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The Deck Master System is a set of rules for advanced players which add new dimensions to the basic
gameplay. All of the basic rules of dueling are kept intact, except where noted, and play is more or less
identical to the standard mode of play.
A supplemental rules variant, the Super Expert Rules are included at the end, which include new Deck
Building rules. These are optional rules, but it is highly recommended that they be used with the Deck
Master rules.
I. Introduction
A Deck Master is a Monster designated to be a guardian or mascot of your Deck.
This Deck Master is not included in your minimum Deck-Size limit, and is instead part of your Deck
Master Extra Deck.
The Deck Master Extra Deck is initially composed of only 1 card your designated Deck Master and its
contents are public knowledge.
At the beginning of the Duel, place your Deck Master Extra Deck face-up in the Deck Master Zone. All
Deck Masters Abilities in the Deck Master Zone are valid.
No cards in the Deck Master Extra Deck may be traded out for cards in your Sideboard.
During the course of the Duel, if all your Deck Masters are destroyed, you immediately lose the duel.
1. Any 1 monster may be declared as a Deck Master. This card is placed in your Deck Master Extra Deck
before the beginning of Match, and your Deck Master Extra Deck must contain exactly 1 card at the
beginning of the Duel (unless a Deck Master Ability says otherwise).
1a. Unless specifically noted below, only Monsters may be declared as your Deck Master.
1b. At the beginning of the Match, you must announce the name of all your Deck Masters in your Deck
Master Extra Deck and their corresponding Deck Master Abilities. At the beginning of each Duel, place
your Deck Master Extra Deck face-up in the Deck Master Zone to the right of your Main Deck. You cannot
change your initial Deck Masters Ability between Duels.
1c. When declaring your Deck Masters and Deck Master Abilities, if a declared cards name is listed
below with 1 or more Deck Master Abilities, you must select one of its listed Abilities as its Deck Master
ability.
1c-1. When declaring Deck Masters, if a declared cards name is not listed below, you may select 1
Generic Deck Master Ability for which it is applicable, based on its characteristics. (For example, if you
declared Red-Eyes Archfiend of Lightning as your Deck Master, you may choose to apply the Generic
Deck Master Ability for a DARK, Fiend, Gemini, or Effect Monster as its Deck Master Ability)
2. If your last Deck Master is Destroyed without immediately being replaced (see rule 5), you lose the
Duel.
3. During either players turn, at any time except the Damage Step, you may Deck Master Summon one
Deck Master from the Deck Master Zone. This is an Inherent Special Summon and cannot be negated by
an opponents card effect (except for their Deck Masters Ability). Spells, traps, and card effects cannot be
activated in response to the Deck Master Summon of a players Deck Master.
3a. Once a Deck Master is on the Field, it cant be returned to the Deck Master Zone without the effect of
another card or its own effects. It can only return to the Deck Master Zone if the Deck Master would be
made to go to the Hand, Deck or Extra Deck by you or your opponents card effect, or by its own, or
another, Deck Masters effects.
3b. Deck Masters who have summoning conditions cannot be Deck Master Summoned from the Deck
Master Zone.
3b-1. Ritual Monsters may ignore their Ritual Summoning requirements and be Deck Master Summoned,
unless they specifically do not allow any summoning except Ritual Summoning. Ritual monsters
summoned this way are still not considered to have been properly summoned initially for the effects of
cards (such as Call of the Haunted).
3b-2. Fusion, Synchro, and Xyz monsters who can be Special Summoned from the Extra Deck without
properly Fusion/Synchro/Xyz Summoning (such as by the effects of Starlight Road or Metamorphosis)
may be Deck Master Summoned. Fusion, Synchro, and Xyz monsters summoned this way are still not
considered to have been properly summoned initially for the effects of cards (such as Call of the
Haunted).
4. Any Deck Master that is Deck Master Summoned onto the Field gains a condition known as
Summoning Sickness until the End Phase of your next turn. Any Deck Master suffering from Summoning
Sickness cannot attack and cannot activate any non-Deck Master abilities.
4a. Any Deck Master that isnt Deck Master Summoned doesnt gain the Summoning Sickness condition.
(For example, if you Deck Master Summon a Blue-Eyes White Dragon and then Tribute Summon it for a
new Blue-Eyes White Dragon, the new Blue-Eyes monster may attack immediately. See Rule 5 for more
information)
5. Any Monster that is Fusion/Synchro/Xyz/Ritual/Tribute Summoned by using your current Deck Master
as an offering becomes your new Deck Master and replaces that Monster as your Deck Master for the
remainder of the Duel. Any Monster that is Special Summoned as part of any effect which includes your
current Deck Master being Destroyed, Banished, Sacrificed, etc. (such as Mystic Tomato) becomes your
new Deck Master.
5a. If a new Monster becomes your Deck Master during the course of a Duel, due to the effects of Rule 5,
and that Monster has a specific Deck Master Ability listed (See Section II), you must choose to have your
new Deck Master gain that ability.
5a-1. If your new Deck Master has multiple Deck Master Abilities listed (See Section II) and you wish to
use one, you must choose which one to use immediately as part of the Summoning of that Monster, and
may not change your choice later.
5b. If a new Monster becomes your Deck Master during the course of a Duel, due to the effects of rule 5,
and that Monster does not have a Deck Master Ability listed (See Section II), you may choose to have it
gain a Generic Deck Master Ability for which is it applicable, based on its characteristics. If you do not,
your new Deck Master gains no abilities.
5c. Any Setup-type Deck Master Ability from your initial Deck Master (such as Black Luster Soldier
Envoy of the Beginnings Double Trouble ability) is never lost or changed throughout the Duel, even if
your Deck Master changes.
5c-1. If your new Deck Master is listed in Section II, Subsection II Specific Deck Master Abilities,
and has multiple Deck Master Abilities listed, you cannot select any of its Setup-type Abilities as its Deck
Master Ability.
5c-2. If your new Deck Master is listed in Section II, Subsection II Specific Deck Master Abilities, but
only has Setup-type Deck Master Abilities listed, you must choose 1 Generic Deck Master Ability for
which it is applicable, based on its characteristics.
5d. If you choose an Instant-type Ability as your new Deck Masters Deck Master Ability, that Ability
activates as soon as the monster is Summoned and its Deck Master Ability has been chosen. As an
Instant Ability, its Ability does not begin a Chain and cannot be responded to except by other Deck Master
Abilities.
5e. When a new Deck Master is successfully summoned, Deck Master Abilities (if any) must be chosen
before all other non-continuous effects occur and any responses to the summoning can occur (this does
not cause Missed Timing; it simply pauses the game until any and all Deck Master Abilities are chosen).
5f. If multiple monsters are Special Summoned part of an effect which included your Deck Master being
Destroyed, Banished, Sacrificed, Tributed, etc. (such as Giant Germ or Multiply), all resulting Special
Summoned monsters are each treated as separate Deck Masters, and each may choose different Deck
Master Abilities accordingly (see rules 5a, a-1, b).
5f-1. If a player owns multiple Deck Masters, ALL Deck Masters that player owns must be Destroyed or
permanently Banished by an Opponent's card for that player to suffer a loss by their Deck Master being
destroyed.
5f-2. Unless otherwise noted, multiple Deck Master abilities stack (For example: if a player controls 2
Deck Masters who each give +500 ATK to other monsters, both stack together to grant +1000 ATK).
6. If control of a Deck Master changes, the new controller also gains control of its Deck Master Ability
(though the chosen Deck Master Ability itself cannot change). HOWEVER, if that Deck Master is
destroyed, its OWNER loses the Duel, not its current Controller.
6a. If your Deck Master under an opponents control is Tributed for the Tribute Summon of a monster, or
used as a Fusion, Synchro, Ritual, or Xyz Material Monster, you are considered the owner of that
resulting summoned monster.
6b. If multiple Deck Masters are used as Tributes for the Summon of a monster, or are used as Fusion,
Synchro, Ritual, or Xyz Material Monsters, all players whose Deck Masters were used are considered the
owners of that resulting monster, and if that monster is destroyed, all players considered that monsters
owner Lose the Duel. If all players involved in the Duel are considered owners of that Deck Master when
it is Destroyed, the Duel ends in a Tie.
6b-1. If a Deck Master is owned by 2 or more players and there are multiple choices for its Deck Master
Ability, only the player who controlled the card or effect which caused the new Deck Master to be created
chooses which Deck Master Ability to apply.
7. Deck Master Abilities are not considered Monster Abilities and cannot be negated except by other
Deck Master abilities.
8. If a Deck Master lists two or more abilities with an OR between them, you must choose which of the
two abilities the Deck Master will have in the Duel before the Duel begins (See Rules 5a, a-1, and b for
exceptions to this).
SECTION II DECK MASTER ABILITY LIST
Each initial Deck Master has 1 Deck Master Ability, and any Monster which becomes a Deck Master
during the course of a Duel may gain a Deck Master Ability. If the name of a card chosen as your initial
Deck Master is listed in Section II, Subsection II Specific Deck Master Abilities, you must choose
one of its listed Deck Master Abilities as its Ability for the Match; if it is not listed, you must select 1
Generic Deck Master Ability for which it is applicable, as listed in Section II, Subsection III Generic
Deck Master Abilities.
All deck masters have a special ability known as the Deck Master Ability. These abilities have an effect on
Duels and come in certain types. The Types are as follows: Quick ,Normal, Continuous, Counter,
Instant, Setup.
Quick effects are Spell Speed 2 effects, and can be chained to. Unless otherwise stated, a Quick ability
may be activated while your Deck Master is on the Field or in your Deck Master Zone.
Normal effects are Spell Speed 1 effect, and can be chained to. Unless otherwise stated, a Normal ability
may be activated while your Deck Master is on the Field or in your Deck Master Zone.
Continuous effects are always active as long as the deck master is either face-up on the Field or in the
Deck Master Zone. Unless otherwise stated, a Continuous ability is always active while your Deck Master
is on the Field or in your Deck Master Zone.
Counter effects are activated in response to only certain conditions as a Spell Speed 3 effect, and can be
chained to. Unless otherwise stated, a Counter ability may be activated while your Deck Master is on the
Field or in your Deck Master Zone.
Instant effects activate immediately when the Duel starts, before the first card is even drawn, and cannot
be chained to, except other Deck Master Abilities.
Setup effects are active only before the Duel begins (an example would be an effect allowing you to
contain four copies of the same card in one deck). These abilities cannot be negated by any ability, even
other Deck Master Abilities.
NOTE: If a cards name listed below is chosen as a Deck Master, you must choose one of the Deck
Master Abilities listed under its name as its Deck Master Ability at the beginning of each Match.
Airknight Parshath
DECK MASTER ABILITY NAME: Circle of Light
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all LIGHT Monsters on your side of the Field by 700
points.
Alien Shocktrooper
DECK MASTER ABILITY NAME: Take Me to Your Leader
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of the Field is
considered Alien Mothership. As long as the Field is Alien Mothership: Increase the ATK of all Psychic,
and Reptile-type Monsters you control by one-half their original ATK; Increase the DEF of all Psychic, and
Reptile-type Monsters you control by one-half their original DEF.
Alpha the Magnet Warrior
DECK MASTER ABILITY NAME: Electromagnetic Enhancement
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: You may Tribute only Alpha the Magnet Warrior from your hand or the
Field to Special Summon Valkyrion the Magna Warrior from your hand to the Field. Also, double the
original ATK and DEF of all Alpha the Magnet Warriors on your side of the Field.
Ancient Elf
DECK MASTER ABILITY NAME: My Youth in Arcadia
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: The Normal Summon or Set of Level 5 and higher monsters may be
conducted without Tributing. Players may Normal Summon monsters in Face-Up Defense Position.
Monsters may not Attack on the turn they are Special Summoned. Each player may conduct any
combination of 2 Actions (including using the same action) on their turn. These Actions are:
Normal Summon or Set a Monster if you have not done so this turn
Conduct your Battle Phase (following the normal rules for Attacking)
Activate a Spell card Face-Up
Activate a Set Trap Card (that you have controlled since the beginning of the turn)
Set a Face-Down Spell or Trap card
Players may still activate any number of Trap and Quick-Play Spell cards on their opponents turn (as
long as the Activation Requirements, if any, are still met), but still cannot Activate a Quick-Play Spell or
Trap card on the same turn they Set it. Players may Flip Summon any number of Monsters they control
during their turn without spending an Action (all rules for Setting and Flip Summoning Monsters still
apply). Players may still Activate any number of Effects each turn (following the usual Activated and
Triggered Effect rules). Players may still Activate a Quick-Play Spell card from their hand during their own
Battle Phase, as long as they have not used both of their Actions for the turn (if they do, this counts as a
use of an Action).
Asura Priest
DECK MASTER ABILITY NAME: Spirit Monster Materialization
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Spirit-Type Monsters on your side of the Field by
1000 points.
Axe Raider
DECK MASTER ABILITY NAME: Blessings of the Weapon Smith
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: In addition to the effects of Equip Cards, all Monsters on the Field
increase their ATK by 1000 points for each card Equipped to each of them.
B. Skull Dragon
DECK MASTER ABILITY NAME: Armor-Piercing Claws
DECK MASTER TYPE: Continuous
DECK MASTER ABILITY TEXT: All DARK Monsters inflict Piercing Battle Damage.
Barrel Dragon
DECK MASTER ABILITY NAME: Immediate Equipment
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Downgrade all cards named Blowback Dragon and Fusilier Dragon,
the Dual Mode Beast in your hand and on your side of the Field by 2 Levels.
OR
Beast of Talwar
DECK MASTER ABILITY NAME: Sword Master's Trick
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, you may activate this Deck Master Ability to Special
Summon 1 Beast of Talwar from your hand in face-up Attack or Defense position.
Berserk Dragon
DECK MASTER ABILITY NAME: Reckless Limitation Break
DECK MASTER ABILITY TYPE: Continuous/Normal
DECK MASTER ABILITY TEXT: If a Monster in your Hand (other than a Ritual, Fusion, Synchro, or Xyz
Monster), names a specific card as part of its Summoning Conditions: you may discard 3 cards and pay
3000 Life Points: Special Summon that monster, ignoring its Summoning Condition (for instance, you may
special summon a Horus the Black Flame Dragon LV8 directly from your hand by discarding 3 cards and
paying 3000 Life Points).
OR
Black Tyranno
DECK MASTER ABILITY NAME: Jurassic Power
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Dinosaur-Type Monsters you control deal Piercing Battle Damage.
Blue-Eyes Toon Dragon
DECK MASTER ABILITY NAME: Toon World Transformation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Toon Monsters may be Special Summoned without Toon World being
on the Field. Toon Monsters may also attack on the turn that they are Special Summoned. You may Deck
Master Summon this Deck Master without meeting its normal Special Summoning conditions
OR
OR
OR
OR
DECK MASTER ABILITY NAME: Legendary Rivalry
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, if you have at least one creature with Dark Magician in
its name and at least one creature with Blue-Eyes in its name on your side of the Field, you may spend
3000 Life Points to Special Summon from your Hand and your Graveyard any number of Monster Cards
with Dark Magician or Blue-Eyes in their names, or are named Dark Paladin or Dragon Master
Knight to your side of the Field. Monsters Cards on your side of the Field with Dark Magician or Blue-
Eyes in their names or are named Dark Paladin or Dragon Master Knight cannot be destroyed by the
effects of Monster, Spell, or Trap Cards this turn.
OR
Buster Blader
DECK MASTER ABILITY NAME: Sword of the Dragon Slayer
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability to negate the Summoning (including
Special Summons) of a Dragon-Type Monster and destroy it.
OR
Byser Shock
DECK MASTER ABILITY NAME: Curse of Revelation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Any card set in a Monster Card Zone on the Field is automatically
destroyed.
Card Trooper
DECK MASTER ABILITY NAME: Price of Glory
DECK MASTER ABILITY TYPE: Instantaneous
DECK MASTER ABILITY TEXT: You start the Duel with 7 cards in hand and 4000 Life Points.
Catapult Turtle
DECK MASTER ABILITY NAME: Barrier Breaker
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: When a Continuous Spell or Continuous Trap card is activated: negate
the activation of that card and destroy it.
Celtic Guardian
DECK MASTER ABILITY NAME: Obnoxious Restriction
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: All Monsters with an ATK of 1900 points or higher cannot attack.
Monsters cannot be destroyed by Battle with Monsters with an ATK of 1900 or more.
Chaosrider Gustaph
DECK MASTER ABILITY NAME: Tribal Warfare
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Each player can only Summon or control 1 Type of face-up Monster at a
time.
Copycat
DECK MASTER ABILITY NAME: Mirror, Mirror
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: This Deck Master is treated as a copy of your opponents current Deck
Master.
Cosmo Queen
DECK MASTER ABILITY NAME: Secret Magic Spell
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and pay 1000 Life Points
to select 1 Level 7 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.
Curse of Dragon
DECK MASTER ABILITY NAME: Fiery Discharge
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Both players take 500 points of Direct Damage during each of their
respective Standby Phases.
OR
Cyber Dragon
DECK MASTER ABILITY NAME: Still Under Warranty
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: The Summon of Machine-type Monsters with Cyber AND Dragon in
their name or Chimeratech in their name to your side of the Field cannot be negated.
OR
Cyber Ogre
DECK MASTER ABILITY NAME: Grendels Brother
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: You may have 4 copies of Cyber Ogre (including this card) in your
Deck.
D. D. Warrior Lady
DECK MASTER ABILITY NAME: Reappointment from Another Earth
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Downgrade all Warrior-Type Monster Cards in both players hands and
on the Field by 2 Levels.
Dark Horus
DECK MASTER ABILITY NAME: The Gathering Darkness
DECK MASTER TYPE: Counter
DECK MASTER ABILITY TEXT: Whenever you activate a Quick-Play Spell Card on one of your
opponents Main Phases, you may search your deck for a DARK monster with ATK 1500 or less, reveal it,
and put it into your Graveyard. Shuffle your deck afterward if you do.
Dark Magician
DECK MASTER ABILITY NAME: Knife Trick
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, if you have a card named Dark Magician face-up on
your side of the Field, you may activate this Deck Master Ability to flip a coin. If the result is heads,
destroy 1 Monster on the Field.
OR
OR
OR
OR
DECK MASTER ABILITY NAME: Might of Unity
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, if you have at least one creature with Dark Magician in
its name and at least one creature with Red-Eyes in its name on your side of the Field, you may spend
3000 Life Points to destroy all Spell and Trap cards on your opponents side of the Field and inflict 1000
Life Points of damage to your opponent for each card destroyed this way.
OR
Dark Necrofear
DECK MASTER ABILITY NAME: D-E-A-T-H Magic Curse
DECK MASTER ABILITY TYPE: Setup; Continuous
DECK MASTER ABILITY TEXT: You may include Spirit Message cards in your Extra Deck. You do not
lose if this monster is sent to the Graveyard in any way (you still lose if its Banished). When this card is
sent to the Graveyard, you can activate 1 Destiny Board card directly from your Hand or Main Deck.
While this card is in your Graveyard, Destiny Board cards are unaffected by all other cards. If you would
place Spirit Message cards onto the field from your Hand or Deck, you may place them from your Extra
Deck instead. If this card is removed from the Graveyard, destroy all Destiny Board cards you control.
Dark Paladin
DECK MASTER ABILITY NAME: Spell-Shattering Slash
DECK MASTER TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 card from your hand to
negate the activation of a Spell card and destroy it.
Dark Rabbit
DECK MASTER ABILITY NAME: Saturday-Morning Kill-toons
DECK MASTER ABILITY TYPE: Setup/Continuous
DECK MASTER ABILITY TEXT: You may have 3 copies of Toon World in your deck. All Toon
monsters, Manga Ryu-Ran, Dark Rabbit, and Parrot Dragon gain the Monster Subtype, Toon. While
you control a face-up Toon World Continuous Spell Card, Toon Monsters may attack your opponents
Life Points directly. When a Toon World Continuous Spell Card is destroyed, destroy all Toon monsters.
You may only control 1 Toon World at a time.
Dark Sage
DECK MASTER ABILITY NAME: Ancient Magic Scroll
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability to select 1 Spell Card
from your deck, add it to your hand, and then shuffle your deck.
Deepsea Warrior
DECK MASTER ABILITY NAME: Reflector Hole
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: When of 1 of your opponents Monsters attacks a Monster on your side
of the Field, activate this Deck Master Ability and Tribute 2 Monsters to negate the attack of your
opponents Monster and inflict Direct Damage equal to the attacking Monsters ATK to your opponents
Life Points.
Disk Magician
DECK MASTER ABILITY NAME: Duel Disk Expert Rules
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Players may declare attacks against cards in their Opponents Hands.
When a players card in their Hand is attacked, they reveal that card: if it is a Monster Card, Battle is
conducted as though the revealed Monster card were in Face-Up Attack position, and if it is a Flip Effect
Monster, its Flip Effect is activated at this time; if it is a Spell or Trap card, the effects of that card are
activated immediately, and neither player takes Battle Damage from the Attack.
Don Zaloog
DECK MASTER ABILITY NAME: Hand of the Bandit
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Each time 1 of your Monsters inflicts damage to your opponents Life
Points, you can select and activate 1 of the following effects:
Select 1 card from your opponents hand randomly and discard it to the Graveyard.
Send 2 cards from the top of your opponents deck to the Graveyard.
Dragon Seeker
DECK MASTER ABILITY NAME: Cry of Vengeance
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Whenever a Level 5 or higher Fiend-Type Monster is sent from the Field
to your Graveyard, you may activate this Deck Master Ability and discard your entire hand to Special
Summon 1 Buster Blader from your hand, deck, or Graveyard to the Field in face-up Attack position.
Then, if a Buster Blader was Summoned from your deck, shuffle your deck.
Exiled Force
DECK MASTER ABILITY NAME: Kamikaze Strike
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 card from your hand to
Tribute 1 Monster on your side of the Field and destroy 1 other Monster on the Field.
OR
OR
OR
Exodia Necross
DECK MASTER ABILITY NAME: Congregation of the Dead
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: As long as this Monster is your Deck Master, you may have up to
4 Exodia Necrosses (including this one) in your deck, instead of 1.
OR
Fiber Jar
DECK MASTER ABILITY NAME: Bionic Absorption
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability to negate the activation of a face-up
Effect Monsters effect.
Fire Princess
DECK MASTER ABILITY NAME: Balance of Soul
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Each time you increase your Life Points, activate this Deck Master
Ability to inflict 500 points of Direct Damage to your opponent s Life Points.
Firegrass
DECK MASTER ABILITY NAME: Home on the Range
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of the Field is
considered Rolling Plains. As long as the Field is Rolling Plains: Increase the ATK of all Beast-Warrior,
and Warrior-type Monsters you control by one-half their original ATK; Increase the DEF of all Beast-
Warrior and Warrior-type Monsters you control by one-half their original DEF.
Flame Swordsman
DECK MASTER ABILITY NAME: Ring of Fire
DECK MASTER TYPE: Quick
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when a FIRE Monster on your side of
the Field is sent to the Graveyard as a result of battle to inflict 500 points of Direct Damage to your
opponent's Life Points.
OR
Fushioh Richie
DECK MASTER ABILITY NAME: Grace of the Undead King
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when there is no Monster on your side
of the Field to Special Summon 1 Zombie-Type Monster from your hand. You can use this Deck Master
Ability once per turn.
Gadget Soldier
DECK MASTER ABILITY NAME: War Machine
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of the Field is
considered Heavy Weapons Factory. Increase the ATK of all Machine and Pyro-type Monsters you
control by one-half their original ATK. Increase the DEF of all Machine and Pyro-type Monsters you
control by one-half their original DEF.
Garnecia Elefantis
DECK MASTER ABILITY NAME: Night of the Full Moon
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, you may activate this Deck Master Ability to Special
Summon 1 Garnecia Elefantis from your hand in face-up Attack or Defense position.
Gate Guardian
DECK MASTER ABILITY NAME: Triple Elemental Force
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Monsters in your hand are considered to be on the Field when fulfilling
the Special Summoning requirements of Gate Guardian. Also, add the following effect to all Gate
Guardians on the Field: As long as this card remains face-up on the Field, negate the effects of all Spell
and Trap cards.
Gemini Elf
DECK MASTER ABILITY NAME: Triadic Coalescence
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when there are 3 Monsters with the
same name on the same side of the Field to Tribute 2 of the 3 Monsters to the Graveyard and triple the
original ATK and DEF of the third Monster.
OR
Goblin of Greed
DECK MASTER ABILITY NAME: Greed is Good
DECK MASTER ABILITY TYPE: Setup/Continuous
DECK MASTER ABILITY TEXT: You may have up to 3 copies of Pot of Greed and Jar of Greed in
your deck. However, your Deck and Sideboard may not contain any cards with Forbidden One in the
name. In addition, whenever you draw cards outside of your Draw Phase, if Goblin of Greed is in the
Deck Master Zone, you may put that many Greed Counters onto Goblin of Greed; while Goblin of Greed
is in the Deck Master Zone, increase the ATK and DEF of all your Monster by 100 for each Greed
Counter on Goblin of Greed.
OR
Goddess of Whim
DECK MASTER ABILITY NAME: Risky Fancy
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Add the following effect to each LIGHT Monster 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.
Gogiga Gagagigo
DECK MASTER ABILITY NAME: Muggle Revolution!
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Non-Effect, Non-Spirit Monsters you control cannot be destroyed or
targeted by your opponents card effects. The Special, Flip, Tribute, and Normal Summons of Non-Effect,
Non-Spirit Monsters cannot be negated. Each Non-Effect, Non-spirit Monster you control isnt destroyed
by Battle with a monster of the same ATK.
Gravekeepers Chief
DECK MASTER ABILITY NAME: Return to the Field of the Doomed
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Necrovalley is always considered to be active on the Field, all effects of
Spell, Trap, and/or Effect Monster Cards that involve Graveyards are negated, and neither player can
Banish cards in their Graveyards. In addition, increase the ATK and DEF of all Monsters that includes
Gravekeepers in their card name by 500 points.
Great Dezard
DECK MASTER ABILITY NAME: Benefits of the Priesthood
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: As long as this Monster is your Deck Master, you may have up to 4
Great Dezards (including this one) in your deck.
OR
Guardian Ceal
DECK MASTER ABILITY NAME: Age of the Sword
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: You can add 1 Equip Magic Card from your deck to your hand per turn
instead of drawing 1 card during your Draw Phase. Your deck is then shuffled. This effect applies to both
players.
Guardian Grarl
DECK MASTER ABILITY NAME: Gathering of the Guarded
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Effect Monsters with "Guardian" in their name can be Summoned to the
Field without any specific Equip Magic Card listed in the TEXT of these Monsters being on the Field. At
the moment this Deck Master Ability ceases to be in effect, all face-up Effect Monsters with "Guardian" in
the beginning of their name, except for Guardian Sphinx, Return to the owners' hands immediately.
OR
Guardian Sphinx
DECK MASTER ABILITY NAME: Riddle of the Sphinx
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability during your Standby
Phase to activate this effect: Until the End Phase of your opponents next turn, when a Monster attacks,
its controller selects 1 card in his respective opponent's hand and calls the type of the card (Monster,
Spell, or Trap). If they call it wrong, the attacking Monster is returned to its owner's hand.
Harpie Lady
DECK MASTER ABILITY NAME: We Are Fa-mi-ly!
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: You may have up to 7 copies of Harpy Lady in your deck, but no two
non-Normal monsters may have the same printed name. (Thus, you may have Cyber Harpy, Harpy
Lady 1, Harpy Lady 2, and Harpy Lady 3 in your deck, in addition to 3 copies of the Normal Monster
named Harpy Lady)
Helpoemer
DECK MASTER ABILITY NAME: Crush Card Infection
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability, offer 1 DARK Monster
as a Tribute, and discard your entire hand. Any opponent's Monster with an ATK of 1500 or higher on the
Field, in your opponent's hand, or drawn in the next 3 turns is automatically destroyed.
Hino-Kagu-Tsuchi
DECK MASTER ABILITY NAME: SpiRitual Energy Field
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: All Spirit Monsters remain face-up on the Field and do not Return to their
owners' hands during the End Phase of the turn that they are Normal Summoned, Flip Summoned, or
flipped face-up. At the moment this Deck Master Ability ceases to be in effect, all face-up Spirit Monsters
Return to the owners' hands immediately. Also, Spirit Monsters may be Special Summoned, although
they Return to their owners' hands during the End Phase of the turn that they are Special Summoned.
Hyena
DECK MASTER ABILITY NAME: Never Go Alone
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: You may have up to 3 copies of any 1 Effect Monster which Special
Summons 1 or more copies of itself and only itself from your Hand, Deck, Graveyard, or Banished
Zone (Such as Peten the Dark Clown).
Island Turtle
DECK MASTER ABILITY NAME: Heroes on the Half Shell
DECK MASTER ABILITY TYPE: Continuous/Quick
DECK MASTER ABILITY TEXT: Negate the effects of all Turtle monsters on the Field and in players
Graveyards. Double the Original ATK and DEF of all Turtle monsters you control. Turtle monsters cost
1 less Tribute to Tribute Summon. Turtle Monsters you control cannot be targeted by your opponents
cards or Deck Master Abilities. Whenever your opponent declares an attack against a Turtle monster
you control, you may activate this Deck Master Ability: Change your Turtle Monster being attacked to
face-up DEF position.
Insect Princess
DECK MASTER ABILITY NAME: Rage-Inducing Nectar
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Insect-Type Monsters on your side of the Field
by 1000 points.
Invader of Darkness
DECK MASTER ABILITY NAME: Book of the Shadows
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 card from your hand to
flip 1 face-up Monster on the Field into face-down Defense Position
OR
Judge Man
DECK MASTER ABILITY NAME: Clear the Courtroom
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and pay 1000 Life
Points to Banish all of your opponent's Monsters on the Field and inflict 500 points of Direct Damage to
your opponent's Life Points for each Monster this Deck Master Ability Banished.
OR
Kaiser Glider
DECK MASTER ABILITY NAME: Surrogate Offering
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 Spell or Trap card from
your hand 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 and effect of a Spell card. If this effect
resolves without being negated, you cannot activate this effect, again, this turn."
Kaiser Seahorse
DECK MASTER ABILITY NAME: Field of Healing Light
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: At the beginning of each of your Battle Phases, if you have a LIGHT
Monster face-up on your side of the Field, you may increase your Life Points by 500 points.
OR
Kazejin
DECK MASTER ABILITY NAME: Elemental Invigoration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: The effects of Kazejin, Sanga of the Thunder, and Suijin may now be
used an infinite number of times.
Kinetic Soldier
DECK MASTER ABILITY NAME: Reconfiguration Array
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Turn, on either Players Turn, you may activate this Deck
Master Ability: Until your opponents next End Phase, all face-up cards on the Field are treated as
Warrior-Type Monsters.
King of Yamimakai
DECK MASTER ABILITY NAME: The Dark Side
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of the Field is
considered Abyssal Cavern. As long as the Field is Abyssal Cavern: Increase the ATK of all Fiend and
Spellcaster-type Monsters you control by one-half their original ATK; Increase the DEF of all Fiend and
Spellcaster-type Monsters you control by one-half their original DEF. At the beginning of your opponents
Turn, flip all Monsters on your side of the Field Face-Down (their battle positions dont change), shuffle
those Monsters, and randomly place them back in your Monster Card Zones in their proper Battle
Positions (you may have Face-Down Attack Position Monsters due to this cards effect).
Kuriboh
DECK MASTER ABILITY NAME: Rainbow Arch
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, you may pay 7000 Life Points to activate this Deck
Master Ability: All Monsters on your side of the Field may attack your opponent's Life Points directly this
turn.
OR
OR
Kwagar Hercules
DECK MASTER ABILITY NAME: Bait for the Swarm
DECK MASTER TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and offer one Monster
on your side of the Field as a Tribute. Select 1 Insect-Type Monster from your Deck and Special Summon
it on the Field in face-up Attack or Defense Position or face-down Defense Position. The Deck is then
shuffled.
Labyrinth Wall
DECK MASTER ABILITY NAME: Jareths Game
DECK MASTER ABILITY TYPE: Instantaneous/Continuous
DECK MASTER ABILITY TEXT: Each Player begins the Duel with a Door Counter on each Monster Card
Zone on their side of the Field. Whenever a Player Summons or Sets a Monster, remove all Door
Counters on that Zone the Monster is Summoned into. During each Players Turn, that Player may move
any Monster they control - that has not yet moved that turn exactly 1 space left or right to one of their
open Monster Card Zones. Whenever a Monster moves into an open Monster Card Zone, remove all
Door Counters on that Zone. Monsters may not Attack any Monster other than the Monster in the Monster
Card Zone directly opposite them. Monsters may not Attack if the Zone directly opposite them has a Door
Counter on it. If a Monster declares an Attack and the Opponents Monster Card Zone directly opposite it
is empty, that Monster conducts a Direct Attack.
Lava Golem
DECK MASTER ABILITY NAME: Hinotama Breath
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Inflict 250 points of Direct Damage to your opponent's Life Points during
each of his/her Standby Phases.
OR
Levia-Dragon Daedalus
DECK MASTER ABILITY NAME: Second Genesis
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability to add 1 Field Magic
Card from your deck to your hand. Then, shuffle your deck.
Lord of D.
DECK MASTER ABILITY NAME: Offerings to the King
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, you may activate this Deck Master Ability and Tribute 2
Monsters to the Graveyard to play up to 2 Dragon-Type cards from your hand as a Special Summon.
OR
Luster Dragon
DECK MASTER ABILITY NAME: Gemstone Reflection
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when you have a face-up Dragon-Type
Monster on your side of the Field and an effect that specifically designates a target activates to change
the target of the effect.
Luster Dragon #2
DECK MASTER ABILITY NAME: WIND Dragon's Hurricane
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and Return 1 face-up Level 5 or higher
Dragon-Type Monster on your side of the Field to the owner's hand to destroy and Spell and Trap cards
on the Field.
Maha Vailo
DECK MASTER ABILITY NAME: Sword-Enhancing Spell
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: In addition to the effects of Equip Cards, the ATK of LIGHT Monsters is
increased by 500 points for each card equipped to each of them.
Mammoth Graveyard
DECK MASTER ABILITY NAME: Rotting Fusion
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: You may reveal and Banish 1 Spell card from your Hand that has the
effect of conducting a Fusion Summon. If you do, Activate this Deck Master Ability: Choose 1 Zombie-
type Monster you control or that is in your Hand and Target 1 non-Zombie-type Monster your opponent
controls. Equip your Zombie-Type Monster to that Monster, and your Zombie-type Monster gains, At the
beginning of the equipped Monsters controllers Standby Phase, the Equipped Monster loses ATK and
DEF equal to this Cards ATK and DEF; if this Card is removed from the Field, destroy the Equipped
Monster. As long as a Monster has a Zombie-type Monster equipped to it by this effect, that Equipped
Monster counts as a Zombie in addition to its original Type.
Man-Eater Bug
DECK MASTER ABILITY NAME: Sacrificial Strike
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and pay 1000 Life Points
to destroy 1 Monster.
Manga Ryu-Ran
DECK MASTER ABILITY NAME: Toon World Translocation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Toon Monsters may be Special Summoned without Toon World being
on the Field. Toon Monsters are not destroyed if Toon World is destroyed. You may Deck Master
Summon this Deck Master without meeting its normal Special Summoning conditions
Manticore of Darkness
DECK MASTER ABILITY NAME: Circle of Life
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability during your End Phase and send any
number of Beast, Beast-Warrior, and/or Winged Beast-Type Monster Cards from your hand or your side
of the Field to the Graveyard to Special Summon the same number of Beast, Beast-Warrior, and/or
Winged Beast-Type Monsters of yours sent from the Field to the Graveyard during this turn to the Field in
face-up Attack or Defense position.
Marauding Captain
DECK MASTER ABILITY NAME: Allegiances in Action
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: When you succesfully Normal Summon a Marauding Captain, you may
activate this Deck Master Ability to Special Summon any Monster from your hand, instead of only a Level
4 or lower Warrior-Type Monster, using Marauding Captain's effect.
Mechanical Chaser
DECK MASTER ABILITY NAME: Sword of the Machine King
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Machine-Type Monsters on your side of the Field
by 400 points. Also, when a Machine-Type Monster on your side of the Field attacks with an ATK that is
higher then the DEF of your opponent s Defense Position Monster, inflict the difference as Battle Damage
to your opponent s Life Points.
Metalzoa
DECK MASTER ABILITY NAME: Machine Transportation Device
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and pay half your Life
Points to Special Summon 1 Machine-Type Monster from your hand, deck, or Graveyard in face-up
Attack or Defense position or in facedown Defense position.
OR
Millennium Shield
DECK MASTER ABILITY NAME: Millennium Shield Defense
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Add the following effect to each Millennium Shield face-up 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."
Mirage Knight
DECK MASTER ABILITY NAME: Birth of the Living Illusion
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and pay 3000 Life
Points to Special Summon 1 Fusion Monster from your Fusion Deck in face-up Attack position.
Morphing Jar
DECK MASTER ABILITY NAME: Conformity of Jar
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when a Jar Monster activates its Flip
Effect to replace its Flip Effect with the following one: "All players discard all cards in their hands and draw
5 cards."
Mountain Warrior
DECK MASTER ABILITY NAME: Old Man of the Mountain
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of the Field is
considered Behemoth Mountain. As long as the Field is Behemoth Mountain: Increase the ATK of all
Dragon, Winged-Beast, and Thunder-type Monsters you control by one-half their original ATK. Increase
the DEF of all Dragon, Winged-Beast, and Thunder-type Monsters you control by one-half their original
DEF. During each players Battle Phase, whenever a player Attacks, or you Declare an Attack with, a
Dragon, Winged-Beast, and Thunder-type Monsters you control, that Monster you Control deals Damage
equal to its ATK to the DEF of the Attacked or Attacking Opponents before Damage Calculation; if that
Damage of your Monster is equal to or greater than that Opponents Monsters DEF, that Opponents
Monster is Destroyed.
Mudora
DECK MASTER ABILITY NAME: Realm of Enchantment
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Fairy-Type Monsters on your side of the Field by
1000 points.
Mystical Elf
DECK MASTER ABILITY NAME: Chant of Transference
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability to transfer the ATK and DEF of 1
Spellcaster-Type Monster on your side of the Field to the ATK and DEF of another.
OR
OR
OR
Parasite Paracide
DECK MASTER ABILITY NAME: Insect Infection
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Turn, on either Players Turn, you may Activate this Deck
Master Ability: Until your Opponents next End Phase, all face-up cards on the Field are treated as Insect-
Type Monsters.
Patrol Robo
DECK MASTER ABILITY NAME: Advanced Identification Scanner
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: You can look at all Set cards on your opponent's side of the Field
instead of drawing 1 card during your Draw Phase.
Pendulum Soldier
DECK MASTER ABILITY NAME: Poes Revenge
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever a player conducts a Pendulum Summon, that player loses
2000 Life Points for each Summoned Monster (this is not damage).
Penguin Soldier
DECK MASTER ABILITY NAME: Swift Magical Sword
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability to negate the activation of a Flip Effect
and destroy the Monster which activated the effect.
OR
Ras Disciple
DECK MASTER ABILITY NAME: Gather the Disciples
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: You may have up to 4 copies of Ras Disciple (including this one) in
your Deck.
OR
OR
OR
OR
OR
Reflect Bounder
DECK MASTER ABILITY NAME: Mirror Shield
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and discard your entire
hand (minimum of 1 card) when any Monster attacks to negate the attack of the Monster and inflict Direct
Damage equal to the attacking Monster's ATK to the controller's Life Points.
Relinquished
DECK MASTER ABILITY NAME: Eye of Imitation
DECK MASTER TYPE: Construction
DECK MASTER ABILITY TEXT: At the beginning of the Duel, your opponent searches his or her Deck for
5 Monster cards. You choose 1 of them and replace this card with the chosen Monster as your Deck
Master, also replacing this Monster's Deck Master Ability with the selected Monsters Deck Master Ability,
and put this card into your Sideboard (you cannot suffer a Game Loss for having 16 cards in your
Sideboard because of this effect). If the selected Monster has multiple Deck Master Abilities listed,
choose one as you choose the Monster.
Revival Jam
DECK MASTER ABILITY NAME: Jam Defense Wall
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and Banish 1 Revival
Jam in your hand or Graveyard or discard 1 card from your hand and Banish 1 Revival Jam in your deck
to Special Summon up to 4 Slime Tokens (face-up Defense position/Aqua-Type/WATER/LEVEL 1/ATK
500/DEF 500) to your side of the Field. Then, if a Revival Jam from your deck was Banished, shuffle your
deck.
Robotic Knight
DECK MASTER ABILITY NAME: Final Artillery
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 Machine-Type Monster
from your hand to inflict 500 points of Direct Damage to your opponent's Life Points.
Ryu-Senshi
DECK MASTER ABILITY NAME: Sacred Ground
DECK MASTER TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all EARTH Monsters on your side of the Field by
700 points.
Sasuke Samurai
DECK MASTER ABILITY NAME: Blade of Crossout
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Add the following effect to all face-up Monsters with an ATK and DEF of
1000 points or less 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."
Seiyaryu
DECK MASTER ABILITY NAME: WIND Monster Acceleration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Downgrade all WIND Monster Cards in both players hands and on the
Field by 2 Levels.
OR
DECK MASTER ABILITY NAME: Reversal
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability when this Monster is
destroyed to immediately Return it to its Deck Master Zone instead of losing the current Duel. Then, you
may no longer Special Summon this Monster to the Field.
OR
Shinato's Ark *
DECK MASTER ABILITY NAME: Soul-Sealing Light
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: No cards may leave either Graveyard except through the effect of a
Shinato's Ark.
OR
OR
* Shinato's Ark is a valid Deck Master even though it is not a Monster card. However, in order to fit with
the rules of "Deck Master", all Shinato's Arks selected as Deck Masters are treated as Monster cards as:
Shinato's Ark
LIGHT |******** (Lv.8) | Rock/Effect | ATK/0 DEF/0 | Increase the ATK and DEF of this Monster by 250
points for each Monster in your Graveyard.
Sinister Serpent
DECK MASTER ABILITY NAME: Gift of the Immortal
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Add the following effect to all face-up Monsters with an ATK and DEF of
500 points or less on your side of the Field: " During your Standby Phase, if this card exists in your
Graveyard you can Return this card to your hand."
Slate Warrior
DECK MASTER ABILITY NAME: Blessing of Ha Des
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Fiend-Type Monsters on your side of the Field by
1000 points.
Slot Machine
DECK MASTER ABILITY NAME: Spin Er Again!
DECK MASTER ABILITY TYPE: Instant/Counter
DECK MASTER ABILITY TEXT: Once per Duel, after you draw your initial Hand and before the first
players turn, you may choose to shuffle your hand back into your deck and draw a new hand of 5 cards.
Spear Dragon
DECK MASTER ABILITY NAME: Spear Dragon's Rage
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever a Dragon-Type Monster on your side of the Field attacks a
monster in Defense Position, it deals Piercing Battle Damage to your opponents Life Points.
Spell Canceller
DECK MASTER ABILITY NAME: Deck Master Negation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Negate the effects of all Deck Master Abilities except those of a Spell
Canceller.
St. Joan
DECK MASTER ABILITY NAME: Divine Vigor
DECK MASTER ABILITY TYPE: Instant
DECK MASTER ABILITY TEXT: You Begin each Duel with 12,000 Life Points
Stardust Dragon
DECK MASTER ABILITY NAME: Shields Up!
DECK MASTER ABILITY TYPE: Continuous/Counter
DECK MASTER ABILITY TEXT: Synchro Monsters you Synchro Summon come into play with a
ForceField Counter on themselves. If a Spell, Trap, or Effect Monster effect controlled by an opponent
would destroy a Monster with a ForceField Counter, you may remove a ForceField Counter instead.
Strike Ninja
DECK MASTER ABILITY NAME: Retreat of Shadow
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability to Banish all DARK
Monsters on the Field until the End Phase of this turn by removing 2 DARK Monsters in your Graveyard .
OR
DECK MASTER ABILITY NAME: Rin Hyou Tou Sha Kai Jin Retsu Zai Zen
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 card from your hand to
destroy 1 facedown Spell Card or Trap Card on your opponent s side of the Field.
Suijin
DECK MASTER ABILITY NAME: Elemental Invigoration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: The effects of Kazejin, Sanga of the Thunder, and Suijin may now be
used an infinite number of times.
Summoned Skull
DECK MASTER ABILITY NAME: Call of Fiend
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, you may activate this Deck Master Ability to Special
Summon 1 Summoned Skull from your hand in face-up Attack or Defense position.
OR
Super Roboyarou
DECK MASTER ABILITY NAME: Last Minute Defenses
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability to set or activate 1 Spell
or Trap card from your hand.
Swordstalker
DECK MASTER ABILITY NAME: Best Served Cold
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever a you Summon a Monster, if a Monster you controlled this
turn was Destroyed by Battle and sent to your Graveyard, the Monster you just Summoned gains 400
ATK.
Takriminos
DECK MASTER ABILITY NAME: Spring of the Sacred Sea
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: The Field is treated as "Umi", all WATER Monsters in both player's
hands and on the Field are downgraded by 1 Level, and the ATK and DEF of all WATER Monsters is
increased by 200 points.
Terrorking Archfiend
DECK MASTER ABILITY NAME: Commandment of the Archfiend King
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Neither player has to pay Life Points during the Standby Phase for
Archfiend Monsters. Each time a players Archfiend Monster Card(s) are destroyed and sent to the
Graveyard except as a result of battle, Return that card to its owners hand insted.
The Fiend Megacyber
DECK MASTER ABILITY NAME: Formation of Triumvirate
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Fiend-Type, Machine-Type, and Warrior-Type
Monsters on your side of the Field by 500 points.
Thousand Dragon
DECK MASTER ABILITY NAME: Millennium Magic Blast
DECK MASTER TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability when you have a face-
up WIND Monster on your side of the Field to toss a coin and call Heads or Tails. If you call it right, your
opponent's Monsters on the Field are destroyed. If you call it wrong, your own Monsters on the Field are
destroyed and you lose Life Points equal to half the total ATK of the destroyed Monsters.
Thousand-Eyes Restrict
DECK MASTER ABILITY NAME: Many-Eyed Mimicry
DECK MASTER TYPE: Instant
DECK MASTER ABILITY TEXT: Select 1 Monster at random in your opponent's deck and replace this
card with it as your Deck Master, also replacing this Monster's Deck Master Ability with the selected
Monsters Deck Master Ability, and put this card into your Sideboard (you cannot suffer a Game Loss for
having 16 cards in your Sideboard because of this effect). If the selected Monster has multiple Deck
Master Abilities listed, choose one as you choose the Monster.
Time Wizard
DECK MASTER ABILITY NAME: Time Roulette
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability during your End Phase
to toss a coin and call Heads or Tails. If you call it right, your opponent's Monsters on the Field are
destroyed. If you call it wrong, your own Monsters on the Field are destroyed and you lose Life Points
equal to half the total ATK of the destroyed Monsters.
OR
Toon Mermaid
DECK MASTER ABILITY NAME: Toon World Transmigration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Toon Monsters may be Special Summoned without Toon World being on
the Field. You do not have to pay life points to declare an attack with Toon Monsters. You may Deck
Master Summon this Deck Master without meeting its normal Special Summoning conditions
Tri-Horned Dragon
DECK MASTER ABILITY NAME: Triple Dragon Defense
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever you have at least 3 Dragon-Type Monsters face-up on your
side of the Field, your opponent cannot attack.
Tribe-Infecting Virus
DECK MASTER ABILITY NAME: Quick-Acting Infection
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 2 cards from your hand to
negate the Summon (including Special Summon) of a Monster and destroy it.
Twin-Headed Behemoth
DECK MASTER ABILITY NAME: Lazarus Blessing Transference
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability to Special Summon 1
Monster from either Graveyard to your side of the Field in face-up Attack or Defense position. Then, lower
your Life Points by an amount equal to the original ATK of the Monster, and increase your opponent's Life
Points by the same amount.
Tyrant Dragon
DECK MASTER ABILITY NAME: Skills of Great Dragon
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability when you have a face-
up Dragon-Type Monster on your side of the Field to select and activate 1 of the following effects:
(1) Inflict 800 points of Direct Damage to your opponent's Life Points.
(2) Destroy 1 face-up Monster with a DEF of 800 points or less.
(3) Offer 1 Dragon-Type Monster on your side of the Field as a Tribute to destroy all face-up Monsters on
the Field whose DEF is equal to or lower than the ATK of the Tribute Monster.
Vampire Lord
DECK MASTER ABILITY NAME: Affliction of the Living Dead
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Each time a Zombie-Type Monster on your side of the Field inflicts Battle
Damage to your opponent declare 1 card type (Monster, Spell, or Trap). Your opponent selects 1 card of
that type from his/her Deck and sends it to the Graveyard.
OR
Vorse Raider
DECK MASTER ABILITY NAME: Deleterious Xenophobia
DECK MASTER ABILITY TYPE: Continuous/Counter
DECK MASTER ABILITY TEXT: Whenever your opponent Synchro or Xyz Summons a monster: Banish
the top 3 cards of your deck, Banish the bottom 3 cards of your deck, that Synchro or Xyz Summon is
negated and Banished, and your opponent loses Life Points equal to that Synchro or Xyz Monsters
combined ATK and DEF.
X-Head Cannon
DECK MASTER ABILITY NAME: Network Installation Disk
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever another Machine-Type Monster is acting as your Deck Master
in conjunction with this one, this Monster gains a copy of all the other Monster's Deck Master Abilities.
OR
XY-Dragon Cannon
DECK MASTER ABILITY NAME: Mecha Support Cannons
DECK MASTER TYPE: Continuous
DECK MASTER ABILITY TEXT: Inflict 500 points of Direct Damage to your opponent's Life Points during
their Standby Phase while you have a Machine-Type Monster face up on your side of the Field.
XYZ-Dragon Cannon
DECK MASTER ABILITY NAME: Ultimate Obliteration
DECK MASTER TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and discard your entire
hand to destroy all Monsters on your opponent's side of the Field.
XZ-Tank Cannon
DECK MASTER ABILITY NAME: Fusion Cloning Machine
DECK MASTER TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability to Special Summon any
number of Level 6 or lower Fusion Monsters from your Fusion Deck in face-up Attack or Defense Position
at the cost of 2000 Life Points per Monster. These Fusion Monsters cannot attack your opponents Life
Points directly, and are returned to your Fusion Deck at the end of the turn.
Y-Dragon Head
DECK MASTER ABILITY NAME: Benefits of Union
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Union Monsters in your hand are considered to be on your side of the
Field when fulfilling the requirements for their effects.
Yamata Dragon
DECK MASTER ABILITY NAME: Gift of the Dragon Spirit
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: During the End Phase of each of your turns, draw 1 card for each
Dragon-Type Monster discarded from your hand and/or offered as a Tribute during your current turn.
YZ-Tank Dragon
DECK MASTER ABILITY NAME: Fusion Simulation Chamber
DECK MASTER TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and offer 1 Monster on
your side of the Field as a Tribute. Special Summon 1 Fusion Monster Card from your Fusion Deck. The
Fusion Monster is destroyed at the end of the turn this Deck Master Ability is activated.
Z-Metal Tank
DECK MASTER ABILITY NAME: Fusion-Binding Armor
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Double the original ATK of each Fusion Monster face-up on your side of
the Field that was Fusion Summoned to the Field using the Spell card Polymerization, but without using a
Monster that can substitute for a Fusion-Material Monster.
Zoa
DECK MASTER ABILITY NAME: Ambush of Fiend
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability to Special Summon 1
Zoa from your hand, deck, or from either Graveyard in face-up Attack or Defense positon or in facedown
Defense position.
You may use cards from any language, including OCG cards that have not come out in English yet.
However, if you are using foreign cards, you must adhere to the following rules: one, your deck must be in
card sleeves with opaque backs; two, if you are using cards that have not yet been printed in English, you
must include printed-out descriptions of what those cards do.
You may also use any cards which say This card cannot be used in a Duel, as long as those cards have
proper YuGiOh backs and are properly sized. They may be in either English or other languages, as well.
II. Main Deck, Deck Master, Extra Deck, Sideboard Definitions & Sizes.
Main Deck Each player must have 1 Main Deck. This deck must contain at least 45 cards, with no
maximum deck size. This deck may only contain Normal, Ritual, & Effect Monsters, and Spell & Trap
cards.
In addition to the Main Deck, each player MAY have any of the following decks:
Deck Master Extra Deck: This deck is kept face-up in the Deck Master Zone to the right of your Main
Deck. Each cards names and which of its Deck Master Abilities you are using are announced at the
beginning of each Duel. Unless otherwise stated by a Deck Masters Ability, this Deck must contain
exactly 1 Monster card at the beginning of each Duel.
Extra Deck: This deck may be up to 15 cards, and can only contain Fusion, Synchro, and Xyz creatures,
unless a Deck Master ability states otherwise. It is kept face-down in the Extra Deck Zone.
Sideboard: This deck, if used, must be exactly 15 cards, but may be made of any cards of any nature. In
between Matches and Duels, you may exchange any number of cards from your Main Deck, or Extra
Deck, with any number of cards from your Sideboard; however, you MUST always have exactly 15 cards
in your sideboard.
Unless otherwise stated by a Deck Master Effect, each players Main Deck, Sideboard, and Extra Deck
combined may contain up to 3 copies of any Normal Monster & Non-Effect Monster cards, except
Pendulum Monsters, but only up to 1 copy of any other cards, including Effect Monsters, Pendulum
Monsters, Spells, and Traps. (For example: your Main Deck and Extra Deck may have up to 3 total copies
of Gaia the Fierce Knight, but only one copy of Swift Gaia the Fierce Knight between them; your Extra
Deck may contain up to 3 copies of Gaia the Dragon Champion and 3 copies of Gaia Knight, the Force of
Earth, but only 1 copy of Gaia Dragon, the Thunder Charger)
No player may have more than 1 copy of each Restricted card in their Main Deck, Deck Master Deck,
Extra Deck or Sideboard combined, regardless of this rule (unless a Deck Master Ability says otherwise).
A player may have no more than 15 Restricted Cards in their Main Deck, Extra Deck, Sideboard, and
Deck Master Extra Deck combined. You may only have 1 copy of each Restricted card in your Main Deck,
Extra Deck, Sideboard, and Deck Master Extra Deck combined, unless otherwise stated in a Deck
Masters ability (however, any copies still count towards you Restricted Cards limit).
Any Card that is Limited or Semi-Limited in the current Traditional Format is considered Restricted in the
super-Expert Rules. Any Card that says "Cannot be Used in a Duel" is Restricted.