Yu-gi-oh Card Codes - Guide for Yu-Gi-Oh! The Eternal Duelist Soul
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Yu-Gi-Oh! Dueling pie codes
FAQ Version 1.0
Created by: Gary King
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This is my first FAQs that I hope will help you as much as possible. If you
would like to contribute anything to this
FAQs, please e-mail me at: [email protected]
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Content
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Rules and Gameplay
Cards List Cheats Passcodes Decks kikaiders Levels & Packs) kikaiders Fusion
Chart
Credits
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1) Rules and Gameplay
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Like everything else, there are rules that you must follow to play this game.
Below are the rules to playing this game as
wells as some gameplay information.
~~~~~~~~~
Gameplay
~~~~~~~~~
Winning the Duel: The outcome of a Duel is decided according to the following
Official Rules:
1) Each player begins a Duel with 8000 Life Points.
2) Life Points decrease as a result of damage calculation after battle. You
win a Duel if you reduce your opponents Life
Points to 0. If your opponent reduces your Life Points to 0, YOU lose!
3) If you and your opponent both reach 0 Life Points at the same time, the
Duel is declared a DRAW.
4) If either players Deck runs out of cards during a Duel, the first player
unable to draw a card is declared the LOSER.
Bearing this in mind, a good duelist should make every card count.
5) If at any time during the Duel you hold all the following cards in your
hand, you instantly win the Duel:
Right Leg of the Forbidden One
Left Leg of the Forbidden One
Right Arm of the Forbidden One
Left Arm of the Forbidden One
Exodia the Forbidden One
Preparation: The Starter Deck contains all the cards you'll need to challenge an
opponent to a Duel. Following you'll find
basic rules for preparing your Deck:
1) The Deck used for dueling should contain a minimum of 40 cards. Aside
from this minimum limit, your Deck can contain
as many cards as you like.
2) In addition to your dueling Deck, you can also have 15 additional cards
in a separate pile known as the Side Deck. The
Side Deck allows you to modify your Deck to better suit your strategy
during a Match.
3) Between Duels, you can exchange any card from your Side Deck with any
card in your Deck - as long as you end up with
the same number of cards that your Deck began the Match with.
4) The Side Deck you create must contain exactly 15 cards at the beginning
of a Match. In other words, if you don't have
enough cards to create a 15 card Side Deck, you cannot use one at all.
5) In any Match, the Deck and Side Deck combined cannot contain more than 3
copies of the same card. Also, be aware of
Forbidden and Limited Cards.
Playing the Game: In accordance with the Official Rules, a Duel is conducted in
the following manner:
1) Before you start a Duel, greet your opponent with a friendly handshake.
2) Both players shuffle their respective Decks and hand them to their
opponent to shuffle. The Decks are then returned
to their owners and placed face-down in their respective Deck Zones on
the Duel Field.
3) When using Fusion Monster Card(s), place the card(s) face-down on the
Fusion Deck Zone of the Duel Field. A Fusion
Deck is a card or a group of cards consisting only of Fusion Monsters
formed by fusing 2 or more monsters during a
Duel (Fusion Monsters). The cards of the Fusion Deck are NOT counted in
the 40 cards minimum limit of the Deck.
4) Show your opponent that your Side Deck contains exactly 15 cards (the
cards may be counted face-down). When your Side
Deck cards are exchanged with those in your Deck, count the cards of your
Side Deck with your opponent once again to
verify that the Deck still contains the same number of cards.
5) For the first Duel in a Match, decide who starts first with a coin toss.
For subsequent Duels in the Match, the loser
of the previous Duel decides who starts first.
6) Finally, each player draws 5 cards from the top of their respective
Decks. Once both players have 5 cards in their
hand, the Duel begins, following the rules in Phases of Gameplay. Before
you learn how a Yu-Gi-Oh! turn proceeds, it
is important to fully understand the Duel Field and game cards.
Understanding how each type of card works will help
you plan strategies to ensure that you will emerge from the Match
victorious!
Manners: Remember the following codes of conduct when facing an opponent:
1) Always declare each move in a loud, clear voice before you execute any
play.
2) Your opponent is entitled to know the contents of your Graveyard and the
number of cards in your hand. If asked, you
are obligated to answer truthfully.
3) Never touch an opponent's cards without asking permission.
~~~~~~~~~~
The Cards
~~~~~~~~~~
There are three main types of cards. Each on which is divided further into
subcategories. Below is the list:
Monster Cards: A Monster Card is the basic card used to attack your opponent.
Monster Cards are categorized by Type and
Attribute. There are 20 different Types and 6 different
Attributes. Type and Attribute affect each monsters
ability to Attack and Defend. The overall strength of a monster
is indicated by its Level (the number of stars
at the upper right of the Monster Card). A Monster Card is color-
coded YELLOW. Monsters cards are also split
into different sections with Normal, Fusion, Ritual, and Effect
Monsters.
Types: Dragon, Spellcaster, Zombie, Warrior, Beast-Warrior, Beast, Winged
Beast, Fiend, Fairy, Insect, Dinosaur, Reptile,
Fish, Sea Serpent, Machine, Thunder, Aqua, Pyro, Rock, and Plant.
Attributes: Earth, Water, Fire, Wind, Light, and Dark.
Normal: They are the plain regular monsters.
Fusion: These use 2 or more Monster Cards together with the Magic
Card "Polymerization" to create a new monster, represented
by a Fusion Monster Card. Each Fusion Monster Card also lists the
monsters necessary to create it (Fusion-Material
Monsters), and is further identified as "Fusion" next to its Type. The
color of a Fusion Monster Card is VIOLET. A
Fusion Deck is a group of Fusion Monster Cards that result from a
successful Fusion. When a Fusion is performed,
Fusion Monsters are not randomly drawn, but selected from the Fusion
Deck. The Fusion Deck should always be kept
separate from the Deck, and placed face-down in the Fusion Deck Zone of
the Duel Field. Remember that the cards of
the Fusion Deck are NOT counted in the 40 card minimum limit of the Deck.
Ritual: Ritual Monster Cards are an exciting twist to Yu-Gi-Oh! gameplay. A
Ritual Monster Card is a special monster that can
be summoned onto the field only when you have a designated Ritual Magic
Card and the Monster Cards required to fulfill
the conditions described on the Ritual Magic Card as a Tribute, either
on the field or in your hand. Ritual Monster
Cards are color-coded BABY-BLUE. Ritual Monster Cards are included in
the Deck, NOT the Fusion Deck. Therefore, they
are counted in the 40 card minimum limit of the Deck.
Effect: Monster Cards that possess magical effects are referred to as Effect
Monster Cards. For details regarding the effects,
refer to the instructions printed on each individual card. Effect
Monster Cards are color-coded ORANGE.
Trap Cards: You can Set these cards on the field and activate them at any time
after the start of your opponents next turn.
Trap Card types are identified by the card there icons. Trap Cards
are color-coded PURPLE. Like Monsters, there
are many types of trap cards. They are Normal, Continuous, and
Counter.
Normal: A normal Trap Card has no icon. Once activated, this type of card is
destroyed.
Continuous: These cards remain on the field once they are activated and their
effect continues until they are destroyed or
removed. There is often a cost involved to maintain the effect of
this type of Trap Card.
Counter: These Trap Cards are activated in response to the Summon of monsters or
to neutralize the effects of Magic or Trap
Cards. Once activated, this type of card is destroyed.
Magic Cards: There are several types of Magic Cards. Magic Cards can only be
played during a Main Phase. The only exception
to this rule is a Quick-Play Magic Card. Magic Card types are
identified by the card icons listed. Magic cards
are color-coded GREEN. Like the other cards, they are split into
Normal, Continuous, Equip, Field, Quick-Play,
and Ritual.
Normal: Once their magic is activated these cards are destroyed. Like the "Dark
Hole" card, they are often very powerful.
Continuous: These cards remain on the field once they are played and their magic
effect continues until they are destroyed or
removed. There is often a cost involved to maintain the effect of
this type of Magic Card.
Equip: These cards allow you to modify the strength of monsters. When playing
this card to the field, place it so that it
overlaps with the Monster Card that you wish to equip. Usually, this card
can only be used with monsters that are
face-up on the field. However, you may equip either your own OR your
opponents Monster Cards with Equip Magic Cards.
In some cases, certain monsters cannot be equipped with these cards
(refer to the individual cards text). One monster
can be equipped with several Equip Magic Cards. However, Equip Magic
Cards count towards your 5-card Magic & Trap Card
limit (even cards attached to an opponents monster), so be sure to use
them wisely.
Field: These cards are used to alter the conditions on the field and modify the
Attack and Defense capabilities of monsters.
They are placed in the Field Card Zone and are NOT included in the Magic
& Trap Zones 5-card limit. They may be placed
face-down in the Field Card Zone, but will not be activated until flipped
face-up. There can only be 1 active Field
Magic Card on the field at any given time between both players. When a
new Field Magic Card is activated, the previous
active card is sent to the Graveyard. Also, if a Field Magic card is
destroyed and there are no active Field Magic Card
on the field, the field returns to the original state that it was at the
beginning of the game. If a players Field
Magic Card is Set when an active Field Magic Card is destroyed, the Set
card does not automatically activate. Field
Magic Cards can only be activated by a player, but never during an
opponents turn.
Quick-Play: Aside from the Main Phase, this type of card can be activated during
the Battle Phase. Also, if you have this card
Set on the field, you can activate it during your opponents turn.
Ritual: These card are needed to summon a Ritual Monster. After the Ritual
Monster Summon, it is destroyed together with the
required Tribute monster(s).
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2) Card List
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Below is the card list for the cards that are in this game. Due to that I
don't know Japanese either, I can only put up
information I know. Every card will be up with a little description of it if I have
any. There are 928 cards in this game with 3
God Cards that can't be use. In DM7, as far as I hear, you will be able to use it
but until then, we will just have to wait.
Card # | Name | Attack/Defense (Star) | Description
001 13th Buried Person 1200/900 (3) A zombie that
suddenly appeared from plot #13 - an empty grave.
002 2-Person 3-Legged Zombie 1100/800 (3) If you look at it,
it looks like it has lost a leg so it onyl has
2.
003 30,000 Years White Turtle 1250/2100 (5) A very only turtle
with very strong defense.
004 7-Card Magic Card I don't know what
it does but it has 3 cards with a 7 in it.
005 DNA ? Trap Card I don't know what
it does but it has some doctors looking to do an
an operation.
006 UFO Turtle 1400/1200 (4) A tutle with a
shell that looks like it is from outerspace.
007 Armor Lizard 1500/1200 (4) A Lizard with a
very strong armor.
008 Armor Starfish 850/1400 (4) A bluish starfish
with a solid hide capable of fending off attacks.
009 Armail 700/1300 (3) A strange warrior
who manipulates three deadly blades with both
hands and
his tail.
010 Iron Heart 1700/1400 (5) A machine with all
kind of weapons sticking out of it.
011 ? 800/1300 (3) You may sacrifice
one of your monsters on the field and boost this
monsters
attack power by 700 until the end of your turn.
012 Raimundos 1200/1300 (4) A bull with a sword
made out of fire.
013 Aqua Snake 1050/900 (3) More like a worm.
014 Aqua Dragon 2250/1900 (6) A strong and
powerful dragon with the color of aqua.
015 Aqua Madol 1200/2000 (4) A wizard of the
waters that conjures a liquid wall to crush any
enemies that
oppose him.
016 ? Trap Card I don't what it
does but it looks like a fairy with a blue back-
ground.
017 Unknown Warrior of Fiend 1000/500 (3) The speed of this
warrior creates an intense vacuum that can
slice
through a monster's hide.
018 ? Magic Card I don't know what
it does but it has a pick mirror.
019 Demon Kiss Magic Card The equipped
monster's attack power is increased by 700. If this
card is
destroyed while its effect is taking place, you have
the option
of sacrificing 500 Life Points in order to have
this card
put on top of your deck.
020 ? Trap Card I don't know what
it does but something like a bat holding a die.
021 ? 1250/800 (3) Whenever this
monster changes from attack mode to defense mode, your
deck is
shuffled.
022 Demon Scout 650/500 (2) Your opponent gets
to draw three cards, discarding any magic cards
that they
draw.
023 Exile of the Wicked Magic Card Destroy all fiend
monsters on the fiend.
024 Assassin 1700/1200 (5) A silent and deadly
warrior specializing in assassinations.
025 ? Magic Card I don't know what
it does but it has some kind of blue zombie
rising with
a stick.
026 Acid Crawler 900/700 (3) A worm-like
creature with a low attack and defense.
027 Axe Raider 1700/1150 (4) A strong warrior
with good attacking power.
028 Fiend Reflexion #1 1300/1400 (4) It draws the foes
into the mirror as the attack.
029 Reverse Trap Trap Card All increases and
decreases to ATK and DEF are reversed for
the turn in
which this card is activated.
030 Amoeba 300/350 (1) Should your
opponent get control of this monster, they are dealt
2000 damage
to their Life Points.
031 Arlownay 800/1000 (3) A green imp not not
wearing any clothes.
032 Darkfire Dragon 1500/1250 (4) A fusion of
Firegrass and Petit Dragon with a medium attack.
033 Gaia, The Fierce Knight 2300/2100 (7) A knight whose
horse travels faster than the wind. His battle-
charge is a
force to be reckoned with.
034 Blackland Fire Dragon 1500/800 (4) Dark dragon with
poor eyesight.
035 Dark Titan of Terror 1300/1100 (4) A fiend said to
dwell in the world of dreams, its attack enemies
in their
sleep.
036 Undead Warrior 1200/900 (3) A skeleton that
came back to live with a good attack for its level.
037 Ammo Knight 1000/1200 (4) An elf dressing
like a knight.
038 The Statur of East 1100/1400 (4) Some statues of
heads.
039 The Furious Sea King 800/700 (3) Grand King of the
Seven Seas, he's able to summon massive tidal
waves to
drown the enemy.
040 Drooling Lizard 900/800 (3) A blood-sucking
snake in human form that attacks any living being
that passes
nearby.
041 ? 250/202 (1) This is an effect
monster but I don't have any information on it.
He looks
like an old samurai.
042 ? 950/1400 (4) An insect with good
defense for starters.
043 Warrior from Another Dimension 1200/1000 (4) Should this monster
attack or be attacked by another monster, both
this and the
other monster are sent to the Abyss (removed
from the
game).
044 ? 1600/1100 (4) A good card to have
if you don't have good cards to begin with.
045 ? Trap Card I don't know what
it does but it has an eagle flying down with a
green
background.
046 Twin Demon Tricksters Magic Card Sacrifice 1000 Life
Points to have your opponent discard two cards
from their
hand: one at random, and one of their choosing.
047 Trade Blows Magic Card Both players
destroy one monster on the field.
048 ? Trap Card I don't know what
it does but it has a zombie priest preaching
something.
049 Unicorn's Horn Magic Card This card will
boost a monster's attack up 700 points but I forgot
what type of
monsters.
050 Living Flower Pot 900/1100 (3) A green flower that
came to life to attack.
051 Hourglass of Life 700/600 (2) An hourglass with
wings and it is ready to attack.
052 ? 1200/1000 (4) A wizard with
without a head that will strike at any given time.
053 Evee 850/750 (3) Should your
opponent send this card to the graveyard from your hand,
they are
dealt 1000 damage to their Life Points.
054 Evil Rat 750/800 (3) Like the name
suggest, it is an evil rat.
055 "No Face" Illusionist 1200/2200 (5) A power defense
wizard without a face.
056 ? 1150/900 (3) Kinda look like a
blue sheep with horns.
057 Black Illusion Ritual Magic Card Ritual card for the
Black Illusion.
058 Stone Soldier 1300/1200 (4) Not to be confused
with the name of the Giant Soldier of Stone.
This one has
the same attack but weaker defense.
059 ? 950/700 (3) A purple insect
that is not much of a threat.
060 ? 100/100 (1) Just maybe the
weakest monster in the game since it is not even an
effect
monster with its weak attack and defense.
061 ? 2200/2400 (7) Unlike other
insects, this one is not the one to mess with since
its attack
and defense is on top of the food chain.
062 Imp 1300/1000 (4) A brown creature
with an average stats for its level.
063 ? 1800/1700 (5) A devil angel look-
alike that shouldn't be mess with unless you
are ready
for a battle.
064 Vishuwa Randy 900/700 (3) Another weak
monster.
065 ? 1650/1600 (4) If you need a good
monster with only 4 stars, this is one of it. It
has good
defense and attack for its level.
066 Wilmee 1000/1200 (4) A rabbit with very
long claws.
067 Wing Eagle 1800/1500 (5) Never mess with an
eagle, especially when it is blue and has that
kind of
attack.
068 Wing Eagg Elf 500/1300 (3) Do you believe in
an egg with wings? Well, this one will prove it
with its
good defense.
069 Weather 1000/900 (3) A wizard that
controls the weather but he is not as powerful as he
may seem.
070 Weather Control 600/400 (2) A snowman that has
some abilities.
071 Weather Report 950/1500 (4) If your opponent
has a Sealing Swords of Light (#741) in play, it is
immediately
destroyed. If that much is successful, you are
permitted to
have two Battle Phases in one turn once.
072 ? 700/1400 (3) A creature made out
of rock with medium defense.
073 Water Element 900/700 (3) An elf that
controls the waters.
074 Water Girl 1250/100 (4) Make way for the
mistress of the waters.
075 Water World Magic Card I don't know what
it does but it has something to do with changing
the field to
add 500 points to a certain type of monsters.
076 Wall Shadow 1600/3000 (7) A creature that
lives in the walls. Though its attack is weak for
its leve;,
its defense more than cover for that.
077 ? 2150/1950 (6) A strong powerful
bull with only the upper part of the body.
078 ? 1750/1500 (5) A lady with a whip
and she is not hesitate to use it.
079 Wood Joker 800/1200 (3) A joker that hids
himself in a tree and will strike when given the
chance.
080 ? Magic Card I don't know what
it does but it has a man holding a carpet.
081 ? 1300/1400 (4) A mermaid with
medium attack and defense.
082 Umi Magic Card Increases the
attack and defense of all Fish, Sea Serpent, Thunder,
and Aqua-
Type monsters by 200 points. Also decreases the
attack and
defense of all Machine and Pyro-Type monsters by
200 points.
083 ? 1300/1000 (4) A merman who is
okay in the attack but not in the defense.
084 ? 1100/700 (3) A lady with a
background of a white dragon.
085 Candle of Fate 600/600 (2) It is a candle,
what could you expect from it.
086 ? 2100/1600 (6) A green bug with
wings that has strong attack and medium defense.
087 Eternal Drought Magic Card All Fish type
monsters on the field are destroyed.
088 Exchange Magic Card Chose a card from
rival's hand and add it to yours. Your rival does
the same.
089 ? 2350/2400 (7) I forgot the name
but this is a very powerful dragon, offensively
and
defensively. It was used by Rex Raptor when he duel Joey.
090 Eldeen 950/1000 (3) This female wizard
stills need to learn more magic before she could
complete
against the other wizards.
091 Celtic Guardian 1400/1200 (4) An elf who learned
to wield a sword, he baffles enemies with
lightning-
swift attacks.
092 Elven Light Magic Card I believed that
this card will boost the stats of all Light type
monsters by
400 and decrease the strength of dark monsters by
200.
093 Elekid 1000/500 (3) It is still a kid
so give it time to grow.
094 Thunder Serpent 800/900 (3) If your opponent
sends this card to the graveyard from your hand,
you draw two
cards.
095 Reinforcements Trap Card Increase 1 selected
monster's ATK by 500 points during the turn
this card is
activated.
096 Angel Witch 800/1000 (3) If she were to be
purely angel, she would be strong. But being a
witch also
brought her stats down.
097 Ancient Elf 1450/1200 (4) This elf is rumored
to have lived for thousands of years. He leads
an army of
spirits against his enemies.
098 ? 1550/1600 (5) An average one-
eyed, flying beast looking for his way home.
099 Stealing Goblin Trap Card When this card is
active, your opponent must discard one card from
their hand
whenever one of your monsters causes damage to
their Life
Points.
100 ? Trap Card I don't know what
it does but it has a castle with some men on it.
101 ? Trap card I don't exact know
what it does but it seems to give you 700 LPs.
102 ? ? This is a weird
card. It has an island with a castle on it. It has
the color of
a monster card but does have an attack or
defense.
103 ? ? Same thing like the
card above but this time it has a big ship.
104 ? 800/1500 (4) An okay defense but
rather weak attack for its level.
105 Usurper 1350/1700 (4) This monster's
effect cannot be activated during your opponent's
Battle
Phase. You give up control of this monster in exchange
for gaining
control of one of your opponent's monsters.
106 ? 1650/1600 (4) A robot and a
pretty good attack and defense ratings.
107 Confiscation Magic Card Sacrifice 1000 Life
Points to look at your opponent's hand and
choose a
card there to be destroyed.
108 ? ? Another card that
is undefined. This one has a whole bunch of gold
and seems to
be a pirate's treasure.
109 Tempest Magic Card All cards in both
player's magic/trap zones are destroyed.
110 ? 1200/800 (3) A glowing wolf that
is still growing.
111 ? 1600/1200 (4) A purple zombie
looking for a meal to eat.
112 ? Trap Card I have no idea what
this does but it does has green zombies running
away from
something.
113 ? 1600/1400 (5) A blue creature
that lived in the deep ocean. He seems to have a
flower as
the bottom part of his body.
114 Saint Dragon, the God of Osiris X000/X000 (10) This is one of the
god cards. You are not allow to use this in any
duel so far.
The attack of the card depends on how many cards
are on the
field. Every monsters card you have, times that by
1000 and
that is the attack and defense.
115 Oscillo Hero 1250/700 (3) Kind of like a
puppet filled with electricity.
116 Trap Hole Trap Card If the ATK of a
monster summoned by your opponent (excluding Special
Summon) is
1000 points or more, the monster is destroyed.
117 Maiden 1200/900 (3) Don't be fooled by
her looks because she is the female version of
the Grim
Reaper.
118 ? Magic Card I don't know what
it does but it has female with red hair and a
green
background.
119 The God of Obelisk 4000/4000 (10) This is one of the
god cards. So after you summon God of Obelisk, if
you have 2
monsters left over, you can sacrifice those two
monsters and
activate the special effect, which will
instantly
destroy all monsters, and opponent will instantly
take 4000
damage no matter what. Lord of destruction indeed.
120 ? 1400/1400 (4) This female knight
is capable of fighting against any other knight.
122 Ryu-Kishin 1000/500 (3) A very elusive
creature that looks like a harmless statue until it
attacks.
123 Ryu-Kishin Powered 1600/1200 (4) A gargoyle enhanced
by the powers of darkness. Very sharp talons
make it a
worthy opponent.
124 Curse of Dragon 2000/1500 (5) A wicked dragon
that taps into dark forces to execute a powerful
attack.
125 Reaper of the Cards 1380/1930 (5) FLIP: Destroys 1
Trap Card on the field. If this card's target is
face-down,
flip it face-up. If the card is a Trap Card, it is
destroyed.
If not, it is returned to its face-down position.
The flipped
card is not activated.
131 Firegrass 700/600 (2) A fire-breathing
plant found growing near volcanoes.
138 Invigoration Magic Card An EARTH monster
equipped with this card increases its ATK by 400
points and
decreases its DEF by 200 points.
150 Breath of God Magic Card All Rock type
monsters on the field are destroyed.
161 Karbonala Warrior 1500/1200 (4) A combination of M-
Warrior #1 and M-Warrior #2.
166 Giant Soldier of Stone 1300/2000 (3) A giant warrior
made of stone. A punch from this creature has earth-
shaking
results.
172 Machine Conversion Factory Magic Card A Machine-Type
monster equipped with this card increases its ATK
and DEF by
300 points.
178 Ray & Temperature 1000/1000 (3) The Sun and the
North Wind join hands to deliver a devastating
combination
of heat and gale-force winds.
179 Mushroom Man 800/600 (2) Attacks enemies
with lethal spores.
181 Gyakutenno Megami 1800/2000 (6) This fairy uses her
mystical power to protect the weak and provide
spiritual
support.
189 Battle Steer 1800/1300 (5) Charges enemy with
its huge horns.
193 Giant Growth Magic Card It doubles a card
you selected if you LP is lower then the opponent
but halves
it if it's your LP is higher then your opponent.
196 Claw Reacher 1000/800 (3) Stretching arms and
razor-sharp claws make this monster a formidable
opponent.
202 Frenzied Panda 1200/100 (4) A savage beast that
carries a big bamboo stick for beating down its
enemies.
204 King Fog 1000/900 (3) A fiend that dwells
in a blinding curtain of smoke.
207 Silver Bow and Arrow Magic Card A Fairy-Type
monster equipped with this card increases its ATK and
DEF by 300
points.
211 Kunai with Chain Trap Card Can be activated at
any point during your turn or when attacked.
Gives one
monster an extra 500 ATK. If activated when
attacked and
you increase the power of the defending monster,
you may
choose to turn the attacking monster to defense mode.
215 Kumootoko 700/1400 (3) A massive,
intelligent spider that traps enemies with webbing.
228 Great White Terror 1600/800 (4) A giant white shark
with razor-sharp teeth.
231 Feral Imp 1300/1400 (4) A playful little
fiend that lurks in the dark, waiting to attack an
unwary enemy.
232 Ogre of Black Shadow 1200/1400 (4) An ogre possessed
by the powers of the dark. Few can withstand its
rapid charge.
243 Wall of Illusion 1000/1850 (4) When attacked, the
attacking card is returned to the owner's hand
after all
effects are completed.
245 The Stern Mystic 1500/1200 (4) FLIP: All face-down
cards on the field are turned face-up, and then
returned to
their original positions. No card effects are
activated
when cards are turned face-up.
247 Mystic Horseman 1300/1550 (4) Half man and half
horse, this monster is known for its extreme speed.
251 Enchanting Mermaid 1200/900 (3) A beautiful mermaid
that lures voyagers to a watery death.
253 Steel Ogre Grotto #1 1400/1800 (5) A steel idol
worshipped in the Land of Machines
254 Wasteland Magic Card Increases the ATK
and DEF of all Dinosaur, Zombie, and Rock-Type
monsters by
200 points.
257 Pot of Greed Magic Card Draw 2 cards from
your Deck.
266 Change of Heart Magic Card Choose 1 of your
opponent's monsters. You get control of that
monster for
1 turn.
268 Ancient Telescope Magic Card See the top 5 cards
of your opponent's Deck. Return the cards to
the Deck in
the same order.
273 Goblin's Secret Remedy Magic Card Increases a
selected player's Life Points by 600 points.
279 Hitotsu-Me Giant 1200/1000 (4) A one-eyed behemoth
with thick, powerful arms made for delivering
punishing
blows.
289 Succubus Knight 1650/1300 (5) An unworthy warrior
wizard adept in casting death-dealing spells.
303 Raigeki Magic Card Destroys all of
your opponent's monsters on the field.
305 Sand Stone 1300/1600 (5) Appears from
underground and attacks with long, snake-like tentacles.
311 Kagemusha of the Blue Flame 800/400 (2) Serving as a double
for the Ruler of the Blue Flame, he's a master
swordsman
that wields a fine blade.
313 Just Deserts Trap Card Inflict 500 points
of direct damage to your opponent's life for each
monster your
opponent has on the field.
314 Trial of Hell 1300/900 (4) This fiend passes
judgment on enemies that are locked in coffins.
316 Monster Reborn Magic Card Select 1 Monster
Card from either your opponent's or your own
Graveyard
and place it on the field under your control in
Attack or
Defense Position (face-up). This is considered a
Special
Summon.
321 Doma The Angel of Silence 1600/1400 (5) This fairy rules
over death, and administers it when necessary.
325 The Wicked Worm Beast 1400/700 (3) This card is
returned to you hand at the end of your turn.
333 Baron of the Fiend Sword 1550/800 (4) An aristocrat who
wields a sword possessed by a malicious spirit
that preys
on the weak.
335 Judge Man 2200/1500 (6) This club-wielding
warrior battles to the end and will never
surrender.
342 Defense Paralysis Magic Card Select 1 of your
opponent's monsters and switch it to Attack
Position. If
the card is face-down, flip it face-up. If the
card has a
flip effect, it is activated immediately.
345 Castle Walls Trap Card Increase a selected
monster's DEF by 500 points during the turn this
card is
activated.
348 Tripwire Beast 1200/1300 (4) This creature
attacks with electromagnetic waves.
350 Silver Fang 1200/800 (3) A snow wolf that's
beautiful to the eye, but absolutely vicious in
battle.
351 Fissure Magic Card Destroys 1 face-up
monster with the lowest ATK.
353 Dark King of the Abyss 1200/800 (3) It's said that this
King of the Netherworld once had the power to
rule over
the dark.
367 Skull Red Bird 1550/1200 (4) This monster swoops
down and attacks with a rain of knives stored in
its wings.
376 Hinotama Soul 600/500 (2) An intensely hot
flame creature that rams anything standing in its
way.
382 Spike Seadra 1600/1300 (5) Using the spikes
sprouting from its body, this creature stabs its
opponents
and floods them with electricity.
386 Mystical Sheep #2 800/1000 (3) A monstrous sheep
with a long tail for hypnotizing enemies.
393 Mirror Force Trap Card Actives when enemy
attacks. destroys all creatures not in defense
mode.
410 Sogen Magic Card Increases the ATK
and DEF of all Beast-Warrior and Warrior-Type
monsters by
200 points.
413 Sword Arm of Dragon 1750/230 (6) Spiked dinosaur
that charges at the enemy.
424 Dark Gray 800/900 (3) Entirely gray, this
beast has rarely been seen by mortal eyes.
426 Meda Bat 800/400 (2) An eyeball fiend
created by a servant of the wicked, it uses "Dark
Bombs" to
blow away its enemies.
434 Turtle Tiger 1000/1500 (4) A tiger encased in
a protective shell that attacks with razor-sharp
fangs.
438 Raise Body Heat Magic Card A Dinosaur-Type
monster equipped with this card increases its ATK
and DEF by
300 points.
443 Tyhone 1200/1400 (4) Capable of firing
cannonballs from its mouth for long-range attacks,
this
creature is particularly effective in mountain battles.
461 Ultimate Offering Trap Card At the cost of 500
Life Points per monster, a player is allowed an
extra Normal
Summon, Tribute Summon, or Set.
464 Ookazi Magic Card Inflict 800 points
of Direct Damage to your opponent's Life Points.
469 Two-Mouth Darkruler 900/700 (3) A dinosaur with two
deadly jaws, it stores electricity in its horn
and releases
high voltage bolts from the mouth on its back.
484 Summoned Skull 2500/1200 (6) A fiend with dark
powers for confusing the enemy. Among the Fiend-
Type
monsters, This monster boasts considerable force.
487 Sorcerer of the Doomed 1450/1200 (4) A slave of the dark
arts, this sorcerer is a master of death-dealing
spells.
496 Koumori Dragon 1500/1200 (4) A vicious, fire-
breathing dragon whose wicked flame corrupts the
souls of its
victims.
497 Devil Frankenstein 700/500 (2) Sacrafice 5000 LP
to summon a Fusion card From your deck.
506 Electric Whip Magic Card A Thunder-Type
monster equipped with this card increases its ATK
and DEF by
300 points.
508 Angel's Dice Magic Card
512 Legendary Sword Magic Card A Warrior-Type
monster equipped with this card increases its ATK
and DEF by
300 points.
513 Masaki the Legendary Swordsman 1100/1100 (4) Legendary
swordmaster Masaki is a veteran of over 100 battles.
527 Time Wizard 500/400 (2) Baby Dragon grows
to Thousand Dragon.
541 Drago-Human 1300/1100 (4) Gifted with the
power of dragons, this warrior wields a sword
created from
a dragon's fang.
545 Dragon Zombie 1600/0 (3) A dragon revived by
sorcery. Its breath is highly corrosive.
546 Dragon Capture Jar Trap Card All Dragon-Type
monsters on the field are switched to Defense
Position and
remain in this position as long as this card is
active.
548 Dragon's Treasure Magic Card A Dragon-Type
monster equipped with this card increases its ATK and
DEF by 300
points.
550 The Flute of Summoning Magic Card Playing this card
when you have a Lord of D. card face-up on the
field allows
you to play up to 2 Dragon-type cards from your
hand as a
special summon.
551 Trap Master 500/1100 (3) FLIP: Destroys 1
Trap Card on the field. If this card's target is
face-down,
flip it face-up. If the card is a Trap Card, it is
destroyed.
If not, it is returned to its face-down position.
The flipped
card is not activated.
554 Winged Dragon, Guardian of 1400/1200 (4) A dragon commonly
found guarding mountain fortresses. Its signature
the Fortress #1 attack is a
sweeping dive from out of the blue.
555 Kurama 800/800 (3) A vicious bird that
attacks from the skies with its whip-like tail.
563 Misairuzame 1400/1600 (5) A missile-launching
fish protected by deadly spikes.
564 Mysterious Puppeteer 1000/1500 (4) When the monster is
summoned (excluding Special Summon) or flipped
face-up by
attack or some effect, the Life Points of this
card's owner
increase by 500 points for each monster while
this card is
face-up on the field.
574 Nemuriko 800/700 (3) A child-like
creature that controls a sleep fiend to beckon enemies
into eternal
slumber.
579 Mystic Clown 1500/1000 (4) Nothing can stop
the mad attack of this powerful creature.
580 Hard Armor 300/1200 (3) A living suit of
armor that attacks enemies with a bone-jarring
tackle.
590 Spirit of the Harp 800/2000 (4) A spirit that
soothes the soul with the music of its heavenly harp.
595 Destroyer Golem 1500/1000 (4) A golem with a
massive right hand for crushing its victims.
599 Gravedigger Ligul Magic Card Select 2 MONSTER
CARDS from your opponent's Graveyard. These
MONSTER
CARDS are eliminated from play for the remainder of
the Duel.
602 Two-pronged Attack Trap Card Select and destroy
2 of your monsters and 1 of your opponent's
monsters.
609 Hane-Hane 450/500 (2) FLIP: Select 1
Monster Card on the field (regardless of position)
and return
it to its owner's hand.
621 Final Flame Magic Card Inflicts 600 points
of Direct Damage to your opponent's Life Points.
623 Swords of Revealing Light Magic Card Counting from your
opponent's turn, none of your opponent's
monsters can
attack for 3 turns. When this card is activated,
opponent's
face-down monsters are turned face-up, but remain
in Defense
Position. Any effects the monsters may have are
immediately
activated.
627 Book of Secret Arts Magic Card A Spellcaster-Type
monster equipped with this card increases its
ATK and DEF
by 300 points.
632 Man-Eating Treasure Chest 1600/1000 (4) A monster disguised
as a treasure chest that is known to attack the
unwary
adventurer.
633 Man-Eater Bug 450/600 (2) FLIP: Destroys 1
monster on the field (regardless of position).
635 Sparks Magic Card Inflicts 200 points
of Direct Damage to your opponent's Life Points.
646 Fireball Magic Card A Winged Beast-Type
monster equipped with this card increases its
ATK and DEF
by 300 points.
648 Exodia the Forbidden One 1000/1000 (3) An automatic
victory can be declared by the player whose hand
contains
this card together with the Left Leg/Right Leg/Left
Arm/Right
Arm of the Forbidden One.
649 Left Leg of the Forbidden One 200/300 (1) A forbidden left
leg sealed by magic. Whosoever breaks this seal
will know
infinite power.
650 Left Arm of the Forbidden One 200/300 (1) A forbidden left
arm sealed by magic. Whosoever breaks this seal
will know
infinite power.
651 Right Leg of the Forbidden One 200/300 (1) A forbidden right
leg sealed by magic. Whosoever breaks this seal
will know
infinite power.
652 Right Arm of the Forbidden One 200/300 (1) A forbidden right
arm sealed by magic. Whosoever breaks this seal
will know
infinite power.
661 Swordstalker 2000/1600 (6) A monster formed by
the vengeful souls of those who passed away in
battle.
662 Petit Angel 600/900 (3) A quick-moving and
tiny fairy that's very difficult to hit.
664 Petit Dragon 600/700 (2) A very small dragon
known for its vicious attacks.
665 Fusionist 900/700 (3) A combination of
Petit Angel and Mystical Sheep #2.
671 Black Hole Magic Card Destroys all
monsters on the field.
672 Dark Magician 2500/2100 (7) The ultimate wizard
in terms of attack and defense.
675 Flower Wolf 1800/1400 (5) A combination of
Silver Fang and Darkworld Thorns.
679 Armed Ninja 300/300 (1) FLIP: Destroys 1
Magic Card on the field. If this card's target is
face-down,
flip it face-up. If the card is a Magic Card, it
is
destroyed. If not, it is returned to its face-down
position.
The flipped card is not activated.
681 Blue Eyes Ultimate Dragon 4500/3800 (12) A combination of
three Blue Eyes White Dragon.
682 Blue Eyes Toon Dragon 3000/2500 (8) Same as Blue-Eyes
White Dragon but it is a toon.
683 Blue-Eyes White Dragon 3000/2500 (8) This legendary
dragon is a powerful engine of destruction. Virtually
invincible,
Very few have faced this awesome creature and
lived to
tell the tale.
688 Flame Ghost 1000/800 (3) A combination of
Skull Servant and Dissolverock.
693 Pale Beast 1500/1200 (4) With skin tinged a
bluish-white, this strange creature is a fearsome
sight to
behold.
695 Basic Insect 500/700 (2) Usually found
traveling in swarms, this creature's ideal environment
is the
forest.
701 Shadow Specter 500/200 (1) Troublesome ghost
when multiplied.
705 Mystical Elf 800/2000 (4) A delicate elf that
lacks offense, but has a terrific defense backed
by mystical
power.
707 Rogue Doll 1600/1000 (4) A deadly doll
gifted with mystical power, it is particularly
powerful
when attacking against dark forces.
713 Power of Poseidon Magic Card An Aqua-Type
monster equipped with this card increases its ATK and
DEF by 300
points.
716 Charubin the Fire Knight 1100/800 (3) A combination of
Monster Egg and Hinotama Soul.
718 Flame Swordsman 1800/1600 (5) A combination of
Flame Manipulator and Masaki the Legendary
Swordsman.
719 Fireyarou 1300/1000 (4) A malevolent
creature wrapped in flames that attacks enemies with
intense fire.
720 Flame Manipulator 900/1000 (3) This Spellcaster
attacks enemies with fire-related spells such as
"Sea of
Flames" and "Wall of Fire".
733 Darkworld Thorns 1200/900 (3) A thorny plant
found in the darklands that wraps itself around any
unwary
traveler.
736 Vile Germs Magic Card A Plant-Type
monster equipped with this card increases its ATK and
DEF by 300
points.
738 M-Warrior #1 1000/500 (3) Specializing in
combination attacks, this warrior uses magnetism to
block an
enemy's escape.
739 M-Warrior #2 500/1000 (3) Specializing in
combination attacks, this warrior is equipped with a
tough,
magnetically coated armor.
743 Dissolverock 900/1000 (3) A monster born in
the lava pits, it generates intense heat that can
melt away
its enemies.
744 Magical Ghost 1300/1400 (4) This creature casts
a spell of terror and confusion just before
attacking
its enemies.
749 Mystical Moon Magic Card A Beast-Warrior-
Type monster equipped with this card increases its
ATK and DEF
by 300 points.
751 Witty Phantom 1400/1300 (4) Dressed in a night-
black tuxedo, this creature presides over death.
752 Terra the Terrible 1200/1300 (4) Known as a swamp
dweller, this creature is a minion of the dark
forces.
755 Master & Expert 1200/1000 (4) A deadly duo
consisting of a beast master and its loyal servant.
756 Dragoness the Wicked Knight 1200/900 (3) A combination of
Armaill and One-Eyed Shield Dragon.
765 Neo the Magic Swordsman 1700/1000 (4) A dimensional
drifter who not only practices sorcery, but is also a
sword and
martial arts master.
766 De-Spell Magic Card Destroys 1 Magic
Card on the field. If this card's target is
face-down,
flip it face-up. If the card is a Magic Card, it
is
destroyed. If not, it is returned to its face-down
position.
The flipped card is not activated.
769 Kojikocy 1500/1200 (4) A man-hunter with
powerful arms that can crush boulders.
773 Man Eater 800/600 (2) Man-eating plant
with poison feelers for attacking enemies.
775 Mammoth Graveyard 1200/800 (3) A mammoth that
protects the graves of its pack and is absolutely
merciless
when facing grave-robbers.
778 The Inexperienced Spy Magic Card Select and see
1card in your opponent's hand.
789 Battle Ox 1700/1000 (4) A monster with
tremendous power, it destroys enemies with a swing of
its axe.
792 Fiend Reflection #2 1100/1400 (4) A bird-beast that
summons reinforcements with a hand mirror.
796 Purple Crystal Magic Card A Zombie-Type
monster equipped with this card increases its ATK and
DEF by 300
points.
813 Metal Dragon 1850/1700 (6) A combination of
Steel Ogre Grotto #1 and Lesser Dragon.
819 Wild Animal Teeth Magic Card A Beast-Type
monster equipped with this card increases its ATK and
DEF by 300
points.
823 Forest Magic Card Increases the ATK
and DEF of all Insect, Beast, Plant, and
Beast-
Warrior-Type monsters by 200 points.
829 Monster Egg 600/900 (3) A warrior hidden
within an egg that attacks enemies by flinging
eggshells.
839 Yami Magic Card Increases the ATK
and DEF of all Fiend and Spellcaster-Type monsters
by 200
points. Also decreases the ATK and DEF of all
Fairy-Type
monsters by 200 points.
840 Dark Energy Magic Card A Fiend-Type
monster equipped with this card increases its ATK and
DEF by 300
points.
845 Dark Assassin 1200/1200 (4) Armed with the
Psycho Sword, this sinister assassin rules the bad
land.
848 Sword of Dark Destruction Magic Card A Dark monster
equipped with this card increases its ATK by 400
points and
decrease its DEF by 200 points.
853 Last Will Magic Card If a monster of
yours is sent from the field to the Graveyard during
the turn
that you've played this card, you can select a
monster with
an ATK of 1500 points or less from your Deck and
play it as a
Special Summon. Shuffle the Deck after playing
the card.
This card is active for 1 turn only.
855 Polymerization Magic Card Fuses 2 or more
monsters to form a new Fusion Monster.
859 Yooki Na Zoogiya Magic Card Allows you to put
up to three monsters in your hand in the graveyard.
869 Larvas 800/1000 (3) A fast-moving, bird-
like creature that strangles opposing monsters
with its
long, thin arms.
885 Gaia The Dragon Champion 2600/2100 (7) A combination of
Gaia The Fierce Knight and Curse of the Dragon.
888 Green Phantom King 500/1600 (3) This youthful king
of the forests lives in a green world, abundant
with trees
and wildlife.
889 Beaver Warrior 1200/1500 (4) What this creature
lacks in size it makes up for in defense when
battling in
the prairie.
890 Root Water 900/800 (3) An amphibian
capable of calling up a massive tidal wave from the
dark seas to
wipe out enemy monsters.
891 Rude Kaiser 1800/1600 (5) With an axe in each
hand, this monster delivers heavy damage.
896 Laser Cannon Armor Magic Card A Insect-Type
monster equipped with this card increases its ATK and
DEF by 300
points.
894 Rainbow Flower 400/500 (2) Can directly attack
an opponents life points.
900 Lesser Dragon 1200/1000 (4) A minor dragon
incapable of breathing fire.
903 Red Potion Magic Card Increases your Life
Points by 500 points.
904 Red-Eyes B. Dragon 2400/2000 (7) A ferocious dragon
with a deadly attack.
908 Lord of Dragons 1200/1100 (4) All Dragon-Type
monsters are not affected by Magic Cards, Trap Cards,
or other
effects while this card is face-up on the field.
Also, when
in play, you may use the Flute of Summoning Dragon.
912 Skull Servant 300/200 (1) A skeletal ghost
that isn't strong but can mean trouble in large
numbers.
916 Remove Trap Magic Card Destroys 1 face-up
TRAP CARD on the field.
915 Uraby 1500/800 (4) Fast on its feet,
this dinosaur rips enemies to shreds with its
sharp claws.
917 Waboku Trap Card Any damage
inflicted by an opponent's monster is decreased to 0
during the
turn this card is activated.
919 One-Eyed Shield Dragon 700/1300 (3) This dragon wears a
shield not only for its own protection, but also
for ramming
its enemies.
920 Blue-Eyes White Dragon 3000/2500 (8) This legendary
dragon is a powerful engine of destruction. Virtually
invincible,
Very few have faced this awesome creature and
lived to
tell the tale. This is another version of the card.
921 Flame Swordsman 1800/1600 (5) A combination of
Flame Manipulator and Masaki the Legendary
Swordsman.
922 Dark Magician 2500/2100 (7) The ultimate wizard
in terms of attack and defense.
923 Gaia, The Fierce Knight 2300/2100 (7) A knight whose
horse travels faster than the wind. His battle-
charge is a
force to be reckoned with.
924 Celtic Guardian 1400/1200 (4) An elf who learned
to wield a sword, he baffles enemies with
lightning-
swift attacks.
-------------------------------------------------------------------------------------
---------------------------------------------
===============================
3) Cheats
===============================
Below is some hacked codes for this game. These codes will only work for if
you have VisualBoy. Please follow these
directions to get the codes to work.
Step 1: Start the game and go to the cheatlist on VisualBoy. Now look at the
bottom where it says Number Type, make sure
the dot is on Signed.
Step 2: You should see at the bottom that there is a button called Code and
Cheat. Click either one.
Step 3a: If you click cheat, you will see a box where you can type in the
address, which is the first part of the code before
the colon ( : ). There is a value box where you can type in the value
which is after the colon. In the cheat box, the
value is in regular format, not Hex.
Step 3b: If you click on code, then a box will come up. In the code box, type in
the address, which is the first part of the
code before the colon ( : ) and then the value which is in Hex.
If you are putting in multiple codes at the same time, then use the code button
but if individually or you don't know the Hex,
then use the cheat button. Codes below that already have a value are in Hex so
put in the code button option.
Player LP: 020078F0:8000 (Always have 8000 LPs)
020078F0:FFFF (Infinite LPs)
Computer LP: 02007908:0000 (Instant win)
02007908:XXXX (Replace XXXX with any variable)
Next Card: 02008036:XXXX (Replace the XXXX with the value you want your next card to
be)
Have 999 Wins: 020034F6:03EF (999 for Honda, aka. Tristan)
020034F2:03EF (999 for Anzu, aka. Tea)
020034F0:03EF (999 for Yugi Moto)
020034F4:03EF (999 for Johnouchi, aka. Joey)
020034F8:03EF (999 for Bakura)
02003502:03EF (999 for Mai)
020034FE:03EF (999 for Haga, aka. Weevil)
020034FA:03EF (999 for Ryuzaki, aka. Rex Raptor)
02003500:03EF (999 for Kajiki)
020034FC:03EF (999 for Roba)
0200350A:03EF (999 for Kamen)
02003506:03EF (999 for Pandora)
02003504:03EF (999 for Rare Hunter)
02003508:03EF (999 for Ningyou)
0200350C:03EF (999 for Maric)
02003516:03EF (999 for Yami Yugi)
02003512:03EF (999 for Bandage)
0200350E:03EF (999 for Seto Kaiba)
02003510:03EF (999 for Weird Woman #2)
02003514:03EF (999 for Yami Bakura)
02003518:03EF (999 for Robot)
0200351C:03EF (999 for Pegasus)
Modify 1st Card Played: 020079A0:XXXX
02008378:XXXX (Replace the XXXX with the value of the card
and it will change the monster that you played
in the first monster hold. Both codes must be
put on. Remember to get rid of them after you
got the card)
Modify Player's Hand: 02007920:XXXX
02007924:XXXX
02007928:XXXX
0200792C:XXXX
02007930:XXXX
02007934:XXXX (Replace the XXXX with the card number that you
want in your hand. Remember, the code must be
turn off after you have the card or it will
mess up your cards. Also, the codes are arranged
from left to right in your hand.
-------------------------------------------------------------------------------------
---------------------------------------------
===============================
4) Passcodes
===============================
These are the passcodes to have each cards. I have not tested them so some
may not work. If any that does not work, please
tell me so I can fix it. If you have any, tell me as well. Thank you!
Card Number | Passcode
001 00032864
002 33734439
003 11714098
004 86198326
005 74701381
006 60806437
007 15480588
008 17535588
009 53153481
010 49587396
011 25109950
012 62403074
013 12436646
014 86164529
015 85639257
016 95132338
017 97360116
018 81933259
019 99597615
020 28725004
021 28725004
022 81863068
023 26725158
024 48365709
025 43434803
026 77568553
027 48305365
028 68870276
029 77622396
030 95174353
031 14708569
032 17881964
033 06368038
034 87564352
035 89494469
036 31339260
037 36151751
038 10262698
039 18710707
040 16353197
041 85255550
042 28450915
043 37043180
044 81563416
045 59744639
046 44763025
047 56830749
048 00296499
049 64047146
050 34320307
051 08783685
052 52367652
053 32539892
054 56713552
055 28546905
056 30451366
057 41426869
058 46864967
059 70924884
061 91512835
062 69669405
063 35565537
064 78556320
065 91996584
066 92391084
067 47319141
068 98582704
069 96643568
070 37243151
071 72053645
072 62193699
073 03732747
074 55014050
075 82999629
076 63162310
077 48649353
078 29616941
079 17511156
080 43651473
081 17968114
082 22702055
083 85448931
084 66836598
085 47695416
086 08353769
087 56606928
088 37243151
089 66516792
090 06367785
091 91152256
092 39897277
093 27324313
094 11324436
095 17814387
096 37160778
097 93221206
098 86088138
099 88279736
100 51452091
101 61740673
104 10071456
105 03056267
106 47879985
107 17375316
109 19613556
110 49417509
111 95265975
112 08074847
113 74637266
115 82065276
116 04206964
117 38942059
118 43417563
120 12829151
121 46247516
122 15303296
123 24611934
124 28279543
125 33066139
126 49888191
127 56594520
128 94566432
129 68638985
130 46918794
131 53293545
132 41544074
133 05405694
134 76792184
135 55761792
136 79106360
137 03492538
138 98374133
139 36904469
140 55550921
141 99518961
142 54615781
143 97843505
144 95727991
145 10315429
146 84103702
147 34536276
148 68928540
149 84926738
150 20101223
151 41420027
152 76806714
153 77581312
154 10189126
155 45688586
156 77998771
157 36868108
158 23289281
159 69780745
160 14977074
161 54541900
162 90844184
163 78577570
164 68846917
165 09540040
166 13039848
167 82818645
168 41396436
169 10476868
170 01929294
171 46700124
172 25769732
173 72299832
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900 55444629
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904 74677422
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921 45231177
922 46986414
923 06368038
924 91152256
925 49791927
926 41462083
927 24433920
928 87322377
Note that some numbers are missing. Those are the ones I don't have the
codes for. If you have them, please tell me. My
contact information is at the bottom of this page.
-------------------------------------------------------------------------------------
---------------------------------------------
===============================
5) Decks
===============================
~~~~~~~~~~~~~~~~~~~
Devil Franken Deck
~~~~~~~~~~~~~~~~~~~
This deck is called the Devil Franken Deck, and is also known by the "First Turn
Kill Deck". First Turn Kill is an
appropriate name since it can do that: destroy your opponent on your very first turn
(if you are going second). It's all because
of the main card in the deck: the Devil Franken. It allows you to pay 5000 Life
Points to Special Summon a card from your Fusion
deck.
Here's how the deck machanism goes:
1) Get a Devil Franken into your hand.
2) Clear the Field of your opponent's Monsters (Cyber Pod, Black Hole, Lightning
Bolt, etc.)
3) Clear the Field of your opponent's Magic/Trap cards (Harpy's Feather Sweep,
Tempest, etc.)
4) Summon the Devil Franken
5) Pay 5000 Life Points to summon a Blue Eyes Ultimate Dragon from your Fusion deck
6) Equip a Giant Growth on the Ultimate Dragon.
7) Attack directly for 9000 damage.
8) Game over.
When I first read about the deck, I really couldn't fathom the horror of it. It
wasn't until I got the Kaiba Structure deck and
tooled around with it did far and above nuke the opposition in numerous test games.
Konami of Japan also saw this horror, and
proceeded to restrict Giant Growth to one per deck. This severly limited the power
of the deck, since it concentrated on the
Ultimate Dragon/Giant Growth combination. This was a good thing. It didn't trash as
many people. However, Giant Growth is NO LONGER
RESTRICTED, which means that this deck is free to run rampant once again. You are
bound to get a Devil Franken by turn two,
whether it be drawing it "naturally" from the deck, using a card-drawing card, or
using a Monster search engine (like Black Forest
Witch or Critter). And that means the Ultimate Dragon is free to destroy things over
and over again. The Cannon Soldiers in this
deck are there to launch your Critters and Witches at your opponent to grab the
Franken from your deck. The Virus is in the deck
for much the same reason. There are some Life Points recovery cards, just in case
something goes wrong and you need to recover some
LP or you are overly sadistic and want to summon ANOTHER Ultimate Dragon into play
(as if one wasn't enough). And of course, to add
insult to injury: Last Battle!, to win the game in a different way. If the game
isn't over by turn four, something is VERY WRONG.
Be afraid. BE VERY AFRAID.
Here are the cards needed.
Monster Cards: (10 cards)
Devil Franken
Devil Franken
Devil Franken
Black Forest Witch
Black Forest Witch
Critter
Critter
Cannon Soldier
Cannon Soldier
Cyber Pod
Magic Cards: (21 cards)
#303 Thunder Bolt
#671 Black Hole
Raise Dead
Angel's Gift
Angel's Gift
#257 Jar of Greed
#266 Change of Heart
Theft
#589 Harpy's Feather Sweep
Tempest
Tempest
Sealing Swords of Light
Sealing Swords of Light
#193 Giant Growth
#193 Giant Growth
#193 Giant Growth
Goddess of Healing Dian Keto
Goddess of Healing Dian Keto
Welcome For The Dead
Welcome For The Dead
Sebek's Blessing
Trap Cards: (9 cards)
Holy Barrier - Mirror Force
Magic Cylinder
Imperial Decree
Magic Jammer
Magic Jammer
Blessing of God
Deck Destruction Virus of Death
Last Battle!
Last Battle!
Fusion Deck: (2 cards)
Blue Eyes Ultimate Dragon
Blue Eyes Ultimate Dragon
~~~~~~~~~~~~~~~~~~~~~~
Magnet Valkyrion Deck
~~~~~~~~~~~~~~~~~~~~~~
Here we have an interesting combo deck that was drawn up for you players out
there. The reason this deck was made of all decks is
that the Magnet Warriors are relatively easy to come by, especially since they're in
the Yugi Structure Deck. Second, the Magnet
Valkyrion is one of the most powerful Monsters in the game, and makes a nice heavy
hitter. Besides, how can you not like little
Monsters that transform into a bigger one? Of course, the goal of the Magnet Warrior
deck is to get all three pieces of it (Alpha,
Beta and Gamma) on the Field and/or in your hand. Once that is accomplished, the
Magnet Valkyrion can be played by sacrificing all
of them. A Monster with statistics of 3500/3850 is NOTHING to sneeze at. Basically,
that is the key to victory with this deck;
whatever you do, get the parts, and you can win the game easy. However, there is a
sneaky little combo that you can use with this
deck. Once the Magnet Valkyrion is in play, if you have another one in your hand,
simply sacrifice the Valkyrion to play the
three Magnet Warriors from your Cemetery. THEN, sacrifice all of them AGAIN to play
the other Magnet Valkyrion from your hand.
After that, you're free to use revival cards on the Valkyrion that's in your
Cemetery! Two 3500/3850 Monsters in play for you to
smack your opponent around with! But why not just dump the Valkyrion in your
Cemetery and revive it there? Remember, if a Monster
has a special requirement to bring it into play, if you don't bring it into play in
that way, it can't be revived from your
Cemetery (this includes Fusion Monsters, Ritual Monsters, and Monsters like this
Valkyrion and the Gate Guardian).
Here's the basis of a Magnet Valkyrion deck. Remember, this is only a basis, and
you are free to modify it for your own use.
Add and replace card to suit your playing style.
Monster Cards: (?? cards)
Magnet Warrior Alpha
Magnet Warrior Alpha
Magnet Warrior Beta
Magnet Warrior Beta
Magnet Warrior Beta
Magnet Warrior Gamma
Magnet Warrior Gamma
Magnet Valkyrion
Magnet Valkyrion
Cyber Pod
Blood Vors
Blood Vors
Demon Summon
Critter
Critter
Penguin Soldier
Magic Cards: (?? cards)
#303 Thunder Bolt
#671 Black Hole
Raise Dead
Angel's Gift
Angel's Gift
Jar of Greed
#266 Change of Heart
Theft
#589 Harpy's Feather Sweep
Tempest
Early Burial
Sealing Swords of Light
Sealing Swords of Light
Goddess of Healing Dian Keto
Welcome For The Dead
Welcome For The Dead
Meteor Strike
Trap Cards: (?? cards)
Holy Barrier - Mirror Force
Magic Cylinder
Imperial Decree
Magic Jammer
Magic Jammer
Blessing of God
Last Battle!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Lord of Dragons Deck (English Version)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Lord of Dragons deck is a nifty little combo deck. You are supposed to sweep
the Field, summon the Lord, play the Flute to
summon some high-level Dragons, and commence the beatdown. The unfairness of this
deck is curbed by its actual speed: compared to
F/S Beatdown, this deck is pretty slow. The best combos that can come out of it are
the Lord + Flute Combo, or the Card Destruction
+ Monster Reborn combo. Without some of those key cards, you're just a rock in the
road that is going to get pounded by your
opponent. One of the good things about this deck is that it is almost entirely
unaffected by two prominent trap cards: Trap Hole
and Waboku. Why? Waboku can't stop the damage from a Dragon if the Lord is on the
Field. Trap Hole can't destroy a Special
Summoned Dragon, and it can't be used on a Dragon if the Lord is on the Field.
Pretty sneaky, isn't it?
Here are the cards needed. Please read over the deck below this if you choose to
play this deck.
Monster Cards: (17 cards)
Lord of Dragons (e. Lord of D.)
Lord of Dragons
Lord of Dragons
Blue Eyes White Dragon
Blue Eyes White Dragon
Blue Eyes White Dragon
Tri-Horn Dragon (e. Tri-Horned Dragon)
Tri-Horn Dragon
Tri-Horn Dragon
Man-Eating Bug (e. Man-Eater Bug)
Man-Eating Bug
Man-Eating Bug
Trap Master
Hane-Hane
Hane-Hane
Rock Soldier (e. Giant Soldier of Stone)
Rock Soldier
Magic Cards: (18 cards)
#257 Jar of Greed (e. Pot of Greed)
#671 Black Hole (e. Dark Hole)
Raise Dead (e. Monster Reborn)
#303 Thunder Bolt (e. Raigeki)
#266 Change of Heart
Dragon-Calling Horn (e. Flute of Dragon Summoning)
Dragon-Calling Horn
Dragon-Calling Horn
Hand Obliteration (e. Card Destruction)
Hand Obliteration
Sealing Swords of Light (e. Swords of Revealing Light)
Sealing Swords of Light
Magic Removal (e. De-Spell)
Magic Removal
Trap Remover (e. Remove Trap)
Trap Remover
Fissure
Gravedigger Ghoul
Trap Cards: (5 cards)
#116 Pit Trap (e. Trap Hole)
#116 Pit Trap
#116 Pit Trap
Missionary of Harmony (e. Waboku)
Missionary of Harmony
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Lord of Dragons Deck, Version 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Since there is a card limit, a second version of this deck needs to be made that
includes these restrictions. The impact of these
restrictions on LOD is somewhat severe. The problem wasn't so much with restricting
Raigeki and Dark Hole; those were just mass
Monster removal that allowed you to do a lot of damage in a short time. Monster
Reborn wasn't too much of a problem, but since the
deck does use the Card Destruction/Monster Reborn combo, it does hurt some. Change
of Heart didn't hurt, as it was just in there to
help you along and do some extra damage. What made LOD deadly is its speed; I've won
the game on the second turn with it. It's
actually faster than F/S Beatdown. What chopped the legs out from under it is
restricting Pot of Greed down to one card, and Card
Destruction down to two. Pot of Greed is what gave LOD incredible speed, and
limiting Card Destruction to two hurt somewhat, but
not as much as Pot of Greed. If you take a look at my previous LOD (the one without
the restrictions), we had to remove the
following cards:
Pot of Greed x 2
Dark Hole x 2
Monster Reborn x 2
Change of Heart x 2
Card Destruction x 1
Swords of Revealing Light x 1
That's ten cards (one forth of the entire deck), if you're keeping track, that was
to be tossed out the window. The biggest problem
is finding cards reliable enough to replace without destroying the entire theme.
During the first "draft" of the this second
version, I tried to replace them with the following cards:
Trap Master x 1
Hane-Hane x 2
Fissure x 2
Ookazi x 2
Gravedigger Ghoul x 1
Trap Hole x 1
Waboku x 1
I did about ten to thirteen "sample games" (no opponents; just testing) with this
deck, playing through until I could get the LOD
combo out. Boy was it slow. Not the game, but rather trying to get to the cards that
I needed. The unfortunate fact was that I
found another side-effect to having lost two Pots of Greeds and one Card
Destruction -- the number of Magic cards in the deck meant
no Monsters in their place. This left a BIG gap to taking LOTS of damage in a short
time. So, the Monster count needed to be
increased, while replacing the effects of some of the Magic cards. Taking a look at
the cards that I replaced (as above), I
realized that putting in two Hane-Hane was good for stalling (Hane-Hane can
effectively block two attacks), but I knew that I
needed more Monsters. Out when a Fissure, and another Man-Eater Bug went in its
place. I should put in another Hane-Hane, but I
don't, um, have any more Japanese ones... (try another one, if you want). I banked
on it, and just decided to replace the two
Ookazis with two Giant Soldiers of Stone, since I would be doing a lot of damage in
a short period of time. I just needed to stay
alive long enough to do it! The truth is, I'm not as confident in the deck as I used
to be. It could still use some more testing,
just to see what needs to be exchanged. Try it on your own, and see what happens.
Here are the cards needed now.
Monster Cards: (17 cards)
Lord of Dragons (e. Lord of D.)
Lord of Dragons
Lord of Dragons
Blue Eyes White Dragon
Blue Eyes White Dragon
Blue Eyes White Dragon
Tri-Horn Dragon (e. Tri-Horned Dragon)
Tri-Horn Dragon
Tri-Horn Dragon
Man-Eating Bug (e. Man-Eater Bug)
Man-Eating Bug
Man-Eating Bug
Trap Master
Hane-Hane
Hane-Hane
Rock Soldier (e. Giant Soldier of Stone)
Rock Soldier
Magic Cards: (18 cards)
#257 Jar of Greed (e. Pot of Greed)
Black Hole (e. Dark Hole)
Raise Dead (e. Monster Reborn)
#303 Thunder Bolt (e. Raigeki)
#266 Change of Heart
Dragon-Calling Horn (e. Flute of Dragon Summoning)
Dragon-Calling Horn
Dragon-Calling Horn
Hand Obliteration (e. Card Destruction)
Hand Obliteration
Sealing Swords of Light (e. Swords of Revealing Light)
Sealing Swords of Light
Magic Removal (e. De-Spell)
Magic Removal
Trap Remover (e. Remove Trap)
Trap Remover
Fissure
Gravedigger Ghoul
Trap Cards: (5 cards)
#116 Pit Trap (e. Trap Hole)
#116 Pit Trap
#116 Pit Trap
Missionary of Harmony (e. Waboku)
Missionary of Harmony
~~~~~~~~~~~~~~~~~~~~~~~
The Bishoujo Deck Deck
~~~~~~~~~~~~~~~~~~~~~~~
Ah, the Bishoujo Deck. "Wait!", you say? What the heck does bishoujo mean? Well,
it literally means beautiful young girl. And that
is what gives the whole theme of the deck away. We're going to feature a deck full
of female cards as its theme. Though there will
be some cards in it that don't exactly fit into the theme, as long as there are a
lot of cards that ARE part of theme, it's okay. Of
course, this deck isn't ENTIRELY serious. This is what is called a "fun deck", or in
Japan, a "fan deck," where you make a deck
theme based on what's on the cards themselves, rather than the statistics. There
aren't a large amount of good female cards in the
series. Yes, we could go with a Harpy Ladies combo deck, but that's more suited for
JUST a Harpy Ladies combo deck. We want
something a little rounded. But we also still want to make it competitive. We have
to find the biggest female hitters on the game,
and use cards to support them. What we are going to do then is made a Bishoujo Rush
deck, which means lots of hard-hitting Monsters,
really fast. This is the best that I could come up with in thirty minutes, since I
was busy for this week. Use it as your basis,
then add and subtract cards as you see fit.
So here are the cards.
Monster Cards: (18 cards)
Cosmo Queen
Cosmo Queen
Beautiful Slayer
Beautiful Slayer
Gemini Elf
Gemini Elf
Gemini Elf
Dunamis Valkyria
Dunamis Valkyria
Dunamis Valkyria
Dark Elf
Dark Elf
Injection Angel Lilly
Black Magician Girl
Black Forest Witch
Saint Magician
Saint Magician
Cyber Pod
Magic Cards: (14 cards)
#257 Jar of Greed
Black Hole
#303 Thunder Bolt
Raise Dead
Angel's Gift
Angel's Gift
#589 Harpy's Feather Sweep
Demon's Kiss
Demon's Kiss
Demon's Kiss
Early Burial
Emissary of Obliteration
Tempest
Will
Trap Cards: (8 cards)
Magic Cylinder
Holy Barrier - Mirror Force
Blessing of God
Seductive Shadow
Imperial Decree
Aqua Symphony
Bottomless Pit Trap
Destruction Ring
~~~~~~~~~~~~~~
Ultimate Deck
~~~~~~~~~~~~~~
Here are the cards.
Monster Cards: (28 cards)
Aqua Madoor
Giant Soldier of Stone
Giant Soldier of Stone
Giant Soldier of Stone
Little Monster
Pixie
Gemini Eleves
Summoned Skull
Devils Franken
Devils Franken
Devils Franken
Angel Destroyer
Time Wizard
Tri-Horned Dragon
Kuribo
Harp Lady
Harp Lady
Harp Lady
Man-Eater Bug
Man-Eater Bug
Evil Guardian
Evil Guardian
Evil Guardian
Blue Eyes White Dragon
Blue Eyes White Dragon
Blue Eyes White Dragon
Mystical Elf
Mystical Elf
Magic Cards: (15 cards)
#193 Giant Growth
Theif
#257 Pot of Greed
#266 Change of Heart
#303 Ragieki
#316 Monster Reborn
Give and Take
Give and Take
#589 Harpys Feather Sweep
Shields of Reaveling Light
Whirlpool
Mounatin
Polymirization
Polymirization
Polymirization
Trap Cards: (7 cards)
Dark Hole
Dark Hole
Dark Hole
Kunai with Chain
Reflection
Magic/Trap Destroyer
Defending Star
Fusion Deck: (1 card)
Blue Eyes Ultimate Dragon
~~~~~~~~~~~~
Ouija Board
~~~~~~~~~~~~
The Ouija Board is a set of five cards, which are: Ouija Board, Death
Message [E], Death Message [A], Death Message [T] and
Death Message [H]. Because you need all five cards to win the game, it is much like
a "limited" Exodia set. However, compared to the
Ouija Board, Exodia is a snap to play. Like Exodia, you cannot "casually" play the
Ouija Board set in your deck, as it would mean
five slots that are eaten up. You could put something better in your deck. You NEED
to devote an entire deck around the Ouija Board,
much like Exodia. The problem with the Ouija Board is that is becomes increasingly
difficult to successfully complete the combo
because your Magic and Trap slots will cumulatively be occupied with the Message
cards. Unfortunately, the Ouija Deck is based on
reactions of your opponent. I mean Trap cards in this respect. But as stated, your
options get smaller as the combo continues.
However, on the bright side, the combo basically plays itself. You don't have to
have the cards in your hand to play it; you will be
able to play the Messages from your hand OR deck. This allows you to concentrate on
dealing with your opponent's advances. Second,
when you activate the Ouija Board, your opponent has four turns to deal with it, or
he automatically loses. PERIOD.
So here is the deck for the Ouija Board.
Monster Cards: (12 cards)
Blood Vors
Blood Vors
Mask of Darkness
Mask of Darkness
Saint Magician
Saint Magician
Fiber Pod
Big Shield Guarder
Big Shield Guarder
Swordsman From Another Dimension
Starving Girl
Starving Girl
Magic Cards: (19 cards)
Death Message [E]
Death Message [A]
Death Message [T]
Death Message [H]
Raise Dead
#257 Jar of Greed
Angel's Gift
Angel's Gift
Thunder Bolt
Black Hole
Dark Corridor
Dark Corridor
#589 Harpy's Feather Sweep
Sealing Swords of Light
Cyclone
Cyclone
#266 Change of Heart
Double Trap
Double Trap
Trap Cards: (11 cards)
Ouija Board
Ouija Board
Magic Jammer
Magic Jammer
Imperial Decree
Declaration of God
Tidal Wave
Tidal Wave
Holy Barrier - Mirror Force
Attack Nullification
Attack Nullification
~~~~~~~~~~~~~~~~~
Zero Strike Deck
~~~~~~~~~~~~~~~~~
Here are the cards.
Monster Cards: (35 cards)
Exodia the Forbidden One
Left Leg of the Forbidden One
Left Arm of the Forbidden One
Right Leg of the Forbidden One
Right Arm of the Forbidden One
Time Magician
Devil Franken
Man-Eater Bug
Rainbow Fish
Gemini Elvs
Cyber Pod
La Jinn
Battle Ox
#503
Axe Raider
#674
2 Headed King Rex
Summoned Skull
Celtic Gaurdian
Armored Lizard
Taihorn
Judge Man
Sword Stalker
Cybernetic Wyvern
Flame Cerberaus
Castle Of Dark Allusions
Meteo Black Dragon
Meteo Dragon
Cacoon Of Evulution
Giant Stone Soldier
Black Magician
Tri Horn Dragon
Blue Eyes White Dragon
TM1 Launcher Spider
BUED
Magic Cards: (11 cards)
#257 Greedy Pot
Horn of the unicorn
#193 Giant Growth
#252
#257 Greedy Pot
#266 Change Of Heart
#303 Raigeki
Reborn The Monster
#341
Demon Axe
Swords Of Reavealing
Trap Cards: (5 cards)
Magic Hats
Magic Jammer
Death Virus
Kunai With chain
#116 Pitfall
~~~~~~~~~~~~~~
Oblivion Deck
~~~~~~~~~~~~~~
Here are the cards needed.
Monsters Cards: (22 cards)
Aqua Matador
Giant Soldier of Stone
Giant Soldier of Stone
Giant Soldier of Stone
Wall of Illusions
Wall of Illusions
Wall of Illusions
#355
Suijin
Magician of Faith
Magician of Faith
Swamp Battle Guard
Lava Battla Guard
Kazejin
Blue Eyes White Dragon
Mystical Elf
Mystical Elf
Mystical Elf
#762
#762
Castle of Darkness
Sanga
MAgic Cards: (14 cards)
Horn of Unicorn
#193 Gaint Growth
Demon Ax
Demon Ax
#257 Pot of Greed
#266 Change of Heart
Theft
#303 Raigeki
#316 Monster Reborn
#589 Harpy's Feather Sweep
Polymerization
Shield and Sword
#611
Swords of Revealing Light
Trap Cards: (5 cards)
MAgical Jammer
MAgical Jammer
Mirror Force
Wing of Griffin
Explosive collar
~~~~~~~~~~~~
Mighty Deck
~~~~~~~~~~~~
Okay,
Here are the cards.
Monster Cards: (27 cards)
#15 Aqua Madol
#15 Aqua Madol
#15 Aqua Madol
#166 Giant Stone Soldier
#166 Giant Stone Soldier
#166 Giant Stone Soldier
#171 Some kind of machine
#285 Some kind of metal dragon with 2500 ack.
#285 Some kind of metal dragon with 2500 ack.
#285 Some kind of metal dragon with 2500 ack.
#360 A machine that can control the opponent monsters
#484 Summoned Skull
#484 Summoned Skull
#484 Summoned Skull
#497 Devil Franklin
#527 Time Magician
#633 Man-Eater Bug
#643 Fire Winged Pegasus
#643 Fire Winged Pegasus
#643 Fire Winged Pegasus
#674 Some kind of monster w/ blade and an attack of 1900
#674 Some kind of monster w/ blade and an attack of 1900
#674 Some kind of monster w/ blade and an attack of 1900
#681 Blue Eyes Ultimate Dragon
#920 Blue Eyes White Dragon
#920 Blue Eyes White Dragon
#920 Blue Eyes White Dragon
Magic Cards: (7 cards)
#193 Giant Growth
#266 Change of Heart
#303 Raigeki
#316 Reborn the Monster
#589 Harpy's Feather Dust
#671 Black Hole
#855 Polymerization
Trap Cards: (7 cards)
#166 Trap Hole
#166 Trap Hole
#166 Trap Hole
#393 Mirror Force
#747 Magic Jammer
#747 Magic Jammer
#747 Magic Jammer
~~~~~~~~~~~~~~~~~~~
Might of Mana Deck
~~~~~~~~~~~~~~~~~~~
Here are the required cards. Please note that the numbers are from Duel Monsters 6.
Monsters Cards: (15 cards)
#804 Black Magician 2500/2100
#805 Black Magician 2500/2100
#806 Black Magician 2500/2100
#807 Black Magician Girl 2000/1700
#679 Nyuu 1900/400
#679 Nyuu 1900/400
#808 Blood Vors 1900/1200
#873 Restricted Elven Swordsman 1400/1200
#186 Giant Stone Soldier 1300/2000
#320 Cyber Pod 900/900
#973 Morphing Jar 700/600
#251 Kuribo 300/200
#251 Kuribo 300/200
#749 Giant Soldier Guarder 100/2600
#728 Falcon Knight 1000/700
Magic Cards: (20 cards)
#265 Curtain of Black Magic
#265 Curtain of Black Magic
#291 Jar of Greed
#329 Thousand Knives
#345 Raigeki
#359 Raise Dead
#604 Hand Wipeout
#604 Hand Wipeout
#604 Hand Wipeout
#613 Angle's Gift
#613 Angle's Gift
#696 Harpy's Feather Duster
#727 Early Burial
#727 Early Burial
#730 Hurricane
#741 Revealing Swords of Light
#803 Black Hole
#911 Power of Magicians
#911 Power of Magicians
#911 Power of Magicians
Trap Cards: (11 cards)
#107 Imperial Control
#109 Imperial Decree
#282 Attack Nullification
#466 Holy Radiance
#468 Mirror Force
#846 Magic Javelin
#894 Magic Jammer
#894 Magic Jammer
#894 Magic Jammer
#895 Magic Cylinder
#1062 Call of the Living Dead
~~~~~~~~~~~
Demon Deck
~~~~~~~~~~~
Here are the cards. Please note that the numbers are from Duel Monsters 6.
Monster Cards: (17 cards)
#17 Demon Brain
#37 Armored Gargoyle (Don't know the name so I gave it one, my favorite
card for some reason)
#69 Whiptail Gargoyle
#69 Whiptail Gargoyle
#69 Whiptail Gargoyle
#248 Critter
#248 Critter
#524 Eye King of the Depths
#524 Eye King of the Depths
#524 Eye King of the Depths
#583 Summoned Demon
#583 Summoned Demon
#583 Summoned Demon
#908 Magic Sky Elder
#1055 La Djinn, Genie of the Lamp
#1055 La Djinn, Genie of the Lamp
#1055 La Djinn, Genie of the Lamp
Magic Cards: (12 cards)
#291 Greedy Jar
#300 Change of Heart
#345 Raigeki
#359 Revive Dead
#582 Demon Axe
#582 Demon Axe
#582 Demon Axe
#696 Harpy's Feather Duster
#741 Revealing Swords of Light
#803 Black Hole
#1009 Yami
#1027 Fusion
Trap Cards: (11 cards)
#120 Pitfall
#120 Pitfall
#120 Pitfall
#282 Prevent Attack/Attack Nullification
#369 Deck Destruction Virus
#468 Mirror Force
#555 Compensation for Blood/Ultimate Offering
#737 Claymore
#894 Magic Jammer
#895 Magic Cylinder
#1062 Call of the Living Dead
Fusion Cards: (1 card)
#437 Skull Bishop
~~~~~~~~~~~~~~~~~~~~~
Demon Deck Version 2
~~~~~~~~~~~~~~~~~~~~~
Here are the cards. Please note that the numbers are from Duel Monsters 6.
Monsters Cards: (18 cards)
#1
#1
#17 Demonic Brain
#37 Armored Gargoyle
#248 Critter
#248 Critter
#464 Soul Stealer
#464 Soul Stealer
#583 Summoned Skull
#583 Summoned Skull
#583 Summoned Skull
#679 Niyuu
#679 Niyuu
#679 Niyuu
#908 Ancient Fallen Angel
#1055 La Djinn, Genie of the Lamp
#1055 La Djinn, Genie of the Lamp
#1055 La Djinn, Genie of the Lamp
Magic Cards: (14 cards)
#291 Greedy Jar
#300 CHange of Heart
#345 Raigeki
#359 Revive Dead
#544 Power of Teamwork
#582 Demonic Axe
#582 Demonic Axe
#582 Demonic Axe
#696 Harpy's Feather Duster
#741 Searing Swords of Light
#741 Searing Swords of Light
#803 Black Hole
#1009 Yami
#1028 Polymerization
Trap Cards: (9 cards)
#109 Imperial Pardon
#282 Attack Nullification
#369 Deck Destruction Virus
#468 Mirror Force
#555 Ultiamte Offering
#894 Magic Jammer
#894 Magic Jammer
#895 Magic Cylinder
#1062 Call of the Living Dead
Fusion Cards: (1 card)
#437 Skull Bishop
~~~~~~~~~~~~~~~~~~~~~~~~
Black Demon Dragon Deck
~~~~~~~~~~~~~~~~~~~~~~~~
Here are the cards.
Monster Cards: (23 cards)
Blood Vors
Blood Vors
Blood Vors
Gemini Elf
Gemini Elf
Gemini Elf
Illusion Wall
Illusion Wall
Illusion Wall
cyberpod
Sphere bomb
ManEater Bug
ManEater Bug
Summoned Skull
Summoned Skull
Summoned Skull
Red Eyes Black Dragon
Red Eyes Black Dragon
Penguin Soldier
La-Djinn Spirit of the Lamp
Black Forest Witch
Android Psycho Shocker
Magician of Faith
Magic Cards: (17 cards)
Pot of Greed
Angel's Gift
Monster Reborn
Haste Burial
Polymerization
Polymerization
Change of Heart
Theft
Raigeki
Dark hole
Demon Axe
Demon Axe
Tempest
Cyclone
Harpy's Feather Duster
Swords of Revealing Light
Swords of Revealing Light
Traps Cards: (4 cards)
Imperial Decree
Magic Jammer
Thieving Goblin
Mirror Force
Fusion: (2 cards)
Black Skull Dragon
Black Skull Dragon
~~~~~~~~~~~~~~~~~~~~~~~~~
Dimensional Warrior Deck
~~~~~~~~~~~~~~~~~~~~~~~~~
Here are the cards you will need.
Monster Cards: (22 cards)
Android Psycho Shocker
Blood Volrus
Gemini Elf
Gemini Elf
Goblin Ambush Team
Goblin Ambush Team
Black Forest Witch
Black Forest Witch
Dimensional Warrior
Dimensional Warrior
Critter
Critter
Cyber Pod
Cyber Pod
Meta-mor Pod
Meta-mor Pod
Kuribou
Kuribou
Holy Magician
Holy Magician
Penguin Soldier
Killer Snake
Magic Cards: (15 cards)
Robbery
Tribute to the Dead
Tribute to the Dead
Black Hole
Thunder Bolt
Change of Heart
Pot of Greed
Angelic Donation
Emissary of Obliteration
Big Storm
Hurricane
Hurricane
Harpy Feather Sweep
Revive Dead
Hasty Burial
Trap Cards: (9 cards)
Magic Jammer
Magic Jammer
Magic Drain
Magic Drain
Magic Cylinder
Mirror Force
Imperial Pardon
Destruction Ring
Calls of the Living Dead
~~~~~~~~~~~~
Dragon Deck
~~~~~~~~~~~~
These are the cards need.
Monster Cards: (23 cards)
Red-Eyes Black Dragon
Red-Eyes Black Dragon
Lord of Dragons
Lord of Dragons
Summoned Skull
Summoned Skull
Celtic Guardian
Celtic Guardian
Battle Ox
Battle Ox
Battle Ox
Wall of Illusion
Wall of Illusion
Wall of Illusion
Blue-Eyes White Dragon
Blue-Eyes White Dragon
Blue-Eyes White Dragon
Gemini Elf
Gemini Elf
Gemini Elf
Man-Eater Bug
Man-Eater Bug
Man-Eater Bug
Magic Cards: (17 cards)
Pot of Greed
Change of Heart
Raigeki
Monster Reborn
Harpy's Feather Sweep
Horn of the Unicorn
Hurricane
The Flute of Summoning Dragon
The Flute of Summoning Dragon
Swords of Revealing Light
Swords of Revealing Light
De-Spell
De-Spell
De-Spell
Polymerization
Polymerization
Polymerization
Trap Cards: (6 cards)
Mirror Force
Magic Jammer
Magic Jammer
Trap Hole
Trap Hole
Trap Hole
Fusion Cards: (2 cards)
Blue-Eyes Ultimate Dragon
Black Demon's Dragon
-------------------------------------------------------------------------------------
---------------------------------------------
===============================
6) Kikaiders Levels & Decks
===============================
In the game when u first start out u choose from 3 stucture decks all r
basically the same but I recommend the green one. At
the beginning u can duel 4 people Yugi, Joey, Tea, Bakura, and Tristan I recommend u
duel Yugi first since he barely uses magic and
trap cards and only has a 2% chance of getting Exodia on u. Plus after 20 wins u can
get LOBEWD pack and get a BEWD. Then go on to
Joey, Tristan, Tea, and finally Bakura. Dont try to get any packs other then
LOBEWD in this Stage. Afta 2 wins for each character
u unlock stage 2 and another pack. In stage 2 u can duel some Green Hair dude, the
fisherman, Weezil, Rex Raptor, and Mai. The last
thing Ill tell u is Mai is easiest. No more strategy or will ruin lots of the fun
of the game for u. Here is were u will learn
strategy and skills. My goal was to get to stage 4 were u automatically get Premium
Pack 3 which contains BEUD.
~Stage 1: Yugi, Joey, Tristan, Tea, Bakura
~Stage 2: Green Hair Dude, Fisherman, Rex Raptor,
Weevil, Mai
~Stage 3: Exodia Dude, Light/Dark Mask, Green Mask, Guy
with scar in Forehead, Girl#1
~Stage 4: Kaiba, Yami Yugi, Yami Bakura, Malik, Girl#2
~Stage 5:Pegasus, Duel Machine, Grandpa, ???????(I
think Bandit Keith)
-------------------------------------------------------------------------------------
---------------------------------------------
===============================
===============================
8) Kikaiders Fusion Chart
===============================
. This is not all and as far as I know, I will be adding more. Until then,
here is what we have so far.
~~~~~
Note
~~~~~
To play a fusion card, you will need all the cards required to fuse, the
fusion card itself in the fusion deck, and a
Polymerization card. I will have the name of the card and the passcode under it so
you can have the card. Though I do not know
whether if the passcode works or not since I have not tested it.
Card Need | Resulting Fusion Card
1) Hinotama Soul + Monster Egg Charubin the Fire Knight
96851799 36121917 37421579
2) Firegrass + Petit Dragon Darkfire Dragon
53293545 75356364 17881964
3) One-Eyed Shield Dragon + Armill Dragoness the Wicked Knight
33064647 53153481 70681994
4) Skull Servant + Dissolverock Flame Ghost
32274490 40826495 58528964
5) Masaki the Legendary Swordsman + Flame Manipulator Flame Swordsman
44287299 34460851 45231177
6) Silver Fang + Darkworld Thorns Flower Wolf
90357090 43500484 95952802
7) Mystical Sheep #2 + Petit Angel Fusionist
83464209 38142739 01641882
8) Curse of Dragon + Gaia the Fierce Knight Gaia the Dragon Champion
28279543 06368038 66889139
9) M-Warrior #2 + M-Warrior #1 Karbonala Warrior
92731455 56342351 54541900
10) Steel Ogre Grotto #1 + Lesser Dragon Metal Dragon
29172562 55444629 09293977
11) Gigatech Wolf + Cannon Soldier Demon Labyrinth Tank
08471389 11384280 99551425
12) Murder Circus + Dreamclown Devil Box
92667214 13215230 25655502
13) King Blue Bird + Koke Eagle of Judgement
41396436 07805359 74703140
14) High Pristess + Black Forest Witch Emperor of Musicians
17358176 78010363 56907389
15) Underworld Guard + Defender of the Throne Giltia Mystic Enforcer
89272878 10071456 51828629
-------------------------------------------------------------------------------------
---------------------------------------------
===============================
9) Character's Deck
===============================
This part contain decks from the characters in this game. Note that this
will not have all the cards they have and don't go
too crazy and copy their decks. These might work in the show and in real life, these
are not as great as it many seems. In other
words, just have fun with these decks and don't take it too seriously.
~~~~~~~~~~~~~~~~~~~~~
Bakura's Occult Deck
~~~~~~~~~~~~~~~~~~~~~
Monster Cards (16 cards):
Possessed Painting
Possessed Painting
Headless Knight
Headless Knight
Demon Dream Ghost
Demon Dream Ghost
Ghost Duke
Ghost Duke
Earthbound Spirit
Earthbound Spirit
Dark Necrophia
Dark Necrophia
Critter
Critter
Lamp Spirit Ra Djinn
Lamp Spirit Ra Djinn
Magic Cards (18 cards):
Death Message E
Death Message A
Death Message T
Death Message H
Poltergeist
Dark Corridor
Dark Tutor
Dark Tutor
Thunder Bolt
Black Hole
Jar of Greed
Angel's Gift
Angel's Gift
Raise Dead
Harpy's Feather Sweep
Cyclone
Hand Obliteration
Sealing Swords of Light
Trap Cards (6 cards):
Ouija Board
Dark Spirit of Silence
Mirror Force
Magic Cylinder
Magic Jammer
Magic Jammer
There are a few combos that can be done with this deck. First of all, the most
powerful Monster that Bakura has is Dark Necrophia.
You will need three Demon Monsters in your Cemetery to summon it. This is why
all of the Monsters in the deck are demons. You
can use the Magic Jammers or Angel's Gifts to discard them. I know you're
saying that you can use the Hand Obliterations to do
that as well to get them into the Cemetery, but Hand Obliteration is in there
for another reason. The reason it's there is
combining it with the two Dark Tutor cards. The key to using Dark Tutors is
thinking, and I'll put it bluntly for everyone out
there, "Which card would REALLY screw me over right now, if my opponent got
it?" If you have both a Tutor and Obliteration in
your hand, USE IT. Most of the time, the cards that will hurt the most are:
Thunder Bolt, Black Hole, Mirror Force and Magic
Cylinder. These ones are the biggest threat to ANY duelist, whether or not you
are using a Character Deck. Ouija Board is in
there, but mainly for continuity of the character that's using it; it's more
than likely going to get trashed before you
complete the combo. Since this isn't a true Ouija Board deck, we'll just leave
it as is without any sort of recovery. Well, and
that's it for Bakura's deck. The above deck isn't very good for tournament or
serious play, but for the casual person who's just
in it for a good time, you should be able to do okay.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jounouchi's (Joey's) Warrior/Animal Warrior Deck
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monster Cards (16 cards):
Axe Raider
Axe Raider
Android Psycho Shocker
Baby Dragon
Black Forest Witch
Gear Freed
Gear Freed
Gilford the Lightning
Goblin Strike Team
Insect Queen
Landostar Swordsman
Legendary Fisherman
Panther Warrior
Rocket Warrior
Wyvern Warrior
Time Magician
Magic Cards (19 cards):
Angel's Die
Angel's Gift
Angel's Gift
Black Hole
Calling Reinforcements
Cyclone
Fusion
Harpy's Feather Sweep
Hurricane
Jar of Greed
Lightning Sword
Lightning Sword
Quiz
Raise Dead
Resilient Warrior
Scapegoat
Sealing Swords of Light
Shield in the Right Hand, Sword in the Left Hand
Thunder Bolt
Trap Cards (5 cards):
Chained Boomerang
Demon's Die
Grave Digger
Magic Arm Shield
Pit Trap
Fusion Deck (2 cards):
Dragon-Riding Wyvern
Thousand Dragon
Jounouchi has too many non-themed cards to go for his deck. Yeah, it's a Warrior
and Animal Warrior deck, but not much is there to
actually SUPPORT that theme. After all, this is just a Character Deck as it is.
There are no real combos. Psycho Shocker,
Gilford and the Insect Queen are about the only heavy hitters that Jounouchi
has (Remember, at this point in Battle City, Yugi
still had his Red Eyes). He has a few high attack strength level four Monsters.
Use some of the Traps and Magic cards to keep
you alive until you can get something better out. Other than that, Jounouchi's
deck isn't that great.
~~~~~~~~~~~~~~~~~~~~~~~~~
Mai's New Amazoness Deck
~~~~~~~~~~~~~~~~~~~~~~~~~
Monster Cards (17 cards):
Harpy Lady SB
Harpy Lady SB
Harpy Lady SB
Harpy Lady Triplets
Harpy Lady Triplets
Harpy Lady Triplets
Harpy's Pet Dragon
Black Forest Witch
Critter
Critter
Amazoness Archer
Red Guardess
Dancing Faeries
Dancing Faeries
Bird Face
Bird Face
Saint Magician
Magic Cards (17 cards):
Black Hole
Cyclone
Harpy's Feather Sweep
Jar of Greed
Angel's Gift
Raise Dead
Sealing Swords of Light
Thunder Bolt
Ten-Thousand Reflections
Ten-Thousand Reflections
Cyber Bondage
Cyber Bondage
Cyber Bondage
Early Burial
Desert Storm
Desert Storm
Welcome For the Dead
Trap Cards (6 cards):
Silver Mirror Wall
Silver Mirror Wall
Magic Jammer
Thunder Break
Seductive Shadow
Seductive Shadow
Mai doesn't have many combos. If you're playing this deck, concentrate on getting
the Harpy Lady SB out -- the Black Forest Witch
and Bird Face cards will help you with that. Play the Ten-Thousand Reflections
to get the Triplets out, and power them up with
the Cyber Bondage card, in combination with the Desert Storm card. Seductive
Shadow will prevent some of those pesky Flip Effect
Monsters.
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could you please help me find the names of the missing card on the list and could
you find anty cards i missed on the card list and any pascodes aND MAKE SURE TO E-
MAIL any mistakes to [email protected]
That is it for now, more will come as soon as I have the information. Hope
this had helped you as much as possible.
Remember that some of the information here may not be correct. Please let me know of
anything that is wrong so I can change it as
soon as possible. If you would like to contact me for any reason, please e-mail to
[email protected]



