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Individual Card Rulings [S-T]

6/1/2021

 
The following individual card rulings have been compiled from the archived UDE Gameplay FAQ database [REF] and the Konami Card Rulings documents [CRMS, RGBT, ANPR, SOVR, ABPF, HA01, SDMM]. Notable cards have streamlined rulings and additional information cross-referenced against Pojo / Duelistgroundz.
SABER HOLE
Activate only while you control a face-up "X-Saber" monster. Negate the Summon of a monster, and destroy it.
  • You must control a face-up XX-Saber or X-Saber monster in order to activate this card.
  • This card activates in the Summon negation timing (like “Horn of Heaven” and “Black Horn of Heaven”).
  • This effect does not target.
  • This can negate Normal Summons, Flip Summons, Special Summons (like "Chaos Sorcerer"), Synchro Summons, and Contact Fusion Summons (like "Gladiator Beast Gyzarus").
  • This can negate the Summon performed after an effect resolves as Chain Link 1 (ex: "Ultimate Offering").
  • This cannot negate effects that perform a Special Summon (ex: "Polymerization", "Blackwing - Vayu the Emblem of Honor").

SABER SLASH
Destroy a number of face-up cards on the field equal to the number of face-up Attack Position "X-Saber" monsters you control.
  • This effect does not target.
  • Count your face-up Attack Position XX-Saber & X-Saber monsters when “Saber Slash” resolves.
  • If the only face-up cards on the field when “Saber Slash” resolves are your own face-up Attack Position “X-Saber” monsters, you must destroy them. “Saber Slash” cannot destroy itself.
  • VS. "My Body as a Shield": "My Body as a Shield" can only be activated if it is certain that "Sabre Slash" will destroy at least 1 monster on the field [REF].
    • Example A: Your opponent has 2 "X-Sabre" monsters, no face-up Spell / Trap Cards, and activates "Saber Slash". You you have one face-up monster, a Set "My Body as a Shield", and a face-up "Skill Drain". "Sabre Slash" is guaranteed to destroy two cards, and there's at most one non-monster that it can destroy. Therefore, you can activate "My Body as a Shield" in response.
    • Example B: Your opponent activates "Saber Slash" while controlling 1 "X-Sabre" monster and 5 face-up Spell Cards. You control one face-up monster and a Set "My Body as a Shield". Because your opponent can choose to destroy any of their face-up cards with "Sabre Slash", you cannot activate "My Body as a Shield" in response.
  • VS. "Starlight Road": "Starlight Road" can only be activated if it is certain that a card/effect would destroy two+ cards you control. However, your opponent always has the option of destroying the face-up "X-Sabre" monster(s) that they control, so "Starlight Road" can NEVER be used [REF].
    • VS. Your own "Starlight Road": If you control 3 "X-Saber" monsters and your opponent controls 1 face-up card, when you play "Saber Slash" it is certain that at least 2 of your "X-Saber" monsters will be destroyed, so you can activate "Starlight Road" in response to your own "Saber Slash" [REF].
  • VS. "Stardust Dragon": "Sabre Slash" destroys a card(s) on the field, so Stardust can activate [REF].

SACRED PHOENIX OF NEPHTHYS
  • You can activate "Divine Wrath" when "Sacred Phoenix of Nephthys" is Special Summoned by its own effect. Because this effect activates in the Graveyard, and is being negated while "Sacred Phoenix of Nepthys" is in the Graveyard, "Sacred Phoenix of Nepthys" is never Special Summoned (so the card is never moved from the Graveyard) and is never destroyed. Because it is not destroyed, its effect to Special Summon itself does not activate again.
  • If "Sacred Phoenix of Nephthys" is Special Summoned with "Call of the Haunted" or "Premature Burial", and that card is destroyed and destroys "Sacred Phoenix of Nephthys" with its effect, you Special Summon "Sacred Phoenix of Nephthys" during your next Standby Phase because it was destroyed by a card effect.
  • If "Sacred Phoenix of Nephthys" is destroyed while in your hand or Deck by a card effect, you still activate its effect during your next Standby Phase to Special Summon it from the Graveyard. (For example, if an effect like "Star Boy" is active, and "Sacred Phoenix of Nephthys" is Summoned, and "Chain Destruction" is activated to destroy other copies of "Sacred Phoenix of Nephthys" in the hand and Deck, those copies will be Special Summoned during your next Standby Phase.
  • If "Skill Drain" is active on the field, the effect of "Sacred Phoenix of Nephthys" that Special Summons it from the Graveyard is still activated, because it is activated in the Graveyard. However, the effect that destroys Spell and Trap Cards on the field is negated because it activates on the field (so "Skill Drain" and other Spell and Trap Cards on the field are not destroyed in this case).
  • If "Sacred Phoenix of Nephthys" is Summoned (except by its effect), and the Summon is negated by "Horn of Heaven", it is Special Summoned during your next Standby Phase because it was destroyed by a card effect. When it is Special Summoned by its own effect, “Horn of Heaven” or “Solemn Judgment” cannot be activated, because it is being Summoned by its own Trigger Effect, not by a built-in “this is how you Summon this monster” effect.
  • If your opponent controls your "Sacred Phoenix of Nephthys", and it is destroyed by a card effect, because the effect activates in the Graveyard, it is the owner that gets the effect and Special Summons "Sacred Phoenix of Nephthys" during their Standby Phase.
  • If "Sacred Phoenix of Nephthys" is destroyed during your Draw Phase, you can Special Summon it during the Standby Phase of that same turn.
  • If "Sacred Phoenix of Nephthys" is destroyed and removed from play, such as with "Bottomless Trap Hole", it is not Special Summoned from out of play during the Standby Phase, because this effect activates in the Graveyard.
  • If "Rivalry of Warlords" is active, and your opponent takes control of your "Sacred Phoenix of Nephthys" while controlling monsters that are not Winged Beast-Type, "Sacred Phoenix of Nephthys" is not considered destroyed by the effect of "Rivalry of Warlords", but rather by a condition that made it impossible for it to exist on that side of the field. So it is not Special Summoned by its own effect during the Standby Phase.
  • If "Sacred Phoenix of Nephthys" is destroyed while it is not a Monster Card, such as when it is equipped to "Relinquished" or "Sword Hunter", its effect does not activate and it is not Special Summoned
  • You can chain to the effect of "Sacred Phoenix of Nephthys" that destroys all Spell and Trap Cards.
  • If "Sacred Phoenix of Nephthys" is Special Summoned by its effect during the Standby Phase, and "Card of Safe Return" is on the field, "Sacred Phoenix of Nephthys" is Step 1 of the chain and "Card of Safe Return" is Step 2, so "Card of Safe Return" resolves first and you draw a card before "Card of Safe Return" is destroyed.

SAGE OF SILENCE
  • This effect activates at the same time that the monster destroyed by battle is sent to the Graveyard.
  • This effect will activate even if this card destroys a Monster Token, because the text does not require the destroyed monster to be sent to the Graveyard.
  • If this card destroys “Embodiment of Apophis”, this effect will activate.
  • This effect will activate if you destroy your monster controlled by your opponent.
  • The effects of face-up Continuous Cards can be activated even while the effect of this card is being applied.

SAGE OF STILLNESS
  • This effect activates at the same time that the monster destroyed by battle is sent to the Graveyard.
  • This effect will activate even if this card destroys a Monster Token, because the text does not require the destroyed monster to be sent to the Graveyard.
  • If this card destroys “Embodiment of Apophis”, this effect will activate.
  • This effect will activate if you destroy your monster controlled by your opponent.
  • The effects of face-up Continuous Cards can be activated even while the effect of this card is being applied.

SAKURETSU ARMOR
  • "Sakuretsu Armor" targets 1 monster.
  • If the turn player chains "Book of Moon" to "Sakuretsu Armor" to flip the attacking monster face-down, then the attacking monster is not destroyed by "Sakuretsu Armor".

SALVAGE
Add 2 WATER monsters in your Graveyard with an ATK of 1500 or less each to your hand.
  • "Salvage" targets 2 WATER monsters in the Graveyard.
  • If 1 of the targeted WATER monsters is removed from the Graveyard by an effect chained to "Salvage", the remaining WATER monster is still added to your hand.

SAMSARA
  • The effect of “Samsara” does not start a chain. The Tributed monsters will be shuffled into the Deck immediately, instead of being sent to the Graveyard. Then the Ritual Monster is Special Summoned.
  • If “Samsara” and “Banisher of the Light” are both on the field the monsters Tributed for a Ritual Summon will be shuffled back into the Deck.
  • If “Dark Magician of Chaos” is used as a Tribute for a Ritual Summon while “Samsara” is on the field it will be shuffled back into the Deck.

SAMSARA LOTUS
  • Both of "Samsara Lotus'" effects are Trigger Effects.
  • If you chain a Quick-Play Spell Card from your hand to your "Samsara Lotus'" Special Summon effect, "Samsara Lotus'" effect disappears.
  • If "Book of Moon", etc., is chained to "Samsara Lotus'" damage inflicting effect and flips it face-down, the effect disappears.

SAND MOTH
  • If a face-down “Sand Moth” is attacked by “Mystic Swordsman LV2” or “Sasuke Samurai” its effect will activate. But if it is attacked by “Drillroid” it will not activate since it will be face-up when it is destroyed by the effect of “Drillroid”.
  • If the opponent controls your face-down “Sand Moth” and it is destroyed by a card effect, it will be Special Summoned to the owner’s side of the field.
  • If “Sand Moth” is Special Summoned by its own effect, and then flipped face-down or removed from the field, its original ATK and DEF return to 1000 / 2000.
  • If a face-down “Sand Moth” is targeted by “Acid Trap Hole” its effect will not activate since it will be face-up when it is destroyed.
  • After “Sand Moth” is Special Summoned by its own effect, if you equip it with “Megamorph” you will either halve or double its new (2000) original ATK.
  • After “Sand Moth” is Special Summoned by its own effect, if you activate “Shield & Sword” it will have 1000 ATK / 2000 DEF for that turn.
  • Even if “Skill Drain” is active when “Sand Moth” is Special Summoned by its own effect, its ATK and DEF will remained switched. (2000 ATK / 1000 DEF).

SANGA OF THE THUNDER
  • A marker may be placed on this card to indicate that its effect has been used. The effect resets if the monster is destroyed or removed from the field.
  • You can use the effect of this card even if it is face-down when it is attacked because its effect is activated during the Damage Step, and it will be face-up at that point.
  • The effect of this card targets.

SANGAN
(1) When this card is sent from the field to the Graveyard, add 1 monster with 1500 or less ATK from your Deck to your hand.
  • This (1) mandatory Trigger Effect activates & resolves in the Graveyard.
    • Monsters with "? ATK" cannot be added from Deck to hand.
    • This effect cannot miss the timing.
    • This effect activates even if you have no more monsters in Deck.
  • If the Summon of this card is negated with "Horn of Heaven", this effect does not activate.
  • This effect will not trigger if "Sangan" is removed from play (by "Dimensional Fissure", etc.) instead of being sent to the Graveyard.

SANGUINE SWAMP
(1) If you control any other Spell or Trap Cards, destroy this card. (2) Face-down Spell and Trap Cards cannot be activated. (3) Destroy this card during your 2nd Standby Phase after activation.
  • The (1), (2), and (3) Continuous-like Effects do not start a Chain.
  • If you activate "Sanguine Swamp" while you control face-down Spell or Trap Card(s), it is destroyed after it resolves.

SASUKE SAMURAI
  • If "Sasuke Samurai" attacks a face-down monster, apply its effect after entering the Damage Step, but before flipping up the face-down monster. The monster is not flipped. Flip Effects are not activated. Monsters like "Kisetai" and "Giant Axe Mummy" do not activate their effects.
  • If "Sasuke Samurai" attacks a face-down monster, there is no damage calculation. "Sasuke Samurai" destroys the monster before damage calculation is reached.
  • If "Sasuke Samurai" destroys a face-down monster using its effect, the face-down monster is NOT "destroyed as a result of battle", it is destroyed by "Sasuke Samurai"’s effect. So "Mystic Tomato", "Helpoemer", etc. will not activate their effects. However, monsters like "Sangan" will still activate their effects.
  • If "Sasuke Samurai" attacks a face-down monster, and "Ceasefire" is activated during the Battle Step to flip it face-up, "Sasuke Samurai" does not destroy it with its effect and damage calculation is applied normally. The monster must be face-down at the beginning of the Damage Step in order for "Sasuke Samurai" to activate its effect.

SASUKE SAMURAI #2
(1) Once per turn, during your Main Phase, you can pay 800 Life Points. If you do this, until the End Phase, Spell and Trap Cards cannot be activated.
  • You can only activate "Sasuke Samurai #2"'s effect during your Main Phase 1 or 2 because it's an Ignition Effect.
  • You can only activate "Sasuke Samurai #2"'s effect once per turn.
  • The effect of "Sasuke Samurai #2" stops in the End Phase, and after the effect ends, you can activate Trap Cards or Quick-Play Spell Cards during the remainder of the End Phase.
  • While "Sasuke Samurai #2"'s effect is active, you can't activate the effects of cards that activate in the Graveyard like "Black Pendant" and "Statue of the Wicked".
  • You cannot activate the effects of Continuous cards like "Skull Lair", "Ultimate Offering", or "Mass Driver" while "Sasuke Samurai #2"'s effect is active.

SASUKE SAMURAI #4
  • You activate the effect of "Sasuke Samurai #4" at the beginning of the Damage Step, before the monster is flipped face-up. A monster destroyed by the effect of "Sasuke Samurai #4" is not destroyed as a result of battle. There is no damage calculation. It is not flipped face-up. Any Flip Effects it has are not activated.
  • If "Sasuke Samurai #4" attacks a face-up Attack Position "Reflect Bounder", the effect of "Sasuke Samurai #4" is resolved before the effect of "Reflect Bounder".

SAUROPOD BRACHION
  • “You cannot Special Summon this card” and “You can Tribute Summon this card by Tributing 1 Dinosaur-Type monster” are not effects. You can Tribute a face-down Dinosaur-Type monster to Tribute Summon this card.

SAVAGE COLOSSEUM
  • The effect of gain Life Points and the effect to destroy monsters both start a Chain.
  • Monsters that are unaffected by Spell Cards, such as “Horus the Black Flame Dragon LV6,” do not have to attack and are not destroyed if they do not attack.
  • If an attacking monster is removed from the field before the end of the Damage Step, the monster’s controller will not gain Life Points.
  • The player who controls the monster at the end of the Damage Step is the one who will gain Life Points.
  • If “Savage Colosseum” is not on the field or is being negated when its effects would activate, they are not applied.
  • If a monster declares an attack, but is flipped face-down by “Book of Moon” and later flipped face-up by “Book of Taiyou” it will not be destroyed by “Savage Colosseum.”
  • The effect to destroy monsters activates every End Phase even if there aren’t any monsters that did not declare an attack.
  • If a monster is Special Summoned during the End Phase after the effect of “Savage Colosseum” has activated and resolved, the effect of “Savage Colosseum” will not activate again during the same End Phase.
  • The effect of “Savage Colosseum” is activated by its controller.

SCANNER
  • “Scanner” targets 1 removed from play monster, but does not continue to target after the effect resolves. If “Scanner” is removed from the field while it is not copying another monster (example: if it is destroyed during your opponent’s turn), it is not removed from play.
  • If “Skill Drain” is activated after the effect of “Scanner” resolves, the effect of “Scanner” is still applied, and “Scanner” will still be removed from play if it leaves the field.
  • If the target of “Scanner” is no longer in the removed zone when the effect of “Scanner” resolves, then “Scanner” does not copy that monster, and “Scanner” will not be removed from play if it leaves the field.

SCAPEGOAT
  • You can only activate "Scapegoat" if you have 4 or more vacant Monster Card Zones.
  • If the effect of "Cyber Jar" is activated during the turn you already activated "Scapegoat" all monsters that could be Special Summoned will be sent to the Graveyard.
  • If your opponent chains "Magic Jammer" to your "Scapegoat" you may still perform Summons that turn, but if they chain "Imperial Order" you may not perform Summons.
  • You may offer Sheep Tokens as Tributes for Toon Monsters, since they are Special Summoned and not Tribute Summoned.
  • If the effect of "Royal Oppression" is chained to your "Scapegoat" your Sheep Tokens will not be Special Summoned and you still cannot perform any Summons that turn.
  • If you have already Summoned a monster, including a Special Summon caused by the effect of your opponent’s "Cyber Jar" you cannot activate "Scapegoat".
  • You can Set a monster in the same turn you activate "Scapegoat".
  • If you control 2 monsters and your opponent activates "Change of Heart" to gain control of one and you later activate "Scapegoat" your monster will be destroyed during the End Phase if all 5 of your Monster Card Zones are still occupied.
  • If you activate "Monster Reborn" and your opponent chains "Imperial Order" you can chain "Scapegoat" and "Royal Decree" but only "Scapegoat" will resolve since "Scapegoat" will prevent any Special Summons, and therefore "Monster Reborn" cannot resolve.

SCARY MOTH
  • Monsters Special Summoned before “Scary Moth” is Summoned do not count for this effect.
  • If you activate “Monster Reborn” while “Scary Moth” and “Black Garden” are face-up on your side of the field, you will be able to Special Summon a monster with “Monster Reborn.”
  • The effect of “Black Garden” will activate, but will be unable to Special Summon a “Rose Token.” The effect to halve the ATK of the monster will be applied.
  • If “Scary Moth” is face-up on the field, you can activate “Monster Reborn” and Chain to it with “Call of the Haunted,” but only “Call of the Haunted” will Special Summon a monster.
  • If your opponent has already Special Summoned this turn and “Scary Moth” is face-up on the field, you may activate “The Shallow Grave.” If you do, only you will Special Summon a monster.
  • If you activate “The Shallow Grave” while “Scary Moth” is face-up on the field, it will count as the one Special Summon per turn for both players.
  • If you Special Summon “Scary Moth” it does not count as your one Special Summon for the turn. 

SCROLL OF BEWITCHMENT
  • If you switch the target of this card with "Collected Power" or "Tailor of the Fickle" you do not select a new Attribute.
  • The newly equipped monster becomes the Attribute that was originally selected when "Scroll of Bewitchment" was activated, even if it is the same as the monster’s original Attribute.

SCRUBBED RAID
  • Sending one other card you control to the Graveyard is a cost to activate the effect of "Scrubbed Raid" which ends the Battle Phase.
  • You can neither activate "Scrubbed Raid" nor activate the effect of "Scrubbed Raid" during the Damage Step.
  • You can activate a Spell or Trap Card as Chain Link 1 and then activate the effect of "Scrubbed Raid" in Chain to the card by sending the activated card to the Graveyard. If the activated card was a Normal Spell Card or a Normal Trap Card, then the effect of the card will resolve properly. If the activated card was an Equip, Continuous, or Field Spell Card or a Continuous Trap Card, then the other card is not on the field when resolving its effect, so the effect of the other card is not applied.
  • If you would activate a Set "Scrubbed Raid", then you can also send one card you control to the Graveyard to also simultaneously activate its effect to end the Battle Phase.
  • You cannot activate the effect of a face-up "Scrubbed Raid" multiple times in the same Chain.
  • You can activate the effect of "Scrubbed Raid" during your own Battle Phase's Start Step or Battle Step, but you cannot activate the effect of "Scrubbed Raid" during the Damage Step or End Step. Also, if you are only activating a Set "Scrubbed Raid" to make it face-up on the field, then you can activate "Scrubbed Raid" during the End Step.
  • If the effect of "Scrubbed Raid" is activated when a monster declares an attack, then the Battle Phase ends, so the attacking monster can no longer be treated as an "attacking monster".
  • If the effect of "Scrubbed Raid" is activated in Chain to an effect like "Dimensional Prison", then the effect of "Dimensional Prison" is not applied, and the attacking monster remains on the field.
  • If the effect of "Scrubbed Raid" is activated in Chain to "Magic Cylinder", then the Battle Phase ends, "Magic Cylinder" cannot negate the attack so the effect of inflicting damage equal to the monster's ATK is not applied.
  • The effect of "Mirror Force" only destroys all monsters in Attack Position, so all Attack Position monsters will still be destroyed even if the effect of "Scrubbed Raid" ends the Battle Phase.

SEA DRAGON LORD GISHILNODON

(1) When a face-up Level 3 or lower monster on the field is sent to the Graveyard, this card's ATK becomes 3000 until the End Phase of this turn.
  • If “Sea Dragon Lord Gishilnodon’s” effect activates, and later “Skill Drain” is activated, “Sea Dragon Lord Gishilnodon” drops to 2300 ATK again. Even if “Skill Drain” is destroyed after that, “Sea Dragon Lord Gishilnodon” remains at 2300 ATK until its effect is triggered again.
  • If “Sea Dragon Lord Gishilnodon” has its ATK altered by a Field Spell Card, etc., and then its effect is triggered, its ATK becomes 3000.
  • If an effect that would alter its ATK is activated afterwards, its ATK will be re-adjusted from 3000 (so it would be 3000 plus or minus the new adjustment).
  • If “Sea Dragon Lord Gishilnodon” has its ATK halved by “Blackwing – Gale the Whirlwind,” and then its effect is triggered and it gets 3000 ATK, after the turn ends its ATK reverts to normal (2300, plus any other continuous effects like Field Spell Cards).
  • “Sea Dragon Lord Gishilnodon’s” DEF will remain halved by “Blackwing – Gale the Whirlwind.” “Sea Dragon Lord Gishilnodon” activates its effect when a monster is sent to the Graveyard that was Level 3 or lower on the field and Level 3 or lower in the Graveyard.
  • If a Level 4 monster that is Level 3 because of “A Legendary Ocean” is sent to the Graveyard, the effect of “Sea Dragon Lord Gishilnodon” does not activate.

SEA KOALA
  • If an effect is chained to "Sea Koala's" effect that removes every other Beast-Type monster from your side of the field, the effect of "Sea Koala" disappears.
  • After making the ATK of 1 of your opponent's monsters 0, the ATK of the opponent's monster remains 0 until the End Phase. even if every other Beast-Type monster you control is removed from the field.

SEAL OF WICKEDNESS
  • This effect targets 1 face-up card on the field. It targets that card continuously throughout the turn.
  • Paying 500 Life Points is a cost, not an effect. It cannot be negated by “Royal Decree.”
  • If you target a “Gladiator Beast” monster with this effect, and your opponent returns it to the Deck to activate its effect, the effect will still be negated and the “Gladiator Beast” monster will remain in the Deck.
  • If “Seal of Wickedness” targets itself, it will be negated for 1 turn. You can flip “Seal of Wickedness” and activate its effect in the same Chain.
  • If “Seal of Wickedness” is destroyed, removed from the field, or negated while it is negating a card, its effects will no longer be applied and the selected card will no longer be negated.
  • The effect to negate a card starts a Chain in the Standby Phase. It is a mandatory effect.

SEARCHLIGHTMAN
  • If “Searchlightman’s” Flip Effect is activated, and then later “Cyber Jar’s” Flip Effect is activated, all appropriate monsters picked-up by your opponent will have to be Special Summoned in face-up Attack Position.
  • After “Searchlightman’s” effect has resolved, your opponent could not Normal Summon “Mystic Swordsman LV4” or LV6 because they have to be Normal Summoned in face-down Defense Position, which is considered a Set.
  • If your opponent attacks your face-down Defense Position “Searchlightman” with “Inferno Hammer”, the Flip Effect will resolve before it is sent to the Graveyard, so the effect of “Inferno Hammer” cannot activate.

SECOND COIN TOSS
  • The effect of this card only applies when you perform a coin toss, not when your opponent performs a coin toss.
  • If an effect requires multiple coin flips, like "Barrel Dragon", you would redo all 3 coin flips.
  • Even if multiple "Second Coin Toss" cards are active, you can only redo each coin toss once.
  • Even if the original coin toss came out in your favor, you may use the effect of "Second Coin Toss" and redo the toss.

SECOND GOBLIN
(1) Once per turn, you can equip this card to an "Indomitable Fighter Lei Lei" you control, OR unequip it to Special Summon this card in face-up Attack Position. (2) When equipped to a monster by this card's effect, you can change that monster's battle position once per turn. (C) (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)
  • The effect of changing a monster's Battle Position can only be used once per turn.

SECRET BARREL
  • If you activate "Secret Barrel" and your opponent activates something as a chain, the chained card is included in the number (so if your opponent's only card on the field or in his hand is "Mystical Space Typhoon", and he chains "Mystical Space Typhoon" to "Secret Barrel", he still takes 200 damage).
  • Monster Tokens are counted for "Secret Barrel".

SECRET PASS TO THE TREASURES
  • There is no way to have a monster with an ATK above 1000 attack directly using the effect of "Secret Pass to the Treasures". When you target a monster with "Secret Pass to the Treasures", and the monster’s ATK is increased above 1000 afterwards, the monster cannot attack your opponent’s Life Points directly.
  • If the monster attacks your opponent’s Life Points directly, you cannot use an effect such as "Rush Recklessly" to increase its ATK above 1000 during the attack. If a monster attacks directly using the effect of "Secret Pass to the Treasures", "automatic" increases will not apply ("Super Robolady", etc.). If you use "Secret Pass to the Treasures" on "Injection Fairy Lily", and attack directly, you cannot activate the effect of "Injection Fairy Lily".
  • You cannot activate "Secret Pass to the Treasures" during Main Phase 2 or on the very first turn.
  • This card targets a monster.

SECRET VILLAGE OF THE SPELLCASTERS
(1) If you control a Spellcaster-Type monster and your opponent does not, your opponent cannot activate Spell Cards. (2) If you control no Spellcaster-Type monsters, you cannot activate Spell Cards.
  • The (1) Continuous-like Effect does not activate.
    • This effect applies if you have a face-up Spellcaster-Type monster and your opponent does not.
    • Your opponent can still Set Spell Cards face-down, but they cannot be activated (played face-up).
    • Your opponent can stil activate the effects of Spell Cards (ex: "Magical Blast", "Call of the Mummy").
  • The (2) Continuous-like Effect does not activate.
    • This effect applies if you do not control a face-up Spellcaster-Type monster.
    • You can still Set Spell Cards face-down, but they cannot be activated (played face-up).
    • You can still activate the effects of Spell Cards (ex: "Magical Blast", "Call of the Mummy").

SECRETS OF THE GALLANT
  • This card’s effect starts a Chain when the selected Normal Monster inflicts Battle Damage.
  • This card’s effect will still activate if your opponent has only 1 or less card in their hand when the selected monster inflicts Battle Damage.
  • If your opponent has only 1 card in their hand when this card’s effect resolves, they discard that 1 card.
  • If multiple copies of this card are activated targeting the same monster, their effects all go on the Chain when that monster inflicts Battle Damage.
  • If “Secrets of the Gallant” selects a Gemini Monster that is being treated as a Normal Monster and the Gemini Monster is Normal Summoned to turn on its effects, the effect of “Secrets of the Gallant” is still applied when the Gemini Monster inflicts battle damage to the opponent’s Life Points that turn.

SEED  CANNON
  • Placing a Plant Counter on this card does not start a chain. Sending “Seed Cannon” to the Graveyard is a cost.
  • If there are no Plant Counters on “Seed Cannon”, you cannot activate its effect and send it to the Graveyard.


SELF-DESTRUCT BUTTON
  • If you activate "Self-Destruction Button", and an effect is chained so that the different in Life Points is less than 7000, "Self-Destruction Button" still resolves because its conditions were correct at the time of activation.

SENET SWITCH
  • If “Ojama Trio” is chained to the effect of “Senet Switch” so that the designated Monster Card Zone is now occupied, the effect of “Senet Switch” is not applied and the monster does not move.

SENRI EYE
  • You cannot use "Senri Eye"'s effect more than once during the same Standby Phase.
  • You can use the effect of "Senri Eye" if the top card on the Deck is face-up (due to "Convulsion of Nature" or "Parasite Paracide"), and in that case you don't hide the card from your opponent.

SERIAL SPELL
  • "Serial Spell" must be chained to the activation of your Normal Spell Card. Nothing can be chained in-between by yourself or your opponent. If your opponent chains to your Normal Spell Card, you cannot chain "Serial Spell" to that Normal Spell Card. Because of this, it is impossible to chain 2 copies of "Serial Spell" to the same Normal Spell Card.
  • "Serial Spell" does not target a card.
  • If you chain "Serial Spell" to a Normal Spell Card that targets a card(s) you can select a different target(s) for the "Serial Spell" copy of the Normal Spell Card.
  • Discarding your hand is a cost to activate "Serial Spell". You cannot activate "Serial Spell" if it is the only card in your hand, or if it is Set and you have no cards in your hand.
  • "Serial Spell" only copies the effects of your Normal Spell Card, not any costs of that Spell Card. So if you chain "Serial Spell" to "Delinquent Duo" you do not pay an additional 1000 Life Points.
  • If you activate "Monster Reborn", and chain "Serial Spell", discarding your entire hand, you can select and revive one of the monsters you discarded for the cost of "Serial Spell" to be the monster that "Serial Spell" Special Summons to the field. (For example, if you target "Dark Magician" with "Monster Reborn", then chain "Serial Spell" and discard "Buster Blader", you can use "Serial Spell" to Special Summon the "Buster Blader" you discarded to activate "Serial Spell".)
  • You cannot level up "Horus the Black Flame Dragon" from 4 to 8 with just "Level Up!" and "Serial Spell". Because you would send "LV4" to the Graveyard for "Level Up!", but even if you copy it with "Serial Spell", the first "Level Up!" hasn't resolved, so "LV6" isn't on the field to send to the Graveyard as a cost for the copy of "Level Up!" If you have "Horus the Black Flame Dragon LV4" and "Armed Dragon LV3" on the field, and send one of them to the Graveyard with "Level Up!", you cannot use "Serial Spell" to Level Up the other monster, since there was no monster sent to the Graveyard as a cost for "Serial Spell", and "Serial Spell" would have no point of reference to resolve its effect.
  • If you chain "Serial Spell" to "Swords of Revealing Light" it will copy the effect of flipping all monsters face-up, but it will not remain on the field and prevent the opponent from attacking. This is because it is a Quick-Play Spell Card and is sent to the Graveyard after the chain resolves.
  • If you chain "Serial Spell" to "Different Dimension Capsule" it will copy the effect and remove 1 card you select in your Deck from play, face-down. But because "Serial Spell" does not remain on the field, the selected card remains removed from play face-down and is not placed in your hand.
  • You can activate "Serial Spell" to copy the effect of a Normal Spell Card, even if it is "Raigeki" or "Soul Exchange" and copying the effect serves no real purpose.
  • If you have 2 monsters in your Graveyard, and your opponent only has 1 monster in their Graveyard, you can activate "The Shallow Grave" and chain "Serial Spell", even though you would not normally be able to activate a second "The Shallow Grave" because your monster would no longer have any monsters in the Graveyard. As a result, you will Special Summon 2 monsters and your opponent will only Special Summon 1 monster.
  • If you chain "Serial Spell" to "Bait Doll", the entire effect of "Bait Doll" is applied and "Serial Spell" is also shuffled back into your Deck.
  • If you chain "Serial Spell" to "Dragged Down into the Grave", the player who activated "Serial Spell" has no cards in hand, so the effect of "Dragged Down into the Grave" is impossible to resolve, and the effect disappears.
  • If you chain "Serial Spell" to "Metamorphosis", there is no effect because you did not Tribute a monster for a cost, so "Serial Spell" has no point of reference and cannot resolve.
  • If you chain "Serial Spell" to "Monster Gate" resolve the effect of "Monster Gate" twice (once for "Serial Spell" and once for "Monster Gate") even though you only pay the cost once (for "Monster Gate").

SERPENTINE PRINCESS
  • When "Serpentine Princess" is returned to the Deck by an effect occurring in a chain, the effect of "Serpentine Princess" starts a new Chain after the current Chain resolves completely.
  • If the effect of "Fiber Jar" places "Serpentine Princess" from the field into your Deck, the effect of "Serpentine Princess" is activated and will be applied after the effect of "Fiber Jar" has finished resolving.

SHADOW DELVER
  • If a monster makes a direct attack using the effect "Shadow Delver", and ceases to be a Level 4 or lower DARK monster after the attack is declared, the attack still continues. No replay occurs.

SHADOW OF EYES
  • "Shadow of Eyes" can be activated when a monster is Special Summoned in face-down Defense Position.
  • "Shadow of Eyes" can be activated when multiple monsters are Special Summoned in face-down Defense Position by the same effect. In this case, select a monster when you activate "Shadow of Eyes".
  • "Shadow of Eyes" can be activated when "Guardian Sphinx" is flipped face-down by its effect.

SHADOW-IMPRISONING MIRROR
When the effect of a DARK monster activates on the field or in the Graveyard, negate it.
  • When determining if a monster’s effect should be negated by “Shadow-Imprisoning Mirror”, check the monster’s Attribute at the time its effect is resolved.
  • When a Non-DARK monster’s effect is activated while the monster and “Shadow-Imprisoning Mirror” are both face-up on the field, if you chain “DNA Transplant” and select “DARK”, the monster’s effect will be negated if the monster is still face-up on the field when its effect resolves because it is now a DARK monster.
  • “Shadow-Imprisoning Mirror” cannot negate Unclassified or Continuous Effects of DARK monsters.

SHADOWPRIESTESS OF OHM
  • "Shadowpriestess of Ohm's" effect is an Ignition Effect.
  • Tributing 1 face-up DARK monster is a cost.

SHADOWSLAYER
  • For "Shadowslayer" (unlike cards like "Black Tyranno" and "Drillago"), only the Monster Card Zones are looked at. If all of your opponent’s monsters are in Defense Position, then "Shadowslayer" can attack directly even if your opponent has Spell and Trap Cards on the field.
  • If "Shadowslayer" attacks a face-up Attack Position monster, and the opponent activates "Book of Moon" so that his only monster on the field is now in Defense Position, a replay occurs, because "Shadowslayer" is now able to attack directly.
  • If all of your opponent’s monsters are in Defense Position but one of them is equipped with "Ring of Magnetism", "Shadowslayer" cannot attack directly and must attack that monster if it attacks.

SHARE THE PAIN
  • Tributing 1 monster you control is a cost.
  • Your opponent decides which monster they Tribute when this effect resolves.
  • No monsters are Summoned by this Tribute.

SHARK CRUISER
  • This effect is a Trigger effect.
  • Even if this card is destroyed during the resolution of a Chain, you can activate its effect after the Chain finishes resolving. It does not “miss the timing.”
  • You cannot activate this effect if you have no Level 4 or lower WATER monsters in your Deck.
  • If your opponent controls your “Shark Cruiser” and destroys it with a card effect you cannot activate the effect of “Shark Cruiser.”

SHIELD & SWORD
  • You can use this card with "Catapult Turtle". In this case, inflict Direct Damage equal to half of the Tribute monster's original DEF to your opponent's Life Points.
  • This card switches the original ATK/DEF only. After this, apply all modifiers to the new ATK/DEF.
  • The effect of this card lasts for your turn only.
  • This card has no effect on "Relinquished" because "Relinquished's" original ATK/DEF are both zero.
  • If "Shrink" affects a monster affect by "Shield & Sword" after "Shield & Sword's" effect is applied, its ATK will be half of the switched ATK (ie., half of its original DEF). If "Shield & Sword's" effect is applied after "Shrink's", that monster's ATK will become equal to its original DEF, and its original DEF will be equal to its original ATK (The effect of "Shrink" effectively disappears).

SHIELD CRUSH
  • “Shield Crush” can select and destroy monsters in face-up or face-down Defense Position.
  • “Shield Crush” will only destroy the selected monster if the selected monster is still in Defense Position when “Shield Crush” is resolved. For example, if you select a Defense Position monster to destroy with “Shield Crush” and the monster is changed into Attack Position by another card effect (“Zero Gravity”, etc.), the effect of “Shield Crush” disappears.
  • “Shield Crush” targets the Defense Position monster that is selected when you activate “Shield Crush”. If the selected monster is changed into Attack Position after being selected, it is not possible to select a different monster.

SHIELD WARRIOR
  • "Shield Warrior's" effect is a Quick Effect. Removing "Shield Warrior" from play is a cost. This effect does not target.
  • You cannot activate "Shield Warrior's" effect if your monster would not be destroyed by the battle.
  • If a monster you control is forced to battle another monster you control by the effect of your opponent's "Ancient Lamp", when you activate "Shield Warrior's" effect during damage calculation, both of your monsters are not destroyed.

SHIELD WORM
  • Changing this card to Defense Position and sending cards to your opponent’s Graveyard are both parts of the same Trigger Effect.
  • They occur one after the other, so you would miss the timing to activate “Tragedy.”
  • If you Special Summon this card with “Limit Reverse” you will switch it to Defense Position, send cards from your opponent’s Deck to the Graveyard, and then destroy “Shield Worm” with “Limit Reverse.”

SHIEN'S SPY
  • If you use “Shien’s Spy” on “Silent Swordsman LV5”, it returns to your control during the End Phase as normal.
  • If you chain “Book of Moon” to “Shien’s Spy” to flip the target face-down, the monster still switches to the opponent and returns in the End Phase as normal.
  • If a monster switches sides because of “Shien’s Spy” and is then flipped face-down, it still returns in the End Phase as normal.
  • When a monster returns to the controller during the End Phase for the effect of “Shien’s Spy”, this is not an effect that can be chained to.

SHIFTING SHADOWS
  • If you have only 1 face-down Defense Position monster you cannot activate the effect of "Shifting Shadows".
  • If you control a monster that is targeted by your opponent's "Nightmare Wheel", and you flip it face-down with "Book of Moon", and control at least 1 other face-down Defense Position monster, you can activate the effect of “Shifting Shadows”. However, afterwards you must tell your opponent which monster is targeted by “Nightmare Wheel”.

SHINATO, KING OF A HIGHER PLANE
  • When your "Shinato, King of a Higher Plane" destroys "Gradius' Option" or "Maju Garzett", your opponent takes no damage from "Shinato, King of a Higher Plane"'s effect.
  • If "Shinato, King of a Higher Plane" is destroyed before monsters are sent to the Graveyard, for example if removed from play by "D. D. Warrior Lady", his effect does not activate. But if "Shinato, King of a Higher Plane" attacks "Yomi Ship", "Shinato, King of a Higher Plane" inflicts the damage from his effect even though he will be destroyed by "Yomi Ship"'s effect after "Yomi Ship" is sent to the Graveyard.
  • When "Shinato, King of a Higher Plane" destroys a Defense Position monster, your opponent can activate "Barrel Behind the Door" as a chain to "Shinato, King of a Higher Plane"'s effect.
  • When your "Shinato, King of a Higher Plane" is equipped with "Fairy Meteor Crush" and destroys your opponent's Defense Position monster, first, during damage calculation, "Shinato, King of a Higher Plane" inflicts Battle Damage to your opponent's Life Points because of "Fairy Meteor Crush", and then, when the Defense Position monster is sent to the Graveyard, "Shinato, King of a Higher Plane"'s effect inflicts damage equal to the original ATK of the destroyed monster.

SHINING ANGEL
  • If you attack with your "Shining Angel" and it is destroyed as a result of battle, you may attack with the monster Special Summoned by "Shining Angel" before entering Main Phase 2.
  • If your opponent controls your "Shining Angel" and it is destroyed as a result of battle, you get the effect of "Shining Angel" NOT your opponent.
  • Since the Special Summoning occurs during the Damage Step, "Torrential Tribute", etc. cannot be used.

SHINING SILVER FORCE
  • You can chain “Shining Silver Force” to a Trap Card your opponent activates that inflicts damage to themselves.
  • If a Trap Card that normally gives Life Points has been changed to a damage card by “Bad Reaction to Simochi”, you can activate “Shining Silver Force”.
  • You cannot chain “Shining Silver Force” to a card if you’re not sure it will inflict damage or not (like “The Paths of Destiny).
  • You cannot chain “Shining Silver Force” to the activation of a card that does not inflict damage upon activation but will inflict damage in the future (like “Skull Invitation”).
  • You cannot chain “Shining Silver Force” to a card that shifts battle damage, like “Dimension Wall”.

SHINY BLACK C
(1) When 1 Synchro Monster is Special Summoned to your opponent's side of the field, you can remove from play this card in the Graveyard to destroy that monster.
  • The (1) Quick Effect activates & resolves in the Graveyard.
    • Removing “Shiny Black C” from play is a cost.
    • This effect targets the Synchro Monster.
    • If the target is flipped face-down before this effect resolves, it is not destroyed.
    • This effect can activate when exactly 1 Synchro Monster is Synchro Summoned or when it is Special Summoned by an effect (by "Call of the Haunted" or "Blackwing - Vayu the Emblem of Honor").
  • You cannot activate this effect during the Damage Step.
  • VS. “Remove Brainwashing”: If you Special Summon your opponent’s Synchro Monster with “Monster Reborn,” control of the monster is immediately shifted to your opponent. The monster is treated as being Special Summoned on your opponent’s side of the field, so you can activate the effect of “Shiny Black C.”

SHIRE, LIGHTSWORN SPIRIT
(1) This card gains 300 ATK for each "Lightsworn" monster with a different name in your Graveyard. (2) During each of your End Phases, send the top 2 cards of your Deck to the Graveyard.
  • The (1) Continuous Effect does not start a chain during the Damage Step.
    • If "Blackwing - Gale the Whirlwind" halves this card's ATK, and later the number of "Lightsworn" monsters with different names in your Graveyard changes, this card's ATK will remain the same.
  • The (2) mandatory Trigger Effect must resolve (even if the effect is negated) before the turn can end.
    • If you do not have enough cards to send to the Graveyard remaining in your Deck when resolving this effect, all cards remaining in your Deck are sent to the Graveyard.
    • If the activation of this effect is negated by "Light and Darkness Dragon," it will activate again in the same End Phase [REF].
    • If this effect is negated by "Skill Drain," it will not activate again in the same End Phase [REF].
    • The "Lightsworn" monster (or "Judgment Dragon") must remain face-up on the field in order to activate and resolve this effect.
    • If your opponent activates "Book of Eclipse" after you resolve this effect, when "Book of Eclipse" resolves and your affected monsters are flipped face-up (and you draw 1 card for each) then each "Lightsworn" monster (or "Judgment Dragon") will once again activate this effect [REF]
  • (2) VS. "Brain Control": Player A gains control of Player B's "Lightsworn" monster until the End Phase. During the End Phase, Player A may decide in which order to activate/resolve effects:
    1. Player A resolves "Brain Control" first, restoring control of the "Lightsworn" monster to Player B. That "Lightsworn" monster is no longer controlled by the turn player, thus its effect will not activate.
    2. Player A activates and resolves the "Lightsworn" monster's effect to send cards from the top of their Deck to the Graveyard. Then that "Lightsworn" monster is returned to Player B's control [REF].
  • (2) VS. "Enemy Controller":
    • During Player A's turn, Player B gains control of Player A's "Lightsworn" monster. During the End Phase, when control of the "Lightsworn" monster is restored to Player A, its mandatory Trigger Effect will activate [REF].

SHOOTING STAR BOW - CEAL
  • "Shooting Star Bow - Ceal" decreases the current ATK. So if "Injection Fairy Lily" is equipped with "Shooting Star Bow - Ceal" and activates her effect, her ATK is 2400 ((400 - 1000) + 3000 = 2400).
  • If a monster equipped with "Shooting Star Bow - Ceal" declares a direct attack, and "Shooting Star Bow - Ceal" is removed from the monster during the Battle Step with "Mystical Space Typhoon" or "Tailor of the Fickle", the monster is no longer capable of attacking directly and a replay occurs.
  • "Tyrant Dragon" must attack a monster in order to gain its second attack, so if it is equipped with "Shooting Star Bow - Ceal" and attacks directly, it cannot get a second attack. But "Tyrant Dragon" equipped with "Shooting Star Bow - Ceal" can attack a monster, and then attack directly.

SHORT CIRCUIT
  • If an effect is chained that removes 1 or more of the "Batteryman" monsters from your side of the field, "Short Circuit's" effect still resolves.

SHREDDER
  • Sending the Machine-Type monster to the Graveyard is a cost.
  • This effect targets the monster you want to destroy.
  • If you reduce the Level of the monsters in your hand with “Cost Down” then you can only target monsters whose Level is less than or equal to the monster’s Level in your hand.
    • Example: “Cyber Dragon” in your hand is being treated as Level 3 with “Cost Down.” You can only send it to the Graveyard as a cost to target a Level 3 or lower monster.
  • If you increase the Level of a monster in your hand with “Level Conversion Lab” you can only send it to the Graveyard to target a monster whose Level is less than or equal to the original Level of the monster in your hand.
    • Example: “Cyber Dragon” in your hand is being treated as Level 6 with “Level Conversion Lab.” You can only send it to the Graveyard to target a monster that is Level 5 or lower.

SHRINK
Select 1 face-up monster on the field. The original ATK of that monster is halved until the end of this turn.
  • This card can be activated during the Damage Step, before Substep 4 - Damage Calculation.
  • This effect target's 1 face-up monster anywhere on the field.
    • If the target is flipped face-down / leaves the field, it is no longer applied.
    • This effect refers to the target's original (printed) ATK. Multiple copies of "Shrink" achieve nothing.
    • After the target's ATK is halved by "Shrink", apply ATK changes from card effects (ex: Equip Spell Cards, Field Spell Cards).
    • If the target's ATK varies due to a Continuous Effect (ex: "Gren Maju Da Eiza"), that monster’s ATK will be halved. If its ATK changes due to its own effect in the same turn, recalculate the effect of "Shrink" based on the new original ATK. When the effect of “Shrink” wears off, that monster’s ATK will be calculated as normal.
    • If the target's ATK is set by its effect when it is Summoned (ex: "Chimeratech Fortress Dragon"), its ATK becomes "0", and remains "0" even after the effect of “Shrink” wears off.
  • VS. "Megamorph": If the same monster is targeted by both, the effect that resolved last is applied.

SHUTENDOJI
  • The effect to return a monster to the top of your Deck targets 1 removed from play Zombie-Type monster.
  • Removing from play 2 Zombie-Type monsters in your Graveyard is a cost.

SILENT ABYSS
  • This card’s effect will destroy “Elemental Mistress Doriado”.

SILENT INSECT
  • Changing this card to Defense Position when it is Normal or Flip Summoned is a Trigger Effect. Its other effect is a Continuous Effect.
  • If “Silent Insect” is face-up on the field, you can activate “Skill Drain” by paying 1000 Life Points, but its effect will be negated. If “Skill Drain” is active on the field when you Normal or Flip Summon “Silent Insect”, its effects are negated and it will remain in Attack Position.

SILENT STRIDER
  • "Silent Strider's" effect is an Ignition Effect. Sending "Silent Strider" to the Graveyard is a cost.
  • "Silent Strider's" effect targets 1 face-up monster. You cannot select a Level 1 monster.

SILENT SWORDSMAN LV3
  • "Silent Swordsman LV3" will negate the effects of your opponent’s Spell Cards that target it, whether that Spell Card targets just "Silent Swordsman LV3" (such as "Soul Exchange") or multiple monsters ("Different Dimension Gate").

SILENT SWORDSMAN LV5
  • Just like “The Legendary Fisherman” and other monsters that are unaffected by Spell Cards, “Silent Swordsman LV5” can attack normally if your opponent has “Swords of Revealing Light” on the field, and its controller is unaffected by effects like “Toll” and “Gravekeeper’s Servant” when “Silent Swordsman LV5” attacks.
  • If you control “Blue-Eyes White Dragon” and “Silent Swordsman LV5”, and your opponent activates “Fissure”, the monster with the lowest ATK is “Silent Swordsman LV5”, but it is unaffected by Spell Cards, so the effect of “Fissure” disappears.
  • “Silent Swordsman LV5” is unaffected by Spell Cards your opponent controls, including those in your opponent’s hand due to “Exchange” or “Graverobber”.
  • You can Special Summon “Silent Swordsman LV5” with “Autonomous Action Unit”. If “Autonomous Action Unit” is removed from the field, “Silent Swordsman LV5” is unaffected and remains on the field.

SILLVA, WARLORD OF DARK WORLD
Also see rulings for “Dark World Monsters”.
  • If this card is discarded from your hand by the opponent’s card effect, and they only have 1 card in their hand, then you still can Special Summon “Sillva, Warlord of Dark World”, but the other part of the effect will not resolve because the opponent does not have 2 cards to select.
  • “Sillva, Warlord of Dark World” must be Special Summoned to resolve the second part of his effect. If you cannot Summon him because you activated “Scapegoat” that turn, or your Monster Card Zones are full, then the second part of his effect does not resolve.
  • If the Special Summon of “Sillva, Warlord of Dark World” is negated with “Royal Oppression”, the second part of his effect does not resolve.
  • If “Sillva, Warlord of Dark World” is discarded by your opponent’s card effect, when his effect resolves, he is Special Summoned first, and then the second part of his effect resolves. So the opponent cannot activate “Bottomless Trap Hole” or “Torrential Tribute”; the timing is no longer correct. Also, you could not draw a card for the effect of “Card of Safe Return”.

SILVER WING
  • If a monster equipped with “Silver Wing” is equipped with “Blast Sphere” and would be destroyed during the Standby Phase, both “Blast Sphere” and “Silver Wing” are destroyed but the monster is not and no damage is inflicted.
  • If “Silver Wing” and the monster it is equipped to would be destroyed by a card effect simultaneously, you cannot use the effect of “Silver Wing.”
  • Multiple copies of “Silver Wing” are not accumulative.
  • Equipping two copies of “Silver Wing” to a single monster protects the monster from being destroyed by battle twice per turn, not four times.

SIMORGH, BIRD OF ANCESTRY
  • Level 5-6 WIND monsters are Normal Summoned without Tributing while "Simorgh, Bird of Ancestry" is face-up. They are not treated as being Tribute Summoned.
  • If you control 2 or more face-up "Simorgh, Bird of Ancestry", the number of Tributes required to Tribute Summon WIND monsters is still only reduced by 1.
  • You can Tribute 1 face-up "Simorgh, Bird of Ancestry" to Tribute Summon a Level 7 or higher WIND monster.
  • When you draw "Simorgh, Bird of Ancestry" during your Draw Phase, you can reveal it to activate "Heart of the Underdog's" effect.
  • "Simorgh, Bird of Ancestry's" effect targets 1 or 2 of your opponent's cards to return to the owner's hand.

SINISTER SEEDS
  • "Sinister Seeds" can be activated when the monster destroyed by battle is sent to the Graveyard.
  • "Sinister Seeds" cannot be activated if you will not have enough open Monster Card Zones for every Sinister Seed Token that would be Special Summoned. You cannot activate "Sinister Seeds" when you receive 3000 or more battle damage.
  • You cannot activate "Sinister Seeds" if you do not receive at least 500 points of Battle Damage.

SINISTER SERPENT
  • The effect of this card is optional; you do not have to return it to your hand.
  • The effect of this card activates no matter how it is sent to the Graveyard. It can be destroyed, Tributed, discarded from the hand, or sent straight from the Deck to the Graveyard.
  • If your "Sinister Serpent" is on the field and is destroyed during your Standby Phase, you may return it to your hand during that same Standby Phase.
  • If "Sinister Serpent" is destroyed as a result of battle with "Dark Ruler Ha Des" or "Dark Balter the Terrible" you cannot activate its effect and return it to your hand during your next Standby Phase, or any subsequent Standby Phase.
  • You cannot activate the effect of "Sinister Serpent" if "The End of Anubis" is on the field.
  • "Necrovalley" does not negate the effect of "Sinister Serpent".

SINISTER SPROCKET
  • When "Sinister Sprocket" is used as a Synchro Material Monster, if the Synchro Monster becomes a DARK monster when it is Synchro Summoned (due to "DNA Transplant", etc.), you can activate "Sinister Sprocket's" effect.

SIX SAMURAI UNITED
  • Placing a Bushido Counter onto "Six Samurai United" does not start a Chain.
  • Sending "Six Samurai United" to the Graveyard is a cost to activate its effect.
  • When your opponent Normal or Special Summons a "Six Samurai" monster, place a Bushido Counter onto "Six Samurai United".

SKILL DRAIN
Pay 1000 Life Points. (1) The effects of all face-up Effect Monsters are negated.
  • The (1) Continuous-like Effect does not activate.
    • Paying 1000 Life Points is a cost.
    • Face-up Effect Monsters may still activate their effects and pay costs.
    • Negate all effects of face-up Effect Monsters that activate / apply as long as that monster is face-up. This includes Unclassified Effects that apply on the field (like "Tuningware").
    • If an Effect Monster is not face-up on the field when its effect resolves, the effect is not negated.
    • Maintenance costs (ex: "Armor Exe") must still be paid.
    • Conditions (which are not effects) and Lingering Effects are not negated.
    • Spell Counters cannot be held by Monsters (ex: "Skilled Dark Magician"), remove all Spell Counters.
  • VS. "Jinzo": Whichever card was face-up first applies its effect.

SKILL SUCCESSOR
(1) Select 1 face-up monster you control. It gains 400 ATK until the End Phase. (2) You can remove from play this card in the Graveyard to give 1 face-up monster you control 800 ATK until the End Phase. This effect cannot be activated the turn this card is sent to the Graveyard, and can only be activated during your turn.
  • The (1) effect activates & resolves on the field.
    • This effect targest 1 face-up monster you control.
    • This card can be activated in the Damage Step before Substep 4 - Damage Calculation.
  • The (2) Quick-like Effect activates & resolves in the Graveyard.
    • Removing “Skill Successor” from play is a cost.
    • This effect targets 1 face-up monster you control.
    • This effect can be activated in the Damage Step before Substep 4 - Damage Calculation.

SKILLED DARK MAGICIAN
  • You place a Spell Counter on this card when the Spell Card resolves, so if "Magic Jammer" is used to negate the Spell Card's activation then you do not place a Spell Counter on this monster. But if "Imperial Order" is chained to the Spell Card, you still place a Spell Counter on this monster because the activation of the Spell Card was not negated. If the Spell Card was a Continuous, Equip, or Field Spell Card, and “Dust Tornado” is chained to its activation and destroys it before it resolves you still place a Spell Counter because the activation of the card was not negated.
  • If you activate a Spell Card, and your opponent chains "Call of the Haunted" to Special Summon "Skilled Dark Magician, "Skilled Dark Magician" does not get a Spell Counter for that Spell Card because "Skilled Dark Magician" must be face-up on the field when the Spell Card is activated and when it resolves in order to get a Spell Counter.
  • You place a Spell Counter for any Spell Card that is activated, including Equip Spell, Field Spell, etc.
  • When you use the effect of a Continuous Spell Card that is already face-up on the field, such as "Inspection", or sending "Wave-Motion Cannon" to the Graveyard, or paying for "Messenger of Peace", you do NOT place a Spell Counter on this monster.
  • When "Double Spell" is played, you get a Spell Counter on this monster for the activation of "Double Spell", but not for the target of "Double Spell" because the target is never activated; so you get 1 Spell Counter on this monster.
  • You do not place a Spell Counter on this monster when you attach or detach a Union Monster because that is not the activation of a Spell Card.
  • If you activate "Monster Reborn" or "Premature Burial" to revive this monster, this monster does not get a Spell Counter for "Monster Reborn" (it has to be face-up on the field before the activation of the Spell Card).
  • You can only Tribute this monster for its effect during Main Phase 1 or 2 of your turn.
  • This monster's effect does NOT target and you select the monster when you resolve the effect, so if you Tribute it to Special Summon "Dark Magician" from your Graveyard and your opponent chains "Disappear" and removes that "Dark Magician", you can Special Summon a different "Dark Magician" from your hand/Deck/Graveyard instead.
  • If there are no "Dark Magician" in your hand, Deck, and Graveyard, you cannot activate "Skilled Dark Magician's" effect to Special Summon a "Dark Magician".
  • When "Skill Drain" is active, and you or your opponent activates a Spell Card, do not place Spell Counters on this monster. Any Spell Counters that are on this monster are removed when "Skill Drain" is activated.
  • If a player controls the opponent's "Skilled Dark Magician" and Tribute it with 3 Spell Counters, the player who controlled and Tributed the "Skilled Dark Magician" is the player who Special Summons "Dark Magician" from the hand, Deck, or Graveyard.

SKILLED WHITE MAGICIAN
  • You place a Spell Counter on this card when the Spell Card resolves, so if "Magic Jammer" is used to negate the Spell Card's activation then you do not place a Spell Counter on this monster. But if "Imperial Order" is chained to the Spell Card, you still place a Spell Counter on this monster because the activation of the Spell Card was not negated. If the Spell Card was a Continuous, Equip, or Field Spell Card, and “Dust Tornado” is chained to its activation and destroys it before it resolves you still place a Spell Counter because the activation of the card was not negated.
  • If you activate a Spell Card, and your opponent chains "Call of the Haunted" to Special Summon "Skilled White Magician", "Skilled White Magician" does not get a Spell Counter for that Spell Card because "Skilled White Magician" must be face-up on the field when the Spell Card is activated and when it resolves in order to get a Spell Counter.
  • You place a Spell Counter for any Spell Card that is activated, including Equip Spell, Field Spell, etc.
  • When you use the effect of a Continuous Spell Card that is already face-up on the field, such as "Inspection", or sending "Wave-Motion Cannon" to the Graveyard, or paying for "Messenger of Peace", you do NOT place a Spell Counter on this monster.
  • When "Double Spell" is played, you get a Spell Counter on this monster for the activation of "Double Spell", but not for the target of "Double Spell" because the target is never activated; so you get 1 Spell Counter on this monster.
  • You do not place a Spell Counter on this monster when you attach or detach a Union Monster because that is not the activation of a Spell Card.
  • If you activate "Monster Reborn" or "Premature Burial" to revive this monster, this monster does not get a Spell Counter for "Monster Reborn" (it has to be face-up on the field before the activation of the Spell Card).
  • You can only Tribute this monster for its effect during Main Phase 1 or 2 of your turn.
  • This monster's effect does NOT target and you select the monster when you resolve the effect, so if you Tribute it to Special Summon "Buster Blader" from your Graveyard and your opponent chains "Disappear" and removes that "Buster Blader", you can Special Summon a different "Buster Blader" from your hand/Deck/Graveyard instead.
  • If there are no "Buster Blader" in your hand, Deck, and Graveyard, you cannot activate "Skilled White Magician's" effect that Special Summons "Buster Blader".
  • When "Skill Drain" is active, and you or your opponent activates a Spell Card, do not place Spell Counters on this monster. Any Spell Counters that are on this monster are removed when "Skill Drain" is activated.
  • If a player controls the opponent's "Skilled White Magician" and Tribute it with 3 Spell Counters, the player who controlled and Tributed the "Skilled White Magician" is the player who Special Summons "Buster Blader" from the hand, Deck, or Graveyard.

SKREECH
  • “Skreech's” effect activates at the end of Damage Step, when monsters destroyed by battle are sent to the Graveyard, but "Skreech" does not have to be "sent to the Graveyard". "Skreech's" effect activates in its owner's Graveyard (or Removed Zone, etc.)
  • If you take control of your opponent's "Skreech", and it is destroyed as a result of battle, then your opponent (the original owner) will activate its effect.

SKULL CONDUCTOR
  • You destroy this card during the End Step of the Battle Phase.
  • Sending this card from your hand to the Graveyard is a cost to activate its effect.
  • If you activate this effect, you must Special Summon at least one Zombie.
  • You cannot activate the effect if you have no monsters to Special Summon.
  • You cannot Special Summon “King of the Skull Servants” or other monsters with ? ATK using this effect.
  • The effect to destroy “Skull Conductor” also activates during your opponent’s Battle Phase.
  • If “Skull Conductor” is face-down it won’t be destroyed at the end of the Battle Phase.
  • You can Special Summon one monster with 2000 ATK or one monster with 2000 ATK and one monster with 0 ATK if you want.
  • You look at the printed ATK of the monsters you want to Special Summon.

SKULL INVITATION
  • Cards that are Tributed or Discarded are included, because they are also "sent to the Graveyard".
  • The effects of multiple "Skull Invitation" are cumulative.
  • If "Dark Hole" destroys monsters controlled by both players, the damage from "Skull Invitation" is applied to both players simultaneously.
  • If you draw the final piece of "Exodia" with "Graceful Charity" and have all 5 pieces of "Exodia" in your hand after discarding, you win the Duel even if the damage resulting from "Skull Invitation" would reduce your Life Points to 0.

SKULL KNIGHT #2
  • If you Tribute Set a high level Fiend-Type monster by Tributing this card, you CAN Special Summon another "Skull Knight #2" from your Deck and you do NOT have to reveal your Set monster to prove it is a Fiend-Type.
  • If you activate "Change of Heart" to control your opponent’s "Skull Knight #2" and Tribute it to Tribute Summon a Fiend-Type monster you can Special Summon a "Skull Knight #2" from your Deck. But if you activate "Soul Exchange" to Tribute a "Skull Knight #2" on your opponent’s side of the field, neither player can activate its effect.
  • If this card is used as a Tribute for a Special Summon, such as a Ritual Summon, the effect of this card is not activated.
  • If the Tribute Summon of a Fiend-Type monster is negated by "Solemn Judgment" or "Horn of Heaven", the effect of "Skull Knight #2" will not activate.
  • If the opponent chains "Torrential Tribute" to the effect of "Skull Knight #2", all monsters will be destroyed (including the Level 5 or higher Fiend-Type monster that was Tribute Summoned) and then "Skull Knight #2" will be Special Summoned from your Deck. If the opponent waits until the effect of "Skull Knight #2" resolves and another copy is Special Summoned, and then activates "Torrential Tribute" in response to that Summon, all the monsters will be destroyed.

SKULL LAIR
  • Removing Monster Cards in your Graveyard from play is a cost to activate "Skull Lair's" Ignition-like effect.
  • You cannot destroy a face-down monster because its Level cannot be determined.

SKULL ZOMA
  • When "Skull Zoma" is destroyed by battle, its effect activates when it is sent to the Graveyard at the end of the Damage Step. This effect still activates if it is removed from play instead, due to "Macro Cosmos", etc. This effect starts a Chain.
  • When "Dark Ruler Ha Des" destroys "Skull Zoma" by battle, its effects are negated and it will not inflict damage.
  • When "Skull Zoma" is destroyed by battle, its owner activates its effect.
  • If a "Skull Zoma" is Special Summoned with "Magical Hats", its effect will not activate when it is destroyed in battle.
  • When an Attack Position "Skull Zoma" battles a monster with equal ATK and both monsters are destroyed, "Skull Zoma's" effect still activates.
  • "Barrel Behind the Door" cannot be chained to "Skull Zoma's" effect.
  • "Divine Wrath" cannot be chained to "Skull Zoma's" effect because it is a Trap Card in the Graveyard.
  • "Sorcerer of Dark Magic's" effect cannot be chained to the damage inflicting effect of "Skull Zoma".
  • "Skull Zoma's" effect cannot be negated by "Skill Drain".
  • "Des Volstgalph's" effect does not activate when it destroys "Skull Zoma" by battle.
  • If "Skull Zoma" inflicts damage to your opponent's Life Points while "Begone, Knave!" is active, it will return to your hand. If "Makyura the Destructor's" effect was activated during the same turn, it can be activated from the hand and Special Summoned. If "Final Attack Orders" is also active, it will be shifted into Attack Position and can then attack again during the same Battle Phase.
  • "Skull Zoma" inflicts damage equal to the current ATK of the monster that destroyed it by battle.
  • When "Black Luster Soldier - Envoy of the Beginning" destroys "Skull Zoma" by battle, it can activate its effect to attack once again.
  • When "Skull Zoma" is equipped to "Relinquished" by its effect, it is only treated as an Equip Spell Card, not a Trap Card or Monster Card.
  • While "Skull Zoma" is treated as an Effect Monster Card, it can be targeted with "Generation Shift" or "Next to Be Lost".

SKY SCOURGE INVICIL
  • If you Tribute Set this card by Tributing one of the appropriate monsters, it will not gain an effect.
  • This card does not negate the effects of Spell or Traps that are activated in the Graveyard.

SKY SCOURGE NORLERAS
(C) This card cannot be Normal Summoned or Set. (S) This card cannot be Special Summoned except by removing from play 1 LIGHT Fairy-Type monster and 3 DARK Fiend-Type monsters in your Graveyard. (1) You can pay 1000 Life Points to send all cards on the field and in both players' hands to the Graveyard, then you draw 1 card.
  • The (C) Condition cannot be negated.
  • The (S) Summon Condition does not start a Chain when Summoning this card from the hand.
    • This card can never be Special Summoned from the Graveyard / removed from play.
    • Removing from play 1 LIGHT Fairy-Type and 3 DARK Fiend-Type monsters is a cost.
  • The (1) Ignition Effect activates & resolves on the field.
    • Paying 1000 Life Points is a cost.
    • This effect does not target.
    • Both parts of this effect occur simultaneously [REF].

SKYSCRAPER
(1) When an "Elemental Hero" monster attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only.
  • The (1) Continuous-like Effect does not start a chain.
    • This effect applies during Substep 4 - Damage Calculation.
  • If “Skyscraper” is on the field and you attack a Defense Position monster with an “Elemental Hero” that has ATK lower than the ATK of the Defense Position monster, the “Elemental Hero” gains +1000 ATK even though it was attacking a Defense Position monster.
  • If your opponent’s monster’s ATK is increased during the damage step, like “Injection Fairy Lily” or “Covering Fire”, your “Elemental Hero” will gain the +1000 ATK for “Skyscraper”.

SKYSCRAPER 2 - HERO CITY
  • You can Special Summon an “Elemental Hero” monster that was destroyed by battle on a previous turn.
  • Activating this card’s effect starts a Chain.
  • This effect targets the monster to be Special Summoned.
  • If an “Elemental Hero” monster is destroyed by battle and removed from play, then returned to your Graveyard by the effect of “Burial from the Different Dimension”, etc., you cannot Special Summon it with “Skyscraper 2 – Hero City”.
  • Only the controller of “Skyscraper 2 – Hero City” can activate its effect.

SLIP SUMMON
  • This effect does not target. You cannot activate this card during the Damage Step.
  • If you use “Slip Summon” to Special Summon a monster like “Elemental Hero Wildheart” that is unaffected by Traps, it will remain on the field and not be returned to the owner’s hand during the End Phase.
  • The effect that returns the Summoned monster to its owner’s hand during the End Phase does not start a Chain.

SLIP OF FORTUNE
  • If the monster being attacked is removed from the field by an effect Chained to “Slip of Fortune” the attack will still be negated.
  • If the monster being attacked is in face-down Defense Position, “Slip of Fortune” will remove it from play face-down and return it to play in face-down Defense Position.
  • Returning the removed monster to play is not a Special Summon. “Slip of Fortune” targets 2 monsters: the attacking monster and the attack target monster.

SMALL PIECE GOLEM
  • If "Small Piece Golem" is Special Summoned during the Damage Step, you can activate its effect.
  • If an effect is chained that removes your only "Big Piece Golem" from the field, "Medium Piece Golem" is still Special Summoned.

SMASHING GROUND
Destroy the 1 face-up monster your opponent controls that has the highest DEF. (If it's a tie, you get to choose.)
  • This effect does NOT target.
  • You can activate "Smashing Ground" even if your opponent only has 1 monster on the field.
  • If there are two or more monsters with equal DEF on your opponent's side of the field, you (the player who activated "Smashing Ground") select which monster will be destroyed.
  • This card can be negated by "My Body as a Shield" because it guarantees an attempt to destroy a monster at resolution.
  • "Morphtronic Forcefield" cannot negate "Smashing Ground"/"Fissure"/etc, even if you only control "Morphtronic" monsters.

SMOKE GRENADE OF THE THIEF
  • This card must be destroyed directly for its effect to activate, such as with the effects of "Mystical Space Typhoon", "Heavy Storm", or "Gearfried the Iron Knight". Its effect does NOT activate if the monster it is equipped to is destroyed, Tributed, flipped face-down, or removed from the field.
  • If your opponent chains "Magic Jammer", "Magic Drain", etc., to negate and destroy this card, its effect does not activate.
  • If the opponent chains "Dust Tornado" or "Mystical Space Typhoon" to the activation of "Smoke Grenade of the Thief", it is destroyed and its effect is NOT activated. This is because it is an Equip Spell Card, and must be on the field when it resolves for its effect to activate.
  • If "Imperial Order" is active on the field, the effect of "Smoke Grenade of the Thief" is not activated, even if it is destroyed by a card effect.

SNAKE DEITY'S COMMAND
  • Showing 1 “Venom” monster in your hand is a cost to activate this card.

SNAKE RAIN
  • You cannot activate this card if there are less than 4 Reptile-Type monsters in your Deck.
  • If the number of Reptile-Type monsters in your Deck becomes less than 4 due to an effect chained to “Snake Rain”, you cannot send any Reptile-Type monsters from your Deck to the Graveyard when “Snake Rain” resolves.

SNAKE WHISTLE
  • This card can be activated when a Reptile-Type monster you control is destroyed by a Spell, Trap, or Monster effect. "Snake Whistle" cannot be activated in the Damage Step.
  • You can only activate this card if the Reptile-Type monster’s destruction is the last thing to occur in a chain. This is similar to the activation timing for both “Dark Magician of Chaos” and “Peten the Dark Clown.”
  • You cannot activate this card when a Reptile-Type monster that is being treated as a Spell Card (by "Relinquished", etc.) is destroyed.
  • You can activate this card when your opponent's Reptile-Type monster you control (with "Brain Control", etc.) is destroyed and sent to their Graveyard.
  • You can activate this card when a Reptile-Type monster you control is destroyed and removed from by (by "Bottomless Trap Hole", etc.)
  • You cannot activate this card if you have no Level 4 or lower Reptile-Type monsters in your Deck.

SNATCH STEAL
  • Your cannot select your opponent's face-down monster.
  • If you equip your opponent's monster with "Snatch Steal", and later your opponent equips the same monster with "Snatch Steal", your opponent gains control of the monster.
  • If you control your opponent's monster with "Snatch Steal" and your opponent takes control of it with "Brain Control", the monster is returned to you during the End Phase.
  • If you control your opponent's monster with "Snatch Steal" and your opponent takes control of it with "Brain Control", if "Snatch Steal" is removed from the field your opponent keeps the monster. It does not return to you during the End Phase.
  • If you control your opponent's monster with "Snatch Steal" and "Giant Trunade" returns "Snatch Steal" to its owner's hand, the equipped monster is returned to its owner.
  • If you control your opponent's monster with "Snatch Steal" and it is flipped face-down while you control it, the monster remains under your control and does not return to your opponent, even if it is flipped face-up.

SNIPE HUNTER
(1) You can discard 1 card to select 1 card on the field and roll a six-sided die. If the result is not 1 or 6, destroy the selected card.
  • This (1) Ignition Effect activates & resolves on the field.
    • This effect targets a (face-up / face-down) card anywhere on the field.
    • Discarding 1 card is a cost.
  • It is unknown whether a card will be destroyed, therefore cards whose activation requirement specify 'when your opponent activates a card or effect that would destroy a card(s) on the field' cannot be activated in response to this effect (such as "Stardust Dragon", "Destruction Jammer", and "My Body as a Shield").

SNOWMAN EATER
(1) When this card is flipped face-up, destroy 1 face-up monster on the field.
  • The (1) mandatory Trigger Effect activates & resolves on the field.
    • This effect targets 1 face-up monster on the field.
    • If the target is flipped face-down, it is not destroyed.
    • This effect can activate when flipped face-up by a card effect (no Flip Summon required).
    • This effect can activate in Substep 6 - Resolve Effects if flipped face-up by Battle.

SOLAR FLARE DRAGON
  • If you have 2 "Solar Flare Dragons", or a "Solar Flare Dragon" equipped with "Raregold Armor" and another Pyro-Type monster, your opponent cannot attack.
  • Even if "Solar Flare Dragon"'s Type is changed, as long as there is another Pyro-Type monster on your side of the field, "Solar Flare Dragon" cannot be attacked.
  • You can apply "Barrel Behind the Door" to the effect of "Solar Flare Dragon".

SOLAR RECHARGE
Discard 1 "Lightsworn" monster. (1) Draw 2 cards then send the top 2 cards of your Deck to the Graveyard.
  • Discarding 1 "Lightsworn" monster is a cost.
  • The (1) effect resolves sequentially. First, draw 2 cards, then send the top 2 to the Graveyard.
    • This card can be activated while "Macro Cosmos" is active. The discarded "Lightsworn" monster and the top 2 cards sent to the Graveyard are all removed from play instead.
  • You cannot activate "Solar Recharge" if you have 3 or fewer cards remaining in your Deck.

SOLEMN JUDGMENT
Pay half of your Life Points. (1) Negate an activation of a Spell / Trap Card / Normal Summon / Flip Summon / Special Summon and destroy the Spell Card, Trap Card, or Summoned monster.
  • Paying half your Life Points is a cost. If this results in a fraction, your Life Points are rounded up.
  • "Solemn Judgment" does not target the card it will destroy.
  • NEGATE the activation (playing face-up on the field) of a Spell / Trap Card.
    • DO NOT negate activated effects of Spell / Trap Cards (ex: "Royal Oppression", "Geartown").
  • NEGATE the Normal / Flip / Tribute / Special Summon of a monster (ex:  "Chaos Sorcerer, "Gladiator Beast Gyzarus", a Synchro Summon) that did not start a Chain.
    • This occurs in the Summon negation timing (before the monster is successfully Summoned).
    • Negate the Normal Summon from "Ultimate Offering's" effect that resolved as Chain Link 1.
    • DO NOT negate Monster Effects (ex: "Debris Dragon", "Dark Simorgh").
    • DO NOT negate the Normal Summon from "Ultimate Offering" / "Mausoleum of the Emperor".
    • DO NOT negate the Fusion Summon after "Polymerization" resolved.
    • DO NOT negate the Synchro Summon after "Urgent Tuning" resolved.

SOLIDARITY
If you have only 1 original (printed) Type of monster in your Graveyard, face-up monsters you control with the same Type gain 800 ATK.
  • If non-Zombie-Type monsters in the Graveyard are being treated as Zombie-Type due to “Zombie World” the ATK boost will not apply.
  • If you only have Warrior-Type monsters in your Graveyard and non-Warrior-Type monsters on the field are being treated as Warrior-Type by “DNA Surgery,” the ATK boost will apply to the monsters on the field.

SOLITAIRE MAGICIAN
  • This effect targets 2 monsters.
  • You reduce the Level of the targeted "Fortune Lady" monster when the effect resolves.
  • If you increase the Level of your "Fortune Lady" monster with "Time Passage" and then reduce it for the effect of "Solitaire Magician", your "Fortune Lady" will still have its Level reduced by 3 when the effect of "Time Passage" is no longer applied.
  • You cannot choose to reduce the Level of a "Fortune Lady" monster whose Level is less than 3.
  • If you activate this effect and the targeted "Fortune Lady" monster is flipped face-down by "Book of Moon," the effect of "Solitaire Magician" will not apply. If the monster targeted to be destroyed is flipped face-down by "Book of Moon," the effect of "Solitaire Magician" resolves normally.
  • You must choose two different targets for this effect.

SONIC JAMMER
  • If you activate "Sonic Jammer" during your turn, it lasts until the end of your opponent's End Phase. If you activate "Sonic Jammer" during your opponent's turn, it lasts until the end of your End Phase.
  • If "Skill Drain" is activated after "Sonic Jammer"'s effect has resolved, the effect of "Sonic Jammer" is not negated because "Skill Drain" was not active when "Sonic Jammer" was flipped, activated its effect, and applied its effect.
  • While "Sonic Jammer"'s effect is applied, your opponent can still use the effects of "Wave Motion Cannon", or "Black Pendant" when sent to the Graveyard, or Field Spell Cards like "Fusion Gate".
  • While "Sonic Jammer"'s effect is applied, your opponent cannot activate "Spiritualism".

SOUL ABSORPTION
  • "Soul Absorption"'s effect is based on the number of cards, not on each "lump sum" of cards. So if 3 DARK monsters are removed from the Graveyard to Special Summon "Dark Necrofear", the controller of "Soul Absorption" gains 1500 Life Points.
  • However, you receive the Life Points from "Soul Absorption" as a "lump sum", so in the case of "Dark Necrofear" you gain 1500 Life Points but your "Fire Princess" would only do 500 points of damage.
  • "Soul Absorption" is a "trigger-like" Continuous Spell Card, not a "continuous-like" Continuous Spell Card, so activate its effect after the current chain resolves that includes removing cards from play.
  • The effect of "Soul Absorption" can, itself, be chained to after it activates.
  • If "Soul Absorption"'s effect activates in response to the Special Summon of a monster like "Dark Necrofear" or "Inferno", Soul Absorption's effect activates after the monster is Special Summoned.
  • For "Chaosrider Gustapth", activate "Soul Absorption"'s effect after "Chaosrider Gustaph"'s effect resolves.
  • Your "Soul Absorption"'s effect activates even when your opponent's cards are removed.

SOUL DEMOLITION
  • If either player has no monsters in their Graveyard, the effect of this card cannot be activated.
  • If "Kycoo the Ghost Destroyer" is on the field, the effect of this card cannot be activated.
  • Paying 500 Life Points is a cost.
  • You must select the monster in the Graveyard you wish to target when you activate this card’s effect. You select before the opponent does. After you select the opponent may chain, with a card like "Dust Tornado", to destroy "Soul Demolition". In this case its effect will not resolve and no monsters will be removed. This is because it is a Continuous Trap Card and it must remain on the field for its effect to resolve. If the effect is negated you do not get a refund of the 500 Life Point cost.
  • If the opponent chains to the effect of "Soul Demolition" with an effect that destroys all the Fiend-Type monsters on your side of the field, the effect of "Soul Demolition" resolves because the activation conditions were correct at the time.
  • If you chain the effect of "Soul Demolition" to "Monster Reborn" and remove the monster targeted by "Monster Reborn" from play, the effect of "Monster Reborn" disappears.

SOUL DEVOURING BAMBOO SWORD
  • “Soul Devouring Bamboo Sword” targets the selected monster that is equipped with “Bamboo Sword”.
  • The effect of “Soul Devouring Bamboo Sword” that causes the opponent to skip their next Draw Phase activates at the time the selected monster inflicts Battle Damage. This effect begins a Chain.
  • If a “Bamboo Sword” equip card is no longer equipped to the selected monster, the effect of “Soul Devouring Bamboo Sword” no longer activates when the selected monster inflicts Battle Damage. The effect that destroys “Soul Devouring Bamboo Sword” during the second Standby Phase after activation is still applied.
  • The effect that destroys “Soul Devouring Bamboo Sword” during the second Standby Phase after it was activated does not begin a Chain.

SOUL EXCHANGE*
(1) Select 1 monster your opponent controls. This turn you can Tribute that monster as if you controlled it. (C) You cannot conduct your Battle Phase the turn you activate this card.
  • The (1) effect of this card targets an opponent's (face-up / face-down) monster.
    • If the target is flipped face-down, it can still be Tributed [REF].
    • Face-down monsters cannot be Tributed for a Ritual Summon or “Metamorphosis” because you do not know their Level, nor for "Deck Devastation Virus" or "Icarus Attack".
    • You do not gain control of the target, so you can use “Soul Exchange” combined with your “Cannon Soldier’s” effect even if you already have 5 monsters in your Monster Card Zone.
    • Tributing the opponent's monster is optional ("This turn you can Tribute that monster").
    • You can Tribute the target for a Tribute Summon, for a Ritual Summon, or as a cost / effect.
    • You can play 2 “Soul Exchanges” and then Tribute both targets to Summon a Level 7+ monster.
    • You cannot Tribute the monster targeted by "Soul Exchange" to pay the cost to activate the effect of your "Exiled Force", because "Exiled Force" must Tribute itself.
    • You can Tribute the opponent's face-up Plant-Type monster for "Lonefire Blossom's" effect.
    • If the ACTIVATION of "Soul Exchange" is negated (by "Dark Bribe"), the (C) Condition is not applied. You can conduct your Battle Phase this turn.
    • If the EFFECT of "Soul Exchange" is negated (by "Imperial Order"), the (C) Condition still applies. You cannot conduct your Battle Phase this turn.
  • You cannot activate “Soul Exchange” during your Main Phase 2 because you must skip your Battle Phase.
  • You cannot use “Soul Exchange” for “Polymerization” because “Polymerization” does not use Tribute.
  • (*) Konami policy regarding card legality and cards with erratas (section IX. subsection G. of the policy document) state that "you are required to play all copies of your cards according to the most recent text". Therefore, the language used and the consequences of the DTP1 (2008) erratum of Soul Exchange are essential to authentic Edison Format play, as the text was not corrected to the initial effect until BP01 (2012).

SOUL OF FIRE
  • “Your opponent draws 1 card” is not a cost to activate this card. It is part of the effect.
  • You cannot activate "Soul of Fire" if there are no Pyro-Type Monsters remaining in your Deck.

SOUL OF PURITY AND LIGHT
(C) This card cannot be Normal Summoned or Set. (S) This card can only be Special Summoned by removing from play 2 LIGHT monsters from your Graveyard. (1) During your opponent's Battle Phase, monsters they control lose 300 ATK.
  • The (C) Summon Condition cannot be negated.
  • The (S) Summon Condition does not start a Chain.
    • "This card can only be Special Summoned..." = "Must first be Special Summoned..." [REF].
    • Banishing 2 LIGHT monsters in your Graveyard is a cost.
    • Once Summoned, this card can be Special Summoned from the Graveyard / Banished.
  • The (1) Continuous Effect applies on the field.
    • This effect does not target.
    • This effect only applies during your opponent's Battle Phase.
    • This effect does not apply in the Main Phase (for "King Tiger Wanghu" or "Trap Hole").

SOUL RELEASE
  • You can select cards from you and your opponent's Graveyard simultaneously. For example, you can select 2 cards from your Graveyard and 3 from your opponent's Graveyard.

SOUL REVERSAL
  • "Soul Reversal"'s effect targets.

SOUL-ABSORBING BONE TOWER
  • If you have a "Soul-Absorbing Bone Tower" equipped with "Raregold Armor" and a Zombie-Type monster, your opponent cannot attack. Even if you have a Zombie-Type monster, "Gemini Elf", and a "Soul-Absorbing Bone Tower" equipped with "Raregold Armor", your opponent cannot attack.
  • If you have another Zombie-Type monster and "Soul-Absorbing Bone Tower", your opponent cannot attack the "Soul-Absorbing Bone Tower", but if you equip the "Soul-Absorbing Bone Tower" with "Ring of Magnetism" your opponent can declare an attack but must attack the "Soul-Absorbing Bone Tower" equipped with the "Ring of Magnetism".
  • If you have multiple "Soul-Absorbing Bone Towers" and no other monsters, your opponent cannot attack.
  • When your opponent attacks your "Soul-Absorbing Bone Tower" and during the Battle Step you activate "Call of the Haunted" to Special Summon another Zombie-Type monster, then a replay occurs (and you send 2 cards from your opponent's Deck to the Graveyard).
  • If "DNA Surgery" is in play changing all monsters to Zombie-Types, and a monster that was not originally a Zombie-Type is Special Summoned, "Soul-Absorbing Bone Tower"'s effect is applied and you send 2 cards from your opponent's Deck to the Graveyard.
  • If a Zombie-Type monster is Special Summoned on your opponent's side of the field, "Soul-Absorbing Bone Tower"'s effect activates.
  • If a Zombie-Type monster is Special Summoned face-down (with "The Shallow Grave", etc.) then "Soul-Absorbing Bone Tower"'s effect does not activate.
  • If multiple Zombie-Type monsters are Special Summoned simultaneously, "Soul-Absorbing Bone Tower"'s effect is only applied once (so send just 2 cards).
  • If "Soul-Absorbing Bone Tower" is Special Summoned by itself, its effect is not applied for its own Special Summon.
  • If "Soul-Absorbing Bone Tower" and several other Zombie-Type monsters are Special Summoned simultaneously (with "Cyber Jar"), that Soul-Absorbing Bone Tower's effect is not applied.
  • If you have "Soul-Absorbing Bone Tower" in play and "The Kick Man" is Special Summoned, "Soul-Absorbing Bone Tower"'s effect is Step 1 of a chain and "The Kick Man"'s effect is Step 2.
  • If you have "Soul-Absorbing Bone Tower" and "Card of Safe Return", and a Zombie-Type monster is Special Summoned, "Soul-Absorbing Bone Tower" is Step 1 of the chain and "Card of Safe Return" is Step 2.
  • You can chain to "Soul-Absorbing Bone Tower"'s effect that sends 2 cards to the Graveyard.

SPACE GIFT
  • Count the number of "Neo-Spacian" monsters you control with different names when "Space Gift" resolves.
  • If you control a "Neo-Spacian Marine Dolphin" when "Space Gift" resolves, you will draw 2 cards for it because its name is also treated as "Neo-Spacian Aqua Dolphin".

SPACEGATE
  • Placing a "Gate Counter" onto "Spacegate" does not start a Chain.
  • Sending "Spacegate" to the Graveyard is a cost to activate its second effect.
  • If "Royal Decree" is chained to the second effect of "Spacegate", "Spacegate's" effect is negated because the effect activated on the field.

SPARK BLASTER
  • “Spark Blaster” targets.
  • You can activate the effect of “Spark Blaster” multiple times in the same Main Phase. You can activate the effect of “Spark Blaster” during the same turn you played it from your hand.
  • You can chain to “Spark Blaster” when its effect is used. After its effect is used 3 times, you cannot chain to the destruction of “Spark Blaster”.
  • If “Silent Swordsman LV7” is on the field when “Spark Blaster’s” effect is used for the third time, “Spark Blaster” is still destroyed normally.
  • If you chain to the effect of “Spark Blaster” with “Emergency Provisions” and send “Spark Blaster” to your Graveyard, because “Spark Blaster” is no longer on the field its effect disappears.

SPATIAL COLLAPSE
  • If "Spatial Collapse" is activated, and an effect is chained so that a player has more than 5 cards on the field after "Spatial Collapse" resolves, the controller selects cards to send to the Graveyard to make the number 5.
  • You can activate "Spatial Collapse" when you have 5 or less cards on the field and your opponent has 5 or less cards on the field.
  • "Spatial Collapse" includes Tokens, too.
  • While "Spatial Collapse" is active and you have 1 or more cards already on your side of the field, you cannot activate "Scapegoat" because you would have your 1 previous card + the "Scapegoat" card + 4 monster tokens = 6.
  • When you have 4 cards on your side of the field while "Spatial Collapse" is active, you cannot activate "Change of Heart".
  • When "Cyber Jar" is activated while "Spatial Collapse" is active, if the number of cards exceeds 5, each player selects cards to send to the Graveyard to make the number 5.
  • When you have 4 cards on the field and you activate "Remove Brainwashing", you select cards to destroy to make the number of cards you control 5.

SPEAR CRETIN
  • If you can Special Summon a monster but your opponent cannot, you will still Special Summon. If your opponent can Special Summon a monster and you cannot, your opponent will still Special Summon.
  • Special Summoning a monster is optional.
  • "Spear Cretin" cannot Special Summon itself from the Graveyard, but it can Special Summon another copy of "Spear Cretin".
  • After "Spear Cretin" is flipped face-up, if it and another monster you control are destroyed by the same effect, you can Special Summon the other destroyed monster.

SPEAR DRAGON
  • If "Spear Dragon" attacks, even if the damage is reduced to 0 by the effect of "Waboku" or "Kuriboh", it is still changed to Defense Position.
  • "Spear Dragon" will change to Defense Position after it attacks, regardless of the battle position of the opponent’s monster.
  • The effect of "Spear Dragon" does not prevent you from manually changing its battle position later on. Of course, you cannot change it in the same turn after you attacked with "Spear Dragon". But during your next turn you can change it back to Attack Position (and attack again the same turn, if you choose).
  • If you attack your opponent’s Defense Position monster with 0 DEF with your "Spear Dragon", and have "Dragon’s Rage" active on the field, the opponent only takes 1900 points of damage. The effects are not cumulative.
  • The effect of "Lord of D." will not prevent the effect of "Spear Dragon" from changing it to Defense Position after it attacks.

SPECIAL HURRICANE
  • "Special Hurricane" will destroy face-down monsters that were Special Summoned.
  • If a monster is Special Summoned, then removed from the field with "Interdimensional Matter Transporter", and returns to the field, "Special Hurricane" WILL destroy it if activated after it returns to the field.

SPELL ABSORPTION
  • The effect of “Spell Absorption” is applied when the Spell Card is activated. You cannot chain to this effect. The effect is applied immediately. For example, when activating “Tribute to the Doomed” while “Spell Absorption” is on the field: (1) pay the cost by discarding a card, (2) activate “Tribute to the Doomed”, (3) your Life Points increase for “Spell Absorption”, (4) check for chaining and resolve “Tribute to the Doomed”.
  • If the activation of a Spell Card is negated by “Magic Jammer”, etc., then you will not gain Life Points for “Spell Absorption”.
  • A Spell Card used from the Graveyard by the effect of “Double Spell” is not considered “activated”, so you will only gain Life Points for “Spell Absorption” for “Double Spell” itself, not for the card used from the Graveyard.
  • When you activate “Spell Absorption”, you do not gain Life Points for activating “Spell Absorption” itself.

SPELL CANCELLER
(1) As long as this card remains face-up on the field, Spell Cards cannot be activated. (2) The effects of all Spell Cards are also negated.
  • The (1) Continuous Effect applies on the field.
    • Players CANNOT activate (play face-up) Spell Card. This does not "negate the activation" of Spell Cards (the way "Dark Bribe" does), and so "Spiritualism" cannot be played.
    • Player CAN activate the effects of Spell Cards on the field and in the Graveyard.
    • Lingering Effects that have already been established (ex: "Limited Removal") are not affected.
  • The (2) Continuous Effect applies on the field.
    • Negate the effects of Spell Cards that activate & resolve on the field [REF].
    • A Spell's effect that activates in the Graveyard (ex: "Geartown", "Magical Blast") is not negated.
    • Lingering Effects that have already been established (ex: "Limited Removal") are not negated.
    • VS. Named / Spell Counters: Remove all Clock Counters from "Clock Tower Prison".
    • VS. "Premature Burial": "Spell Canceller" is not destroyed by the effect of "Premature Burial".

SPELL CHRONICLE
  • Sending every card in your hand to the Graveyard is a cost to activate "Spell Chronicle". The 5 Spell or Trap Cards are removed from play when "Spell Chronicle" resolves.
  • "Spell Chronicle" cannot be activated when you have a combined total of 4 or less Spell and Trap Cards remaining in your Deck.
  • The Spell and Trap Cards are removed from play face-up.
  • Placing 1 Chronicle Counter onto "Spell Chronicle" does not start a Chain.
  • The damage inflicted by "Spell Chronicle" does not start a Chain.
  • Adding 1 of the removed from play Spell or Trap Cards to your hand does not target the card to be added to your hand.
  • When you activate "Spell Chronicle", it does not gain a Chronicle Counter if a Quick-Play Spell Card is chained to its activation.

SPELL ECONOMICS
  • While "Spell Economics" is active, you don't have to pay Life Points to activate a Spell Card (place it face-up on the field), but to activate an effect of a Spell Card, like "Archfiend's Oath", you still have to pay.
  • Only the controller of "Spell Economics" gets its effect.
  • You have to pay for "Chain Energy" even if you control "Spell Economics".
  • You pay the 500 Life Points to restore "Horn of Light" to your Deck even if "Spell Economics" is on the field.

SPELL GEAR
  • "'Ancient Gear' cards" means any card you control that has "Ancient Gear" in its card name.
  • You cannot activate "Spell Gear" if you do not have any "Ancient Gear Golem" remaining in your Deck.
  • If an effect is chained that prevents you from Special Summoning "Ancient Gear Golem", you still cannot Normal Summon or Set until the end of your next turn.
  • The effect that prohibits Normal Summons or Sets until the end of your next turn is not a restriction on this card’s activation. So you can activate this card if you Normal Summoned earlier in the turn. But you cannot Normal Summon or Set after it is activated.

SPELL OF PAIN
  • “Spell of Pain” ‘switches’ damage, like “Barrel Behind the Door.” It does not actually have an effect itself that ‘inflicts’ damage. “Spell of Pain” is chained to an effect that would inflict damage to you.
  • You cannot activate “Spell of Pain” during the Damage Step.

SPELL REACTOR RE
  • This effect does not negate the Spell Card’s effect; it merely destroys the Spell Card.
  • This is a Trigger Effect that activates by chaining it to the activation of the Spell Card. It does not target.
  • This effect can be activated during the Damage Step.
  • If the Spell Card cannot be destroyed when this effect resolves (example: it was destroyed by another card effect already), then you do not inflict 800 damage to your opponent.

SPELL RECLAMATION
  • This effect does not target.
  • This card can be chained to any type of Spell Card (Normal, Continuous, Quick-Play or Equip or Field.).
  • This card’s effect to return the Spell Card to its owner’s hand does not start a Chain.
  • This card’s effect is only applied once, the first time the Spell Card it was chained to is sent from the field to the Graveyard for any reason. This includes an Equip Spell Card equipped to a monster Tributed for a Tribute Summon, or a card sent to the Graveyard as a cost for "Emergency Provisions", etc.
  • The Spell Card must be sent to the Graveyard, if it is removed from play, it will not return to your hand.
  • If the Spell Card that “Spell Reclamation” was chained to is removed from play, or returned to the hand, etc. instead of going to the Graveyard, “Spell Reclamation’s” effect is no longer applied.
  • If the Spell Card that "Spell Reclamation" affected is sent to the Graveyard during resolution of a Chain, it returns to the owner's hand immediately after resolving the effect that sent it to the Graveyard.
  • This card can only be chained to the activation a Spell Card, and not when the effect of a Spell Card is activated (by "Destiny Hero - Diamond Dude", etc.)
  • If "Spell Reclamation" is chained to a Spell Card's activation, and "Mystical Space Typhoon", etc. is chained to "Spell Reclamation" targeting the same Spell Card, that Spell Card will not return to its owner's hand because it is destroyed before "Spell Reclamation" resolves.
  • If a Spell Card that has an effect that activates when it is sent to the Graveyard, like "Black Pendant" or "Lucky Iron Axe", is affected by "Spell Reclamation", that Spell Card's effect will activate, and it will be returned to its owner's hand before resolving the effect.

SPELL SHIELD TYPE-8
  • Discarding a Spell Card for "Spell Shield Type-8" is a cost.

SPELL VANISHING
  • When you activate "Spell Vanishing", you get to search your opponent's Deck to look for any Spell Cards of the same name as the destroyed Spell Card.

SPELLBINDING CIRCLE
  • The Battle Position of a monster targeted by this card can still be changed by card effects, such as "Book of Moon", "Stop Defense", etc.
  • This card may select a face-down monster as a target. This prevents the monster from being Flip Summoned, but it will still be flipped face-up if it is the target of an attack.
  • If the targeted monster is Tributed, changed into an Equip Spell Card by the effect of "Relinquished", returned to the owner’s hand, or otherwise removed from the field without being destroyed, "Spellbinding Circle" remains on the field meaninglessly.
  • You can chain "Spellbinding Circle" to the activation of a Flip Effect when a monster is Flip Summoned or flipped face-up, but it will not negate the activation or resolution of the Flip Effect.
  • You can activate "Change of Heart" and take control of a monster targeted by "Spellbinding Circle" but you cannot attack with it or change its Battle Position.
  • If a monster attacks and you activate "Spellbinding Circle", the monster’s attack stops.

SPHINX TELEIA
  • This card’s effect which allows you to Special Summon it is a Spell Speed 1 effect that you can only activate during your Main Phase 1 or 2.

SPIDER’S LAIR
  • This effect targets 1 face-up Insect-Type monster you control. It is targeted continuously.
  • You can activate this effect targeting your Insect-Type monster during your Main Phase. It starts a Chain.
  • The effect to change your opponent’s monster to Defense Position is applied after damage calculation.
  • If a monster targeted by “Spider’s Lair” stops being an Insect-Type monster, the effect of “Spider’s Lair” that changes the opponent’s monster to Defense Position is still applied.
  • If a monster being kept in Defense Position by “Spider’s Lair” is flipped face-down with “Book of Moon,” the effect of “Spider’s Lair” is no longer applied to it.
  • If a monster you targeted with “Spider’s Lair” is flipped face-down, it is no longer targeted by “Spider’s Lair.”
  • If your opponent’s monster is not changed to Defense Position by “Spider’s Lair” then the effect to keep it in Defense Position is not applied.
  • Changing your opponent’s monster to Defense Position does not start a Chain.

SPIDER EGG
  • This card does not target.
  • If you do not have enough open Monster Card Zones to Special Summon the “Spider Tokens” in, you cannot activate “Spider Egg.”
  • If you do not have enough Monster Card Zones when “Spider Egg” resolves, the attack is not negated and no “Spider Tokens” are Summoned.

SPIDER WEB
  • The effects of this card do not start a Chain. They apply to both players’ monsters.
  • If “Total Defense Shogun” attacks while in Defense Position, the effect of “Spider Web” is not applied.
  • If a monster affected by “Spider Web” is flipped face-down, the effect of “Spider Web” is no longer applied to it.
  • If “Spider Web” is negated by “Seal of Wickedness,” monsters affected by “Spider Web” can change their Battle Positions.
  • If “Seal of Wickedness” is destroyed, monsters affected by “Spider Web” will not be able to change Battle Positions.
  • If “Spider Web” is removed from the field, monsters affected by it can change Battle Positions.

SPIRAL SPEAR STRIKE
  • The effect of “Spiral Spear Strike” that causes you to draw can be chained to. But the first effect is a Continuous Effect that cannot be chained to.
  • If you have 2 copies of “Spiral Spear Strike”, or “Spiral Spear Strike” and a “Gaia the Dragon Champion” equipped with “Fairy Meteor Crush”, the damage to your opponent’s Life Points is not doubled. (In the case of “Fairy Meteor Crush”, you still can draw for the “Spiral Spear Strike” effect.)

SPIRIT BARRIER
  • You still perform damage calculation with "Spirit Barrier" even though the damage to the controller’s Life Points becomes zero.
  • If you have 1 monster on the field, and "Airknight Parshath" attack and destroys it, and would do extra damage, there is still a monster on the field when "Airknight Parshath"’s effect would activate and resolve, so "Spirit Barrier"’s effect is applied, "Airknight Parshath" inflicts zero damage to your Life Points, and your opponent does not draw 1 card for "Airknight Parshath"’s effect.

SPIRIT BURNER
  • Each effect of this card starts a Chain.

SPIRIT ELIMINATION
  • During the turn that "Spirit Elimination" is activated; all monsters removed from play must be from your side of the field. This means that you cannot activated "Soul Release" and remove two monsters from your side of the field and three from your Graveyard.
  • Any conditions set on the Monster Cards that would be removed from the Graveyard must still be fulfilled on the Monsters removed from your side of the field. For example, to Special Summon "Dark Necrofear" you must remove 3 Fiend-Type Monsters from your side of the field.
  • You can activate "Spirit Elimination" while "Necrovalley" is active.

SPIRIT FORCE
  • You can activate “Spirit Force” to prevent damage, even if you don’t have a Warrior Tuner to return to your hand.
  • “Spirit Force” does not target; you select the Warrior Tuner during resolution.

SPIRIT MONSTERS
The following rules apply to all Spirit Monsters:
  • Spirit is not a monster Type; you cannot declare "Spirit" for the effect of "DNA Surgery".
  • Spirit Monsters are still Effect Monsters.
  • A Spirit Monster must be face-up on the field during the End Phase for it to return to the owner’s hand. If it was destroyed or removed from play, it will not return to the owner’s hand.
  • A Spirit Monster will return to the owner’s hand during the End Phase, even if the opponent played it from their hand (through the effect of "Exchange".)

SPIRIT OF THE PHARAOH
  • "Spirit of the Pharaoh" cannot be Normal Summoned or Set, and cannot be Special Summoned EXCEPT by the effect of "The First Sarcophagus". So "Spirit of the Pharaoh" cannot be Special Summoned with "Monster Reborn", etc., even if Special Summoned properly first.
  • If your opponent chains "Royal Decree" to the effect of "The First Sarcophagus", the effect of Special Summoning is negated and "The First Sarcophagus" is sent to the Graveyard because that is the cost.
  • If "Banisher of the Light" is in play and you activate "The First Sarcophagus", you cannot Special Summon "Spirit of the Pharaoh".
  • You select the Zombie-Type monsters when you successfully Special Summon "Spirit of the Pharaoh", then activate his effect.
  • "Spirit of the Pharaoh"'s effect targets.
  • You can choose whether or not to activate "Spirit of the Pharaoh"'s effect, but if you activate it you must Special Summon at least 1 Zombie-Type monster.
  • If you have "Stumbling" on the field and "Spirit of the Pharaoh" is Special Summoned, his effect can be activated but it is a chain with "Stumbling" as Step 1 and "Spirit of the Pharaoh" as Step 2.
  • If a Zombie-Type monster had its Level reduced by "Cost Down", that reduction no longer applies when it is in the Graveyard.
  • If you activate "Spirit of the Pharaoh"'s effect and "Enemy Controller" is chained, and control of "Spirit of the Pharaoh" switches, the effect is still controlled by the activator of "Spirit of the Pharoah"'s effect.

SPIRIT OF THE POT OF GREED
  • "Spirit of the Pot of Greed"'s effect does not chain to "Pot of Greed"; instead, you activate it after "Pot of Greed" resolves.
  • "Spirit of the Pot of Greed" must be face-up on the field to resolve its effect; if "Book of Moon" is chained to "Pot of Greed" or to the effect of "Spirit of the Pot of Greed", "Spirit of the Pot of Greed"'s effect is negated.
  • If "Imperial Order" negates the effect of "Pot of Greed", "Spirit of the Pot of Greed"'s effect still activates because "Pot of Greed"'s activation was not negated.

SPIRIT OF THE SIX SAMURAI
(1) Once per turn, you can equip this card to a "Six Samurai" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. (2) When equipped to a monster by this card's effect, that monster gains 500 ATK and DEF. (3) When the equipped monster destroys an opponent's monster by battle, draw 1 card. (C) (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)
  • The effect of “Spirit of the Six Samurai” that activates when the equipped “Six Samurai” monster destroys a monster in battle begins a Chain at the time when the destroyed monster is sent to the Graveyard.
  • If a “Six Samurai” monster is equipped with “Legendary Ebon Steed” and “Spirit of the Six Samurai”, when the equipped “Six Samurai” monster would be destroyed both the “Legendary Ebon Steed” and “Spirit of the Six Samurai” are destroyed instead.
  • If both "Spirit of the Six Samurai" and the equipped "Six Samurai" monster are destroyed by the same effect, the "Spirit of the Six Samurai's" effect is not applied.

SPIRIT REAPER
(1) This card cannot be destroyed by battle. (2) Destroy this card when it is targeted by the effect of a Spell, Trap, or Effect Monster. (3) If this card successfully attacks directly, your opponent randomly discards 1 card.
  • The (1) Continuous Effects applies while this monster is face-up on the field.
  • The (2) Continuous Effects applies while this monster is face-up on the field.
    • If "Relinquished" targets "Spirit Reaper", it becomes an Equip Spell Card, this effect does not apply.
    • This card must be  a face-up Monster Card for this effect to apply after resolving an effect.
    • If targeted by an Equip Spell Card, apply this effect after resolving the Chain.
    • If targeted in the Damage Step, apply this effect in Substep 5 - After Damage Calculation.
    • You cannot activate “Snatch Steal” / “Brain Control” and target “Spirit Reaper” if you do not have an empty Monster Card Zone. (Even if “Spirit Reaper” would be destroyed before switching sides).
  • The (3) mandatory Trigger Effect activates in Substep 5 - After Damage Calculation.
    • This effect will not trigger if 0 points of damage are dealt (due to "Waboku").
    • The card discarded is at random, your opponent does not select which card is discarded.

SPIRIT'S INVITATION
  • You can choose not to pay 500 Life Points during your Standby Phase, and destroy this card instead.
  • The effect of this card is applied even when a Spirit Monster is returned to its owner’s hand by the effect of another card, such as "Penguin Soldier".

SPIRITUAL EARTH ART - KUROGANE
  • Tributing a monster is a cost for “Spiritual Earth Art – Kurogane”.
  • You can Tribute a face-down EARTH monster for the cost of “Spiritual Earth Art – Kurogane”.
  • “Spiritual Earth Art – Kurogane” is an effect that targets 1 monster in your Graveyard. (So it will be negated by “Necrovalley” or “The End of Anubis”).

SPIRITUAL ENERGY SETTLE MACHINE
  • When this card is active, Spirit Monsters on both sides of the field do not return to their owner’s hand during the End Phase of the turn they were Summoned.
  • Discarding 1 card during your End Phase is a maintenance cost and must be paid each turn. You may decide to not discard a card, and destroy this card instead.
  • When this card is active, Spirit Monsters may still be returned to their owner’s hands by card effects such as "Penguin Soldier" and "Compulsory Evacuation Device".

SPIRITUAL FOREST
  • If the effect of “Spiritual Forest” is resolved once during a turn, it cannot be resolved again even if “Spiritual Forest” is negated and then stops being negated in the same turn.
  • If a face-down Beast-Type, Beast-Warrior-Type, or Plant-Type monster you control is attacked and flipped face-up by battle, the effect of “Spiritual Forest” is applied.
  • You do not choose when to activate this effect.
  • It automatically activates the first time the appropriate type of monster would be destroyed.

SPIRITUAL WIND ART - MIYABI
  • “Spiritual Wind Art – Miyabi” is an effect that targets.
  • If you target the opponent’s Fusion Monster or Synchro Monster for “Spiritual Wind Art – Miyabi”, the Fusion Monster or Synchro Monster is placed on the bottom of the Extra Deck.

SPIRITUALISM
Return 1 Spell or Trap Card on your opponent's side of the field to the owner's hand. This card's activation and effect cannot be negated by any other card.
  • The Spell / Trap Card goes to its owner’s hand.
  • This targets 1 Spell / Trap Card your opponent controls, even monsters treated as Equip Spell Cards.
  • If you cannot activate (play face-up) Spell Cards, you cannot activate this card.
    • This may be due to an effect like "Spell Canceller", "Sonic Jammer", or "Cold Wave".

SPLENDID VENUS
  • If "Jinzo" and "Splendid Venus" are face-up on the field, Trap Cards and the effects of Trap Cards still cannot be activated because "Jinzo" prevents Trap Cards and Trap Card effects from being activated. The Continuous Effects of Trap Cards controlled by the player with "Splendid Venus" are not negated.

SPRING OF REBIRTH
  • Only the controller of "Spring of Rebirth" gains Life Points by its effect. If you control "Spring of Rebirth", you gain Life Points even when a monster is returned to your opponent’s hand.
  • You gain 500 Life Points each time a monster or monsters on the field are returned to their owner’s hand. So if "Penguin Soldier" returns two monsters at once, you only gain 500 Life Points.
  • Spirit Monsters are sent to the owner’s hand one at a time during the End Phase. So if you have 4 face-up Spirit Monsters during the End Phase, you will gain 500 Life Points for each, totaling 2000 Life Points.
  • Multiple "Spring of Rebirth" cards are cumulative.

SPYDER SPIDER
  • This is a Trigger Effect that targets 1 Level 4 or lower Insect-Type monster in your Graveyard.
  • As long as your opponent's monster was in Defense Position during damage calculation, you can activate this effect.
STAMPING DESTRUCTION
  • When you activate this card, if the opponent activates an effect in a chain that destroys the targeted Spell or Trap Card, the opponent will not take the 500 points of damage. If your opponent merely chains the Spell or Trap card that you targeted, the Spell or Trap Card will be destroyed when "Stamping Destruction" resolves and your opponent will take 500 points of damage. (Remember that Spell and Trap Cards remain on the field until the entire chain resolves, unless destroyed by a card effect during the chain.)
  • If your opponent destroys all the Dragon-Type monsters on your side of the field as a chain to the activation of this card, this card will still resolve since the conditions were met at the time of activation.

STAR BLAST
  • “Star Blast” does not target.
  • When its effect resolves, choose a monster on the field or in your hand.
  • Paying Life Points is a cost. “Star Blast” cannot be activated while “Spell Economics” is on the field, since you cannot pay costs.
  • If you use “Star Blast” on a monster in your hand and then Set that monster, its Level is still reduced and will be reduced when it is flipped face-up.
  • You cannot use “Star Blast” on a face-down monster you control on the field. If a monster affected by “Star Blast” is face-up on the field, and is then flipped face-down (with “Book of Moon”, etc.) then the effect of “Star Blast” is wiped and the monster’s Level returns to normal.
  • If you activate “Star Blast” but have no monsters to use it on when its effect resolves, your opponent can look at your hand to confirm that you have no monsters in your hand.
  • You cannot reduce a monster’s Level below 1 and you cannot over-pay for “Star Blast”.
  • You cannot select a Level 1 monster for “Star Blast”.
  • If you paid 1000 Life Points, you cannot select a Level 2 monster, etc.
  • If you had an appropriate monster to use “Star Blast” on, paid the Life Points, but no longer have an appropriate monster when “Star Blast” resolves, its effect disappears.
  • The maximum Life Points you can pay for “Star Blast” is based on the maximum Level of legal choices you have available at the time. You cannot over-pay.
  • If “Majestic Mech – Ohka” has its Level reduced to 4 or lower with “Star Blast”, and it is Summoned without Tribute because it is now a Level 4 or lower monster, its effect to send itself to the Graveyard does not activate.

STARDUST DRAGON
(1) You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster’s effect that destroys a card(s) on the field, and destroy that card. (2) If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase.
  • The (1) Quick Effect activates & resolves on the field.
    • Tributing this card is a cost.
    • This negates the activation of a card / effect, even in the Damage Step [REF1, REF2, REF3].
      • This includes Ignition-like Effect (ex: "Blaze Accelerator"), Quick-like Effects (ex: "Skull Lair"), and Trigger-like Effects (ex: "Blast with Chain").
    • This effect CAN be activated if "Deck Devastation Virus" would destroy a face-up monster.
    • This effect CAN be activated if "Skull Lair's" effect is used when it is activated (played face-up).
    • This effect CAN negate "Royal Oppression's" effect if it would destroy a card on the field (ex: "Deep Sea Diva" / "Instant Fusion" / "Call of the Haunted").
    • This effect CANNOT negate "Royal Oppression's" effect if it would negate a Contact Fusion / Synchro Summon / Special Summon (ex: "Chaos Sorcerer").
    • This effect CANNOT be activated when "Blaze Accelerator" is activated (played face-up).
    • This effect CANNOT be activated if "Stardust Dragon" is destroyed by Battle, even if "Red Dragon Archfiend" activates its effect in Substep 5 - After Damage Calculation.
  • The (2) optional Trigger Effect activates & resolves in the Graveyard.
    • This effect only activates "Stardust Dragon" successfully resolved its (1) effect this turn.
    • If this effect is negated (by "Royal Oppression" / "Divine Wrath"), it cannot activate again [REF].
    • If your opponent controls your "Stardust Dragon" and they use its (1) effect, you can Special Summon it from your Graveyard via its (2) effect during the End Phase.

STARDUST DRAGON/ASSAULT MODE
This card cannot be Normal Summoned or Set. (C) This card cannot be Special Summoned except with its own effect or with "Assault Mode Activate". (1) You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect, and destroy that card. (2) If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase. (3) When this card on the field is destroyed, you can Special Summon 1 "Stardust Dragon" from your Graveyard.
  • The (C) Condition cannot be negated. It must first be Special Summoned by "Assault Mode Activate".
    • You cannot Special Summon this card with "Call of the Haunted", only its own effect.
  • The (1) Quick Effect activates & resolves on the field.
    • Tributing "Stardust Dragon/Assault Mode" is a cost.
    • This negates the activation of a card / effect, even in the Damage Step [REF1, REF2, REF3].
      • This includes Ignition-like Effect (ex: "Blaze Accelerator"), Quick-like Effects (ex: "Skull Lair"), and Trigger-like Effects (ex: "Blast with Chain").
    • This effect CAN be activated if "Deck Devastation Virus" would destroy a face-up monster.
    • This effect CAN be activated if "Skull Lair's" effect is used when it is activated (played face-up).
    • This effect CAN negate "Royal Oppression's" effect if it would destroy a card on the field (ex: "Deep Sea Diva" / "Instant Fusion" / "Call of the Haunted").
    • This effect CANNOT negate "Royal Oppression's" effect if it would negate a Contact Fusion / Synchro Summon / Special Summon (ex: "Chaos Sorcerer").
    • This effect CANNOT be activated when "Blaze Accelerator" is activated (played face-up).
    • This effect CANNOT be activated if this card is destroyed by Battle, even if "Red Dragon Archfiend" activates its effect in Substep 5 - After Damage Calculation.
  • The (2) optional Trigger Effect activates during the End Phase ONLY if: "Stardust Dragon/Assault Mode" successfully resolved its (1) effect this turn, and "Stardust Dragon/Assault Mode" is in your Graveyard.
    • If your opponent controls your "Stardust Dragon/Assault Mode" and they use its (1) effect, during the End Phase you can Special Summon it from your Graveyard via its (2) effect.
    • If this effect is negated (by "Royal Oppression" / "Divine Wrath"), "Stardust Dragon/Assault Mode" remains in the Graveyard and cannot activate this effect again [REF].
  • If your Defense Position "Stardust Dragon/Assault Mode" is attacked by "Red Dragon Archfiend" and it is destroyed by battle, its (1) effect cannot be used to negate the effect of "Red Dragon Archfiend" that destroys your Defense Position monsters.
  • The (3) optional Trigger Effect targets a "Stardust Dragon" in your Graveyard.
    • Even if a face-down Defense Position "Red Dragon Archfiend/Assault Mode" etc. on the field is destroyed by a card effect, you can activate its effect that Special Summons "Red Dragon Archfiend" etc. from your Graveyard (this ruling also applies to "Stardust Dragon/Assault Mode").
    • Even if "Red Dragon Archfiend/Assault Mode" etc. is destroyed and banished, you can Special Summon "Red Dragon Archfiend" etc. from your Graveyard (this ruling also applies to "Stardust Dragon/Assault Mode").
    • Even if a "Red Dragon Archfiend/Assault Mode" etc. in the Spell & Trap Zone that is treated as an Equip Card is destroyed, you can Special Summon "Red Dragon Archfiend" etc. from your Graveyard (this ruling also applies to "Stardust Dragon/Assault Mode").
    • If a "Red Dragon Archfiend/Assault Mode" Special Summoned by "Assault Revival" is destroyed and banished, since its effect that activates when it leaves the field is not negated, you can Special Summon "Red Dragon Archfiend" (this ruling applies to "Stardust Dragon/Assault Mode").

STARDUST XIAOLONG
Special Summoning this monster is a Trigger Effect that that activates in the Graveyard.
  • If you have more than one “Stardust Xiaolong” in your Graveyard when you Synchro Summon “Stardust Dragon,” you can activate the effects of each of them.

STATUE OF THE WICKED
  • This card is only activated if sent from the field to the Graveyard. There is no way to activate this card while it is Set on the field.
  • The effect of "Statue of the Wicked" is activated in the Graveyard, so its effect is activated even if "Jinzo" is on the field, because "Jinzo" only applies to Trap Cards and Trap Card effects on the field. Also, cards like "Seven Tools of the Bandit" cannot be used against "Statue of the Wicked".
  • "Statue of the Wicked" activates its effect even if it is destroyed on the same turn it was Set.
  • If "Banisher of the Light" is in play, then "Statue of the Wicked" does not activate its effect when destroyed, because it is not sent to the Graveyard.
  • "Statue of the Wicked" activates its effect even if you destroy your own "Statue of the Wicked".
  • You can Tribute a "Wicked Token".

STAUNCH DEFENDER
  • This card only affects face-up Attack Position monsters on your opponent's side of the field that can attack.
  • Activating the card causes a replay.
  • Monsters Special Summoned during the Battle Phase after activation of "Staunch Defender" must also attack the monster selected by "Staunch Defender".
  • If your monster selected with "Staunch Defender" is destroyed, your opponent's remaining monsters cannot attack.
  • When your opponent chains "Ring of Destruction" to your "Staunch Defender" to destroy the selected monster, the effect of "Staunch Defender" is negated and battle is conducted normally.
  • While "Staunch Defender" is active, your opponent must still pay costs to attack with "Dark Elf", etc., if he/she attacks with that monster.
  • You cannot select "Guardian Kay'est" or "The Legendary Fisherman" for "Staunch Defender" if they cannot be attacked.
  • You can activate "Staunch Defender" when a monster affected by "Diffusion Wave Motion" declares an attack. The monster affected by "Diffusion Wave Motion" will then attack your selected monster once (and only once).
  • When you select "Spirit Reaper" or "The Reaper on the Nightmare" as the target of "Staunch Defender", resolve the chain, and after the effect of "Staunch Defender" resolves, the selected monster is destroyed. A replay will occur, but the opponent can no longer attack because the selected monster is gone.
  • If two "Staunch Defenders" are activated during the same turn, the last one to resolve will be the one that applies.
  • If "Absolute End" and "Staunch Defender" are both activated during the same turn, the last one to resolve will be the one that applies.

STARLIGHT ROAD
Activate only when an effect is activated that would destroy 2 or more cards you control. Negate the effect and destroy that card. Then, you can Special Summon 1 “Stardust Dragon” from your Extra Deck.
  • This card can be activated when an effect would destroy 2(+) cards on the field simultaneously, even if some cards would be unaffected (ex: "Elemental Hero Wildheart" is unaffected by "Torrential Tribute").
    • This card cannot be activated if an effect would only destroy 1 card you control (ex: "Celestia, Lightsworn Angel" / "Gladiator Beast Gyzarus" only targets 1 card with its effect).
    • This card cannot be activated if an effect is not guaranteed to destroy 2(+) cards (ex: "Timewizard").
  • This card only negates card effects, it does not negate the activation of effects.
    • This card cannot activate in the Damage Step.
  • This effect resolves sequentially. First, negate the effect and destroy that card, then (if "Starlight Road" destroyed that card) you can Special Summon 1 "Stardust Dragon" from your Extra Deck. Resolve the rest of the chain afterwards.
    • VS. "Torrential Tribute": since "Starlight Road" does not negate the activation of the card / effect, "Torrential Tribute" can never be activated after the Chain because the Special Summon of "Stardust Dragon" was not the last thing to happen, the card / effect negated by "Starlight Road" resolved negated later in the Chain.
  • If this card negates the effect but does not destroy that card, you cannot Summon "Stardust Dragon".
    • Example: Player A activates "Heavy Storm" and chains "Starlight Road" (Chain Link 2), Player B activates "Mystical Space Typhoon" (Chain Link 3) targeting "Heavy Storm". "Mystical Space Typhoon" destroys "Heavy Storm", "Starlight Road" negates the effect of "Heavy Storm" but didn't destroy it (Player A can't Summon "Stardust Dragon"), and "Heavy Storm" resolves negated.
    • Example: Player A Synchro Summon "Black Rose Dragon" and activates its effect to destroy all cards on the field. Player B activates "Starlight Road". Resolving the chain: "Starlight Road" negates the effect of "Black Rose Dragon" and destroys it, Player B chooses to Special Summon 1 "Stardust Dragon", finally then the effect of "Black Rose Dragon" resolves negated. Player A cannot activate "Torrential Tribute" at this time, because "Stardust Dragon" was Summoned as Chain Link 2(+).

STEALTHROID
  • If an effect is chained to your “Stealthroid’s” effect that removes every other “roid” monster from your side of the field, the effect of your “Stealthroid” disappears.

STEAMROID
  • The effect of “Steamroid” is a Continuous Effect that cannot be chained to.

STEEL SCORPION
  • If the affected monster is removed from the field or flipped face-down, it is not destroyed during the End Phase.

STONE STATUE OF THE AZTECS
  • The Battle Damage doubled by "Stone Statue of the Aztecs"' effect is still considered Battle Damage (not effect damage).
  • If "Rod of the Mind's Eye" is equipped to "Stone Statue of the Aztecs", the Battle Damage will be 1000.
  • The Battle Damage is doubled during damage calculation.
  • When "Amazoness Swordswoman" (1500 ATK) attacks "Stone Statue of the Aztecs" (2000 DEF), the controller of Stone Statue of the Aztecs takes 1000 Battle Damage.

STOP DEFENSE
  • Using "Stop Defense" on a face-down monster does not constitute a Flip Summon, so "Trap Hole" could not be used.

STORM CALLER
  • "Storm Caller's" second effect only activates when it is destroyed while on the field. If it is destroyed while face-down, its second effect activates.
  • If a Psychic-Type monster destroys your opponent's "Dark Magician of Chaos" by battle, you cannot return it to the top of your opponent's Deck.
  • If a Psychic-Type monster destroys your opponent's monster by battle while "Macro Cosmos" or "Dimensional Fissure" is active, you can return the destroyed monster to the top of your opponent's Deck. If you do not, the monster is removed from play.
  • If a Psychic-Type monsters destroys your opponent's "Crystal Beast" monster, you can return it to the top of your opponent's Deck. If you do not, the "Crystal Beast" monster can be placed into its controller's Spell and Trap Card Zone.
  • If a Psychic-Type monster destroys your monster that is controlled by your opponent, you cannot place it on top of your Deck.
  • You decide if you place your opponent's destroyed monster on top of their Deck at the end of the Damage Step, when monsters destroyed by battle are sent to the Graveyard.
  • If a Psychic-Type monster destroys your opponent's "Apprentice Magician" by battle, if you return it to the top of your opponent's Deck its effect does not activate.

STORMING WYNN
  • This card’s effect is an Ignition Effect.
  • Tributing a monster is a cost. You cannot Tribute a monster if you do not have a monster with the appropriate Attribute in your hand to Special Summon.
  • If this card is flipped face-down, any monsters Special Summoned by her effect will not be destroyed. If this card is destroyed while she is face-down, any monsters Special Summoned by her effect will not be destroyed.
  • If a monster Special Summoned by this card’s effect is flipped face-down, it will not be destroyed when this card is destroyed.

STRAIGHT FLUSH
  • If your opponent controls an "Embodiment of Apophis" as a Monster Card, it is not counted as a card in the Spell & Trap Card Zone (even though 1 of those Zones cannot be used). So you could not activate "Straight Flush".

STRAY LAMBS
  • You cannot activate "Stray Lambs" the same turn that you Summon, Flip Summon, or Special Summon. But you can perform a Set the same turn. So you can activate "Stray Lambs" and then Tribute one of them to Set "Labyrinth Wall".
  • You can't activate "Stray Lambs" unless you have at least 2 vacant Monster Card Zones.

STRIKE NINJA
(1) You can remove this card from play until the End Phase of this turn by removing from play 2 DARK monsters in your Graveyard. You can use this effect during either player’s turn. You can only use this effect once per turn.
  • The (1) Quick Effect activates & resolves on the field.
    • Banishing 2 DARK monsters in your Graveyard is a cost.
    • This effect can't activate during the Damage Step.
    • This effect may only be used once by each copy of "Strike Ninja" on the field.
    • During the End Phase (this does not start a Chain), this card returns to the field (this is NOT a Special Summon) [REF].

STRONG WIND DRAGON
  • If you Tribute a face-down Dragon for “Strong Wind Dragon,” it will still get its ATK boost.
  • “Strong Wind Dragon” gains half the Tributed Dragon’s original ATK (in the Graveyard), not half of the Dragon’s ATK as it was on the field.
  • “Strong Wind Dragon” will get its ATK boost even if you Tribute a monster that was treated as Dragon-Type because of “DNA Surgery.”

STUMBLING
Any monster that is Normal Summoned, Flip Summoned, or Special Summoned is changed to Defense Position.
  • The mandatory Trigger-like Effect always starts a Chain in the Summon response timing, even if the monster was Summoned by a card effect as Chain Link 2(+).
  • This effect activates as soon as a monster is successfully Summoned (or simultaneously with any mandatory Trigger Effects) before optional Trigger Effects ("Red Gadget") or chained Spell / Trap Cards (Trap Hole). This supersedes Ignition Effect Priority.
    • Example: Player A controls "Stumbling" and a set "Trap Hole". Player B Normal Summons "Exiled Force". "Stumbling’s" mandatory Trigger-like Effect immediately starts a chain as Chain Link 1. Player B CANNOT claim 'priority' to activate "Exiled Force’s" effect, but activates "Mystical Space Typhoon" as Chain Link 2 targeting "Stumbling". Player A responds by activating "Trap Hole" as Chain Link 3. When resolving the chain, "Trap Hole" destroys "Exiled Force", then "Mystical Space Typhoon" destroys "Stumbling" and the chain is considered resolved (as "Stumbling" is longer face-up on the field to allow for Chain Link 1 to resolve). The last thing to happen in this case was the destruction of "Stumbling".

STYGIAN DIRGE
  • Multiple copies of “Stygian Dirge” accumulate their effects.

SUBSTITOAD
(1) You can Tribute 1 monster to Special Summon 1 "Frog" monster from your Deck, except "Frog the Jam". (2) "Frog" monsters, except "Frog the Jam", cannot be destroyed by battle.
  • The (1) Ignition Effect activates & resolves on the field.
    • Tributing 1 (face-up / face-down) monster you control is a cost.
    • This effect can be activated more than once per turn.
    • This effect cannot be activated if you do not have any eligible "Frog" monsters in your Deck.
  • The (2) Continuous Effect applies while this card is face-up on the field.
    • Battle Damage and Piercing Battle Damage are calculated normally.
    • Your "Frog" monsters can still be destroyed by card effects.

SUCCESS PROBABILITY 0%
Send 2 random Fusion Monsters from your opponent's Fusion Deck to the Graveyard.
  • If your opponent has no Extra Deck, you cannot activate “Success Probability 0%”.
  • “Success Probability 0%” does not target, because the cards are chosen randomly.
  • When this effect resolves, your opponent seperates their Extra Deck into the Synchro Deck and the Fusion Deck. You then send 2 random cards from the Fusion Deck to the Graveyard [REF].

SUIJIN
  • A marker may be placed on this card to indicate that its effect has been used. The effect resets if the monster is destroyed or removed from the field.
  • You can use the effect of this card even if it is face-down when it is attacked because its effect is activated during the Damage Step, and it will be face-up at that point.
  • The effect of this card targets.

SUMMON CLOUD
  • The effect of “Summon Cloud” does not target.
  • When you activate “Summon Cloud”, you cannot yet Special Summon a “Cloudian” monster. After “Summon Cloud” resolves, you can activate its effect to Special Summon a “Cloudian” monster in a separate Chain.
  • The effect of destroying “Summon Cloud” is applied after Special Summoning the “Cloudian” monster and does not begin another Chain.

SUMMON LIMIT
Neither player can Summon more than two times per turn.
  • The Continuous-like Effect does not activate.
    • This effect counts all Summon events performed during the turn. (ex: "Scapegoat" is only 1 Summon event, since the 4 monsters are Summoned simultaneously).
    • The limit applies to Normal / Flip / Tribute / Special Summons.
    • Summons performed before "Summon Limit" resolved are counted towards the limit. After "Summon Limit" resolves, a player that already Summoned twice cannot Summon any more monsters this turn.
    • A negated Summon (ex: "Chaos Sorcerer") still counts towards the limit.
    • An Effect (ex: "Debris Dragon") that is negated (by "Skill Drain") still counts towards the limit.
    • An Effect (ex: "Instant Fusion") whose activation is negated (by "Dark Bribe") does not count towards the limit.

SUMMON REACTOR SK
  • The effect that inflicts damage can activate even during the Damage Step.
  • If “Magical Dimension” Summons a monster and destroys “Summon Reactor ・SK”, then 800 damage is not inflicted to the opponent.
  • But if “Magical Dimension” destroys a different monster instead, then “Summon Reactor ・SK” will inflict the 800 damage. If your “Summon Reactor ・SK” is Summoned at the same time as an opponent’s monster (example: “Dimension Fusion”), then it will not inflict 800 damage to the opponent at that time.
  • The effect that negates attacks activates when the attack is declared, and targets the attacking monster.
  • If the effect of “Summon Reactor ・SK” that inflicts 800 damage is negated by “By Order of the Emperor”, you cannot later use its effect to negate an attack that turn.

SUMMONER OF ILLUSIONS
  • Tributing 1 monster is a cost.
  • You must use "Summoner of Illusions"’ effect when it is flipped face-up, either by Flip Summon or by being attacked. If you have no cards in your Extra Deck, the effect cannot activate and you do not Tribute 1 monster.
  • If you use "Dimensionhole" on the Fusion Monster summoned by this card’s effect, it will return during your next Standby Phase and not be destroyed.
  • If the Fusion Monster summoned by this card’s effect is flipped face-down it will not be destroyed during your End Phase, since the condition is reset when the monster becomes face-down.

SUMMONER'S ART
  • You cannot activate this card if you have no Level 5 or higher Normal Monsters in your Deck.

SUN DRAGON INTI
  • Destroying the monster that destroyed this card does not target. Special Summoning “Moon Dragon Quilla” does target.
  • The effect to Special Summon “Moon Dragon Quilla” activates even if “Sun Dragon Inti” is not in the Graveyard during the Standby Phase as long as there is a “Moon Dragon Quilla” in the Graveyard.
  • If “Sun Dragon Inti” is on the field or in the Extra Deck during the Standby Phase then its effect to Special Summon “Moon Dragon Quilla” activates and “Divine Wrath” is Chained, the effect is negated but “Sun Dragon Inti” is not destroyed.
  • Destroying your opponent’s monster and dealing damage happen at the same time. The damage is half of the monster’s ATK on the field.
  • The effect to Special Summon “Moon Dragon Quilla” does not activate in any specific place, regardless of where “Sun Dragon Inti” is at the time. “Light Imprisoning Mirror” cannot negate it.

SUPAY
  • Doubling the ATK and setting the condition to return the monster during the End Phase are both part of the resolution of “Supay’s” Trigger Effect. The effect of “Supay” activates even if destroyed during the Damage Step.

SUPER DOUBLE SUMMON
  • The effect of returning the Gemini Monster to its owner’s hand during the End Phase does not begin a Chain.
  • If the Gemini Monster Normal Summoned by “Super Double Summon” is flipped face-down or removed from the field, the effect to return it to its owner’s hand during the End Phase is not applied.
  • You can activate “Super Double Summon” and select a Gemini Monster that is having its effect negated by “Skill Drain”. The Gemini Monster will be treated as having been Normal Summoned while face-up on the field, but the effects it gains will be negated by “Skill Drain”. If “Skill Drain” is negated or removed from the field later in the turn, the selected Gemini Monster’s effects will be active and can be used.

SUPER JUNIOR CONFRONTATION
  • “Super Junior Confrontation” does not target.
  • If you do not control a face-up Defense Position monster, you cannot activate “Super Junior Confrontation”.
  • If “Super Junior Confrontation” is activated and there is a tie for lowest ATK among the opponent’s monsters, the player who activated the card gets to choose which monster attacks.
  • When the battle for “Super Junior Confrontation” resolves, the Battle Phase ends immediately. There is no opportunity to activate additional cards.
  • “Super Junior Confrontation” does not change any monsters’ battle positions.

SUPER POLYMERIZATION
  • "Super Polymerization" does not target. The Fusion Material Monsters are sent to the Graveyard when "Super Polymerization" resolves.
  • "Super Polymeriation" prevents effects from being chained, but Continous Effects are still applied.
  • If "Super Polymerization" is activated while "Light and Darkness Dragon" is face-up on the field, "Light and Darkness Dragon's" effect does not activate.
  • If "Super Polymerization" is activated while "Spell Absorption" is active, the player who controls "Spell Absorption" gains Life Points.

SUPER REJUVENATION
(L) During the End Phase of the turn this card is activated, draw 1 card from your Deck for each Dragon-Type monster discarded from your hand and/or Tributed during this turn.
  • This effect counts monsters that were Dragon-Type when Tributed / Discarded.
    • Monsters treated as Dragon-Type (by "DNA Surgery") that are Tributed are still counted.
    • Dragon-Types Tributed on the field while "Zombie World" is active are not counted.
    • Your opponent's Dragon-Types Tributed by "Soul Exchange" are still counted.
    • Dragon-Types Tributed / Discarded from hand while "Zombie World" applies are still counted [REF].
  • The (L) Lingering Effect resolves during the End Phase without starting a chain.
    • This effect is cumulative. If multiple copies of "Super Rejuvenation" are activated in the same turn, you resolve each one at a time during the End Phase.
  • If "Solemn Wishes" is active, you will gain 500 for every card you draw. If you draw 3 cards then you gain 1500 Life Points.
  • You CANNOT activate this card while your opponent controls "Protector of the Sanctuary".
  • You CANNOT activate this card in the Damage Step.
  • You CANNOT activate this card after discarding for hand limit in the End Phase, as it is the very last action that occurs in a turn.
    • Cards / Effects CANNOT activate beyond this point unless discarding triggers a mandatory effect. Only Counter Trap Cards and mandatory effects may activate in the resulting Chain.
    • Example: It is Player A's End Phase and they have a Set "Divine Wrath" from a  previous turn. Player A discards two copies of "The White Stone of Legend" to bring their hand size down to 6 cards. However, "The White Stone of Legend" has a mandatory Trigger Effect to add a "Blue-Eyes White Dragon" from the Deck to the hand, and Player B controls a "Doomcaliber Knight". Thus, a chain is built with both "The White Stone of Legend's" effects forming a chain as Chain Links 1 and 2, and "Doomcaliber Knight" Tributing itself as Chain Link 3. Player A activates "Divine Wrath" as Chain Link 4 and discards a card as cost. When resolving the chain, "Divine Wrath" will successfully negate the effect of "Doomcaliber Knight", then both effects of "The White Stone of Legend" will add a copy of "Blue-Eyes White Dragon" to Player A's hand (should any remain in the Deck). Once the chain has resolved, no chains may be built (unless mandatory Trigger/Trigger-like Effects were activated) and Player A must once again discard down to their hand limit and the turn ends.

SUPER ROBOLADY
  • The effect of this card to Special Summon "Super Roboyarou" is Spell Speed 1 and can only be activated during your Main Phase 1 or 2.
  • A "Super Roboyarou" Special Summoned by this card’s effect is not considered properly Summoned. So if it is destroyed, you cannot target it with "Monster Reborn".

SUPER ROBOYAROU
  • The effect of this card to Special Summon "Super Robolady" is Spell Speed 1 and can only be activated during your Main Phase 1 or 2.
  • A "Super Robolady" Special Summoned by this card’s effect is not considered properly Summoned. So if it is destroyed, you cannot target it with "Monster Reborn".

SUPER SOLAR NUTRIENT
  • Calculate the maximum Level of monster you can Special Summon based on the Level of the Tributed monster when it was on the field.
  • “Super Solar Nutrient” does not target a monster in your hand or Deck.
  • However, it does target the Special Summoned monster after it is Special Summoned.
  • Tributing a Plant for this card’s activation is a cost.

SUPER VEHICROID - STEALTH UNION
  • You can equip “Super Vehicroid – Stealth Union” with more than 1 monster with its effect. (Although you can only activate the equipping effect once per turn)
  • You cannot select a face-down monster to equip to “Super Vehicroid – Stealth Union” because a face-down monster’s Monster Type cannot be determined.
  • When “Super Vehicroid – Stealth Union” is equipped with a monster by its effect and it attacks 1 of your opponent’s monsters, if “Super Vehicroid – Stealth Union” declares an attack against another of your opponent’s monsters and in response the equipped monster(s) are removed so that “Super Vehicroid – Stealth Union” is no longer equipped with any monsters by its effect, it will not be able to attack all monsters your opponent controls and the declared attack does not continue to the Damage Step (the attack stops).
  • When “Super Vehicroid – Stealth Union” is Fusion Summoned by “Vehicroid Connection Zone” and afterwards the “Super Vehicroid – Stealth Union” activates its effect to equip with a monster, “Divine Wrath” can be chained to negate the effect but the “Super Vehicroid – Stealth Union” will not be destroyed.
  • The halving of “Super Vehicroid – Stealth Union’s” original ATK occurs at the time it declares an attack and is applied until the end of the Damage Step.

SUPERNATURAL REGENERATION
  • You count Psychic monsters sent to any Graveyard, including your opponent’s.
  • “Zombie World” will change all Psychic monsters into Zombies, including in the Graveyard, so any Psychic monsters sent to the Graveyard will be Zombies instead, and will not count for “Supernatural Regeneration” (in fact, you cannot activate “Supernatural Regeneration” in that case).
  • Effects that change Type on the field, like “DNA Surgery”, will not apply in the Graveyard, so Psychic monsters sent to the Graveyard while “DNA Surgery” is active still count as “Psychic-Type monsters sent to the Graveyard this turn” (so you gain Life Points for them).
  • Returning Psychic monsters to the Graveyard (with “Miracle Dig”, etc.) does not count as “sending” them to the Graveyard, so they do not count for “Supernatural Regeneration”.
  • Even if Psychic monsters sent to the Graveyard are no longer in the Graveyard during the End Phase, they still can count for “Supernatural Regeneration”.

SUPERVISE
(C) Equip only to a Gemini monster. (1) It is treated as an Effect Monster, and gains its effect(s). (2) When this face-up card on the field is sent to the Graveyard, select and Special Summon 1 Normal Monster from your Graveyard.
  • The (C) Condition cannot be negated.
    • This card can be equipped to a Gemini Monster which has gained its effects.
  • The (1) Continuous-like Effect does not activate.
    • If "Spell Canceller" negates this effect, the equipped Gemini Monster can be 'Gemini Summoned'.
  • The (2) mandatory Trigger-like Effect activates & resolves in the Graveyard.
    • This effect can activate in the Damage Step.
    • This effect targets 1 Normal / Gemini Monster in the Graveyard. You cannot target a non-Effect Fusion / Synchro Monster.
    • This effect will still activates "Dust Tornado" destroys "Supervise" before it becomes equipped.
    • If this card and the equipped Gemini Monster are destroyed together, you can Special Summon it.

SUPERALLOY BEAST RAPTINUS
  • When “Doom Shaman’s” effect is activated to Special Summon 1 Fiend-Type monster while “Superalloy Beast Raptinus” is face-up on the field, if “Superalloy Beast Raptinus” is removed from the field or flipped face-down “Doom Shaman” will be treated as a Normal Monster again, but the Fiend-Type monster is still Special Summoned.
  • When “Chthonian Emperor Dragon” declares its second attack during the Battle Phase while “Superalloy Beast Raptinus” is face-up on the field, if “Superalloy Beast Raptinus” is removed from the field or flipped face-down “Chthonian Emperor Dragon” will be treated as a Normal Monster and its attack will stop because it no longer has an effect allowing it to attack twice during the Battle Phase.

SUPERANCIENT DEEPSEA KING COELACANTH
(1) Once per turn, you can discard 1 card to Special Summon as many Level 4 or lower Fish-Type monsters as possible from your Deck. A monster Special Summoned by this effect cannot declare an attack and its effect(s) is negated while on the field. (2) If this card is targeted by a Spell, Trap, or Effect Monster's effect, you can Tribute 1 other Fish-Type monster to negate the effect and destroy that card.
  • The (1) Ignition Effect activates & resolves on the field.
    • Discarding 1 card is a cost.
    • This effect must Summon as many Level 4 or lower Fish-Type monsters from your Deck as possible. You cannot Special Summon only 1 Fish-Type while you have 3 open Monster Card Zones, unless it is the only Level 4 or lower Fish-Type monster remaining in your Deck.
  • The (2) Quick Effect activates & resolves on the field.
    • Tributing 1 other Fish-Type monster is a cost. You cannot Tribute this card for its own effect.
    • This negates the activation of effects that target this card (ex: "Blaze Accelerator", "Exiled Force").
    • This effect can be activated multiple times during the same turn, and even in the Damage Step.

SUPER-ELECTROMAGNETIC VOLTECH DRAGON
  • If you Tribute Summon this card by Tributing a “Batteryman” monster, this card’s Trigger Effect can be chained to. After the Trigger Effect resolves, “Voltech Dragon” then has the appropriate effect applied to it. So if you Tributed “Batteryman D”, the opponent may activate “Trap Hole” as a chain to the effect of “Voltech Dragon” and destroy “Voltech Dragon” before it can negate the effects of Spell & Trap Cards that target it. (In other words, by chaining to the effect that would give “Voltech Dragon” immunity, you can destroy it before it becomes immune.)
  • You can activate “Divine Wrath” when this card is Tribute Summoned if a “Batteryman” monster was Tributed.

SUPPLY
  • You must have 2 Fusion Material Monsters in YOUR Graveyard otherwise this card’s effect will disappear when flipped.
  • If you have Fusion Summoned 2 Fusion Monsters during the course of the Duel, you may return 1 Fusion Material Monster from each of them with this card’s effect. In other words, the returned Fusion Material Monsters do not need to be part of the same Fusion.

SUPREMACY BERRY
  • You cannot activate “Supremacy Berry” when both players’ Life Points are the same. If “Supremacy Berry” is sent to the Graveyard with “Destiny Hero – Diamond Dude,” nothing happens, since “Supremacy Berry” was not ‘activated’.

SUSA SOLDIER
  • When this card inflicts Battle Damage to the opponent it is halved, regardless if it was a direct attack, or from an attack against another monster. For example, if your "Susa Soldier" (ATK 2000) attacks the opponent’s "Gemini Elf" (ATK 1900), the opponent will take 50 points of Battle Damage. The damage points are rounded up when there is a fraction.

SWALLOW FLIP
Negate the activation of an Effect Monster's effect that activates when a monster is Special Summoned (including itself), and destroy it.
  • This effect activates in the Summon response timing (like "Archlord Kristya").
  • If a monster effect activates in response to a Special Summon (ex: "King Tiger Wanghu"), you can activate this card.
  • This effect does not target.
  • When a Special Summoned monster activates its effect (ex: “Archlord Kristya”) while “Light and Darkness Dragon” is face-up, the effect of the Summoned monster will be Chain Link 1 and “Light and Darkness Dragon” will be Chain Link 2. Therefore, “Swallow Flip” cannot activate as it cannot negate the effect of the Special Summoned monster.
  • This card cannot be activated in response to an Ignition Effect activated in the Summon response timing via Ignition Effect Priority.

SWAP FROG
(S) You can discard 1 WATER monster to Special Summon this card from your hand. (1) When this card is Summoned, you can select and sent 1 Level 2 or lower Aqua-Type WATER monster from your Deck or your side of the field to the Graveyard. (2) Once per turn, you can return 1 monster you control to the hand to Normal Summon 1 “Frog” monster, except “Swap Frog” or “Frog the Jam”, in addition to your Normal Summon or Set this turn.
  • The (S) Summon Effect does not start a chain.
    • Discarding 1 WATER monster is a cost.
  • The (1) optional Trigger Effect activates & resolves on the field.
    • This effect can be activated multiple times per turn.
    • This effect cannot activate if this card is Summoned as Chain Link 2(+) (by "Call of the Haunted").
  • The (2) Ignition Effect activates & resolves on the field.
    • Returning 1 monster you control (even itself) to the hand is a cost. You CANNOT return a Fusion / Synchro Monster to the Extra Deck as cost, nor can you return a "Battle Fader" / "Exodius the Ultimate Forbidden Lord" Special Summoned by its effect as it is banished instead.
    • This effect can be activated with Ignition Effect Priority in response to this card's Summon if the (1) optional Trigger Effect isn't activated.
    • This effect can only be used once while each copy of "Swap Frog" is face-up on the field.
    • You only gain 1 extra Normal Summon by this effect in a turn.
    • The additional Normal Summon can be used before your regular Normal Summon / Set of that turn.
    • The additional Normal Summon / Set is not cummulative with "Double Summon".
    • You can activate this effect again this turn, even if you have already performed the additional Normal Summon (ex: you Special Summoned "Swap Frog" later that turn) [REF].
    • VS. "Doomcaliber Knight": If "Swap Frog" uses this effect and returns itself to the hand as cost, "Doomcaliber Knight" will tribute itself to negate the effect, but it will not destroy "Swap Frog" since it is considered a different card in the hand (not the same card that activated the effect on the field).

SWIFT BIRDMAN JOE
  • This effect is a Trigger Effect that can be chained to.
  • This effect will activate if you Tribute a monster whose Attribute was changed to WIND by a card effect, such as “Homunculus the Alchemic Being”.

SWIFT GAIA THE FIERCE KNIGHT
  • "Swift Gaia the Fierce Knight" and "Gaia the Fierce Knight" are considered 2 separate monsters so you can have 3 of each in your Deck.
  • You can’t use "Swift Gaia the Fierce Knight" as Fusion Material for "Gaia the Dragon Champion".
  • You can use "Swift Gaia the Fierce Knight"’s effect to Summon it (without Tribute) using "Ultimate Offering".
  • Your opponent can use "Trap Hole" against "Swift Gaia the Fierce Knight" because it’s a Normal Summon.
  • You cannot Set "Swift Gaia the Fierce Knight" with "Major Riot", even if "Swift Gaia the Fierce Knight" is the only card in your hand.
  • You cannot chain to the effect of "Swift Gaia the Fierce Knight" because it’s treated as a Normal Summon. But you can respond to the Normal Summon just like you would to any other Summon.

SWIFT SAMURAI STORM!
  • You cannot activate this card during the Damage Step.
  • This card’s ATK increasing effect does not start a Chain.
  • The ATK increase happens at the end of the Damage Step the first time a “Six Samurai” monster you control battles that turn.
  • Any given “Six Samurai” can only gain the ATK increase once per turn, after the first time a “Six Samurai” battles while it is on the field. (Example: You control 2 “Six Samurai” monsters, Irou and Yaichi and a face-up “Swift Samurai Storm!”. Irou battles, and Irou and Yaichi gain 300 ATK. If you then use “Call of the Haunted” to Special Summon “The Six Samurai – Nisashi”, he will not automatically gain 300 ATK. If Yaichi battles, then Nisashi will gain 300 ATK.)
  • If “The Six Samurai – Irou” attacks a face-down monster and destroys it with his effect, it is not considered to have been destroyed by battle. The effect of “Swift Samurai Storm!” will not be applied.
  • The ATK increase only affects “Six Samurai” monsters that were face-up when it was applied.

SWING OF MEMORIES
  • If the Normal Monster Special Summoned by “Swing of Memories” is flipped face-down, it will not be destroyed during the End Phase. Even if the Normal Monster is flipped face-up during the same turn, it will not be destroyed during the End Phase.
  • If the Normal Monster Special Summoned by “Swing of Memories” is removed from play with “Interdimensional Matter Transporter”, it will not be destroyed during the End Phase even after it is returned to the field.

SWORD HUNTER
  • If you take control of your opponent's "Sword Hunter" and destroy a monster by battle, the monster is placed into your Spell and Trap Card Zone and remains there when control of "Sword Hunter" is returned to your opponent.
  • While "Imperial Order" is active, you do not gain ATK for the Monster Cards equipped to "Sword Hunter".
  • If the monster destroyed by battle with "Sword Hunter" is Special Summoned from the Graveyard before the end of the Battle Phase, it is not equipped to "Sword Hunter".

SWORD MASTER
  • This effect activates if your opponent’s monster is not destroyed during damage calculation.
  • The attacking monster must be Warrior-Type the entire time from attack declaration until the end of the Damage Step in order to Special Summon “Sword Master.”
  • If your opponent’s monster is destroyed by a card effect while your Warrior-Type monster is attacking, it is still not destroyed by battle, so you can Special Summon “Sword Master.”

SWORD OF DARK RITES
  • This card's effect to return itself to the hand starts a Chain.

SWORD OF DEEP-SEATED
  • "Sword of Deep-Seated's" second effect is a Trigger Effect.
  • If your "Sangan" equipped with your "Sword of Deep-Seated" is sent to the Graveyard, the effect of "Sangan" and "Sword of Deep-Seated" form a Chain. You decide their order on the Chain.
  • If "Sword of Deep-Seated" is sent to the Graveyard while resolving "Reasoning", its effect starts a new Chain after you finish resolving "Reasoning".

SWORD OF KUSANAGI
  • "Sword of Kusanagi's" second effect activates in the Graveyard.
  • If you control your opponent's Spirit Monster and you equip it with "Sword of Kusanagi", when the Spirit Monster is returned to your opponent's hand and "Sword of Kusanagi" is destroyed, its second effect activates.
  • If you add your opponent's "Sword of Kusanagi" to your hand with "Exchange" and equip it to a Spirit Monster you control, when the Spirit Monster is returned to its owner's hand and "Sword of Kusanagi" is destroyed, "Sword of Kusanagi's" effect does not activate.

SWORD OF SPARKLES
  • Tributing 1 monster is a cost to activate the effect to return “Sword of Sparkles” to your Deck. If “Sword of Sparkles” is equipped to a monster that is unaffected by Spells, the effect to destroy 1 card your opponent controls still applies. Both effects of this card start a Chain.

SWORD OF THE SOUL-EATER
  • You can activate "Sword of the Soul-Eater" even if the monster you're equipping it to is the only monster on the field.

SWORDS OF CONCEALING LIGHT
  • If your second Standby Phase after activation of “Swords of Concealing Light” is skipped with “Solomon’s Lawbook”, etc., then “Swords of Concealing Light” is not destroyed and remains active on the field until removed from the field by another effect.
  • While your “Swords of Concealing Light” is active on the field, your opponent can still Summon new monsters in Attack Position.
  • Because “Swords of Concealing Light” is a Continuous Spell Card (unlike “Swords of Revealing Light”), if “Mystical Space Typhoon” is chained to its activation and destroys it, none of its effects will resolve (including the effect that changes your opponent’s monsters to face-down Defense Position).
  • While “Swords of Concealing Light” is active, monsters can still have their battle positions changed with card effects like “Enemy Controller” and “Bite Shoes”.
  • The effect of “Swords of Concealing Light” that destroys itself in the Standby Phase does not start a chain.
  • Since there’s no such thing as a face-down Monster Token, Monster Tokens are simply changed to Defense Position when the effect of “Swords of Concealing Light” is applied.

SWORDS OF REVEALING LIGHT
  • This card remains on the field and is active until the end of your opponent’s third turn. This card must be on the field for its effect to be active.
  • If this card is destroyed or removed from the field by the effect of another card, such as "Heavy Storm" or "Giant Trunade", the opponent may then attack.
  • If multiple Flip Effect monsters are flipped face-up by the effect of "Swords of Revealing Light" the effects are activated simultaneously and follow the rules for simultaneous effects found in the "Advanced Gameplay" section of this website.
  • If "Imperial Order" is active on the field you can still activate "Swords of Revealing Light" and it will maintain its turn count, but it will NOT flip monsters face-up or prevent the opponent from attacking. If "Imperial Order" is destroyed after "Swords of Revealing Light" has been on the field for two of your opponent’s turns, it will only prevent your opponent from attacking for one turn and then be destroyed.

SYMBOL OF HERITAGE
  • “Symbol of Heritage” targets 1 monster in the Graveyard. If your opponent chains “Disappear” to remove from play the targeted monster, the effect of “Symbol of Heritage” does not resolve. But if they chain “Disappear” to remove a different monster with the same name, then the targeted monster is still Special Summoned even though there are now only 2 of it in the Graveyard.

SYMBOLS OF DUTY
Send 1 Normal Monster you control to the Graveyard. Select and Special Summon 1 monster from either Graveyard and equip it with this card. When this card is removed from the field, destroy the equipped monster.
  • Sending 1 Normal Monster you control to the Graveyard is a cost. This is not a Tribute.
    • Face-down Normal Monsters and face-up Gemini Monsters (which haven't gained their effects) can also be sent to the Graveyard as cost.
    • Token monsters cannot be sent to the Graveyard as cost.
  • This card targets 1 monster in the Graveyard.
    • You can Special Summon the monster sent to the Graveyard for cost.

SYNCHRO BARRIER
  • Tributing 1 Synchro Monster you control is a cost.

SYNCHRO CONTROL
  • Paying 1000 Life Points is a cost.
  • This targets your opponent’s Synchro Monster.
  • If you take control of a Synchro Monster and then flip it face-down, you will keep it until your End Phase and then return control of it as normal.
  • If the monster targeted by “Synchro Control” is flipped face-down before the effect resolves you do not gain control of it.

SYNCHRO DEFLECTOR
  • "Synchro Deflector" targets your opponent's monster that will be destroyed.

SYNCHRO STRIKE
  • You cannot target a Synchro Monster when it is Special Summoned from the Graveyard.
  • You cannot target a Synchro Monster that was turned face-down by “Book of Moon”, etc., when it is later Flip Summoned.

SYNTHETIC SERAPHIM
  • This card's effect is Continuous. It Special Summons a Token whenever a Counter Trap Card resolves, even during a resolving chain.
  • After the "Synthetic Seraphim" Token is Special Summoned, when the Chain has finished resolving it may be Tributed to activate "Voltanis the Adjudicator's" first effect.

SYSTEM DOWN
Pay 1000 Life Points. (1) Remove from play all Machine-Type monsters on your opponent's side of the field and in their Graveyard.
  • Paying 1000 Life Points is a cost.
  • The (1) effect does not destroy Machine-Type monsters, it only removes them from play.
    • This does not affect face-down Machines.
    • This does not affect Machine-Types treated as Equip Spell Cards (such as Union Monsters).
    • If your opponent controls “Kycoo the Ghost Destroyer”, Machines in the Graveyard are not removed from play, but Machines on the field can still be removed from play by its effect.

T.A.D.P.O.L.E.
  • If you choose to activate the effect of “T.A.D.P.O.L.E.”, it can be chained to. If you activate the effect, you must add “T.A.D.P.O.L.E.(s)” to your hand.

TACTICAL ESPIONAGE EXPERT
  • The effect of this monster prevents the activation of Trap Cards that can be activated when a monster is Normal Summoned, such as "Trap Hole" and "Torrential Tribute".
  • You can activate Trap Cards later in the turn.
  • You can negate the Normal Summon of this monsters with "Horn of Heaven" or "Solemn Judgment". (In which case the Normal Summon failed and the effect of the monster is not applied.)
  • The effect of this monster is applied to both players (so you cannot activate "Pineapple Blast" in response to your Normal Summon of this monster).
  • This is a Continuous Effect that you cannot chain to.

TALISMAN OF SPELL SEALING
  • While "Royal Decree" and "Talisman of Spell Sealing" are both active, and "Sealmaster Meisei" is removed from the field, "Talisman of Spell Sealing" stays on the field, but if "Royal Decree"'s effect is no longer being applied, "Talisman of Spell Sealing" is destroyed.
  • "Talisman of Spell Sealing" is destroyed immediately when "Sealmaster Meisei" is not on the field. If your opponent chains "Ring of Destruction" to "Talisman of Spell Sealing" to destroy "Sealmaster Meisei", "Talisman of Spell Sealing" is immediately destroyed when "Ring of Destruction" resolves.
  • If you have "Talisman of Spell Sealing" and "Talisman of Trap Sealing", the controller can select which effect will be applied. If both players have both, the turn player chooses which effect is applied.

TALISMAN OF TRAP SEALING
  • While "Imperial Order" and "Talisman of Trap Sealing" are both active, and "Sealmaster Meisei" is removed from the field, "Talisman of Trap Sealing" stays on the field, but if "Imperial Order"'s effect is no longer being applied, "Talisman of Trap Sealing" is destroyed.
  • "Talisman of Trap Sealing" is destroyed immediately when "Sealmaster Meisei" is not on the field. If your opponent chains "Ring of Destruction" to "Talisman of Trap Sealing" to destroy "Sealmaster Meisei", "Talisman of Trap Sealing" is immediately destroyed when "Ring of Destruction" resolves.
  • If you have "Talisman of Spell Sealing" and "Talisman of Trap Sealing", the controller can select which effect will be applied. If both players have both, the turn player chooses which effect is applied.
  • If you have "Talisman of Trap Sealing" and "Sealmaster Meisei" is destroyed in a battle that causes you to take 2000 or more damage, you cannot activate "Nutrient Z".

TAUNT
  • If a monster selected by "Taunt" is moved to the turn player’s side of the field, the turn player can conduct attacks normally without worrying about the effect of "Taunt", because without a card effect that allows it, a player cannot attack monsters on his own side of the field.
  • If multiple monsters are selected by multiple "Taunts", the turn player selects 1 of the monsters selected by "Taunt" and can attack it.
  • If 1 monster is selected by "Taunt" and another is equipped with "Ring of Magnetism", the turn player must attack the monster equipped with "Ring of Magnetism" if he attacks.

TELEKINETIC POWER WELL
  • “Telekinetic Power Well” targets 1 or more Psychic monsters in your Graveyard. If an effect is chained that removes some of those monsters from play, the remaining monsters are still Summoned. You only take damage based on the monsters that are actually Summoned.

TELEKINETIC SHOCKER
  • Paying 500 Life Points is a cost.
  • You pay 500 Life Points and destroy "Telekinetic Shocker" when a face-up Psychic-Type monster on the field would be destroyed, including a Psychic-Type monster your opponent controls. This effect does not use the Chain.
  • If 2 or more face-up Psychic-Type monsters would be destroyed by the same effect, you can destroy "Telekinetic Shocker" instead and the Psychic-Type monsters are not destroyed. If "Telekinetic Shocker" will also be destroyed by the same effect, you cannot use its effect.

TELEPATHIC POWER
  • "Telepathic Power" targets your opponent's monster that attacked and destroyed your Psychic-Type monster by battle.
  • "Telepathic Power" is activated at the end of the Damage Step, when monsters destroyed by battle are sent to the Graveyard.
  • You gain Life Points equal to the ATK of the destroyed monster while it was on the field.

TELEPORT
  • Paying 800 Life Points is a cost.
  • When you first activate (from your hand or flip face-up on the field) "Teleport", you cannot also activate its effect. After its activation resolves, you can start a new Chain by activating its effect.

TEMPLE OF THE SUN
  • If a monster Special Summoned from the Graveyard is removed from play temporarily by “Interdimensional Matter Transporter” and then returned later, it still gains the bonus from “Temple of the Sun.”
  • If your opponent Special Summons a monster from the Graveyard and you take control of it, it will gain the bonus from “Temple of the Sun” while you control it.
  • Monsters Special Summoned before and after the activation of “Temple of the Sun” will still gain the bonus from “Temple of the Sun.”
  • If there are multiple copies of “Temple of the Sun” their effects are cumulative. (+600 ATK for 2, +900 ATK for 3)

TERRIBLE DEAL
  • This card must be chained directly to the activation of one of your opponent’s Spell Cards. You cannot activate this card if there is already another card or effect on the Chain to your opponent’s Spell Card activation.
  • You cannot activate this card if your opponent has no cards in their hand.

TERRORKING ARCHFIEND
  • When your only Archfiend monster is an Equip Spell Card equipped to "Relinquished", you cannot Normal Summon or Flip Summon "Terrorking Archfiend".
  • While "Skill Drain" is active, you still need to have an Archfiend Monster Card on your side of the field in order to Normal Summon or Flip Summon "Terrorking Archfiend".
  • You can Set or Special Summon a "Terrorking Archfiend" even if there are no Archfiend Monster Cards on your side of the field.

TEST TIGER
(1) If you control a "Gladiator Beast" monster, you can Special Summon this card. (2) You can Tribute this card to return 1 "Gladiator Beast" monster you control to the Deck, and then Special Summon 1 "Gladiator Beast" from your Deck. The Special Summoned monster is treated as if it was Special Summoned by the effect of a "Gladiator Beast" monster.
  • The (1) Unclassified Effect Special Summons this card without starting a Chain.
    • This effect does not activate.
  • The (2) Ignition Effect activates & resolves on the field.
    • Tributing this card is a cost.
    • This effect targets 1 face-up "Gladiator Beast" monster you control. You can even target a "Gladiator Beast" Fusion Monster, it is returned to the Extra Deck when this effect resolves.
    • If the target is flipped face-down / leaves the field / cannot be returned to the Deck, you do not Special Summon a "Gladiator Beast" monster from your Deck.
    • You can Special Summon the same "Gladiator Beast" monster that you returned to your Deck, unless the "Gladiator Beast" monster has an effect preventing you from doing so, like "Gladiator Beast Alexander".

TETHYS, GODDESS OF LIGHT
(1) When you draw a Fairy-Type monster(s), you can reveal 1 of those monsters to draw 1 more card.
  • This (1) optional Trigger Effect activates & resolves on the field.
    • 1 Fairy-Type monster you JUST drew is revealed to your opponent at activation.
    • This effect can be activated during the Damage Step.
    • If you control 2(+) copies of Tethys, their effects can all activate in a single Chain when you draw a single Fairy-Type monster.
    • This effect cannot activate if you drew a Fairy-Type as Chain Link 2(+).
    • This effect cannot activate if you draw a Fairy-Type by "Upstart Goblin", which resolves sequentially. The last thing to happen is your opponent gaining 1000 Life Points, not you drawing a Fairy.

THE A. FORCES
  • Multiple copies of "The A. Forces" are cumulative. For example, if you control 3 Warrior-Type monsters and have 2 copies of "The A. Forces" active, each Warrior-Type monster has its ATK increased by 1200 points.

THE AGENT OF CREATION - VENUS
  • You can activate "The Agent of Creation - Venus"' effect multiple times in the same turn.
  • You get the "Mystical Shine Ball" when "The Agent of Creation - Venus"' effect resolves.
  • You have to shuffle your Deck after searching for the "Mystical Shine Ball".
  • After Summoning "The Agent of Creation - Venus", you can activate its effect before your opponent can activate "Trap Hole".
  • You cannot activate "The Agent of Creation - Venus"' effect if there are no "Mystical Shine Balls" in your hand or Deck.

THE AGENT OF FORCE - MARS
  • "The Agent of Force - Mars" is unaffected by Spell Cards just like "Guardian Kay'est" and "The Legendary Fisherman".
  • Vs. "Reverse Trap", "The Agent of Force - Mars"' ATK & DEF become zero but cannot go below zero.
  • If "The Agent of Force - Mars" attacks "Reflect Bounder", "Reflect Bounder" deals damage based on "The Agent of Force - Mars"' current ATK, so if it has 2000 ATK, then "Reflect Bounder" inflicts 2000 damage; then recalculate "The Agent of Force - Mars"' ATK before performing damage calculation.
  • When your face-down Defense Position "The Agent of Force - Mars" is attacked, its DEF is increased BEFORE damage calculation.

THE AGENT OF JUDGMENT - SATURN
  • Tributing "The Agent of Judgment - Saturn" is a cost.
  • You cannot activate "The Agent of Judgment - Saturn"'s effect during Main Phase 2. You CAN activate "The Agent of Judgment - Saturn"'s effect during Main Phase 1 even if you have to skip your Battle Phase because of a card effect.
  • You can activate multiple "The Agent of Judgment - Saturns"' effects in the same turn.
  • You can chain "Barrel Behind the Door" to "The Agent of Judgment - Saturn"'s effect.
  • If you chain "Mystical Space Typhoon" to "The Agent of Judgment - Saturn"'s effect and destroy "The Sanctuary in the Sky", "The Agent of Judgment - Saturn"'s effect disappears but it has already been Tributed so it is sent to the Graveyard.
  • If "The Sanctuary in the Sky" is not on the field, you can Tribute "The Agent of Judgment - Saturn" and activate the effect, but the effect is not applied and disappears.
  • If an effect is chained to "The Agent of Judgment - Saturn"'s effect that would increase your opponent's Life Points, so that your opponent's Life Points are higher than yours when its effect resolves, then "The Agent of Judgment - Saturn"'s effect disappears because your Life Points need to be higher than your opponent's when the effect resolves.
  • Damage is calculated and inflicted when the effect resolves, so calculate the exact damage when resolving the effect, including any chained effects that altered the Life Points since activation; if the Life Points have changed since activation, the damage inflicted changes accordingly.

THE AGENT OF WISDOM - MERCURY
  • When it is the END of your opponent's End Phase and you have no hand, then "The Agent of Wisdom - Mercury"'s effect activates. So if you activate "Dust Tornado" during your opponent's End Phase, and Set your last card in your hand, and have no cards at the end of the End Phase, "The Agent of Wisdom - Mercury"'s effect activates.
  • If your hand was increased during the End Phase by activating "Jar of Greed", and you have a card in your hand at the end of the End Phase, then "The Agent of Wisdom - Mercury"'s effect does not activate.
  • If your Standby Phase is skipped then "The Agent of Wisdom - Mercury"'s effect disappears.
  • If you have multiple "The Agent of Wisdom - Mercury" you can draw multiple times.
  • When the effect of "The Agent of Wisdom - Mercury" is negated by "Skill Drain", and you have no hand at the end of your opponent's End Phase, and you destroy "Skill Drain" before your "Standby Phase" (such as with "Mystical Space Typhoon" during your Draw Phase), you CAN draw because "Skill Drain" was destroyed. This is because the "when you have no cards in your hand during your opponent's End Phase" is a condition, not an effect, so it is not negated by "Skill Drain". As long as you can make it so that "Skill Drain" is not negating "The Agent of Wisdom - Mercury"'s card-drawing effect by the time the Standby Phase begins, you can draw.
  • When you have "The Agent of Wisdom - Mercury" on your side of the field and you have no cards in your hand at the end of your opponent's End Phase, but it is destroyed before your Standby Phase (such as with "Ring of Destruction" during your Draw Phase), then you do NOT draw during your Standby Phase because "The Agent of Wisdom - Mercury" is no longer on the field.

THE BEGINNING OF THE END
  • Removing from play 5 DARK monsters from your Graveyard is a cost to activate this card.

THE BIG MARCH OF ANIMALS
  • “The Big March of Animals” applies its effect at resolution of the card and does not recalculate during the turn. Its effect lasts as long as the affected monsters remain face-up on the field, or until the End Phase.
  • “The Big March of Animals” does not affect monsters Summoned after it resolves.
  • “The Big March of Animals” does not count or affect face-down monsters.
  • This is not an effect that targets. It is applied to all face-up Beast-Type monsters on your side of the field.

THE CALCULATOR
  • The ATK determined by "The Calculator's" effect is not treated as its original ATK.

THE CREATOR
  • Sending 1 card from your hand to the Graveyard is not a cost to activate the effect of "The Creator". It is part of the effect. So if your opponent chains "Disappear" to remove the targeted monster in your Graveyard from play, the effect of "The Creator" disappears and you do not send 1 card from your hand to the Graveyard.
  • If you use the effect of "The Creator", and then it is flipped face-down then flipped face-up again that same turn, you may use the effect of "The Creator" again.
  • If you activate the effect of "The Creator", and it does not resolve because the opponent chains "Skill Drain", or removes the targeted monster from the Graveyard with "Disappear", you’ve still used the effect. So you cannot activate its effect again that turn (even if you destroy "Skill Drain").
  • To Special Summon "The Creator" with the effect of "The Creator Incarnate", you must Tribute a face-up "The Creator Incarnate" from the field, not from your hand, etc.

THE CREATOR INCARNATE
  • Ignition Effects on monsters cannot be activated while the Effect Monster is face-down. So this face-down monster cannot be Tributed for its own effect.

THE DARK - HEX-SEALED FUSION
(1) You can substitute this card for any 1 Fusion Material Monster. The other Fusion Material Monster(s) must be the correct one(s). (2) By Tributing Fusion Material Monsters on the field, including this card, Special Summon 1 DARK Fusion Monster from your Fusion Deck.
  • The (1) effect does not have any classification. It is not an Ignition, Trigger, Quick, or Continuous Effect.
    • This effect does not target.
    • Using "The Dark - Hex-Sealed Fusion" as a Fusion Material does not start a Chain Link.
    • This effect does not apply if "The Dark - Hex-Sealed Fusion" is in the Deck / removed from play.
    • This card cannot be sent to the Graveyard to when Special Summoning "Chimeratech Fortress Dragon" or "XYZ-Dragon Cannon".
    • If "The Dark - Hex-Sealed Fusion" is named by "Prohibition", you cannot use its effect.
  • The (2) Ignition Effect activates & resolves on the field.
    • Tributing this card and the legal Fusion Material Monster(s) on the field is a cost.
    • This effect does not perform a Fusion Summon, so it can activate while "Non-Fusion Area" applies, but it cannot Special Summon “Dark Paladin”.
    • The Fusion Monster Summoned by this effect cannot be Special Summoned from the Graveyard / removed from play, since it was not "properly" Fusion Summoned.

THE DARK CREATOR
(C) This card cannot be Normal Summoned or Set. (S) This card can only be Special Summoned, by having 5 or more DARK monsters in your Graveyard while you control no monsters. (1) Once per turn, you can remove from play 1 DARK monster from your Graveyard to Special Summon 1 DARK monster from your Graveyard.
  • The (C) Condition cannot be negated.
  • The (S) Summon Effect does not start a chain.
    • This card must first be Special Summoned from the hand by the (S) effect.
    • Once properly Summoned, this card can be Special Summoned from the Graveyard / removed from play.
  • The (1) Ignition Effect activates & resolves on the field.
    • Removing from play 1 DARK monster is a cost.
    • This effect targets 1 DARK monster in your Graveyard.

THE DARK DOOR
  • A single monster may still attack more than once while this card is on the field, such as "Hayabusa Knight", "Asura Priest", "Black Luster Soldier – Envoy of the Beginning", a monster equipped with "Twin Swords of Flashing Light – Tryce" or a Spellcaster-Type Monster affected by "Diffusion Wave-Motion".
  • If the effect of "Weather Report" is used to gain an additional Battle Phase, one monster may attack once each Battle Phase.

THE DRAGON'S BEAD
  • When you first activate this card (flip it face-up) you do not have to activate its effect.
  • If "The Dragon’s Bead" is already face-up on the field, you may activate it multiple times in the same chain, but you must discard 1 card from you hand as a cost for each activation.
  • You cannot activate the effect of "The Dragon’s Bead" during the Damage Step.
  • You cannot activate the effect of "The Dragon’s Bead" to negate a Trap Card that has already resolved, such as a "Nightmare Wheel" the opponent activated on a previous turn.
  • You can only activate the effect of this card to negate a Trap Card that targets a face-up Dragon-Type monster, so it cannot negate "Mirror Force", "Waboku", "Torrential Tribute", "Bottomless Trap Hole", etc.

THE EARTH - HEX-SEALED FUSION
(1) You can substitute this card for any 1 Fusion Material Monster. The other Fusion Material Monster(s) must be the correct one(s). (2) By Tributing Fusion Material Monsters on the field, including this card, Special Summon 1 EARTH Fusion Monster from your Fusion Deck.
  • The (1) effect does not have any classification. It is not an Ignition, Trigger, Quick, or Continuous Effect.
    • This effect does not target.
    • Using "The Earth - Hex-Sealed Fusion" as a Fusion Material does not start a Chain Link.
    • This effect does not apply if "The Earth - Hex-Sealed Fusion" is in the Deck / removed from play.
    • This card cannot be sent to the Graveyard to Special Summoning "Chimeratech Fortress Dragon" or "XYZ-Dragon Cannon".
    • If "The Earth - Hex-Sealed Fusion" is named by "Prohibition", you cannot use its effect.
  • The (2) Ignition Effect activates & resolves on the field.
    • Tributing this card and the legal Fusion Material Monster(s) on the field is a cost.
    • This effect does not perform a Fusion Summon, so it can activate while "Non-Fusion Area" applies, but it cannot Special Summon "Evil Hero Dark Gaia" or "Ultimate Ancient Gear Golem".
    • The Fusion Monster Summoned by this effect cannot be Special Summoned from the Graveyard / removed from play, since it was not "properly" Fusion Summoned.

THE EMPEROR'S HOLIDAY
  • You can chain "The Emperor’s Holiday" to "Premature Burial" and the effect of "Premature Burial" will be negated and the targeted monster will never leave the Graveyard. If "Premature Burial" is already active when you activate "The Emperor’s Holiday" the equipped monster is unaffected.

THE END OF ANUBIS
  • "The End of Anubis" WILL negate the effects of "Night Assailant" (its second effect), "Aswan Apparition", "Nubian Guard", "Sangan", "Witch of the Black Forest" (even if Tributed to Tribute Summon "The End of Anubis"), "Mystic Tomato"/"Giant Rat"/etc., "Sinister Serpent", "Magician of Faith", "Dark Magician of Chaos"' spell retrieval effect, "Vampire Lord"'s ability to return from the Graveyard, "Dark Necrofear"'s ability to return from the Graveyard, and activation of "Call of the Haunted" or "Premature Burial".
  • "The End of Anubis" WILL NOT negate the Special Summon of "Chaos Emperor Dragon - Envoy of the End", "Black Luster Soldier - Envoy of the Beginning", "Dark Necrofear", "Soul of Purity and Light", etc. (because these involve costs, not effects, and "The End of Anubis" cannot negate paying costs). "The End of Anubis" WILL NOT negate "Strike Ninja"'s effect because removing 2 DARK monsters from the Graveyard is a cost.
  • “The End of Anubis” WILL NOT negate Ignition Effects unless it requires the monster to be in the Graveyard when the Ignition Effect is activated (such as “Amazoness Chain-Master”).
  • "The End of Anubis" WILL NOT negate the effect of "Fiend Comedian", "Fiber Jar", or "Big Burn".You can chain "Call of the Haunted" to your opponent's effect that targets a card in the Graveyard or activates in the Graveyard to Special Summon "The End of Anubis" and negate that effect.
  • "The End of Anubis" negates the Special Summon effect of "Premature Burial" & "Call of the Haunted", but does not negate the effect that destroys the monster when "Premature Burial"/"Call of the Haunted" is destroyed.
  • While "The End of Anubis" is on the field, if you Special Summon "Gilasaurus", your opponent can't Special Summon.If "The End of Anubis" is face-up on the field when a flipped "Spear Cretin" is sent to the Graveyard, then "Spear Cretin's" effect does not activate. But if "The End of Anubis" was merely on the field when "Spear Cretin" was flipped, but is NOT on the field when "Spear Cretin" is sent to the Graveyard, then "Spear Cretin's" effect DOES activate when sent to the Graveyard because "The End of Anubis" is no longer on the field to negate it.
  • When "Night Assailant" is discarded to activate the effect of "Tribe-Infecting Virus", and Fiend is named, the effect of "Night Assailant" is activated after "Tribe-Infecting Virus" resolves because "The End of Anubis" is no longer on the field.You cannot send "Desrook Archfiend" to the Graveyard for its effect while "The End of Anubis" is on the field, because the effect of "Desrook Archfiend" targets the destroyed "Terrorking Archfiend" in the Graveyard.

THE EYE OF TRUTH
  • When "The Eye of Truth" is activated in a chain you do not see your opponent’s hand until "The Eye of Truth" resolves. So if "The Eye of Truth" is step 3 in a 5 step chain, steps 5 and 4 will resolve, then "The Eye of Truth" resolves and your opponent reveals his/her hand, then steps 2 and 1 resolve.
  • When "The Eye of Truth" is active and a card such as "Robbin’ Goblin" requires that the opponent discard a card from their hand randomly, the opponent should hide and shuffle his hand, discard a random card, and then reveal their hand again.

THE FIRST SARCOPHAGUS
  • If you have all 3 Sarcophagi on your side of the field, the effect happens automatically; you have no choice in the matter.
  • If you have multiple copies of "The First Sarcophagus", each will have its own "Second Sarcophagus" and "Third Sarcophagus". So if you have 2 of "TheFirst Sarcophagus", you will have 2 of "The Second Sarcophagus" on the field. If you Special Summon "Spirit of the Pharaoh" or if 1 of the Sarcophagi is removed from the field, all Sarcophagi cards are sent to the Graveyard.
  • If 1 of the Sarcophagi is sent to the Graveyard, all are sent simultaneously, not as a chain.

THE FLUTE OF SUMMONING DRAGON
  • You can activate "The Flute of Summoning Dragon" if your opponent controls a face-up "Lord of D." and you do not.
  • You must Special Summon at least 1 Dragon-Type monster or you cannot activate this card.

THE FORCES OF DARKNESS
  • “The Forces of Darkness” targets 2 “Dark World” monsters in the Graveyard. If “Disappear” is chained to remove from play 1 of the targeted monsters, the other 1 is still returned to your hand.

THE FORGIVING MAIDEN
  • "The Forgiving Maiden's" effect can be activated before or after your monster(s) are destroyed in battle, similar to "Last Will".

THE GRAVEYARD IN THE FOURTH DIMENSION
  • You select 2 monsters in your Graveyard when you activate "The Graveyard in the Fourth Dimension".
  • This card targets 2 cards in the Graveyard.
  • If 1 of the 2 cards targeted by "The Graveyard in the Fourth Dimension" is destroyed or removed from the Graveyard, you still add the remaining 1 card to your Deck and shuffle.

THE HUNTER WITH 7 WEAPONS
  • When you declare an attack with this card against a monster of the selected Type, and the opponent activates "Mirror Wall", the ATK will be halved first at attack declaration, and then increased by 1000 during damage calculation. So the final ATK will be 1500 = (1000/2) + 1000. Similarly, if the opponent activates the effect of "Fairy Box", the ATK of this card will become 1000, because the 1000 point increase occurs after its ATK is reduced to 0.

THE IMMORTAL BUSHI
  • "The Immortal Bushi's" second effect is an Ignition Effect you activate during your Standby Phase.
  • If an effect chained to "The Immortal Bushi's" effect places a monster(s) onto your side of the field, "The Immortal Bushi's" effect disappears.
  • If an effect chained to "The Immortal Bushi's" effect removes "The Immortal Bushi" from play, its effect disappears.

THE IMMORTAL OF THUNDER
  • The owner of "The Immortal of Thunder" loses 5000 Life Points.
  • If "The Immortal of Thunder" is destroyed while face-down, its owner does not lose 5000 Life Points.
  • If your opponent takes control of your face-down "The Immortal of Thunder" and Flip Summons it, they gain 3000 Life Points. When it is sent to the Graveyard, you lose 5000 Life Points.

THE KICK MAN
  • You select the Spell Card at activation of "The Kick Man"'s effect, so your opponent can chain "Disappear" or "Graverobber" and remove the card you want to equip to him.

THE LADY IN WIGHT
  • If your Level 3 or lower non-Zombie-Type monster is changed to Zombie-Type with "DNA Surgery" while "The Lady in Wight" is face-up on your side of the field, they will remain Zombie-Type monsters.
  • If your Zombie-Type monster's Level is reduced to 3 or less with "Demotion" while "The Lady in Wight" is face-up on your side of the field, its Level remains reduced.

THE LAST WARRIOR FROM ANOTHER PLANET
  • Monsters may still be Set while this card is on the field.
  • This card may be Tributed to Tribute Summon a Level 5 or higher monster.
  • Neither player can activate "Scapegoat", "Magical Hats", "Monster Reborn", etc.
  • If your "Parasite Paracide" in your opponent’s Deck is drawn, it is not Special Summoned. It is instead destroyed and sent to your Graveyard, and no damage is dealt.

THE LAW OF THE NORMAL
  • The "Law of the Normal" includes Tokens.
  • The "Law of the Normal" also destroys all Spell & Trap Cards.
  • The requirement to have 5 face-up Level 2 or lower Normal Monsters only has to be met when "Law of the Normal" is activated, not when it resolves.

THE LEAGUE OF UNIFORM NOMENCLATURE
  • You can activate “The League of Uniform Nomenclature” and Special Summon only 1 copy of the selected monster from your Deck, but the opponent can check your Deck to verify that you do not have a second copy. You can activate “The League of Uniform Nomenclature” targeting a monster like “Right Arm of the Forbidden One” even though it is impossible to have more copies in your Deck (and your opponent can check your Deck to verify).
  • A Normal Monster on the field that has its level lowered to 2 or less by an effect (like “A Legendary Ocean” or “Demotion”) is a proper target for “The League of Uniform Nomenclature”. So you can target “Archfiend Soldier” equipped with “Demotion” and Special Summon 2 copies of “Archfiend Soldier” from your Deck.
  • If you target a “Harpie Lady” on the field equipped with “Demotion”, then you can Special Summon monsters that are treated as having the same name, like “Cyber Harpie Lady” or “Harpie Lady 3”.

THE LEGENDARY FISHERMAN
  • If you take control of your opponent's face-down "The Legendary Fisherman" with "Change of Heart" while "Umi" is face-up on the field, when it is flipped face-up it is immediately returned to your opponent.
  • If you Special Summon "The Legendary Fisherman" with "Premature Burial", when "Premature Burial" is destroyed while "Umi" is face-up on the field "The Legendary Fisherman" is not destroyed.
  • If a face-up "The Legendary Fisherman" is the only monster you control, when your opponent's monsters attack they attack you directly.
  • If a Spell Card is activated that would destroy "Umi" and a face-up "The Legendary Fisherman" simultaneously, "Umi" is destroyed but "The Legendary Fisherman" is not.
  • If your opponent has "Messenger of Peace" or "Swords of Revealing Light" face-up on their side of the field, "The Legendary Fisherman" can attack if "Umi" is face-up on the field. If your opponent has "Toll", you do not pay. If your opponent has "Gravekeeper's Servant", you do not send a card from the top of your Deck to your Graveyard.
  • If "The Legendary Fisherman" is equipped with "Ring of Magnetism" while "Umi" is face-up on the field, the effect of "Ring of Magnetism" is not applied.
  • If your opponent controls a monster equipped with "Ring of Magnetism" and another monster, you can attack the other monster with "The Legendary Fisherman" if "Umi" is face-up on the field.
  • If your opponent has "The Dark Door" face-up on their side of the field, you can attack with one of your monsters and then attack with "The Legendary Fisherman" if "Umi" is face-up on the field.
  • If you control your opponent's "The Legendary Fisherman" with "Snatch Steal" and "Umi" is activated, "The Legendary Fisherman" returns to your opponent. During your opponent's Standby Phases they will still gain 1000 Life Points.

THE LIGHT - HEX-SEALED FUSION
(1) You can substitute this card for any 1 Fusion Material Monster. The other Fusion Material Monster(s) must be the correct one(s). (2) By Tributing Fusion Material Monsters on the field, including this card, Special Summon 1 LIGHT Fusion Monster from your Fusion Deck.
  • The (1) effect does not have any classification. It is not an Ignition, Trigger, Quick, or Continuous Effect.
    • This effect does not target.
    • Using "The Light - Hex-Sealed Fusion" as a Fusion Material does not start a Chain Link.
    • This effect does not apply if "The Light - Hex-Sealed Fusion" is in the Deck / removed from play.
    • This card cannot be sent to the Graveyard to when Special Summoning "Chimeratech Fortress Dragon" or "XYZ-Dragon Cannon".
    • If "The Light - Hex-Sealed Fusion" is named by "Prohibition", you cannot use its effect.
  • The (2) Ignition Effect activates & resolves on the field.
    • Tributing this card and the legal Fusion Material Monster(s) on the field is a cost.
    • This effect does not perform a Fusion Summon, so it can activate while "Non-Fusion Area" applies, but it cannot Special Summon “Dragon Master Knight” or "Rainbow Neos".
    • The Fusion Monster Summoned by this effect cannot be Special Summoned from the Graveyard / removed from play, since it was not "properly" Fusion Summoned.

THE PUPPET MAGIC OF DARK RULER
  • Removing monsters on your side of the field from play is not a cost, so the opponent must decide if they want to chain before you select which monsters are to be removed. If they chain a card that negates the effect of "The Puppet Magic of Dark Ruler" you do not remove any monsters.
  • Face-down monsters may be removed from your side of the field.

THE SECRET OF THE BANDIT
  • This card’s effect targets a monster, so you select the target at the activation of the card. You may select a monster on the opponent’s side of the field. If you target an opponent’s monster, and then take control of it with "Change of Heart" and attack and do Battle Damage to your opponent, they will discard a card. If you target an opponent’s monster, and attack that monster with a weaker monster, causing Battle Damage to yourself, no one will discard a card. The monster targeted by your "The Secret of the Bandit" must deal Battle Damage to the opponent’s Life Points for the effect to activate.
  • If the monster targeted by this card attacks directly and deals Battle Damage, this card’s effect will activate and the opponent must discard 1 card.
  • If you activate multiple copies of this card targeting the same monster, the opponent will still only discard 1 card when the monster deals Battle Damage.

THE SHALLOW GRAVE
  • If "The Shallow Grave" is activated while "Light of Intervention" is active, the monsters are Special Summoned in face-up Defense Position.
  • "The Shallow Grave" cannot be activated if either play has no open Monster Card Zones or if either player does not have a monster in their Graveyard that they can Special Summon.

THE SIX SAMURAI - IROU
(1) While you control another "Six Samurai" monster with a different name, if this card attacks a face-down Defense Position monster, destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation. (2) If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.
  • The (1) mandatory Trigger Effect activates & resolves on the field.
    • This effect activates in  Substep 1 - Start of the Damage Step, before the Set monster if revealed.
    • This effect only activates if you control another "Six Samurai" monster with a different name.
  • The (2) Continuous Effect does not activate, it applies while the destruction occurs.
    • This effect does not target.
    • You cannot destroy a face-down "Six Samurai" monster instead.
    • You can apply this effect when an effect that destroys this card resolves (ex: "Call of the Haunted").
    • Your other "Six Samurai" is considered destroyed by this effect, not by battle / card effect.
      • Example: If “Ring of Destruction” targets a “Six Samurai” monster, and you destroy a different “Six Samurai” monster instead, zero damage will be inflicted by “Ring of Destruction”.
    • You can apply this effect in Substep 4 - Damage Calculation. The “Six Samurai” that you destroy instead is sent to the Graveyard in Substep 7 - End of the Damage Step.
    • If multiple "Six Samurai" would be destroyed at once, you can destroy 1 other "Six Samurai" for each you wish to protect. You cannot only destroy 1 “Six Samurai” to protect all the others.
      • Example: If "Mirror Force" would destroy 2 of your "Six Samurai" monsters, you must destroy 2 Defense Position "Six Samurai" monsters to save those two
      • Example: If "Mirror Force" would destroy all your face-up "Six Samurai" monsters, you cannot destroy any of them as substitutes.
    • If you control 2 “Six Samurai” monsters, and 1 of them equipped with “Legendary Ebon Steed” would be destroyed, the effect of “Legendary Ebon Steed” must be used. You cannot choose to destroy another “Six Samurai” monster instead.

THE SIX SAMURAI - KAMON
(1) Once per turn, while you control another "Six Samurai" monster with a different name, you can destroy 1 face-up Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. (2) If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.
  • The (1) Ignition Effect activates & resolves on the field.
    • This effect targets a face-up Spell / Trap Card anywhere on the field.
    • You must control another face-up "Six Samurai" to activate & resolve this effect.
    • If your other "Six Samurai" is flipped face-down / leaves the field, the target is not destroyed.
    • If "The Six Samurai - Kamon" is flipped face-down / leaves the field, the target is still destroyed.
    • If “Kamon” attacks, is flipped face-down then flipped face-up, you cannot use its effect that turn.
    • If this effect is used and “Skill Drain” is activated later, “Kamon” still cannot attack that turn.
  • The (2) Continuous Effect does not activate, it applies while the destruction occurs.
    • This effect does not target.
    • You cannot destroy a face-down "Six Samurai" monster instead.
    • You can apply this effect when an effect that destroys this card resolves (ex: "Call of the Haunted").
    • Your other "Six Samurai" is considered destroyed by this effect, not by battle / card effect.
      • Example: If “Ring of Destruction” targets a “Six Samurai” monster, and you destroy a different “Six Samurai” monster instead, zero damage will be inflicted by “Ring of Destruction”.
    • You can apply this effect in Substep 4 - Damage Calculation. The “Six Samurai” that you destroy instead is sent to the Graveyard in Substep 7 - End of the Damage Step.
    • If multiple "Six Samurai" would be destroyed at once, you can destroy 1 other "Six Samurai" for each you wish to protect. You cannot only destroy 1 “Six Samurai” to protect all the others.
      • Example: If "Mirror Force" would destroy 2 of your "Six Samurai" monsters, you must destroy 2 Defense Position "Six Samurai" monsters to save those two
      • Example: If "Mirror Force" would destroy all your face-up "Six Samurai" monsters, you cannot destroy any of them as substitutes.
    • If you control 2 “Six Samurai” monsters, and 1 of them equipped with “Legendary Ebon Steed” would be destroyed, the effect of “Legendary Ebon Steed” must be used. You cannot choose to destroy another “Six Samurai” monster instead.

THE SIX SAMURAI - NISASHI
(1) While you control another "Six Samurai" monster with a different name, this card can attack twice during the same Battle Phase. (2) If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.
  • The (1) Continuous Effect does not activate, it applies on the field.
    • This effect only applies if you control another "Six Samurai" monster with a different name.
    • If your other “Six Samurai” is flipped face-down / leaves the field before the Damage Step (of the second attack), that attack is negated. Do not proceed to the Damage Step.
  • The (2) Continuous Effect does not activate, it applies while the destruction occurs.
    • This effect does not target.
    • You cannot destroy a face-down "Six Samurai" monster instead.
    • You can apply this effect when an effect that destroys this card resolves (ex: "Call of the Haunted").
    • Your other "Six Samurai" is considered destroyed by this effect, not by battle / card effect.
      • Example: If “Ring of Destruction” targets a “Six Samurai” monster, and you destroy a different “Six Samurai” monster instead, zero damage will be inflicted by “Ring of Destruction”.
    • You can apply this effect in Substep 4 - Damage Calculation. The “Six Samurai” that you destroy instead is sent to the Graveyard in Substep 7 - End of the Damage Step.
    • If multiple "Six Samurai" would be destroyed at once, you can destroy 1 other "Six Samurai" for each you wish to protect. You cannot only destroy 1 “Six Samurai” to protect all the others.
      • Example: If "Mirror Force" would destroy 2 of your "Six Samurai" monsters, you must destroy 2 Defense Position "Six Samurai" monsters to save those two
      • Example: If "Mirror Force" would destroy all your face-up "Six Samurai" monsters, you cannot destroy any of them as substitutes.
    • If you control 2 “Six Samurai” monsters, and 1 of them equipped with “Legendary Ebon Steed” would be destroyed, the effect of “Legendary Ebon Steed” must be used. You cannot choose to destroy another “Six Samurai” monster instead.

THE SIX SAMURAI - YAICHI
(1) Once per turn, while you control another "Six Samurai" monster with a different name, you can destroy 1 Set Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. (2) If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.
  • The (1) Ignition Effect activates & resolves on the field.
    • This effect targets a face-down Spell / Trap Card anywhere on the field.
    • You must control another face-up "Six Samurai" to activate & resolve this effect.
    • If your other "Six Samurai" is flipped face-down / leaves the field, the target is not destroyed.
    • If "The Six Samurai - Yaichi" is flipped face-down / leaves the field, the target is still destroyed.
    • If “Yaichi” attacks, is flipped face-down then flipped face-up, you cannot use its effect that turn.
    • If this effect is used and “Skill Drain” is activated later, “Yaichi” still cannot attack that turn.
  • The (2) Continuous Effect does not activate, it applies while the destruction occurs.
    • This effect does not target.
    • You cannot destroy a face-down "Six Samurai" monster instead.
    • You can apply this effect when an effect that destroys this card resolves (ex: "Call of the Haunted").
    • Your other "Six Samurai" is considered destroyed by this effect, not by battle / card effect.
      • Example: If “Ring of Destruction” targets a “Six Samurai” monster, and you destroy a different “Six Samurai” monster instead, zero damage will be inflicted by “Ring of Destruction”.
    • You can apply this effect in Substep 4 - Damage Calculation. The “Six Samurai” that you destroy instead is sent to the Graveyard in Substep 7 - End of the Damage Step.
    • If multiple "Six Samurai" would be destroyed at once, you can destroy 1 other "Six Samurai" for each you wish to protect. You cannot only destroy 1 “Six Samurai” to protect all the others.
      • Example: If "Mirror Force" would destroy 2 of your "Six Samurai" monsters, you must destroy 2 Defense Position "Six Samurai" monsters to save those two
      • Example: If "Mirror Force" would destroy all your face-up "Six Samurai" monsters, you cannot destroy any of them as substitutes.
    • If you control 2 “Six Samurai” monsters, and 1 of them equipped with “Legendary Ebon Steed” would be destroyed, the effect of “Legendary Ebon Steed” must be used. You cannot choose to destroy another “Six Samurai” monster instead.

THE SIX SAMURAI - YARIZA
(1) While you control another "Six Samurai" monster with a different name, this card can attack your opponent directly. (2) If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.
  • The (1) Continuous Effect does not activate, it applies on the field.
    • This effect only applies if you control another "Six Samurai" monster with a different name.
    • If your other “Six Samurai” is flipped face-down / leaves the field before the Damage Step (of the direct attack), a replay occurs. Do not proceed to the Damage Step for the direct attack.
  • The (2) Continuous Effect does not activate, it applies while the destruction occurs.
    • This effect does not target.
    • You cannot destroy a face-down "Six Samurai" monster instead.
    • You can apply this effect when an effect that destroys this card resolves (ex: "Call of the Haunted").
    • Your other "Six Samurai" is considered destroyed by this effect, not by battle / card effect.
      • Example: If “Ring of Destruction” targets a “Six Samurai” monster, and you destroy a different “Six Samurai” monster instead, zero damage will be inflicted by “Ring of Destruction”.
    • You can apply this effect in Substep 4 - Damage Calculation. The “Six Samurai” that you destroy instead is sent to the Graveyard in Substep 7 - End of the Damage Step.
    • If multiple "Six Samurai" would be destroyed at once, you can destroy 1 other "Six Samurai" for each you wish to protect. You cannot only destroy 1 “Six Samurai” to protect all the others.
      • Example: If "Mirror Force" would destroy 2 of your "Six Samurai" monsters, you must destroy 2 Defense Position "Six Samurai" monsters to save those two
      • Example: If "Mirror Force" would destroy all your face-up "Six Samurai" monsters, you cannot destroy any of them as substitutes.
    • If you control 2 “Six Samurai” monsters, and 1 of them equipped with “Legendary Ebon Steed” would be destroyed, the effect of “Legendary Ebon Steed” must be used. You cannot choose to destroy another “Six Samurai” monster instead.

THE SIX SAMURAI - ZANJI
(1) While you control another "Six Samurai" monster with a different name, destroy any monster this card attacks at the end of the Damage Step.(2) If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.
  • The (1) mandatory Trigger Effect activates & resolves on the field.
    • This effect activates in Substep 7 - End of the Damage Step.
    • This effect does not target the monster "Zanji" attacked.
    • You must control another face-up "Six Samurai" to activate & resolve this effect.
    • If your other "Six Samurai" is flipped face-down / leaves the field, the monster is not destroyed.
    • If "The Six Samurai - Zanji" is flipped face-down / leaves the field, the monster is still destroyed.
  • The (2) Continuous Effect does not activate, it applies while the destruction occurs.
    • This effect does not target.
    • You cannot destroy a face-down "Six Samurai" monster instead.
    • You can apply this effect when an effect that destroys this card resolves (ex: "Call of the Haunted").
    • Your other "Six Samurai" is considered destroyed by this effect, not by battle / card effect.
      • Example: If “Ring of Destruction” targets a “Six Samurai” monster, and you destroy a different “Six Samurai” monster instead, zero damage will be inflicted by “Ring of Destruction”.
    • You can apply this effect in Substep 4 - Damage Calculation. The “Six Samurai” that you destroy instead is sent to the Graveyard in Substep 7 - End of the Damage Step.
    • If multiple "Six Samurai" would be destroyed at once, you can destroy 1 other "Six Samurai" for each you wish to protect. You cannot only destroy 1 “Six Samurai” to protect all the others.
      • Example: If "Mirror Force" would destroy 2 of your "Six Samurai" monsters, you must destroy 2 Defense Position "Six Samurai" monsters to save those two
      • Example: If "Mirror Force" would destroy all your face-up "Six Samurai" monsters, you cannot destroy any of them as substitutes.
    • If you control 2 “Six Samurai” monsters, and 1 of them equipped with “Legendary Ebon Steed” would be destroyed, the effect of “Legendary Ebon Steed” must be used. You cannot choose to destroy another “Six Samurai” monster instead.

THE SPELL ABSORBING LIFE
  • The "Spell Absorbing Life" is like "Ceasefire" except it gives you Life Points instead of damaging your opponent.
  • You can activate "The Spell Absorbing Life" as long as there is at least 1 face-down monster on the field, OR there is at least 1 effect monster on the field (or both).
  • If you control "Fire Princess" and activate "The Spell Absorbing Life", "Fire Princess" inflicts 500 damage no matter how many Life Points you gained from "The Spell Absorbing Life".

THE THING IN THE CRATER
  • You can Special Summon a high-level Normal Monster with "The Thing in the Crater"'s effect, but not a "Special Summon-only" monster.
  • The "Thing in the Crater"'s effect activates even if destroyed face-down and sent to the Graveyard.
  • When you have a monster equipped with "Metalsilver Armor", your opponent can activate "The Thing in the Crater"'s effect because it doesn't target.

THE TRANSMIGRATION PROPHECY
  • This effect targets.
  • You can target 2 cards in your Graveyard, 2 cards in your opponent’s Graveyard or 1 card from each.

THE UNFRIENDLY AMAZON
  • You may Tribute one "The Unfriendly Amazon" to satisfy the maintenance cost of another "The Unfriendly Amazon".
  • "The Unfriendly Amazon" is NOT an Amazoness.

THE UNHAPPY GIRL
  • "The Unhappy Girl"'s effect only applies to "manual" changes. You can still change the monster's position with an effect.
  • If "The Unhappy Girl" is in attack position and her controller uses "Waboku" or "Kuriboh" to take no damage from the attack, the attacking monster still cannot change battle position.
  • If "Tyrant Dragon" or "Hayabusa Knight" attacks "The Unhappy Girl" in attack position, they cannot attack again that turn.
  • If "The Unhappy Girl" is flipped face-down and then flipped face-up again, then her effect is reset and any monsters that battled with her before can change their battle position and attack again.
  • If "The Unhappy Girl" applies her effect to a monster, and "Skill Drain" is then activated and resolves, and "Skill Drain" is then destroyed afterwards, then "The Unhappy Girl"'s effect is re-applied and the monster that battled with her before "Skill Drain" was activated cannot attack or change battle position once again.
  • If your opponent attacks your "The Unhappy Girl" and you use "Magic Cylinder" to negate the attack, then "The Unhappy Girl"'s effect is not applied.
  • If you take control of your opponent's "The Unhappy Girl", her effect on your monsters from previous attacks is still applied.

THE WARRIOR RETURNING ALIVE
  • You may select a Warrior-Type Fusion Monster or Synchro Monster in your Graveyard, but it will be returned to the Extra Deck instead of your hand.
  • You may select any Warrior-Type monster to return to your hand, regardless of its Summoning requirements. So you may select a "Black Luster Soldier - Envoy of the Beginning" even if it was never properly Summoned.

THE WHITE STONE OF LEGEND
(1) When this card is sent to the Graveyard, add 1 "Blue-Eyes White Dragon" from your Deck to your hand.
  • This (1) mandatory Trigger Effect activates &  resolves in the Graveyard.
  • This effect will activate even if no copies of "Blue-Eyes White Dragon" remain in your Deck. In this case: your opponent can briefly check your Deck to verify, unless all 3 copies of "Blue-Eyes White Dragon" can be accounted for in the Graveyard / field / removed from play (face-up).
  • This effect will activate even when "The White Stone of Legend" was discarded for hand size. In this case: discarding for hand size is the very last action in the End Phase. Only mandatory effects and Counter Trap Cards can be activated beyond this point.
    • Example: It is Player A's End Phase and they have a Set "Divine Wrath" from a  previous turn. Player A discards two copies of "The White Stone of Legend" to bring their hand size down to 6 cards. However, "The White Stone of Legend" has a mandatory Trigger Effect to add a "Blue-Eyes White Dragon" from the Deck to the hand, and Player B controls a "Doomcaliber Knight". Thus, a chain is built with both "The White Stone of Legend's" effects forming a chain as Chain Links 1 and 2, and "Doomcaliber Knight" Tributing itself as Chain Link 3. Player A activates "Divine Wrath" as Chain Link 4 and discards a card as cost. When resolving the chain, "Divine Wrath" will successfully negate the effect of "Doomcaliber Knight", then both effects of "The White Stone of Legend" will add a copy of "Blue-Eyes White Dragon" to Player A's hand (should any remain in the Deck). Once the chain has resolved, no chains may be built (unless mandatory Trigger/Trigger-like Effects were activated) and Player A must once again discard down to their hand limit and the turn ends.

THE WICKED AVATAR
  • If "The Wicked Avatar" is the only face-up monster on the field, its ATK and DEF are 100.

THE WICKED WORM BEAST
  • If you have 7 or more cards in your hand after returning "The Wicked Worm Beast" to your hand, you must discard cards until you have 6 cards.

THE WORLD TREE
  • Placing Flower Counters onto "The World Tree" does not start a Chain.
  • Each of "The World Tree's" effects target. Each effect is an Ignition Effect.
  • If the Monster Type of a monster on the field is changed to Plant-Type with "DNA Surgery", when it is destroyed, place a Flower Counter onto "The World Tree".
  • If a Plant-Type monster is destroyed by battle, place a Flower Counter onto "The World Tree" when the destroyed monster is sent to the Graveyard. If a Plant-Type monster is destroyed by a card effect, place a Flower Counter onto "The World Tree" after resolving the effect that destroyed the Plant-Type monster.
  • If "The World Tree" is removed from the field after resolving its "Remove 1:" effect, the ATK and DEF increase still lasts until the End Phase.

THEBAN NIGHTMARE
  • If you have only "Kuriboh" in your hand, and no Spell or Trap Cards on the field, and your "Theban Nightmare" battles with a card that has higher ATK/DEF, and you discard "Kuriboh", the ATK of "Theban Nightmare" is increased by 1500 AFTER damage calculation (but "Theban Nightmare" is still destroyed by damage calculation unless an effect like "Waboku" had been activated previously during the turn).

THEINEN THE GREAT SPHINX
  • When you Special Summon "Theinen the Great Sphinx" you do not have to pay the additional 500 Life Points to increase its ATK, you can choose to leave the ATK at 3500. If you do not pay the extra 500 when it is Summoned, you cannot later decide to pay and increase its ATK, it must be done when it is Special Summoned.
  • The effect of Summoning "Theinen the Great Sphinx" is a Trigger Effect, so you may do it during your opponent’s turn if "Andro Sphinx" and "Sphinx Teleia" are destroyed simultaneously.
  • Since Summoning "Theinen the Great Sphinx" is a Spell Speed 1 effect (Trigger Effect), you cannot chain multiple Special Summons of "Theinen the Great Sphinx" to one another. This means you can only Special Summon 1 copy of "Theinen the Great Sphinx" when the conditions are correct. You CANNOT pay 1000 Life Points to Special Summon 2 copies of this card.

THESTALOS THE FIRESTORM MONARCH
  • If you Tribute Summon “Thestalos the Firestorm Monarch” successfully, and your opponent discards a monster like “Oustanding Dog Marron” or “Regenerating Mummy”, you still inflict damage because the monster was discarded to the Graveyard (even though it doesn’t remain there).
  • If “Banisher of the Light” is face-up on the field, no damage is inflicted because the card is not discarded to the Graveyard.
  • This card's effect always activates when Tribute Summoned, even if your opponent has no cards in their hand.

THOUGHT RULER ARCHFIEND
(1) When this card destroys a monster by battle and sends it to the Graveyard, gain Life Points equal to that monster's original ATK. (2) You can pay 1000 Life Points to negate the activation of a Spell or Trap Card that targets 1 Psychic-Type monster, and destroy it.
  • The (1) mandatory Trigger Effect activates & resolves on the field.
    • This effect activates in Substep 7 - End of the Damage Step.
    • The Life Point gain is determined using the destroyed monster's original (printed) ATK, where "?" is treated as 0 ATK.
  • The (2) Quick Effect activates & resolves on the field.
    • This negates the activation (playing face-up) of a Spell / Trap Card, even in the Damage Step.
    • This cannot negate the activation of Spell Card Effects (ex: "Blaze Accelerator").
    • The targeted Psychic-Type can be on the field / in the Graveyard / removed from play.
    • This cannot negate the activation of a Spell / Trap Card that targets more than 1 Psychic-Type, or that simply does not target [REF].

THORN OF MALICE
  • “Thorn of Malice’s” effect that reduces a monster’s ATK & DEF starts a Chain. The ATK & DEF reduction from “Thorn of Malice” lasts as long as the reduced monster is face-up on the field.
  • Effects like “Imperial Order” or “Spell Canceller” will not remove the ATK & DEF reduction.
  • If your monster equipped with “Thorn of Malice” battles a monster with equal ATK while both monsters are in Attack Position, your monster is destroyed but the opponent’s is not, because the effect of “Thorn of Malice” prevents it from being destroyed.
  • If your “Thorn of Malice” is equipped to your opponent’s monster, it will not prevent your monsters from being destroyed in battle with the equipped monster.
  • Your “Thorn of Malice” only prevents the opponent’s monsters from being destroyed by your equipped monster.

THOUSAND ENERGY
  • If you Summon a monster after the resolution of "Thousand Energy", it does not gain the +1000 ATK, but it is still destroyed during the End Phase because that effect is applied to all Level 2 Normal Monsters at that time.
  • If you have "A Legendary Ocean" reducing Level 3's to Level 2, and the effect of "Thousand Energy" is applied, and then "A Legendary Ocean" is destroyed, the levels are returned to Level 3, the ATK/DEF bonus from "Thousand Energy" is lost, and those monsters are not destroyed during the End Phase.
  • A monster affected by "Thousand Energy" is not destroyed if it is face-down during the End Phase.
  • If a monster affected by "Thousand Energy" switches control to your opponent, it is not destroyed during the End Phase.
  • If a monster affected by "Thousand Energy" has its Level changed so that it is not Level 2 during the End Phase, it is not destroyed.
  • If you use "Cost Down" to make a Level 4 monster into a Level 2 monster, Summon it, and use "Thousand Energy", during the End Phase you can choose which effect happens first, so you can restore it to Level 4 first by ending "Cost Down"'s effect, and then it will not be destroyed by the effect of "Thousand Energy".

THOUSAND KNIVES
  • The required card only needs to be face-up on the field. It does not need to be a Monster Card, so if “Dark Magician” is equipped to your “Relinquished”, you can activate “Thousand Knives”.

THOUSAND NEEDLES
  • When the DEF of "Thousand Needles" and the ATK of the attacking monster are the same, the attacking monster is not destroyed by "Thousand Needles"' effect.
  • If the attacking monster is destroyed, it is destroyed by "Thousand Needles"' effect, and it is sent to the Graveyard during the "send monsters to the Graveyard" portion of the Damage Step, at the same time a monster would normally be sent to the Graveyard because of damage calculation.

THOUSAND-EYES RESTRICT
  • If 2 or more "Thousand-Eyes Restrict" are face-up on the field, no monsters can attack.
  • If "Imperial Order" is active, "Thousand-Eyes Restrict's" ATK and DEF still are still equal to the Monster Card it is equipped with.
  • The Battle Position of monsters can still be changed with card effects.
  • If "Thousand-Eyes Restrict" is equipped with a face-down Monster Card, its ATK and DEF become 0.

THREATENING ROAR
  • You can activate “Threatening Roar” in response to an attack, but the attack has already been declared so it will resolve normally. After that, your opponent cannot attack for the rest of the turn.
  • You cannot activate “Threatening Roar” during your own turn.

THROWSTONE UNIT
  • Use the current ATK and DEF of "Throwstone Unit" and the targeted monster.
  • You can Tribute "Throwstone Unit" for its own effect.

THUNDER CRASH
  • The damage inflicted by "Thunder Crash" is inflicted all at once as 1 lump sum.

THUNDER DRAGON
  • You can discard "Thunder Dragon" to activate its effect even if it would not go to your Graveyard. For example, when "Banisher of the Light" is face-up on the field.
  • If you have your opponent's "Thunder Dragon" in your hand because of "Exchange", you can discard it to activate its effect and search your Deck for up to 2 "Thunder Dragons".
  • You cannot discard "Thunder Dragon" to activate its effect if you do not have any "Thunder Dragon" in your Deck.

THUNDER KING RAI-OH
(1) Neither player can add cards from their Deck to their hand except by drawing them. (2) You can send this face-up card to the Graveyard to negate the Special Summon of 1 of your opponent monsters, and destroy it.
  • The (1) Continuous Effect applies while this card is face-up on the field.
    • Cards / Effects that add a card(s) from Deck to hand (ex: "Terraforming", "Elemental Hero Stratos") cannot activate. Mandatory effects (like "Sangan" still activate, starting a chain).
    • Cards can still be send from the Deck to the Graveyard (by "Foolish Burial") or removed from play (by "Gold Sarcophagus"). The card removed by "Gold Sarcophagus" will be added to the hand.
    • VS. "Magical Merchant": the mandatory FLIP Effect activates, but the excavated Spell / Trap Card is sent to the Graveyard instead of being added to your hand.
  • The (2) Quick Effect activates & resolves on the field.
    • This effect activates in the Summon negation timing (like "Black Horn of Heaven").
    • Sending "Thunder King Rai-Oh" to the Graveyard is a cost. This is not a Tribute. You cannot activate this effect while "Macro Cosmos" is active.
    • This effect cannot negate a Card Effect (ex: "Debris Dragon") that Special Summons a monster(s).

THUNDER NYAN NYAN
  • You may Summon "Thunder Nyan Nyan" even if you have non-LIGHT monsters on the field, but she will be destroyed.
  • You can have face-down non-LIGHT monsters on your side of the field, "Thunder Nyan Nyan" will not be destroyed by her own effect, but if one of these monsters is flipped face-up, she will be destroyed.
  • When you take control of an opponent’s non-LIGHT monster, and you have "Thunder Nyan Nyan" on the field, she will be destroyed. If your opponent takes control of your "Thunder Nyan Nyan" and he / she controls a non-LIGHT monster, "Thunder Nyan Nyan" will be destroyed.
  • You can Special Summon "Thunder Nyan Nyan" with the effect of "Cyber Jar" but if you Summon another non-LIGHT monster face-up she will be destroyed.
  • "Thunder Nyan Nyan" can be destroyed by her own effect between steps in a chain. For example, the opponent targets your "Thunder Nyan Nyan" with "Snatch Steal". You chain "Call of the Haunted" to Special Summon "Dark Magician" from your Graveyard, a DARK monster. The chain resolves as follows: "Call of the Haunted" resolves, "Thunder Nyan Nyan" is destroyed because there is a DARK monster on the field, "Snatch Steal"’s effect disappears because the target is no longer on the field.
  • If you have a face-up "Thunder Nyan Nyan" and your Set "Penguin Soldier" is attacked, when it is flipped face-up "Thunder Nyan Nyan" will be destroyed, before it can be targeted by the effect of "Penguin Soldier".

THUNDER OF RULER
You can only activate this card during your opponent's Standby Phase. Your opponent cannot conduct his/her Battle Phase this turn.
  • When you activate "Thunder of Ruler", since your opponent cannot enter the Battle Phase, your opponent proceeds from Main Phase 1 to the End Phase.
  • VS. "Frozen Soul": The effect of "Frozen Soul" cannot be removed if your opponent cannot conduct their Battle Phase (by "Thunder of Ruler"). If "Thunder of Ruler" and "Frozen Soul" both resolved before your opponent attempted to enter their Battle Phase, then this first Battle Phase cannot be conducted (because of "Thunder of Ruler"), and the lingering effect of "Frozen Soul" will persist until a later turn  where your opponent attempts to conduct their Battle Phase [REF].

TIGER DRAGON
  • "Tiger Dragon's" effect targets the Set Spell or Trap Card(s).
  • If one of the targets is chained, it cannot be destroyed because it is no longer face-down. If 2 face-down Spell or Trap Cards are targeted and only 1 is chained, the remaining face-down Spell or Trap Card is still destroyed.

TIME MACHINE
  • "Time Machine" is activated at the end of the Damage Step, when monsters destroyed by battle are sent to the Graveyard.
  • "Time Machine's" effect does not target.
  • If a face-down Defense Position monster is attacked and is destroyed by battle, when it is Special Summoned by "Time Machine" it is Special Summoned in face-up Defense Position.
  • If a monster is Special Summoned onto your side of the field with "Time Machine" during your Battle Phase, it may attack again during that Battle Phase.
  • If you activate "Time Machine" when your monster that is being controlled by your opponent is destroyed by battle and sent to the Graveyard, when "Time Machine" resolves your monster is Special Summoned onto your opponent's side of the field. If your opponent had taken control of the monster with "Brain Control", etc., it will remain under your opponent's control and will not return to your side of the field in the End Phase.
  • If you destroy your opponent's monster by battle, when it is sent to the Graveyard you can activate "Time Machine". If you do, the monster is Special Summoned onto your opponent's side of the field.
  • If a monster that cannot be Special Summoned from the Graveyard is destroyed by battle and sent to the Graveyard, "Time Machine" cannot be activated.
  • Any Equip Cards that were equipped to the monster when it was destroyed by battle and sent to the Graveyard are not requipped to the monster when it is Special Summoned.
  • If a Toon Monster like "Toon Mermaid", "Toon Summoned Skull", "Blue-Eyes Toon Dragon", or "Manga Ryu-Ran" is destroyed by battle and set to the Graveyard while "Toon World" is not face-up on the field, "Time Machine" cannot be activated.
  • If a monster with an effect that activates when it is destroyed by battle is sent to the Graveyard, like "Sangan" or "Giant Rat", you can chain "Time Machine".
  • If two monsters with equal ATK are both destroyed by the same battle, "Time Machine" cannot be activated.
  • If "Jinzo" is destroyed by battle and sent to the Graveyard, you can activate "Time Machine" to Special Summon "Jinzo".
  • If "Embodiment of Apophis" is destroyed by battle and sent to the Graveyard, "Time Machine" cannot be activated because "Embodiment of Apophis" is not a monster while in the Graveyard.
  • Cards like "Torrential Tribute" cannot be activated when a monster is Special Summoned by "Time Machine", because cards like "Torrential Tribute" cannot be activated in the Damage Step.
  • When your "Makyura the Destructor" is destroyed by battle and sent to the Graveyard, you can activate "Time Machine" from your hand.
  • If a Fusion Monster that was Special Summoned from the Extra Deck by "Metamorphosis" is destroyed by battle and sent to the Graveyard, "Time Machine" cannot be activated because the Fusion Monster was not properly Special Summoned and cannot be Special Summoned from the Graveyard.
  • If your "Sealmaster Meisei" is destroyed by battle and sent to the Graveyard while you control "Talisman of Trap Sealing", you can activate "Time Machine" because "Talisman of Trap Sealing" is destroyed when "Sealmaster Mesei" is removed from the field.

TIME PASSAGE
  • This card targets 1 “Fortune Lady” monster you control.
  • You cannot activate it during the Damage Step.
  • If you activate “Time Passage” targeting your Level 5 “Fortune Lady Dark” and then reduce its Level by 3 for the effect of “Solitaire Magician,” its Level will become 2 during the End Phase (5 + 3 – 3 – 3 = 2)

TIME WIZARD
  • The effect of "Time Wizard" is a Ignition Effect, and therefore can only be activated during your Main Phase 1 or 2.

TIMEATER
  • If your Main Phase 1 is skipped because of "Timeater", you can enter your Battle Phase (even if you have no monsters on the field) and proceed from there to Main Phase 2. If you cannot enter your Battle Phase (due to another card effect such as "Great Long Nose" or "Frozen Soul"), then you must go immediately from Standby Phase to End Phase.
  • If your "Timeater" and your opponent’s monster destroy each other as a result of battle, the effect of "Timeater" is still activated.

TIMIDITY
  • While the effect of "Timidity" is active, all effects of a card which would destroy a Set Spell or Trap Card are negated.
  • While the effect of "Timidity" is active, you cannot destroy a face-down Monster Card equipped to "Relinquished".
  • While the effect of "Timidity" is active, and your opponent activates "Heavy Storm", face-down Spell and Trap Cards are not destroyed but face-up cards will be.

TOKEN THANKSGIVING
  • "Token Thanksgiving" will destroy a Monster Token equipped to "Relinquished".

TOLL
  • Paying Life Points for "Toll" is a cost, so if a player cannot pay the 500 Life Points, they cannot declare an attack. If there are two of this card on the field, a player must pay 1000 Life Points per monster to attack.

TONGUE TWISTER
(1) If this card was Tribute Summoned, when it is sent from the field to the Graveyard, draw 2 cards and remove this card from play.
  • The (1) mandatory Trigger Effect activates & resolves in the Graveyard.
    • The effect of "Tongue Twister" will only activate if it was Tribute Summoned. It will not activate if it was Tribute Set [REF].
    • The "Draw" and "Remove from Play" portions of this effect are not considered to resolve simultaneously. Resolve this effect sequentially: draw 2, then banish "Tongue Twister" [REF].
  • VS. "Necrovalley": While "Necrovalley" is active, "Tongue Twister's" effect still activates. You will draw 2 cards, and then fail to banish "Tongue Twister" as "Necrovalley" prevents both players from banishing cards in the Graveyard.


TOON GEMINI ELF
  • You do not have to have "Toon World" on the field to Summon or Set "Toon Gemini Elf", or to attack with it.
  • The Summon of "Toon Gemini Elf" is a Normal Summon, not a Special Summon (even if you have "Toon World" on the field). So you can Normal Summon it in face-up Attack Position, or Set it in face-down Defense Position.
  • You don't pay Life Points to attack with "Toon Gemini Elf". If your opponent has a Toon Monster on the field, "Toon Gemini Elf" does not have to attack it. However, it will prevent "Toon Gemini Elf" from being able to attack directly.
  • "Toon Gemini Elf" can attack directly, but only while "Toon World" is on your side of the field. (Unlike previous Toon Monsters, which can attack directly even without "Toon World".)

TOON MERMAID
  • This rule applies for "Toon Mermaid", "Toon Summoned Skull", "Manga Ryu-Ran" and "Blue-Eyes Toon Dragon": If "Toon World" is returned to a player’s hand, with cards such as "Giant Trunade" these Toon Monsters are not destroyed since "Toon World" was not destroyed.

TOON TABLE OF CONTENTS
  • You cannot activate "Toon Table of Contents" if you do not have any "Toon" Cards, or "Manga Ryu-Ran", in your Deck.

TOON WORLD
  • The 1000 Life Points needs to only be paid once when this card is activated. Paying 1000 Life Points is a cost.

TORAPART
  • The restriction on using “Torapart” as a Synchro Material Monster is not an ‘effect’.
  • If a monster Synchro Summoned with “Torapart” attacks, the opponent cannot activate Trap Cards until after the Damage Step is over.
  • Even cards like “Hero Signal” cannot be activated (which activate when monsters are sent to the Graveyard at the end of the Damage Step).
  • If a monster Synchro Summoned with “Torapart” attacks, and is destroyed and sent to the Graveyard during the Damage Step, the effect of “Torapart” still prevents Trap Cards from being activated until the Damage Step is over (example: if it attacks a face-down “Man-Eater Bug” and is destroyed by that effect).
  • The opponent of the player who used “Torapart” for a Synchro Summon is the one who cannot activate Trap Cards.
  • If you take control of your opponent’s “Torapart” and use it for a Synchro Summon, your opponent cannot activate Trap Cards when that monster attacks.
  • The effect that “Torapart” gives to a Synchro Monster lasts as long as that Synchro Monster remains face-up on the field.
  • If a Synchro Monster that was Summoned with “Torapart” is flipped face-down or leaves the field, the effect of “Torapart” is no longer available, and the opponent can activate Trap Cards when that Synchro Monster attacks.
  • If “Skill Drain” is active while you use “Torapart” to Synchro Summon a monster, “Torapart” is now no longer on the field, so the effect of “Torapart” will be applied. So the opponent cannot activate Trap Cards when that Synchro Monster attacks. This is because the restriction on activating Trap Cards is an effect of “Torapart,” not an effect of the Synchro Monster.
  • If “Torapart’s” effects are being negated by “Forbidden Chalice,” the same rule applies – Trap Cards cannot be activated when the Synchro Monster attacks.

TORNADO WALL
  • "Tornado Wall" may be Set on the field if "Umi" is not on the field, but it cannot be activated. If targeted by "Bait Doll" when face-down and "Umi" is not on the field, it is destroyed.
  • "Tornado Wall" may be activated when "Maiden of the Aqua" or "A Legendary Ocean" is face-up on the field.

TORRENTIAL TRIBUTE
  • "Torrential Tribute" is activated after a monster is Summoned; it is not chained to the Summon. So you cannot activate "Torrential Tribute" when "Jinzo" is Summoned.
  • "Torrential Tribute" can be activated after a monster is Summoned through another card’s effect, such as "Monster Reborn", "Scapegoat", "Cyber Jar" (if Flip Summoned), or "Call of the Haunted".
  • "Torrential Tribute" can be activated after a Flip Summon, but it does not negate the Flip Effect (it is chained to the Flip Effect).
  • "Torrential Tribute" cannot be activated during the Damage Step. This prohibits "Torrential Tribute" from being used against monsters Special Summoned by "Mystic Tomato", "Giant Rat", "Nimble Momonga", "Masked Dragon", and other such cards that Special Summon a monster when destroyed as a result of battle, as well as "Cyber Jar" or "Morphing Jar #2" that is flipped face-up by an attack.
  • When monsters are Special Summoned face-down by an effect, like "The Shallow Grave", "Torrential Tribute" can be activated.

TOTAL DEFENSE SHOGUN
  • "Total Defense Shogun" does not permanently remain in Defense Position. After the turn that "Total Defense Shogun" is Summoned, you can change his battle position as normal. He can also have his battle position changed with card effects like "Stop Defense".
  • You don’t Normal Summon or Flip Summon "Total Defense Shogun" in Defense Position; you Normal Summon or Flip Summon him in face-up Attack Position and he changes to Defense Position. (Or you can Tribute Set him in face-down Defense Position.)
  • You cannot chain to "Total Defense Shogun"’s effect that changes him to Defense Position when Normal Summoned or Flip Summoned. So you cannot chain "Spellbinding Circle", etc.
  • Do not change "Total Defense Shogun" automatically to Defense Position if he is Special Summoned, only if he is Normal Summoned or Flip Summoned.
  • While "Total Defense Shogun" is in Defense Position, he attacks using his ATK but defends with his DEF if he is attacked. If he attacks a monster with higher ATK, but ATK lower than "Total Defense Shogun"’s DEF, "Total Defense Shogun" is still destroyed because the battle is ATK vs. ATK.
  • "Widespread Ruin" and "Mirror Force" cannot destroy "Total Defense Shogun" if he attacks while in Defense Position, and his attack resolves as normal.
  • If "Total Defense Shogun" in Defense Position is your only monster, and attacks, your opponent cannot activate "Mirror Force" because it will have no effect.
  • If "Total Defense Shogun" attacks while in Attack Position, and is changed to Defense Position by "Windstorm of Etaqua", his attack resolves as normal because he can attack while in Defense Position.
  • If "Total Defense Shogun" is a Dragon-Type because of "D. Tribe" or "DNA Surgery", and "Dragon Capture Jar" is in play, "Total Defense Shogun" can still attack.
  • If you select "Total Defense Shogun" with "Dark Spirit of the Silent", "Total Defense Shogun" changes to Attack Position even though he could attack while in Defense Position.

TOTEM DRAGON
(1) This card can be treated as 2 Tributes for the Tribute Summon of a Dragon-Type monster. (2) If this card is in your Graveyard during your Standby Phase and you control no monsters, you can Special Summon this card in Attack Position. You cannot activate this effect if there are any monsters in your Graveyard that are not Dragon-Type. (C) If this card is Special Summoned with this effect, remove it from play when it is removed from the field.
  • The (1) Unclassified Effect does not activate.
    • This effect applies even if this card is face-down (like "Kaiser Sea Horse").
    • This effect can apply for the Tribute Summon or Tribute Set of a Dragon-Type monster.
    • The monster must be a Dragon-Type in the hand, not only on the field (by "DNA Surgery").
    • If "Skill Drain" is active and "Totem Dragon" is face-up, this effect is negated and can't apply.
  • The (2) optional Trigger Effect activates & resolves in the Graveyard.
    • This effect does not target. It is not negated by "Necrovalley".
    • This effect can be used more than once per turn (if initially negated by "Royal Oppression").
    • This effect cannot activate while "Zombie World" treats your Dragon-Type monsters as Zombie-Type.
  • The (C) Condition cannot be negated.
    • If a card effect causes this card to leave the field, it is treated as banished by this Condition.
    • This card cannot be sent to the Graveyard as a cost while this Condition applies.


TOWER OF BABEL
  • You place a Spell Counter on this card when the Spell Card resolves, so if "Magic Jammer" is used to negate the Spell Card's activation then you do not place a Spell Counter on this monster. But if "Imperial Order" is chained to the Spell Card, you still place a Spell Counter on this monster because the activation of the Spell Card was not negated. If the Spell Card was a Continuous, Equip, or Field Spell Card, and “Dust Tornado” is chained to its activation and destroys it before it resolves you still place a Spell Counter because the activation of the card was not negated.
  • "Tower of Babel" must be active and face-up on the field before the Spell Card was activated, and when the Spell Card resolves, in order to get a Spell Counter. If you chain "Tower of Babel" to a Spell Card, you do not get a Spell Counter for that Spell Card. If a Quick-Play Spell Card is chained to the activation of "Tower of Babel", you do not get a Spell Counter for that Quick-Play Spell Card.
  • You can move Spell Counters to "Tower of Babel" with "Pitch Black Power Stone", but if the 4th Spell Counter is placed on "Tower of Babel" with "Pitch Black Power Stone" or "Apprentice Magician", "Tower of Babel" is destroyed but no damage is inflicted.
  • "Tower of Babel" cannot blow up in the middle of a chain. If you wind up with 5 Spell Counters on "Tower of Babel" after a chain resolves, the player who caused the 4th Spell Counter to be placed takes the damage. So if you have "Tower of Babel" with 3 Spell Counters, and you activate "Pot of Greed", and your opponent chains "Reload", "Reload" resolves first and places the 4th Spell Counter, and your opponent takes the 3000 damage after the current chain resolves.
  • If "Mystical Space Typhoon" targets "Tower of Babel" with 3 Spell Counters, "Tower of Babel" is destroyed when "Mystical Space Typhoon" resolves, and never gets the 4th Spell Counter, so neither player takes damage.

TOY MAGICIAN
  • If you Set "Toy Magician" in your Spell and Trap Card Zone, you cannot "activate" (flip face-up) it. It remains in your Spell and Trap Card Zone until it is removed by another effect.

TRADE-IN
Discard 1 Level 8 monster. Draw 2 cards.
  • Discarding a Level 8 monster is a cost.
  • This card can be activated while "Macro Cosmos" / "Dimensional Fissure" apply their effects.

TRAGEDY
  • You cannot activate "Tragedy" during the Damage Step.
  • You can activate "Tragedy" after an Attack Position monster is changed to Defense Position by a card effect, such as "Enemy Controller" or "Stumbling".
  • "Spear Dragon" changes its battle position at the end of the Damage Step, so you cannot activate "Tragedy" at that time. "Goblin Attack Force" and "Giant Orc" change their battle positions at the end of the Battle Phase, so you can activate "Tragedy" at that time.
  • Missing the Timing: The position change must be the last thing to have happened. If “Zero Gravity” was activated as Chain Link 2 or higher, you would not be able to activate “Tragedy”.

TRAGOEDIA
(1) You can Special Summon this card from your hand when you take Battle Damage. (2) This card gains 600 ATK and DEF for each card in your hand. (3) Once per turn, you can send 1 monster from your hand to the Graveyard to take control of 1 face-up monster your opponent controls with the same Level as the sent monster. (4) Once per turn, you can select 1 monster in your Graveyard; this card's Level becomes the same as that monster's, until the End Phase.
  • The (1) optional Trigger Effect activates & resolves in the hand.
    • This effect activates in Substep 5 - After Damage Calculation (after Battle Damage is dealt).
    • This effect can activate if you take Battle Damage when your "Vanity's Fiend" is destroyed by battle.
  • The (2) Continuous Effect applies while this card is face-up on the field.
    • This effect constantly re-calculates the ATK/DEF stats. This does not start a Chain.
    • This effect no longer re-calculates the ATK/DEF once changed (by "Blackwing - Gale the Whirlwind", "Black Garden") [REF].
    • This card's ATK / DEF become "0" while this effect is negated by "Skill Drain".
    • This card's original ATK is treated as 0. "Megamorph" / "Shrink" will make its ATK 0.
  • The (3) Ignition Effect activates & resolves on the field.
    • Sending 1 monster from your hand to the Graveyard is a cost.
    • This effect cannot be activated while "Macro Cosmos" is active.
    • This targets 1 face-up monster your opponent controls.
    • If the target is flipped face-down, it does not change control.
  • The (4) Ignition Effect activates & resolves on the field.
    • This effect targets a monster in the Graveyard. It is negated by "Necrovalley".
    • The Level change expires in the End Phase.
    • The Level change no longer applies if "Tragoedia" is flipped face-down / leaves the field.
    • VS. "Level Eater": If "Level Eater" lowered the Level of "Tragoedia", then "Tragoedia" changed its Level by its (4) effect, "Tragoedia" becomes the target's Level until the End Phase (the effect of "Level Eater" is no longer applied, even after the effect of "Tragoedia" disappears). However, if "Tragoedia" changes its Level and later "Level Eater" changes it again: during the End Phase, "Tragoedia's" effect wears off and the change made by "Level Eater" still applies.

TRANSCENDENT WINGS
  • You can send a face-down “Winged Kuriboh” to the Graveyard to activate the effect of “Transcendent Wings”.
  • You can activate “Transcendent Wings” even if there is no “Winged Kuriboh LV10” in your hand or Deck, but you must show your Deck to the opponent if they want to confirm.

TRANSMIGRATION BREAK
  • You cannot activate "Pot of Avarice" while "Transmigration Break" is active.
  • You can activate "Cyberdark Impact!" while "Transmigration Break" is active, but the "Cyberdark" Monsters are removed from play instead of being returned to the Deck.
  • If an effect would return a Fusion Monster in the Graveyard to its owner's hand or Extra Deck, the Fusion Monster is removed from play instead.

TRAP DUSTSHOOT
  • You can select your own card that was taken by your opponent with "Exchange". The card returns to the owner's deck (yours, in this case).

TRAP EATER
(C) This card cannot be Normal Summoned or Set. (S) This card cannot be Special Summoned except by sending 1 face-up Trap Card your opponent controls to the Graveyard.
  • The (C) Condition cannot be negated.
  • The (S) Summon Effect does not start a Chain.
    • Sending 1 face-up Trap Card your opponent controls to the Graveyard is a cost.
    • You cannot Summon “Trap Eater” by sending “Macro Cosmos” to the Graveyard
    • If “Macro Cosmos” & “Imperial Iron Wall” are on the field, you cannot send “Imperial Iron Wall” to the Graveyard to Summon “Trap Eater”, but you can send “Macro Cosmos” to the Graveyard.
    • While “Skill Drain” negates “Vanity’s Fiend”, you can send "Skill Drain" to Special Summon this card.
    • If "Royal Decree" negates “Rivalry of Warlords”, you can send “Royal Decree” to Summon this card; but if your other face-up monster is not Fiend-Type then “Trap Eater” will be sent to the Graveyard.
    • If “Royal Oppression” is sent to the Graveyard, its effect cannot be used to negate the Summon.

TRAP HOLE
Activate only when your opponent Normal Summons or Flip Summons a monster with 1000 or more ATK. Destroy that monster.
  • "Trap Hole" can only be activated during the Summon response window after a Normal or Flip Summon.
  • "Trap Hole" targets the monster that was Summoned.
  • The monster summoned must remain face-up on the field in order for "Trap Hole" to destroy that monster.

TRAP JAMMER
  • You can activate "Trap Jammer" during the Damage Step.

TRAP MASTER
  • This card can destroy a Trap Card on either side of the field. So if your opponent has no Trap Cards and no Set Spell or Trap Cards, you must destroy a card on your side of the field. If it is face-down Spell Card you must reveal it to your opponent, and it is not destroyed.

TRAP MONSTERS
(These rules apply to: "Cyber Shadow Gardna", "Embodiment of Apophis", "Machine King - 3000 B.C.", "Metal Reflect Slime", "Stronghold the Moving Fortress", and "Zoma the Spirit".)
  • Trap Monsters takes up 1 Monster Card Zone and 1 Spell / Trap Card Zone. The physical location of the Trap Monster is the Monster Card Zone, it is not counted as a card in the Spell / Trap Card Zone (even though 1 of those Zones can't be used).
    • You cannot activate a Trap Monster if you have no unoccupied Monster Card Zones.
  • Control of a Trap Monster can't be changed if the receiving player has no empty Spell / Trap Card Zones.
  • A Trap Monster negated (by “Jinzo”) reverts to being a Trap Cards in the Spell / Trap Card Zone.
    • A Trap Monster that attacks a Set “Jinzo” reverts to a Trap Card when “Jinzo” if flipped. Damage Calculation is not applied.
    • Your Trap Monster, stolen by “Snatch Steal”, returns to your Spell / Trap Card Zone when “Jinzo” is Summoned.
    • If a Trap Monster is activated, "Royal Oppression" can negate its effect to Special Summon itself as a monster, and it will stay in the Spell / Trap Card Zone meaninglessly occupying it [REF].
  • A Trap Monster that is Set (by "Book of Moon") is Set in its corresponding Spell / Trap Card Zone.
    • If your opponent controls your “Embodiment of Apophis” as a monster (with “Snatch Steal” / “Creature Swap”), and it is flipped face-down, it is Set to your opponent’s Spell / Trap Card Zone.
  • Trap Monsters are affected by cards / effects that affect Trap Cards and / or Monster Cards.
    • If “Heavy Storm” would destroy a Trap Monster, “Fake Trap” can activate, but not “My Body as a Shield”.
    • If “Lightning Vortex” would destroy a Trap Monster, “My Body as a Shield” can activate, but not“Fake Trap”.
    • If “Raigeki Break” would destroy a Trap Monster, either “My Body as a Shield” or “Fake Trap” can activate.
  • If a Trap Monster is removed from the field, it is removed as a Trap Card.
    • A Trap Monster sent to the Graveyard is treated as a Trap Card, you can't use "Time Machine" or  “Return of the Doomed”, and it won't trigger “Last Will” or “Michizure”.
    • If "Caius the Shadow Monarch" banishes "Zoma the Spirit", no damage will be inflicted.
    • A Trap Monster returned to the hand by “Penguin Soldier” won't allow “Major Riot” to be activated.
    • If a Trap Monster is temporarily banished (by “Dimensionhole” or “Interdimensional Matter Transporter”), it returns to the field as a Trap Card and is destroyed immediately by game mechanic. If “Dimensionhole” was used, you cannot use the Monster Card Zone while the Trap Monster is removed from play, but you can use the Spell & Trap Card Zone it was blocking.
  • As with Monster Cards, a "Trap Monster":
    • CAN be used as Synchro Material / Fusion Material.
    • CAN be Tributed for a Tribute / Ritual Summon.
    • CAN have its Summon responded to by "Torrential Tribute" (if Special Summoned as Chain Link 1).
    • CAN'T change its battle position the turn it was Summoned (except by card effect).
    • CAN'T change its battle position after attacking (even if the attack declaration was negated).

TRAP OF BOARD ERASER
  • You cannot activate this card when your opponent does not have a hand.
  • For other rulings, see "Barrel Behind the Door".

TRAP OF THE IMPERIAL TOMB
  • This card targets the 2 cards to be destroyed.
  • You cannot activate this card during the Damage Step.

TRAP REACTOR Y FI
  • This effect does not negate the Trap Card’s effect; it merely destroys the Trap Card. This is a Trigger Effect that activates by chaining it to the activation of the Trap Card. It does not target. This effect can be activated during the Damage Step. If the Trap Card cannot be destroyed when this effect resolves (example: it was destroyed by another card effect already), then you do not inflict 800 damage to your opponent.

TRAP RECLAMATION
  • This card can be chained to a Normal Trap Card or a Continuous Trap Card.
  • This card’s effect is only applied once, the first time the Trap Card it was chained to is sent from the field to the Graveyard for any reason.
  • If the Trap Card that “Trap Reclamation” was chained to is removed from play, or returned to the hand, etc. instead of going to the Graveyard, “Trap Reclamation’s” effect is no longer applied.

TRAP STUN
Negate the effects of all other Trap Cards on the field during this turn.
  • This effect does not prevent Trap Cards from being activated.
  • Negate any effect of a Trap Card that activates & resolves on the field.
  • After "Trap Stun" has resolved, if a Trap Card is activated and is removed from the field during the chain (by "Emergency Provisions"), then the Trap Card will still be negated.

TREE OTTER
  • “Tree Otter’s” effect targets the monster that gets the ATK increase.

TREEBORN FROG
(1) If this card is in your Graveyard during your Standby Phase and you control no Spell or Trap Cards, you can Special Summon it. This effect cannot be activated if you control a face-up “Treeborn Frog”.
  • The (1) optional Trigger Effect activates & resolves in the Graveyard.
    • This effect does not target. It is not negated by "Necrovalley".
    • This effect can activate multiple times in the same Standby Phase.
    • You cannot activate two copies of "Treeborn Frog" in the same chain.
    • If a chained effect puts a Spell / Trap Card on your field, "Treeborn Frog" remains in the Graveyard.

TRIAL OF THE PRINCESSES
  • You cannot activate the effect of “Trial of the Princesses” to Special Summon during your opponent’s turn.

TRIANGLE ECSTASY SPARK
  • You cannot activate "Triangle Ecstasy Spark" if "Harpie Lady Sisters" is not on the field. You can activate it if the opponent controls a "Harpie Lady Sisters". In that case the ATK of the opponent’s "Harpie Lady Sisters" will become 2700, but the opponent still cannot activate Trap Cards, and the effects of Trap Cards on the opponent’s side of the field are negated.
  • If there are multiple copies of "Harpie Lady Sisters" on the field, the ATK of each becomes 2700 until the End Phase.
  • If a Trap Card such as "Waboku" is chained to the activation of "Triangle Ecstasy Spark", the effect of "Waboku" resolves first, and will apply for the rest of the turn regardless of "Triangle Ecstasy Spark". (Just like if "Jinzo" is Summoned after "Waboku" is activated and resolves.)

TRIBE-INFECTING VIRUS
  • You declare the Type when you activate the effect and discard for the cost, not when the effect resolves, so your opponent can chain after you have announced which Type will be destroyed.
  • You CAN declare a Type that exists only on your opponent's side of the field. You CANNOT declare a Type that is not face-up on the field at all.
  • You can use this effect repeatedly as long as you can keep paying the cost.

TRI-BLAZE ACCELERATOR
  • Sending 1 face-up “Blaze Accelerator” on your side of the field to the Graveyard is a cost to activate this card.
  • Sending 1 Pyro-Type monster with 500 or less ATK to the Graveyard is part of this card’s effect. It is not a cost.
  • You cannot activate the effect of this card in the same Chain as this card’s activation. You can only activate the effect after this card’s activation is resolved, and it is face-up on the field.
  • If you activate this card's effect then you, the player, cannot declare an attack so even a monster unaffected by the effects of Spell Cards like "Horus the Black Flame Dragon LV6" cannot attack.

TRIBUTE DOLL
  • You cannot use "Tribute Doll" to Special Summon a "Special Summon-only" monster like "Dark Necrofear".
  • You can use Monster Tokens as a cost for "Tribute Doll".
  • If you Special Summon a monster with "Tribute Doll", you cannot activate "Diffusion Wave-Motion" on that monster because it cannot attack that turn due to "Tribute Doll"'s effect. However, you can use "Diffusion Wave-Motion" on the monster during your next turn.
  • You can combine "Soul Exchange" with "Tribute Doll" to Tribute your opponent's monster as the cost of "Tribute Doll".

TRIDENT DRAGION
  • The restriction against Special Summoning “Trident Dragion,” except by Synchro Summon, is not an ‘effect’.
  • The effect of “Trident Dragion” that destroys cards is a Trigger Effect that targets.
  • The gain of additional attacks is resolved as part of this effect.
  • If 1 of the targeted cards is destroyed in a Chain before the effect of “Trident Dragion” resolves, you still destroy the remaining card, so “Trident Dragion” still gains 1 additional attack.
  • If “Trident Dragion” gains additional attacks, and then “Skill Drain” is activated later, it does not remove the additional attacks from “Trident Dragion.” “Trident Dragion” cannot be Special Summoned by “Wicked Rebirth” or similar cards, because they do not Synchro Summon a monster.

TRIGGERED SUMMON
  • You can choose not to Summon a monster when this card resolves.
  • You can activate this card if you have no Level 4 or lower monster in your hand.
  • You cannot activate this card if neither player has an open Monster Card Zone. You can activate this card if only 1 player has an open Monster Card Zone.
  • When this card resolves, the Turn Player Summons first, but both players’ monsters are considered to have been Summoned at the same time.
  • You can activate this card when you Special Summon "Lava Golem" to your opponent's side of the field.

TROJAN BLAST
  • You can activate “Trojan Blast” when a face-down monster shifts, such as with “Creature Swap”. But no damage will be inflicted because it was face-down.
  • You cannot activate “Trojan Blast” when a monster shifts control to become an Equip Card. So you cannot activate “Trojan Blast” when “Relinquished” or “Allure Queen” equips itself with your monster.
  • “Trojan Blast” is not a targeting effect. Select the monster when “Trojan Blast” resolves.

TROJAN GLADIATOR BEAST
  • “Bottomless Trap Hole” cannot be used in response to “Trojan Gladiator Beast” as it misses the timing, since the last thing that happened was that the player drew a card.

TRUCKROID
  • If your opponent controls one of your monsters and you destroy that monster in battle with “Truckroid”, the destroyed monster will still be equipped to “Truckroid”.

TSUKUYOMI
  • You can select "Tsukuyomi" itself as the target of "Tsukuyomi"'s effect, but not when "Tsukuyomi" was flipped face-up by an attack and destroyed by damage calculation.

TUNER CAPTURE
  • “Tuner Capture” targets the Tuner in the opponent’s Graveyard. You cannot use “Tuner Capture” on monsters that were treated as Tuners because of “Lightwave Tuning” or similar effects, as they are no longer considered Tuners in the Graveyard.

TUNER’S SCHEME
  • This card continuously targets the Synchro Monster.If you take control of a Synchro Monster with “Tuner’s Scheme” and then the monster is flipped face-down, you keep control of it, but it is no longer targeted by “Tuner’s Scheme.”
  • If your opponent uses “Brain Control” to take control of the monster you took control of with “Tuner’s Scheme” and the monster is destroyed, “Tuner’s Scheme” is destroyed as well.
  • If “Tuner’s Scheme” is removed from the field, its effect no longer applies and your opponent regains control of the Synchro Monster.

TUNINGWARE
(1) If this card is used for a Synchro Summon, you can treat it as a Level 2 monster. (2) If this card is sent to the Graveyard for a Synchro Summon, draw 1 card.
  • The (1) Unclassified Effect does not activate. It applies while this card is face-up on the field
    • Applying this effect does not start a chain.
    • This effect can be negated (by "Debris Dragon" / "Junk Synchron" / "Skill Drain").
    • If "Tuningware's" Level is changed, it can still apply this effect.
  • The (2) mandatory Trigger Effect activates & resolves in the Graveyard.
    • This effect can activate when "Eccentric Boy" uses this card as Synchro Material from the hand.
    • This effect cannot activate if the Synchro Summon is negated (by "Black Horn of Heaven").

TURBO BOOSTER
  • "Turbo Booster" can only be Special Summoned by its effect during your own Main Phases.
  • "Turbo Booster's" second effect is an Ignition Effect that you can activate during your Main Phase 2. Tributing "Turbo Booster" is a cost. This effect targets your opponent's monster.
  • If you Special Summon "Turbo Booster" during your Main Phase 2 you can still activate its second effect.

TURBO CANNON
  • This is an Ignition effect.
  • This effect targets 1 face-up monster.
    • If you target a monster with the effect of “Turbo Cannon” and control of the monster shifts to you as a result of a Chained effect, you will take damage equal to half of the target monster’s ATK.
    • If the monster targeted by “Turbo Cannon” is flipped face-down, the effect of “Turbo Cannon” will not be applied. The damage dealt by this effect is half of the current ATK of the monster on the field.
    • Destroying the target monster and inflicting damage are considered to occur at the same time. 

TURBO ROCKET
  • If “Turbo Rocket” attacks “Injection Fairy Lily” and the controller of “Injection Fairy Lily” pays 2000 Life Points to activate its effect, the damage dealt by the effect of “Turbo Rocket” will be 200 because it looks at the ATK of the monster after damage calculation is over.

TURBO SYNCHRON
(1) When this card declares an attack, you can change the attack target to Defense Position. (2) When you take Battle Damage while this card is attacking, you can Special Summon 1 monster from your hand with ATK equal to or less than the Battle Damage you took.
  • The (1) optional Trigger Effect activates & resolves on the field.
    • This effect activates at the Start of the Battle Step - Attack Declaration (like "Mirror Force").
    • This does not target the opponent's monster.
    • If "Turbo Synchron" attacks an Attack Position "Berserk Gorilla" and activates its effect, "Berserk Gorilla" is shifted to Defense Position and destroyed. A replay occurs but this effect cannot be activated again, since as the Attack Declaration timing has concluded.
  • The (2) optional Trigger Effect activates & resolves on the field.
    • This effect activates in Substep 5 - After Damage Calculation (after Battle Damage is dealt).
    • "Turbo Synchron" must be face-up on the field (not destroyed by battle) to activate this effect.
    • This effect cannot activate if "0" Battle Damage was dealt while "Waboku" applies.
    • If the Special Summoned monster has a Trigger Effects (ex: "Red Gadget"), it can activate and start another manual chain in Substep 5 - After Damage Calculation.
    • Continuous Effects of the Special Summoned monster take effect immediately.

TURBO WARRIOR
  • "Turbo Warrior's" first effect activates when the attack is declared. If it attacks a face-down Synchro Monster, "Turbo Warrior's" effect does not activate.
  • "Turbo Warrior's" effects do not target.
  • If "Turbo Warrior" attacks a Level 6 or higher Synchro Monster and an effect is chained that changes the attack target to a different monster, the new attack target monster has its ATK halved instead.

TURRET WARRIOR
  • You can Tribute a face-down Warrior for “Turret Warrior”, and it will still gain the appropriate ATK. You can Tribute a Warrior-Type Token monster to Special Summon “Turret Warrior”, or a card like “Embodiment of Apophis” that is currently a Warrior.
  • “Turret Warrior” still gains the appropriate ATK in these cases. If you Tribute a Warrior with variable ATK, like “Evil Hero Dark Gaia”, the original ATK is treated as 0 so “Turret Warrior” gains no bonus ATK.
  • Tributing a Warrior to Special Summon “Turret Warrior” is not a cost; both the Tribute and the ATK increase are part of the effect.

TUTAN MASK
  • You cannot activate "Tutan Mask" to negate a Spell or Trap Card that targets a Zombie-Type monster in the Graveyard or Deck (such as "Monster Reborn").
  • You cannot use "Tutan Mask" to negate a Spell or Trap Card that targets a face-down Zombie-Type monster.

TWILIGHT ROSE KNIGHT
  • This effect does not target.

TWIN SWORDS OF FLASHING LIGHT - TRYCE
  • Sending a card to the Graveyard is a cost.
  • If the first attack of a monster equipped with "Twin Swords of Flashing Light - Tryce" is negated by "Magic Cylinder", the monster can still perform the second attack.
  • When you declare the second attack of a monster equipped with "Twin Swords of Flashing Light - Tryce", and the "Twin Swords of Flashing Light - Tryce" is destroyed during the Battle Step with "Mystical Space Typhoon", the monster is no longer capable of performing the second attack, and a replay occurs.
  • If a monster that normally attacks twice like "Hayabusa Knight", "Gray Wing", or "Tyrant Dragon" is equipped with "Twin Swords of Flashing Light - Tryce", it doesn't get a third attack.
  • You can equip "Twin Swords of Flashing Light - Tryce" to "Injection Fairy Lily" and you can use her effect for each attack.
  • If "Twin Swords of Flashing Light - Tryce" is equipped to a monster affected by "Diffusion Wave Motion", it can only attack twice.
  • If "Dark Blade" equipped with "Kiryu" is also equipped with "Twin Swords of Flashing Light - Tryce", and attacks twice, and "Kiryu" is then "detached" with "Combination Attack", "Dark Blade" can attack 1 more time (not 2 more times).
  • If "Airknight Parshath" is equipped with "Twin Swords of Flashing Light - Tryce" and attacks twice, you can draw twice.

TWIN-BARREL DRAGON
  • "Twin-Barrel Dragon’s" effect targets 1 card your opponent controls.

TWIN-HEADED BEHEMOTH
  • The effect of this card is only activated when it is "destroyed". It will not activate if Tributed, discarded, or sent to the Graveyard.
  • When "Twin-Headed Behemoth" is Special Summoned by its own effect you can activate "Card of Safe Return" and draw 1 card.
  • When "Twin-Headed Behemoth" is Special Summoned by its own effect and is equipped with "Megamorph" it is the original ATK/DEF that is doubled or halved. (ATK 3000 / DEF 2400 if doubled, ATK 750 / DEF 600 if halved)
  • The opponent cannot activate "Bottomless Trap Hole" when "Twin-Headed Behemoth" is Special Summoned by its own effect, because its ATK is already changed to 1000 at the time of Summoning.
  • The condition that this card’s effect can only be used once per Duel cannot be reset. So if it is Special Summoned by its own effect and later removed from play, flipped face-down, returned to your hand, destroyed and Special Summoned, or shuffled into your Deck, you STILL cannot use its effect a second time.
  • If removed from play temporarily by the effect of "Dimensionhole" or "Interdimensional Matter Transporter", it will return with its original ATK/DEF, but its condition is not reset.
  • If flipped face-down, and then Flip Summoned, it will have its original ATK/DEF, but its condition is not reset.
  • If equipped to "Relinquished" and destroyed, you can use the effect of this card and it will be Special Summoned on your side of the field with ATK/DEF of 1000 points. (If you have not already used this effect once.)
  • If this card is controlled by your opponent and is destroyed, it will be Special Summoned on your side of the field with ATK/DEF of 1000 points. (If you have not already used this effect once.)
  • If "Twin-Headed Behemoth" would be Special Summoned by its own effect, but your Monster Card Zones are full, or the effect of "Scapegoat" prevents you from Summoning, it still considered that its effect was activated, and you cannot use it again in the current Duel.
  • You may still Special Summon "Twin-Headed Behemoth" with the effect of "Monster Reborn", etc. after its effect has been used once.
  • If you activate "Monster Reborn" to Special Summon "Twin-Headed Behemoth" in the turn it was destroyed, its effect has not yet been used, and it will activate the next time it is destroyed.

TWIN-SHIELD DEFENDER
  • "Twin-Shield Defender's" effect targets 1 face-up monster your opponent controls.
  • "Twin-Shield Defender" halves the current ATK of the targeted monster, including any gains and/or losses from effects.
    • Example 1: "Sangan" equipped with "Axe of Despair" has 2000 ATK. If its ATK is halved by "Twin-Shield Defender" it will have 1000 ATK.
    • Example 2: "Sangan's" original ATK is halved by "Shrink" to 500 ATK. If its ATK is halved by "Twin-Shield Defender", it will have 250 ATK.
  • If "Rush Recklessly" is activated after "Twin-Shield Defender's" effect resolves, the ATK gained from "Rush Recklessly" is not halved.
  • If "Shrink" or "Megamorph" is activated after "Twin-Shield Defender's" effect resolves, "Twin-Shield Defender's" effect disappears.
    • Example 1: If "Sangan's" ATK is halved by "Twin-Shield Defender" to 500 ATK and afterwards its original ATK is halved by "Shrink", it will have 500 ATK.
    • Example 2: If "Sangan's" ATK is halved by "Twin-Shield Defender" to 500 ATK and afterwards it is equipped with "Megamorph", it will have 500 ATK or 2000 ATK (depending on Life Points).

TWIN-SWORD MARAUDER
  • If the attacked monster was originally in Attack Position, but is changed to Defense Position before damage calculation, the effect of “Twin-Sword Marauder” will activate.

TWO THOUSAND NEEDLES
  • You destroy the attacking monster with "Two Thousand Needles"' effect at the end of the Damage Step.

TWO-MAN CELL BATTLE
  • You can chain to the Special Summoning effect of "Two-Man Cell Battle".

TWO-PRONGED ATTACK
  • "Two-Pronged Attack" targets 2 monsters you control and 1 monster your opponent controls. Destroying 2 of your monsters is not a cost.

TYPE ZERO MAGIC CRUSHER
  • Discarding 1 Spell Card is a cost to activate "Type Zero Magic Crusher's" Ignition-like effect.

TYRANNO INFINITY
  • The ATK of “Tyranno Infinity” changes according to the current number of your Dinosaur removed from play.
  • Remember that monsters removed from play go to the “removed zone” of the owner, even if controlled by the opponent, and even if they will return to the opponent’s side of the field later because of “Interdimensional Matter Transporter” or “Dimensionhole”.
  • If “Tyranno Infinity” is equipped with “Megamorph” and the number of removed from play Dinosaurs changes, first change the original ATK of “Tyranno Infinity”, and then double or halve that value to calculate its current ATK for “Megamorph”.

TYRANT DRAGON
  • The first sentence of this card’s text means that after you complete an attack with "Tyrant Dragon", if there is still a monster on the opponent’s side of the field, "Tyrant Dragon" can immediately attack again. You cannot attack with another monster in between, and then attack a second time with "Tyrant Dragon." If there are no monsters on your opponent’s side of the field after "Tyrant Dragon"’s first attack, "Tyrant Dragon" does not gain a second attack.
  • "Tyrant Dragon" cannot attack more than twice, even if there is another monster remaining on your opponent’s side of the field after the second attack.
  • "Tyrant Dragon's" first attack does not have to be the first attack of the Battle Phase. You may attack with another monster, then with "Tyrant Dragon", then again with "Tyrant Dragon" -- if the opponent still controls a monster.
  • The opponent may activate Trap Cards that target "Tyrant Dragon", but their effects will be negated and the cards destroyed.
  • When you Summon "Tyrant Dragon", the opponent can activate "Torrential Tribute" or "Bottomless Trap Hole" and destroy "Tyrant Dragon" because neither of these Trap Cards target. (However, "Trap Hole" does target and its effect will disappear if activated.)
  • When you attack with "Tyrant Dragon" the opponent can activate "Mirror Force" and all your Attack Position monsters, including "Tyrant Dragon", will be destroyed. This is because "Mirror Force" does not target.
  • You may activate "Last Turn" and select your "Tyrant Dragon" as the monster to keep, because "Last Turn" does not target.
  • When you Summon "Tyrant Dragon" the opponent can activate "Solemn Judgment" or "Horn of Heaven" to negate the Summon.
  • You can activate "Call of the Haunted" to Special Summon "Tyrant Dragon". After it resolves, "Call of the Haunted" will be destroyed and "Tyrant Dragon" will remain on the field. You must still Tribute a Dragon-Type monster to perform this Special Summon, in accordance with the text of "Tyrant Dragon".
  • If you activate "Monster Reborn" to Special Summon your opponent’s "Tyrant Dragon" in your opponent’s Graveyard, you must still Tribute a Dragon-Type monster from your side of the field. If you do not control a Dragon-Type monster, you cannot select "Tyrant Dragon" as a target for "Monster Reborn".
  • You Tribute a Dragon-Type monster when the effect that Special Summons "Tyrant Dragon" resolves, not when it activates. So if you activate "Monster Reborn" and target "Tyrant Dragon" and your opponent chains "Imperial Order" and negates "Monster Reborn" you do not Tribute a Dragon-Type monster. Likewise, if you control 1 Dragon-Type monster on the field, and activate "Monster Reborn", and your opponent chains "Ring of Destruction" to destroy your only Dragon-Type monster, you are unable to Tribute a Dragon-Type monster when "Monster Reborn" resolves and its effect disappears.
  • You may Tribute a face-down Dragon-Type monster when you Special Summon "Tyrant Dragon".
  • Even if "Tyrant Dragon" was destroyed by "Dark Balter the Terrible" or some other monster that negated the effect of "Tyrant Dragon", you must still Tribute a Dragon-Type monster if you Special Summon it because this is a condition, not an effect.

TYTANNIAL, PRINCESS OF CAMELLIAS
(1) You can Tribute 1 face-up Plant-Type monster you control to negate the activation of a Spell, Trap, or Effect Monster's effect that targets a card(s) on the field and destroy it.
  • The (1) Quick Effect activates & resolves on the field.
    • Tributing 1 face-up Plant-Type monster (even itself) you control is a cost.
    • This effect negates the activation of a Card / Effect, even in the Damage Step.
    • This effect negates the activated effect Spell / Trap Cards (ex: "Blaze Accelerator").
    • This effect cannot activate if a Card / Effect does not target (ex: "Black Rose Dragon").
    • During the Damage Step, "Tytannial, Princess of Camellias" can Tribute a Plant-Type monster that is attacking or being attacked to activate its effect. If the Plant-Type monster that is attacking or being attacked is Tributed before damage calculation, damage calculation does not occur. If the Plant-Type monster is destroyed by the battle, it cannot be Tributed to activate "Tytannial, Princess of Camellias'" effect.

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