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

Three-Headed Geedo- 002
(4) (Dark/Fiend) 1200/1400

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

The Eye Of Truth - 010
Continuous Trap Card 
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 
Skip your own Standby Phase.

Earthshaker - 014
Trap Card 
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 
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 
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 
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 
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 
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 
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 
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 
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
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 
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 
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
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 
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 
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
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 
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 
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 
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
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 
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 

Twin-Headed Fire Dragon - 042
(6) (Fire/Pyro) 2200/1700 

Darkfire Soldier #1 - 043
(4) (Fire/Pyro) 1700/1150 

Mr. Volcano - 044 
(5) (Fire/Pyro) 2100/1300 

Darkfire Soldier #2 - 045 
(4) (Fire/Pyro) 1700/1100 

Kiseitai - 046
(2) (Dark/Fiend) 300/800 
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 

Flying Kamakiri #2 - 048
(4) (Wind/Insect) 1500/800 

Harpie’s Brother - 049
(4) (Wind/Winged Beast) 1800/600 

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

Skull Invitation - 056
Continuous Trap Card
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 
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 

Oni Tank T-34 - 059
(4) (Earth/Machine) 1400/1700 

Overdrive - 060
(4) (Earth/Machine) 1600/1500 (

Burning Land - 061
Continuous Magic Card 
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 
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 
Increases the Life Points of both players by 1000 points.

Monster Recovery - 066
Quick Play Magic Card 
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 
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 )
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 
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 
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 
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 
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 
All monsters of Level 4 or higher cannot attack. 
Their positions may still be changed.

Type Zero Magic Crusher - 074
Continuous Trap Card 
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 
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 
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 
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 
When Umi is face-up on the field, this card is unaffected by any Magic Cards.

Bite Shoes - 080
(2) (Dark/Fiend) 500/300 
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 

Invitation To A Dark Sleep - 082
(5) (Dark/Spellcaster) 1500/1800
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 

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 

Hayabusa Knight - 086
(3) (Earth/Warrior) 1000/700 
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 
FLIP: Destroys all face-up Level 4 monsters on your opponent’s side of the field.

Gradius- 089
(4) (Light/Machine) 1200/800 

Red Moon Baby - 090
(3) (Dark/Zombie) 700/1000 
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
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 

The All-Seeing White Tiger - 093
(3) (Wind/Beast) 1300/500 

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 

Wingweaver - 096
(7) (Light/Fairy) 2750/2400 

Science Soldier - 097
(3) (Dark/Warrior) 800/800 

Souls Of The Forgotten - 098
(2) (Dark/Fiend) 900/200 

Dokuroyaiba - 099
(3) (Fire/Fiend) 1000/400 

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 
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.

    Source: geocities.com/tcg_yugioh