List of All Continuous Spells | Duel Links

This is a list of all continuous spells for the game Duel Links. Use this page if you would like to know a continuous spell's rating, strength and weakness, basic information, or how to get it.

This is a list of all continuous spells for the game Duel Links. Use this page if you would like to know a continuous spell's rating, strength and weakness, basic information, or how to get it.

List of All Continuous Spells

UR

Card Effect Rating
Black WhirlwindBlack Whirlwind When a "Blackwing" monster is Normal Summoned to your field: You can add 1 "Blackwing" monster from your Deck to your hand with less ATK than that monster. 9 /10
Miracle FertilizerMiracle Fertilizer Once per turn: You can target 1 Plant-Type monster in your Graveyard; Special Summon that target. You cannot Noral Summon/Set during the turn you Special Summon with this effect (even if this card leaves the field). If a monster Special Summoned by this effect leaves the field, destroy this card. 9 /10
Valhalla Hall of the FallenValhalla, Hall of the Fallen Once per turn: You can Special Summon 1 Fairy monster from your hand. You must control no monsters to activate and to resolve this effect. 8 /10
Dark Magical CircleDark Magical Circle When this card is activated: Look at the top 3 cards of your Deck, then you can reveal 1 "Dark Magician" or 1 Spell/Trap that specifically lists the card "Dark Magician" in its text, among them, and add it to your hand, also place the remaining cards on top of your Deck in any order. If "Dark Magician" is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 card your opponent controls; banish it. You can only use each effect of "Dark Magical Circle" once per turn. 9 /10
Swamp MirrorerSwamp Mirrorer Activate this card by declaring 1 Monster Type and 1 Attribute; Special Summon this card as a Normal Monster (Level 4/ATK 1800/DEF 1000) with that Type and Attribute. (This card is also still a Trap Card.) 9 /10
Future FusionFuture Fusion During your 1st Standby Phase after this card's activation: Show 1 Fusion Monster in your Extra Deck and send the Fusion Materials listed on it from your Main Deck to the Graveyard. During your 2nd Standby Phase after this card's activation: Fusion Summon 1 Fusion Monster from your Extra Deck with the same name as the monster you showed, and target it with this card. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card. 8 /10
Fortune VisionFortune Vision When this card is activated: You can add 1 "Fortune Lady" card from your Deck to your hand. Once per turn, if a card(s) you control is banished by card effect (except during the Damage Step): You can activate this effect; this turn, monsters you control cannot be destroyed by card effects (even if this card leaves the field). Once per turn, if a card(s) your opponent controls is banished by card effect (except during the Damage Step): You can make the next battle damage you take this turn become 0 (even if this card leaves the field). You can only activate 1 "Fortune Vision" per turn. 7 /10
Evo-PriceEvo-Price Once per turn, if a monster is Special Summoned by the effect of an "Evoltile" monster (except during the Damage Step): You can target 1 card on the field; destroy that target. 9 /10
Cubic DharmaCubic Dharma You take no battle damage from attacks involving your "Cubic" monsters. You can only use each of the following effects of "Cubic Dharma" once per turn, during your Main Phase: ●You can send 1 "Cubic" card from your hand to the Graveyard, and if you do, draw 1 card. ●You can banish this card from your Graveyard, then target 1 "Cubic" monster in your Graveyard; add it to your hand. 8 /10
Volcanic WallVolcanic Wall Once per turn: You can send 3 cards from the top of your Deck to the Graveyard, and if you do, inflict 250 damage to your opponent for each Pyro-Type monster sent to the Graveyard by this effect. You cannot declare an attack during the turn you activate this effect. 3 /10

SR

Card Effect Rating
Machina Armored UnitMachina Armored Unit Once per turn, when a Machine monster is destroyed by battle and sent to your GY: You can Special Summon 1 Machine monster from your Deck that has the same Attribute and less ATK than that destroyed monster in the Graveyard. 6 /10
Fire Formation - GyokkouFire Formation - Gyokkou Activate this card by targeting 1 Set Spell/Trap Card your opponent controls. Your opponent cannot activate the targeted card in response to this card's activation. While this card is face-up on the field, that Set card cannot be activated. All Beast-Warrior-Type monsters you control gain 100 ATK. 7 /10
Verdant SanctuaryVerdant Sanctuary When a face-up Insect monster is destroyed by battle or card effect and sent to the Graveyard: Its controller can add 1 Insect monster with the same Level as the destroyed monster from their Deck to their hand. 6 /10
Wonder BalloonsWonder Balloons Once per turn: You can send any number of cards from your hand to the Graveyard; place 1 Balloon Counter on this card for each card sent to the Graveyard. All monsters your opponent controls lose 300 ATK for each Balloon Counter on this card. 4 /10
Shard of GreedShard of Greed Each time you draw a card(s) for your normal draw in your Draw Phase, place 1 Greed Counter on this card. You can send this card with 2 or more Greed Counters to the Graveyard; draw 2 cards. 5 /10
Shiranui Style SolemnityShiranui Style Solemnity This card's name becomes "Shiranui Style Synthesis" while in the Spell & Trap Zone. Once per turn, you can activate 1 of these effects.
●Banish 1 Zombie monster from your Graveyard; the Normal and Special Summons of your Zombie monsters cannot be negated for the rest of this turn (even if this card leaves the field).
●Target 1 Zombie monster you control; banish it, then you can send 1 Zombie monster with 0 DEF from your Deck to the Graveyard.
4 /10
Mayakashi WinterMayakashi Winter Monsters your opponent controls lose 100 ATK/DEF for each "Mayakashi" monster with a different name in your Graveyard. You can only use 1 of the following effects of "Mayakashi Winter" per turn, and only once that turn.
●Send this card and 1 "Mayakashi" monster you control to the Graveyard; draw 1 card.
●Banish this card and 1 Zombie monster from your Graveyard, then target 1 "Mayakashi" monster in your Graveyard; Special Summon it.
7 /10
Shinobird Power SpotShinobird Power Spot Spirit monsters you control gain 500 ATK and DEF. If a face-up WIND monster(s) you control returns to your hand (except during the Damage Step): You can add 1 Spirit monster or Ritual Spell Card from your Deck to your hand. You can only use this effect of "Shinobird Power Spot" once per turn. 5 /10
Xing Zhen HuXing Zhen Hu Activate by selecting 2 Set Spell or Trap Cards on the field. The selected Spell or Trap Cards cannot be activated. 7 /10
Burning LandBurning Land When this card is activated: If there are any Field Spell Cards on the field, destroy them. During each player's Standby Phase: The turn player takes 500 damage. 4 /10
Branch!Branch! When a Fusion Monster(s) on the field is destroyed by battle or card effect and sent to the Graveyard: You can target 1 of the Fusion Materials in your Graveyard that was used for its Fusion Summon; Special Summon it. 6 /10
Six Samurai UnitedSix Samurai United Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card (max. 2). You can send this card to the Graveyard; draw 1 card for each Bushido Counter on this card. 8 /10
Graydle ImpactGraydle Impact You can target 1 other "Graydle" card you control and 1 card your opponent controls; destroy them. During your End Phase: You can add 1 "Graydle" card from your Deck to your hand. You can only use 1 "Graydle Impact" effect per turn, and only once that turn. 7 /10
Dark Contract with the Swamp KingDark Contract with the Swamp King During your Main Phase: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. You can only use this effect of "Dark Contract with the Swamp King" once per turn. If Summoning a "D/D" Fusion Monster this way, you can also banish monsters from your Graveyard as Fusion Material. Once per turn, during your Standby Phase: Take 1000 damage. 9 /10
Dark Contract with the GateDark Contract with the Gate During your Main Phase: You can add 1 "D/D" monster from your Deck to your hand. You can only use this effect of "Dark Contract with the Gate" once per turn. Once per turn, during your Standby Phase: Take 1000 damage. 9 /10
Malefic TerritoryMalefic Territory When this card is activated: You can activate 1 "Malefic World" from your Deck. While that card is in the Field Zone, neither player can target a card(s) in the Field Zone with card effects. The "Malefic" monster effect, "There can only be 1 face-up "Malefic" monster on the field" becomes "There can only be 1 face-up "Malefic" monster on the field with the same name". During the Battle Phase, negate the effects of face-up "Malefic" monsters on the field. 8 /10
The Weather Snowy CanvasThe Weather Snowy Canvas "The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
●You can banish this card (Quick Effect); add 1 "The Weather" card from your Deck to your hand, also you cannot add cards from your Deck to your hand for the rest of this turn, except by drawing them.
You can only control 1 "The Weather Snowy Canvas".
6 /10
Infernity LauncherInfernity Launcher Once per turn: You can send 1 "Infernity" monster from your hand to the Graveyard. You can send this card to the Graveyard, then target up to 2 "Infernity" monsters in your Graveyard; Special Summon them. You must have no cards in your hand to activate and to resolve this effect. 10 /10
Water HazardWater Hazard Once per turn: You can Special Summon 1 Level 4 or lower WATER monster from your hand. You must control no monsters to activate and to resolve this effect. 7 /10
Temple of the KingsTemple of the Kings You can activate 1 Trap Card the turn it was Set. You can send 1 "Mystical Beast of Serket" in your Monster Zone and this card you control to the Graveyard; Special Summon 1 monster from your hand or Deck, or 1 Fusion Monster from your Extra Deck. You can only use each effect of "Temple of the Kings" once per turn. 8 /10
Second Coin TossSecond Coin Toss When a coin toss is performed, you can choose to redo the coin toss. (If the toss involved multiple coin flips, redo all of them.) You can only use the effect of "Second Coin Toss" once per turn. 4 /10
Heart of the UnderdogHeart of the Underdog During your Draw Phase, when you draw a Normal Monster(s): You can reveal it; draw 1 more card. 6 /10
Card TraderCard Trader Once per turn, during your Standby Phase: You can shuffle 1 card from your hand into the Deck; draw 1 card. 4 /10
Toon WorldToon World Activate this card by paying 1000 LP. 4 /10
Call of the MummyCall of the Mummy Once per turn: You can Special Summon 1 Zombie-Type monster from your hand. You must control no monsters to activate and to resolve this effect. 9 /10
Precious Cards from BeyondPrecious Cards from Beyond When you Tribute Summon a monster using 2 or more Tributes: Draw 2 cards. 7 /10
Ancient Gear CastleAncient Gear Castle All "Ancient Gear" monsters gain 300 ATK. Each time a monster is Normal Summoned/Set, place 1 counter on this card. If you Tribute Summon an "Ancient Gear" monster face-up, you can Tribute this card instead, if the number of its counters is equal to or greater than the number of required Tribute(s). 7 /10
Super Solar NutrientSuper Solar Nutrient Activate this card by Tributing 1 Level 2 or lower Plant-Type monster; Special Summon 1 Plant-Type monster from your hand or Deck whose Level is less than or equal to the Level the Tributed monster had on the field +3. When this card leaves the field, destroy that monster. When that monster leaves the field, destroy this card. 7 /10
Miracle StoneMiracle Stone You can only control 1 "Miracle Stone". All Spellcaster monsters you control gain 500 ATK/DEF for each "Fortune Fairy" monster you control with different names. Once per turn, when an attack is declared involving your "Fortune Fairy" monster: You can draw 1 card. 7 /10
Hidden PassageHidden Passage All Level 2 or lower Spellcaster-Type monsters you control with ATK lower than the face-up monster your opponent controls with the lowest ATK can attack your opponent directly. 6 /10
Senet SwitchSenet Switch Once per turn, during your Main Phase, you can move 1 monster on your side of the field to an adjacent (horizontal) unoccupied Monster Card Zone. 9 /10
Cubic KarmaCubic Karma When this card is activated: You can target 1 "Cubic" monster you control, except "Vijam the Cubic Seed"; send any number of "Vijam the Cubic Seed" from your hand and/or Deck to the Graveyard, then that monster gains 800 ATK for each (even if this card leaves the field). During your opponent's turn, if "Vijam the Cubic Seed" is Special Summoned by the effect of a "Cubic" monster: Send this card to the Graveyard, and if you do, halve your opponent's LP. You can banish this card from your Graveyard; add 1 "Cubic" monster from your Deck to your hand. 9/10
Synchro ChaseSynchro Chase Your opponent cannot activate cards or effects in response to the effect activations of your Synchro Monsters with "Warrior", "Synchron", or "Stardust" in their original names. If you Synchro Summon a "Warrior", "Synchron", or "Stardust" Synchro Monster: You can target 1 monster in your GY used as its material; Special Summon it in Defense Position. You can only use this effect of "Synchro Chase" once per turn. 8/10

R

Card Effect Rating
Advance ForceAdvance Force You can Tribute 1 Level 5 or higher monster to Tribute Summon a Level 7 or higher monster. 4 /10
Advance ZoneAdvance Zone Once per turn, during the End Phase of any turn in which you Tribute Summoned a monster(s): You can apply these effects, in sequence, based on the number of monsters you Tributed for Tribute Summons this turn.
●1 or more: Destroy 1 Set card your opponent controls.
●2 or more: Draw 1 card.
●3 or more: Add 1 monster from your Graveyard to your hand.
5 /10
Degenerate CircuitDegenerate Circuit The controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). Monster Cards that would be returned from the field to the hand are removed from play instead. 3 /10
Pride of the WeakPride of the Weak When a Level 2 or lower monster you control destroys an opponent's monster by battle and sends it to the Graveyard, if you have no cards in your hand, draw 2 cards. 5 /10
Different Dimension GateDifferent Dimension Gate Activate this card by targeting 1 monster on each side of the field; banish those targets. When this card is destroyed and sent to the Graveyard: Return those banished monsters to the field in the same battle positions they were in. 6 /10
Ancient Gear FortressAncient Gear Fortress During the turn they were Normal or Special Summoned, your opponent cannot target "Ancient Gear" monsters you control with card effects, and they cannot be destroyed by your opponent's card effects. Your opponent cannot activate cards or effects in response to the activation of "Ancient Gear" cards and effects. If this card is destroyed in the Spell & Trap Zone: You can Special Summon 1 "Ancient Gear" monster from your hand or Graveyard, also you cannot Special Summon monsters for the rest of this turn, except "Ancient Gear" monsters. 7 /10
Common SoulCommon Soul Select 1 face-up monster on the field to activate this card. Special Summon 1 "Neo-Spacian" monster from your hand to the same side of the field as the selected monster. The selected monster gains ATK equal to the ATK of the monster that was Special Summoned by this effect. When this card is removed from the field, return the monster that was Special Summoned by this card's effect to the hand. 6 /10
Future GlowFuture Glow Activate this card by banishing 1 Psychic-Type monster from your Graveyard, and note its Level; all Psychic-Type monsters you control gain ATK equal to that Level x 200. 5 /10
Resonant DestructionResonant Destruction Each time a "Resonator" monster(s) is sent to the Graveyard as a Synchro Material: Target 1 card your opponent controls; destroy that target. Destroy this card during your 2nd End Phase after activation. 5 /10
Iron CageIron Cage When this card is activated: Send 1 monster you control to the Graveyard, or if "Golden Castle of Stromberg" is in a Field Zone, you can send 1 monster your opponent controls to the Graveyard, instead. Once per turn, during your Standby Phase: You can target the monster that was sent to the Graveyard by this card's effect; destroy this card, and if you do, Special Summon that monster to your field. You can only activate 1 "Iron Cage" per turn. 5 /10
Scrap LubeScrap Lube Select 1 "Scrap" monster in your Graveyard. Special Summon that monster from the Graveyard. Its effects are negated. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card. You cannot conduct your Battle Phase the turn you activate this card. 3 /10
Yosen Training GroundsYosen Training Grounds Each time a "Yosenju" monster(s) is Normal or Special Summoned, place 1 Yosen Counter on this card. You can remove any number of Yosen Counters from this card; apply this effect, depending on the number of Yosen Counters removed. You can only use this effect of "Yosen Training Grounds" once per turn.
●1 Counter: All "Yosenju" monsters you currently control gain 300 ATK until the end of this turn (even if this card leaves the field).
●3 Counters: Add 1 "Yosenju" card from your Deck or Graveyard to your hand.
5 /10
Pyramid of WondersPyramid of Wonders All Zombie monsters you control gain 200 ATK for each monster your opponent controls. If exactly 1 Zombie monster you control (and no other cards) would be destroyed, you can send this card to the Graveyard instead. 6 /10
The Sanctum of ParshathThe Sanctum of Parshath This card's name becomes "The Sanctuary in the Sky" while on the field or in the Graveyard. Fairy monsters on the field gain 300 ATK/DEF. Set Spells/Traps cannot be targeted by, or destroyed by, card effects. Once per turn: You can target a total of 3 Fairy monsters and/or Counter Traps with different names in your Graveyard; place them on top of your Deck in any order. 7 /10
FortissimoFortissimo Once per turn: You can target 1 "Melodious" monster you control; it gains 800 ATK until your next Standby Phase (even if this card leaves the field). You can send this card to the Graveyard; Fusion Summon 1 "Melodious" Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials. 5 /10
Mask of DispelMask of Dispel Select 1 face-up Spell Card on the field. The controller of the Spell Card takes 500 points of damage during each of your Standby Phases. When the selected card is removed from the field, destroy this card. 6 /10
Two-Man Cell BattleTwo-Man Cell Battle During each player's End Phase, the turn player can Special Summon 1 Level 4 Normal Monster from their hand. 5 /10
Veil of DarknessVeil of Darkness During your Draw Phase, if you draw a DARK monster(s): You can reveal any number of them; send them to the Graveyard, then you can draw 1 more card. 3 /10
Attack the Moon!Attack the Moon! Once per turn, when the battle position of a Rock-Type monster you control is changed: You can target 1 Spell/Trap Card your opponent controls; destroy that target. 5 /10
Psi-StationPsi-Station When a Psychic-Type monster is Normal Summoned: You can pay 500 LP; increase its Level by 1 and ATK by 300. (This remains even if this card leaves the field.) 6 /10
The A. ForcesThe A. Forces All Warrior-Type monsters you control gain 200 ATK for each Warrior or Spellcaster-Type monster you control. 7 /10
Machine Assembly LineMachine Assembly Line All Machine-Type monsters on the field gain 200 ATK. Each time a face-up Machine-Type monster(s) on the field is destroyed by battle or card effect, place 2 Junk Counters on this card. You can send this card to the Graveyard, then target 1 Machine-Type monster in your Graveyard whose Level is less than or equal to the number of Junk Counters that were on this card; Special Summon that target. 6 /10
Frontline BaseFrontline Base Once per turn: You can Special Summon 1 Level 4 or lower Union monster from your hand. 4 /10
Herculean PowerHerculean Power Once per turn, if your opponent controls a monster and you control no monsters, you can Special Summon 1 Level 4 or lower Gemini monster from your hand. 3 /10
Spell AbsorptionSpell Absorption Each time a Spell Card is activated, gain 500 LP immediately after it resolves. 5 /10
Ninjitsu Art NotebookNinjitsu Art Notebook Once per turn: You can send 1 "Ninja" monster from your hand to the Graveyard; Set 1 "Ninjitsu Art" Spell/Trap directly from your Deck, except "Ninjitsu Art Notebook". 7 /10
"A" Cell Breeding Device"A" Cell Breeding Device During each of your Standby Phases, put 1 A-Counter on 1 face-up monster your opponent controls. 7 /10
Summon CloudSummon Cloud Once per turn, during your Main Phase, if you don't control any monsters, you can Special Summon 1 Level 4 or lower "Cloudian" monster from your hand or from either player's Graveyard. If you Special Summon a monster from the Graveyard with this effect, destroy this card. 3 /10
Tri-Blaze AcceleratorTri-Blaze Accelerator Activate only by sending 1 face-up "Blaze Accelerator" on your side of the field to the Graveyard. You can send 1 Pyro-Type monster from your hand to the Graveyard to destroy 1 monster your opponent controls and inflict 500 damage to your opponent, but you cannot declare an attack during this turn if you do. 7 /10
Blaze AcceleratorBlaze Accelerator You can target 1 monster your opponent controls; send 1 Pyro-Type monster with 500 or less ATK from your hand to the Graveyard, and if you do, destroy that target. You cannot declare an attack during the turn you activate this effect. 7 /10
Fire Formation - YokoFire Formation - Yoko When you activate this card, you can target 1 face-up card your opponent controls; discard 1 Beast-Warrior-Type monster, and if you do, destroy that card. All Beast-Warrior-Type monsters you control gain 100 ATK. 5 /10
Backup SquadBackup Squad Each time you take 1000 or more damage by your opponent's card effect or their monster's attack: Draw 1 card for every 1000 damage you took. 2 /10
Fire Formation - TensuFire Formation - Tensu During your Main Phase, you can Normal Summon 1 Beast-Warrior monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All Beast-Warrior monsters you control gain 100 ATK. 5 /10
Amazoness Fighting SpiritAmazoness Fighting Spirit If an "Amazoness" monster attacks a monster with higher ATK, the attacking monster gains 1000 ATK during damage calculation only. 7 /10
Aquarium LightingAquarium Lighting If an "Aquaactress" monster you control battles an opponent's monster, during damage calculation: Your battling monster's ATK and DEF each become double its current ATK and DEF during that damage calculation only. If this card is sent from the field to the Graveyard: You can target 1 Aqua-Type monster in your Graveyard; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Aqua-Type monsters. You can only control 1 "Aquarium Lighting". 3 /10
Aquarium SetAquarium Set All WATER monsters you control gain 300 ATK and DEF. All "Aquaactress" monsters you control gain 300 ATK and DEF. IF this card is sent from the field to the Graveyard: You can target 1 Aqua-Type monster in your Graveyard; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Aqua-Type monsters. 4 /10
Lightsworn SanctuaryLightsworn Sanctuary Once per turn: You can send 1 "Lightsworn" monster from your hand to the Graveyard, then target 1 other "Lightsworn" monster in your Graveyard; add it to your hand. Each time a card(s) is sent from your Deck to the Graveyard, place 1 Shine Counter on this card. If a "Lightsworn" card(s) you control would be destroyed by a card effect, you can remove 2 Shine Counters from your side of the field for each of those "Lightsworn" card(s) instead. 7 /10
Madolche TicketMadolche Ticket When a "Madolche" card(s) is returned from your side of the field or Graveyard to your hand or Main Deck by a card effect: Add 1 "Madolche" monster from your Deck to your hand. If you control a face-up Fairy-Type "Madolche" monster, you can Special Summon the monster from your Deck in face-up Attack Position instead of adding it to your hand. You can only use the effect of "Madolche Ticket" once per turn. 9 /10
Soul AbsorptionSoul Absorption If a card(s) is banished: Gain 500L LP for each. 8 /10
AsymmetaphysAsymmetaphys Once per turn: You can banish 1 "Metaphys" card from your hand, and if you do, draw 1 card. Once per turn, if your "Metaphys" card in its owner's possession is banished: Apply this effect depending on whose turn it is.
● Your turn: All monsters on the firled lose 500 ATK/DEF, except "Metpahys" monsters.
● Opponent's turn: Change the battle positions of all monsters on the field, except "Metaphys" monsters.
6/10
Whitefish SalvageWhitefish Salvage You can target 1 Fish monster in your Graveyard; add it to your hand. You can only use this effect of "Whitefish Salvage" once per turn. If this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard: Take 1 Fish monster from your Deck, and either add it to your hand or Special Summon it. 8 /10
Code A Ancient RuinsCode A Ancient Ruins Each time a face-up "Alien" monster(s) is destroyed, place 1 A-Counter on this card. Once per turn, you can remove 2 A-Counters from anywhere on the field to Special Summon 1 "Alien" monster from your Graveyard. 7 /10
March of the MonarchsMarch of the Monarchs Tribute Summoned monsters you control cannot be targeted by, or destroyed by, card effects. You cannot Special Summon monsters from the Extra Deck. 8 /10
Orcustrated EinsatzOrcustrated Einsatz If your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can take 1 "Orcust" or "World Legacy" monster from your hand or Deck, and either send it to the Graveyard or banish it. You can only use this effect of "Orcustrated Einsatz" once per turn. 7 /10
Field BarrierField Barrier Field Spells on the field cannot be destroyed. Neither player can activate a new Field Spell Card. You can only control 1 "Field Barrier". 6 /10
Spiritual ForestSpiritual Forest Each turn, the first face-up Beast, Beast-Warrior, or Plant-Type monster you control that would be destroyed by battle, is not destroyed. 5 /10
Core OverclockCore Overclock All face-up "Koa'ki Meiru" monsters you control gain 500 ATK. Once per turn, during your Main Phase, you can discard 1 "Iron Core of Koa'ki Meiru" to have all face-up "Koa'ki Meiru" monsters you control gain 1000 ATK, until the End Phase. 5 /10
The Weather Cloudy CanvasThe Weather Cloudy Canvas "The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
●You can banish this card, then target 1 face-up monster on the field (except during the Damage Step) (Quick Effect); halve its current ATK for the rest of this turn, but it can attack directly this turn.
You can only control 1 "The Weather Cloudy Canvas".
4 /10
Wind-Up FactoryWind-Up Factory Once per turn, if an effect of a "Wind-Up" monster is activated (except during the Damage Step): You can add 1 Level 4 or lower "Wind-Up" monster from your Deck to your hand. 6 /10
Hidden Temples of NecrovalleyHidden Temples of Necrovalley Activate only if both a "Gravekeeper's" monster and "Necrovalley" are on the field. Neither player can Special Summon monsters, except "Gravekeeper's" monsters. If either a "Gravekeeper's" monster or "Necrovalley" is not on the field, destroy this card. 5 /10
Dangerous Machine Type-6Dangerous Machine Type-6 During each of your Standby Phases: Roll a six-sided die and apply the result.
●1: Discard 1 card.
●2: Your opponent discards 1 card.
●3: Draw 1 card.
●4: Your opponent draws 1 card.
●5: Destroy 1 monster your opponent controls.
●6: Destroy this card.
4 /10
Constellar BeltConstellar Belt The activation of LIGHT monsters' effects cannot be negated. 6 /10
TeleportTeleport Once per turn, if your opponent controls a monster and you control no monsters, you can pay 800 Life Points to Special Summon 1 Psychic-Type monster from your hand. 6 /10
Wave-Motion InfernoWave-Motion Inferno While you have no cards in your hand, face-up "Infernity" monsters you control gain 400 ATK and DEF. You can send this face-up card from the field to the Graveyard to send all cards from your hand to the Graveyard. 5 /10
The Sky LordThe Sky Lord Activate only while there is a Level 7 or higher "Arcana Force" monster in your Graveyard. You can send this face-up card, along with one face-up "The Material Lord" and "The Spiritual Lord" you control, to the Graveyard to Special Summon 1 "Arcana Force EX - The Light Ruler" from your hand, Deck, or Graveyard, ignoring the Summoning conditions. 5 /10
Dust BarrierDust Barrier Face-up Normal Monsters on the field are unaffected by your opponent's Spell Cards. This card is destroyed during your second Standby Phase after activation. 3 /10
Chaos DistillChaos Distill Any card sent to your Graveyard is banished instead. 3 /10
Hazy PillarHazy Pillar You can Normal Summon "Hazy Flame" monsters for 1 less Tribute. Once per turn: You can target 1 face-up Xyz Monster you control; attach 1 "Hazy Flame" monster from your hand or your side of the field to that Xyz Monster as an Xyz Material. 4 /10
Spiral Spear StrikeSpiral Spear Strike If "Gaia The Fierce Knight", "Swift Gaia the Fierce Knight", or "Gaia the Dragon Champion" you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. If "Gaia the Dragon Champion" inflicts battle damage with this effect: Draw 2 cards, then discard 1 card. 7 /10
Rikka FlurriesRikka Flurries If a "Rikka" monster you control is Tributed (except during the Damage Step): You can make your opponent Tribute 1 monster they control (their choice). You can only use this effect of "Rikka Flurries" once per turn. Once per turn, during your opponent's End Phase, if you control a face-up non-Plant-Type monster: Destroy this card. 6 /10
TGX300TGX300 All face-up monsters you control gain 300 ATK for each "T.G." monster you control. 6 /10
Banner of CourageBanner of Courage All monsters you control gain 200 ATK during your Battle Phase only. 5 /10
QuarantineQuarantine Once per turn, during the End Phase: You can target 1 Set Spell/Trap Card your opponent controls; reveal it, then return it to its original position. 3 /10
Senri EyeSenri Eye Once per turn, during each of your Standby Phases, you can pay 100 Life Points to look at 1 card on the top of your opponent's Deck and return it to its original position. Your opponent cannot look at the card. 2 /10
InspectionInspection During your opponent's Standby Phase, you can pay 500 Life Points to randomly select 1 card in your opponent's hand and look at it. 2 /10
Spell ChronicleSpell Chronicle Activate this card by sending your entire hand to the GY; banish 5 Spells/Traps from your Deck. Each time your opponent activates a Spell Card, place 1 Chronicle Counter on this card when that Spell Card resolves. You can remove 2 Chronicle Counters from this card; your opponent chooses 1 card banished by this card's effect for you to add to your hand. If this face-up card in the Spell & Trap Zone leaves the field: You take 500 damage for each card currently banished by this card's effect. 4 /10
Spellbook Star HallSpellbook Star Hall Each time a "Spellbook" Spell Card is activated, place 1 Spell Counter on this card. All Spellcaster-Type monsters you control gain 100 ATK for each Spell Counter on this card. When this card with Spell Counter(s) is destroyed and sent to the Graveyard: You can add 1 Spellcaster-Type monster from your Deck to your hand, whose Level is less than or equal to the number of Spell Counters that were on this card. 8/10
Ruins of the Divine Dragon LordsRuins of the Divine Dragon Lords If a monster(s) is Special Summoned, except from the Graveyard while you control a Level 7 or 8 Dragon monster: Negate that face-up Special Summoned monster(s)'s effects until the end of this turn (even if this card leaves the field). Once per turn: You can send 1 other face-up card you control to the Graveyard; Special Summon 1 "Dragon Lord Token" (Dragon/LIGHT/Level 1/ATK 0/DEF 0). If this card is in your Graveyard: You can send 1 Level 7 or 8 Dragon monster from your hand or face-up field to the Graveyard; add this card to your hand. 5 /10
Evo-KarmaEvo-Karma When a monster(s) is Special Summoned by the effect of an "Evoltile" monster you control, your opponent cannot activate cards or effects. 5 /10
Crystal TreeCrystal Tree Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Zone, place 1 Crystal Counter on this card. You can send this card to the GY; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, and place them face-up in your Spell & Trap Zone as Continuous Spells. 6 /10
Court of JusticeCourt of Justice Once per turn: You can Special Summon 1 Fairy-Type monster from your hand. You must control a face-up Level 1 Fairy-Type monster to activate and to resolve this effect. You can only activate the effect of one "Court of Justice" per turn. 9 /10
Cocoon RebirthCocoon Rebirth You can Tribute 1 face-up "Chrysalis" monster you control to Special Summon 1 "Neo-Spacian" monster written in the card text of that card from either player's Graveyard. 6 /10
D - FormationD - Formation Each time a face-up "Destiny HERO" monster(s) you control is destroyed, place 1 D Counter on this card for each of those monsters. When you Normal or Special Summon a monster during your Main Phase: You can send this card with 2 or more D Counters to the Graveyard; add up to 2 cards from your Deck and/or Graveyard to your hand, with the same name as that monster. 6 /10
The World TreeThe World Tree Each time a face-up Plant-Type monster(s) on the field is destroyed, place 1 Flower Counter on this card. You can remove any number of Flower Counters from this card to activate these effects.
● 1 Counter: Target 1 Plant-Type monster on the field; that target gains 400 ATK and DEF until the end of this turn. (This ATK gain remains even if this card leaves the field.)
● 2 Counters: Target 1 card on the field; destroy that target.
● 3 Counters: Target 1 Plant-Type monster in your Graveyard; Special Summon that target.
7 /10
Flame WallFlame Wall While a Pyro-Type monster is in your Graveyard, you take no effect damage from your opponent's card effects. 4 /10
Boss RushBoss Rush You cannot Normal Summon or Set. During the End Phase of the turn that a "B.E.S." monster or a "Big Core" is destroyed and sent to the Graveyard, you can Special Summon 1 "B.E.S." monster or 1 "Big Core" from your Deck. 3 /10
Hysteric SignHysteric Sign When this card is activated: Add 1 "Elegant Egotist" from your Deck or GY to your hand. During the End Phase, if this card is in the GY because it was sent there from the hand or field this turn: Add up to 3 "Harpie" cards with different names from each other from your Deck to your hand. You can only use 1 "Hysteric Sign" effect per turn, and only once that turn. 9/10
Yellow Luster ShieldYellow Luster Shield Increase the DEF of all monsters on your side of the field by 300 points. 2 /10
Fire Formation - DomeiFire Formation - Domei When this card is activated: You can Ritual Summon 1 Beast-Warrior Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 "Fire Fist" monster in your GY; Special Summon it. You can only use this effect of "Fire Formation - Domei" once per turn. You can only activate 1 "Fire Formation - Domei" per turn. 7 /10
The Resolute Meklord ArmyThe Resolute Meklord Army All Attack Position "Meklord Army" monsters you control cannot be destroyed by battle, also their effects are negated. 6/10

N

Card Effect Rating
Lighten the LoadLighten the Load Once per turn, you can add 1 Level 7 or higher monster from your hand to your Deck and shuffle it, then draw 1 card. 4 /10
Continuous Destruction PunchContinuous Destruction Punch If the DEF of the attacked Defense Position monster on your side of the field is higher than the ATK of the attacking monster on your opponent's side of the field, destroy the attacking monster. Damage calculation is applied normally. 6 /10
RecycleRecycle During your Standby Phase, by paying 300 Life Points, select 1 non-Monster Card in your Graveyard and return it to the bottom of your Deck. 5 /10
Vendread NightmareVendread Nightmare Once per turn: You can Tribute 1 or more "Vendread" monsters from your hand and/or field, then target 1 face-up monster you control; increase its Level by the number of monsters Tributed, until the end of this turn. When your attacking "Vendread" Ritual Monster destroys an opponent's monster by battle: You can have your monster gain 1000 ATK. You can only use this effect of "Vendread Nightmare" once per turn. 5 /10
Aroma GardeningAroma Gardening If you Normal or Special Summon an "Aroma" monster(s) (except during the Damage Step): You can gain 1000 LP. When an opponent's monster declares an attack, while your LP are lower than your opponent's: You can Special Summon 1 "Aroma" monster from your Deck. You can only use each effect of "Aroma Gardening" once per turn. 7 /10
Sea LordSea Lord's Amulet Send this card to the Graveyard during your opponent's 3rd End Phase after activation. WATER monsters you control cannot be destroyed by your opponent's card effects. 5 /10
VampireVampire's Domain Once per turn: You can pay 500 LP; during your Main Phase this turn, you can Normal Summon 1 "Vampire" monster in addition to your Normal Summon/Set. (Even if this card leaves the field. You can only gain this effect once per turn.) Each time your "Vampire" monster inflicts battle damage to your opponent: Gain the same amount of LP. 8 /10
Blessings of the NileBlessings of the Nile Each time card(s) are discarded from your hand to the Graveyard by the effect of a card controlled by your opponent, increase your Life Points by 1000 points. 4 /10
Vylon ElementVylon Element When any face-up "Vylon" Equip Card(s) you control are destroyed (except during the Damage Step): You can Special Summon an equal or lower number of "Vylon" Tuner monsters from your Deck. They cannot be used as Synchro Material Monsters, except for the Synchro Summon of a "Vylon" Synchro Monster. 5 /10
Yosen WhirlwindYosen Whirlwind Activate this card by paying 800 LP. Once per turn, if a face-up "Yosenju" monster you control returns to the hand (except during the Damage Step): You can target 1 card your opponent controls; return it to the hand. During your End Phase, unless this effect was activated this turn (and was not negated), destroy this card. 4 /10
Ritual CageRitual Cage You take no battle damage from attacks involving a Ritual Monster you control. Ritual Monsters you control cannot be targeted by, or destroyed by, monster effects. 6 /10
Ascending SoulAscending Soul Once per turn, when a Ritual Monster(s) is Ritual Summoned: You can target 1 monster in your Graveyard that was Tributed for the Ritual Summon; add that target to your hand. 6 /10
SamsaraSamsara Monster Cards Tributed for a Ritual Summon are returned to the owner's Deck instead of being sent to the Graveyard. 6 /10
77 When there are 3 face-up "7" cards on your side of the field, draw 3 cards from your Deck. Then destroy all "7" cards. When this card is sent directly from the field to your Graveyard, increase your Life Points by 700 points. 4 /10
Morale BoostMorale Boost Each time a player equips an Equip Spell Card, increase the Life Points of the controller of that Equip Spell Card by 1000 points. Each time an Equip Spell Card is removed from the field, the controller of that Equip Spell Card takes 1000 points of damage. 4 /10
Attack PheromonesAttack Pheromones If a monster you control attacks a Defense Position monster, change that monster to face-up Attack Position at the end of the Damage Step if your attacking monster is Reptile-Type. 3 /10
Arcane BarrierArcane Barrier Each time a face-up Spellcaster monster(s) on the field is destroyed, place 1 Spell Counter on this card (max. 4). You can send this card and 1 face-up Spellcaster monster you control to the Graveyard; draw 1 card for each Spell Counter that was on this card. 4 /10
Guarded TreasureGuarded Treasure Activate this card by discarding 5 cards; draw 2 cards. While this card is on the field, draw 2 cards instead of 1 for your normal draw during your Draw Phase. 6 /10
Summoning CurseSummoning Curse If a monster(s) is Special Summoned: The current controller of that monster(s) banishes 1 card from their hand. Once per turn, during your End Phase, pay 500 LP or destroy this card. 3 /10
Domino EffectDomino Effect When a monster your opponent controls is destroyed by battle and sent to the Graveyard, you can send 1 monster you control to the Graveyard to destroy 1 monster your opponent controls. 4 /10
Poison FangsPoison Fangs Each time a Beast-Type monster inflicts Battle Damage to your opponent, inflict 500 damage to your opponent. 4 /10
Weapon ChangeWeapon Change Once during each of your Standby Phases: You can pay 700 Life Points, then target 1 Warrior or Machine-Type monster you control; switch the current ATK and DEF of that target until the end of your opponent's next turn. 3 /10
Card ShuffleCard Shuffle Pay 300 Life Points to use this card's effect. Shuffle either your or your opponent's Deck. You can only use this effect during your turn, once per turn. 3 /10
Earthshattering EventEarthshattering Event If a card(s) is sent from the Deck to the Graveyard: Target 1 card in either player's Graveyard; shuffle it into the Deck, also neither player can send cards from the Deck to the Graveyard for the rest of this turn. 4 /10
Goblin CircusGoblin Circus During each of your End Phases: Reveal the bottom card of your Deck, then place it on the top of the Deck or banish it face-down. 4 /10
Poisonous WindsPoisonous Winds WIND monsters cannot be Special Summoned. All face-up WIND monsters on the field lose 500 ATK. 4 /10
Worm CallWorm Call Once per turn, if your opponent controls a monster and you control no monsters, you can Special Summon 1 Reptile-Type "Worm" monster from your hand in face-down Defense Position. 5 /10
Temple of the SunTemple of the Sun Face-up monsters you control that were Special Summoned from the Graveyard gain 300 ATK. 4 /10
Different Dimension Deepsea TrenchDifferent Dimension Deepsea Trench When this card resolves: Banish 1 WATER monster from your hand, Graveyard, or face-up on your field. Then, when this face-up card on the field is destroyed: Special Summon that banished monster to your side of the field. 3 /10
Mokey Mokey SmackdownMokey Mokey Smackdown While a face-up "Mokey Mokey" is on your side of the field, if a Fairy-Type monster on your side of the field is destroyed, the ATK of each "Mokey Mokey" on your side of the field becomes 3000 until the end of this turn. 4 /10
Dark World GrimoireDark World Grimoire During your End Phase, if you discard a monster(s) to the Graveyard because you had more cards than your hand size limit: You can target 1 of those monsters; Special Summon that target. 4 /10
Cloudian SquallCloudian Squall During each of your Standby Phases, place 1 Fog Counter on every face-up monster. 5 /10
Finite CardsFinite Cards The hand size limit of each player becomes 3. 7 /10
Spell EconomicsSpell Economics You do not pay Life Points to activate Spell Cards. 6 /10
Infinite CardsInfinite Cards There is no limit to the number of cards in players' hands. 7 /10
Core Transport UnitCore Transport Unit Once per turn, you can discard 1 card to add 1 "Iron Core of Koa'ki Meiru" from your Deck to your hand. 6 /10
Non-Spellcasting AreaNon-Spellcasting Area All face-up monsters, except for Effect Monsters, are unaffected by other Spell effects. 7 /10
Out of the BlueOut of the Blue Destroy this card if your opponent activates a card or effect that targets a card(s) in the Graveyard. When this card is destroyed by this effect and sent to the Graveyard, your opponent shuffles all cards in their Graveyard into the Deck. 6 /10
Karakuri AnatomyKarakuri Anatomy Each time a "Karakuri" monster's battle position is changed, place 1 Karakuri Counter on this card (max. 2). You can send this card form the field to the Graveyard to draw 1 card for each Karakuri Counter on this card. 5 /10
Poison ChainPoison Chain During the End Phase of your turn, if you did not attack, you can make your opponent send cards equal to the number of face-up "Iron Chain" monsters you control from the top of their Deck to the Graveyard. 4 /10
Spiritual Energy Settle MachineSpiritual Energy Settle Machine As long as this card remains face-up on the field, all Spirit monsters remain face-up on the field and do not return to their owners' hands during the End Phase even if they are Normal Summoned or flipped face-up. Discard 1 card from your hand during each of your End Phases. If you do not, destroy this card. When this card is removed from the field, all face-up Spirit monsters return to the owners' hands. 5 /10
Spring of RebirthSpring of Rebirth Increase your Life Points by 500 points every time monsters return from the field to the owner's hand. 6 /10
Dragon MasteryDragon Mastery Each monster you control that is equipped with a "Dragunity" monster(s) gains 500 ATK. Once per turn, you can select 1 face-up monster you control, and equip it with 1 Dragon-Type "Dragunity" monster from your hand. 4 /10
WattcineWattcine When a Thunder-Type monster you control inflicts Battle Damage to your opponent, gain Life Points equal to the damage inflicted. 4 /10
Subterror Cave ClashSubterror Cave Clash All "Subterror" monsters you control gain 500 ATK and DEF for each Set monster on the field. Once per turn, when a "Subterror" monster you control inflicts battle damage to your opponent: You can target 1 "Subterror" card in your Graveyard, except "Subterror Cave Clash"; add it to your hand. 7 /10
Assault Blackwing - Raikiri the Rain ShowerShien's Dojo Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the Graveyard; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card. 7 /10
ChildChild's Play Each time your opponent Summons a monster(s), gain 300 LP. Your monsters cannot be destroyed by battle while you have 10,000 or more LP. 6 /10
Shifting ShadowsShifting Shadows Once per turn, by paying 300 Life Points, rearrange the face-down Defense Position monsters on your side of the field, then return them in face-down Defense Position. 8 /10
Gladiator RejectionGladiator Rejection Your opponent cannot target "Gladiator Beast" monsters you control with card effects, except during the Battle Phase. If a "Gladiator Beast" monster(s) is Special Summoned from your Main Deck (except during the Damage Step): You can Special Summon 1 "Gladiator Beast" monster from your Deck with a different Type from the monsters you control, in Defense Position. You can only use this effect of "Gladiator Rejection" once per turn. 7 /10
Forbidden Dark Contract with the Swamp KingForbidden Dark Contract with the Swamp King Once per turn: You can Special Summon 1 "D/D/D" monster from your hand in Defense Position, but its effects are negated. Once per turn: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, including a monster Special Summoned by this card with the above effect. Once per turn, during your Standby Phase: Take 2000 damage. 7 /10
Evil Eye ReposeEvil Eye Repose When you activate this card: You can banish 1 "Evil Eye" card from your Graveyard; draw 1 card. Once per turn, after damage calculation, if your "Evil Eye" monster equipped with "Evil Eye of Selene" attacked an opponent's monster: You can banish that opponent's monster. If this card in the Spell & Trap Zone is destroyed by card effect: You can target up to 3 of your banished "Evil Eye" cards; return them to the Graveyard. You can only activate 1 "Evil Eye Repose" per turn. 6 /10
PredaponicsPredaponics Once per turn: You can Special Summon 1 Level 4 or lower "Predaplant" monster from your hand or Graveyard, but negate its effects (even if this card leaves the field). Once per turn, during your Standby Phase, pay 800 LP or destroy this card. 6 /10
The Weather Sunny CanvasThe Weather Sunny Canvas "The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
●You can banish this card, then target 1 monster you control (Quick Effect); Tribute that target, and if you do, Special Summon 1 "The Weather" monster from your hand or Graveyard, but not with the same name the Tributed monster had on the field.
You can only control 1 "The Weather Sunny Canvas".
7 /10
Primordial SoupPrimordial Soup Once per turn, during your Main Phase: You can shuffle up to 2 "Evolsaur" monsters from your hand into the Deck, then draw the same number of cards. You can only control 1 face-up "Primordial Soup". 6 /10
Impenetrable FormationImpenetrable Formation Select 1 monster on your side of the field to activate this card. While you have 2 or more monsters on your side of the field, and all monsters on your side of the field are in Defense Position, the selected monster gains 700 DEF. When the selected monster is removed from the field, destroy this card. 4 /10
Kishido SpiritKishido Spirit Monster on your side of the field cannot be destroyed in a battle if the monsters' ATK are equal. 5 /10
The Fountain in the SkyThe Fountain in the Sky When a LIGHT monster is destroyed by battle and sent to your Graveyard, you can remove that monster from play to gain Life Points equal to its ATK. 5 /10
Talisman of Trap SealingTalisman of Trap Sealing You can only activate this card while there is a face-up "Sealmaster Meisei" on your side of the field. While this card is face-up on the field, Trap Cards cannot be activated and the effects of face-up Trap Cards on the field are negated. When "Sealmaster Meisei" is removed from the field, destroy this card. 5 /10
CrackingCracking Once per turn, when a monster(s) is sent from the field to the Graveyard by a card effect: Inflict 800 damage to the owner of the monster(s). 6 /10
Paralyzing ChainParalyzing Chain When a card(s) is sent from your opponent's Deck to the Graveyard by a card effect, inflict 300 damage to your opponent. 4 /10
Gogogo TalismanGogogo Talisman While you control 2 or more "Gogogo" monsters, you take no effect damage. Once per turn, when an attack is declared involving a "Gogogo" monster you control: You can activate this effect; that monster you control cannot be destroyed by that battle. 5 /10
Cubic AscensionSpirit Converter Once per turn: You can target 1 Xyz Monster you control; attach 1 face-up Level 4 LIGHT monster you control to that target as an Xyz Material. When this card is sent from the field to the Graveyard: Target 2 Level 4 LIGHT Thunder-Type monsters with the same name in your Graveyard; add those targets to your hand. 4 /10
Constellar TempestConstellar Tempest During your End Phase: You can target 2 "Constellar" Xyz Monsters you control that have Xyz Material; detach all Xyz Materials from both Xyz Monsters, and if you do, halve your opponent's LP. You can only use this effect of "Constellar Tempest" once per Duel. Once per turn, during your Standby Phase: You can target 1 "Constellar" Xyz Monster you control and 1 "Constellar" monster in your Graveyard; attach that monster from the Graveyard to that Xyz Monster as an Xyz Material. 3 /10
Constellar Star ChartConstellar Star Chart Once per turn, when a "Constellar" Xyz Monster(s) is Special Summoned to your side of the field (except during the Damage Step): You can draw 1 card. 4 /10
Galaxy WaveGalaxy Wave Each time you Xyz Summon: Inflict 500 damage to your opponent. 5 /10
Synchronized RealmSynchronized Realm Each time you Synchro Summon a Synchro monster, inflict 500 damage to your opponent. 5 /10

Related Links

Card's Category

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Spell Cards by Category

Normal Spell.pngNormal Equip Spell.pngEquip Quick-Play Spell.pngQuick-Play
Ritual Spell.pngRitual Continuous Spell.pngContinuous Field Spell.pngField

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