. As long as your Deck Master is in its Deck Master Position, it is not considered to be in play, but its Deck Master Ability can still take effect. Once you and your opponent have moved your Deck Masters to their Deck Master Positions, you and your opponent may now shuffle your decks, draw five cards, and begin your duel.

A Yu-Gi-Oh! "Deck Master" duel works almost exactly like a normal Yu-Gi-Oh! Trading Card Game. It simply gives you and your opponent more options about what you each can and can't do, with all of these options revolving around the Deck Masters that you and your opponent select. The subsection below is a complete list of all these options. My suggestion to you is that you read through the entire list before reading any further into this section.

AMERICAN YU-GI-OH! TRADING CARD GAME
UNOFFICIAL "DECK MASTER" VARIANT
COMPLETE NEW OPTIONS LIST

(1) At any time during a Yu-Gi-Oh! "Deck Master" duel, you may Special Summon your Deck Master from its Deck Master Position to your side of the field either in face-up Attack position or in face-up Defense position.

ADVANTAGES TO THIS:
*You can use your Deck Master like any other monster once it's Special Summoned to the field. You can equip it with cards such as Axe of Despair. It can be affected by cards such as Diffusion Wave Motion. It can be safeguarded by the effects of cards such as the Lord of D. You can even attack with it or tribute it to the Graveyard to bring a Level 5 or higher monster out on your side of the field.

NOTE: Despite the extrapolated ruling a certain unnamed website has made in the past concerning Deck Masters being unable to return to the hand or to the deck since they are a "Special Monster," in my Yu-Gi-Oh! "Deck Master" Variant, Deck Masters are allowed to return to the hand or to the deck, as long as they do not return to their Deck Master Position.

A BIT OF ADVICE: Deck Masters are great for hitting your opponent's Life Points with a strong final blow, and winning you the match, or for saving yourself from such a sad loss when you're stuck without a monster for many turns in a row, and your Life Points are running low.

DISADVANTAGES TO THIS:
*Once your Deck Master is out on the field, it is vulnerable to all effects of your opponent, such as the effects of cards such as Bottomless Trap Hole, Messenger of Peace, Mask of the Accursed, Cyber Jar, D.D. Warrior Lady, Mask of Weakness, Swords of Revealing Light, and Tribe-Infecting Virus.
*Once you Special Summon your Deck Master from its Deck Master Position to your side of the field, you cannot return your Deck Master to its Deck Master Position.
*If your Deck Master is ever permanently sent to your Graveyard or to your Removed From Play Zone for whatever reason whatsoever, you automatically lose the current duel.

NOTE: If your Deck Master and your opponent's Deck Master are ever both permanently sent to either your respective Graveyards and/or respective Removed From Play Zones, the current duel automatically ends in a draw for both duelists.

A BIT OF ADVICE: Deck Masters may be useful when Special Summoned to the field, but it's an incredibly risky move. Be extremely careful about Special Summoning your Deck Master from its Deck Master Position to your side of the field. Also, unless you're Special Summoning your Deck Master to the field out of sheer desperation, it might be a good idea to be sure that your opponent doesn't have a way that they could destroy your Deck Master before you Special Summon it to your side of the field.


(2) After you have Special Summoned your Deck Master from its Deck Master Position to your side of the field either in face-up Attack position or in face-up Defense position, you may tribute your Deck Master to your Graveyard to fulfill the summoning requirements of a Tribute Summon, Fusion Summon, or Ritual Summoning and the monster you tributed your Deck Master to fulfill the summoning requirements of will become your new Deck Master, gaining all the abilities, restrictions, options, and Deck Master Abilities of your former Deck Master.

ADVANTAGES TO THIS:
*This allows you to make full use of your Deck Master after you've Special Summoned it from its Deck Master Position to your side of the field. You can use this option in a near infinite number of ways, such as to break free of the effects of a card such as Nightmare Wheel, to strengthen your Deck Master so that it'll be harder to kill, to change your Deck Master into a monster whose type can be aided by the effects of a card such as Lord of D., or to help you bring out a useful Tribute, Fusion, or Ritual monster that would otherwise be harder to summon to the field.

DISADVANTAGES TO THIS:
*In order to use this option, you have to first Special Summon your Deck Master from its Deck Master Position to your side of the field, so unless you've already brought your Deck Master out to the field for another reason, it's usually not a good idea to risk losing the match by Special Summoning your Deck Master from its Deck Master Position to your side of the field simply to use this option.


(3) All tournament-legal, holographic, non-Fusion, non-Ritual monsters in the American Yu-Gi-Oh! Trading Card Game, all cards used in the Yu-Gi-Oh! Anime as Deck Masters, and all cards I choose to give one or more "Yu-Gi-Oh! Special Edition" Deck Master Abilities to have at least one special effect known as a "Deck Master Ability." As long as your Deck Master is either face-up on your side of the field or in its Deck Master Position, all Continuous-Type Deck Master Abilities automatically take effect and all manually triggered types of Deck Master Abilities can be activated if the requirements for their activation have been met. If your Deck Master is ever face-up on your opponent's side of the field, all Continuous-Type Deck Master Abilities automatically take effect, but apply to them, and, also, your opponent can activate all manually triggered types of Deck Master Abilities if the requirements for their activation have been met.

NOTE: If you and your opponent are playing a variation of the Yu-Gi-Oh! "Deck Master" Variant in which you each use more than one Deck Master, and one of your or your opponent's Deck Masters are ever permanently sent to your Graveyard or to your Removed From Play Zone for whatever reason whatsoever, instead of automatically losing the current duel, all of that Deck Master's active effects are automatically and permanently negated, its Continuous-Type Deck Master Abilities no longer take effect for you and/or your opponent, and all manually-triggered types of Deck Master Abilities it has can no longer be activated by either you or your opponent.

NOTE: Since Deck Master Abilities are a form of monster effect, they can be negated through the use of cards that negate effects. For example, if a Lord of D. is face-up on the field, you cannot use the Deck Master Ability of a monster such as Man-Eater Bug on a face-up Dragon-Type monster on the field, since the Deck Master Ability of Man-Eater Bug specifically designates a target and Lord of D. negates all effects which specifically designate any (face-up) Dragon-Type monster on the field as long as Lord of D. is face-up on the field. However, although all Deck Master Abilities are consider to be monster effects, they are not the effects of any specific monster card. Thus, if you Special Summon your Deck Master from its Deck Master Position to your side of the field, you may still use its Deck Master Ability, even if a card such a Skill Drain, which negates the effects of face-up Effect Monsters, is currently in effect on the field, as your Deck Master Ability is not specifically an effect of your Deck Master.

ADVANTAGES TO THIS:
*There are an incredible amount of advantages to be gained through the use of Deck Master Abilities. Weaker deck types such as Gravekeeper's decks, WATER decks, LIGHT decks, Harpie Lady decks, and type-specific decks can be strengthened through the use of some Deck Master Abilities. Some Deck Master Abilities allow you to bend the rules of deck construction, and include extra numbers or limitless numbers of certain cards in your deck, such as Invader of the Throne's Deck Master Ability, which allows you to legally have all the Snatch Steal's in your deck that you would like to have in it. Some Deck Master Abilities can allow you to get a considerable edge on your opponent if used correctly, such as Helpoemer's Deck Master Ability, which allows you to throw your hand away once per game to activate the effect of Seto Kaiba's infamous Trap card, the Crush Card. There are many other advantages to be gained through the use of Deck Master Abilities, but I can only talk about them for so long, so I'll stop here and let you figure out the rest of them for yourself when you read the complete list of all Yu-Gi-Oh! "Deck Master" Variant's current Deck Master Abilities later on in this rulebook.

DISADVANTAGES TO THIS:
*There are not a lot of disadvantages to using your Deck Master's Deck Master Abilities, except for the fact that some of them have a cost, which could hurt you more than your Deck Master's Deck Master Abilities help you if you're not careful. Also, some Deck Master Abilities can only be used once per game or have some downsides to their abilities, so you should be careful about how and when you use them. Furthermore, a few Deck Master Abilities limit both you and your opponent equally, so if you choose to use a Deck Master with such a Deck Master Ability and don?t adjust your strategy to take in account the effects of the Deck Master, the ability could be more of a burden to you than a help to you. However, that's about all the disadvantages to using your Deck Master's Deck Master Abilities.


A BIT OF ADVICE: If you want to see more information on Deck Master Abilities, including a complete list of all of Yu-Gi-Oh! "Deck Master" Variant's current Deck Master Abilities, read the section on Deck Master Abilities featured later in this rulebook.

That completes the American Yu-Gi-Oh! Trading Card Game Unofficial "Deck Master" Variant Complete Options List subsection. As you can see, there's a lot more that you can do in the Yu-Gi-Oh! Trading Card Game when you follow the Yu-Gi-Oh! "Deck Master" Variant. However, now it's time to get into the meat of this rulebook. Yes, now it's time for the section of this rulebook you've all been reading through this for, the section of this rulebook, which contains the complete list of all Yu-Gi-Oh! "Deck Master" Variant current Deck Master Abilities. Let's move on to it now, shall we?

DECK MASTER ABILITIES

No matter what else may be involved in my Yu-Gi-Oh! "Deck Master" Variant, there's really only one thing of any major concern to those who are interested in it, and that thing is Deck Master Abilities. This section will talk about, list, and explain Yu-Gi-Oh! "Deck Master" Variant's various Deck Master Abilities.

There are six types of Deck Master Abilities: Continuous-Type Deck Master Abilities, Counter-Type Deck Master Abilities, Deck-Type Deck Master Abilities, Instant-Type Deck Master Abilities, Spell-Type Deck Master Abilities, and Trap-Type Deck Master Abilities. Each of these six types of Deck Master Abilities has its own characteristics, including its own Spell Speed. The subsection below is a complete list of these six types of Deck Master Abilities and their characteristics. I suggest looking over it now and using it as a reference later if you forget the characteristics of any of the six types of Deck Master Abilities.

AMERICAN YU-GI-OH! TRADING CARD GAME
UNOFFICIAL "DECK MASTER" VARIANT
SIX DECK MASTER ABILITY TYPES AND INFORMATION

(1) CONTINUOUS-TYPE DECK MASTER ABILITIES

OVERVIEW: Continuous-Type Deck Master Abilities generate a constant effect, which modifies the course of your current duel.

TRIGGER: Automatic (The effect activates on its own.)

SPEED: Spell Speed 1

NOTES: The effects of some Continuous-Type Deck Master Abilities can be activated or deactivated, as you will, as stated in the effect text of these abilities. However, even though the effects of these Continuous-Type Deck Master Abilities are inactive, the abilities themselves are still considered to be active and in effect.


(2) COUNTER-TYPE DECK MASTER ABILITIES

OVERVIEW: Counter-Type Deck Master Abilities can only be used in response to the specific circumstances stated in the effect text of these abilities, but make up for this by being the fastest of all six types of Deck Master Abilities.

TRIGGER: Manual (You must activate the effect yourself.)

SPEED: Spell Speed 3

NOTES: Counter-Type Deck Master Abilities are similar to Counter Trap Cards, and like a Counter Trap Card, a Counter-Type Deck Master Ability can only be activated in response to or linked a chain immediately after the action or effect, which fulfills the specific requirements, required to activate the Counter-Type Deck Master Ability.


(3) DECK-TYPE DECK MASTER ABILITIES

OVERVIEW: Deck-Type Deck Master Abilities modify the Yu-Gi-Oh! Trading Card Game?s Deck Construction Rules, the Yu-Gi-Oh! Trading Card Game's Forbidden/Limited List, and, sometimes, the Yu-Gi-Oh! "Deck Master" Variant's Deck Master selection guidelines, as well, changing the way your Yu-Gi-Oh! "Deck Master" Variant deck is setup.

TRIGGER: Automatic (The effect activates on its own.)

SPEED: Spell Speed 0

NOTES: These Deck Master Abilities activate and complete their effects before your Yu-Gi-Oh! ?Deck Master? Variant duel even begins, which is why they have no Spell Speed. So, even if the effects of your Deck Master are negated, or your Deck Master is not either face-up on your side of the field or in its Deck Master Position, you may still break the Yu-Gi-Oh! Trading Card Game's normal Deck Construction Rules and/or the Yu-Gi-Oh! Trading Card Game's normal Forbidden/Limited List and/or the Yu-Gi-Oh! "Deck Master" Variant's Deck Master selection guidelines as your current Deck Master?s Deck-Type Deck Master Abilities state that you can, throughout the entirety of your current duel.


(4) INSTANT-TYPE DECK MASTER ABILITIES

OVERVIEW: Instant-Type Deck Master Abilities are one time use Deck Master Abilities which automatically activate as soon as your Yu-Gi-Oh! "Deck Master" Variant duel begins, before you and your opponent even draw your first five cards.

TRIGGER: Automatic (The effect activates on its own.)

SPEED: Spell Speed 1

NOTES: Although Instant-Type Deck Master Abilities activate before you and your opponent even draw your first five cards, they still activate within the boundaries of your current duel, so effects that negate Deck Master Abilities which are in effect from the very beginning of your current duel when Instant-Type Deck Master Abilities activate themselves, such as the Deck Master Ability of Spell Canceller, are able to negate the activation and/or effects of all Instant-Type Deck Master Abilities.


(5) SPELL-TYPE DECK MASTER ABILITIES

OVERVIEW: Spell-Type Deck Master Abilities are slow Deck Master Abilities which can only be activated on your Main Phase during your turn, and generate one of various temporary effects, although, you can only activate most of these Spell-Type Deck Master Abilities once per turn.

TRIGGER: Manual (You must activate the effect yourself.)

SPEED: Spell Speed 1

NOTES: Spell-Type Deck Master Abilities may get their name from the way their activation resembles the activation of a Spell card, however, they are still considered to be monster effects, not Spell card activations, and, thus, cannot be negated through the use of a Spell-negating card such as Imperial Order, Magic Jammer, Spell Canceller, or Magic Drain. The one exception to this rule is the Spell-Type Deck Master Ability of Kaiser Glider, which specifically says in its effect text that the activation of the effect it creates, is considered to be the activation of a Spell card.


(6) TRAP-TYPE DECK MASTER ABILITIES

OVERVIEW: Trap-Type Deck Master Abilities are Deck Master Abilities which you can activate at any time during your current duel except for during the Damage Step of any Battle Phase, and generate one of various temporary effects. Most Trap-Type Deck Master Abilities can only be activated once per turn, however.

TRIGGER: Manual (You must activate the effect yourself.)

SPEED: Spell Speed 2

NOTES: Trap-Type Deck Master Abilities may get their name from the way their activation resembles the activation of a Trap card, however, they are still considered to be monster effects, not Trap card activations, and, thus, cannot be negated through the use of a Trap-negating card such as Royal Decree, Seven Tools of the Bandit, Jinzo, or Solemn Judgement. There are currently no exceptions to this rule, whatsoever.


That completes the American Yu-Gi-Oh! Trading Card Game Unofficial "Deck Master" Variation Six Deck Master Ability Types and Information subsection. I hope you have a basic understanding of the six Deck Master Ability types, because now it's time to get to the very heart of this rulebook. The next subsection is a list of every single tournament-legal American Yu-Gi-Oh! Trading Card Game card in Yu-Gi-Oh! "Deck Master" Variant that has at least one of its own Deck Master Abilities, what each of these Deck Master Abilities are, and what type of Deck Master Ability each of these Deck Master Abilities are. Cards are sorted alphabetically, with each applicable card's alternate set of Deck Master Abilities listed in an entry after that applicable card's first set of Deck Master Abilities. This list was last updated after the release of Dark Crisis, and is completely finished up to that date. It will be updated as new tournament-legal American Yu-Gi-Oh! Trading Card Game cards are released.

AMERICAN YU-GI-OH! TRADING CARD GAME
UNOFFICIAL "DECK MASTER" VARIANT
COMPLETE DECK MASTER AND DECK MASTER ABILITY LIST

DECK MASTER NUMBER: 001
DECK MASTER NAME: Airknight Parshath

DECK MASTER ABILITY NAME: Circle of Light
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK of all LIGHT monsters in your deck by 700 ATK points whenever they are on your side of the field.


DECK MASTER NUMBER: 002
DECK MASTER NAME: Alpha the Magnet Warrior

DECK MASTER ABILITY NAME: Electromagnetic Enhancement
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Special Summon Valkyrion the Magna Warrior to the field by offering only Alpha the Magnet Warrior from your hand or the field as a tribute. Alpha the Magnet Warrior's also increase their ATK by an amount equal to their original ATK and increase their DEF by an amount equal to their original DEF whenever they are either face-up or facedown on your side of the field.


DECK MASTER NUMBER: 003
DECK MASTER NAME: Amazoness Swords Woman

DECK MASTER ABILITY NAME: Girl Power
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK points of all monsters in your deck whose card name contains the word "Amazoness" and all monsters in your deck whose card name is Amazon Archer by 250 ATK points for each monster on your side of the field whose card name contains the word ?Amazoness? and for each monster on your side of the field whose card name is Amazon Archer whenever they are on your side of the field.


DECK MASTER NUMBER: 004
DECK MASTER NAME: Asura Priest

DECK MASTER ABILITY NAME: Spirit Monster Materialization
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK points of all Spirit-Type monsters in your deck by 1000 ATK points whenever they are on your side of the field.


DECK MASTER NUMBER: 005
DECK MASTER NAME: Axe Raider

DECK MASTER ABILITY NAME: Blessings of the Weapon Smith
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: In addition to the effects of Equip Cards, the ATK points of all monsters in your and in your opponent's deck are increased by 1000 ATK points for each card Equipped to each of them whenever they are on either your or your opponent's side of the field.


DECK MASTER NUMBER: 006
DECK MASTER NAME: Banisher of the Light

DECK MASTER ABILITY NAME: Banishment of the Doomed
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Every card, whether yours or your opponent's, that is to be sent to the Graveyard during the current duel will, instead, be removed from the game.


DECK MASTER NUMBER: 007
DECK MASTER NAME: Barrel Dragon

DECK MASTER ABILITY NAME: Immediate Equipment
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Normal Summon Barrel Dragon's from your hand to your side of the field after only offering one monster on your side of the field as a tribute.

DECK MASTER ABILITY NAME: Triple Cannon Bombardment
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Whenever you summon (including Special Summon) a Level 7 or higher monster to your side of the field that is not named Barrel Dragon, you may use this Deck Master Ability to destroy any monster on the field. There is no limit to the number of times that you may use this Deck Master Ability, and it can also be used on both your turn and on your opponent's turn.


DECK MASTER NUMBER: 008
DECK MASTER NAME: Bazoo the Soul-Eater

DECK MASTER ABILITY NAME: Magic Soul Diffusion
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Both players may now remove not only monster cards in the Graveyard from the current duel, but remove any type of card, whether monster, Magic, or Trap card in the Graveyard from the current duel, when fulfilling the effects of Bazoo the Soul-Eater, Kycoo the Ghost Destroyer, and Skull Lair.


DECK MASTER NUMBER: 009
DECK MASTER NAME: Beast of Talwar

DECK MASTER ABILITY NAME: Sword Master's Trick
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once a turn during your Main Phase, if you have at least one Beast of Talwar in your hand, you may Special Summon any Beast of Talwar from your hand to your side of the field in face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 010
DECK MASTER NAME: Berserk Dragon

DECK MASTER ABILITY NAME: Reckless Limitation Break
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All monster cards in both your and your opponent's decks that, according to their cards' effect text, cannot be Normal Summoned and/or Flip Summoned and/or Special Summoned to the field without at least one specific monster, Spell, and/or Trap card being face-up on your side of the field according to the effect, such as "Blue-Eyes Toon Dragon" or "Guardian Elma", may now be Normal Summoned and/or Flip Summoned and/or Special Summoned to either your or your opponent's side of the field without any specific monster, Spell, and/or Trap cards being face-up on your side of the field.


DECK MASTER NUMBER: 011
DECK MASTER NAME: Beta the Magnet Warrior

DECK MASTER ABILITY NAME: Electromagnetic Enhancement
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Special Summon Valkyrion the Magna Warrior to the field by offering only Beta the Magnet Warrior from your hand or the field as a tribute. Beta the Magnet Warrior's also increase their ATK by an amount equal to their original ATK and increase their DEF by an amount equal to their original DEF whenever they are either face-up or facedown on your side of the field.


DECK MASTER NUMBER: 012
DECK MASTER NAME: Blue-Eyes Toon Dragon

DECK MASTER ABILITY NAME: Toon World Transformation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Special Summon Toon monsters to the field without the Magic card Toon World being on the field. All Toon monsters in your deck may also now attack on the first turn that they are Special Summoned to your side of the field.


DECK MASTER NUMBER: 013
DECK MASTER NAME: Blue-Eyes White Dragon

DECK MASTER ABILITY NAME: Call of the Dragon Lord
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once a turn during your Main Phase, if you have a Lord of D. face-up on your side of the field, you may Special Summon one Blue-Eyes White Dragon from your hand to your side of the field in face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 014
DECK MASTER NAME: Blue-Eyes White Dragon (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Pre-Emptive Strike
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your turn, if you have summoned at least one monster card to your side of the field during your Main Phase this turn (including Special Summons), you may select one monster card that you summoned to your side of the field during your Main Phase this turn. The monster card that you select using the first part of this Deck Master Ability may attack on the first turn that it is summoned to your side of the field. This effect overrides the effects of all other cards, and can even override the Deck Master Abilities of other Deck Masters.


DECK MASTER NUMBER: 015
DECK MASTER NAME: Breaker the Magical Warrior

DECK MASTER ABILITY NAME: Rule-Bending Magic
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster is your Deck Master, you may have up to three Breaker the Magical Warrior's (including this one) in your deck, instead of merely one.

DECK MASTER ABILITY NAME: Energy-Increasing Spell
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Main Phase, if there is at least one face-up card on your or your opponent's side the field that you can put a Spell Counter on, you may add one Spell Counter to any face-up card on your or your opponent's side of the field that you can put a Spell Counter on.


DECK MASTER NUMBER: 016
DECK MASTER NAME: Buster Blader

DECK MASTER ABILITY NAME: Sword of the Dragon Slayer
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Whenever a Dragon-Type monster is summoned to the field (including Special Summons), use this Deck Master Ability to negate the monster's summoning and destroy it.


DECK MASTER NUMBER: 017
DECK MASTER NAME: Byser Shock

DECK MASTER ABILITY NAME: Curse of Revelation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this Deck Master Ability is in effect, any card Set on either your or your opponent's side of the field, whether monster, Magic, or Trap card, is automatically destroyed.


DECK MASTER NUMBER: 018
DECK MASTER NAME: Catapult Turtle

DECK MASTER ABILITY NAME: Barrier Breaker
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever a Continuous Magic Card or a Continuous Trap Card is activated, use this Deck Master Ability to negate all effects of the Continuous Magic Card or the Continuous Trap Card and destroy it.


DECK MASTER NUMBER: 019
DECK MASTER NAME: Celtic Guardian

DECK MASTER ABILITY NAME: Obnoxious Restriction
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Any monster with an ATK of at least 1900 on either side of the field cannot attack.


DECK MASTER NUMBER: 020
DECK MASTER NAME: Chaos Command Magician

DECK MASTER ABILITY NAME: Chaos Cloud
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever a card effect is activated that specifically designates one or more monster cards on either your or your opponent's side of the field as a target, activate this Deck Master Ability to negate the effect that specifically designated one or more monster cards on either you or your opponent's side of the field as a target, and destroy the card which activated the effect.


DECK MASTER NUMBER: 021
DECK MASTER NAME: Cosmo Queen

DECK MASTER ABILITY NAME: Secret Magic Spell
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn during your Main Phase, you may pay 1000 Life Points and select 1 Level seven or higher Spellcaster-Type monster on your side of the field. During this turn, only the selected monster can attack and it attacks all monsters on your opponent?s side of the field. The effects of Effect Monsters destroyed by the selected monster in battle cannot be activated.


DECK MASTER NUMBER: 022
DECK MASTER NAME: Curse of Dragon

DECK MASTER ABILITY NAME: Fiery Discharge
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: 500 units of direct damage are inflicted to each player's Life Points at each of their Standby Phases.

DECK MASTER ABILITY NAME: Breath of Burning Land
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever a Field Magic Card is activated, use this Deck Master Ability to negate all effects of the Field Magic Card and destroy the card.


DECK MASTER NUMBER: 023
DECK MASTER NAME: D. D. Warrior Lady

DECK MASTER ABILITY NAME: Reappointment from Another Earth
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Lower the level of all Warrior-Type monsters in both your and in your opponent's deck by two whenever they are in either your or your opponent's hand or on either your or your opponent's side of the field.


DECK MASTER NUMBER: 024
DECK MASTER NAME: Dark Magician

DECK MASTER ABILITY NAME: Knife Trick
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once a turn during your Main Phase, if you have a Dark Magician face-up on your side of the field, you may select any monster on the field and flip a coin. If the result of the coin flip is Heads, destroy the earlier selected monster.


DECK MASTER NUMBER: 025
DECK MASTER NAME: Dark Magician (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Double Cast
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per game, when you activate a Spell card, you may activate this monster's Deck Master Ability to the use the effect of that Spell card twice upon its activation instead of merely once.


DECK MASTER NUMBER: 026
DECK MASTER NAME: Dark Magician Girl

DECK MASTER ABILITY NAME: The Magician's Cue
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Pay half of your current Life Point total to Special Summon one Dark Magician card from your hand or your deck to your side of the field in face-up Attack position.


DECK MASTER NUMBER: 027
DECK MASTER NAME: Dark Magician Girl (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Soul Circle
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per game during your Main Phase, you may look at a number of cards on the top of your deck equal to the number of monsters that you have in your Graveyard. Then, select one card, add the selected card to your hand, and return the rest of the cards from your deck back on the top of your deck in the same order that they were in when you first activated this effect.


DECK MASTER NUMBER: 028
DECK MASTER NAME: Dark Necrofear

DECK MASTER ABILITY NAME: FINAL Magic Curse
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this monster's Deck Master Ability is in effect, you can set and activate Magic cards with "Spirit Message" in their name during your turn, instead of only moving them into an open Magic or Trap Card Zone on your side of the field at the end of your opponent's turn when the effect of a Trap card named Destiny Board in a Magic or Trap Card Zone on your side of the field is currently in effect. Both you and you opponent are also given an infinite number of Magic and Trap Card Zones on each of your respective sides of the field. If this monster's Deck Master Ability ever ceases to be effect, all Magic and Trap Card Zones outside of you and your opponent's original five Magic and Trap Card Zones cease to exist, unless they currently contain a Magic or Trap card, in which case, each of these Magic or Trap Card Zones will cease to exist as soon as the Magic or Trap card contained within each of them ceases to be contained within that Magic or Trap Card Zone.


DECK MASTER NUMBER: 029
DECK MASTER NAME: Dark Ruler Ha Des

DECK MASTER ABILITY NAME: Fiend Army Demotion
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Lower the level of all Fiend-Type monsters in both your and in your opponent's deck by two whenever they are in either your or your opponent's hand or on either your or your opponent's side of the field.


DECK MASTER NUMBER: 030
DECK MASTER NAME: Deepsea Warrior (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Reflector Hole
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever a monster on your opponent's side of the field attacks a monster on your side of the field, you may tribute two monsters on your side of the field to negate the attack of your opponent's attacking monster and inflict direct damage to the Life Points of your opponent equal to the ATK of your opponent's attacking monster.


DECK MASTER NUMBER: 031
DECK MASTER NAME: Different Dimension Dragon

DECK MASTER ABILITY NAME: Reality Bend
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Standby Phase, you may choose whether or not you would like this monster's Deck Master Ability to be in effect until your next Standby Phase. Whenever a card effect is activated that does not specifically designate one or more monster cards on either your or your opponent's side of the field as a target while this monster's Deck Master Ability is in effect, negate the effect that did not specifically designate one or more monster cards on either you or your opponent's side of the field as a target, and destroy the card which activated the effect.


DECK MASTER NUMBER: 032
DECK MASTER NAME: Don Zaloog

DECK MASTER ABILITY NAME: Hand of the Bandit
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Whenever you inflict Battle Damage to your opponent's Life Points during the current duel, you may select and activate one of the following two numbered effects.
(1) Randomly select one card in your opponent's hand and discard the selected card from your opponent's hand directly to the Graveyard.
(2) Send the top two cards on your opponent's deck from the top of your opponent's deck directly to the Graveyard.


DECK MASTER NUMBER: 033
DECK MASTER NAME: Dragon Seeker

DECK MASTER ABILITY NAME: Cry of Vengeance
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Whenever a Level 5 or higher Fiend-Type monster that you are the owner of is sent from the field to the graveyard, whether as a result of battle, of tribute, or of effect, you may discard every card in your hand from your hand directly to the Graveyard in order to select one Buster Blader in your hand, in your deck, or in your Graveyard and Special Summon it from its current location in your hand, in your deck, or in your Graveyard to the field on your side of the field in face-up Attack position. If you use this Deck Master Ability to Special Summon a Buster Blader from your deck to the field on your side of the field in face-up Attack position, you must also shuffle your deck immediately after this Deck Master Ability fully resolves.


DECK MASTER NUMBER: 034
DECK MASTER NAME: Exiled Force

DECK MASTER ABILITY NAME: Two-Pronged Assault
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Whenever you have at least two monsters on your side of the field, you may tribute any two monsters on your side of the field to the Graveyard in order to destroy any other monster on the field. This effect may be used as many times as you would like during a turn, and can be used on both your and on your opponent's turn.


DECK MASTER NUMBER: 035
DECK MASTER NAME: Exodia Necross

DECK MASTER ABILITY NAME: Congregation of the Dead
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster is your Deck Master, you may have up to four Exodia Necross' (including this one) in your deck, instead of merely three.

DECK MASTER ABILITY NAME: Human Sacrifice
DECK MASTER ABILITY TYPE: Instant
DECK MASTER ABILITY EFFECT TEXT: Once per game, at the beginning of each of your duels, before you draw any cards from your deck, as long as this monster is your Deck Master, you may search through your deck and select any five individual cards in your deck and send these selected five cards that you chose from among all the cards in your deck using this Deck Master Ability directly from your deck to your Graveyard. Then, if you chose to use this monster's Deck Master Ability, both you and your opponent must reshuffle your deck, with you shuffling your deck first.


DECK MASTER NUMBER: 036
DECK MASTER NAME: Exodia the Forbidden One

DECK MASTER ABILITY NAME: Gift of the Forbidden One
DECK MASTER ABILITY TYPE: Instant
DECK MASTER ABILITY EFFECT TEXT: If, at the beginning of the duel, before you draw any cards into your hand, you have the cards Left Arm of the Forbidden One, Left Leg of the Forbidden One, Right Arm of the Forbidden One, and Right Leg of the Forbidden One in your deck, show these cards to your opponent and then shuffle them into your deck. Then, from this moment on, until the end of your current duel, you may draw two cards instead of one during the Draw Phase of each of your turns.


DECK MASTER NUMBER: 037
DECK MASTER NAME: Fiber Jar

DECK MASTER ABILITY NAME: Bionic Absorption
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: When the effect of a face-up Effect Monster is activated, use this Deck Master Ability to negate the face-up Effect Monster's effect.


DECK MASTER NUMBER: 038
DECK MASTER NAME: Fire Princess

DECK MASTER ABILITY NAME: Balance of Soul
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Activate this Deck Master Ability whenever you increase your current Life Point total in order to inflict 500 units of direct damage to your opponent's Life Points.


DECK MASTER NUMBER: 039
DECK MASTER NAME: Flame Swordsman (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Risky Transfer
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: On your turn, during your Main Phase, you may transfer the ATK of this monster to other Warrior-Type monsters on your side of the field in 100 ATK point increments.


DECK MASTER NUMBER: 040
DECK MASTER NAME: Freed the Matchless General

DECK MASTER ABILITY NAME: Heavy Training Regimen
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK of all Warrior-Type monsters in your deck by 1000 ATK points whenever they are on your side of the field.


DECK MASTER NUMBER: 041
DECK MASTER NAME: Fushioh Richie

DECK MASTER ABILITY NAME: Grace of the Undead King
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Main Phase, if there are no monsters currently on your side of the field, you may Special Summon any Zombie-Type monster from your hand to your side of the field in face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 042
DECK MASTER NAME: Gamma the Magnet Warrior

DECK MASTER ABILITY NAME: Electromagnetic Enhancement
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Special Summon Valkyrion the Magna Warrior to the field by offering only Gamma the Magnet Warrior from your hand or the field as a tribute. Gamma the Magnet Warrior's also increase their ATK by an amount equal to their original ATK and increase their DEF by an amount equal to their original DEF whenever they are either face-up or facedown on your side of the field.


DECK MASTER NUMBER: 043
DECK MASTER NAME: Gaia the Fierce Knight

DECK MASTER ABILITY NAME: Swift Deployment
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn during your Main Phase, if a Level seven or higher monster is the only monster in your hand, you may Normal Summon the monster on your side of the field in face-up Attack position or facedown Defense position without offering any monsters from the field as a tribute.


DECK MASTER NUMBER: 044
DECK MASTER NAME: Garnecia Elefantis

DECK MASTER ABILITY NAME: Night of the Full Moon
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once a turn during your Main Phase, if you have at least one Garnecia Elefantis in your hand, you may Special Summon any Garnecia Elefantis from your hand to your side of the field in face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 045
DECK MASTER NAME: Gate Guardian

DECK MASTER ABILITY NAME: Triple Elemental Force
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Sanga of the Thunder's, Kazejin's, and Suijin's in your hand are considered to be on your side of the field when tributing to meet the Special Summoning requirements of Gate Guardian. Also, add the following effect to all Gate Guardian's in your deck upon the effect they already have whenever they are on your side of the field:
"As long as this monster is face-up on the field, negate the effects of all Magic and Trap cards."


DECK MASTER NUMBER: 046
DECK MASTER NAME: Gearfried the Iron Knight

DECK MASTER ABILITY NAME: Weapon Breaker
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever a card is equipped to a monster on the field, use this Deck Master ability to immediately destroy the equipped card.


DECK MASTER NUMBER: 047
DECK MASTER NAME: Gemini Elf

DECK MASTER ABILITY NAME: Triadic Coalescence
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Whenever you and/or your opponent have at least one set of three monsters face-up on their respective side of the field with the same card name, select one of these sets of three monsters face-up on either your or your opponent's side of the field with the same card name and tribute two of the three monsters with the same card name to the Graveyard to triple the original ATK points and original DEF points of the third monster of the three monsters face-up on either your or your opponent's side of the field with the same card name.


DECK MASTER NUMBER: 048
DECK MASTER NAME: Giant Red Seasnake

DECK MASTER ABILITY NAME: Conjunction of the Seven Seas
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK of all WATER monsters in your deck by 700 ATK points whenever they are on your side of the field.


DECK MASTER NUMBER: 049
DECK MASTER NAME: Goblin Attack Force

DECK MASTER ABILITY NAME: Invincible Berserker
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All Goblin Attack Force's in both your and in your opponent's deck no longer switch to Defense Position at the end of a Battle Phase in which they attack while on your side of the field, nor can the attacks of all Goblin Attack Force's in your deck be negated by any effect other than a Deck Master Ability.

DECK MASTER ABILITY NAME: Call for Backup
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster is your Deck Master, you may have up to four Goblin Attack Force's (including this one) in your deck, instead of merely three.


DECK MASTER NUMBER: 050
DECK MASTER NAME: Goddess of Whim

DECK MASTER ABILITY NAME: Risky Fancy
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Add the following effect to each LIGHT monster in your deck upon any other effect that each LIGHT monster in your deck may or may not already have whenever that card is face-up on your side of the field:
"Toss a coin and call Heads or Tails. Call it right and this card's ATK will be doubled during this turn. Call it wrong and it will be halved during this turn."


DECK MASTER NUMBER: 051
DECK MASTER NAME: Goddess with the Third Eye (Yu-Gi-Oh! Enter The Shadow Realm Effect)

DECK MASTER ABILITY NAME: Fusion Vision
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Main Phase, if you have at least one set of monsters on your side of the field and/or your hand that can fuse together with the effect of the Spell card Polymerization, you may discard a Spell card from your hand to the Graveyard in order to fuse one set of these monsters as if by the effect of Polymerization.


DECK MASTER NUMBER: 052
DECK MASTER NAME: Gravekeeper?s Chief

DECK MASTER ABILITY NAME: Return to the Field of the Doomed
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: During the entirety of the current duel, the Magic card Necrovalley is always considered to be in effect, all effects of Magic, Trap, and/or Effect Monster Cards that involve Graveyards are negated, neither player can remove cards in the Graveyard from play, and the ATK and DEF of all monsters that include "Gravekeeper's" in their card name are each increased by 500 ATK and 500 DEF points.


DECK MASTER NUMBER: 053
DECK MASTER NAME: Great Dezard

DECK MASTER ABILITY NAME: Benefits of the Priesthood
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster is your Deck Master, you may have up to four Great Dezard's (including this one) in your deck, instead of merely three.

DECK MASTER ABILITY NAME: Forfeit of the High Priest
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT:
Once per turn, on either you or your opponent's turn, as long as you have at least one Great Dezard in either your deck, your hand, or your Graveyard, you may select any Great Dezard in either your deck, your hand, or your Graveyard and remove it from the game. If you select to remove a Great Dezard in your deck from the game to fulfill the first part of this monster's Deck Master Ability, then you must also discard one card from your hand directly to the Graveyard to fulfill the first part of this monster's Deck Master Ability. Then, once you have fulfilled the first part of this monster's Deck Master Ability, you may Special Summon one Fushioh Richie from either your hand, from your deck, or from your graveyard in face-up Attack position or face-up Defense position on your side of the field. If you selected to remove a Great Dezard in your deck from the game as a result of this Deck Master Ability and/or Special Summoned a Fushioh Richie from your deck to your side of the field in face-up Attack position or face-up Defense position using this monster's Deck Master Ability, you must also shuffle your deck after this Deck Master Ability fully resolves.


DECK MASTER NUMBER: 054
DECK MASTER NAME: Guardian Ceal

DECK MASTER ABILITY NAME: Age of the Sword
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this monster's Deck Master Ability is in effect, both you and your opponent may choose, at the beginning of each of your respective Draw Phases, to, instead of drawing one card from the top of your respective decks during that Draw Phase, to search your respective decks, select one Equip Magic Card in your respective decks, show it to your respective opponents, and add the selected Equip Magic Card to your respective hands.


DECK MASTER NUMBER: 055
DECK MASTER NAME: Guardian Grarl

DECK MASTER ABILITY NAME: Gathering of the Guarded
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this monster's Deck Master Ability is in effect, Effect Monster cards with the word "Guardian" in their name, such as "Guardian Grarl," can be Normal Summoned, Flip Summoned, and Special Summoned to both your and your opponent's side of the field without any specific card Equip Magic Card listed in the effect text of the monster card with the word "Guardian" in its name, such as "Gravity Axe -- Grarl", being on your and/or your opponent's side of the field. If this Deck Master Ability ever ceases to be in effect, all face-up Effect Monsters on both your and your opponent's side of the field with the word "Guardian" in their name return to their owners' hands immediately.

DECK MASTER ABILITY NAME: Emergency Measures
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster is your Deck Master, you may have up to four Guardian Grarl's (including this one) in your deck, instead of merely three.


DECK MASTER NUMBER: 056
DECK MASTER NAME: Guardian Sphinx

DECK MASTER ABILITY NAME: Riddle of the Sphinx
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Standby Phase, you may choose whether or not you would like this monster's Deck Master Ability to be in effect until your next Standby Phase. Whenever you or your opponent attacks while this monster's Deck Master Ability is in effect, the player who is attacking randomly selects one card in the hand of the player who is being attacked and calls the type of the card (Monster, Magic, or Trap). If the player who is attacking calls the type of the card randomly selected from the hand of the player who is being attacked wrong, the attacking monster of the player who is attacking is returned to its owner?s hand.


DECK MASTER NUMBER: 057
DECK MASTER NAME: Harpie Lady Sisters

DECK MASTER ABILITY NAME: Exterminator Attack Infusion
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Add 500 ATK, as well as the following effect, to all Harpie Lady's in your deck with 1300 ATK and 1400 DEF whenever they are on your side of the field:
"As long as this monster is face-up on the field, negate the effects of all Magic and Trap cards."


DECK MASTER NUMBER: 058
DECK MASTER NAME: Harpie's Pet Dragon

DECK MASTER ABILITY NAME: Strength in Numbers
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster as your Deck Master, there is no limit to the number of Harpie Lady cards that you may have in your deck. However, in order to use this Deck Master Ability, you must not have a Harpie Lady in your deck that has an original ATK other than 1300 or an original DEF other than 1400.


DECK MASTER NUMBER: 059
DECK MASTER NAME: Helpoemer

DECK MASTER ABILITY NAME: Crush Card Infection
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per game, during your or your opponent's turn, if you have at least one DARK monster on your side of the field with no more than 1000 ATK points, you may tribute any DARK monster on your side of the field with no more than 1000 ATK points to the Graveyard, as well as discard every card in your hand from your hand directly to the Graveyard, as a cost required in order to activate the rest of this monster's Deck Master Ability. Destroy all monster cards on your opponent's side of the field that have at least 1500 ATK points. If your opponent has monster cards on their side of the field that are facedown, check each of these monsters to see if each one has at least 1500 ATK points, and destroy each facedown monster on your opponent's side of the field that does, indeed, have at least 1500 ATK points. Then, look at every card in your opponent's hand and discard each monster card in your opponent's hand that has at least 1500 ATK points from their hand directly to the Graveyard. Also, look at every card that your opponent draws from your opponent's deck into your opponent's hand for three turns following the complete activation of this Deck Master Ability and discard every monster card that they draw within this three turn time period that has at least 1500 ATK points from their hand directly to the Graveyard.


DECK MASTER NUMBER: 060
DECK MASTER NAME: Hino-Kagu-Tsuchi

DECK MASTER ABILITY NAME: Spiritual Energy Field
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All Spirit monsters on both your and your opponent's sides of the field remain face-up on their respective sides of the field and do not return to their owner's hands during the End Phase of the turn in which they are Normal Summoned, Flip Summoned, or flipped face-up using this Deck Master Ability. However, if this Deck Master Ability ever ceases to be in effect, all face-up Spirit monsters on both your and your opponent's side of the field return to their owners' hands immediately. Also, Spirit monsters may now be Special Summoned from the Graveyard, even if their effect text says that they cannot be. However, even if Hino-Kagu-Tsuchi is you and/or your opponent's Deck Master and Hino-Kagu-Tsuchi's first Deck Master Ability is currently in effect, a Spirit monster Special Summoned to the field from the Graveyard returns to its owner's hand during the End Phase of the turn in which it is Special Summoned to the field.
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Guest kentregal
DECK MASTER NUMBER: 061
DECK MASTER NAME: Injection Fairy Lily

DECK MASTER ABILITY NAME: Injection Needle Equipment
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Add the following effect to each monster in your deck with an ATK of 500 or less upon any other effect that each monster with an ATK of 500 or less may or may not already have whenever that card is face-up on your side of the field:
"This card's effect can be activated only during the Damage Step of either player's turn. Pay 2000 Life Points to increase the ATK of this monster by 3000 points only during the Damage Step."


DECK MASTER NUMBER: 062
DECK MASTER NAME: Invader of the Throne

DECK MASTER ABILITY NAME: State of Anarchy
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: As long as this monster as your Deck Master, there is no limit to the number of Magic cards named Snatch Steal that you may have in your deck.


DECK MASTER NUMBER: 063
DECK MASTER NAME: Jinzo

DECK MASTER ABILITY NAME: Electromagnetic Seal
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Once per turn, you may pay half of your current Life Point total to negate the summoning (including Special Summons) of a monster, the activation of a Magic card, or the activation of a Trap card and destroy the negated monster, Magic, or Trap card.


DECK MASTER NUMBER: 064
DECK MASTER NAME: Jinzo (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Trap Paralysis
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this ability is in effect, all Trap cards cannot be activated. The effects of all face-up Trap cards are also negated.


DECK MASTER NUMBER: 065
DECK MASTER NAME: Judge Man (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Death Sentence
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per game, at any time during either your or your opponent's turn except for during the Damage Step of one of either your or your opponent's Battle Phases, you may lower your current Life Point total by 1000 Life Points to remove all monsters on your opponent's side of the field from the game and inflict 500 units of direct damage to your opponent's current Life Point total for each monster on your opponent's side of the field that you removed from the game using this monster's Deck Master Ability.

DECK MASTER NUMBER: 066
DECK MASTER NAME: Kaiser Glider

DECK MASTER ABILITY NAME: Surrogate of the Offering
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: On your turn, during your Main Phase, if you have at least one Spell or Trap card in your hand, you may select any Spell or Trap card in your hand and discard the selected Spell or Trap card in your hand directly from your hand to your Graveyard in order to activate the following effect:
"Select an opponent's monster and use it as a Tribute in place of one of your own. This effect is considered to be the activation of a Spell card, and, thus, can be negated by any effect that negates the activation or the effects of a Spell card or that negates the activation of a Spell card and destroys the activating Spell card, such as Magic Jammer, Magic Drain, or Imperial Order."
If you activate the above effect using this monster's Deck Master Ability and the above effect fully resolves without being negated, you may not use this Deck Master Ability again until the Main Phase of your next turn.


DECK MASTER NUMBER: 067
DECK MASTER NAME: Kanan the Swordmistress

DECK MASTER ABILITY NAME: Exchange of Sword
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: On both your and your opponent's turn, in the Damage Step of all Battle Phases where battle is occurring between a monster on your side of the field and a monster on your opponent's side of the field, switch the current ATK points and the current DEF points of the monster on your side of the field involved in the current battle with the current ATK points and the current DEF points of the monster on your opponent's side of the field involved in the current battle until the end of the current Battle Phase.


DECK MASTER NUMBER: 068
DECK MASTER NAME: Kazejin

DECK MASTER ABILITY NAME: Elemental Invigoration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may use the effects of Sanga of the Thunder, Kazejin, and Suijin as many times as you choose, rather than only once.


DECK MASTER NUMBER: 069
DECK MASTER NAME: Kuriboh

DECK MASTER ABILITY NAME: Rainbow Arch
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per game, on your turn during your Main Phase, as long as you have at least one monster on your side of the field, you may select any monster on your side of the field. The selected monster may attack your opponent's Life Points directly during the Battle Phase of the turn in which this Deck Master Ability is activated.


DECK MASTER NUMBER: 070
DECK MASTER NAME: Kuriboh (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Multiply Wall
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per turn, when a monster on your opponent's side of the field attacks your Life Points directly, you may negate the attack of your opponent's monster, and Special Summon your Deck Master, Kuriboh, onto your side of the field in face-up Attack position.


DECK MASTER NUMBER: 071
DECK MASTER NAME: Kycoo the Ghost Destroyer

DECK MASTER ABILITY NAME: Magic Soul Diffusion
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Both players may now remove not only monster cards in the Graveyard from the current duel, but remove any type of card, whether monster, Magic, or Trap card in the Graveyard from the current duel, when fulfilling the effects of Bazoo the Soul-Eater, Kycoo the Ghost Destroyer, and Skull Lair.


DECK MASTER NUMBER: 072
DECK MASTER NAME: Lava Golem

DECK MASTER ABILITY NAME: Hinotama Breath
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: 250 units of direct damage are inflicted to your opponent's Life Points at each of their Standby Phases.


DECK MASTER NUMBER: 073
DECK MASTER NAME: Left Arm of the Forbidden One

DECK MASTER ABILITY NAME: Spell of Assembly
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Cards named Left Arm of the Forbidden One, Left Leg of the Forbidden One, Right Arm of the Forbidden One, Right Leg of the Forbidden One, and Exodia the Forbidden One, if face-up or facedown on your side of the field, are considered to be in your hand when meeting the requirements for the effect of Exodia the Forbidden One.


DECK MASTER NUMBER: 074
DECK MASTER NAME: Left Leg of the Forbidden One

DECK MASTER ABILITY NAME: Spell of Assembly
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Cards named Left Arm of the Forbidden One, Left Leg of the Forbidden One, Right Arm of the Forbidden One, Right Leg of the Forbidden One, and Exodia the Forbidden One, if face-up or facedown on your side of the field, are considered to be in your hand when meeting the requirements for the effect of Exodia the Forbidden One.


DECK MASTER NUMBER: 075
DECK MASTER NAME: Lord of D.

DECK MASTER ABILITY NAME: Offerings to the King
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once a turn during your Main Phase, you may tribute two monsters on your side of the field to the Graveyard in order to Special Summon one or two Level five or higher Dragon-Type monsters from your hand to your side of the field, each in either face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 076
DECK MASTER NAME: Lord of D. (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Dragon Backup
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Main Phase, if you have at least one Dragon-Type monster in your hand, you may pay 500 Life Points to Special Summon any Dragon-Type monster from your hand to the field in face-up Attack position or face-up Defense position. However, standard monster sacrifice requirements still apply to this monster's Special Summoning.


DECK MASTER NUMBER: 077
DECK MASTER NAME: Luster Dragon (Legacy of Darkness Variation)

DECK MASTER ABILITY NAME: WIND Dragon's Hurricane
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: On your turn, during your Main Phase, if you have at least one face-up Level five or higher Dragon-Type monster on your side of the field, you may select any face-up Level five or higher Dragon-Type monster on your side of the field and return the face-up Level five or higher Dragon-Type monster on your side of the field that you selected to the hand of the owner of that selected card in order to destroy all Magic and Trap cards on both your and your opponent's side of the field.


DECK MASTER NUMBER: 078
DECK MASTER NAME: Luster Dragon (Magician's Force Variation)

DECK MASTER ABILITY NAME: Gemstone Reflection
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever a card effect is activated that specifically designates one or more monster cards on either your or your opponent's side of the field as a target and you have at least one Dragon-Type monster face-up on your side of the field, activate this Deck Master Ability to redirect the effect that specifically designated one or more monster cards on either you or your opponent's side of the field as a target to a new valid, specifically-designated target of your choice.


DECK MASTER NUMBER: 079
DECK MASTER NAME: Maha Vailo

DECK MASTER ABILITY NAME: Sword-Enhancing Spell
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: In addition to the effects of Equip Cards, the ATK points of all LIGHT monsters in your deck are increased by 500 ATK points for each card Equipped to each of them whenever they are on your side of the field.


DECK MASTER NUMBER: 080
DECK MASTER NAME: Man-Eater Bug

DECK MASTER ABILITY NAME: Sacrificial Strike
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn during your Main Phase, you may pay 1000 Life Points to destroy one monster on the field, regardless of the target monster's position on the field.


DECK MASTER NUMBER: 081
DECK MASTER NAME: Marauding Captain

DECK MASTER ABILITY NAME: Allegiances in Action
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: When you successfully Normal Summon a Marauding Captain from your or your opponent's hand to your or your opponent's side of the field, you may Special Summon any monster from your hand to your side of the field in face-up Attack or face-up Defense position, regardless of level and/or type, instead of merely Special Summoning any Level four or lower Warrior-Type monster from your hand to your side of the field in face-up Attack or face-up Defense position using the effect written in the effect text of the monster, Marauding Captain.


DECK MASTER NUMBER: 082
DECK MASTER NAME: Mechanical Chaser

DECK MASTER ABILITY NAME: Sword of the Machine King
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK of all Machine-Type monsters in your deck by 500 ATK points whenever they are on your side of the field. Also, whenever Machine-Type monsters on your side of the field attack with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.


DECK MASTER NUMBER: 083
DECK MASTER NAME: Metalzoa

DECK MASTER ABILITY NAME: Machine Transportation Device
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per game, you may pay half of your Life Points to Special Summon any Machine-Type monster from your hand, from your deck, or from either player's Graveyard to the field in face-up Attack position, face-up Defense position, or facedown Defense position.


DECK MASTER NUMBER: 084
DECK MASTER NAME: Millennium Shield

DECK MASTER ABILITY NAME: Millennium Shield Defense
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All Millennium Shield's in your deck gain the following effect whenever they are face-up or facedown on your side of the field:
"This monster is immune to the effects of all Spell and Trap cards. Also, this monster is not destroyed as a result of battle at any time, although damage calculation is applied normally."


DECK MASTER NUMBER: 085
DECK MASTER NAME: Mirage Knight

DECK MASTER ABILITY NAME: Birth of the Living Illusion
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per game, at any time during your or your opponent's turn except for during the Damage Step of one of either your or your opponent's Battle Phases, as long as your current Life Point total contains at least 5000 Life Points, you may lower your current Life Point total by 5000 Life Points in order to select any Fusion Monster in your Fusion Deck and Special Summon the Fusion Monster that you selected from your Fusion Deck to your side of the field in face-up Attack position.


DECK MASTER NUMBER: 086
DECK MASTER NAME: Morphing Jar

DECK MASTER ABILITY NAME: Conformity of Jar
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever the Flip Effect of a monster on your or your opponent's side of the field whose name contains the word "Jar" is activated, you may activate this monster's Deck Master Ability to replace the activating Flip Effect of the monster on your or your opponent's side of the field whose name contains the word "Jar" with the Flip Effect of this monster, Morphing Jar, so that Morphing Jar's Flip Effect will be activated instead of the normal Flip Effect of the monster on your or your opponent's side of the field whose name contains the word "Jar" whose Flip Effect has been activated, as written in the effect text of that monster's card.


DECK MASTER NUMBER: 087
DECK MASTER NAME: Mudora

DECK MASTER ABILITY NAME: Realm of Enchantment
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK points of all Fairy-Type monsters in your deck by 1000 ATK points whenever they are on your side of the field.


DECK MASTER NUMBER: 088
DECK MASTER NAME: Mystical Elf

DECK MASTER ABILITY NAME: Chant of Transference
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: At any time during your Main Phase, if you have at least two Spellcaster-Type monsters on your side of the field, you may transfer the ATK and DEF of one Spellcaster-Type monster on your side of the field onto the ATK and DEF of another Spellcaster-Type monster on your side of the field. You may use this effect as many times as you would like during your turn.


DECK MASTER NUMBER: 089
DECK MASTER NAME: Mystical Knight of Jackal

DECK MASTER ABILITY NAME: Knight's Trick
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Main Phase, as long as you have a current Life Point total of at least 1000 Life Points, you may lower your current Life Point total by 1000 Life Points in order to lower the Level of all monsters in your hand and on your side of the field by two until the End Phase of the turn in which this Deck Master Ability is activated.


DECK MASTER NUMBER: 090
DECK MASTER NAME: Needle Worm

DECK MASTER ABILITY NAME: Insect's Reversal Trick
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: You may activate this Deck Master Ability only when your Graveyard contains 15 cards or more. Reduce your current Life Point total by an amount of Life Points equal to half of your current Life Point total as a cost required in order to activate the rest of this monster's Deck Master Ability. Both you and your opponent switch their deck with their Graveyard. Both you and your opponent must also shuffle your respective deck immediately after this Deck Master Ability resolves. You may activate this effect as many times as you would like during both you and your opponent's turn.


DECK MASTER NUMBER: 091
DECK MASTER NAME: Parasite Paracide

DECK MASTER ABILITY NAME: Insect Infection
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: On your turn, as many times as you would like per turn, at any time during either your or your opponent?s turn except for during the Damage Step of one of either your or your opponent?s Battle Phases, you may trigger this monster's Deck Master Ability. When you trigger this monster?s Deck Master Ability and the effect two lines below this text is not considered to be ?On?, the effect two lines below this text becomes in effect and is also considered to be ?On."
"All monsters in both your and your opponent?s deck are considered to be Insect-Type monsters whenever they are on either your or your opponent?s side of the field.?
When you trigger this monster?s Deck Master Ability and the above effect is considered to be ?On?, the effect two lines above this text becomes no longer in effect and is no longer considered to be ?On."


DECK MASTER NUMBER: 092
DECK MASTER NAME: Patrol Robo

DECK MASTER ABILITY NAME: Advanced Identification Scanner
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Draw Phase, instead of drawing a card from the top of your deck, you may look at all Set cards on your opponent's side of the field that you wish to look at using this Deck Master Ability.


DECK MASTER NUMBER: 093
DECK MASTER NAME: Penguin Soldier

DECK MASTER ABILITY NAME: Swift Magical Sword
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: When a monster activates its Flip effect, use this Deck Master Ability to negate the Flip effect.


DECK MASTER NUMBER: 094
DECK MASTER NAME: Perfectly Ultimate Great Moth


DECK MASTER ABILITY NAME: Instant Metamorphosis
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Special Summon a Larvae Moth, a Great Moth, or a Perfectly Ultimate Great Moth from your deck at any time after equipping a Cocoon of Evolution card to a Petit Moth by offering the Petit Moth as a tribute, instead of having to wait a specified number of turns first, as stated on the cards Larvae Moth, Great Moth, and Perfectly Ultimate Great Moth.

DECK MASTER ABILITY NAME: Insect Infection
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: On your turn, as many times as you would like per turn, at any time during either your or your opponent?s turn except for during the Damage Step of one of either your or your opponent?s Battle Phases, you may trigger this monster's Deck Master Ability. When you trigger this monster?s Deck Master Ability and the effect two lines below this text is not considered to be ?On?, the effect two lines below this text becomes in effect and is also considered to be ?On.?
"All monsters in both your and your opponent?s deck are considered to be Insect-Type monsters whenever they are on either your or your opponent?s side of the field.?
When you trigger this monster?s Deck Master Ability and the above effect is considered to be ?On?, the effect two lines above this text becomes no longer in effect and is no longer considered to be ?On."


DECK MASTER NUMBER: 095
DECK MASTER NAME: Red Eyes Black Metal Dragon

DECK MASTER ABILITY NAME: Emergency Overload Signal
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Activate this card's effect to double the ATK of all Machine-Type monsters on your side of the field. However, at the end of the turn in which this card's effect is activated, destroy all Machine-Type monsters on your side of the field.


DECK MASTER NUMBER: 096
DECK MASTER NAME: Red-Eyes B. Dragon

DECK MASTER ABILITY NAME: Liquid Metal Infusion
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All DARK Dragon-Type monsters in your deck gain 300 ATK and 300 DEF whenever they are on your side of the field. They also get the following effect added to whatever effect they may or may not already have whenever they are on your side of the field:
"When attacking with this monster, you can increase its ATK by an amount equal to half the ATK of your target."


DECK MASTER NUMBER: 097
DECK MASTER NAME: Reflect Bounder

DECK MASTER ABILITY NAME: Mirror Shield
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per game, at any time during your or your opponent's turn except for the Damage Step of either one of your or one of your opponent's Battle Phases, when a monster on either your or your opponent's side of the field attacks, whether the target of the attack is a monster on your or your opponent's side of the field or the Life Points of either you or your opponent, you may discard every card in your hand from your hand directly to the Graveyard to negate the attack of the monster on either your or your opponent's side of the field that is currently attacking and inflict an amount of Direct Damage to the controller of the monster on either your or your opponent's side of the field that is currently attacking's current Life Point total equal to the current ATK points of the monster of the attacking monster.


DECK MASTER NUMBER: 098
DECK MASTER NAME: Revival Jam

DECK MASTER ABILITY NAME: Jam Defense Wall
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per turn, on either you or your opponent's turn, as long as you have at least one Revival Jam in your deck, your hand, or your Graveyard, you may select one of these Revival Jam's and remove it from the game. If you select to remove a Revival Jam in your deck from the game to fulfill the first part of this monster's Deck Master Ability, then you must also discard one card from your hand directly to the Graveyard to fulfill the first part of this monster's Deck Master Ability. Then, once you have fulfilled the first part of this monster's Deck Master Ability, you may Special Summon one to four Slime Tokens in face-up Defense position on your side of the field. Each of these four Slime Tokens are considered to be a Level one WATER Aqua-Type monster with an original ATK statistic of 500 ATK points and an original DEF statistic of 500 DEF points. If you selected to remove a Revival Jam in your deck from the game as a result of this Deck Master Ability, you must also shuffle your deck after this Deck Master Ability fully resolves.


DECK MASTER NUMBER: 099
DECK MASTER NAME: Right Arm of the Forbidden One

DECK MASTER ABILITY NAME: Spell of Assembly
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Cards named Left Arm of the Forbidden One, Left Leg of the Forbidden One, Right Arm of the Forbidden One, Right Leg of the Forbidden One, and Exodia the Forbidden One, if face-up or facedown on your side of the field, are considered to be in your hand when meeting the requirements for the effect of Exodia the Forbidden One.


DECK MASTER NUMBER: 100
DECK MASTER NAME: Right Leg of the Forbidden One

DECK MASTER ABILITY NAME: Spell of Assembly
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Cards named Left Arm of the Forbidden One, Left Leg of the Forbidden One, Right Arm of the Forbidden One, Right Leg of the Forbidden One, and Exodia the Forbidden One, if face-up or facedown on your side of the field, are considered to be in your hand when meeting the requirements for the effect of Exodia the Forbidden One.


DECK MASTER NUMBER: 101
DECK MASTER NAME: Robotic Knight (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Final Artillery
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: On your turn, during your Main Phase, if you have at least one Machine-Type monster in your hand, you may discard any Machine-Type monster from your hand to the Graveyard in order to inflict 500 units of direct damage to your opponent's Life Points. You may activate this effect as many times as you would like during your turn.


DECK MASTER NUMBER: 102
DECK MASTER NAME: Sanga of the Thunder

DECK MASTER ABILITY NAME: Elemental Invigoration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may use the effects of Sanga of the Thunder, Kazejin, and Suijin as many times as you choose, rather than only once.


DECK MASTER NUMBER: 103
DECK MASTER NAME: Sasuke Samurai

DECK MASTER ABILITY NAME: Blade of Crossout
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Add the following effect to each monster in your deck with an ATK of 1000 or less and a DEF of 1000 or less upon any other effect that each monster with an ATK of 1000 or less and a DEF of 1000 or less may or may not already have whenever that card is face-up on your side of the field:
"When this monster attacks a face-down Defense Position monster, destroy the face-down monster immediately with this card's effect without flipping it face-up or damage calculation."


DECK MASTER NUMBER: 104
DECK MASTER NAME: Seiyaryu

DECK MASTER ABILITY NAME: WIND Monster Acceleration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Lower the level of all WIND monsters by one whenever they are in your hand and on your side of the field.


DECK MASTER NUMBER: 105
DECK MASTER NAME: Serpent Night Dragon

DECK MASTER ABILITY NAME: Eternal Darkness
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the Attack Power of all DARK monsters in your deck by 700 points whenever they are face up on your side of the field.


DECK MASTER NUMBER: 106
DECK MASTER NAME: Shinato, King of a Higher Plane (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Emergency Rescue
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Once per game, when this monster, your Deck Master, is destroyed, activate this monster?s Deck Master Ability to immediately return this monster to your Deck Master Position instead of destroying this monster. Once you use this monster's Deck Master Ability, you may no longer Special Summon this monster, your Deck Master, from your Deck Master Position to your side of the field.


DECK MASTER NUMBER: 107
DECK MASTER NAME: Shinato, King of a Higher Plane (Yu-Gi-Oh! Special Edition Effect)

DECK MASTER ABILITY NAME: Sacred Being's Blessing
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: The original ATK points of each Ritual Monster in your deck Ritual Summoned to the field using the effects of a Spell card whose name is stated in the effect text of each Ritual Monster Ritual Summoned to the field is doubled whenever they are on your side of the field.


DECK MASTER NUMBER: 108
DECK MASTER NAME: Shinato's Ark (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Soul-Sealing Light
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this monster's Deck Master Ability is in effect, all monsters in both your and your opponent's Graveyards are considered to be "in Shinato's Ark," and cannot be removed from the Graveyard at any time except through an effect of this monster, your Deck Master.

DECK MASTER ABILITY NAME: Revival Flash
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per game, at any time during your or your opponent's turn except for during the Damage Step of one of either your or your opponent's Battle Phases, you may Special Summon any monster that is currently considered to be "in Shinato's Ark" that can be Special Summoned from the Graveyard to your side of the field in face-up Attack position or face-up Defense position to your side of the field in face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 109
DECK MASTER NAME: Shinato's Ark (Yu-Gi-Oh! Special Edition Effect)

DECK MASTER ABILITY NAME: Twist of Fate
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Standby Phase, roll one six-sided die and activate a different one of the following effects based upon the result of the six-sided die roll.
(1) If the result of the six-sided die roll is a one, activate this effect to inflict 1000 units of direct Life Point damage to the current Life Point totals of both you and your opponent. The ATK points of all FIRE monsters are also increased by 1000 ATK points whenever they are on either your or your opponent's side of the field until your next turn.
(2) If the result of the six-sided die roll is a two, activate this effect to destroy all Spell and Trap cards on the field. The ATK points of all WIND monsters are also increased by 1000 ATK points whenever they are on either your or your opponent's side of the field until your next turn.
(3) If the result of the six-sided die roll is a three, activate this effect to destroy all monsters on the field. The ATK points of all EARTH monsters are also increased by 1000 ATK points whenever they are on either your or your opponent's side of the field until your next turn.
(4) If the result of the six-sided die roll is a four, activate this effect to increase the current Life Point totals of both you and your opponent by 1000 Life Points. The ATK points of all WATER monsters are also increased by 1000 ATK points whenever they are on either your or your opponent's side of the field until your next turn.
(5) If the result of the six-sided die roll is a five, activate this effect to immediately destroy all monster, Spell, and Trap cards that are set on the field until the beginning of your next turn. The ATK points of all LIGHT monsters are also increased by 1000 ATK points whenever they are on either your or your opponent's side of the field until your next turn.
(6) If the result of the six-sided die roll is a six, activate this effect to immediately destroy all monster, Spell, and Trap cards that are Normal Summoned, Flip Summoned, Special Summoned, or activated until the beginning of your next turn. The ATK points of all DARK monsters are also increased by 1000 ATK points whenever they are on either your or your opponent's side of the field until your next turn.


DECK MASTER NUMBER: 110
DECK MASTER NAME: Sinister Serpent

DECK MASTER ABILITY NAME: Gift of the Immortal
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Add the following effect to each monster in your deck with an ATK of 500 or less and a DEF of 500 or less upon any other effect that each monster with an ATK of 500 or less and a DEF of 500 or less may or may not already have whenever that card is on either your or your opponent's side of the field:
"During your Standby Phase, if this card exists in your Graveyard, you can return this card to your hand. This effect continues to work even after this monster has been sent to the Graveyard."


DECK MASTER NUMBER: 111
DECK MASTER NAME: Skilled Dark Magician

DECK MASTER ABILITY NAME: Tribute to the Dark Magician
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You are not required to have any Spell Counters on a Skilled Dark Magician to tribute it from your side of the field to the Graveyard in order to Special Summon any Dark Magician from your hand, your deck, or your Graveyard to your side of the field in face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 112
DECK MASTER NAME: Skilled White Magician

DECK MASTER ABILITY NAME: Tribute to the Buster Blader
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You are not required to have any Spell Counters on a Skilled White Magician to tribute it from your side of the field to the Graveyard in order to Special Summon any Buster Blader from your hand, your deck, or your Graveyard to your side of the field in face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 113
DECK MASTER NAME: Skull Archfiend of Lightning

DECK MASTER ABILITY NAME: Fiend's Accord With Fate
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: Whenever either you or your opponent see the result of either the flip of at least one coin or the roll of at least one die with any number of sides, you may activate this monster's Deck Master ability to force either you or your opponent to repeat either the flipping of at least one coin or the rolling of at least one die with any number of sides and replace the result of the earlier flip of at least one coin or the roll of at least one die with the result of your most recent either flipping of at least one coin or the rolling of at least one die with any number of sides. You may not replace the result of the same either flipping of at least one coin or the rolling of at least one die with any number of sides more than twice using this monster's Deck Master Ability.


DECK MASTER NUMBER: 114
DECK MASTER NAME: Spear Dragon

DECK MASTER ABILITY NAME: Spear Dragon's Rage
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: When Dragon-Type monsters on your side of the field attack with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.


DECK MASTER NUMBER: 115
DECK MASTER NAME: Spell Canceller

DECK MASTER ABILITY NAME: Deck Master Negation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Negate all effects of Deck Masters on the field except for those named Spell Canceller. This effect overrides all other effects, and, thus, cannot be chained to, negated, or altered in any other way, even by the effect of another Deck Master.


DECK MASTER NUMBER: 116
DECK MASTER NAME: Suijin

DECK MASTER ABILITY NAME: Elemental Invigoration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may use the effects of Sanga of the Thunder, Kazejin, and Suijin as many times as you choose, rather than only once.


DECK MASTER NUMBER: 117
DECK MASTER NAME: Summoned Skull

DECK MASTER ABILITY NAME: Call of Fiend
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once a turn during your Main Phase, if you have at least one Summoned Skull in your hand, you may Special Summon any Summoned Skull from your hand to your side of the field in face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 118
DECK MASTER NAME: Super Roboyarou (Yu-Gi-Oh! Enter the Shadow Realm Effect)

DECK MASTER ABILITY NAME: Last Minute Defenses
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: At any time during your opponent's turn, except for the Damage Step of the Battle Phase, if you have at least one Spell or Trap card in your hand, you may set any Spell or Trap card from your hand in an empty space on your Spell and Trap Zone. You may use this effect as many times as you would like during your opponent's turn.


DECK MASTER NUMBER: 119
DECK MASTER NAME: Takriminos

DECK MASTER ABILITY NAME: Spring of the Sacred Sea
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: During the entirety of the current duel, the Field is always considered to be "Umi", the level of all WATER monsters in your deck are lowered by one whenever they are in either your hand or on your side of the field, and the ATK points and DEF points of all WATER monsters in your deck are each increased by 200 ATK/DEF points as long as they are face-up on your side of the field.


DECK MASTER NUMBER: 120
DECK MASTER NAME: Terrorking Archfiend

DECK MASTER ABILITY NAME: Commandment of the Archfiend King
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as this monster's Deck Master Ability is in effect, you may no longer lose any amount of Life Points due to the effects of face-up Archfiend Monster Cards on your side of the field under any circumstance. Also, you may Normal Summon and Flip Summon Terrorking Archfiend's from either your or your opponent's hand to either your or your opponent's side of the field without having a face-up Archfiend Monster Card on your side of the field.


DECK MASTER NUMBER: 121
DECK MASTER NAME: The Fiend Megacyber

DECK MASTER ABILITY NAME: Formation of Triumvirate
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Increase the ATK of all Fiend-Type, Machine-Type, and Warrior-Type monsters in your deck by 500 ATK points whenever they are on your side of the field.


DECK MASTER NUMBER: 122
DECK MASTER NAME: The Legendary Fisherman

DECK MASTER ABILITY NAME: Superiority Complex
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Lower the level of all WATER monsters in both your and in your opponent's deck by two whenever they are in either your or your opponent's hand or on either your or your opponent's side of the field.


DECK MASTER NUMBER: 123
DECK MASTER NAME: Time Wizard

DECK MASTER ABILITY NAME: Time Roulette
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Once per turn during your End Phase, you may flip a coin and call the result as either Heads or Tails while the coin in the air. If you call the result of the coin toss correctly, all monsters on your opponent's side of the field are destroyed. If you call the result of the coin toss incorrectly, all monsters on your side of the field are destroyed and you lose an amount of Life Points equal to half of the total ATK of the monsters on your side of the field that were destroyed as a result of this effect.


DECK MASTER NUMBER: 124
DECK MASTER NAME: Toon Mermaid

DECK MASTER ABILITY NAME: Toon World Transportation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Special Summon Toon monsters to the field without the Magic card Toon World being on the field.


DECK MASTER NUMBER: 125
DECK MASTER NAME: Toon Summoned Skull

DECK MASTER ABILITY NAME: Toon World Transportation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may Special Summon Toon monsters to the field without the Magic card Toon World being on the field.


DECK MASTER NUMBER: 126
DECK MASTER NAME: Tri-Horned Dragon

DECK MASTER ABILITY NAME: Triple Dragon Defense
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Whenever you have at least three Dragon-Type monsters face-up on your side of the field, your opponent may not attack during their Battle Phase.


DECK MASTER NUMBER: 127
DECK MASTER NAME: Tribe-Infecting Virus

DECK MASTER ABILITY NAME: Quick-Acting Infection
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY EFFECT TEXT: At any time except for the Damage Step of the Battle Phase, whenever a monster is summoned to either your or your opponent's side of the field (including Special Summons), you may discard any two cards in your hand from your hand directly to the Graveyard, in order to negate the summoning (including Special Summons) of any monster that is being summoned to either your or your opponent's side of the field and destroy the monster that was summoned to either your or your opponent's side of the field whose summoning you just negated using this Deck Master Ability.


DECK MASTER NUMBER: 128
DECK MASTER NAME: Twin-Headed Behemoth

DECK MASTER ABILITY NAME: Lazarus Blessing Transference
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Main Phase, as long as you and/or your opponent have at least one monster in their respective Graveyard that can be Special Summoned from the Graveyard to the field, you may select one monster in either your or your opponent's Graveyard and Special Summon it to either your or your opponent's side the field in either face-up Attack position or face-up Defense position. Then, decrease your current Life Point total by an amount equal to the current ATK points of the monster that you selected to Special Summon to either your or your opponent's side of the field in either face-up Attack position or face-up Defense position from either your or your opponent's Graveyard, and increase your opponent's current Life Point total by an amount equal to the current ATK points of the monster that you selected to Special Summon to either your or your opponent's side of the field in either face-up Attack position or face-up Defense position from either your or your opponent's Graveyard.


DECK MASTER NUMBER: 129
DECK MASTER NAME: Tyrant Dragon

DECK MASTER ABILITY NAME: Skills of Great Dragon
DECK MASTER ABILITY TYPE: Spell
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your Main Phase, if you have at least one Dragon-Type monster face-up on your side of the field, you may activate one of the following three numbered effects.
(1) Tribute any Dragon-Type monster on your side of the field to the Graveyard in order to destroy all face-up monsters on the field whose current DEF point total is equal to or lower than the current ATK point total of the Dragon-Type monster on your side of the field that you just tributed to the Graveyard.
(2) Inflict 800 units of Direct Damage to your opponent's Life Points.
(3) Destroy one face-up monster on your or your opponent's side of the field whose current DEF point total is no more than 800 DEF points.


DECK MASTER NUMBER: 130
DECK MASTER NAME: Valkyrion the Magna Warrior

DECK MASTER ABILITY NAME: Adoration of the Chief
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: As long as you have Alpha the Magnet Warrior, Beta the Magnet Warrior, and Gamma the Magnet Warrior in your hand and/or on your side of the field, you may Special Summon Valkyrion the Magna Warrior to the field without offering these three cards as a tribute, however, you may still offer these three monsters as a tribute to Special Summon Valkyrion the Magna Warrior, if you choose.
If you Special Summon Valkyrion the Magna Warrior to the field without offering Alpha the Magnet Warrior, Beta the Magnet Warrior, and Gamma the Magnet Warrior as a tribute, you must still show your opponent each of these three cards as confirmation that you have met even these lowered requirements for Special Summoning Valkyrion to the field.
Whenever you Special Summon Valkyrion the Magna Warrior from either Graveyard to the field, you may also Special Summon up to one Alpha the Magnet Warrior, one Beta the Magnet Warrior, and one Gamma the Magnet Warrior, each from either Graveyard, to your side of the field in either face-up Attack position or face-up Defense position.


DECK MASTER NUMBER: 131
DECK MASTER NAME: Vampire Lord

DECK MASTER ABILITY NAME: Affliction of the Living Dead
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Whenever a Zombie-Type monster on your side of the field inflicts Battle Damage to your opponent's Life Points during the current duel, select one type of a card (Monster, Spell, or Trap). Your opponent must then look through their deck and select one card in their deck that is the same type of a card as the type of a card that you selected when the Zombie-Type monster on your side of the field inflicted Battle Damage to your opponent's Life Points during the current duel, and sends the card that your opponent selects from their deck that is the same type of a card as the type of a card that you selected when the Zombie-Type monster on your side of the field inflicted Battle Damage to your opponent's Life Points during the current duel directly from their deck to their Graveyard.


DECK MASTER NUMBER: 132
DECK MASTER NAME: X-Head Cannon

DECK MASTER ABILITY NAME: Network Installation Disk
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: If you use the second Deck Master Ability of this monster, X-Head Cannon, to select another Machine-Type monster in your deck to be your Deck Master as well as this monster, this monster gains all of the Deck Master Abilities of your second Deck Master for the entirety of the current duel as long as neither of your two Deck Masters have been destroyed.

DECK MASTER ABILITY NAME: Separation of Powers
DECK MASTER ABILITY TYPE: Deck
DECK MASTER ABILITY EFFECT TEXT: If you select this monster to be your Deck Master, you may also select another Machine-Type monster in your deck to be your Deck Master, as well. In this case, both this monster, X-Head Cannon, and the other Machine-Type monster that you choose from your deck to be your Deck Master are considered to be your Deck Masters, and the Deck Master Abilities of both of your Deck Masters can be used, even at the same time. Also, either of your two Deck Masters may be called to the field and destroyed without the duel ending in an immediate loss for you. However, if either of your Deck Masters are ever destroyed, all of the destroyed Deck Master's Deck Master Abilities can no longer be activated and all of the destroyed Deck Master's Deck Master Abilities currently in effect in the game are immediately negated. Finally, on your turn, at each of your Standby Phases, as long as you have two monsters both acting as Deck Masters for you, you must either lower your current Life Point total by 100 Life Points times the number of X-Head Cannon's that are currently considered to be your Deck Masters, or you must select one of your current Deck Masters and destroy the selected Deck Master, negating all of the destroyed Deck Master's Deck Master Abilities currently in effect in the game and preventing you from activating the destroyed Deck Master's Deck Master Abilities any further in the current duel.


DECK MASTER NUMBER: 133
DECK MASTER NAME: Y-Dragon Head

DECK MASTER ABILITY NAME: Benefits of Union
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: All Union monsters in your hand are considered to be on the field when fulfilling the effects written in each of the Union Monster's cards' effect text.


DECK MASTER NUMBER: 134
DECK MASTER NAME: Yamata Dragon

DECK MASTER ABILITY NAME: Gift of the Dragon Spirit
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: Once per turn, during your End Phase, if you discarded at least one Dragon-Type monster from your hand directly to your Graveyard and/or tributed at least one Dragon-Type monster on your or your opponent's side of the field to the Graveyard during this turn, you may draw a card from the top of your deck for each Dragon-Type monster that you discarded from your hand directly to your Graveyard or tributed from your or your opponent's side of the field to the Graveyard during this turn, and add all of the cards you draw to your hand.


DECK MASTER NUMBER: 135
DECK MASTER NAME: Yata-Garasu

DECK MASTER ABILITY NAME: Spirit Theft
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: You may discard one Spirit-Type monster from your hand at the beginning of any of your opponent's turns to cause them to skip their Draw Phase that turn. If the monster you discard has an ATK of 1400 or more, also send the card on the top of your opponent's deck to the Graveyard.


DECK MASTER NUMBER: 136
DECK MASTER NAME: Z-Metal Tank

DECK MASTER ABILITY NAME: Fusion-Binding Armor
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY EFFECT TEXT: The original ATK points of all Fusion Monsters in your Fusion Deck Fusion Summoned to the field using a Magic card called Polymerization without the use of any monster whose effect text reads "You can substitute this card for any 1 Fusion-Material Monster. You cannot substitute for any other Fusion-Material Monster in the current Fusion." is doubled whenever they are on your side of the field.


DECK MASTER NUMBER: 137
DECK MASTER NAME: Zoa

DECK MASTER ABILITY NAME: Ambush of Fiend
DECK MASTER ABILITY TYPE: Trap
DECK MASTER ABILITY EFFECT TEXT: Once per game, you may Special Summon one Zoa from your hand, from your deck, or from either player's Graveyard to the field in face-up Attack position, face-up Defense position, or facedown Defense position.


NOTE: A few Deck Master Abilities from Yu-Gi-Oh! Enter the Shadow Realm had to be modified in order to make them more playable. The Deck Master Ability of Blue-Eyes White Dragon was strengthened, because its ability, as it originally was, was too weak for anyone to ever even consider using. Also, the Deck Master Abilities of Jinzo, Judge Man, Shinato, King of a Higher Plane, and Shinato?s Ark were weakened, as their Deck Master Abilities in their original forms were far too strong to be used in my Yu-Gi-Oh! ?Deck Master? Variant, as it is now.


That completes the American Yu-Gi-Oh! Trading Card Game Unofficial "Deck Master" Variation Complete Deck Master and Deck Master Ability List subsection. Now you've seen the complete listing of every single currently available Deck Master Ability in Yu-Gi-Oh! "Deck Master" Variant. I know there are some other monster cards that were used on the show as Deck Masters, such as Total Defense Shogun and Kaiser Seahorse, but since these monsters have currently not been released by Upper Deck as tournament-legal American Yu-Gi-Oh! Trading Card Game cards yet, and only official Upper Deck cards can be used as Deck Masters, there is no need to write out their Deck Master Abilities yet. If you want to know them, however, you can email me for them using the email address listed in the next section of this rulebook, and I'll gladly write them out for you and send them to you.

Anyway, the last section of this rulebook is up next. Read on, because it's almost over, and you've come so far already. I hope you've enjoyed this!

CONCLUSION

You've reached the end of the American Yu-Gi-Oh! Trading Card Game Unofficial "Deck Master" Variant Complete Rulebook - Edition One. You now know everything that I believe that you could ever need to know in order to enjoy my unofficial variant of the much-loved Yu-Gi-Oh! Trading Card Game. However, nothing can ever be written thorough enough to answer everyone's questions about it, and that's what this last section of the Rulebook is for.

If you have any questions about my Rulebook, comments about my variant, requests for more recent versions of this Rulebook, errors you've found in my Rulebook, a ruling on something involving my variant, additions to my Rulebook, efficient rewordings of some of my Deck Master Abilities or anything else involving Yu-Gi-Oh! "Deck Master" Variant that you'd like to communicate to me, you can email me at any time at the following email address: [email][email protected][/email].

Well, that's all for this rulebook. I hope you get a blast out of these rules. Feel free to give this information to whomever you want, but I've worked like heck on this, so be sure to give credit where credit is due. Later, Duelists!




CREDITS

The following people and websites have my sincerest thanks for their consultation, enthusiasm, essential information, input, inspiration, testing, or other services, that were essential to my creation of this document:

*Arron Blade (Consultation|Input)
*[url]http://www.pojo.com[/url] (Essential Information|Inspiration)
*[url]http://www.stormpages.com/edhrzic/Yugioh.htm[/url] (Essential Information)
*[url]http://www.tvtome.com/[/url] (Essential Information)
*All Those At My Local Yu-Gi-Oh! Tournament Location (Enthusiasm|Input|Testing)
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As a point, a number of these effects could do with revision. A lot are extremely overpowered. I've seen this else, also...it seems you registered at a lot of boards in order to circulate these rulings.

Do you have any idea how unfair it would be if my Gravekeepers had a permanent Necrovalley? Sure, I lose one of my tribute monsters, but being able to mess up recursion and gain an idefininate boost for my Gravekeepers wouldn't be fair to the other player.

And not enough of the effects have drawbacks. Freed gives an additional 1000 to warriors [b]for nothing[/b]. Vampire Lord gives Zombies the ability to kill decks even easier than he did when he was unrestricted. Invader of the Throne is far too broken. I could buy a lot of common Japanese Snatch Steals and abuse them to the point where things just weren't funny anymore.

Please try less effects and more balance...if you don't, you're more likely to take fun from duelling than add more to it.
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Guest kentregal
Heh... thanks for the input, everyone. The negative input is appreciated, as well. I'm thinking of weakening some of the Deck Master Abilities. However, there's one thing you need to remember about them. Chaos Emperor Dragon would be considered broken if it came out in LOB, because of its strength compared to the other LOB cards. Many of these Deck Master Abilities are extremely powerful, but there are MANY of them with that kind of power, so that they balance each other out a little. Not to mention, this is meant especially for playing in real life, where you'd have to go out of your way to trade for certain cards in order to make the best use of many of the best Deck Masters.

Also, as a side note, I added this thing to ten forums total, so, yes, I did have to sign up with several new forums to circulate these rules like I did.
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