---------- Original Message ---------------------------------- From: LordNobleheart@aol.com Yu-Gi-Oh! Duel Monsters The Deck Master System By Duelist Knight Email: Lord _Nobleheart@aol.com_ (mailto:Nobleheart@aol.com) (Text Conversion on 2/11/05) Welcome Duelists to the Advanced Duel Monsters game, the Deck Master System. Based on the Noa/Big 5 saga of the Yu-Gi-Oh anime, the Deck Master System is a fun and rewarding version of this great game. The purpose of me introducing this into the real game is to spice it up and make any deck and any strategy more complex and fulfilling. Now that I have finished, let’s learn about the Deck Master System. I. The Deck Master System The Deck Master is simply having a monster from your deck be your “Guardian” of sorts. This “Deck Master” will be put on the Sidelines and is ready to be put into play at during the main phase of your turns in the game. The purpose of your Deck Master is to add strategy to your game, but at a price. Should you have your Deck Master out in play and it’s destroyed or removed from a duel, you lost the game, no matter how much life points you have. It’s as simple as that. II. Unique and Universal Abilities In the Deck Master System game, each monster that has an ability is defined with: - Unique Ability - Universal Ability Unique Ability is based on the uniqueness of an individual duel monster. This ability, which gives bonuses, deductions and other effects, is only done by this particular duel monster as long as it’s the Deck Master. Universal Ability is based on the sub-type of duel monsters that don’t have a particular ‘uniqueness’. The ability reflects the power of duel monsters in a particular sub-type group. Look above at an example of a Deck Master Unique Ability and a Deck Master Universal Ability: Black Magician/Dark Magician: Deck Master Unique Ability – Ultimate Magic As long as Black/Dark Magician is on the Sidelines, no magic/spell cards from opponent can affect you directly (Magic/spell cards that only affect the player). Upon entering the field, Black/Dark Magician receives a 500 attack and defense point bonus. Water Magician: Deck Master Universal Ability – Marine Life Shield As long as the Deck Master is on the Sidelines, you can sacrifice two water main-type monsters on your field to receive no battle damage this turn. Gain life equal to total sum of the sacrificed monsters’ defense points. III. Deck Master Rules Before learning about the abilities of monsters that could be made into Deck Masters, There are some rules to be understood: - If your Deck Master is destroyed or removed from a duel, you lose the duel. Temporary removal of a Deck Master from a duel is exempt from this rule. - You can switch your current Deck Master with a new one, from your deck or hand, but only if you pay 3000 life points. The old Deck Master is shuffled into your deck/fusion deck. This can ONLY be done ONCE per duel and only if your Deck Master is on the Sidelines. - Putting a Deck Master onto the field is like putting a token on the field as it’s not bound by summoning effects. Once the Deck Master is on the field, it can’t be returned to the Sidelines. It can only return to the Sidelines if: - The Deck Master was made to go into your hands or your opponent’s - The Deck Master was sent into your deck/fusion deck - The Deck Master was affected by the effect of another Deck Master - Monsters that were fused or special/sacrifice summoned from a Deck Master becomes Deck Master, but without the abilities that a Deck Master would have. - Deck Masters CAN’T be taken control of by an opponent. - Deck Master Abilities (Unique and Universal) are deemed monster effects. - If the monster going to use as a Deck Master has special requirements for being summoned on a normal basic, those requirements are void and replaced with an one turn summoning sickness until the next main phase that the Deck Master was put into play. Summoning Sickness applies to attacking only, use of effects are accepted. - All monsters that become Deck Masters that have effects lose those effects for their Deck Master Abilities. Only getting a new Deck Master can restore the monster’s original effect. IV. Deck Master Ability List A. Universal Ability List (Basic and Supplement) This list is for those monsters that are not on the Unique Ability List. This list is broken down into two parts, Basic and Supplement. Basic is based on the sub-type of a monster. Supplement is based on the special sub-type monster types: - Spirit - Toon - Union Supplement abilities ARE apart of the Universal Abilities and ARE NOT separate from them. - Basic List Magic User/Spellcaster Sub-Type Power of the Magi – Upon Deck Master entering the field, all face-up and set magic/spell cards (All set magic/spell and trap cards are revealed, but not are activated. All set trap cards are returned by to their original positions.) on the field and the entire hand of all players are put to the grave and each player draws as many cards as what put to the grave this way. This effect can’t be chained or countered. Warrior Sub-Type Warrior’s Resolve – As long as the Deck Master is on the Sidelines, all warrior sub-type monsters can’t be destroyed in battle. Demon/Fiend Sub-Type Hellish Fury – As long as the Deck Master is on the Sidelines, the following effects are in effect: - Demon/Fiend sub-type monsters with 2000 attack points and below can’t be destroyed by targeted effects. - Demon/Fiend sub-type monsters with attack points above 2000 are not affected by targeted effects. Water/Aqua Sub-Type Marine Life Shield – As long as the Deck Master is on the Sidelines, you can sacrifice two water main-type monsters on your field to receive no battle damage this turn. Gain life equal to total sum of the sacrificed monsters’ defense points. Fire/Pyro Sub-Type Volcanic Rush – Upon Deck Master entering the field, all your fire main-type monsters on the field can attack directly and no traps can be activated this turn. Your opponent can counter this effect by giving up his/her next 2 draw phases. Animal/Beast Sub-Type Wild Stampede – As long as the Deck Master is on the Sidelines, any animal/beast sub-type monsters that attack a monster in attack mode, the attacked monster is destroyed at the end of damage step. Damage is done normally. Animal Warrior/Beast Warrior Sub-Type Primal Rage – While Deck Master is on the Sidelines, activate only during your battle phase: Pay 1000 life points for an animal warrior/beast warrior sub-type monster on your field to have their defense points added to their attack points. Destroy affected monster(s) at the end phase. Bird/Winged Beast Sub-Type Gale Force – Upon Deck Master entering the field, all cards on the field are returned to their owner’s hands, except all wind main-type monsters. Your opponent can counter this effect by giving up his/her next 2 draw phases. Dragon Sub-Type Ancient Power – While Deck Master is on the Sidelines, activate only during Main Phase 2: Pay 2000 life points to have opponent draw until he or she has 7 cards in their hands then discard their hand to the grave. You skip your next 2 battle phases. Sea Dragon/Sea Serpent Sub-Type Hidden Depths – Upon Deck Master entering the field, all monsters on the field (except fish, sea dragon/sea serpent and water/aqua sub-types) are removed from the duel, with all face-down monsters revealed and all reverse/flip effects nullified. You gain life points equal to 500x the number of monsters removed. Electric/Thunder Sub-Type Electric Storm – Upon Deck Master entering the field, all monsters on the field (except electric/thunder, rock and fire/pyro sub-types) are destroyed, with all face-down monsters revealed and all reverse/flip effects nullified. Opponent loses 500x the number of monsters destroyed. Fish Sub-Type Endless School – While Deck Master is on the Sidelines, activate only during your main phase: Pay 2000 life points to put 1 [Wall of Fish] token into play in defense mode, with a maximum of 2 [Wall of Fish] tokens at a time. Count token as a (Water/Fish/5/0/2000) that can’t attack and MUST be attacked, when opponent initiates an attack. When this token is destroyed, player gains 2000 life points. This token can’t be sacrificed for summoning. Angel/Fairy Sub-Type Heaven’s Light – While Deck Master is on the Sidelines, activate only during Stand-by phase: Discard a card in your hand to special summon a light main-type monster from the grave to the field. Monsters with levels 7 and higher can’t attack this turn if they were special summoned this way. Rock Sub-Type Entombing – As long as the Deck Master is on the Sidelines, all normal, flip/reverse and special summoned monsters with defense points below 2000 are put into face down defense mode and can’t change their modes. Dinosaur Sub-Type Jurassic Rebirth – As long as the Deck Master is on the Sidelines, when a monster is normal, reverse/flip or special summoned, you can special summon a dinosaur, reptile, plant or Insect sub-type monster to the field from hand at the end phase of that turn. Reptile Sub-Type Shedding – As long as the Deck Master is on the Sidelines, all reptile sub-type monsters normal, flip/reverse and special summoned onto your field come with 2 [shed counters] and other monsters summoned onto your field come with 1 [shed counter]. If a monster with a [shed counter] is destroyed or removed by monster, magic or trap effects, remove the [shed counter] from that monster instead. Undead/Zombie Sub-Type Feast of the Damned – As long as the Deck Master is on the Sidelines, all undead/zombie and demon/fiend sub-type monsters that destroys a monster gains a 300 attack point bonus. All monsters, except other undead/zombie and demon/fiend sub-type monsters, destroyed this way are removed from the duel. Plant Sub-Type The Lost Garden of Eden – While Deck Master is on the Sidelines, activate only once during your stand-by phase: Skip either your draw phase or battle phase until the 2nd turn after this activation to put up to the maximum of 5 [Rose of Eden] tokens into play in defense mode. Count these tokens as (Earth/Plant/2/0/1500) that can’t attack. Upon a token being destroyed, special summon a level 6 or lower plant, insect, animal/beast, and bird/winged beast sub-type monster to the field, from your hand or deck, in the place of token. This effect can’t be activated again until the initial activation has been completed. Machine Sub-Type Rise of the Machines – As long as the Deck Master is on the Sidelines, any monster destroyed in battle, put a [Duplicate Mecha] token into play in attack mode. Count as a (*/Machine/4/X/Y), where * = Attribute of destroyed monster, X = Destroyed monster’s base attack strength and Y = Destroyed monster’s base defense points. All players must pay 1500 LP at the end phase of their respective turns or destroy all [Duplicate Mecha] tokens on their field Insect Sub-Type The Natural Order – As long as the Deck Master is on the Sidelines, you may pay 1500 LP during your stand-by phase. Until the end phase of your turn, all machine, undead/zombie, demon/fiend, angel/fairy, magic user/spellcaster sub-type monsters have attack and defense points of 0. And all insect and plant sub-type monsters have 2x attack and defense points. - Supplement List Spirit Monsters Body and Soul – At the end phase of the turn this Deck Master was put onto the field, you can return this monster to the Sidelines. Your opponent can pay 2000 life points to counter this effect. When un-countered, choose one of these effects: - Your opponent must return 3 cards of choice on his or she field to his or her hand - Your opponent must return entire hand to deck, shuffle and draw 3 cards Toon Monsters The Toon Law – As long as the Deck Master is on the Sidelines, you may pay 2000 life points during your stand-by phase. Until the end phase of your turn, all face up monsters on your field are now Toon Monsters. They can’t be affected by targeted effects and all battle damage done to you from one of your monsters being in battle is reduced to 0. Union Monsters True Unity – While Deck Master is on the Sidelines, activate only during Main Phase 1 or Main Phase 2: Pay 800 life points and you can instantly play all union monster effects from your hand, in addition to the field, that turn. Also, when any monster with attack strength of 3000 or less attacks a unionized monster, reduce that monster attack strength by half but it will not be destroyed from the battle. B. Unique Ability List This list will only list particular monsters in Duel Monsters. If you don’t see a particular monster here, use the Universal Ability List with your monster’s sub-type. Black Magician/Dark Magician: Deck Master Unique Ability – Ultimate Magic As long as Black/Dark Magician is on the Sidelines, whenever your opponent plays a magic/spell card that affects you directly, you may pay 1000 LP to negate and destroy that magic/spell card. Upon entering the field, Black/Dark Magician receives a 500 attack and defense point bonus. Black Magician Girl/Dark Magician Girl: Deck Master Unique Ability – Soul Circle As long as Black/Dark Magician Girl is on the Sidelines, activate one of these effects during your stand-by phase: - This can only be used twice per duel: For each monster you have in the grave, look at a number of cards from the top of your deck equal to the number of monsters in your grave. Choose and put 1 card into your hand, shuffle your deck afterwards. - This can only be used once per duel: Pay 2000 LP and remove all monsters from your grave. For each monster you have in the grave that your remove from play, draw a card from the top of your deck. Blue Eyes White Dragon: Deck Master Unique Ability – Ancient Wrath This can be only done twice per duel: Activate only during your main phase; As long as Blue Eyes White Dragon is on the Sidelines, discard your hand to destroy all cards on field. The Deck Master can’t enter the field during the turn in which this effect is activated. Draw 2 cards at the end phase of that turn. Buster Blader: Deck Master Unique Ability – Dragon Genocide As long as Buster Blader is on the Sidelines, any monster on your field that attacks a dragon sub-type monster, the dragon sub-type monster is destroyed at the end of damage step. Damage is done normally. Black Paladin/Dark Paladin: Deck Master Unique Ability – Ultimate Dragon Genocide (This monster has Summoning Sickness) As long as Black/Dark Paladin is on the Sidelines or on the field, all magic/spell cards in play and/or played by your opponent can be negated and destroyed by sending one magic card or two cards from your hand to the grave. Upon Black/Dark Paladin entering the field, all dragon sub-type monsters on the field, hand, grave and deck of all players are removed from the duel. Red Eyes Black Dragon: Deck Master Unique Ability – Uncovered Might Activate only once during your opponent’s stand-by phase; As long as Red Eyes Black Dragon is on the Sidelines, choose only one of the three effects: - Remove only one trap card from your hand from the duel, destroy all face up and down trap cards in play. - Remove only one magic card from your hand from the duel; destroy all face up and down magic cards in play. Red Eyes Black Dragon will receive a 400 defense point bonus for every magic card you removed this way. - Remove only one monster card from your hand from the duel, destroy all face up and down monster cards in play. Red Eyes Black Dragon will receive a 400 attack point bonus for every monster card you removed this way. Deep Sea Warrior: Deck Master Unique Ability – Reflector Shield As long as Deep Sea Warrior is on the Sidelines, activate only during your opponent’s battle phase: When your opponent’s monster attacks one of your monsters, sacrifice 2 of your monsters on the field to have that attack reflected to your opponent directly. This can’t be countered. Kuribo/Kuriboh: Deck Master Unique Ability – Kuribo Wall Upon Kuribo entering the field, sacrifice Kuribo/Kuriboh to put up to the maximum of 5 [Endless Kuribo] tokens into play in defense mode. For each token that is destroyed, a new [Endless Kuribo] token instantly takes its place. Tokens can’t be sacrificed for summoning and if all of the tokens are taken out of play, you lose. Holy Elf/Mystical Elf: Deck Master Unique Ability – Gift of Light Power While Deck Master is on the Sidelines, activate only during either you or your opponent’s battle phase: Reduce this Deck Master’s defense strength to 0 to raise one of your other monster’s attack points by 2000 until after battle phase ends, where the Deck Master’s defense strength is restored. Veteran Black Wizard/Skilled Black Magician: Deck Master Unique Ability – Magician Evolution As long as Veteran Black Wizard/Skilled Black Magician is on the Sidelines, activate only during your main phase: Remove three magic cards from your hand, field and/or grave from play and then sacrifice the Deck Master. Replace with Black/Dark Magician from your hand, deck or grave. Black/Dark Magician becomes Deck Master with his Deck Master Unique Ability and you search for two magic cards from your deck or grave, shuffling afterwards. Veteran White Wizard/Skilled White Magician: Deck Master Unique Ability – Warrior Evolution As long as Veteran White Wizard/Skilled White Magician is on the Sidelines, activate only during your main phase: Remove three magic cards from your hand, field and/or grave from play and sacrifice the Deck Master. Replace with Buster Blader from your hand, deck or grave. Buster Blader becomes Deck Master with his Deck Master Unique Ability and you search your deck for two level 6 or lower monsters cards from your deck or grave, shuffling afterwards. Fire Wing Pegasus: Deck Master Unique Ability – Flame Revival This can only be done three times per duel: As long as Fire Wing Pegasus is on the Sidelines, activate only during your stand-by phase: Pay 1000 LP to special summon a fire main-type monster from your grave to the field in face up defense mode. Troop Commander/Marauding Captain: Deck Master Unique Ability – True Solider As long as Troop Commander/Marauding Captain is on the Sidelines, the Deck Master Universal Ability – Warrior’s Resolve, is in effect. As long as Troop Commander/Marauding Captain is on the field with any other warrior sub-type monsters on your field, he can’t be destroyed in battle (Damage taken normally) or removed from play. All warriors on your field gain a 500 attack point bonus. Vampire Lord: Deck Master Unique Ability – Embrace of a Vampire This can only be done three times per duel: While Vampire Lord is on the Sidelines, activate only during your main phase: Pay 1000 life points to put a [Vampiric Embrace counter] on a face up monster on your field. If the monster is destroyed by monster, magic or trap effect and sent to the grave, remove that counter before that monster goes to the grave. That monster is returned to the field on your next stand-by phase. Demon King Hades/Dark Ruler Ha Des: Deck Master Unique Ability – Smooth Operator As long as Demon King Hades/Dark Ruler Ha Des is on the Sidelines, activate only during your opponent’s stand-by phase; Pick only one of these effects to activate: - This can only be done once per duel: Pay 2000 LP to return all cards on opponent’s field to his/her hand. Opponent can counter this by paying 1000 LP. If countered, you gain 3000 LP but you skip your next turn. - This can only be done once per duel: Pay 4000 LP to remove all cards on opponent’s field from play. Opponent can counter this by paying 2000 LP. If countered, you gain 6000 LP but you skip your next turn. Ruler of Heaven Shinato/Shinato, Ruler of a Higher Plane: Deck Master Unique Ability – Salvation or Damnation (This monster has Summoning Sickness) As long as Shinato is on the Sidelines, the Deck Master Universal Ability – Heaven’s Light, is in effect. Upon entering the field, choose one effect to activate: - As long as Shinato is on the field, all Angel/Fairy sub-type monsters and Spirit monsters are not affected by opponent’s magic and monster effects. - As long as Shinato is on the field, all Demon/Fiend and Undead/Zombie sub-type monsters will have a 1000 attack and defense point deduction. This can only be done once per duel: Should the Deck Master be destroyed or removed from the field, you can play 1000 LP to return it to the Sidelines but won’t have any Deck Master abilities. You can’t replace this Deck Master with a new Deck Master after this effect is activated. Genocide King Demon/Terrorking Archfiend: Deck Master Unique Ability – Genocide Cutter (This monster has Summoning Sickness) As long as Genocide King Demon/Terrorking Archfiend is on the Sidelines, all demon/fiend sub-type monsters that destroys an opponent’s monster, you can pay 1000 LP to destroy all face up monsters that match the destroyed monster’s sub-type. (Genocide King Demon/Terrorking Archfiend is exempted from effect). Harpy Lady SB/Cyber Harpie: Deck Master Unique Ability – Sisterhood of the Feather Activate only once during your main phase; As long as Harpy Lady SB/Cyber Harpie is on the Sidelines, do one of the two effects: - Can only be used twice per duel: Discard a [Ten Thousand Reflection/Elegant Egoist] magic/spell card from hand or pay 1500 LP to put 2 [Harpy/Harpie Lady Sister] tokens into play in attack mode. Count token as a (1800/1300/4/Wind/ [Bird/Winged Beast]) that is affected by all Harpy/Harpie Lady effects. - Can only be used twice per duel: Discard a [Cyber Bondage/Cyber Shield] magic/spell card from hand or pay 1500 life points increase the attack and defense points of all of your on-field Harpy/Harpie Lady monsters and tokens, except Harpy/Harpie’s Pet Dragon and Harpy/Harpie Girl, by 700. Chaos Solider – MoC/Black Luster Soldier - EotB: Deck Master Unique Ability – Sword of Chaos (This monster has Summoning Sickness) This can be done twice per duel: As long as Chaos/Black Luster Soldier is on the Sidelines, activate only during main phase 1: Remove a light main-type and a dark main-type monster from your grave from play. Choose one face-up level 6 or lower warrior or animal/beast warrior sub-type monster on your field and put a [Sword of Chaos counter] on that monster. That monster has the same effect of Chaos/Black Luster Soldier. If that monster has no effect, it’s now an effect monster or if that monster does have an effect, the [Sword of Chaos counter] effect replaces the old effect. You must pay 1000 LP during the stand-by phases of all players to keep the [Sword of Chaos counter] on the monster or destroy that monster. Chaos Emperor Dragon – MotE/Chaos Emperor Dragon - EotE: Deck Master Unique Ability – Judgment Day (This monster has Summoning Sickness) This can be done once per duel; Activate only during your end phase: As long as Chaos Emperor Dragon is on the Sidelines and your LP goes below 3000, remove all cards from field, grave, hand and deck, except the bottom 5 cards, of each player from play. All Deck Masters can’t be put onto the field from the Sidelines after this effect has been activated. Black Magician of Chaos/Magician of Black Chaos: Deck Master Unique Ability – Chaotic Magic As long as Black Magician of Chaos/Magician of Black Chaos is on the field, If any of your monsters is destroyed by your opponent, he/she will lose LP equal to half of the highest base value, attack or defense, of the destroyed monster. If the Deck Master is destroyed or removed from the duel, your opponent will lose LP equal to 1.5x the attack strength of the Deck Master. If your opponent’s LP goes to 0 from the destruction or removal of the Deck Master, you win. (Victory in this way doesn’t apply to multi-player games.) General of Impenetrable Defenses/Total Defense Shogun: Deck Master Unique Ability – Total Defense Shield As long as General of Impenetrable Defenses/Total Defense Shogun is on the Sidelines, activate one of these effects during your opponent’s battle phase: - Can only be used twice per duel: If one of your monsters is attacked, you can pay 1000 LP to negate that attack and end the battle phase. - Can only be used once per duel: If one of your opponent’s monster attacks you directly, you can pay 2500 LP to negate that attack and destroy all your opponent’s face-up attack mode monsters. Judge Man: Deck Master Unique Ability – Order of the Court Can only be used twice per duel: Activate only during your opponent’s stand-by phase: As long as Judge Man is on the Sidelines, send all of your opponent’ s monsters on field back to his/her hand. Your opponent loses 500 LP for each monster returned to hand. Tokens don’t count towards the number of monsters returned to hand. Flame Swordsman: Deck Master Unique Ability – Gift of the Blade (This monster has Summoning Sickness) Can only be used once per duel: Activate only during your main phase: As long as Flame Swordsman is on the Sidelines, you can reduce Flame Swordsman’s attack strength to 0. Give as much as those attack points in 100 point increments to any number of your face up monsters on the field. When any of the monsters affected this way are destroyed or removed, Flame Swordsman’s attack strength is increased by the base attack strength of those affected monsters. Machine Corp/Robotic Knight: Deck Master Unique Ability – Final Artillery Activate only during your main phase: As long as Machine Corp/Robotic Knight is on the Sidelines, discard a machine sub-type monster from your hand to give 500 life points of damage to your opponent. Swift Black Ninja/Strike Ninja: Deck Master Unique Ability – Secret Ninja Trick Activate only during your main phase: As long as Swift Black Ninja/Strike Ninja is on the Sidelines, discard 2 cards from your hand to activate a face down magic/trap card on the field. Any cards activated this way is negated and destroyed. Goddess of the Truthful Eye/Goddess of the Third Eye: Deck Master Unique Ability – Fusion Vision Activate only during your main phase: As long as Goddess of the Truthful/Third Eye is on the Sidelines, discard a magic card from your hand. Send all fusion material monsters from your hand and/or field to the grave and special summon the appropriate fusion monster onto the field. Kaiser Seahorse: Deck Master Unique Ability – Sacrificial Spear of Light As long as Kaiser Seahorse is on the Sidelines, All level 7 and higher light main-type monsters need just one monster to be sacrificed for summoning. Doublecoston/Double Coston: Deck Master Unique Ability – Dark Embodiment As long as Doublecoston/Double Coston is on the Sidelines, All level 7 and higher dark main-type monsters need just one monster to be sacrificed for summoning. Troy Horse/The Trojan Horse: Deck Master Unique Ability – Concealed Forces As long as Troy Horse/The Trojan Horse is on the Sidelines, All level 7 and higher earth main-type monsters need just one monster to be sacrificed for summoning. Higeasokou/Unshaven Angler: Deck Master Unique Ability – Unseen Presence As long as Higeasokou/Unshaven Angler is on the Sidelines, All level 7 and higher water main-type monsters need just one monster to be sacrificed for summoning. Force Wind Kid: Deck Master Unique Ability – Gathering Winds As long as Force Wind Kid is on the Sidelines, All level 7 and higher wind main-type monsters need just one monster to be sacrificed for summoning. Flame Ruler: Deck Master Unique Ability – Fiery Synergy As long as Flame Ruler is on the Sidelines, All level 7 and higher fire main-type monsters need just one monster to be sacrificed for summoning. Rare Metal Knight/Super Roboyaru: Deck Master Unique Ability – Planning the Future (This monster has Summoning Sickness) Can only be done once per duel; Activate this at any time during the duel except battle phase: As long as Rare Metal Knight/Super Roboyaru is on the Sidelines or on the field, set up to 3 cards from your hand onto the field. Sacrificial summoning requirements still apply with monsters level 7 and above. Lord of Dragons: Dragon Ruler/Lord of D: Deck Master Unique Ability – Calling All Dragons Activate only during your main phase: As long as Lord of D/Dragon Ruler is on the Sidelines, pay 700 LP to special summon a level 4 or lower dragon sub-type monster onto the field from hand or deck. Pay 1500 to special summon a level 5 and higher dragon sub-type monster in face up defense mode. Saint Magician/Magician of Faith: Deck Master Unique Ability – Rewarding the Faithful Can only be done 3 times per duel; Activate only during your stand-by phase: As long as Saint Magician/Magician of Faith is on the Sidelines, send one magic card from your hand to search for one magic card in your grave and put that card into your hand. Mask of Darkness: Deck Master Unique Ability – Dark Reward Can only be done 3 times per duel; Activate only during your stand-by phase: As long as Mask of Darkness is on the Sidelines, send one trap card from your hand to search for one trap card in your grave and put that card into your hand. Android Psycho Shocker/Jinzo: Deck Master Unique Ability – Shocker Wave Can only be done once per duel; Activate only during your stand-by phase: As long as Android Psycho Shocker/Jinzo is on the Sidelines, pay 2000 LP to destroy all face-up and set magic/spell and trap cards on the field. All players can’t set any face down magic/spell and trap cards until the 3rd turn after activation. Tyrant Dragon: Deck Master Unique Ability – Tyranny Shield As long as Tyrant Dragon is on the Sidelines, When your opponent activates a trap, remove one dragon or fire/pyro sub-type monster from your grave from play to negate and destroy the trap. Your opponent receives 500 life points in damage. Machine King: Deck Master Unique Ability – Order of the Machine King As long as Machine King is on the Sidelines, all machine sub-type monsters on your field receives a 300 attack and defense point bonus. When Machine King enters the field, this Deck Master receives a 300 attack and defense point bonus for all machine sub-type monsters on your field. Perfect Machine King: Deck Master Unique Ability – Technological Law As long as Perfect Machine King is on the Sidelines or on the field, all face-up monsters on the field are now machine sub-type and this can’t be countered. When Perfect Machine King enters the field, this Deck Master receives a 300 attack and defense point bonus for every other machine sub-type monster on the field, except itself. Dark Necrophilia/Dark Necrofear: Deck Master Unique Ability – Dark Sanctuary (This monster has Summoning Sickness) Can only be done once per duel; Activate only during your stand-by phase: As long as Dark Necrophilia/Necrofear is on the Sidelines, you can only bring this Deck Master to the field by removing 3 demon/fiend sub-type monsters in your grave from play. If the Deck Master is forced out of the Sidelines by an effect, don’t follow the following effect. If this Deck Master is destroyed, the duel doesn’t end like normal. Dark Necrophilia/Necrofear is put in the grave and while this Deck Master is in the grave, you can play magic/spell and traps cards in the monster zone. At your end phase, sacrifice a monster from your hand or field. If this is not done, the Deck Master will be special summoned to the field in attack mode and all cards and tokens in the monster zone will be destroyed with all effects negated, plus 500 LP damage to you for each card and token destroyed. Injection Angel Lily/Injection Fairy Lily: Deck Master Unique Ability – Injection Strike Can only be done once per duel; Activate only during your opponent’s battle phase: As long as Injection Angel/Fairy Lily is on the Sidelines, pay 2000 LP when your opponent destroys one of your monsters in battle. Opponent receives 3000 life points in damage and this can’t be countered. Iron Knight Gear Freed/Gearfried the Iron Knight: Deck Master Unique Ability – Iron Defense As long as Iron Knight Gear Freed/Gearfried the Iron Knight is on the Sidelines, Negate the effect of all targeting effects on the field. Millennium Shield: Deck Master Unique Ability – Ancient Defense Can only be done 3 times per duel: As long as Millennium Shield is on the Sidelines, you can discard 2 cards from your hand to negate direct damage from a single target that delivers 3000 points of damage and below. Insect Queen: Deck Master Unique Ability – The Hive Directive As long as Insect Queen is on the Sidelines, for every monster destroyed by an insect sub-type monster by all players, this Deck Master gets one [Hive counter]. Activate one of these effects during your stand-by phase whenever you have a [Hive counter]: - Can only be done 2 times per duel: Discard 1 [Hive counter] to special summon one insect sub-type monster from your deck or hand to the field in attack mode. - Can only be done 1 times per duel: Discard 3 [Hive counters] to destroy and/or discard all non-insect sub-type monsters in all player’s hands and field. All players except Deck Master’s player receives LP damage for each monster destroyed/discarded this way times 300. - Can only be done once per duel: Discard 6 [Hive counters] to take control of all insect sub-type monsters your opponent controls, regardless of having a full monster zone. Leviadragon – Daidaros/Levia-Dragon Daedalus: Deck Master Unique Ability – Maelstrom As long as Daidaros/Daedalus is on the Sidelines, the Deck Master Universal Ability – Marine Life Shield, is in effect. When the [Sea] / [Umi] is in play on your side of the field, the following effect replaces the old ability: - All water main-type monsters on the field are not affected by any effects. You must discard the top 6 cards from your deck at the end phase of your turn. Warrior of Zera: Deck Master Unique Ability – Call of Destiny As long as Warrior of Zera is on the Sidelines, the Deck Master Universal Ability – Warrior’s Resolve, is in effect. At any time during the duel, except battle phase, you can activate only one of following effects: - MUST have at least one [Sanctuary of the Sky/Sanctuary in the Sky] magic/spell card in hand, field, grave or deck. Remove all copies of your [Sanctuary of the Sky/Sanctuary in the Sky] magic/spell cards from the game to replace Deck Master with Archangel Zeraato/Archlord Zerato with its Deck Master Ability. - MUST have at least one [Lair of the Ten-Thousand Demon Lords/Pandemonium] magic/spell card in hand, field, grave or deck. Remove all copies of your [Lair of the Ten-Thousand Demon Lords/Pandemonium] magic/spell cards from the game to replace Deck Master with Devil Mazera/Mazera Deville with its Deck Master Ability. Archangel Zeraato/Archlord Zerato: Deck Master Unique Ability – Sword of Cleansing (This monster has Summoning Sickness) Can only be done once per duel; Activate only during your Main Phase 1: As long as Archangel Zeraato/Archlord Zerato is on the Sidelines, forgo your battle phase until the 3rd turn after activation to destroy all opponent’s cards on the field. If Archangel Zeraato is made Deck Master from the Deck Master Ability of Warrior of Zera, add “…and opponent discards entire hand to grave” to the initial effect. Devil Mazera/Mazera Deville: Deck Master Unique Ability – Claws of Doom (This monster has Summoning Sickness) Can only be done once per duel; Activate only during your draw phase: As long as Devil Mazera/Mazera Deville is on the Sidelines, forgo your draw phase until the 3rd turn after activation for opponent to discard entire hand to grave and lose 400 LP for each card discarded. If Devil Mazera is made Deck Master from the Deck Master Ability of Warrior of Zera, add “…plus opponent discards every card he or she draws for 3 turns” to the initial effect. Revolver Dragon/Barrel Dragon: Deck Master Unique Ability – Magnum Force Can only be done twice per duel; Activate only once during your main phase: As long as Revolver/Barrel Dragon is on the Sidelines, flip a coin three times. For each time you get heads, destroy a card on your opponent’s field. For each time you get tails, you destroy one card on your field or discard one card from your hand. If you get three heads in a row, your opponent draws 2 cards. And if you get three tails in a row, you draw 2 cards. Insect Princess: Deck Master Unique Ability – Royal Hunger As long as Insect Princess is on the Sidelines, for every monster destroyed by an insect sub-type monster by all players, this Deck Master gets one [Royal Jelly counter]. Activate one of these effects during your stand-by phase whenever you have a [Royal Jelly counter]: - Can only be done twice per duel: Discard 1 [Royal Jelly counter] to put one [Sister Insect Princess] token onto the field in attack mode. Count this token as a (1900/1200/6/Wind/Insect). If [Sister Insect Princess] token does battle damage to opponent, you gain 1.5x the damage in LP. - Can only be done once per duel: Discard 4 [Royal Jelly counters] to replace Insect Princess with Insect Queen with its Deck Master Ability. - Can only be done once per duel: Discard 6 [Royal Jelly counters] and pay 2000 LP to put 1 [Royal Larva counter] on your opponent’s Deck Master. If the opponent’s Deck Master has this counter on it for 3 of your opponent’s turns, destroy his/her Deck Master on the stand-by phase of your opponent’s 4th turn and replace with a [Rogue Insect Princess] token. Count this token as a (1900/1200/6/Wind/Insect). As long as [Rogue Insect Princess] token is your opponent’s Deck Master, each of your opponent’s stand-by phases, he/she loses 1000 life points while you gain 1000 life points. SLDK – Skull Demon/Skull Archfiend of Lightning: Deck Master Unique Ability – Raging Lightning Cage As long as Skull Demon/Skull Archfiend is on the field, you must pay 1500 LP during your stand-by phase. No monsters can be summoned or set onto the field and for each magic/spell, monster or trap effect that targets this Deck Master from your opponent, roll a dice: - If you roll a 1 or 2, negate the effect, but lose 1000 LP. - If you roll a 5 or 6, negate the effect and destroy that card. Dark Master Zork/Dark Master Zorc: Deck Master Unique Ability – Dark Promise (This monster has Summoning Sickness) Activate only during your Stand-by phase: As long as Dark Master Zork/Zorc is on the Sidelines, you can take a die and roll it: - Can only be done once per duel: If you roll a 1 or 2, destroy all monsters on your field, and then take all of your opponent’s monsters on field. Your opponent then can special summon all monsters in his/her hand that can be normal summoned. - Can only be done once per duel: If you roll a 3 or 4, destroy all cards on your field, and then take all of your opponent’s cards on the field, but you lose your next 3 battle phases. - Can only be done once per duel: If you roll a 5 or 6, you discard your entire hand, and then take your opponent’s hand. Your opponent then draws 5 cards. Demon of Questionable Loyalty/Ultimate Obedient Fiend: Deck Master Unique Ability – Fiendly Fire As long as Demon of Questionable Loyalty/Ultimate Obedient Fiend is on the Sidelines, All damage done by direct attacks and indirect damage effects by one player to another is now done only to themselves. Perfectly Evolved Great Moth/Perfectly Ultimate Great Moth: Deck Master Unique Ability – Poison Dust Wings (This monster has Summoning Sickness) As long as Perfectly Evolved/Ultimate Great Moth is on the Sidelines, all face up monsters on the field will have a 300 attack point deduction for every level star they have. Gate Guardian: Deck Master Unique Ability – Tri-Shield (This monster has Summoning Sickness) Activate only during your opponent’s battle phase: As long as Gate Guardian is on the Sidelines, you can choose only one of these effects to activate when opponent declares an direct attack: - Electro Shield: Can only be used once per duel. Direct damage done by an opponent’s dark main-type monster is nullified and the monster destroyed. Direct damage done by an opponent’s light main-type monster is reduced to 0. Direct damage done by opponent’s water or wind main-type monster is reduced by 1000. - Gale Shield: Can only be used once per duel. Direct damage done by an opponent’s earth or fire main-type monsters is nullified and the monster destroyed. Direct damage done by an opponent’s water or wind main-type monster is reduced to 0. - Tidal Shield: Can only be used once per duel. Direct damage done by an opponent’s fire main-type monster is nullified and the monster destroyed. Direct damage done by an opponent’s water or wind main-type monster is reduced to 0 Direct damage done by an opponent’s earth or light main-type monster is reduced by 1000. Cosmo Queen: Deck Master Unique Ability – Cosmic Sphere of Influence As long as Cosmo Queen is on the Sidelines, All monsters except Magic User/Spellcaster, Angel/Fairy, and Demon/Fiend sub-types will have their attack and defense points reduced by half. Black Magician Knight/Dark Magician Knight: Deck Master Unique Ability – Ageless Rune Sword (This monster has Summoning Sickness) Can only be done once per duel; Activate only during your stand-by phase: As long as Black/Dark Magician Knight is on the Sidelines, for every magic card played by all players, this Deck Master gets one [Rune counter]. When this Deck Master has 5 or more [Rune counters], remove all counters to do the following effect: - All opponent’s face-down and set magic/spell and trap cards on the field are negated and destroyed. This can’t be countered. Your opponent can only play or set one magic/spell or trap card per turn for 3 turns. Berserk Dead Dragon/Berserk Dragon: Deck Master Unique Ability – Berserker Grenade (This monster has Summoning Sickness) Can only be done 3 times per duel; Activate only during your or your opponent’s battle phase: As long as Berserk Dead Dragon/Berserk Dragon is on the Sidelines, pay 1000 LP to destroy one monster or destroy one magic/spell or trap card on your opponent’s field. Don Zaroog/Don Zaloog: Deck Master Unique Ability – Double Scorpion Stinger Can only be done 2 times per duel; Activate only during your end phase: As long Don Zaroog/Zaloog is on the Sidelines, you can roll 2 dice and do the following effect in response to your roll results: - If you roll 2 odds, destroy 2 face down cards on your opponent’s field. If your opponent doesn’t have 2 face down cards on the field, you lose 500 LP. - If you roll 2 evens, destroy 2 face up cards on your opponent’s field. If your opponent doesn’t have 2 face up cards on the field, you lose 500 LP. - If you roll a low odd-high even (when an odd is lower than an even), you must discard 2 cards from your hand and your opponent can’t draw for 2 turns. - If you roll a high odd-low even (when an odd is higher than an even), you must discard 2 cards from your deck and your opponent discards 2 cards from his/her hand - If you roll a “Snake Eyes” (Two ‘1’s), your opponent draws 2 cards and give them to you, but you lose 2 draw phases. - If you roll a “Two High” (Two ‘6’s), you draw 2 cards and give them to your opponent, but they lose 2000 LP. Spirits of Pharaoh/Spirit of the Pharaoh: Deck Master Unique Ability – Pharaoh’s Decree (This monster has Summoning Sickness) Can only be done twice per duel; Activate only during your end phase: As long as Spirits of Pharaoh/Spirit of the Pharaoh is on the Sidelines, you can special summon up to 2 level 3 or lower undead sub-type or light main-type monsters, from your hand or grave, onto the field in defense mode as long as you have at least one empty spot in your monster zone. End of Anubis/The End of Anubis: Deck Master Unique Ability – Anubis’ Law Can only be done once per duel; Activate only during your standby phase: As long as End of Anubis/The End of Anubis is on the Sidelines or on the field, when you have more than 15 cards in your graveyard, both players must shuffle all cards, except Deck Masters, in their hand, field and grave into their decks, then draw 6 cards. From this time forth, all cards that goes to the grave can never be removed, revived or recycled. Jackal Spirit Knight/Ghost Knight of Jackal: Deck Master Unique Ability – Soul Commander As long as Jackal Spirit Knight/Ghost Knight of Jackal is on the Sidelines, anytime your warrior and beast/animal warrior sub-type monsters destroys a monster in battle, at your end phase, you can only special summon one of the destroyed monsters onto your side in attack mode, as long as you have at least one empty spot in your monster zone. Monsters special summoned in this way can ’t attack your opponent directly. Legacy Hunter: Deck Master Unique Ability – Legacy Blades As long as Legacy Hunter is on the Sidelines, anytime your warrior sub-type monsters destroys a face down defense mode monster, your opponent randomly discards one card from their hand. Gemini Devil: Deck Master Unique Ability – Meddling Devils As long as Gemini Devil is on the Sidelines, when an opponent’s ‘discard’ effect is activated, you can pay 1500 LP to negate the effect and destroy the card. Then you draw 2 cards. Regenerating Mummy: Deck Master Unique Ability – Curse of the Mummy Activate only during your end phase: As long as Regenerating Mummy is on the Sidelines, whenever you discard a card from your hand by an opponent’s effect this turn, you can special summon an undead/zombie sub-type monster from your deck or grave to the field for each card you discarded, as long as you have at least one free spot in your monster zone. Guardian Angel Jeanue/Guardian Angel Joan: Deck Master Unique Ability – Purification As long as Guardian Angel Jeanue/Joan is on the Sidelines, when your angel sub-type monsters destroy a monster in battle, you gain life points equal to half the destroyed monster’s attack strength. Black Flare Dragon of Horus LV 8/Horus the Black Flame Dragon LV 8: Deck Master Unique Ability – The Wings of Horus (This monster has Summoning Sickness) As long as Horus LV8 is on the Sidelines, all uses of magic/spell cards by players are forbidden. Sorcerer of Dark Magic/Magic Hierophant of Black: Deck Master Unique Ability – Wand of the Sages (This monster has Summoning Sickness) As long as Sorcerer of Dark Magic/Magic Hierophant of Black is on the Sidelines, all uses of trap cards by players are forbidden. Ice Emperor Moebius/Mobius the Frost Monarch: Deck Master Unique Ability – Frozen Sovereignty As long as Moebius/Mobius is on the Sidelines, when any level 5 or 6 water main-type monster has successfully been sacrifice summoned, the owner of that monster can destroy up to 2 magic/trap cards on the field. Thunder Emperor Zaborugu/Zaborg the Thunder Monarch: Deck Master Unique Ability – Shocking Sovereignty As long as Zaborugu/Zaborg is on the Sidelines, when any level 5 or 6 light main-type monster has successfully been sacrifice summoned, the owner of that monster must destroy 1 monster on the field. Fire Emperor Testaros/Thestalos the Firestorm Monarch: Deck Master Unique Ability – Burning Sovereignty As long as Testaros/Thestalos is on the Sidelines, when any level 5 or 6 fire main-type monster that has successfully been sacrifice summoned, the opponent must discard a card randomly from their hand. If the discarded card is a monster card, the opponent loses 200 life points times the level of the discarded monster. Earth Emperor Granmaagu: Deck Master Unique Ability – Solidity Sovereignty As long as Granmaagu is on the Sidelines, when any level 5 or 6 earth main-type monster has successfully been sacrifice summoned, the owner of that monster can destroy one set/face down card on the field. Armed Dragon LV 7: Deck Master Unique Ability – Armor Crush (This monster has Summoning Sickness) Can only be done twice per duel; Activate only during your stand-by phase: As long as Armed Dragon LV 7 is on the Sidelines, you can discard only one monster card from your hand to destroy all face-up monsters equal or less than the level of the discarded monster. Mind on Air: Deck Master Unique Ability – No Secrets As long as Mind on Air is on the Sidelines, all players play with open hands and can’t set magic, traps and monsters without showing the other player(s) first. Immense Battleship Big Core/Big Core: Deck Master Unique Ability – 3 Strike Defense Upon the start of the duel, your LP is 4000, not 8000 and put 3 [Defense counters] on the Deck Master. As long as Big Core is on the Sidelines, when your LP go to 0, you remove one [Defense counter] from the Deck Master and give yourself 4000 LP. Controller of Spirits - Puppetmaster: Deck Master Unique Ability – Demonic Calling Can only be done twice per duel; Activate only once during your main phase: As long as Controller of Spirits - Puppetmaster is on the Sidelines, you can pay 1000 LP to special summon one demon sub-type monster from your grave, hand or deck. Any monster special summoned this way can’t attack the turn it was summoned. Female Warrior of the Moon/Penumbral Solider Lady: Deck Master Unique Ability – Lunar Eclipse As long as Female Warrior of the Moon/Penumbral Solider Lady is on the Sidelines, all light, fire and earth main-type monsters can’t attack you directly. Warrior of the Sun/Luminous Soldier: Deck Master Unique Ability – Solar Eclipse As long as Warrior of the Sun/Luminous Soldier is on the Sidelines, all dark, water and wind main-type monsters can’t attack you directly. Mystic Swordsman LV6: Deck Master Unique Ability – Banishing Blade Strike (This monster has Summoning Sickness) As long as Mystic Swordsman LV6 is on the Sidelines, All warrior sub-type monsters on your field can destroy all face-down defense monsters upon battling them (Skip damage step and sent monster to grave). Pay 500 LP at the end phase of the turn in which this effect was activated. Ninja Master Sasuke/Ninja Grandmaster Sasuke: Deck Master Unique Ability – Sudden Death Shot As long as Ninja Master/Grandmaster Sasuke is on the Sidelines, All warrior sub-type monsters on your field can destroy all face-up defense monsters upon battling them (Skip damage step and sent monster to grave). Pay 500 LP at the end phase of the turn in which this effect was activated. Theinen the Great Sphinx/Sphinx Androgynous: Deck Master Unique Ability – Guardians of Anubis (This monster has Summoning Sickness) Upon the start of the duel, you must special summon 1 [Andro Sphinx] and 1 [Sphinx Teleia/Teeleia] to the field, disregarding their effects. As long as Theinen the Great Sphinx/Sphinx Androgynous is on the sidelines, these monsters can’t be destroyed in battle, not affected by magic/spell and trap cards, and can never attack another player directly. Should the Deck Master enter the field with Andro Sphinx and/or Sphinx Teleia/Teeleia also on the field, those monsters are removed from play. The Creator: Deck Master Unique Ability – The Gift of Extended Life Activate only during your standby phase: As long as The Creator is on the Sidelines, you can only remove one monster from your grave from the game. When this is done, you can one of two things: - Can only be done once per duel: When your life points goes to 0, you can add life points equal to the total of all your removed monsters base attack or defense points. - Can only be done twice per duel: During main phase 2, you can special summon only one of your removed monsters to the field in face-up attack mode. Element Dragon: Deck Master Unique Ability – Age of Dragons As long as Element Dragon is on the Sidelines, all dragon sub-type monsters on your field gain the normal effect of Element Dragon. Monsters with no effects are now effect monsters and monsters with effects have this effect added in. Element Zaurus/Element Saurus: Deck Master Unique Ability – Mesozoic Rage As long as Element Zaurus/Saurus is on the Sidelines, all dinosaur sub-type monsters on your field gain the normal effect of Element Zaurus/Saurus. Monsters with no effects are now effect monsters and monsters with effects have this effect added in. Element Magician: Deck Master Unique Ability – Elemental Magic As long as Element Magician is on the Sidelines, all magic user/spellcaster sub-type monsters on your field gain the normal effect of Element Magician. Monsters with no effects are now effect monsters and monster with effects have this effect added in. Element Soldier: Deck Master Unique Ability – Mystical Warriors As long as Element Soldier is on the Sidelines, all warrior sub-type monsters on your field gain the normal effect of Element Soldier. Monsters with no effects are now effect monsters and monsters with effects have this effect added in. Element Valkyrie: Deck Master Unique Ability – Divine Intervention As long as Element Valkyrie is on the Sidelines, all angel/fairy sub-type monsters on your field gain the normal effect of Element Valkyrie. Monsters with no effects are now effect monsters and monsters with effects have this effect added in. Element Devil: Deck Master Unique Ability – Sinister Allegiance As long as Element Devil is on the Sidelines, all demon/fiend sub-type monsters on your field gain the normal effect of Element Devil. Monsters with no effects are now effect monsters and monsters with effects have this effect added in. The Tricky: Deck Master Unique Ability – The Art of Trickery Can only be done twice per duel; Activate only during your opponent’s battle phase: As long as The Tricky is on the Sidelines, when you have no more than 1 monster on your field, you can pay 1000 LP to place one [Tricky Illusion] token in attack mode. Count this token as (2000/1200/5/Wind/[Magic User/Spellcaster]) that can’t be destroyed in battle. Your opponent must attack it with all face-up monsters on his/her field. Battle damage done to the token goes to your opponent. The [Tricky Illusion] token is destroyed at the end of the battle phase. F-G-D, Five God Dragon: Deck Master Unique Ability – The Power of Five (This monster has Summoning Sickness) Can only be done twice per duel; Activate only during your main phase 1: As long as F-G-D is on the Sidelines, you can roll a die and do the following effect in response to your roll results: - If you roll a 1, destroy all face down cards on the field. You draw one card. - If you roll a 2, destroy all face up cards on the field. You draw one card. - If you roll a 3, remove all face down cards on the field from play. You draw 2 cards; your opponent draws 1 card. - If you roll a 4, remove all face up cards on the field from play. You draw 2 cards; your opponent draws 1 card. - If you roll a 5, all players discard their hands. You draw 5 cards; your opponent(s) draw 3 cards. - If you roll a 6, you must re-roll die. Master of Dragon Knight: Deck Master Unique Ability – Ultimate Might (This monster has Summoning Sickness) As long as Master of Dragon Knight is on the Sidelines, the Deck Master Universal Ability – Ancient Power, is in effect. Activate only when your life points goes to 0 or an instant victory is made against you: As long as Master of Dragon Knight is on the Sidelines, you and your opponent roll a die. The one that rolls the highest is declared the winner of the match. Transformable Mechanical Beast Gunner Dragon/ Fusilier Dragon, the Dual-Mode Beast: Deck Master Unique Ability – Transformers As long as Gunner/Fusilier Dragon is on the Sidelines, all level 5 and higher machine sub-type monsters in your hand gain the normal effect of Gunner/Fusilier Dragon. Monsters with no effects are now effect monsters and monsters with effects have this effect added in. Pay 1500 LP at the end phase of the turn in which you summoned a monster by this effect to restore its base attack and defense points. Shifting Life Form Homunculus/Homunculus the Alchemic Being: Deck Master Unique Ability – The Great Link As long as Homunculus is on the Sidelines, all plant sub-type on the field gains the normal effect of Homunculus. Monsters with no effects are now effect monsters and monsters with effects have this effect added in. All plant sub-type monsters on your field that are summoned (normal, special, flip/reverse) receives a [Great Link] token. Whenever a monster with the [Great Link] token is attacked, remove the token and pay 1000 LP. Then add half of the base attack and defense strengths of the Deck Master to that monster. Blowback Dragon: Deck Master Unique Ability – The Blowback Can only be done 2 times per duel; Activate only once during your opponent’s standby phase: As long as Blowback Dragon is on the Sidelines, flip a coin three times. For each time you get heads, your opponent returns one card from his/her field to the bottom of his/her deck. (Fusion monsters and Deck Masters hit with this effect are return to their respective places.) If you get three heads in a row, your opponent sends all cards on his/her field and all cards in hand to the bottom of his/her deck and draws that many cards. Blue Eyes Shining Dragon: Deck Master Unique Ability – Shining Blue Eyes (This monster has Summoning Sickness) As long as Blue Eyes Shining Dragon is on the Sidelines, all level 4 and lower Light and Water main-type monsters on your field can be summoned in face-down attack mode (All effects that deal with flipping/reversing and flip/reverse summoning can’t be done in this mode. You can only change to face-down defense or face-up attack mode in this state. Attacking can be done in this mode, but you must reveal this monster before damage step). Cards in this mode are affected by any effect that targets face-down and face-down defense mode cards. Must activate only when Blue Eyes Shining Dragon is put onto the field from the Sidelines: - Remove Blue Eyes Shining Dragon from the game and place a [Shining] token in the Sidelines. You can’t replace this [Shining] token with a new Deck Master. - Pay half of your life points and special summon up to 3 Blue Eyes White Dragon from hand, deck, grave and/or removed area onto the field in face-up attack mode. Any Blue Eyes White Dragon summon this way can’t attack your opponent directly. Red Eyes Darkness Dragon: Deck Master Unique Ability – Red Eyes of Darkness (This monster has Summoning Sickness) As long as Red Eyes Darkness Dragon is on the Sidelines, all level 4 and lower Dark and Fire main-type monsters on your field can be summoned in face-down attack mode (All effects that deal with flipping/reversing and flip/reverse summoning CAN’T be done in this mode. You can only change to face-down defense or face-up attack mode in this state. Attacking can be done in this mode, but you must reveal this monster before damage step). Cards in this mode are affected by any effect that targets face-down and face-down defense mode cards. Must activate only when Red Eyes Darkness Dragon is put onto the field from the Sidelines: - Remove Red Eyes Darkness Dragon from the game and place a [Darkness] token in the Sidelines. You can’t replace this [Darkness] token with a new Deck Master. - Pay half of your life points and special summon up to 3 Red Eyes Black Dragon from hand, deck, grave and/or removed area onto the field in face-up attack mode. Any Red Eyes Black Dragon summon this way can’t attack your opponent directly. Vampire Genesis: Deck Master Unique Ability – Vampiric Blood Evolution (This monster has Summoning Sickness) Can only be done twice per duel; Activate only once during your main phase 1: As long as Vampire Genesis is on the Sidelines, discard one monster from your hand to the grave and pay 1000 LP. Special summon from your hand, grave or deck 1 undead sub-type monster that’s equal to or 2 levels higher than the monster discarded this way. You gain LP equal from any battle damage, except direct damage, done by all undead sub-type monsters summoned this way. Animal King Behemoth: Deck Master Unique Ability – Beastly Selection Can only be done once per duel; Activate only during your standby phase: As long as Animal King Behemoth is on the Sidelines, you can discard all magic/spell and trap cards, but no less than 3 in total, from your hand. Search your deck for up to 3 level 6 and lower animal/beast sub-type monsters and put them into your hand. At the end phase of this turn, you can take up to 3 magic/spell and trap cards in your grave and shuffle them back into your deck. Blood Magician, Magician of Purgatory: Deck Master Unique Ability – Doom Slicer Can only be done twice per duel: As long as Blood Magician is on the Sidelines, you can pay 500 LP to put one [Doom counter] on this Deck Master during your main phase with a maximum of 3 counters. Activating only once during your opponent’s standby phase: When you have at least 1 [Doom counter] on the Deck Master, you can do one of the following: - Discard 1 [Doom counter] to destroy one monster on your opponent field. - Discard 2 [Doom counters] to negate the summoning of any one monster your opponent plays this turn. - Discard 3 [Doom counters] to have your opponent reveal his/her hand and discard up to 2 monsters. Magic Warrior Breaker/Breaker the Magical Warrior: Deck Master Unique Ability – Mystic Slicer Can only be done twice per duel: As long as Breaker is on the Sidelines, you can pay 500 life points to put one [Mystic counter] on this Deck Master during your main phase with a maximum of 3 counters. Activating only once during your opponent’s standby phase: When you have at least 1 [Mystic counter] on the Deck Master, you can do one of the following: - Discard 1 [Mystic counter] to negate any one magic/spell or trap card your opponent activates that turn. - Discard 2 [Mystic counters] to negate and destroy any one magic/spell or trap cards your opponent has in play or activates that turn - Discard 3 [Mystic counters] to have your opponent reveal his/her hand and discard up to 2 magic/spell and trap cards. Dimensional Warrior Girl/DD Warrior Lady: Deck Master Unique Ability – Dimensional Tripping Can only be done 3 times per duel: As long as Dimensional Warrior Girl/DD Warrior Lady in on the Sidelines, when an opponent’s monster attacks you directly, you can pay 1000 LP and negate the attack then remove that monster from play for two of your opponent’s turns. If there is no empty monster zones for that removed monster to be placed in after the two turns, that monster is permanently removed from play. Amazoness Swordswoman/Amazoness Swords Woman: Deck Master Unique Ability – Amazoness Battle Cry Can only be done twice per duel: Activate only during your standby phase: As long as Amazoness Swordswoman/Swords Woman is on the Sidelines, you can pay 2000 LP to place one [Amazoness Fighter] token in all of your empty monster zones. Count this token as a (1000/500/3/Earth/Warrior) where all battle damage done to this token is reduced to 0. For every [Amazoness Fighter] token that is destroyed, the Deck Master gets one [Amazoness Pride] counter. When the Deck Master has 5 or more counters, remove all counters during your opponent’ s standby phase to destroy all monsters on your opponent’s field and all monsters in opponent’s hand are discarded. Swordsmaster Naked Gear Freed: Deck Master Unique Ability – The Legendary Swordsmaster (This monster has Summoning Sickness) As long as Naked Gear Freed is on the Sidelines, when any of your equipment magic/spell cards are sent to the grave, remove those cards from play. Activate only during your opponent’s battle phase: When you have no monsters on your field and your opponent attacks, you can enter Naked Gear Freed to your field, destroying all magic/spell and trap cards on your field. Then play up to 5 equipment magic/spell cards that you removed from play and equip them to Naked Gear Freed. This can’t be countered. For every equipment card on him, you destroy that many cards on your opponent’s field. Phoenix God of Nefutisu: Deck Master Unique Ability – Phoenix Resurrection Can only be once twice per duel; Activate at any time during the duel: As long as Phoenix God is on the Sidelines, whenever a monster, this includes tokens and trap monsters, is destroyed and/or removed from play by a card effect, you can pay 500 LP per level of that monster and return it to your side of the field in the mode it was last in, as long as you have at least one free spot in your monster zone. (The return of the monster from this effect is not deemed a summoning, thus not bound by summoning effects.) Any monsters brought to the field by this effect can’t attack your opponent directly. Abyss Soldier: Deck Master Unique Ability – Blue Bouncer Activate only once during your end phase: As long as Abyss Soldier is on the Sidelines, You can do one of the following: - Discard one water main-type monster from your hand or pay 800 LP to return one card on the field to its owner’s hand. - Can only be done once per duel: Discard three water main-type monsters from your hand or pay 3000 LP to make your opponent enter his/her Deck Master to the field. If the field is full, opponent must send one of their monsters on field to the grave. Your opponent can counter this by paying the 3000 LP instead of you. Time Magician/Time Wizard: Deck Master Unique Ability – Time Crisis When Time Magician/Wizard enters the field, the Deck Master is locked into face-up attack mode and becomes immune to all effects nor can’t it be destroyed in battle (Damage is done normally). A time limit of 7 turns is given for your opponent to defeat you in. During this time, you can’t attack. If your opponent fails to defeat you in 7 of their turns, you win. Dark Demon – Gilfar Demon/Archfiend of Gilfar: Deck Master Unique Ability – Curse of Gilfar As long as Gilfar is on the Sidelines, whenever one of your monsters is destroyed and sent to the grave, you may pay 1000 LP to turn the destroyed monster into an equip card and attach it to one of your opponent’s monsters on the field. While a monster is equipped, its attack and defense strengths are lowered by 500. If the Deck Master leaves the Sidelines, all equip cards created in this way are destroyed. Magnet Valkyrion/Valkyrion the Magna Warrior: Deck Master Unique Ability – Power of Three (This monster has Summoning Sickness) Can only be used once per duel; Activate only during your opponent’s battle phase: As long as Valkyrion is on the Sidelines, when your opponent attacks one of your face-up monsters, you may pay 2000 LP. Then reduce your targeted monster attack and defense strengths to 0 and reveal up to three monsters in your hand to add the total of their base attack and defense points to that monster until the end of the battle phase. The selected monsters in your hand are discarded at the end phase of your turn. Thousand Eyes Sacrifice/Thousand Eyes Restrict: Deck Master Unique Ability – Luring Gaze (This monster has Summoning Sickness) As long as Thousand Eyes Sacrifice/Restrict is on the Sidelines, both players can only attack with one monster per turn. When this Deck Master enters the field, the opponent’s Deck Master is forced to enter the field as well. This effect can’t be negated. Blade Knight: Deck Master Unique Ability – Fellowship of the Blade Can only be used twice per duel; Activate only during your main phase. As long as Blade Knight is on the Sidelines, you may pay 1500 LP to place one [Fellowship Blade counter] on one of your face-up monsters. As long as a monster has a [Fellowship Blade counter] attached, it gains the normal effects of Blade Knight. Monsters with no effects are now effect monsters and monsters with effects have this effect added in. XYZ Dragon Cannon: Deck Master Unique Ability – Final Cannon (This monster has Summoning Sickness) Can only be used twice per duel; Activate only during your main phase 1. As long as XYZ Dragon Cannon is on the Sidelines, you may discard your entire hand to destroy cards on the opponent’s field equal to the number of cards you discarded. Then you must skip your next two battle phases. Exclusivity Virus/Tribe Infecting Virus: Deck Master Unique Ability – 6 Degrees of Disease Upon the start of the duel, you and your opponent(s) call out one sub-type then you roll one die. What you roll will activate one of the following effects: - If you roll a 1, the sub-types called out can’t be normal or reverse/flip summoned without paying 700 LP for the duration of the duel. - If you roll a 2, the sub-types called out can’t be normal, reverse/flip summoned or special summoned without paying 900 LP for the duration of the duel. - If you roll a 3, the sub-types called have their overall attack and defense strengths cut in half for the duration of the duel. - If you roll a 4, the sub-types called have their overall attack and defense strengths cut in half and are without any monster effects for the duration of the duel. - If you roll a 5, the cards of the sub-types called are flipped to reveal their backs and are now [Konami Monster] cards. Count these cards as a (100/100/1/Null/Void) with the effect: ‘This monster can’t attack and can’t be sacrificed for anything.’ - If you roll a 6, all players shuffle every card, except their Deck Masters, into their respective decks and give them to the other player (In multi-player games, the player to the right of you.). With the decks at hand, the player will look for any sub-types they called out and remove them from play, returning the deck to the owner. All cards removed this way are forbidden to be played. Lava Golem: Deck Master Unique Ability – Burning Lava (This monster has Summoning Sickness) Can only be used once per duel; Activate only during your main phase. As long as Lava Golem is on the Sidelines, you may pay 1000LP sacrifice two monsters on the opponent’s field and give him/her a [Living Lava] token. Count this token as a (3000/3000/10/Fire/ [Demon/Fiend]) that can’t be sacrificed for anything. As long as the token is on the field, the controller of the token loses 1000 LP during his/her stand-by phase and the other player(s) loses 800 LP during his/her standby phase. Noble Du Noir/Patrician of Darkness: Deck Master Unique Ability – Deceptive Eyes Can only be used 3 times per duel: As long as Noble/Patrician is on the Sidelines, whenever your opponent attacks, you can pay 1000LP to have the attack redirected to any monster on the field. Retrained Elven Swordsman/Obnoxious Celtic Guard: Deck Master Unique Ability – Meddling Swordsman Can only be used 3 times per duel: As long as Elven Swordsman/Celtic Guard is on the Sidelines, whenever your opponent attacks, pay 800 LP and do only one of the following: - If the attack is against one of your monsters, that monster is not destroyed or affected by any effect during battle phase. Subtract 1400 from the overall attack strength of the attacking monster and take the rest in damage. - If the attack is a direct attack, reduce the damage by half and negate all battle damage effects. Command Knight: Deck Master Unique Ability – Commanding the Calvary Can only be used twice per duel; Activate only during your main phase. As long as Command Knight is on the Sidelines, when you have no monsters on your field, you can remove a maximum of five, 2000 or less attack strength monsters from your grave. For each monster removed, you put 1 [Calvary Knight] token to the field in attack mode. Count this token as a (2000/1900/5/Earth/Warrior) that destroys any monster it battles with at the end of battle phase. You can’t normal or special summoned any monsters as long as 1 [Calvary Knight] token is on your field (This applies to your opponent too.). Dark Knight Gaia of the Gale/Swift Knight Gaia: Deck Master Unique Ability – Double Lance Striker Can only be used once per duel; Activate only during your battle phase: As long as Gaia is on the Sidelines, whenever you successfully attack your opponent directly with a monster with an attack strength of 1700 or less, you can pay 1500LP to hit your opponent with 2300 worth of damage that can’t be countered.