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U.S. - Pharaoh's Servant Card Spoiler - Mathew Hochban 
Scyther8@hotmail.com

Name-Number

(Number of Stars) (Attribute/Type) Atk/Def (RARITY)

Effect

Jinzo- 000

(6) (Dark/Machine) 2400/1500

(SECRET RARE)

As long as this card remains face-up on the field, all Trap Cards cannot be activated.  The effects of all face-up Trap Cards are also negated.

Steel Ogre Grotto #2-

001

(6) (Earth/Machine) 1900/2200

(COMMON)

 

Three-Headed Geedo

- 002

(4) (Dark/Fiend) 1200/1400

(COMMON)

 

Parasite Paracide- 003

(2) (Earth/Insect) 500/300

(SUPER RARE)

FLIP: Put this card face-up in your opponent’s deck and shuffle it.  When your opponent draws this card, it is immediately Special Summoned on your opponent’s side of the field face-up in Defense Position and inflicts 1000 points of Direct Damage to your opponent’s Life Points. From this point, all face-up Monster Cards on your opponent’s side of the field are treated as Insect-Type monsters as long as this card remains face-up on the field.

7 Completed - 004

Equip Magic (COMMON)

A Machine-Type Monster equipped with this card increases its ATK or DEF by 700 points.  You cannot change your choice as long as this card remains face-up on the field.

Lightforce Sword - 005

Trap Card (RARE)

Select 1 card at random from your opponent’s hand.  Keep it face-down and place it outside of the field.  During your opponent’s 4th turn, the card is returned to his/her hand in the Standby Phase.

 

 

 

Chain Destruction - 006

Trap Card (ULTRA RARE)

You can activate this card when a monster with an ATK of 2000 points or less is summoned (including Special Summon).  This monster is not destroyed, but all Monster Cards of the same name in the summoning player’s hand and Deck are destroyed.  The summoning player’s Deck is then shuffled.

Time Seal - 007

Trap Card (COMMON)

Your opponent skips the Draw Phase of his/her next turn.

Graverobber - 008

Trap Card (SUPER RARE)

You can take 1 Magic Card from your opponent’s Graveyard.  If it is your turn and you activate it, you take 2000 points of Direct Damage.  If it is your opponent’s turn, you cannot activate it.  The Magic Card is returned to your opponent’s Graveyard at the end of this turn.

Gift Of The Mystical Elf - 009

Trap Card (COMMON)

Increase your Life Points by 300 points for each monster on the field, regardless of position.

The Eye Of Truth - 010

Continuous Trap Card (COMMON)

As long as this card remains face-up on the field, your opponent must show his/her hand.  Your opponent increases his/her Life Points by 1000 points at each of his/her Standby Phases if he/she has a Magic Card in his/her hand.

Dust Tornado - 011

Trap Card (SUPER RARE)

Destroy 1 Magic or Trap on your opponent’s side of the field. You can then Set 1 Magic or Trap Card from your hand.  This card can only be activated if it is a Quick-Play Magic Card.

Call of the Haunted - 012

Continuous Trap Card (ULTRA RARE)

Select 1 monster from your Graveyard and Special Summon it in face-up Attack Position. When this card is destroyed or removed from the field, the summoned monster is destroyed. If the summoned monster is destroyed, this card is also destroyed.

Solomon’s Lawbook - 013

Trap Card (COMMON)

Skip your own Standby Phase.

Earthshaker - 014

Trap Card (COMMON)

Select 2 Monster Card Attributes.  Your opponent then selects 1 of the 2 Attributes and destroys all face-up monsters with that Attribute on the field.

Enchanted Javelin - 015

Trap Card (COMMON)

When your opponent’s monster attacks, increase your Life Points by the attacking monsters’s ATK points.

Mirror Wall - 016

Continuous Trap Card (SUPER RARE)

Decrease the ATK of all your opponent’s attacking monsters by half.  You must pay 2000 Life Points during each of your Standby Phases.  If you cannot, this card is destroyed.

Gust - 017

Trap Card (COMMON)

You can activate this card when 1 or more of your Magic Cards are destroyed and sent from the field to the Graveyard by a card effect your opponent controls. Destroy 1 Magic or Trap Card on the field.

Driving Snow - 018

Trap Card (COMMON)

You can activate this card when 1 or more of your Trap Cards are destroyed and sent from the field to the Graveyard by a card effect your opponent controls.  Destroy 1 Magic or Trap Card on the field.

Armored Glass - 019

Trap Card (COMMON)

You can activate this card when a monster is equipped with an Equip Magic Card. Negate the effects of all Equip Magic Cards on the field during the turn this card is activated.

World Suppression - 020

Trap Card (COMMON)

You can activate this card when a Field Magic Card is activated. Negate the Field Magic Card during the turn this card is activated.

Mystic Probe - 021

Trap Card (COMMON)

You can activate this card when a Continous Magic Card is activated. Negate all Continous Magic Cards during the turn this card is activated.

Metal Detector - 022

Trap Card (COMMON)

You can activate this card when a Continous Trap Card is activated. Negate all Continous Trap Cards during the turn this card is activated.

Numinous Healer - 023

Trap Card (COMMON)

You can activate this card when you take damage to your Life Points. Increase your Life Points by 1000 points. In addition, increase your Life Points by 500 points per card if there are additional “Numinous Healer” cards in the Graveyard.

Appropriate - 024

Continuous Trap Card (RARE)

You can activate this card when your opponent draws a card outside of his/her Draw Phase. Draw 2 cards your Deck.

Forced Requistion - 025

Continuous Trap Card (RARE)

You can activate this card when you discard from your hand. Every time you discard from your hand, your opponent must also discard the same number of cards from his/her hand.

 

 

 

DNA Surgery - 026

Continuous Trap Card (COMMON)

Select 1 Type of monster. As long as this card remains on the field, all face-up Monster Cards will be treated as the Type you selected.

The Regulation Of Tribe - 027

Continuous Trap Card

(COMMON)

Select 1 Type of Monster. Any monster of the selected type cannot attack. To keep this card in effect, you must offer 1 monster from the field as a Tribute at each of your Standby Phases. If you cannot, this card is destroyed.

Backup Soldier - 028

Trap Card (SUPER RARE)

You can activate this card when there are 5 or more Monster Cards in your Graveyard. Take up to 3 Monster Cards (except monsters with effects) with an ATK of 1500 points or less from your Graveyard and add them to your hand.

Major Riot - 029

Trap Card (COMMON)

You can activate this card when 1 or more of your monsters are returned from the field to your hand. Return all Monster Cards on the field to your respective hands. Both you and your opponent can then Special Summon from your hand the same number of Monster Cards on the field in face-down Defense Position.

Ceasefire - 030

Trap Card (ULTRA RARE)

Flip all face-down Monster Cards on the field face-up (Flip Effects are not activated). Inflict 500 points of Direct Damage to your opponent's Life Points for each Effect Monster Card on the field.

Light of Intervention - 031

Continuous Trap Card (COMMON)

Monster Cards cannot be played face-down. Monsters set in Defense Position are played face-up on the field and are considered summoned.

Respect Play - 032

Continous Trap Card (COMMON)

During their respective turns, each player must show their opponent their hand.

Magical Hats - 033

Trap Card (SUPER RARE)

You can activate this card during your opponent’s Battle Phase. Take 2 non-Monster Cards from your Deck and select 1 of your Monster Cards on the field, then shuffle your Deck. Shuffle the 3 selected cards and Set them on the field in face-down Defense Position. The 2 cards selected from your Deck are treated as monsters (ATK 0/ Def 0) and are destroyed at the end of the Battle Phase.

Nobleman of Crossout - 034

Magic Card (SUPER RARE)

Destroy 1 face-down Monster Card and remove it from play. If the monster destroyed has a Flip Effect, both players must remove all Monster Cards of the same name from their respective decks and remove them from play. The Decks are then shuffled.

Nobleman of Extermination - 035

Magic Card (RARE)

Destroy 1 face-down Magic or Trap Card and remove it from play. If the card is a Trap Card, both players must remove all Trap Cards of the same name from their respective Decks and remove them from play. The Decks are then shuffled.

The Shallow Grave - 036

Magic Card (RARE)

Each player takes 1 Monster Card from his/her respective Graveyard and Special Summons them on the field in face-down Defense Position.

Premature Burial - 037

Equip Magic Card (ULTRA RARE)

Pay 800 Life Points. Select 1 Monster Card from your Graveyard, Special Summon it on the field in face-up Attack Position, and equip it with this card. When this card is destroyed, the monster is also destroyed.

Inspection - 038

Continuous Magic Card (COMMON)

During your opponent’s Standby Phase, you can randomly select 1 card in your opponent’s hand and look at it at the cost of 500 Life Points.

Prohibition - 039

Continuous Magic Card (RARE)

When you play this card, declare the name of 1 card. As long as this remains on the field, the declared card cannot be played. The cards which are already on the field before this card’s activation are excluded.

Morphing Jar #2 - 040

(3) (Earth/Rock) 800/700 (RARE)

FLIP: Return all Monster Cards on the field to their respective Decks and shuffle them. You and your opponent then pick up cards until you both have the same number of Monster Cards (Level 4 or lower) that were returned to each Deck. Special Summon the monsters on the field in face-down Defense Position. Any other cards picked up are discarded to the Graveyard.

Flame Champion - 041

(5) (Fire/Pyro) 1900/1300 (COMMON)

 

Twin-Headed Fire Dragon - 042

(6) (Fire/Pyro) 2200/1700 (COMMON)

 

Darkfire Soldier #1 - 043

(4) (Fire/Pyro) 1700/1150 (COMMON)

 

Mr. Volcano - 044

(5) (Fire/Pyro) 2100/1300 (COMMON)

 

Darkfire Soldier #2 - 045

(4) (Fire/Pyro) 1700/1100 (COMMON)

 

Kiseitai - 046

(2) (Dark/Fiend) 300/800 (COMMON)

When your opponent’s monster attacks this card in face-down Defense Position, the attacking monster is equipped with this card (damage calculations are canceled). Treat this card as an Equip Magic Card. During each of your opponent’s Standby Phases, increase your Life Points by half of the ATK of the monster equipped with this card.

Cyber Falcon - 047

(4) (Wind/Machine) 1400/1200 (COMMON)

 

Flying Kamakiri #2 - 048

(4) (Wind/Insect) 1500/800 (COMMON)

 

Harpie’s Brother - 049

(4) (Wind/Winged Beast) 1800/600 (COMMON)

 

Buster Blader - 050

(7) (Earth/Warrior) 2600/2300 (ULTRA RARE)

The ATK of this card increases by 500 points for every Dragon-Type monster on your opponent’s side of the field and Graveyard.

Michizure - 051

Trap Card (RARE)

You can activate this card when your monster is sent from the field to the Graveyard. Destroy 1 monster on the field.

Minor Goblin Official - 052

Continuous Trap Card (COMMON)

You can activate this card when your opponent’s Life Points are 3000 or less. Inflict 500 points of Direct Damage to your opponent’s Life Points during each of his/her Standby Phases.

Gamble - 053

Trap Card (COMMON)

You can activate this card when your opponent’s hand has 6 or more cards and your hand contains 2 or less. Toss a coin and call it. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your next turn.

Attack And Receive - 054

Trap Card (COMMON)

You can activate this card when you take damage to your Life Points. Inflict 700 points of Direct Damage to your opponent’s Life Points. In addition, inflict 300 points of Direct Damage to your opponent’s Life Points per card if there are additional “Attack and Receive” cards in your Graveyard.

Solemn Wishes - 055

Continuous Trap Card (COMMON)

You gain 500 Life Points when you draw a card (or cards).

Skull Invitation - 056

Continuous Trap Card (RARE)

Every time a card is sent to the Graveyard, inflict 300 points of Direct Damage to its owner’s Life Points per card.

Bubonic Vermin - 057

(3) (Earth/Beast) 900/600 (COMMON)

FLIP: You can take 1 “Bubonic Vermin” card from your Deck and Special Summon it on the field in face-down Defense Position. The Deck is then shuffled.

Dark Bat - 058

(3) (Wind/Winged Beast) 1000/1000 (COMMON)

 

Oni Tank T-34 - 059

(4) (Earth/Machine) 1400/1700 (COMMON)

 

Overdrive - 060

(4) (Earth/Machine) 1600/1500 (COMMON)

 

Burning Land - 061

Continuous Magic Card (COMMON)

Destroys all Field Magic Cards on the field. In addition, both players take 500 points of Direct Damage during each of their respective Standby Phases.

Cold Wave - 062

Magic Card (COMMON)

This card can only be activated at the start of Main Phase 1. Until your next turn, neither you nor your opponent can play or Set any Magic or Trap cards.

Fairy Meteor Crush - 063

Equip Magic Card (SUPER RARE)

When your monster equipped with this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.

Limiter Removal - 064

Quick Play Magic Card (SUPER RARE)

Doubles the ATK of all Machine-Type monsters on your side of the field. At the end of the turn, all the Machine-Type monsters on your side of the field are destroyed.

Rain Of Mercy - 065

Magic Card (COMMON)

Increases the Life Points of both players by 1000 points.

Monster Recovery - 066

Quick Play Magic Card (RARE)

Select 1 of your own monsters on your side of the field and combine it with your Deck. At the same time, combine your hand and Deck together and shuffle the Deck. Draw the same number of cards that were in your hand from the shuffled Deck.

Shift - 067

Trap Card (RARE)

Select 1 of your own monsters on your side of the field and combine it with your Deck. At the same time, combine your hand and Deck together and shuffle the Deck. Draw the same number of cards that were in your hand from the shuffled Deck.

Insect Imitation - 068

Magic Card (COMMON)

Offer 1 monster on your side of the field as a Tribute. Select 1 Insect-Type monster from your Deck that is 1 Level higher than the Tribute monster and Special Summon it on the field in face-up Attack Position or face-down Defense Position. The Deck is then shuffled.

Dimension Hole - 069

Magic Card (RARE)

Remove 1 monster on your side of the field from play until your next Standby Phase. The card still counts towards the 5 card Monster Zone limit.

Ground Collapse - 070

Continuous Magic Card (COMMON)

Select 2 Monster Card Zones on the field (you cannot select a zone occupied by a Monster Card). The selected zones cannot be used as long as this card remains face-up on the field.

Magic Drain - 071

Counter Trap Card (RARE)

You can activate this card when your opponent activates a Magic Card. If your opponent cannot immediately discard a Magic Card from his/her hand, negate the activation of the Magic Card and destroy it.

Infinite Dismissal - 072

Continuous Trap Card (COMMON)

All monsters of level 3 or lower that are summoned to the field during this turn (excluding Special Summon) are destroyed at the End Phase of the turn.

Gravity Bind - 073

Continuous Trap Card (RARE)

All monsters of Level 4 or higher cannot attack. Their positions may still be changed.

Type Zero Magic Crusher - 074

Continuous Trap Card (COMMON)

For each Magic Card that you discard from your hand, inflict 500 points of Direct Damage to your opponent’s Life Points.

Shadow Of Eyes - 075

Trap Card (COMMON)

When your opponent Sets a Monster Card in face-down Defense Position, change it to face-up Attack Position. If the Monster Card has a Flip Effect, it is not activated.

The Legendary Fisherman - 076

(5) (Water/Warrior) 1850/1600 (ULTRA RARE)

When “Umi” is face-up on the field, this card is unaffected by any Magic Cards and cannot be attacked by your opponent’s monsters.

Sword Hunter - 077

(7) (Earth/Warrior) 2450/1700 (COMMON)

A monster destroyed by this card becomes an Equip Magic Card. Equip “Sword Hunter” with the card to increase the ATK of this monster by 200 points. The equipped card remains on the field until this card is destroyed.

Drill Bug - 078

(2) (Earth/Insect) 1100/200 (COMMON)

When this card inflicts damage to your opponent’s Life Points, you may take1 “Parasite Paracide” card from your Deck, shuffle the Deck, and place “Parasite Paracide” face-down on top of the Deck.

Deepsea Warrior - 079

(5) (Water/Warrior) 1600/1800 (COMMON)

When “Umi” is face-up on the field, this card is unaffected by any Magic Cards.

Bite Shoes - 080

(2) (Dark/Fiend) 500/300 (COMMON)

FLIP: Change the Attack or Defense Position of 1 face-up monster on the field. The card must remain face-up.

Spikebot - 081

(5) (Dark/Machine) 1800/1700 (COMMON)

 

Invitation To A Dark Sleep - 082

(5) (Dark/Spellcaster) 1500/1800 (COMMON)

When this monster is summoned (excluding Special Summon) select 1 of your opponent’s monsters. As long as this card remains face-up on the field, the selected monster cannot attack.

Thousand-Eyes Idol - 083

(1) (Dark/Spellcaster) 0/0 (COMMON)

 

Thousand-Eyes Restrict - 084

(1) (Dark/Spellcaster

/Fusion/Effect) 0/0 (ULTRA RARE)

"Relinquished"   + "Thousand-Eyes Idol"

As long as this card remains face-up on the field, other monsters cannot change their positions or attack. This monster can take on the ATK and DEF of 1 opponent's monster on the field (a face-down monster results in an ATK and DEF of 0). Treat the selected monster as an Equip Magic Card and use it to equip "Thousand-Eyes Restrict". You may use this effect only once per turn and can equip "Thousand-Eyes Restrict" with only 1 monster at a time.

Girochin Kuwagata - 085

(4) (Wind/Insect) 1700/1000 (COMMON)

 

Hayabusa Knight - 086

(3) (Earth/Warrior) 1000/700 (RARE)

This monster can attack twice during the same Battle Phase.

Bombardment Beetle - 087

(2) (Wind/Insect) 400/900 (COMMON)

FLIP: Flip 1 face-down Defense Position Monster Card on your opponent's side of the field face-up. If the flipped card is an Effect Monster Card, immediately destroy it without activating its effect. If the card is not an Effect Monster Card, return it to its original position.

4-Starred Ladybug of Doom - 088

(3) (Wind/Insect) 800/1200 (COMMON)

FLIP: Destroys all face-up Level 4 monsters on your opponent’s side of the field.

Gradius- 089

(4) (Light/Machine) 1200/800 (COMMON)

 

Red Moon Baby - 090

(3) (Dark/Zombie) 700/1000 (RARE)

A monster destroyed by this card can be Special Summoned in face-up Attack or Defense Position at the end of the Battle Phase to your side of the field.

Mad Sword Beast - 091

(4) (Earth/Dinosaur) 1400/1200 (RARE)

When this card attacks with an ATK that is higher than the DEF of your opponent’s Defense Position monster, inflict the difference as Battle Damage to your opponent’s Life Points.

Skull Mariner - 092

(4) (Water/Warrior) 1600/900 (COMMON)

 

The All-Seeing White Tiger - 093

(3) (Wind/Beast) 1300/500 (COMMON)

 

Goblin Attack Force - 094

(4) (Earth/Warrior) 2300/0 (ULTRA RARE)

When this card attacks, it is changed to Defense Position at the end of the Battle Phase. This position cannot be changed during your next turn.

Island Turtle - 095

(4) (Water/Aqua) 1100/2000 (COMMON)

 

Wingweaver - 096

(7) (Light/Fairy) 2750/2400 (COMMON)

 

Science Soldier - 097

(3) (Dark/Warrior) 800/800 (COMMON)

 

Souls Of The Forgotten - 098

(2) (Dark/Fiend) 900/200 (COMMON)

 

Dokuroyaiba - 099

(3) (Fire/Fiend) 1000/400 (COMMON)

 

The Fiend Megacyber - 100

(6) (Dark/Warrior) 2200/1200 (ULTRA RARE)

If your opponent has 2 or more monsters than you have on the field, you can summon this card without offering any Tributes.

Gearfried The Iron Knight - 101

(4) (Earth/Warrior) 1800/1600 (SUPER RARE)

Any Equip Card this card is equipped with is automatically destroyed.

Insect Barrier - 102

Continuous Magic Card (COMMON)

Your opponent’s Insect-Type monsters cannot attack as long as this card remains face-up on the field.

Beast Of Talwar - 103

(6) (Dark/Fiend) 2400/2150 (ULTRA RARE)

 

Imperial Order - 104

Continuous Trap Card (SECRET RARE)

As long as this card remains face-up on the field, negate the effects of all Magic Cards. Pay 700 Life Points during each of your Standby Phases. If you cannot, this card is destroyed.