YuGi-Oh! Shadow Game

                                                                                    

(Brought to you by the Wandering Duelist)

 

1.      A Shadow Game requires the necessary requirement for an official YuGi-Oh! Duel.

2.      A shadow Game requires a six-sided , a ten-sided dice, and a twenty-sided dice

3.      At the beginning of each turn, a Player must roll on the Shadow Realm List before the Draw Phase. This is considered the Shadow Phase.

4.      Shadow Realm effects are immune to card effects that negate and destroy other card effects.

5.      Resolve all Shadow Realm effects before the Draw Phase.

6.      If a Player’s Life Point total is reduced to 0 or lower by another Player, set it to 0 and have him/her(the Player at 0 Life Points) make a roll on the Shadow Realm List. If the Shadow Realm Effect increases Life Point totals, the Player with 0 Life Points receives the increase and stays in the game.

7.      If a Shadow Realm Effect should lower a Player’s Life Points to 0 or lower, that Player is allowed 3 Shadow Realm rolls to save his/her Life Points.

8.      If a Player should run out of cards to draw as the result of a Shadow Realm Effect, that Player may shuffle all cards in his/her hand , Graveyard, and on field back into his/her deck and draw 5 cards.

9.      Card effects may not be activated during the Shadow Phase. Any continuous card effects activated before the Shadow Phase are in effect during the Shadow Phase.

10.  All Shadow Realm Effects must be resolved by Players to the best of their ability to meet the conditions of the effects rolled.

11.  Shadow Games are recommended for multi-player free-for-all matches.

 

 

YuGi-Oh! Shadow Realm Effects

 

1.        Fairy’s Haven – All Fairy Sub Type monsters gain 300 ATK and DEF until the end of the turn.

2.        Grassy Plains – All Warrior and Beast Warrior Sub Type monsters gain 300 ATK and DEF until the end of the turn.

3.        Mountain Summit – All Dragon, Thunder, and Winged Beast Sub Type monsters gain 300 ATK and DEF until the end of the turn.

4.        Deep Forest – All Insect, Plant, Beast, and Beast Warrior Sub Type monsters gain 300 ATK and DEF until the end of the turn.

5.        Vast Ocean – All Aqua, Thunder, Sea Serpent, and Fish Sub Type monsters gain 300 ATK and DEF until the end of the turn.

6.        Desert Wastes – All Rock, Dinosaur, Reptile, and Zombie Sub Type monsters gain 300 ATK and DEF until the end of the turn.

7.        Dark Moon – All Fiend and Spellcaster Sub Type monsters gain 300 ATK and DEF until the end of the turn.

8.        Concrete Jungle – All Machine Sub Type monsters gain 300 ATK and DEF until the end of the turn.

9.        Magma Tunnels – All Rock and Pyro Sub Type monsters gain 300 ATK and DEF until the end of the turn.

10.     Zero Gravity Chamber – All monsters have their ATK values set to 0 until the end of the turn.

11.     Tight Hallway – Only 1 monster on your and your opponent’s field may be engaged in Battle until the end of the turn.

12.     Mine Field – Number each space in all players’ Monster Card Zones from 1 to 5. Roll a six-sided dice. If 1–5 is rolled, destroy any Monsters in the corresponding space. If a 6 is rolled, nothing happens. Any monsters Summoned, Set, or Special Summoned onto a corresponding space will be destroyed and sent to the Graveyard.

13.     Haunted Cemetery – All players may put a Zombie or Spirit Sub Type monster from their Graveyards into play as a Special Summon.

14.     Lucky Number 7 – Level 7 monsters may be normal Summoned without a sacrifice until the end of the turn.

15.     Pharaoh’s Estate – All Players gain 200 Life Points for each card they control on the field.

16.     Pharaoh’s Tomb – All Players lose 100 Life Points for each card in their Graveyards.

17.     Fiber Garden – All Players shuffle their Graveyards, cards in hand and cards on field into their decks and draw 5 cards.

18.     Hall of the Sphinx – All Level 8 and higher monsters require only 1 sacrifice until the end of the turn.

19.     Shrine of Mercy – No monsters may be sent out of play or to the Graveyard by a card effect or through Battle until the end of the turn.

20.     Time Wizard’s Sanctuary – Flip a coin. Each Player picks Heads or Tails. Call it right and nothing will happen; call it wrong and all monsters on your field are destroyed, lose half the ATK points of monsters destroyed by this effect. If you call it right, you may use the effect of [The Dark/Black Robed Sage] to Special Summon it. [Thousand Dragon] may also be Special Summoned by Tributing [Baby Dragon].

21.     Temple of Ra – Any monster Special Summoned may attack the turn it is summoned regardless of whose turn it is until the end of the turn. Priority Order of Battle Phases begin with the Player whose turn it currently is and continues in order of turns.

22.     Temple of Osiris – All monsters in Attack position gain 200 ATK for each card in their controllers’ hands until the end of the turn. All monsters in Defense position gain 200 DEF for each card in their controllers’ hands until the end of the turn.

23.     Temple of Obelisk – Increase the ATK of any monster Tribute or Ritual Summoned by the ATK of the monster(s) sacrificed until the end of the turn.

24.     Dian Keto’s Workshop – Increase all Life Point totals by 1000. If a Player’s Life Point total is less than 1000, increase it by 3000.

25.     Thieves’ Fort – All Trap card effects are negated until the end of the turn.

26.     Silent Hills – All Magic card effects are negated until the end of the turn.

27.     Dragon’s Paradise – All Players may Special Summon Dragon Sub Type monsters in Face Up Attack mode from their hands this turn. Dragon Sub Type monsters on the field may not be targeted by Magic, Trap, or Monster card effects until the end of the turn.

28.     Amazon Village – All Monster cards with female pictures gain 500 ATK and DEF until the end of the turn. All cards with [Amazoness] in their names have Battle Damage done to them reduced to 0 until the end of the turn.

29.     Trinity Shrine – All Level 3 monsters gain 1000 ATK. Monster Cards with [Kazejin/Hyuuga], [Suijin/Suunga], or [Sanga/Saanga] in their name may be Special Summoned to the field in Face Up Defense Position.

30.     Toon Dimension – Toon monsters may be Special Summoned to the field. All Toon monsters Special Summoned using this field effect may attack the turn they are summoned.

31.     Field of Thorns – If a monster attacking another monster in Defense Position has a lower ATK value than the DEF value of the monster it attacks, destroy the attacking monster. This effect lasts until the end of the turn

32.     Soldier’s Battleground – Only Warrior and Beast Warrior Sub Type monsters may attack  until the end of the turn.

33.     Black Scorpion Sub-Caverns – All Players’ monsters receive the following effect(s) until the end of the turn - [Choose one of three effects: if your monster inflicts battle damage to your opponent’s Life Points, (a)discard a card randomly from his/her hand or (b)draw a card or (c)destroy a Magic or Trap card on his/her Magic/trap Card Zone.]

34.     Temple of Exodia  - Shuffle all cards with [Exodia the Forbidden One], [Left Leg of the Forbidden One], [Right Leg of the Forbidden One], (Left Arm of the Forbidden One], and [Right Arm of the Forbidden One] in their name back into their owners’ decks. All Players draw two cards.

35.     Ancient Egyptian Ruins – All Players gain 200 Life Points for each Magic card in their Graveyards.

36.     Pyramid of Yami – All Spellcaster Sub Type monsters gain 200 ATK and DEF for every card in their owners’ Magic/Trap Card Zones until the end of the turn. All Players may pay 2000 Life Points to Special Summon a [Dark/Black Magician] from their decks.

37.     Trembling Gaia – All Face Up Attack Position monsters are destroyed. All Face Down Defense Position monsters are flipped face up. Flip/Reverse effects are activated.

38.     Kingdom of Tsurugi – All Players lose 300 Life Points for each card in their Magic/Trap Card Zones.

39.     Level 4 Beat-Down Coliseum – All monsters on the field are destroyed. All Players may Special Summon a Level 4 monster from their decks. Any monster Summoned that is not Level 4 is immediately destroyed.

40.     Search For The Millennium Items – You may roll on the [Millennium Items] List.

41.     Battle City – Shuffle all rare cards on field and in Graveyard back into their decks. All Players search from the top of their decks until a rare card is revealed. Put the rare card into play as a Special Summon if it is a Monster card. Set it Face Down on the field if it is a Magic or Trap card. Place all other cards revealed this way into the Graveyard.

42.     Ultimate Rare Hunter – Take control of target Face Up rare card on the field.

43.     Greedy Bargain – Lose 500 Life Points. Draw 1 card.

44.     Wet Floor – Double all Battle Damage inflicted by Thunder monsters that attack  Life Points directly this turn.

45.     Palace of Union – Union Monster cards may be equipped on to any monster this turn.

46.     Legendary Duels – Make a roll on the [Legendary Duelists] List.

47.     Altar of Resurrection – All Players may discard up to 2 cards in hand. For each card discarded this way, gain 1200 Life Points.

48.     Angel’s Charity Soup Kitchen – All Players may pay 1000 Life Points or discard a card in hand to draw two cards. This may only be done once this turn.

49.     Royal Hall of Guardians – All Players may Special Summon a card with [Guardian] in its name from their hands in Face-Up Attack mode.

50.     Holy Elf’s Chapel – Gain 100 Life points for each card on the field.

51.     Nobleman’s Auction House – Remove any card on the field from play. Remove all copies of the card in all Players’ decks from play.

52.     Zone of Restriction – Bring a card from your deck to your hand that has been limited to one per deck.

53.     Millennium Worm Hole – Skip your turn. Until your next turn, you and your cards are unaffected by Battle, or any card/Shadow Realm effects. At the end of your next turn, take  an extra turn.

54.     Island of Freedom – All monsters return to their owner’s control.

55.     Dungeon Dice Room – Roll 1d6. You may Special Summon a monster from your hand with a level equal to the number rolled.

56.     Circle of Shadows – Switch your Life Point total with target Player.

57.     Ultimate Fighting Ring – Destroy all Equip cards on the field and negate all effects that alter a monster’s ATK and DEF values until end of turn.

58.     Wild Savannah  – All Beast and Beast Warrior Sub Type monsters destroy any monster that they  attack this turn. Flip Effects are still activated.

59.     Heavy Gravity Chamber – All monsters of Level 4-6 have their base ATK and DEF values halved this turn. All monsters of Level 7+ have their base ATK and DEF halved and can not change their positions this turn.

60.     Hyper Velocity Sphere – All Battle Damage is doubled this turn.

61.     River of Life Points – Roll 1d6. Gain 300 Life Points multiplied by the number rolled.

62.     Fire Storm Valley – Destroy all Field Magic cards this turn. All players lose 500 Life points.

63.     Magical Fusion Laboratory – Fusion Summons do not require a [Fusion/Polymerization] card this turn.

64.     Pool of Destruction – Destroy all cards in all Players’ hands and fields. Until your next turn, no Player may declare an attack.

65.     Copycat Kingdom – Create a proxy of any card Face Up on the field or in any player’s Graveyard. Place that proxy in your hand as a card you may play as your own card.

66.     Dragon Hunting Grounds – All Players may Special Summon a [Buster Blader] from their decks, hands or Graveyards.

67.     Imperial Court – Until your next turn, no Player may play a Magic, Monster, or Trap card effect.

68.     Throne of the Gods – All Players number the spaces in their Monster Card Zones 1-5. Roll 1d6. If a number 1-5 is rolled, destroy all monsters not in that space. If a six is rolled, roll again.

69.     8 Ruler Cathedral – Until your next turn, only Level 8 monsters may be Set, Summoned, or Special Summoned.

70.     Bounty Hunter’s Guild – For each monster you destroy in Battle this turn, gain 800 Life points or draw a card.

71.     Quiz Master’s Hall – Guess the bottom most Monster card in target Player’s Graveyard. If you guess right, gain 2500 Life Points.

72.     Distressing Road Fork – Choose one of two effects: (a) Lose 2000 Life Points or (b) target opponent draws one card.

73.     Penalty Box – You may have one of your Face-Up Attack mode monsters attack your opponent’s Life Points directly this turn. If this happens, send the attacking monster to the Graveyard at the end of the turn.

74.     Well of Healing – For each card you Set or Play this turn, gain 300 Life Points.

75.     Desperate Blast Zone – You may pay all but 1000 of your Life Points to destroy all cards on the field.

76.     Weenie Village – All Face Up monsters of Level 4 or higher are sent out of play this turn.

77.     Fields of Blood – Until your next turn, if a monster attacks another monster in Defense mode, take the difference between the attacking monster’s ATK and the Defending monster’s DEF and subtract the amount from both Players’ Life Points.

78.     Shadow Game Arena – For the next d6 turns, monsters may be Special Summoned from hand at the cost of Life Points equal to the combined ATK and DEF of the monster.

79.     Plains of Reversal – All Trap cards are considered Magic cards and all Magic cards are considered Trap cards this turn.

80.     Shifting Dimension – Switch control of all cards on your field with all the cards on the next player’s field.

81.     Altar of Sacrifice – You may destroy any number of cards on your field and in your hand. For each card sacrificed this way, gain 600 Life Points.

82.     Shadow Game Tax Office – For each card in your hand and on your field, lose 200 Life Points.

83.     Gravekeeper’s Morgue – All Players must discard a card from the top of their deck for each card in their graveyards.

84.     Faithful Spring – you may play 1 Magic Card from your Graveyard this turn as if it were in your hand.

85.     Gulf of Squalls – Destroy all Magic and Trap cards on the field.

86.     Trap Master’s Villa – All Players may bring back a trap card from their graveyards and Set it Face Down on the field. These Trap cards may not be activated until the next person’s turn.

87.     Genetic Research Laboratory – Name a Main type and a Sub Type. All monsters on the field adopt these attributes until an odd number is rolled during the Shadow Phase.

88.     Haunted Mansion – All Zombie/Undead and Spirit Sub Type monsters may inflict Direct Damage this turn. At the end of this turn, all Zombie/Undead and Spirit Sub Type monsters are returned to their owners’ hands.

89.     Imperial Extermination – Name a Monster card. All Players must remove the named monster card and all copies of the card in their hands, decks and Graveyards from play.

90.     Imperial Cross-Out - Name a Magic/Trap card. All Players must remove the named monster card and all copies of the card in their hands, decks and Graveyards from play.

91.     Card Confusion – Switch all cards in hand with all of target Player’s cards in hand.

92.     Trade Off – Draw up to 3 cards. For each card you draw, lose 2000 Life Points or target opponent gains 1000 Life Points.

93.     Koala Trap – All Players lose 400 Life points for each card in their hands.

94.     Defector Champions – If you have no monsters on your field, take control of up to 5 of your opponents’ monsters on the field.

95.     Illusion of Power – Gain 10,000 Life Points. Lose 10,000 Life points on your next turn.

96.     Magic Booster – Negate all costs for Magic cards played until end of turn.

97.     Trap Booster – Negate all costs for Trap cards played until end of turn.

98.     Card Catapult – Discard any number of cards from your hand. For each card discarded this way, inflict 1000 points of Direct Damage to target opponent’s Life Points.

99.     Skull Party – Until your next turn, all Players lose 300 Life Points for each of their cards that are sent to the Graveyard.

100.  Shadow Surge – Pick any Shadow Realm Effect and duplicate it for this turn.

101.  Curse of Pharaoh – Until your next turn, lose 400 Life Points for every card on your field that is sent to the Graveyard.

102.  Wish of the Mystical Genie – Play a Monster card from outside the game as a Special Summon. This monster can not be a Fusion or Ritual monster.

103.  Chain of the Doomed – Lose 1000 Life Points or 1 monster. If you have no monsters on the field, you must lose 1000 life Points. You may pay 500 life Points to pass this effect on to the next Player. This Shadow Phase continues until a Player decides not to pay the 500 Life Points. 

104.  Power of Friendship – You may siphon 1000 of your Life Points to another Player’s Life Point total. If you do, draw 2 cards.

105.  Test of Manhood – All cards with [Man] in their name receive the following effect: If this monster attacks another monster in Defense mode with a lower DEF value than the attacking monster’s ATK value, inflict Direct Damage to the defending Player’s Life Points equal to the difference.

106.  Absolute Denial – Negate and destroy all opponent’s Magic, Monster, and Trap card effects this turn.

107.  Sangan’s Revenge  – Until your next turn, increase the base ATK value of all Level 3 or lower monsters by 2000.

108.  Possession of Soul – A Ghost Token comes into play. Treat it as an Equip to the target Face Up monster of your choice. The Ghost Token allows you to force that monster to attack any target during its controller’s turn as if the controller were declaring an attack with it. The Ghost Token occupies a space in the controller’s Magic/Trap card Zone and remains until destroyed.

109.  Redirection of Pain – Direct all Battle Damage inflicted on your Life Points this turn to another Player.

110.  Ragnarok – Destroy all cards on the field. All Players may Special Summon a Tribute monster from their hands in Face Up Attack or Face Down Defense mode.

111.  Apocalypse – Destroy all cards in all Players’ hands. All Players skip their next Battle Phase.

112.  Rapture – Destroy all cards in all Players’ hands and fields. All Players draw 3 cards.

113.  Viral Infection  - Name a Sub Type. All monsters on the field with that Sub Type are sent to the Graveyard.

114.  Fool’s Choice – Roll 1d6. Choose one: (a) All Players gain 200 Life Points multiplied by the number rolled. (b) All Players lose 500 Life Points multiplied by the number rolled. (c) Target Player loses 100 Life Points multiplied by the number rolled.

115.  Castle of Fortitude – All monsters in Defense mode gain 700 DEF this turn.

116.  Misdirected Legions – Until your next turn, Players may only attack the next Player in order of turns.

117.  Mischievous Demon Signs – Reverse the order of turns.

118.  War of Wizards – During this Shadow Phase, All Face Up Attack mode Spellcaster Sub Type monsters get a special Battle Phase. They can only target other Face Up Spellcaster monsters. Do this in order of turns. Traps may be activated. If you have a Face Up Attack mode Spellcaster Sub Type monster on the field, you must attack any legal targets of this Shadow Realm effect.

119.  Time Assassin’s Game – Pick a target Player. Toss a coin and have targeted Player call it. Loser of the coin toss skips his/her next turn. The turn of this Shadow Realm effect does not count as the next turn.

120.  Card Destroyer Cannon – Target Player discards 1d6 cards from his/her hand.

121.  Japanese Command Module – Place any Japanese card from your deck to your hand.

122.  English Command Module – Place any English card from your deck to your hand.

123.  Ultimate Muscle Contest – All Players take out the strongest ATK value Monster card from their deck. The Player with the highest ATK value gains 1000 Life Points. All other Players lose 500 Life Points. Shuffle monsters back into decks afterwards.

124.  Court of Confessions – Flip all Face Down cards on the field Face Up. Place Magic and Trap cards Face Down again without activating their effects. Monsters remain in Face Up position. Flip/Reverse effects are not activated.

125.  Invincible Idiot – Until your next turn, all of your monsters can not be destroyed or sent out of play in any way. This includes Tributing. All Battle Damage to your Life Points is negated until the end of this turn. All monsters that your monsters attack during this turn are destroyed.

126.  Shadow Storm – In order of turns, all Players make a Shadow Realm roll.

127.  Dark Assault – Increase the ATK of all Dark monsters by 500 until the end of this turn.

128.  Ground Combat – Increase the ATK of all Earth monsters by 500 until the end of this turn.

129.  Gales of War – Increase the ATK of all Wind monsters by 500 until the end of this turn.

130.  Naval Conflict – Increase the ATK of all Water monsters until the end of this turn.

131.  Burning Invasion – Increase the ATK of all Fire monsters until the end of this turn.

132.  Shining Incursion – Increase the ATK of all Light monsters until the end of this turn.

133.  Shadow Singularity – Remove all monsters on the field from play.

134.  Legendary Weaponry – Make a roll on the Legendary Weapons List.

135.  Master of Black Magician – Return all [Dark/Black Magician] cards from the Graveyard on to the field as Special Summons. [Dark/Black Magician] cards can be Normal Summoned from hand this turn without sacrificing monsters. All [Dark/Black Magician] monsters gain 600 ATK until end of turn.

136.  Yin Yang Coin Flip – Flip a coin. Heads, you lose 1000 Life Points. Tails you gain 1000 Life Points.

137.  Vampire Curse – Target Face Up monster becomes a [Dark/Undead-Zombie/ATK 1000/DEF 1000] and gains the following effect: For every 100 Life Points sacrificed by controller of this monster, increase this monster’s ATK and DEF by 200 for the Damage Step of a Battle Phase.

138.  Shin-Gan’s Blessing – You may use any Light monster you control as a Fusion substitute this turn.

139.  Vasago’s Destruction – You may use any Dark monster you control as a Fusion substitute this turn.

140.  Shadow Dice – Roll 1d6. Lose 300 Life Points multiplied by the number rolled.

141.  King of the Hill – The next player to destroy a monster in Battle draws 2 cards.

142.  Garden of Man-eater Bugs – Destroy target monster.

143.  Barter Agreement – If you control a monster on the field, you may switch control of it with another player’s monster on the field.

144.  Volley of Cannons – All Players may Tribute a monster on their field to inflict 400 points of direct damage to a target Player’s Life Points this turn. Treat this ability as Spell Speed 3.

145.  Army of Kuribos – In every available space in all Players’ Monster Card Zones, place a Kuribo token [Dark/Fiend/ATK 300/DEF 200] in Face Up Defense mode. These tokens can not be used as sacrifices or to attack.

146.  Requisition of Souls – Return all monsters on the field to their owners’ hands.

147.  Widespread Downsizing – All players must send 1 monster and 1 Magic/Trap card on their fields to the Graveyard.

148.  Just Banquet – For every monster that a Player controls on the field, inflict 500 points of Direct Damage to that Player’s Life Points. This affects all Players.

149.  Pools of Greed – All Players draw 2 cards.

150.  Lovely Wishes – Gain 500 Life Points. Gain an additional 500 Life Points for every card that you draw this turn.

151.  Twisted Illusions Ritual – Sacrifice any opponent’s monster on the field to Special Summon a monster from your hand this turn. This can only be done once.

152.  Revival of Shadows – All players may Special Summon 1 monster from their Graveyard in Face Down Defense mode.

153.  Sucker Punch – Target Player loses 1000 Life Points.

154.  Grand Theft – Roll 1d6 and divide by 2, rounded up. Take control of up to that number of opponents’ monsters. Return control of the monsters at the end of this turn.

155.  Dimension Warp – All cards on the field are shifted to the next Player’s control in order of turns.

156.  Price of Fame – The Player with the highest Life Point total loses half of his Life points.

157.  Return Investment – You may sacrifice 1 monster on the field to gain 1500 Life Points. This may only be done once.

158.  Monster Hunter – Each player reveals the top card of his deck. If it is a Monster card, that card goes into the Player’s hand. Magic and Trap cards revealed this way are sent directly to the Graveyard.

159.  Heart of the Cards – In order of turns, one by one, each Player declares the name of one of his/her cards. That Player reveals the top card of his/her deck. If it is the card named, that Player puts the card into his/her hand. If it is not the card named, shuffle it back into the deck.

160.  Heart of the Dice – Each Player rolls 1d20. The Player with the highest roll may either draw 1d6 cards or gain 1d6 x 300 Life Points.

161.  Victory of the Meek – All Face Up monsters with the highest ATK value on the field are destroyed.

162.  Victory of the Mighty – All Face Up monsters with the lowest ATK value on the field are destroyed.

163.  Test of Friendship – Target Player must either lose half of his/her Life Points or give a quarter of his/her Life points to another Player. This effect may only occur if there are at least 3 Players left in play.

164.  Sacrificial Blood Offering – For every 1000 Life Points that you pay this turn, you may draw a card.

165.  Magical Plague – All players must reveal their hands. Destroy all Magic cards revealed this way.

166.  Shadow Drain – Reduce target Face Up monster’s ATK and DEF to 0 until the end of the turn.

167.  Deck Destruction Challenge – Pick a target opponent. Both of you must reveal cards from the top of your decks until a Monster card is revealed. The Player with the higher level monster gets to place the revealed cards into his hand. The Player with the lower level monster must send all cards revealed to the Graveyard. If a tie results, both Players send all cards revealed to the Graveyard.

168.  The Lone Soldier – Target a monster. Destroy all monsters but the target monster on the field.

169.  Internal Revenue Service – All Players may pay 200 Life Points for each card that they control on the field or they must send it to the Graveyard.

170.  Gift of Faith – All Players may return a Magic card from their Graveyards to their hands.

171.  Support From Beyond – Gain 100 Life Points for every monster card in your Graveyard.

172.  Bloody Explosion – Destroy target Face Up monster on the field. Inflict Direct Damage to all Players’ Life Points equal to the target monster’s ATK value.

173.  Invisible Danger – Until your next turn, you may play a non-continuous Trap card directly from your hand as if it were Face Down on the field.

174.  Deck Master – Play any card from your deck as if it were in your hand this turn. For every card you play this way, pay 2000 Life Points. [Exodia] pieces and [Ouija Board] Trap cards may not be played by this effect.

175.  Musical Cards – All Players give the cards in hand to the next Player in order of turns.

176.  Legendary Summon – Make a roll on the Legendary Monsters list.

177.  Seal of Exodia – All [Exodia] pieces in all Players’ decks are taken out of play until the next time a Player’s Life Points are brought down to 0. When this occurs, all players may shuffle their [Exodia] pieces back into their decks.

178.  Inago’s Curse – Destroy all opponents’ Magic and Trap cards on the field.

179.  Celtic Banishment – Destroy all tokens on the field.

180.  Contract of Souls – Return all cards in all Player’s hands and fields back to their owners’ control.

181.  Time Destruction Ray – Target player skips his/her next turn.

182.  Hot Potato – Put a [Hot Potato] token into play. This token counts as a Field Magic card on your field. During the Standby Phase of the controller of this Magic token, deal 500 points of Direct Damage to the controller. At the end of the controller’s turn, he/she passes control of the [Hot Potato] token to the next Player.

183.  Smoking Pipe – Put a [Smoking Pipe] token into play. This token counts as a Field Magic card on your field. During the Standby Phase of the controller of this Magic token, the controller gains 500 life Points. At the end of the controller’s turn, he/she passes control of the [Smoking Pipe] token to the next Player

184.  Treasure of the Pharaoh – Draw 2 cards.

185.  Early Birthday Gift – All opponents must put a card from their hands to yours. You may play these cards as if they were your own.

186.  Book of Anubis – Gain a [Proof of Life] counter. If your Life Points are brought to 0, you may tribute the [Proof of Life] counter to bring your Life Point total to half its starting value.

187.  Book of Pharaoh – Gain a [Imperial Execution] counter. You may tribute this counter at any time to destroy a monster on the field or deal 1000 points of Direct Damage to an opponent’s Life Points.

188.  Book of the High Priest – Gain a [Ritual of Life] counter. You may tribute this counter whenever a Player plays a monster destruction effect to save 1 monster on the field.

189.  Time Trap – Skip the rest of your turn.

190.  Card Emporium – Look a target opponent’s hand. Take 1 card from his/her hand into your own. You may play this card as if it were your own.

191.  Magical Buffet – Gain 100 life Points for every card in your and your opponents’ Magic/Trap Card Zones.

192.  Dangerous Grudge – You may reduce target Player’s Life Point total to 0. If you do this, that Player may roll 5 times on the Shadow Realm Effects.

193.  Oath of Mercenaries – Until your next turn, Players must pay 500 life points for each attack that they declare.

194.  Tomb Raiders – Send all cards currently in your Graveyard out of play.

195.  Price of Cowardice – Destroy all Face Down Defense monsters on the field.

196.  Cadaver Swapping – Switch your Graveyard with target Player.

197.  Dangerous Play – All Players lose half of their Life Points.

198.  Mystical Monsoon – Return all cards on the field to their owners’ hands.

199.  Target Dummy – Choose a target Player. Until your next turn, all Players must declare their attacks against that Player.

200.  Shadow Realm Master Control Room – Choose one of three effects: (a) Duplicate any of the above Shadow Realm Effects, (b) Roll Shadow Realm twice, or (c) Receive a [Shadow Negation] counter that can be Tributed to negate the effects of a Shadow Realm roll.

 

                        Legendary Monsters

 

***Only 1 of these monster tokens each may be on the field at any given time.

 

12.     Royal Bodyguard– Put a [Royal Bodyguard/Earth/Warrior/Level 10/ATK 1500/DEF 4500] monster token into play as a Special Summon in Face Up Defense mode. This token can not attack, and can not change its mode no matter what. This token can not be used as a sacrifice. This monster may be sacrificed to negate all Battle and Direct Damage for 1 turn.

13.     Union Master – Put a [Union Master/Wind/Spellcaster/level 5/ATK 1900/DEF 2100] monster token into play as a Special Summon in Face Up Attack mode. This monster token can be used to attack but can not be used as a sacrifice. This token has the following effect: this monster may be equipped with any number of Union monsters. For every Union monster Equipped to this card, increase its ATK by 500.

14.     Super Shadow Assassin – Put a [Super Shadow Assassin/Dark/Warrior/Level 3/ATK 1200/DEF 100] monster token into play as a Special Summon in Face Up Attack mode. This monster can be used to attack but can not be used as a sacrifice. This token has the following effect: This monster may attack your opponent’s Life Points directly. If there is more than one opponent, this monster may attack all opponents’ Life Points directly. Monsters may not target [Super shadow Assassin].

15.     Chameleon Princess – Put a [Chameleon Princess/Fire/Reptile/Level 4/ATK 2000/DEF 1000] monster token into play as a Special Summon in Face Up Attack mode. This token may be used to attack but can not be used as a sacrifice. This token has the following effect: once during your or your opponent’s turn, this monster may change its Main Attribute to another. Monsters of the same Main Attribute may not target [Chameleon Princess].

16.     Liquid Jinzo – Put a [Liquid Jinzo/Water/Machine/Level 6/ATK ???/DEF ???] monster token into play as a Special Summon in Face Up Attack or Defense mode. This token may be used to attack but can not be used as a sacrifice. This token has the following effect: Once per turn, this monster may copy the ATK, DEF, and monster effect of any Monster on the field or in any player’s Graveyard. Liquid Jinzo may not copy Fusion, Ritual or Legendary Monsters.

17.     Bahamut, King of Dragons – Put a [Bahamut/Light/Dragon/Level 12/ATK 4000/DEF 4000] token into play in Face Up Attack or Defense mode. This token may be used to attack but can not be used as a sacrifice. This token has the following effect: Dragons can not target this monster. If an opponent has a Dragon Sub Type monster on his/her field when the [Bahamut] token is summoned, inflict 1000 points of Direct Damage to his/her Life Points. As long as this monster is on the field, Monster, Magic, or Trap card effects may not target Dragons.

 

Legendary  Weapons

 

NOTE: Only 1 each of these Legendary Weapon tokens may be in play at any given time.

 

1.        Excalibur – Put an Excalibur token into play. Treat this as an Equip Magic card that can not be destroyed by a Magic, Trap, or Monster effect. Place it on one of your Face Up monsters. If you can not do this, then place it on the next Player who has a Face Up monster on the field and a space in their Magic/Trap Card Zone. If no Player has an available space for the Excalibur token, or if there are no monsters on the field, destroy the token. The Excalibur token has the following effects: Increase the ATK and DEF of equipped monster by 1200. Monster or Trap card effects can not destroy the equipped monster. The equipped monster can not be destroyed in Battle.

2.        Spell Buster – Put a Spell Buster token into play. Treat this as an Equip Magic card that can not be destroyed by a Magic, Trap, or Monster effect. Place it on one of your Face Up monsters. If you can not do this, then place it on the next Player who has a Face Up monster on the field and a space in their Magic/Trap Card Zone. If no Player has an available space for the Spell Buster token, or if there are no monsters on the field, destroy the token. The Spell Buster token has the following effects: Increase the ATK and DEF of the equipped monster by 800. All Magic card effects are negated as long as this Equip token remains on the field. If the equipped monster is a Spellcaster Sub Type monster, increase the ATK and DEF by 1600 instead.

3.        Deck Buster – Put a Deck Buster token into play. Treat this as an Equip Magic card that can not be destroyed by a Magic, Trap, or Monster effect. Place it on one of your Face Up monsters. If you can not do this, then place it on the next Player who has a Face Up monster on the field and a space in their Magic/Trap Card Zone. If no Player has an available space for the Deck Buster token, or if there are no monsters on the field, destroy the token. The Deck Buster token has the following effects: Increase the ATK of the equipped monster by 1500. If the equipped monster inflicts Battle Damage to your opponent’s Life Points, choose one of 2 effects: (a) Discard up to 2 cards randomly from your opponent’s hand. (b) Discard the top 5 cards of your opponent’s deck.

4.        Soul Hunter – Put a Soul Hunter token into play. Treat this as an Equip Magic card that can not be destroyed by a Magic, Trap, or Monster effect. Place it on one of your Face Up monsters. If you can not do this, then place it on the next Player who has a Face Up monster on the field and a space in their Magic/Trap Card Zone. If no Player has an available space for the Soul Hunter token, or if there are no monsters on the field, destroy the token. The Soul Hunter token has the following effects: Increase the ATK of the equipped monster by 500. If this monster is in Defense mode, switch it to Attack mode. The equipped monster may not change its mode. Trap card effects do not affect the equipped monster. This monster may attack your opponent’s Life Points directly.

5.        Monster Slayer – Put a Monster Slayer token into play. Treat this as an Equip Magic card that can not be destroyed by a Magic, Trap, or Monster effect. Place it on one of your Face Up monsters. If you can not do this, then place it on the next Player who has a Face Up monster on the field and a space in their Magic/Trap Card Zone. If no Player has an available space for the Monster Slayer token, or if there are no monsters on the field, destroy the token. The Monster Slayer token has the following effects: Increase the ATK of the equipped monster by the ATK or DEF of the monster it engages in Battle. Monster effects are negated as long as this token remains on the field. The equipped monster may attack any other monster on the field, regardless of Magic or Trap card effects.

6.        Millennium Sword – Put a Millennium Sword token into play. Treat this as an Equip Magic card that can not be destroyed by a Magic, Trap, or Monster effect. Place it on one of your Face Up monsters. If you can not do this, then place it on the next Player who has a Face Up monster on the field and a space in their Magic/Trap Card Zone. If no Player has an available space for the Millennium Sword token, or if there are no monsters on the field, destroy the token. The Millennium Sword token has the following effects: Increase the ATK and DEF of the equipped monster by 500 for each card in your hand. Negate all Magic, Monster, and Trap card effects that target this monster. Once per turn, you may destroy up to 2 cards on the field. Remove all monsters that the equipped monster attacks from play. Do Battle Damage as normal.

 

                           Legendary         Duelists

 

1.        Pegasus – You may search your deck for a [Toon World] card and put it into play without paying the Life Point cost. Put a Pegasus counter on any [Toon World] cards played through this effect. If a card effect that destroys cards on the field would destroy [Toon World], remove the Pegasus counter instead.

2.        Bandit Keith – Until the end of the turn, all Machine Sub Type monsters gain 100 ATK for every Machine Sub Type monster on the field and are immune to the effects of Magic cards.

3.        Malik – For every monster you control belonging to another Player, gain 1500 Life Points.

4.        Yugi  – You may bring a Magic, Trap, or Monster card in your Graveyard back into your hands.

5.        Mai  – You may Special Summon a card with [Harpy/Harpie’s] in its name directly from hand or deck. All Players may draw a card or gain 800 Life Points.

6.        Joey – You may Special Summon a Fusion monster in Face Up Attack Mode. Fusion monsters summoned by this effect return to their Fusion decks at the end of turn.

18.     Kaiba – All Players Special Summon a [Blue Eyes White Dragon] from their hands or decks. Any Player without a [Blue Eyes White Dragon] receives a [Blue Eyes White Dragon] (Light/ Dragon/ ATK 3000/ DEF 2500) monster token in Face Up Attack Position. If a Player has no available space in their Monster Card Zone, he/she does not receive this Shadow Realm effect. Each [Blue Eyes White Dragon] token may attack  and be used as a Fusion ingredient in place of an actual [Blue Eyes White Dragon] in a Fusion Summon.

19.     Shadi – You may Special Summon a monster with ATK 1500 or less from your deck in Face Down Defense mode.

20.     Ishtar – Search all opponents’ Graveyards and take 5 cards out of play.

21.     The Wandering Duelist – Flip up all opponents’ Face Down Defense monsters to Face Up Attack mode. Flip/Reverse Effects are not activated. Trap effects are negated this turn. You may only attack with one Face Up Attack mode monster this turn. That monster may attack all of the monsters flipped up by this Shadow Realm Effect.

 

                              Millennium Items

 

1.        Millennium Eye – Look at your opponent’s hand and discard one card from it.

2.        Millennium Puzzle – Shuffle any number cards in hand and on field into deck. Draw the same number of cards from your deck.

3.        Millennium Key – Look at the top 5 cards of target deck and place them back in any order you like.

4.        Millennium Rod – Gain control of a monster on your opponent’s side of the field permanently.

5.        Millennium Necklace – Bring a card from target Graveyard and place it into your hand.

6.        Millennium Scales – Destroy cards on field until the number of cards in each Zone are equal to or less than the number of cards in both of your Zones. You may not destroy a number of cards in a Zone that would bring the total number less than yours.