Subject: An LOD set preview, and one of the Secret Rares for LOD...

Fiend Monsters

Hades, King of the Underworld
DARK, Fiend/Effect, Lv6, 2450/1600 - While this card remains face-up on the Field, negate the effects of monsters that your Fiend-type monsters destroy as the result of Battle. This card cannot be Special Summoned from the Graveyard.

Dark Demon: Baltar
DARK, Fiend/Fusion/Effect, Lv5, 2000/1200 - "Haunting Blood Soul" + "Wiseman of the Border" - This monster can only be Fusion Summoned using "Haunting Blood Soul" and "Wiseman of the Border." While this card is face-up on the Field, when a Normal Magic card is activated, the controller of this card may pay 1000 Life Points to negate it's effect. Negate the effects of monsters this card destroys as a result of Battle.


Lesser Demon
DARK, Fiend/Effect, Lv5, 2100/1000 - When this card destroys a monster as the result of Battle, remove the destroyed monster from the game.

Warrior Monsters

Undefeated General Freed
EARTH, Warrior/Effect, Lv5, 2300/1700 - Negate and destroy all Magic Cards that target this card. While this card is face-up on the Field, during your Draw Phase, instead of drawing 1 card, you search your deck one Warrior-type monster with a Level of 4 or less and add it to your hand. Your deck is then shuffled.


Warrior of the Dragons
EARTH, Warrior/Fusion/Effect, Lv6, 2000/1200 - "Greyfar Warrior" + "Spirit Dragon" - This monster can only be Fusion Summoned using "Greyfar Warrior" and "Spirit Dragon." While this card is face-up on the Field, when a Normal Trap card is activated, the controller of this card may pay 1000 Life Points to negate it's effect. Negate and destroy all Magic cards that target this card.


Dragon Monsters

Tyrant Dragon
FIRE, Dragon/Effect, Lv8, 2900/2500 - If your opponent has any monsters remaining on the Field, this card can attack twice during your Battle Phase. Negate and destroy Trap Cards that target this card specifically. If you Special Summon this monster from your Graveyard, you must offer 1 of your face-up Dragon-type monsters on field as Tribute.

Demon Dragon of Death
WIND, Dragon/Fusion/Effect, Lv5, 2000/1200 - "Grand Dragon" + "Lesser Demon"
- This monster can only be Fusion Summoned using "Grand Dragon" and "Lesser Demon." While this card is face-up on the Field, negate the effects of all Flip Summons. Negate and destroy all Trap cards that target this card.

Spirit Monsters

Tengu the Great
DARK, Beast-Warrior/Spirit, Lv5, 1900/1700 - This card cannot be Special Summoned. Return this card to it's owner's hand during the End Phase of the turn it is Normal Summoned or Flip Summoned. If this monster does Battle Damage to your opponent, he/she skips his/her next Battle Phase.


Asura
LIGHT, Fairy/Spirit, Lv4, 1700/1200 - This card cannot be Special Summoned. Return this card to it's owner's hand during the End Phase of the turn it is Normal Summoned or Flip Summoned. This monster can attack each of your opponent's monsters.

Other Monsters

DeNoir Nobleman
DARK, Zombie/Effect, Lv5, 2000/1400 - While this card is face-up on the Field, when your opponent's monster attacks, the controller of this card chooses the target of the attack.

Perseus the Holy Knight
LIGHT, Fairy/Effect, Lv5, 1900/1400 - When this card attacks a monster in Defense Position that has a lower DEF than this monster's ATK, do damage to your opponent equal to the difference. When this card does Battle Damage to your opponent, draw 1 card from your deck.

Magic Cards

Resiliant Warrior
Normal Magic - Choose 1 Warrior-type monster in your Graveyard and add it to your hand.


Dragon Wing Burst
Normal Magic - Choose one of your face-up Dragon-type monsters on the Field with a level of 5 or higher and return it to it's owner's hand. Destroy all Magic/Trap cards on the Field.

United Army
Continuous Magic - For every face-up Warrior-type or Spellcaster-type monster you control, increase the ATK of all of your face-up Warrior-type monsters by 200 points.


Second Chance
Continuous Magic - While this card is face-up on the Field, once during a turn, you may negate a flipped coin and force that coin to be flipped again.


Celestial Disturbance
Continuous Magic - While this card is face-up on the Field, both player must play with their decks face-up.


A Mind that Reflects as Water
Equipment Magic - If the equipped monster's ATK is 1300 or higher, destroy this card. The equipped monster cannot be destroyed in Battle or by monster targeting effects.


Murasame Fused Blade
Equipment Magic - This card can only be equipped to a Warrior-type monster. Increase the equipped monster's ATK by 800 points. This card cannot be destroyed by Magic Cards.


Atlantis the Legendary City
Field Magic - This card counts as "Umi." Reduce the Level Stars of all WATER monsters in a player's Hand and Field by 1. Increase the ATK and DEF of all face-up WATER monsters on the Field by 200 points.


Trap Cards

Howl from the Underworld
Normal Trap - This card can only be activated when one of your Fiend-type monsters is in Battle. Pay any amount of Life Points (counting in 100 point
increments) and reduce the ATK and DEF of one your opponent's face-up monsters on the Field by the chosen amount. This effect lasts until the end of the turn.


Bottomless Trap Hole
Normal Trap - When your opponent Summons a monster (including Flip Summon and Special Summon) with an ATK of 1500 or higher, remove that monster from the game.

Life Absorber
Continuous Trap - At your Standby Phase, if you paid any Life Points during your previous turn, you gain back half of the total amount paid.

Dragon's Rage
Continuous Trap - When any of your Dragon-type monsters attacks a monster in the Defense Position that has a DEF lower than the attacker's ATK, do damage to your opponent equal to the difference.


Drug Allergy
Continuous Trap - Effects that raise your opponent's Life Points do damage to your opponent instead.


Bad Omen
Continuous Trap - During your Standby Phase, choose 1 card in your opponent's hand and guess whether it's a Monster Card, Magic Card, or Trap Card. If you are correct, your opponent takes 700 damage.

Restricted Cards

Troops Initiate (restricted to 1)
EARTH, Warrior/Effect, Lv4, 1000/1000 - You may offer this face-up card as a Tribute to destroy one monster on the Field. (regardless of position)

Dol Dra (restricted to 1)
WIND, Dragon/Effect, Lv3, 1500/1200 - If this card is destroyed and sent to the Graveyard, Special Summon it to the Field at the end of that turn, with it's ATK and DEF at 1000 points. This effect can only happen once per duel.

Fiber Pod (restricted to 1)
EARTH, Plant/Effect, Lv3, 500/500 - FLIP: Each player takes all cards on their Field, Hand, and Graveyard and shuffles them into their respective decks. Afterward, each player draws 5 cards.


Eight Giant Crows (restricted to 1)
WIND, Fiend/Spirit, Lv2, 200/100 - This card cannot be Special Summoned. Return this card to it's owner's hand during the End Phase of the turn it is Normal Summoned or Flip Summoned. If this monster does Battle Damage to your opponent, he/she skips his/her next Draw Phase.

Lily: Injection Angel (restricted to 1)
EARTH, Spellcaster/Effect, Lv3, 400/1500 - During you or your opponent's Damage Step, you may pay 2000 Life Points to increase this card's ATK by 3000 points for that Damage Step.

Troop Commander (restricted to 2)
EARTH, Warrior/Effect, Lv3, 1200/400 - While this monster remains face-up on the field, your other Warrior-type monsters cannot be attacked. When you first successfully Summon this card, you may Special Summon 1 monster from your hand with a Level of 4 or less.


Call Reinforcements (restricted to 2)
Normal Magic - Search your deck for a Warrior-type monster with a Level of 4 or less and add it to your hand. Your deck is then shuffled.


Last Battle (restricted to 2)
Normal Trap - This card can only be activated during your opponent's turn if you have 1000 Life Points or less. Choose 1 of your monsters on the Field. All other cards on the Field are destroyed, and both player's hands are discarded. Your opponent searches his/her deck for a monster and Special Summons it. Both monsters on the Field Battle. (All Life Point damage is
negated.) At the end of the turn, the player with the remaining monster wins the duel. Otherwise, the duel is a tie.


Forced Transfer (restricted to 2)
Normal Magic - Each player chooses 1 of their monsters on the Field. The control of those monsters are switched. The chosen monsters cannot change their Battle Positions this turn.