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Individual Card Rulings [D-E]

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.
D - FORMATION
  • Placing 1 D Counter onto "D - Formation" does not start a Chain.
  • The second effect of "D - Formation" starts a Chain. It does not target.
  • You cannot activate "D-Formation's" second effect when you Special Summon a monster face-down.
  • If an effect is chained that flips the Normal or Special Summoned monster face-down, "D-Formation's" effect disappears.
  • If you have 2 or more "D-Formations" with 2 D Counters when you Normal or Special Summon a monster, you can activate the second effect of each "D-Formation".
  • If a card’s effect Special Summons multiple monsters during your Main Phase, you can activate the second effect of "D-Formation". In this case you will select which monster you will apply towards the effect when "D-Formation's" effect resolves.

D - TIME
  • If you have “A Legendary Ocean” on the field and “Elemental Hero Bubbleman” is destroyed, you can activate “D – Time” and add a Level 4 or lower monster to your hand. If “Elemental Hero Bubbleman” is returned to the hand, then you can only add a Level 3 or lower monster to your hand because the effect of “A Legendary Ocean” still applies to “Elemental Hero Bubbleman” while he’s in your hand.

D. D. CRAZY BEAST
  • "D.D. Crazy Beast's" effect is applied at the end of the Damage Step, removing the destroyed monster from play instead of sending it to the Graveyard.
  • If "D.D. Crazy Beast" attacks an Attack Position monster with the same ATK and both monsters are destroyed, "D.D. Crazy Beast's" effect is not applied.

D. D. DESIGNATOR
  • You can't activate "D. D. Designator" if you have no cards in your hand, or if "D. D. Designator" is the only card in your hand.
  • If you have your opponent's card in your hand because of "Exchange", you can remove it from play if you name a card your opponent doesn't have in his hand.
  • You declare the card name when you activate "D. D. Designator".
  • If your opponent has no cards in his hand when "D. D. Designator" resolves, the effect of "D. D. Designator" is negated.
  • You can't activate "D. D. Designator" when your opponent has no cards in his hand.
  • If you activate "D. D. Designator" and your opponent has 2 copies of the same card in hand, you (the player who activated "D. D. Designator") select which of the 2 cards is removed from play (this can be important if your opponent holds your card because of "Exchange").

D. D. DYNAMITE
  • Count the number of cards removed from play when “D. D. Dynamite” resolves, not when it is activated.

D.D. SCOUT PLANE
  • "D. D. Scout Plane"'s effect can only activate once during the same End Phase, so if a combo of "Banisher of the Light" and "King Tiger Wanghu" is set up, "D. D. Scout Plane" will only be Special Summoned once.
  • It is the OWNER of "D. D. Scout Plane" that Special Summons it. Even if your opponent controls your "D. D. Scout Plane", if it is removed from play, you get to Special Summon it.
  • If you don't have a vacant Monster Card Zone when "D. D. Scout Plane" would be Special Summoned, "D. D. Scout Plane" is destroyed and sent to the Graveyard.
  • "D. D. Scout Plane"'s effect activates whether it is removed from your hand, Deck, Graveyard, or the field.
  • If "D. D. Scout Plane" is removed from play and is face-down while out of play, such as with "Lightforce Sword" or "Different Dimension Capsule", "D. D. Scout Plane"'s effect does not activate. But if "D. D. Scout Plane" was face-down on the field, and was removed by "Nobleman of Crossout", it is placed face-up while out of play and its effect does activate.
  • If "D. D. Scout Plane" is face-down on the field while "Banisher of the Light" is in play, and "D. D. Scout Plane" is destroyed by "Raigeki Break", it is removed from play and its effect activates because it is placed face-up out of play.
  • If "D. D. Scout Plane" is destroyed by "Dark Ruler Ha Des" and then removed from play to Special Summon "Chaos Emperor Dragon - Envoy of the End", "D. D. Scout Plane"'s effect activates and it will be Special Summoned.
  • If "D. D. Scout Plane" is destroyed by "Lesser Fiend", "D. D. Scout Plane"'s effect activates and it is Special Summoned even if "Dark Ruler Ha Des" was also in play when it was destroyed.
  • If "D. D. Scout Plane" is removed during an End Phase, it is Special Summoned with its effect during that same End Phase.
  • If "D. D. Scout Plane" is removed from play and then returned to the Graveyard with "Miracle Dig" the same turn, its effect is reset and it remains in the Graveyard and is not Special Summoned.
  • If "Prohibition" was used and "D. D. Scout Plane" is prohibited, "D. D. Scout Plane" cannot be Special Summoned and remains removed from play.
  • If "D. D. Scout Plane" is removed from play with "Different Dimension Gate", "D. D. Scout Plane"'s effect activates and "D. D. Scout Plane" is Special Summoned. If "Different Dimension Gate" is later destroyed, the other removed monster is returned to the field at that time.

D.D. SURVIVOR
(1) When this card is removed from play while face-up on your side of the field, you Special Summon it during the End Phase.
  • The (1) mandatory Trigger Effect activates & resolves while this card is banished in the End Phase.
    • This effect can only be activated once per turn by each copy of "D.D. Survivor".
    • If you have no open Monster Zones when this effect resolves, this card remains banished.
    • If "D.D. Survivor's" effect is activated in the End Phase, and it is removed from play again (by "Bottomless Trap Hole", or "Torrential Tribute" while "Dimensional Fissure" is in play, etc.), its effect will activate during the next turn's End Phase [REF].
    • If this face-down card is attacked, destroyed by battle and banished (by "Macro Cosmos"): this effect cannot activate [1, 2].
  • VS. "Return from the Different Dimension": If "D.D. Survivor" is Special Summoned by Return, when it is banished during the End Phase its effect will trigger during that same End Phase.
  • VS. "Divine Wrath": If the effect of "D.D. Survivor" is negated, it remains banished (its effect doesn't activate again).

D.D. WARRIOR LADY
(1) When this card battles your opponent’s monster, after damage calculation you can remove from play the opponent’s monster and this card.
  • The (1) optional Trigger Effect activates & resolves on the field.
    • This effect activates in Substep 6 - Resolve Effects of the Damage Step.
    • Example 1: If "D.D. Warrior Lady" attacks a set Flip Effect Monster, the mandatory Flip Effect will be Chain Link 1 and "D.D. Warrior Lady’s" optional effect may be Chain Link 2.
    • Example 2: If your "D.D. Warrior Lady" attacks your opponent’s "D.D. Warrior Lady", your "D.D. Warrior Lady’s" effect may be Chain Link 1, and your opponent's may be Chain Link 2.
  • This effect can only activate if this card participated in Substep 4 - Damage Calculation.
  • This effect cannot activate if this card leaves the field before Substep 4 (by "Ehren, Lightsworn Monk").

DANDYLION
(1) When this card is sent to the Graveyard, Special Summon 2 "Fluff Tokens" (Plant-Type/WIND/Level 1/ATK 0/DEF 0) in Defense Position. (C) These Tokens cannot be Tributed for a Tribute Summon during the turn they are Special Summoned.
  • The (1) mandatory Trigger Effect always activates, even if you cannot Special Summon monsters.
    • This effect MUST Special Summon 2 "Fluff Tokens" simultaneously.
    • You cannot Special Summon only 1 Token; either Summon 2 Tokens or no Tokens.
  • This effect activates even if "Dandylion" is moved from the Graveyard during the chain.
    • Example 1: "Dandylion" is discarded as cost for "Raigeki Break" (Chain Link 1) and is removed from play by "D.D.Crow" (Chain Link 2).
    • Example 2: "Dandylion" discarded as cost for "Raigeki Break" (Chain Link 1), is targeted by "D.D. Crow" (Chain Link 2), and is Special Summoned by "Call of the Haunted" (Chain Link 3).
    • Example 3:"Dandylion" is discarded as cost for "Monster Reincarnation" and is returned to the hand by that same card.
    • Example 4: "Dandylion" is discarded as cost for "Raigeki Break" (Chain Link 1) and is returned to the Deck by "The Transmigration Prophecy" (Chain Link 2).
  • The (C) Condition only applies the turn the "Fluff Tokens" were Special Summoned.
    • You cannot Tribute Set a monster the turn these Tokens were Special Summoned.

DARK ARMED DRAGON
(C) This card cannot be Normal Summoned or Set. (S) This card cannot be Special Summoned except by having exactly 3 DARK monsters in your Graveyard. (1) You can remove from play 1 DARK monster from your Graveyard to destroy 1 card on the field.
  • The (C) Condition cannot be negated.
  • The (S) Summon Effect is the only way to Special Summon this card.
    • This card CANNOT be Special Summoned from the Graveyard (by "Call of the Haunted") or removed from play (by "Escape from the Dark Dimension"), even if properly Summoned beforehand.
    • This card can still be Special Summoned while non-DARK monsters are in your Graveyard.
  • The (1) Ignition Effect can be activated multiple times in a single turn.
    • Removing from play 1 DARK monster is a cost.
    • This effect targets 1 card on the field at activation.

DARK BRIBE
Negate the activation of an opponent's Spell or Trap Card, and destroy it. Your opponent draws 1 card.
  • This card can only respond to the activation (when it is played face-up) of a Spell / Trap Card.
  • This card cannot respond to the activated effect of a Spell / Trap Card on the field / in the Graveyard.
  • Your opponent draws a card when the effect resolves. This is not a cost.
  • You cannot activate this card if your opponent has no cards in their Deck.
  • Both parts of this card’s effect are considered to resolve at the same time.
  • If this card is Chain Link 2, the negated effect does not resolve, the Chain ends after the opponent draws.

DARK CALLING
Remove from play, from your hand or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that can only be Special Summoned with "Dark Fusion", and Special Summon that monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon with "Dark Fusion".)
  • You can remove from play monsters both in your hand or Graveyard, so you can remove from play only monsters in your Graveyard, only monsters in your hand, or monsters in your hand and Graveyard.
  • This card does not target. Fusion Materials are removed from play when this effect resolves.
    • This card/effect CANNOT be activated while "Imperial Iron Wall" prevents removing cards from play.
    • If "Imperial Iron Wall" is chained to "Dark Calling", "Dark Calling" resolves without effect.
  • "Banish, from your hand or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that can only be Special Summoned with "Dark Fusion"" and "Special Summon that monster from your Extra Deck." are not considered to happen simultaneously.
  • The Fusion Monster is treated as if it was Fusion Summoned by "Dark Fusion". The effect of "Dark Fusion" that prevents the monster from being targeted by the opponent's card effects is not applied.
  • Fusion Material substitutes (like "King of the Swamp") can be used if "Dark Calling" would Summon a monster that specifically names at least one of its Fusion Material Monsters. Fusion Material substitutes cannot be used to Fusion Monster "Evil Hero Dark Gaia" which does not specifically name any Fusion Material Monsters ("1 Fiend-Type monster + 1 Rock-Type monster"), nor can they be used to Summon a monster whose condition reads: "A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters".

DARK END DRAGON
(1) One per turn, you can have this card lose 500 ATK and DEF, and sent 1 monster your opponent controls to the Graveyard.
  • The (1) Ignition Effect activates & resolves on the field.
    • This effect targets an opponent’s (face-up / face-down) monster.
    • If the target leaves the field before this effect resolves, this card still loses 500 ATK and DEF [REF].
    • If "Dark End Dragon" cannot lose 500 ATK and DEF (it was flipped face-down / it left the field, or its ATK/DEF have been reduced): the targeted monster is not sent to the graveyard.
    • This effect cannot be activated if "Dark End Dragon" has less than 500 ATK and DEF.

DARK ERADICATOR WARLOCK
  • If a Normal Spell Card’s activation is negated (by “Magic Jammer” etc.), then no damage is dealt by “Dark Eradicator Warlock”.

DARK FACTORY OF MASS PRODUCTION
  • You select the 2 Normal Monsters when you activate "Dark Factory of Mass Production".
  • This card targets 2 monsters.
  • If your opponent chains an effect like "Disappear" to remove 1 of the 2 selected monsters from your Graveyard, you still add the remaining Normal Monster to your hand.

DARK FLARE KNIGHT
  • The "damage" referred to by "Dark Flare Knight" is Battle Damage.

DARK FUSION
Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fiend-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). The Special Summoned monster cannot be targeted by the effects of your opponent's Monsters, Spells, and Traps this turn.
  • When you Special Summon a Fiend-Type Fusion Monster with “Dark Fusion” and during the same turn control of the Fiend-Type Fusion Monster is shifted to your opponent (with “Creature Swap”, etc.), your opponent still cannot target that Fiend-Type Fusion Monster with the effects of Spell, Trap, or Monster Cards until the end of the turn, even though they now control the Fiend-Type Fusion Monster.
  • If the Fiend-Type Fusion Monster Fusion Summoned by “Dark Fusion” is sent to the Graveyard, the effect that prevents it from being targeted by the opponent’s Spell, Trap, and Monster Card effects is no longer applied.
  • If the Fiend-Type Fusion Monster Fusion Summoned by “Dark Fusion” is flipped face-down, the effect that prevents it from being targeted by the opponent’s Spell, Trap, and Monster Card effects is no longer applied.

DARK GREPHER
(S) You can discard 1 Level 5 or higher DARK monster to Special Summon this card from your hand. (1) Once per turn, you can discard 1 DARK monster to send 1 DARK monster from your Deck to the Graveyard.
  • The (S) Special Summon Effect does not start a chain.
    • Discarding a Level 5 or higher DARK monster is a cost.
    • This Summon allowed while "Macro Cosmos" is active; remove from play the discarded card.
  • The (1) Ignition Effect starts a chain.
    • Discarding 1 DARK monster is a cost.
    • This effect can be used while "Macro Cosmos" is active. The discarded DARK Monster and the DARK Monster sent from the Deck are both removed from play.

DARK HORUS
(1) Once per turn, when a Spell Card is activated during your opponent's Main Phase, you can Special Summon 1 Level 4 DARK monster from your Graveyard.
  • The (1) optional Trigger Effect activates AFTER a Spell Card's activation resolved (starting a new chain).
    • This effect CAN miss the timing if Chain Link 1 was NOT the activation of a Spell Card.
    • This effect WILL NOT trigger in response to the effect of face-up Spell Card (ex: "Black Garden").
    • This effect WILL NOT trigger if "Dark Horus" is flipped face-down before it can activate its effect.
    • This effect WILL NOT resolve if "Dark Horus" is flipped face-down before resolving its effect.

DARK HUNTER
  • If you activate "Dark Hunter's" "5 or more" effect and an effect is chained that reduces the number of DARK monsters in your Graveyard to 4 or less, "Dark Hunter's" effect still resolves.
  • While "Skill Drain" is active, all of "Dark Hunter's" effects are negated because the primary effect, "This card's effect changes depending on the number of DARK monsters in your Graveyard", is negated.

DARK ILLUSION
  • "Dark Illusion" does not target.

DARK JEROID
  • If the monster selected by "Dark Jeroid" is removed from the field by "Dimensionhole", or flipped face-down, or returned to the hand or Deck, or sent to the Graveyard, etc., the effect of "Dark Jeroid" is reset and the selected monster no longer has a lowered ATK.
  • If "Dark Jeroid" is the only monster on the field when it is Summoned, it reduces its own ATK.
  • The ATK cannot go below zero.

DARK LUCIUS LV6
  • If “Dark Lucius LV6” destroys a monster with an Ignition Effect, like “Exiled Force”, or a monster with a Trigger Effect that wouldn’t activate, like “Mysterious Puppeteer”, then “Dark Lucius LV6” did not negate their effects. So you cannot Special Summon “Dark Lucius LV8”.
  • If “Dark Lucius LV6” destroys “Sangan” while “Macro Cosmos” or “Grave Protector” is active, the effect of “Sangan” cannot activate, so it is not negated. So you cannot Special Summon “Dark Lucius LV8”.
  • If “Dark Lucius LV6” negates an opponent’s monster effect, but is then flipped face-down, you cannot Special Summon “Dark Lucius LV8”. However, if “Dark Lucius LV6” negates a monster effect, and is then temporarily removed from play with “Interdimensional Matter Transporter”, when it returns to play you can Special Summon “Dark Lucius LV8”.

DARK LUCIUS LV8
  • “Dark Lucius LV8” must be on the field in order to negate a monster’s effect and remove it from play. If “Dark Lucius LV8” is returned to the hand because of “Begone, Knave!”, it does not negate effects or remove monsters from play.
  • If “Dark Lucius LV8” destroys “D.D. Scout Plane”, it will still be Special Summoned because you cannot negate the effect of a monster that is activated while removed from play.

DARK MAGIC ATTACK
  • If you activate "Dark Magic Attack", and the "Dark Magician" is removed from the field with "Interdimensional Matter Transporter" or "Compulsory Evacuation Device", or flipped face-down with "Book of Moon", or destroyed by "Ring of Destruction", "Dark Magic Attack"'s effect still resolves.

DARK MAGIC CURTAIN
  • Paying half of your Life Points is a cost to activate “Dark Magic Curtain”.
  • If you Normal Summon, Flip Summon, or Special Summon a monster during a turn, you cannot activate “Dark Magic Curtain” during the same turn. For example, if you Normal Summon a monster during your Main Phase 1 you would not be able to activate “Dark Magic Curtain” during your Main Phase 2.
  • You can Set a monster before or after activating “Dark Magic Curtain”. However, it is not possible to Special Summon monsters face-down, using cards like “The Shallow Grave”, after activating “Dark Magic Curtain”.
  • If the effect of “Cyber Jar” activates during the same turn you activated “Dark Magic Curtain”, you will not be able to Special Summon the Level 4 or lower monsters that you pick up from “Cyber Jar’s” effect. The Level 4 or lower monsters that you pick up will be sent to the Graveyard instead of being Special Summoned.
  • If you Normal Summon, Flip Summon, or Special Summon a monster and the monster’s Summon is negated (by “Horn of Heaven”, “Solemn Judgment”, etc.), you still cannot activate “Dark Magic Curtain” during the same turn.
  • If you activate “Dark Magic Curtain” to Special Summon “Dark Magician” and later in the turn another effect would cause you to Special Summon a monster, you will not be able to Special Summon the monster. For example, your “Insect Queen” would not be able to Special Summon an “Insect Monster Token” during your End Phase.
  • When you activate “Dark Magic Curtain”, you cannot chain cards like “Call of the Haunted” or “Ultimate Offering” because you cannot Normal Summon or Special Summon during the same turn. Also, you cannot activate cards like “Premature Burial” or “Monster Reborn” after activating “Dark Magic Curtain”.
  • You do not have to pay any Life Points to activate “Dark Magic Curtain” while you have “Spell Economics” face-up on your side of the field.
  • If you Chain “Serial Spell” to “Dark Magic Curtain”, the effect that prevents you from Normal Summoning, Flip Summoning, or Special Summoning for the remainder of the turn is still applied. When “Serial Spell” resolves it will Special Summon 1 “Dark Magician” from your Deck and it will apply the Summon-restriction, so when “Dark Magic Curtain’s” effect tries to resolve its effect will disappear because you cannot Special Summon a monster.

DARK MAGICIAN OF CHAOS
  • Missing the Timing: If “Dark Magician of Chaos” is Special Summoned in the middle of a chain (if it is not the last effect in the chain to resolve), the timing will not be correct for its Optional Trigger Effect, so you do NOT return a Spell Card from your Graveyard to your hand.
  • "Dark Magician of Chaos" is NOT removed from play if it is destroyed in your hand or Deck.
  • You can Special Summon "Dark Magician of Chaos" with "Monster Reborn", and then return the "Monster Reborn" to your hand with "Dark Magician of Chaos"' effect.
  • If you Special Summon "Dark Magician of Chaos" face-down with "The Shallow Grave", its effect does not activate.
  • When "Dark Magician of Chaos" is Special Summoned with "Reasoning", his effect activates.
  • When multiple "Dark Magicians of Chaos" are Special Summoned simultaneously, all of their effects activate; the controller starts putting their effects on a chain.
  • When you Tribute Summon "Dark Magician of Chaos" with "Sangan" or "Burning Algae", those cards effects are Step 1 of the chain, and "Dark Magician of Chaos"' effect is Step 2.
  • When you Special Summon "Dark Magician of Chaos" with "Last Turn", you can activate "Dark Magician of Chaos"' effect.
  • "Dark Magician of Chaos"' effect targets 1 Spell Card in the Graveyard, so it will be negated by "Necrovalley" or "The End of Anubis".
  • The Spell Card is chosen at activation of "Dark Magician of Chaos"'s effect, so your opponent could chain "Disappear" or "Graverobber" to deny you that Spell Card.
  • If "Dark Magician of Chaos" attacks a face-down "Fiber Jar" or "Cyber Jar", the Jar is removed from play but its effect is activated.
  • If "Dark Magician of Chaos" attacks a monster with equal ATK, both monsters are removed from play.
  • When "Dark Magician of Chaos" is sent to your hand by "Penguin Soldier", it is removed from play instead.
  • When "Fiber Jar" resolves, a "Dark Magician of Chaos" on the field is removed from play instead of returning to the Deck.
  • When "Dark Magician of Chaos" is removed from play by "Interdimensional Matter Transporter", it is not returned to the field in the End Phase.
  • When a face-down "Dark Magician of Chaos" is destroyed, it is NOT removed from play.
  • If "Dark Magician of Chaos" is equipped to "Relinquished", and is destroyed, then "Dark Magician of Chaos" is removed from play. While "Dark Magician of Chaos" is equipped to "Relinquished", you cannot select "Dark Magician of Chaos" as a card to send to the Graveyard for the effect of "Emergency Provisions".
  • While "Skill Drain" is active, the first and second effects of "Dark Magician of Chaos" are negated, but the 3rd effect is not negated.

DARK MASTER - ZORC
  • Because "Dark Master - Zorc"'s effect is a Ignition Effect, you roll the die during Main Phase 1 or 2 of your turn only.
  • If you roll a 6, "Dark Master - Zorc" is also destroyed.

DARK MIMIC LV3
  • If you take control of your opponent’s "Dark Mimic LV1" with "Snatch Steal", you can send it to the Graveyard during your Standby Phase to Special Summon your "Dark Mimic LV3".
  • You can use "Level Up!" to send "Dark Mimic LV3" to the Graveyard in order to Special Summon "Dark Mimic LV1" because it is mentioned in "Dark Mimic LV3"’s card text.
  • If you use "Level Up!" and send "Dark Mimic LV1" to the Graveyard to Special Summon "Dark Mimic LV3", then "Dark Mimic LV3" was Special Summoned by the effect of "Level Up!", not by the effect of "Dark Mimic LV1". So you only draw 1 card when "Dark Mimic LV3" is sent to the Graveyard as a result of battle.
  • If "Dark Mimic LV3" is Special Summoned by the effect of "Dark Mimic LV1", and is then sent to the Graveyard and revived with "Monster Reborn", you cannot draw 2 cards for "Dark Mimic LV3" because it was Special Summoned by the effect of "Monster Reborn", not by the effect of "Dark Mimic LV1".
  • If "Dark Mimic LV3" is Special Summoned by the effect of "Dark Mimic LV1" and the opponent Summons "Tsukuyomi" to flip "Dark Mimic LV3" face-down and then attacks it, you will only draw 1 card because its effect was reset when it was flipped face-down.
  • The activation timing of "Dark Mimic LV3"’s effect when it is sent to the Graveyard (as a result of battle).
  • If your opponent takes control of your "Dark Mimic LV3" and it is sent to the Graveyard as a result of battle, the owner draws a card because its effect activates in the Graveyard.

DARK MIRROR FORCE
  • "Dark Mirror Force" doesn't stop the attack.
  • Both face-up and face-down Defense Position monsters are removed from play.
  • You can't activate "Dark Mirror Force" if your opponent doesn't have any Defense Position monsters.

DARK NECROFEAR
  • You only remove the 3 Fiend-Type monsters in your Graveyard from play when you Special Summon "Dark Necrofear" from your hand. If you successfully Special Summon it using this method, and then wish to use "Monster Reborn" to Special Summon it from the Graveyard, you do not have to remove 3 more Fiend-Type monsters from the Graveyard.
  • If "Banisher of the Light" is on the field when "Dark Necrofear" is destroyed, the "Dark Necrofear" is removed from play and does not return as an Equip Spell Card.
  • If "Imperial Order" is active when "Dark Necrofear" is destroyed while a Monster Card, it must still be equipped to your opponent’s monster, but you will not gain control of it because its effect is negated by "Imperial Order".
  • If all 5 of your Spell / Trap Card Zones are full during your End Phase of the turn "Dark Necrofear" was destroyed while a Monster Card, you cannot activate its effect, and the effect disappears.
  • If "Dark Necrofear" is destroyed, you can Special Summon it from your Graveyard with "Monster Reborn", "Premature Burial", etc. before your End Phase, and its effect will be reset.
  • If this card was discarded from your hand by an opponent’s card effect, such as "Confiscation" it does not become an Equip Spell Card during the End Phase, since it was not destroyed.
  • If the Special Summoning of "Dark Necrofear" is negated and "Dark Necrofear" is destroyed by the effect of "Solemn Judgment" or "Horn of Heaven", it will become an Equip Spell Card during the End Phase.
  • "Tailor of the Fickle" or "Collected Power" can be used to move "Dark Necrofear" from one monster to another after it is an Equip Spell Card. "Fairy’s Hand Mirror" or "Shift" cannot be used when "Dark Necrofear" first becomes an Equip Spell Card and is equipped to your opponent’s monster.
  • If it is destroyed by your opponent’s "Harpie’s Feather Duster", "Dust Tornado", etc. while it is an Equip Spell Card, "Dark Necrofear" will NOT return during the End Phase since it was NOT destroyed while a Monster Card.
  • If your "Dark Necrofear" is destroyed on your opponent’s side of the field, by either player’s card effect, it will not activate during the End Phase. It must be on your side of the field and sent to your Graveyard when it is destroyed for its effect to activate.

DARK NEPHTHYS
  • "Dark Nephthys'" first effect is an Ignition Effect. Removing DARK monsters from play is a cost.
  • You can activate "Dark Nephthys'" first effect while "Banisher of the Light" or "Macro Cosmos" is face-up, but "Dark Nephthys" will be removed from play.
  • "Dark Nephthys" effect to Special Summon itself starts a Chain.
  • The owner of "Dark Nephthys" Special Summons it, even if their opponent activated its first effect.
  • "Dark Nephthys'" third effect activates whenever it is Special Summoned, including by another card's effect. It is not optional.

DARK PALADIN
  • "Dark Paladin" cannot be Special Summoned, EXCEPT by Fusion Summon. So you cannot Special Summon "Dark Paladin" using "Monster Reborn", etc., even if he was properly Summoned before. You cannot Special Summon "Dark Paladin" using "Magical Scientist", etc.
  • You can use "substitute" Fusion Material Monsters such as "Goddess With the Third Eye", etc. to Fusion Summon "Dark Paladin".
  • "Dark Paladin"'s Spell-negating effect is a Quick Effect, so it can be activated during your opponent's turn.
  • You can activate "Dark Paladin"'s Spell-negating effect multiple times in the same chain.
  • "Dark Paladin's" Spell-negating effect can be chained to.
  • If you activate "Dark Paladin's" Spell-negating effect, and your opponent chains "Ring of Destruction" to destroy "Dark Paladin", the Spell Card is still negated even though "Dark Paladin" is destroyed.
  • If you activate "Dark Paladin's" Spell-negating effect, and your opponent chains "Book of Moon" to flip "Dark Paladin" face-down, the Spell Card is still negated even though "Dark Paladin" is face-down.
  • "Dark Paladin's" +500 ATK effect is a Continuous Effect. While "Skill Drain" is active, the effects of "Dark Paladin" are negated.

DARK ROOM OF NIGHTMARE
  • A cost is not damage so this card’s effect does not apply against "Chain Energy", or costs for "Imperial Order", etc.

DARK RULER HA DES
(C) This card cannot be Special Summoned from the Graveyard. (1) Negate the effects of Effect Monsters destroyed by battle with Fiend-Type monsters you control.
  • The (C) Condition cannot be negated.
    • "Dark Ruler Ha Des" cannot be Special Summoned face-down by "The Shallow Grave".
    • "Dark Ruler Ha Des" can be Special Summoned by "Return from the Different Dimension".
  • The (1) Continuous Effect does not activate. It also applies to Ha Des.
    • This effect CANNOT be negated by "Divine Wrath", but CAN be negated by "Skill Drain".
    • This effect does not apply if "Zombie World" changes to your Fiend-Types into Zombie-Types.
  • Monster destroyed by battle are marked for destruction at the end of Damage Calculation.
    • Effects that activate in Substep 5 - After Damage Calculation are negated.
    • Effects that activate in Substep 6 - Resolve Effects are negated (ex: "Ryko, Lightsworn Hunter" and "D.D. Warrior Lady").
    • Effects that activate in Substep 7 - End of the Damage Step are negated (ex: "Mystic Tomato").
    • Effects that activate in the Graveyard are negated; such as "Treeborn Frog", "Plaguespreader Zombie", "Sinister Serpent". The negation is reset if these cards are removed from the Graveyard.
    • This effect does not affect monsters destroyed as substitutes such as "Six Samurai" monsters, or if "Relinquished" would be destroyed by battle while equipped with "Sangan".
  • If your "Dark Ruler Ha Des" or other Fiend-Type monster destroys "Tyrant Dragon" as a result of battle, a Dragon-Type monster must still be Tributed when "Tyrant Dragon" is Special Summoned from the Graveyard. This is because Tributing a Dragon-Type monster is a condition on the Summoning of the card; it is not part of the effect. For the same reason, if a Spirit Monster is destroyed by a Fiend-Type monster when "Dark Ruler Ha Des" is on the field, it still cannot be Special Summoned from the Graveyard. Also if two "Dark Ruler Ha Des" destroy each other in battle, neither can be Special Summoned from the Graveyard.

DARK SCORPION - MEANAE THE THORN
  • You can use "Meanae the Thorn"'s effect to add a Monster, Spell, or Trap Card to your hand that includes "Dark Scorpion" in its name, including "Mustering of the Dark Scorpions" and "Dark Scorpion Combination".

DARK SCORPION COMBINATION
  • When you use "Dark Scorpion Combination", each Dark Scorpion's card effects are also activated when they attack your opponent directly.
  • When you attack with "Dark Scorpion Combination", the Battle Damage is 400 points for each Dark Scorpion, even if their ATK's are changed by some Equip Spell Card, Field Spell Card, "Rush Recklessly", etc. (exception: "Rod of the Mind's Eye" will adjust the damage to become 1000 points).
  • Dark Scorpions that are Summoned after "Dark Scorpion Combination" resolves cannot attack directly using its effect.
  • When you activate "Dark Scorpion Combination", all the Dark Scorpion cards listed on the text must be face-up on the field.
  • If your opponent has a monster equipped with "Ring of Magnetism", you must attack that monster if you attack, even if using "Dark Scorpion Combination".
  • "Waboku" will prevent your Dark Scorpions from inflicting Battle Damage, even if you use "Dark Scorpion Combination".

DARK SIMORGH
(1) While this card is face-up on the field its Attribute is also treated as WIND. (2) You can remove from play 1 DARK monster and 1 WIND monster from your Graveyard to Special Summon this card from your hand. (3) You can remove from play 1 DARK monster and 1 WIND monster from your hand to Special Summon this card from your Graveyard. (4) Your opponent cannot Set any cards on the field.
  • You can Normal Summon “Dark Simorgh.”
  • The (1) Continuous Effect applies only while "Dark Simorgh" is face-up.
    • This effect does not apply in the Graveyard.
    • “Ally of Justice Catastor” will destroy “Dark Simorgh”, as "Dark Simorgh" is also treated as WIND.
    • This effect will cause "Dark Simorgh" to be sent to the Graveyard while "Gozen Match" applies.
  • The (2) Ignition Effect activates & resolves in the hand.
    • Removing from play 1 DARK monster + 1 WIND monster in your Graveyard is a cost.
  • The (3) Ignition Effect activates & resolves in the Graveyard.
    • Removing from play 1 DARK monster + 1 WIND monster in your hand is a cost.
    • If this card is not in your Graveyard when this effect resolves, it is not Special Summoned.
  • The (4) Continuous Effect does not activate.
    • Your opponent cannot Set cards by manual player action (ex: place a Spell face-down) [REF].
    • Your opponent cannot Special Summoning monsters face-down (ex: "The Shallow Grave") [REF].
    • Your opponent cannot Set cards by card effect (ex: “Book of Moon”, "Scrap Iron Scarecrow") [REF].
    • If your opponent activates “Scrap-Iron Scarecrow” when you attack with “Dark Simorgh” the attack will be negated, but “Scrap-Iron Scarecrow” will go to the Graveyard because it cannot be Set.
    • If “Call of the Haunted” is Chained to the activation of “The Shallow Grave” and “Dark Simorgh” is Special Summoned as a result, the controller of “Dark Simorgh” will Special Summon a monster with “The Shallow Grave” but the opponent will not.

DARK SNAKE SYNDROME
  • If you have multiple copies of "Dark Snake Syndrome", the effects are cumulative.
  • Both players take damage during the Standby Phase of the controller of the "Dark Snake Syndrome".
  • If "Imperial Order" is active, you still increase the damage from turn to turn for "Dark Snake Syndrome" even though no damage is dealt.

DARK SPIDER
  • This effect targets.

DARK SPIRIT ART - GREED
  • Tributing 1 DARK Monster is a cost to activate "Dark Spirit Art -Greed". You can Tribute a face-down DARK Monster.
  • The opponent reveals the Spell Card from their hand when "Dark Spirit Art - Greed" is resolved, if they want to negate its effect.

DARK SPIRIT OF THE SILENT
  • If your opponent has only 1 monster on the field you cannot activate this card.
  • If a monster that has already attacked, or a monster targeted with the effect of "Spellbinding Circle" or "Nightmare Wheel" is targeted with the effect of "Dark Spirit of the Silent" that monster still attacks.
  • If "Zombyra the Dark" is selected with "Dark Spirit of the Silent" and you have no monsters, "Zombyra the Dark" may attack directly.
  • If "Hayabusa Knight" or "Mataza the Zapper" is selected with "Dark Spirit of the Silent" it only attacks once, but it may then attack twice per its own effect during the same Battle Phase.
  • Monsters that have a cost to attack such as "Dark Elf" that are selected with "Dark Spirit of the Silent" do not need to have their costs paid to attack.
  • If "Dark Spirit of the Silent" selects a face-up Defense Position "Crass Clown" as a target, the effect of "Crass Clown" activates when it is changed to Attack Position.

DARK STRIKE FIGHTER
  • Compute damage based on the monster’s Level while it was on the field, not its level in the Graveyard or removed zone.
    • This means you can Tribute “Embodiment of Apophis” or “Zoma the Spirit” to do 800 damage.
  • If you Tribute a face-down monster, compute damage based on the monster’s original Level printed on the card. Tributing a monster is a cost.

DARK TINKER
(1) When this card you control is sent to the Graveyard, look at the top card of your Deck. Return that card to either the top or the bottom of the Deck.
  • The (1) Trigger Effect is mandatory.
    • This effect only activates when it is sent from your side of the field to your Graveyard.
    • This effect does not activate if “Dark Tinker” is sent to your Graveyard under your opponent's control.

DARK VALKYRIA
  • While "Dark Valkyria" is an Effect Monster, you can place Spell Counters onto it with other card effects, like "Pitch-Black Power Stone" and "Apprentice Magician."
  • If "Dark Valkyria" is treated as an Effect Monster due to the effect of “Superalloy Beast Raptinus” and has a Spell Counter when "Superalloy Beast Raptinus" is removed from the field, the Spell Counter is removed because "Dark Valkyria" is changed to a Normal Monster. If "Dark Valkyria" becomes an Effect Monster again afterwards, its effect can be used once more.

DARK VERGER
  • This is a Trigger Effect that activates in the Graveyard. You can Special Summon multiple “Dark Vergers” at the same time in response to 1 Normal Summon of a Plant-Type Tuner.

DARK WORLD GRIMOIRE
  • "Dark World Grimoire's" effect starts a Chain. It targets the discarded Monster Card that is selected.

DARK WORLD LIGHTNING
  • The card targeted by “Dark World Lightning” must be face-down when “Dark World Lightning” resolves in order to be destroyed. If you target a face-down Spell or Trap Card, and the opponent activates it in a chain, then it will not be destroyed by “Dark World Lightning”. If you target a face-down monster, and it is flipped up in a chain by a card effect before “Dark World Lighting” resolves, the monster is not destroyed.
  • If you do not destroy the targeted face-down card with the effect of “Dark World Lightning” (such as if it is face-up as resolution, or if it is destroyed by another effect first), you do NOT discard 1 card from your hand.
  • You cannot activate this card if you have no other cards in your hand. If an effect is chained to “Dark World Lightning” that makes you discard all the cards in your hand, then the face-down target of “Dark World Lightning” will still be destroyed, even though you cannot discard 1 card.
  • Discarding 1 card is part of the effect of “Dark World Lightning”, it is not a cost. (So you can use it to activate the effects of “Dark World” monsters, for example.)

"DARK WORLD" monsters (“Beiige, Vanguard of Dark World”, “Broww, Huntsman of Dark World”, “Sillva, Warlord of Dark World” and “Goldd, Wu-Lord of Dark World”).
(1) If this card is discarded from the hand to the Graveyard by a card effect, [perform action 1]. (1) If this card is discarded from the hand to the Graveyard by an opponent’s card effect, [perform action 2].
  • These effects will not miss timing, they are mandatory effects.
    • If discarded by a card effect in the middle of a chain, or in the middle of a card effect like “Dragged Down into the Grave”, these effects will activate after the current chain resolves.
  • "Dark World" monsters only meet their trigger condition when they are 'discarded' to the Graveyard.
  • These effects activate in the Graveyard, so “Skill Drain” will not negate their effects.
  • These effects can activate in the Damage Step, if discarded by the effect “Don Zaloog”.
  • "Dark World" monsters DO NOT activate when:
    • discarded as a cost. They only activate when discarded by [resolving a] card effect.
    • they are removed from play instead of going to the Graveyard (by "Dimensional Fissure").
    • they are 'sent' (as opposed to 'discarded') to the Graveyard by a card effect.
  • The (1) Trigger Effect of a "Dark World" monster discarded by your card effect produces a single Chain Link which would [perform action 1].
  • If the (1) Trigger Effect is activated when discarded by the effect of an opponent’s card, both parts of the effect resolves in a single chain link.
    • If “Divine Wrath” is chained to these effects, it will negate both parts.

DARKBISHOP ARCHFIEND
  • When you have another Archfiend that can roll a die and "Darkbishop Archfiend", and the other Archfiend is targeted, you get to roll both dice, and you can choose which one to roll first.

DARKBLAZE DRAGON
  • "Darkblaze Dragon's" effect doubles its original ATK and DEF to create a new current ATK and DEF.
  • "Darkblaze Dragon's" effect that doubles it original ATK and DEF to create a new current ATK and DEF disappears when "Darkblaze Dragon" is removed from the field or flipped face-down.
  • If "Skill Drain" is face-up on the field when "Darkblaze Dragon" is Special Summoned from the Graveyard, or if "Skill Drain" is activated after "Darkblaze Dragon" is Special Summoned from the Graveyard, "Skill Drain" will negate "Darkblaze Dragon's" effect that doubles its original ATK and DEF to create a new current ATK and DEF. If "Skill Drain" is later negated or removed from the field, the original ATK and DEF are not doubled again.
  • If "Darkblaze Dragon" has its original ATK and DEF doubled to create a new current ATK and DEF and "Shrink" is used on the “Darkblaze Dragon”, the current ATK of "Darkblaze Dragon" becomes half of its original ATK. (its ATK would be 600 and its DEF would be 2000)

DARK-EYES ILLUSIONIST
  • You can select a face-down monster.
  • When a face-down "Dark-Eyes Illusionist" is attacked and destroyed, its effect does not activate.
  • If "Royal Command" is actived after "Dark-Eyes Illusionist's" effect resolves, "Dark-Eyes Illusionist's" effect is negated.

DARKLORD NURSE REFICULE (original name: Nurse Reficule the Fallen One)
(1) Any effect that would cause your opponent to gain Life Points instead inflicts the same amount of damage to your opponent.
  • The (1) Continuous Effect does not activate, it applies when the effect resolves.
    • This deals Effect Damage, and is not the same as losing Life Points (ex: "Immortal of Thunder").
    • This effect will not apply while "Skill Drain" negates this card's effect.
    • "Nurse Reficule" must be face-up on the field to apply this effect.
    • This effect does not stack. Two copies of "Nurse Reficule" will NOT cause "Upstart Goblin" to inflict 2000 points of Damage, it only converts the 1000 Life Point gain into 1000 points of damage [REF].
  • VS. "Prime Material Dragon": if both "Nurse Reficule" and "Prime Material Dragon" are on the field when Player A's "Upstart Goblin" resolves, Player B will gain 1000 Life Points (gains / damage happen normally) [REF].
    • These rules apply similarly to "Bad Reaction to Simochi".

DARKNESS APPROACHES
(1) Discard 2 cards from your hand. Select 1 face-up monster and flip it face-down, but do not change its battle position.
  • Discarding 2 cards is a cost. A monster is targeted at activation.
  • If an Attack Position monster is targeted, it is flipped into face-down Attack Position.
    • A face-down Attack Position monster can be Flip Summoned in face-up Attack Position.
    • If a face-down Attack Position monster is attacked, it is flipped into face-up Attack Position.
    • A face-down Attack Position monster cannot declare an attack.

DARKSEA FLOAT
  • This effect will activate even if this card is destroyed by a card effect while face-down.

DARKSEA RESCUE
  • If the Synchro Summon is negated, you do not draw 1 card.

DAWNBREAK GARDNA
  • If "Dawnbreak Gardna" gains DEF from "The Reliable Guardian", etc. and then is Normal Summoned again, the DEF increase is recalculated after applying its new original DEF.

DEBRIS DRAGON
(1) When this card is Normal Summoned, you can Special Summon 1 monster with 500 or less ATK from your Graveyard in Attack Position. That monster’s effect(s) is negated. (C) This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Dragon-Type Synchro Monster. (C) The other Synchro Material Monster(s) cannot be Level 4.
  • The (1) optional Trigger Effect follows a "When... you can" structure and can miss the timing.
    • This effect targets the monster in the Graveyard, and will be negated by "Necrovalley".
    • The Summoned monster can still activate its effect(s) to pay costs (ex: "Lonefire Blossom"), but it will resolve without effect.
  • This card has two (C) Conditions (Rule Effects) which CANNOT be negated.

DECAYED COMMANDER
  • "Decayed Commander"'s card-discarding effect only activates when "Decayed Commander" attacks directly AND deals 1 or more points of Battle Damage to the opponent, so if the opponent uses "Kuriboh" or "Waboku" then "Decayed Commander"'s effect does not activate.
  • "Decayed Commander" does not activate its card-discarding effect if destroyed with "Ring of Destruction", or if it attacks a face-down monster while equipped with "Fairy Meteor Crush", or due to reflect damage from "Relinquished", etc.

DECK DEVASTATION VIRUS
Tribute 1 DARK monster with an ATK of 2000 points or more on your side of the field. (1) Check all monsters on your opponent's side of the field, your opponent's hand, and all cards he/she draws (until the end of your opponent's 3rd turn after this card's activation), and destroy all monsters with an ATK of 1500 or less.
  • This card's cost requires that the monster have 2000 or more ATK while on the field.
    • You can Tribute a face-down DARK monster with 2000 ATK (ex: "Fusilier Dragon, the Dual-Mode Beast" is Set without Tribute).
    • An opponent's face-down monster targeted by "Soul Exchange" cannot be Tributed.
  • The (1) Effect applies a Lingering Effect to the Duel. The lingering effect does not start a chain.
    • You only check the cards on the field and in the hand when "Deck Devastation Virus" is resolved.
    • If you draw a Monster Card(s) with 1500 ATK or less (ex: "D.D. Crow") in your Draw Phase, it is destroyed immediately and cannot chain its effect (because this does not start a Chain).
    • If you draw a Monster Card(s) by card effect (ex: "Allure of Darkness"), resolve that effect first, then destroy any monsters with 1500 ATK or less drawn.
    • Monsters in the hand / face-down with "?" ATK are treated as having 0 ATK for this effect [1, 2].
    • If "Night Assailant" in your hand is destroyed by this effect, its effect will activate.
    • Only cards drawn are checked until the end of your opponent's third End Phase.
    • If "Deck Devastation Virus" is activated on your turn, the "first turn" lasts until the end of your opponent’s next turn.
  • After "Deck Devastation Virus" has resolved, it will NOT destroy monsters with <1500 ATK that:
    • are Summoned (ex: "Mist Archfiend", "Stronghold the Moving Fortress", "Goat Tokens" Special Summoned by "Scapegoat").
    • are added to the hand (by "Reinforcement of the Army", "Monster Reincarnation").
    • you gain control of from your opponent (by "Brain Control", "Creature Swap").
  • VS. "Exodia the Forbidden One":
    • If you use two "Backup Soldier" to return all 4 limbs to your hand (they will not be destroyed since they were not drawn), and on your next turn you draw "Exodia the Forbidden One", you win the game before "Exodia the Forbidden One" is destroyed by "Deck Devastation Virus".
  • VS. "Starlight Road": 
    • You CAN activate this card if at least two face-up monsters would be destroyed.
    • You CANNOT activate this card if your two monsters that would be destroyed are face-down.
  • VS. "My Body as a Shield": 
    • You CAN activate this card if at least one face-up monster you control would be destroyed.
    • You CANNOT activate this card if your monster(s) that would be destroyed is face-down.

DECK LOCKDOWN
  • Destroying "Deck Lockdown" during the Standby Phase does not start a Chain.
  • Monsters can be Special Summoned from the Extra Deck while “Deck Lockdown” is active.
  • "Reinforcement of the Army", the effect of "Green Gadget", etc. cannot be activated while "Deck Lockdown" is active.
  • If "Sangan" is sent from the field to the Graveyard while "Deck Lockdown" is active, its effect will start a Chain but its effect will disappear when it resolves.
  • "Crystal Seer's" effect can activate while "Deck Lockdown" is active, but the card you would add to your hand is sent to the Graveyard instead.

DECOY DRAGON
  • "Decoy Dragon's" effect is activated during the Battle Step when it is selected as the target for your opponent's attacking monster.
  • "Decoy Dragon's" effect does not cause a replay.
  • "Decoy Dragon" must be face-up at the time it is declared as the target of your opponent's attacking monster or its effect will not activate.
  • If you have a "Decoy Dragon" equipped with "Ring of Magnetism" and your opponent's monster declares an attack against it, the effect of "Decoy Dragon" is still activated and your opponent's attacking monster must still battle with the Level 7 or higher Dragon-Type monster that you Special Summon from your Graveyard.
  • If the Level 7 or higher Dragon-Type monster has an effect that activates when it is Special Summoned, the effect will begin a new Chain after it is Special Summoned by "Decoy Dragon". Example: If you Special Summon "Felgrand Dragon" by using "Decoy Dragon's" effect, the effect of "Felgrand Dragon" will activate and it will be able to gain ATK.

DEDICATION THROUGH LIGHT AND DARKNESS
  • "Dedication through Light and Darkness" does not target.
  • You select the "Dark Magician of Chaos" you wish to Special Summon when you resolve "Dedication through Light and Darkness", not when you activate it.
  • You can Tribute a face-down "Dark Magician" to activate "Dedication through Light and Darkness".

DEEPSEA WARRIOR
  • If you take control of your opponent's face-down "Deepsea Warrior" 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 "Deepsea Warrior" with "Premature Burial", when "Premature Burial" is destroyed while "Umi" is face-up on the field "Deepsea Warrior" is not destroyed.
  • If a Spell Card is activated that would destroy a face-up "Umi" and a face-up "Deepsea Warrior" simultaneously, "Umi" is destroyed but "Deepsea Warrior" is not.
  • If your opponent has "Messenger of Peace" or "Swords of Revealing Light" face-up on their side of the field, "Deepsea Warrior" 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 "Deepsea Warrior" 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 "Deepsea Warrior" 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 "Deepsea Warrior" if "Umi" is face-up on the field.
  • If you control your opponent's "Deepsea Warrior" with "Snatch Steal" and "Umi" is activated, "Deepsea Warrior" returns to your opponent. During your opponent's Standby Phases they will still gain 1000 Life Points.

DEFENSE DRAW
  • You cannot activate "Defense Draw" if you will not receive Battle Damage from the attack.
  • You cannot activate "Defense Draw" if there are no cards left in your Deck.
  • You cannot activate "Defense Draw" while your opponent controls a face-up "Protector of the Sanctuary".

DE-FUSION
  • Special Summoning the Fusion Material Monsters is an option. So you may use "De-Fusion" to return a Fusion Monster to its owner’s Extra Deck even if you have only 1 or none of the appropriate Fusion Material Monsters in your Graveyard.
  • If you have only 1 of the Fusion Material Monsters in your Graveyard you cannot Special Summon it.
  • You may use "De-Fusion" to Special Summon "Goddess with the Third Eye" or "King of the Swamps" if it was used as a Fusion Material Monster for the Fusion Monster selected with "De-Fusion".
  • After you attack with a Fusion Monster, you may activate "De-Fusion" in the End Step of the Battle Phase to Special Summon the appropriate Fusion Material Monsters and attack with them in the same Battle Phase.
  • If you activate "De-Fusion" and select a Fusion Monster that was Special Summoned by "Magical Scientist" or "Metamorphosis" you can return the Fusion Monster to the owner’s Extra Deck, but cannot Special Summon any Fusion Material Monsters since none were used.

DEKOICHI THE BATTLECHANTED LOCOMOTIVE
  • The effect of "Dekoichi the Battlechanted Locomotive" will include any of your opponent’s "Bokoichi the Freightening Car" that you control on your side of the field.
  • The number of "Bokoichi the Freightening Car" on your side of the field is counted when this card’s effect resolves. That means if it is flipped, and the opponent chains "Ring of Destruction" to destroy the only "Bokoichi the Freightening Car" on your side of the field, you only draw 1 card.

DELINQUENT DUO
  • This card may be activated if your opponent has only 1 card in his/her hand.

DELTA ATTACKER
  • After activating "Delta Attacker", you have 3 different monsters with the same name, "Delta Attacker" still only applies to the 3 monsters of the same name you had when you activated "Delta Attacker".
  • If 1 of the 3 monsters is removed from the field, "Delta Attacker"'s effect still applies to the other 2.
  • If "Non-Spellcasting Area" is activated after "Delta Attacker", the effect of "Delta Attacker" is negated.

DELTA CROW - ANTI REVERSE
  • You cannot activate “Delta Crow – Anti Reverse” from your hand if you control 4 or 5 “Blackwing” monsters.
  • If you control exactly 3 “Blackwing” monsters, you can activate “Delta Crow – Anti Reverse” from your hand during your turn or during your opponent’s turn.
  • The number of “Blackwing” monsters on the field is only an activation requirement. If the number of Blackwings is no longer correct when “Delta Crow – Anti Reverse” resolves, its effect is still applied. “Delta Crow – Anti Reverse” only destroys face-down Spell and Trap Cards. If those cards are chained in response, they are not destroyed.

DEMISE OF THE LAND
  • The activated Field Spell Card does not start a Chain.

DEMISE, KING OF ARMAGEDDON
(C) This card can only be Ritual Summoned with the Ritual Spell Card, "End of the World". (1) You can pay 2000 Life Points to destroy all cards on the field, except this card.
  • The (C) Summoning Condition common to Ritual Monsters at the time is poorly worded.
    • This card CAN be Ritual Summoned by "Advanced Ritual Art" or "Contract with the Abyss".
  • The (1) Ignition Effect can be used many times in the same turn.
    • This effect does not target.
    • Paying 2000 Life Points is a cost.
    • If "Book of Moon" is chained to flip Demise face-down, he is still not destroyed by his effect.

DEMOTION
  • A monster's Level cannot go below 1. You can equip 2 "Demotions" to a monster to reduce its Level by 4.

DEPTH AMULET
  • Discarding a card and negating the attack are considered to happen simultaneously.
  • Discarding 1 card is not a cost. It is part of the resolution of the effect. If your opponent’s 3rd End Phase after the activation of “Depth Amulet” is skipped for whatever reason, “Depth Amulet” will remain face-up on the field. You can only activate the effect of “Depth Amulet” once for each attack that is declared. You can flip “Depth Amulet” at any time.
  • You can only activate its effect when your opponent’s monster declares an attack.
  • You can flip “Depth Amulet” and activate its effect in the same Chain Link.
  • “Depth Amulet” targets the attacking monster.

DES COUNTERBLOW
  • "Des Counterblow"'s effect does NOT target.
  • The monster is destroyed after damage calculation.

DES CROAKING
  • The need for 3 “Des Frogs” is only a condition of activation. If an effect is chained that removes 1 of the 3 “Des Frogs”, the effect of “Des Croaking” still resolves normally.

DES DENDLE
(1) Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Vampire Orchis" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. (2) While equipped to a monster by this card's effect, each time the equipped monster destroys 1 of your opponent's monsters, Special Summon 1 "Wicked Plant Token" (Plant-Type/EARTH/1 Star/ATK 800/DEF 800). (C) (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

DES FERAL IMP
  • "Des Feral Imp"'s effect targets a card in the Graveyard.

DES FROG
  • The effect of “Des Frog” is a Trigger Effect that can be chained to. It activates when “Des Frog” is Tribute Summoned successfully.
  • Count the number of “T.A.D.P.O.L.E.(s)” when you resolve this effect, not when it activates.
  • If you activate the effect of “Des Frog” but have no “Des Frogs” in your hand or Deck, your opponent can check to confirm.

DES KANGAROO
  • If "Hyper Hammerhead" attacks "Des Kangaroo" in Defense Position, their effects form a chain; "Hyper Hammerhead" is Step 1 because it is the turn player's effect, and "Des Kangaroo" is Step 2. "Des Kangaroo" resolves first and destroys "Hyper Hammerhead", then "Hyper Hammerhead" resolves and "Des Kangaroo" is returned to the owner's hand.

DES KOALA
  • You can chain "Barrel Behind the Door" to "Des Koala"'s Flip Effect.

DES WOMBAT
  • “Des Wombat” even protects you against damage from your own card effects, like “Dark Snake Syndrome” or “Ring of Destruction”.
  • “Des Wombat” even protects you against card effects where the damage is undecided at activation, like “Dice Jar”.
  • “Des Wombat” will protect you against the effect damage of “Graverobber”.
  • If your only “Des Wombat” is destroyed by “Judgment of Anubis” or “Ring of Destruction”, it is no longer on the field so it will not protect you against the damage from these card effects.

DESCENDING LOST STAR
  • This card targets 1 Synchro Monster in your Graveyard. If the Synchro Monster is flipped face-down while on the field, all effects of “Descending Lost Star” are wiped. The monster’s effects are re-applied, its Level and DEF are restored, and its battle position can be changed.
  • Effects like “Chorus of Sanctuary” can increase the DEF of the monster above 0.
  • Descending Lost Star” only negates effects that apply or activate on the field.
    • If the Synchro Monster has an effect that activates off the field, that effect is still applied.

DESERT PROTECTOR
  • You can destroy 1 “Desert Protector” to save multiple Insects that would be destroyed at the same time, such as with “Nobleman-Eater Bug”.
  • You can only use 1 “Desert Protector” at a time; if 1 or more Insects are about to be destroyed, you can only destroy 1 “Desert Protector”.
  • If “Desert Protector” and your Insect(s) would be destroyed at the same time, you cannot use “Desert Protector” to save the Insect(s). 

DESERT SUNLIGHT
  • If you have a face-up Flip Effect monster, you can activate “Desert Sunlight”, and chain “Book of Moon”, another "Desert Sunlight", and another "Book of Moon". When the chain resolves, you will flip the monster down, then up, then down, then back up. The Flip Effect activates twice, and they wait to create a new chain after the current one resolves. For example, if the Flip Effect monster is “Morphing Jar”, its effect will activate twice in a chain, as Chain Link 1 and Chain Link 2, they resolve in reverse order, and both players will discard and draw 5 cards, then discard and draw 5 cards again.

DESERT TWISTER
  • This card’s effect to destroy 1 Spell or Trap Card on the field targets.

DESERTAPIR
  • You cannot select any "Desertapir" with "Desertapir"'s effect.
  • If you have "Destruction Punch" and "Desertapir" is attacked by a monster with ATK lower than "Desertapir"'s effect, and "Desertapir"'s effect flips the attacking monster face-down, the effect of "Destruction Punch" is applied and the attacking monster is destroyed.
  • If "Mystical Knight of Jackal" or "Ghost Knight of Jackal" attacks, and is flipped face-down by "Desertapir", the attacking monster is no longer face-up when "Desertapir" is sent to the Graveyard (which is when their effects activate), so their effects do not apply to "Desertapir".

DESPAIR FROM THE DARK
  • "Despair from the Dark" can be Normal Summoned.
  • Only the owner of "Despair from the Dark" can use its effect, because it has to be sent from your hand to your Graveyard.
  • When you discard "Despair from the Dark" with "Painful Choice", "Despair from the Dark"'s effect does not activate because it was your own card effect that caused it.
  • If "Despair from the Dark" is sent to the Graveyard during a card effect's resolution, or during a chain, activate "Despair from the Dark"'s effect after the current effect or chain has resolved.
  • If "Despair from the Dark" is sent to the Graveyard by "Last Turn"'s effect, "Despair from the Dark" is Special Summoned to the field before the attack of "Last Turn" happens.

DESROOK ARCHFIEND
  • Missing the Timing: Because "Desrook Archfiend"'s effect is optional, the "Terrorking Archfiend" being sent to the Graveyard has to be the very last thing that happened in order for you to activate "Desrook Archfiend"'s effect. You cannot activate "Desrook Archfiend"'s effect in the middle of a chain, such as if "Pot of Greed" was activated and "Ring of Destruction" was chained to destroy "Terrorking Archfiend" and send him to the Graveyard in the middle of the chain.
  • You can activate "Desrook Archfiend"'s effect when a face-down "Terrorking Archfiend" is destroyed and sent to the Graveyard by a card effect.
  • "Desrook Archfiend" is a Quick Effect and can be activated during your opponent's turn, and even during the Damage Step.
  • When you control your opponent's "Terrorking Archfiend" with "Change of Heart", and it is destroyed, you can activate "Desrook Archfiend" from your hand to Special Summon the "Terrorking Archfiend" back to your side of the field.
  • While "Pandemonium" is active, and you have "Desrook Archfiend" in your hand, and your "Terrorking Archfiend" is destroyed while on the field, "Pandemonium" is Step 1 of a chain , but you can use "Desrook Archfiend" as Step 2 of the chain. Then you would get to Special Summon the "Terrorking Archfiend" and select a Level 3 or lower Archfiend from your Deck.

DESTINY BOARD
  • The "proper order" in the text of "Destiny Board" means the order the Spirit Messages are placed on the field, not the order that they occupy your Spell and Trap Card Zones. So if you read your Zones from left to right as N-F-A-I-L, it is okay as long as they came on the field in the order of F-I-N-A-L.
  • If you have two copies of "Destiny Board" on the field you may place two Spirit Messages from your hand or Deck onto the field but you cannot place the fifth one until one of your two "Destiny Boards" is removed from the field.
  • If all of your Spell and Trap Card Zones are occupied during your opponent’s End Phase, you cannot use the effect of "Destiny Board" that turn.
  • If your "Destiny Board" or any of your Spirit Messages is destroyed or removed from the field, all your remaining Spirit Messages and "Destiny Boards" on the field are destroyed. If your opponent has any, they are not destroyed.
  • If "Imperial Order" is active on the field it will not stop the effect of "Destiny Board" to place Spirit Messages on the field, nor will it stop a player who completes the message from declaring victory.
  • If "Jinzo" or "Royal Decree" is on the field, "Destiny Board’s effect will be negated and you cannot place a Spirit Message on the field. Also if one of the Spirit Messages or "Destiny Board" is destroyed while "Jinzo" or "Royal Decree" is on the field, the others will NOT be destroyed. If "Jinzo" is destroyed in the End Phase you may activate "Destiny Board"’s effect afterwards.
  • "Cold Wave" will prevent the effect of "Destiny Board" to bring a Spirit Message to the field for the turn "Cold Wave" is activated.
  • The placing of a Spirit Message on the field by the effect of "Destiny Board" cannot be negated with "Magic Jammer", "Magic Drain", "Solemn Judgment", etc.
  • If you have a Spirit Message in your hand you cannot activate it, they can only be placed on the field by the effect of "Destiny Board" during your opponent’s End Phase.

DESTINY END DRAGOON*
(C) A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters. (1) Once per turn, you can destroy 1 monster your opponent controls and inflict damage to your opponent equal to its ATK. If you activate this effect you cannot conduct your Battle Phase this turn. (2) During your Standby Phase, if this card is in your Graveyard you can remove from play 1 "Destiny Hero" card from your Graveyard to Special Summon this card.
  • The (C) Condition cannot be negated.
    • If this card is Fusion Summoned, the Fusion Material Monsters must be correct.
    • Once Fusion Summoned, Dragoon can be Summoned from the Graveyard / removed from play.
    • This card can be Special Summoned by "Summoner of Illusions" / "Metamorphosis", but it cannot be Special Summoned from the Graveyard / removed from play if it leaves the field.
  • The (1) Ignition Effect activates & resolves on the field.
    • This effect targets the opponent's (face-up / face-down) monster.
    • Destroying the target and inflicting effect damage occurs simultaneously.
    • Damage dealt when a face-up target is destroyed is equal to that monster's ATK while on the field.
    • Damage dealt when a face-down target is destroyed is "0".
    • If the target leaves the field, no damage is inflicted.
  • The (2) Trigger Effect activates & resolves in the Graveyard.
    • Removing 1 "Destiny Hero" card from play is a cost.
    • This effect does not target a card in the Graveyard. It is not negated by "Necrovalley".
    • If this effect (or its activation) is negated by "Royal Oppression" (or "Divine Wrath"), this effect can be activated again during the same Standby Phase [REF].
  • (*) 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 this erratum are essential to authentic Edison Format play.

DESTINY HERO - CAPTAIN TENACIOUS
  • This effect does not activate when your “Destiny Hero” monster is destroyed. This effect activates during your Standby Phase, so “Destiny Hero - Captain Tenacious” must be face-up on your side of the field at that time to Special Summon the “Destiny Hero” monster.
  • "Destiny Hero - Captain Tenacious" must be on your side of the field when the other "Destiny Hero" monster you control is destroyed by battle, and must remain on your side of the field until your following Standby Phase. If it is removed from the field or Special Summoned after the other "Destiny Hero" monster you control is destroyed by battle, you cannot activate its effect in your following Standby Phase.
  • This effect is a Trigger Effect that can be chained to.
  • If “Skill Drain” is active during the Standby Phase when this effect resolves, this effect will be negated, even if “Skill Drain” was activated after your “Destiny Hero” monster was destroyed.
  • “Divine Wrath” can be chained to “Destiny Hero – Captain Tenacious’s” effect when it activates during your Standby Phase.
  • Each “Destiny Hero – Captain Tenacious” can Special Summon 1 monster during your Standby Phase, so if you have 2 “Destiny Hero – Captain Tenacious” face-up on the field and 2 “Destiny Hero” monsters in your Graveyard that were destroyed as a result of battle since your last Standby Phase, you can activate and resolve their effects one at a time.

DESTINY HERO - DASHER
(1) Once per turn, by Tributing 1 monster, this card gains 1000 ATK until the end of this turn. (2) If this card attacks, it is changed to Defense Position at the end of the Battle Phase. (3) While this card is in the Graveyard, one time only, when you draw a Monster Card during your Draw Phase you can show it to your opponent and Special Summon it.
  • The (1) Ignition Effect Tributes 1 monster you control as cost.
    • If "Soul Exchange" targeted your opponent's monster, you can Tribute it for this effect.
    • You cannot Tribute more than 1 monster by this effect.
    • Dasher CANNOT Tribute itself for this effect.
  • The (2) Continuous Effect does not activate, it applies at the end of the Battle Phase.
  • The (3) optional Trigger Effect follows a "When... you can" structure and can miss the timing.
    • This effect starts a chain by revealing the drawn Monster Card.
    • Dasher must be in the Graveyard in order to activate this effect, but not to resolve it.
    • If this effect / activation is negated, it CANNOT be used again until Dasher leaves the Graveyard.
    • This effect can activate if the last thing to happen was a card being drawn by an effect (ex: "Reload", "Heard of the Underdog") during your Draw Phase.
    • If you draw 2+ monsters simultaneously (by "Reload") while 2 copies of Dasher are in your Graveyard: you may activate both in a chain.
    • VS. "Drastic Drop Off": Your turn player priority allows Dasher's effect to be Chain Link 1. However, your opponent can chain "Drastic Drop Off" to discard the Monster Card you drew.

DESTINY HERO - DEFENDER
  • "Destiny Hero - Defender's" effect is a Trigger Effect.
  • If an effect is chained that flips "Destiny Hero - Defender" face-down or removes it from the field, its effect disappears.

DESTINY HERO - DEPARTED
  • When "Destiny Hero - Departed" is sent to the Graveyard to pay a cost, it is not removed from play.
  • "Destiny Hero - Departed's" first effect is a Trigger Effect. It is not optional.
  • "Destiny Hero - Departed's" effect is not activated while "King Tiger Wanghu" is face-up on the field because an infinite loop would result. If "Destiny Hero - Departed's" ATK would become greater than 1400 when Special Summoned, because of another card's effect, it is Special Summoned.

DESTINY HERO - DIAMOND DUDE
(1) Once per turn, you can reveal the top card of your Deck. If it is a Normal Spell Card, send it to the Graveyard and you can activate its effect during the Main Phase of your next turn. If the card is not a Normal Spell Card, place it on the bottom of your Deck.
  • The (1) Ignition Effect has no cost. The top card of the Deck is revealed as the effect resolves.
  • The effect of the revealed Normal Spell Card can be activated during your next turn's Main Phase even if Diamond Dude leaves the field.
  • That Normal Spell Card MUST still be in your Graveyard in order to activate its effect, starting a chain.
  • The Normal Spell Card itself is NOT being activated (played face-up), only its effect.
    • Effects that target will select a legal target(s) (ex: a face-up monster for "Brain Control").
    • Activation costs are bypassed (ex: discarding a Level 8 monster for "Trade-in").
    • General Activation requirements are bypassed (ex: controlling a face-up "Blue-Eyes White Dragon" in order to activate "Burst Stream of Destruction").
    • Timing Activation requirements cannot be bypassed. "Curse of Fiend" can only be activated during the Standby Phase, and thus its effect cannot be activated by Diamond Dude. "Cold Wave's" effect can be activated so long as it is the first action you take in the Main Phase 1 [REF].
    • Conditions are not applied (ex: the player may only activate one "Instant Fusion" per turn).
  • VS. "Gold Sarcophagus": You can remove from play 1 card in your Deck, but it will not be added to your hand since "Gold Sarcophagus" itself was never activated (played face-up), only its effect.
  • VS. "Different Dimension Capsule": You can remove from play face-down 1 card in your Deck, but it will not be added to your hand since "Different Dimension Capsule" did not destroy itself by its own effect.

DESTINY HERO - DOGMA
  • “Destiny Hero – Dogma” needs to be on the field during your opponent’s next Standby Phase for his effect to activate.

DESTINY HERO - DOOM LORD
(1) Once per turn, if this card is in face-up Attack Position, you can remove from play 1 monster your opponent controls. (C) If you use this effect, you cannot declare an attack this turn, and the removed monster will be returned to the opponent's side of the field in the same battle position during your second Standby Phase after activation.
  • The (1) Ignition Effect targets a monster.
    • Doom Lord must remain in face-up Attack Position for this effect to resolve.
    • The target can be face-up or face-down. A face-down monster removed by this effect will remain face-down while removed from play and none of its effects will activate.
    • This effect cannot be activated the turn you declared an attack, even if the attack was negated.
    • If you have both “Destiny Hero – Doom Lord” and “Berserk Gorilla” face-up on the field you can still activate “Doom Lord’s” effect. “Berserk Gorilla” will not be able to attack that turn.
  • The (C) Condition cannot be negated.
    • If all 5 of your opponent’s Monster Card Zones are full when the removed monster would return to play, it is destroyed (by game mechanic) and sent to the Graveyard.
    • Returning the monster to play does not start a chain. The effect will resolve and the monster will return to play during your 2nd Standby Phase even if “Destiny Hero – Doom Lord” is not on the field.
    • If your 2nd Standby Phase is skipped (by “Solomon’s Lawbook”), the monster will never return.
    • You can activate this effect even if your Battle Phase skipped by a card effect like “Soul Exchange”.

DESTINY HERO - DOUBLE DUDE
  • This card’s effect activates in the Graveyard. If “Destiny Hero – Double Dude” is removed from play its effect will not activate.
  • If “Destiny Hero – Double Dude” is destroyed and sent to the Graveyard while in the hand or Deck his effect still activates, and you can Special Summon the 2 “Double Dude Tokens”. He could be destroyed in the hand or Deck by effects like “Neo-Spacian Aqua Dolphin” or “Chain Destruction”.

DESTINY HERO - DREAD SERVANT
  • "Destiny Hero - Dread Servant's" second effect targets 1 Spell or Trap Card you control.

DESTINY HERO - DREADMASTER
  • “Destiny Hero – Dreadmaster’s” second sentence is applied if he is Special Summoned by any method, not just by the effect of “Clock Tower Prison”.
  • “Destiny Hero – Dreadmaster’s” first effect (to destroy your non-“Destiny Hero” monsters and Special Summon 2 “Destiny Hero” monsters) is a Trigger Effect and his other effects are Continuous Effects.
  • Destroying all your non-“Destiny Hero” monsters and Special Summoning 2 “Destiny Hero” monsters is resolved in the same chain link. Even if you have no monsters that will be destroyed you still get to Special Summon 2 “Destiny Hero” monsters.
  • If you have any face-down “Destiny Hero” monsters, they will be destroyed, because their names cannot be confirmed.

DESTINY HERO - FEAR MONGER
  • This card's effect targets 1 "Destiny Hero" monster in your Graveyard, when it activates during your Standby Phase.

DESTINY HERO - MALICIOUS
(1) You can remove from play this card from your Graveyard to Special Summon 1 "Destiny Hero - Malicious" from your Deck.
  • The (1) Ignition Effect activates & resolves in the Graveyard.
    • Banishing this card is a cost. This effect cannot activate while "Necrovalley" is in play.
    • If there are no open Monster Card Zones when this effect resolves, the second copy of "Destiny Hero - Malicious" cannot be Special Summoned. It is destroyed and sent to the Graveyard.

DESTINY HERO - PLASMA
(C) This card cannot be Normal Summoned or Set. (S) This card cannot be Special Summoned except by Tributing 3 monsters you control. (1) Once per turn, select your opponent's monster and equip it to this card (you can only equip 1 monster at a time to this card). (2) This card gains equal to half of the ATK of the equipped monster. (3) While this card is face-up on the field, negate all the effect of face-up effect monster your opponent controls.
  • The (C) Condition cannot be negated.
    • This means you cannot Special Summon "Destiny Hero - Plasma" by "Call of the Haunted".
  • The (S) Summon Effect is the only way to Special Summon this card.
    • This card cannot be Special Summoned from the Graveyard / removed from play, even if it was properly Summoned first.
  • The (1) Ignition Effect targets 1 monster (face-up or face-down) on your opponent's field.
    • A face-down monster equipped by this effect is treated as having 0 ATK.
    • If Plasma is flipped face-down / leaves the field (ex: "Book of Moon" / "Karma Cut") before this effect resolves, this effect still applies and sends the target to the Graveyard [REF].
  • The (2) Continuous Effect applies while "Destiny Hero - Plasma" is face-up on the field.
    • This effect can be negated by "Skill Drain", but not by "Divine Wrath" because it does not activate.
  • The (3) Continuous Effect applies while "Destiny Hero - Plasma" is face-up on the field.
    • This effect can be negated by "Skill Drain", but not by "Divine Wrath" because it does not activate.
    • This negates the effects of monsters that are face-up when their effects resolve.
    • This does not negate the effect if the monster is flipped face-down / leaves the field.

DESTRUCTION CYCLONE
  • This card’s effect will destroy “Elemental Mistress Doriado”.

DESTRUCTION JAMMER
  • "Destruction Jammer" cannot be chained to effects that may or may not destroy a monster, like "Acid Trap Hole", "Blowback Dragon", "Magical Dimension", "Reign-Beaux, Overlord of Dark World", "Snipe Hunter", etc.
  • "Destruction Jammer" cannot be chained to the activation of the Ignition-like effect of a Continuous Spell or Trap Card (like "Skull Lair", etc.).
  • "Destruction Jammer" cannot be chained when "Premature Burial" or "Call of the Haunted" is activated because they do not destroy a monster card at that time, nor can it be chained when the Special Summoned monster is destroyed.
  • "Destruction Jammer" can be chained when "Light and Darkness Dragon's" effect to Special Summon a monster is activated, but not if the owner of "Light and Darkness Dragon" has no monsters on their side of the field.

DESTRUCTION OF DESTINY
  • Sending 3 cards from the top of your Deck to the Graveyard is part of the effect of “Destruction of Destiny”. It is not a cost.
  • If “Macro Cosmos” is on the field the 3 cards will be removed from play, but you will still take damage for any Spell or Trap Cards.
  • You cannot activate “Destruction of Destiny” if you have less than 3 cards in your Deck.
  • All the damage is dealt in a single sum. So if you send 3 Spell or Trap Cards you take 3000 damage, not 1000 damage three times.

DESTRUCTION POTION
  • This targets 1 monster you control. If your opponent takes control of the targeted monster, it is still destroyed and you gain Life Points. Destroying the monster and gaining Life Points happen at the same time. You gain Life Points equal to the monster’s ATK on the field. If you target a face-down monster you gain no Life Points.

DESTRUCTION PUNCH
  • If your opponent attacks your Defense Position "Wall of Illusion" with an ATK that is lower than "Wall of Illusion's" DEF, the monster is returned to your opponent's hand before the end of the Damage Step and it is not destroyed.

DESTRUCTION RING
  • If the monster targeted by "Destruction Ring" is destroyed in a chain before "Destruction Ring" resolves, then the monster was not destroyed by "Destruction Ring'"s effect and no damage is inflicted.

DESTRUCTIVE DRAW
  • If multiple copies of “Destructive Draw” are in play, a player can draw 1 card for each if they have no cards in their hand at the start of their Draw Phase (after conducting their normal draw).
  • This card’s effect to draw a card starts a Chain.
  • This card’s effect to inflict damage when it is removed from the field does not start a Chain.
  • You must have no cards in your hand when you enter your Draw Phase to use this card's effect. Even if you discard your hand before you draw (due to the effect of "Hino-Kagu-Tsuchi", etc.), you cannot use this card's effect.

DESTRUCTOTRON
  • "Destructotron's" first effect is a Trigger Effect and starts a Chain.
  • Paying 1000 Life Points is a cost. This effect targets 1 of your opponent's face-down Spell or Trap Cards.

DE-SYNCHRO
  • "De-Synchro" targets 1 face-up Synchro Monster.
  • If a Synchro Material Monster used in the Synchro Summon is removed from the Graveyard, it cannot be Special Summoned with "De-Synchro", even if it is returned to the Graveyard.

DIABOLOS, KING OF THE ABYSS
  • If this card is Normal Summoned face-down, the monsters Tributed must still be DARK.
  • You cannot select this card as a card to be Tributed for a card's effect, like "Ectoplasmer".
  • If this card is targeted by "Soul Exchange", it can be Tributed for a Tribute Summon. It is still considered to be Tributed for the Summon, not by the effect of "Soul Exchange".
  • This card's effect "This card cannot be Tributed by a card's effect." only applies while it is face-up on the field. It can be Tributed for a card's effect if face-down on the field, or from the hand for a Ritual Spell Card.
  • This card's effect to look at the top card of your opponent's Deck starts a Chain, before their normal draw in the Draw Phase.
  • Only the controller of "Diabolos, King of the Abyss" can look at the top card of the opponent's Deck with this effect. The opponent does not get to see the card.
  • This card's effect to look at the top card of the opponent's Deck can only be activated 1 time during the Draw Phase.

DIAMOND-DUST CYCLONE
  • If you have 1 card remaining in your Deck and you activate “Diamond-Dust Cyclone”, selecting a monster with 8 Fog Counters, when the selected monster is destroyed you will lose the Duel because you have to draw 2 cards but you only have 1 card remaining in your Deck.
  • “Diamond-Dust Cyclone” cannot be activated while there are no cards remaining in your Deck.
  • If “Diamond-Dust Cyclone” fails to destroy the selected monster (because the monster was removed from the field, etc.), you will not draw card(s) from your Deck.
  • If you select a monster with “Diamond-Dust Cyclone” and the selected monster is flipped face-down in chain, the monster will still be destroyed but you will not draw any card(s) because the Fog Counters are removed when the selected monster is flipped face-down.

DICE RE-ROLL
  • You activate "Dice Re-Roll" before you activate the effect which will let you roll a die. Then you can use the effect of "Dice Re-Roll" once during the turn in which you activated it. When you resolve the effect, you negate the result of a die roll and roll again.
  • You can use a "Dice Re-Roll" to re-roll a die roll for an Archfiend.
  • You can use a "Dice Re-Roll" to re-roll a die roll during the Damage Step.
  • If you negate "Roulette Barrel"'s die roll, you negate both rolls and must roll twice again.

DICE TRY!
  • "Dice Try!" cannot be chained to the Ignition-like effects of Continuous Spell or Trap Cards.

DIFFERENT DIMENSION CAPSULE
  • If "Different Dimension Capsule" is destroyed with "Heavy Storm", etc., the card removed from play remains removed from play for the rest of the Duel.
  • If "Imperial Order" is activated, count the Standby Phases normally for "Different Dimension Capsule". If "Imperial Order" is active during the 2nd Standby Phase, you cannot add the removed card to your hand and "Different Dimension Capsule" stays on the field meaninglessly, and the removed card remains removed from play for the rest of the Duel.
  • If "Imperial Order" is chained to the activation of "Different Dimension Capsule", then the effect of selecting a card from your Deck disappears and "Different Dimension Capsule" is destroyed.

DIFFERENT DIMENSION DRAGON
  • "Different Dimension Dragon" cannot be destroyed by "Fissure", "Mirror Force", etc. Also, if "Different Dimension Dragon" is your only monster on your side of the field, your opponent cannot activate effects like "Fissure", "Mirror Force", "Raigeki", etc.
  • "Different Dimension Dragon" can be destroyed while in your hand or Deck with "Chain Destruction".
  • If "Different Dimension Dragon" is face-down, it can be destroyed by "Raigeki" and similar non-targeting cards.

DIFFERENT DIMENSION GATE
  • You select the monsters when you activate "Different Dimension Gate".
  • If one player has no monsters on the field, you cannot activate "Different Dimension Gate".
  • The controller of "Different Dimension Gate" selects both monsters.
  • A monster removed with "Different Dimension Gate" doesn't take up a Monster Zone, but if there are no vacant Monster Zones when it returns to play, it is sent to the Graveyard.
  • If a face-down monster is selected for this effect, it will remain face-down while removed from play. So if a face-down “D.D. Scout Plane” is removed from play with this card, its effect will not activate.
  • When a monster removed with "Different Dimension Gate" is sent to the Graveyard with "Miracle Dig", the monster won't return to the field when "Different Dimension Gate" is destroyed, but the other monster removed with "Different Dimension Gate" will still return to the field.
  • When a Spirit Monster is removed with "Different Dimension Gate", if it returns to play after the turn it was Summoned or Flip Summoned, it doesn't go back to the owner's hand.
  • When "Different Dimension Gate" is removed from the field, but not destroyed, because of "Giant Trunade" or "Emergency Provisions", the removed monsters cannot be returned to play.
  • When your opponent's monster on your side of the field that you control with "Change of Heart" or "Snatch Steal" is removed with "Different Dimension Gate", it returns to your side of the field when "Different Dimension Gate" is destroyed, and then immediately returns to your opponent's side of the field.
  • You can select a Monster Token when you activate "Different Dimension Gate", but the token is taken off the field.
  • If your opponent chains "Ring of Destruction" to your "Different Dimension Gate", only the surviving monster is removed from play and returns when "Different Dimension Gate" is destroyed.
  • When a Fusion Monster that was Special Summoned with "Summoner of Illusions" or "Magical Scientist" is removed from play with "Different Dimension Gate", it is not destroyed or returned to the Extra Deck when it returns to the field, and it no longer has "Magical Scientist’s” restriction that prevents it from attacking your opponent's Life Points directly.
  • When you select "Guardian Kay'est" or "The Legendary Fisherman" as a target of "Different Dimension" gate, only the other monster is removed and returns to the field when "Different Dimension Gate" is destroyed.
  • You can only use "Different Dimension Gate’s” effect when it is activated, even though it is a Continuous Spell Card.

DIFFUSION WAVE-MOTION
  • You cannot activate "Diffusion Wave-Motion" during Main Phase 2, or if you cannot conduct your Battle Phase this turn (if you activated "Soul Exchange", etc.), or if there are no monsters on your opponent's side of the field, or if your opponent has "Swords of Revealing Light", or if your opponent controls 2 "Marauding Captains" (or appropriate monsters with "Raregold Armor", etc.).
  • You cannot use "Diffusion Wave-Motion" and select a Level 7 Spellcaster-Type monster that was Summoned this turn with "Tribute Doll" because it cannot attack that turn due to "Tribute Doll"'s effect.
  • After you activate "Diffusion Wave-Motion", if all monsters on your opponent's side of the field are destroyed (with "Raigeki", etc.) then your selected Level 7 Spellcaster-Type monster can attack your opponent's Life Points directly.
  • When you activate "Diffusion Wave-Motion", and your opponent chains "Ring of Destruction" to destroy your selected Level 7 Spellcaster-Type monster, the effect of "Diffusion Wave-Motion" is negated and your other monsters can attack normally that turn. But, if your opponent activates "Ring of Destruction" AFTER "Diffusion Wave-Motion" resolves (with no chain), and the selected Level 7 Spellcaster-Type monster is destroyed, your other monsters CANNOT attack.
  • If your opponent activates "Amazoness Archers" when your selected Level 7 Spellcaster-Type monster attacks, only the Level 7 Spellcaster-Type monster can attack because of "Diffusion Wave-Motion"'s effect, so your other monsters do not attack, but the -500 ATK effect of "Amazoness Archers" is still applied to all of your monsters.
  • If you Special Summon a monster during the Battle Phase after having activated "Diffusion Wave-Motion" (such as with "De-Fusion" or "Call of the Haunted"), that monster cannot attack because "Diffusion Wave-Motion"'s effect prevents all monsters other than the selected Level 7 Spellcaster-Type monster from attacking.
  • Your Level 7 Spellcaster-Type monster selected with "Diffusion Wave-Motion" must attack each monster on your opponent's side of the field, 1 at a time.
  • After destroying all of your opponent's monsters, your Level 7 Spellcaster-Type monster cannot then attack your opponent's Life Points directly.
  • If your Level 7 Spellcaster-Type monster selected with "Diffusion Wave-Motion" has 1 of its attacks negated by "Magic Cylinder", that attack is negated but your Level 7 Spellcaster-Type monster still attacks everything else.
  • If your Level 7 Spellcaster-Type monster equipped with "Twin Swords of Flashing Light-Tryce" is selected with "Diffusion Wave-Motion", if it has attacked 2 different monsters using "Diffusion Wave-Motion"'s effect, it no longer gets the second attack from "Twin Swords of Flashing Light-Tryce"'s effect because it has already attacked twice.
  • If an opponent's monster is equipped with "Ring of Magnetism", your Level 7 Spellcaster-Type monster selected with "Diffusion Wave-Motion" must attack that monster. If the monster equipped with "Ring of Magnetism" is not destroyed (such as if it is also equipped with "Heart of Clear Water"), you cannot attack any of your opponent's other monsters.
  • If you activate "Diffusion Wave-Motion", and your opponent activates "Staunch Defender", only the Level 7 Spellcaster-Type monster can attack, and it must attack the target of "Staunch Defender", and it cannot attack any other monsters.
  • When a Level 7 Spellcaster-Type monster selected with "Diffusion Wave-Motion" attacks "Amazoness Fighter" or "Amazoness Swordswoman", their effects are still applied normally at damage calculation.
  • You can activate "Injection Fairy Lily"'s effect when she is attacked by a Level 7 Spellcaster-Type monster selected with "Diffusion Wave-Motion" because her effect is applied during damage calculation.
  • When a Level 7 Spellcaster-Type monster selected with "Diffusion Wave-Motion" attacks "Spirit Reaper" or "Kisetai", it cannot destroy "Spirit Reaper" or "Kisetai" (so "Kisetai"'s effect is not negated).
  • A Level 7 Spellcaster-Type monster selected with "Diffusion Wave-Motion" will negate: the Flip Effects of a monster it destroys as a result of battle, or the effects of "Giant Rat", "Sangan", "Dark Necrofear", "Sinister Serpent", "D. D. Warrior Lady", "Wall of Illusion", "Helpoemer", "Marie the Fallen One", etc.

DIMENSION DISTORTION
  • Your Graveyard only has to be empty when you activate "Dimension Distortion", so if an effect is chained that puts a card in your Graveyard, "Dimension Distortion" still resolves.
  • "Dimension Distortion" can only Special Summon a monster that is face-up while removed from play (cannot Special Summon a monster removed with "Lightforce Sword" or "Different Dimension Capsule").
  • "Dimension Distortion" can Special Summon "Dark Ruler Ha Des".
  • When a "Special Summon-only" monster is removed, without returning to the hand or Deck, after it is Special Summoned properly, it can be Special Summoned by "Dimension Distortion".

DIMENSION EXPLOSION
Return 1 face-up Fusion Monster you control to the Fusion Deck. (1) Both players select up to 2 of their monsters that are removed from play, and Special Summon them.
  • Returning 1 face-up Fusion Monster you control to the Extra Deck is a cost.
  • This card targets removed from play monsters for both players.
  • This card CANNOT be activated unless both players have at least 1 removed from play monster.
  • This card CANNOT be activated unless both players have at least 1 open Monster Card Zone.

DIMENSION FORTRESS WEAPON
  • Costs cannot be paid while “Dimension Fortress Weapon” is on the field, if the cost is to send cards from the Deck to the Graveyard. So “Card Trooper” and “Celestia, Lightsworn Angel” cannot activate their effects.
    • In general, Lightsworn monsters can activate their effects while “Dimension Fortress Weapon” is on the field, but cards are not sent from the Deck to the Graveyard afterwards.
    • If “Ryko, Lightsworn Hunter” is flipped face-up while “Dimension Fortress Weapon” is on the field, you can destroy 1 card with its effect, but no cards are sent from the Deck to the Graveyard after that. “Solar Recharge” cannot be activated while “Dimension Fortress Weapon” is on the field.
    • If “Solar Recharge” is activated and “Dimension Fortress Weapon” is Summoned in a chain, draw 2 cards, but do not send 2 cards from the Deck to the Graveyard after that.
  • If a card needs to be sent from the Deck to the Graveyard because of a card combination that renders the usual resolution impossible, that card is still sent to the Graveyard even if “Dimension Fortress Weapon” is on the field.
    • Example #1: If “Dimension Fortress Weapon” is on the field and you activate “Conscription”, and pick up a monster that could be Normal Summoned, but your Monster Card Zones are full, the monster is sent to the Graveyard.
    • Example #2: The same is true for extra monsters from “Enchanting Fitting Room” that cannot be Summoned due to lack of available Monster Card Zones.
    • Example #3: “Crystal Seer” is flipped face-up while “Thunder King Rai-Oh” is on the field. “Reasoning” and “Monster Gate” cannot be activated while “Dimension Fortress Weapon” is on the field. If their effects were activated and “Dimension Fortress Weapon” was Summoned in a chain, their effects are not applied. “Null and Void” cannot be activated while “Dimension Fortress Weapon” is on the field.
  • If “Null and Void” is activated, and “Dimension Fortress Weapon” is Summoned in a chain, add the drawn cards to the hand after both players see them.
  • “Destiny Hero – Diamond Dude” cannot activate its effect while “Dimension Fortress Weapon” is on the field. If its effect is activated and “Dimension Fortress Weapon” is Summoned in a chain, the effect is not applied (do not check the top card of the Deck).
  • “Future Fusion” cannot be activated while “Dimension Fortress Weapon” is on the field. If “Future Fusion” is activated, and “Dimension Fortress Weapon” is Summoned in a chain, the effect of “Future Fusion” is not applied, no monsters are sent to the Graveyard, no Fusion Monster is Special Summoned, and “Future Fusion” remains on the field meaninglessly.
  • If “Magical Merchant” is flipped face-up while “Dimension Fortress Weapon” is on the field, its effect is not applied.
  • If “Chain Destruction” is activated while “Dimension Fortress Weapon” is on the field, copies of the monster in the player’s hand are destroyed, but not copies in their Deck.
  • If “Spell Vanishing” is activated while “Dimension Fortress Weapon” is on the field, check the opponent’s hand and Deck, and send copies of the Spell Card in their hand to the Graveyard, but not the copies from their Deck.

DIMENSION FUSION
  • "Dimension Fusion" cannot Special Summon a "Special Summon-only" monster, like a Ritual Monster or "Chaos Emperor Dragon - Envoy of the End", unless it was properly summoned first.
  • You cannot activate "Dimension Fusion" when neither player has a monster removed from play; at least 1 player must have at least 1 monster removed from play for you to activate it.
  • "Dimension Fusion" does not target.
  • You can use "Dimension Fusion" to Special Summon a monster removed from play with "Different Dimension Gate".
  • You cannot use "Dimension Fusion" to Special Summon a monster that was removed from play and kept face-down, like with "Lightforce Sword" or "Different Dimension Capsule".
  • If you take control of your opponent's monster, and it is removed from play while on your side of the field with "Dimensionhole", when "Dimension Fusion" resolves the monster is Special Summoned to the player's side of the field who controlled the monster when it was removed.
  • Dimension Fusion can Special Summon "Dark Ruler Ha Des" or "Helpoemer".
  • You can activate "Bottomless Trap Hole" after monsters are Summoned with "Dimension Fusion"; "Bottomless Trap Hole" destroys the Summoned monsters on your opponent's side of the field, and your Summoned monsters are not destroyed.

DIMENSION JAR
  • This card should say "FLIP: Both players can remove from play up to 3 cards from their opponent's Graveyard.", not "up to 3 monsters".
  • You can use "Dimension Jar's" effect for zero to three cards, so even if your opponent has less than 3 cards in his Graveyard you can still use "Dimension Jar's" effect.
  • When "Kycoo the Ghost Destroyer" is on the field and "Dimension Jar" is activated, the controller of "Kycoo the Ghost Destroyer" can remove their opponent's cards in the Graveyard from play.

DIMENSION WALL
  • The effect of “Dimension Wall” is applied during damage calculation and cannot be chained to.
  • If your opponent already activated “Waboku” this turn, then they cannot take battle damage, so you cannot activate “Dimension Wall”. However, you can chain “Dimension Wall” to “Waboku” if the timing is appropriate.
  • If “Don Zaloog” attacks and “Dimension Wall” is used, neither player gets the effect of “Don Zaloog”.
  • “Dimension Wall” is not an effect that targets.

DIMENSIONAL ALCHEMIST
(1) Once per turn, you can remove from play the top card of your Deck; this card gains 500 ATK until the End Phase. (2) When this card is destroyed and sent from your side of the field to the Graveyard, you can select 1 of your removed from play monsters and return it to your hand.
  • The (1) Ignition Effect resolves even if "Dimensional Alchemist" is flipped face-down / leaves the field.
    • Remove from play the top card of your Deck when the effect resolves, NOT as a cost [REF1, REF2].
    • The card is removed from play face-up, and "Dimensional Alchemist" simultaneously gains 500 ATK.
  • The (2) Optional "When [...] you can" Trigger Effect can miss the timing.
    • This effect can activate in Substep 7 - End of the Damage Step when it is sent to the Graveyard.
    • This effect can activate when the last thing to happen in Chain Link 1 was this card's destruction.
    • This effect cannot activate if this card was destroyed as Chain Link 2+.
    • This effect cannot activate if this card was removed from play, it must be sent to the Graveyard.

DIMENSIONAL FISSURE
(1) Any monster sent to the Graveyard is removed from play instead.
  • The (1) Continuous-like Effect only affects Monster Cards that would be sent to the Graveyard.
    • Face-down monsters that would be sent to the Graveyard are also removed from play.
    • Cards/effects whose cost send/discard a monster(s) 'to the Graveyard' CANNOT activate.
      • Examples: "Herald of Orange Light", "Card Trooper", and "Jowgen the Spiritualist".
    • Cards/effects whose cost send/discard a monster(s) CAN activate.
      • Example: "Magic Jammer", "Dark Grepher".
    • Cards/effects that send/discard a monster(s) 'to the Graveyard' at resolution CAN activate.
      • Examples: "Foolish Burial", "Blaze Accelerator", and "Needlebug Nest".
  • VS. "Archlord Kristya": If a face-up Kristya would be sent from the field to the Graveyard (and removed from play), its effect will still trigger and places it back on top of the Deck.

DIMENSIONAL INVERSION
  • If multiple monsters you control are being removed from play simultaneously, you can still activate “Dimensional Inversion”. Select 1 of those monsters to be Special Summoned.
  • If your opponent controls “Macro Cosmos”, “Banisher of the Light”, etc., and an effect is activated by either player that sends a monster to the Graveyard, you can activate “Dimensional Inversion”. This is because your monster is being removed from play (instead of being sent to the Graveyard) by the effect of your opponent’s card.
  • If both players control “Macro Cosmos”, etc., and a monster is sent to the Graveyard, assume that the turn player’s effect is the one that removes it from play. So in this case, the opponent can activate “Dimensional Inversion” but the turn player cannot.
  • You cannot activate “Dimensional Inversion” when a Trap Monster like “Embodiment of Apophis” is removed from play.
  • You can activate “Dimensional Inversion” even when a monster is removed from play temporarily. For example, if your monster is controlled by your opponent, and your opponent uses “Interdimensional Matter Transporter” on it, you can activate “Dimensional Inversion”.
  • If a card is removed from play with “Lightforce Sword” or “Different Dimension Capsule”, you cannot activate “Dimensional Inversion” because you cannot verify the card is a monster.
  • You cannot activate "Dimensional Inversion" during the Damage Step.

DIMENSIONAL PRISON
Activate only when your opponent declares an attack. Remove from play the attacking monster.
  • This card targets the attacking monster.
  • You cannot choose to activate cards/effects like "Dimensional Prison" while "Imperial Iron Wall" is active.
  • If "Imperial Iron Wall" is chained to such a card/effect, then no card is removed from play.
  • If "Book of Moon" is used on an attacking monster, then that monster is no longer considered to be an attacking monster. Thus, if "Book of Moon" is Chained to an effect like "Dimensional Prison" or "Sakuretsu Armor" and changes the monster to face-down Defense Position, then the effect of "Sakuretsu Armor" does not resolves, so the attacking monster is not destroyed (or removed from play, and so on).
  • If something like "Enemy Controller" is Chained to something like "Sakuretsu Armor" or "Dimensional Prison" so that control of the attacking monster changes, then the effect of "Sakuretsu Armor" does not destroy the attacking monster.
  • 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 "Sakuretsu Armor" or "Dimensional Prison", then the effect of "Sakuretsu Armor" 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, so "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.

DIMENSIONHOLE
  • If your following Standby Phase is skipped, the removed monster remains in the Removed Zone.
  • If you control your opponent's monster with "Brain Control" or "Snatch Steal" and you remove it from play with "Dimensionhole", during your following Standby Phase when the monster is returned to your side of the field it is immediately moved to your opponent's side of the field.

DISAPPEAR
  • When a card that selects a card in the Graveyard as a target, such as "Monster Reborn", "Mask of Darkness", "Magician of Faith", "Spear Cretin", or "The Shallow Grave", is activated, you may chain "Disappear" to remove the targeted card from play, and the "Monster Reborn", etc., will resolve without effect. This is because these cards select their target at activation, not resolution.
  • "Bazoo the Soul Eater" removes a monster in the Graveyard as a cost, so you cannot chain "Disappear" to the effect of "Bazoo the Soul Eater" to negate it. The monster is already removed from play before you can activate "Disappear".
  • If you chain "Disappear" to your opponent’s "Backup Soldier" you can remove one of the targeted monsters from play, but the remaining two (or less) go to the opponent’s hand.

DISARM
  • The “Gladiator Beast” monster returned to the Deck is returned to the Deck when “Disarm” is resolved. It is not a cost. You must show the “Gladiator Beast” to your opponent when resolving “Disarm’s” effect.
  • You cannot activate “Disarm” if you do not have a “Gladiator Beast” monster in your hand.

DISARMAMENT
  • "Disarmament" will not destroy face-down Equip Spell Cards.

DISC FIGHTER
  • You destroy a monster with "Disc Fighter"'s effect during the "calculate damage" portion but before the "apply damage" portion of damage calculation; which effectively means it's right before the actual "damage calculation".
  • When "Disc Fighter" attacks a face-down monster, after it is flipped face-up you can use "Micro Ray" to cause the DEF to go below 2000, and the monster will not be destroyed by "Disc Fighter"'s effect. Or, you can use "The Reliable Guardian" to increase the DEF of a monster above 2000 so that it will be destroyed with "Disc Fighter"'s effect.
  • The Defense Position monster is destroyed by "Disc Fighter"'s effect, not by damage calculation or "as a result of battle".
  • If "Final Attack Orders" is active, a monster attacked by "Disc Fighter" and flipped face-up will shift to Attack Position, so it will not be destroyed by "Disc Fighter"'s effect.

DISCIPLE OF THE FORBIDDEN SPELL
  • Choosing Attributes is a Trigger Effect that activates when “Disciple of the Forbidden Spell” is Summoned. Your opponent could chain “Disappear” to remove from play 1 “Disciple of the Forbidden Spell” in the Graveyard and you would choose 1 less Attribute.
  • If “Chain Destruction” is chained to the Trigger Effect when “Disciple of the Forbidden Spell” is Summoned, “Chain Destruction” will resolve first, so all your copies of “Disciple of the Forbidden Spell” will be in the Graveyard, and you choose a number of Attributes equal to the new amount.
  • If you have 2 copies of this card in the Graveyard when you Summon it, you must choose 2 different Attributes.
  • The effect of “Disciple of the Forbidden Spell” is activated at the start of the Damage Step, before the attacked monster is flipped face-up. If this card attacks a face-down monster, it will not be destroyed by this effect, even if it is revealed to have 1 of the chosen Attributes.
  • If LIGHT was a chosen Attribute, and “Disciple of the Forbidden Spell” attacks “Reflect Bounder”, “Reflect Bounder’s” effect will not activate and no damage will be inflicted.

DISCORD
  • Sending this card to the Graveyard during your 3rd End Phase after activation does not start a Chain.
  • You can activate the effect of “Blackwing – Vayu the Emblem of Honor” while “Discord” is active to Special Summon a Synchro Monster because it is not a Synchro Summon.
  • You cannot activate “Urgent Tuning” while “Discord” is active because it lets you perform a Synchro Summon.
  • If “Discord” is Chained to the activation of “Urgent Tuning” the effect of “Urgent Tuning” is not applied and no monsters are sent to the Graveyard.

DISKBLADE RIDER
  • Removing 1 Normal Trap Card from play is not a cost. "Diskblade Rider's" effect targets 1 Normal Trap Card in your Graveyard.

DISTURBANCE STRATEGY
  • You can chain "Disturbance Strategy" to a Ritual Spell Card and then, if your opponent no longer has the Ritual Monster Card in hand when the Ritual Spell Card resolves, then the effect of the Ritual Spell Card disappears.
  • You can also chain "Disturbance Strategy" to "Polymerization" and, if the opponent no longer has the Fusion Material Monsters (if they were in his hand for example) then the effect of "Polymerization" disappears.

DIVINE DRAGON - EXCELION
  • Choosing effects when “Divine Dragon – Excelion” is Summoned is a Trigger Effect. Your opponent can chain “Disappear” to remove from play 1 “Divine Dragon – Excelion” in your Graveyard, and you will choose 1 less effect.
  • If “Chain Destruction” is chained to the Trigger Effect when “Divine Dragon – Excelion” is Summoned, “Chain Destruction” will resolve first, so all your copies of “Divine Dragon – Excelion” will be in the Graveyard and you choose a number of effects equal to the new amount.

DIVINE GRACE - NORTHWEMKO
  • This effect targets. If “Divine Grace – Northwemko” and one of the cards targeted by its effect are destroyed at the same time, “Divine Grace – Northwemko” will not be destroyed. If there are fewer other face-up cards on the field than monsters Tributed for the Ritual Summon of this card, all other face-up cards are targeted. Tokens used for the Ritual Summon of this card count towards its effect. “Divine Grace – Northwemko” continuously targets the selected cards.

DIVINE DRAGON AQUABIZARRE
  • Tributing 1 WATER monster is a cost to activate this effect. This effect targets 1 Continuous or Field Spell Card in your Graveyard.

DIVINE WRATH
Discard 1 card from your hand. Negate the activation of an Effect Monster's effect, and destroy that Effect Monster.
  • This card can be activated any time during the turn, including the Damage Step and end of turn discard.
  • If an attacking monster or the monster being attacked is destroyed by this card, no replay occurs. If damage calculation has not been performed yet, it is not performed.
  • This card will only negate the activation of the monster Effect that preceeds it in the Chain.
  • This card can negate the effect of a Spirit Monster that returns it to its owner’s hand.
  • If this card negates "Treeborn Frog's" effect, its effect can be activated again in that Standby Phase.
  • This card cannot negate the effect of an equipped Union Monster that would Special Summon itself as a monster, because that is an effect of an Equip Spell Card.
  • This card cannot negate a monster's Continuous Effect, such as "Goblin Attack Force" going to Defense Position after declaring an attack, as these effects do not activate.

DJINN PRESIDER OF RITUALS
  • If “Neo-Spacian Dark Panther” copies the name and effect of this card and is used for a Ritual Summon, you will not be able to draw when the Ritual Monster destroys a monster by battle.
  • The effect to draw when the Ritual Monster destroys a monster by battle is applied even if “Skill Drain” is active.
  • If the Ritual Monster Summoned using this card as one of the Tributes battles a monster with the same ATK, you cannot draw with this effect.
  • Even if you remove more than 1 copy of this card for the Ritual Summon of a Ritual Monster you will only draw 1 card each time that Ritual Monster destroys a monster by battle.
  • The effect to draw a card does not start a Chain. It occurs when the monster destroyed by battle is sent to the Graveyard.
  • If the Ritual Monster that was Ritual Summoned using this card is flipped face-down, this card’s effect is no longer applied.
  • If you remove this card from play for the Ritual Summon of “Divine Grace – Northwemko” it counts towards the number of cards you can select for the effect of “Divine Grace – Northwemko.” 

DJINN PROGNOSTICATOR OF RITUALS
  • When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon.
  • When the monster Ritual Summoned using this card inflicts Battle Damage to your opponent, your opponent must select and discard 1 card.If you use this card for the Ritual Summon of “Lycanthrope” and inflict Battle Damage with “Lycanthrope,” your opponent discards a card and then the effect of “Lycanthrope” activates.
  • The effect to force your opponent to discard does not start a Chain.

DJINN RELEASER OF RITUALS
(1) When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. (2) While the monster Ritual Summoned using this card is face-up on the field, your opponent cannot Special Summon.
  • The (1) Unclassified Effect cannot be negated.
    • This effect cannot be applied while "Necrovalley" is active.
    • This effect does not start a chain.
    • Remove this card from play when resolving the Ritual Spell Card's effect.
    • More than 1 “Djinn Releaser of Rituals” can be removed from play for a Ritual Summon.
    • This card in your Graveyard can be used even if you have no monsters to Tribute for a Ritual Summon.
    • This effect can be used while “Mask of Restrict” applies, but monsters cannot be Tributed.
    • This card CANNOT be used for a Ritual Summon conducted with “Advanced Ritual Art.”
    • This card can only be used as 1 of the Tributes for a Ritual Summon, regardless of whether you Tribute it normally or remove it from play.
    • If you remove this card from play for the Ritual Summon of “Divine Grace – Northwemko” it counts towards the number of cards you can select for the effect of “Divine Grace – Northwemko.”
    • If “D.D. Crow” is Chained to a Ritual Spell removing this card in your Graveyard from play, the Ritual Spell resolves normally and you will Tribute monsters you control or monsters in your hand. If you do not have the required monsters, your opponent verifies your hand and Set monsters.
  • The (2) Unclassified Effect applies whether tributed from hand/field or banished from the Graveyard.
    • The opponent of the player who Summoned the Ritual Monster cannot Special Summon
    • This imparted effect applies even if "Skill Drain" is active.
    • This is not treated as an additional effect of the Ritual Monster.
    • This imparted effect disappears if the Ritual Monster is removed from the field / flipped face-down.
    • VS. "Brain Control": Whoever Summoned the Ritual Monster with Djinn may still Special Summon.

DNA CHECKUP
  • This card targets 1 face-down monster you control.
  • If the targeted monster is not on the field when “DNA Checkup” resolves, its effect disappears.
  • You cannot target a face-down Spell Card Special Summoned by “Magical Hats”.
  • If the targeted monster has multiple Attributes, like “Light and Darkness Dragon” you only refer to the Attribute printed on the card when resolving “DNA Checkup”.
  • Your opponent declares 2 Attributes when the effect resolves, immediately before revealing the monster.
  • You cannot activate “DNA Checkup” if either player has less than 2 cards left in their Deck.

DOCTOR CRANIUM
  • Paying 800 Life Points is a cost.

DOITSU
(1) Once per turn, you can equip this card to a "Soitsu" 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 2500 ATK. (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.)
  • While “Non-Spellcasting Area” is active and “Doitsu” is equipped to “Soitsu”, the increase to ATK is not applied. However, the effect that destroys “Doitsu” instead of “Soitsu” is not an effect that “Soitsu” gets, so that effect is applied normally. Also, the effect of “Doitsu” that allows it to unequip and be Special Summoned is applied normally.

DOMINO EFFECT
  • "Domino Effect's" effect starts a Chain. Sending 1 monster you control to the Graveyard is a cost.
  • "Domino Effect" targets 1 monster your opponent controls.

DON TURTLE
  • When you activate "Don Turtle"'s effect and Special Summon multiple "Don Turtles", they are Special Summoned simultaneously.

DOOM SHAMAN
(1) This card is treated as a Normal Monster while face-up on the field or in the Graveyard. (C) While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● (2) Once per turn, you can Special Summon 1 Fiend-Type monster from your hand or from either player's Graveyard. (3) When this card is removed from the field, destroy all Fiend-Type monsters Special Summoned by this effect.
  • The (1) unclassified effect does not apply while "Il Blud" is in the Deck. It cannot be negated.
  • The (C) Condition cannot be negated.
    • The additional Normal Summon does not start a chain. "Torrential Tribute" can also activate.
  • The (2) Ignition Effect can Special Summon from the hand or either Graveyard.
    • This effect continuously targets the Special Summoned monster(s) on the field.
    • This effect does not target a monster in the Graveyard. It is not negated by "Necrovalley".
    • If you activate the effect of "Doom Shaman" and an effect is chained that turns it face-down, the effect still resolves and you can Special Summon a monster.
    • If a card is chained to this effect and destroys “Doom Shaman”, the effect to Special Summon is still resolved. The Special Summoned monster will not be destroyed by “Doom Shaman’s” effect.
    • If there is no monster in either Graveyard or in your hand that can be Special Summoned by this effect when it resolves, your opponent can look at your hand to verify.
  • The (3) Continuous Effect does not start a chain.
    • If "Doom Shaman" leaves the field while resolving a Chain, destroy all Fiend-Type monsters it Special Summoned before resolving the next effect in the chain.
    • If "Doom Shaman" leaves the field while its effect is negated by "Skill Drain", etc., monsters Special Summoned by its effect will not be destroyed.

DOOMCALIBER KNIGHT
(C) This card cannot be Special Summoned. (1) When an Effect Monster’s effect is activated, you must Tribute this card. Negate that effect’s activation, and destroy the monster.
  • The (C) Condition cannot be negated.
  • The (1) mandatory Quick Effect MUST activate whenever its activation requirement is met.
    • This effect will even activate during the Damage Step, even if "Doomcaliber Knight" is destroyed by battle and an Effect Monster's effect activates in any Substep after Substep 4 - Damage Calculation.
    • Tributing this card is a cost. This effect CANNOT activate while "Mask of Restrict" is active.
    • This effect will negate whichever monster effect preceeds it in the chain, even if that effect would do nothing (ex: "Magician of Faith" is Flipped while that Player has no Spell Cards in their Graveyard).
  • Example 1: Player A Tributes their "Sangan" to Summon "Zaborg the Thunder Monarch".
    • Chain Link 1 = "Sangan", Chain Link 2 = Zaborg, and Chain Link 3 = Doomcal. Thus, Doomcal will negate and destroy Zaborg, and Sangan resolves successfully.
  • Example 2: "Blackwing - Blizzard the Far North" is Normal Summoned while "Black Whirlwind" is active.
    • If Chain Link 1 = "Black Whirlwind", Chain Link 2 = Blizzard, and Chain Link 3 = Doomcal, then Doomcal will negate Blizzard's effect and destroy it while "Black Whirlwind" resolves without effect.
    • If Chain Link 1 = Blizzard, Chain Link 2 = "Black Whirlwind", and Chain Link 3 = Doomcal, then Doomcal will resolve without effect but Whirlwind and Blizzard will resolve successfully.
  • If multiple "Doomcaliber Knights" are face-up on the field, and a monster activates its effect: they will all Tribute themselves as separate chain links, however, only the Doomcal chained directly onto that monster effect will successfully negate that effect.
    • Example: Player A controls 2 "Doomcaliber Knights". Player B activates an Effect Monster's effect. Both of Player A's "Doomcaliber Knight" activate and form a Chain:
      • Chain Link 1 = Effect Monster, Chain Link 2 = Doomcal A, Chain Link 3 = Doomcal B
      • Only "Doomcaliber Knight" A negates the Effect Monster's effect.
  • VS. "Kuriboh": If an attacking "Doomcaliber Knight" is Tributed to negate "Kuriboh's" effect, then damage has already been calculated. If "Doomcaliber Knight" was attacking a monster with equal or lower ATK that monster will be destroyed, and Battle Damage will be inflicted as normal.
  • Example 1: Player A Tributes her "Sangan" and "Witch of the Black Forest" to Tribute Summon "Dark Magician". "Sangan’s" effect is Chain Link 1 and "Witch of the Black Forest’s" effect is Chain Link 2. The effect of Player B's "Doomcaliber Knight" is chained, and it will negate "Witch of the Black Forest's" effect.
  • Example 2: Player A and Player B have "Goldd, Wu-Lord of Dark World" in their hand and Player A controls "Doomcaliber Knight". Player A activates "Card Destruction". When both copies of "Goldd, Wu-Lord of Dark World" are discarded, their effects start a Chain. Player A is the turn player, so his "Goldd, Wu-Lord of Dark World" is Chain Link 1 and Player B's is Chain Link 2. "Doomcaliber Knight's" effect is chained, and it will negate Player B's "Goldd, Wu-Lord of Dark World".
  • Example 3: Player A's "Giant Rat" is destroyed in battle and sent to the Graveyard while she has "Green Baboon, Defender of the Forest" in her hand and "Doomcaliber Knight" is face-up on the field. Player A can activate "Giant Rat" and/or "Green Baboon, Defender of the Forest's" effect. If she activates both effects, she chooses the order the effects are placed onto the Chain, and "Doomcaliber Knight" will negate the effect that is placed highest on the Chain. If "Green Baboon, Defender of the Forest" is Chain Link 1 and "Giant Rat" is Chain Link 2, "Doomcaliber Knight" will negate "Giant Rat".
  • Example 4: If "Sangan" is Tributed to Tribute Summon "Raiza the Storm Monarch" while "Doomcaliber Knight" is face-up on the field, "Sangan's" effect is Chain Link 1 and "Raiza the Storm Monarch's" effect is Chain Link 2. "Doomcaliber Knight's" effect is chained, negating "Raiza the Storm Monarch's" effect and destroying it.
  • Example 5: Player A's "Sasuke Samurai #4" attacks Player B's "Neo-Spacian Grand Mole" while "Doomcaliber Knight" is face-up on the field. "Sasuke Samurai #4's" effect is Chain Link 1 and "Neo-Spacian Grand Mole" is Chain Link 2. "Doomcaliber Knight's" effect is chained, and it will negate and destroy "Neo-Spacian Grand Mole".

DOOMKAISER DRAGON
(1) When this card is Special Summoned, you can select 1 Zombie-Type monster in your opponent's Graveyard and Special Summon it to your side of the field in Attack Position. (C) Destroy it when this card is removed from the field.
  • The (1) effect targets 1 Zombie-Type monster in either Graveyard.
    • This effect continuous to target the Special Summoned monster while it is on the field.
    • If "Doomkaiser Dragon" is flipped face-down before this effect resolves, the target is still Special Summoned and it is no longer targeted by "Doomkaiser Dragon" while on the field.
  • The (C) Condition destroys the Summoned monster immediately. This does not start a Chain.
    • If this card is destroyed while resolving an effect in the Chain, destroy the Special Summoned monster immediately before resolving the next effect in the Chain.

DOOMKAISER DRAGON/ASSAULT MODE
  • You can, for example, Summon 1 Zombie from your opponent’s Graveyard, and 2 from yours, etc.
  • This effect targets 1 or more monsters in the Graveyard(s).
  • After the Zombie(s) are Summoned, they are no longer targeted by “Doomkaiser Dragon/Assault Mode”.
  • Even if “Doomkaiser Dragon/Assault Mode” is removed from the field, those Zombies’ effects are still negated, and they are still destroyed during the End Phase.
    • Destroying the Special Summoned monsters in the End Phase does not start a chain.

DOOMSDAY HORROR
  • "Doomsday Horror's" effects include your opponent's removed from play DARK monsters.
  • The values determined for "Doomsday Horror's" first effect are not treated as its original ATK or DEF.

DOPPELGANGER
  • “Doppelganger’s” effect starts a Chain after the effect that inflicted damage resolves.
  • If you take damage from two or more effects in the same Chain, “Doppelganger’s” effect will activate once for each of those effects after the Chain resolves. Then, “Doppelganger’s” effects will form a new Chain.
  • You cannot activate “Doppelganger” (flip it face-up) during the Damage Step.
  • “Doppelganger’s” effect will activate during the Damage Step if it was face-up on the field.
  • If “Cannon Soldier”, etc. is Tributed as a cost to activate its own effect to inflict damage, “Doppelganger’s” effect will still activate.
  • If you take damage from multiple monsters’ Continuous Effects at the same time, like “Rapid-Fire Magician”, “Doppelganger’s” effect only activates once, and inflicts damage equal to the damage from only 1 of those monster’s Continuous Effects.
  • You can activate (flip face-up) “Doppelganger”, and activate its effect as part of the same Chain Link, after a monster’s effect that inflicts damage to you resolves.

DORA OF FATE
  • "Dora of Fate"'s effect only applies when you Summon a monster, not when your opponent Summons a monster.
  • "Dora of Fate" targets: the face-up monster on your opponent's side of the field.
  • If you Summon multiple times with "Ultimate Offering", "Dora of Fate" only applies to the first Summon.
  • You cannot use "Barrel Behind the Door" against "Dora of Fate".
  • You get the "Dora of Fate"'s effect even if the monster you selected (on your opponent's side of the field) is destroyed before you Summon.

DOUBLE ATTACK
  • Discarding a monster for “Double Attack” is a cost. This effect targets.
  • If you use “Cost Down” so that your “Blue-Eyes White Dragon” in your hand is Level 6, then you cannot discard it to activate “Double Attack” and target your Level 7 “Dark Magician” on the field.
  • If you use “Double Attack” on a monster such as “Twinheaded Beast” it still only gets two attacks, not three.
  • You cannot discard a Level 1 monster for “Double Attack”.

DOUBLE SNARE
  • You can destroy "Jinzo", "Royal Decree", "Tyrant Dragon", "Sorcerer of Dark Magic", "Fiend Skull Dragon", and "The Dragon’s Bead" with this card’s effect.
  • You cannot destroy "Ryu Senshi" because of its effect that prevents it from being targeted by a Spell Card.
  • You cannot destroy "Reaper of the Cards" or "Trap Master" because they do not negate Trap Cards, they destroy Trap Cards.
  • You can only destroy face-up cards with the effect of "Double Snare". The opponent may chain "Book of Moon" to your "Double Snare" to flip his / her monster face-down, and it will not be destroyed.

DOUBLE SPELL
  • You select the card you are activating in your opponent's Graveyard when you activate "Double Spell". "Double Spell" can then be chained to after you announce your selection.
  • The selected card itself CANNOT be chained to as you are in resolution of the chain at that point.
  • If the selected Spell Card is Ritual, Normal, or Quick-Play (except for "Swords of Revealing Light"), it remains in your opponent's Graveyard and is not placed on the field, so you only need 1 vacant Spell & Trap Card Zone spot (for "Double Spell" itself) to activate "Double Spell".
  • If you activate "Double Spell" and select a Continuous, Field, or Equip Spell Card, or "Swords of Revealing Light", you place the selected Spell Card in your Spell & Trap Card Zone, so you need 2 vacant Spell & Trap Card Zone spots (1 for "Double Spell", 1 for the selected card). The Continuous/Field/Equip/"Swords of Revealing Light" Spell Card then remains on the field as normal.
  • The player who activates "Double Spell" pays any costs for the selected Spell Card (for "Delinquent Duo", "Tribute to the Doomed", etc.).
  • You cannot select a Spell Card with "Double Spell" that cannot be activated, such as an Equip Spell Card when no monsters are on the field.
  • You cannot use "Double Spell" while "Necrovalley" is in effect.

DOUBLE SUMMON
  • You can activate this card before or after you use your Normal Summon for the turn. The extra Summon granted by this card’s effect can be used any time you could Normal Summon, and you are not considered to be Summoning a monster with this card’s effect.
  • You can activate multiple copies of this card in the same turn, but you can only gain 1 extra Summon per turn from this card. You can gain additional Normal Summons from other cards like "Ultimate Offering", etc.

DOUBLE TOOL C&D
Equip only to a "Power Tool Dragon" or Level 4 or higher Machine-Type "Morphtronic" monster you control. While equipped: ● During your turn: It gains 1000 ATK. If it attacks, any effects of the attack target that activate or apply on the field are negated during that Battle Phase. ● During your opponent's turn: Your opponent cannot select a monster other than the equipped monster as an attack target. An opponent's monster that battles the equipped monster is destroyed at the end of the Damage Step.
  • “Double Tool C&D” can only be equipped to a monster you control. If control shifts to the opponent, “Double Tool C&D” will be destroyed.
  • A monster equipped with “Double Tool C&D” only negates a monster’s effect during your turn while the 2 monsters are battling. This means that it only negates effects that activate on the field, or are continuous effects while on the field.
  • Effects that activate in the Graveyard like “Sangan” are not negated. “Double Tool C&D’s” effect that destroys a monster during the opponent’s turn starts a Chain. If, during your opponent’s turn, the opponent’s monster attacks your monster equipped with “Double Tool C&D,” and is destroyed by battle, the effect of “Double Tool C&D” that would destroy that monster does not activate.
  • If you have two monsters, each equipped with “Double Tool C&D,” your opponent cannot attack.

DOUBLE-EDGED SWORD TECHNIQUE
  • If one of the two selected “Six Samurai” monsters is removed from the Graveyard before “Double-Edged Sword Technique” is resolved, the remaining selected “Six Samurai” monster will still be Special Summoned. When it is destroyed in the End Phase you will only receive damage according to its ATK.
  • The effect that destroys the Special Summoned “Six Samurai” monsters and inflicts damage based on their ATK does not begin a Chain.
  • Only “Six Samurai” monsters destroyed by “Double-Edged Sword Technique’s” effect in the End Phase will be used to determine the damage inflicted. If one of the “Six Samurai” monsters Special Summoned by “Double-Edged Sword Technique” is equipped with “Legendary Ebon Steed”, the “Legendary Ebon Steed” is destroyed instead, and because the “Six Samurai” monster was not destroyed its ATK will not be used to calculate the damage.

DRAGGED DOWN INTO THE GRAVE
  • You can't activate "Dragged Down into the Grave" if either you, or your opponent, has no cards in hand other than "Dragged Down into the Grave".
  • You can activate this card if a player has no cards left in the Deck.
  • The turn player selects a card first for "Dragged Down into the Grave".
  • "Appropriate" can be activated after "Dragged Down into the Grave" resolves, because drawing a card(s) was the last thing to happen.

DRAGON CAPTURE JAR
  • Dragon-Type monsters on both sides of the field are affected by "Dragon Capture Jar".
  • If "Stop Defense" is activated targeting a Dragon-Type monster, it is switched to Attack Position, but then is immediately changed back to Defense Position since the effect of "Dragon Capture Jar" is continuous.

DRAGON ICE
(1) When your opponent Special Summons a monster, you can discard 1 card to Special Summon this card from your hand or Graveyard. (2) There can only be 1 face-up "Dragon Ice" monster on the field.
  • The (1) optional Trigger Effect CANNOT be activated in the Damage Step [REF].
    • This is similar to "Green Baboon, Defender of the Forest's", whose rulings were updated [REF].
    • This effect does not target.
    • Discarding 1 card is a cost. "Dragon Ice" itself can be discarded as cost, and then Special Summon from your Graveyard.
  • The (2) Unclassified effect applies while "Dragon Ice" is face-up. This effect cannot be negated.
    • You can Special Summon multiple copies of "Dragon Ice" by "Return from the Different Dimension". However, excess copies will be destroyed by game mechanic before you proceed to resolve the next link in the chain (or enter an open gamestate).

DRAGONIC KNIGHT
  • "Dragonic Knight's" Quick Effect is chained to the effect of your opponent's Monster Card that would destroy your card(s). The card(s) targeted by the effect of your opponent's Monster Card are sent to the Graveyard as a cost.
  • "Dragonic Knight's" effect can only be activated if the effect of your opponent Monster Card targets card(s) you control. When your opponent activates the effect of "Sacred Phoenix of Nephthys" to destroy every Spell and Trap Card on the field, you cannot chain "Dragonic Knight's" effect, because the effect of "Sacred Phoenix of Nephthys" does not target your Spell or Trap Cards on the field.
  • If the effect of your opponent's Monster Card targets a card you control and a card your opponent controls, you can chain "Dragonic Knight's" effect by sending only your targeted card to the Graveyard.
  • "Dragonic Knight's" effect must be immediately chained to the effect of your opponent's Monster Card that targets card(s) you control. You cannot activate the effect of another card and then chain "Dragonic Knight's" effect.

DRAGON'S GUNFIRE
  • You select which of the two effects you will use when you activate this card, before the opponent decides if they want to chain or not. If you choose the second effect, you select a target monster at activation also.

DRAGON'S MIRROR
Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Dragon-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon.)
  • “Dragon’s Mirror” does not target. You select and remove the monsters during resolution.
  • You can use fusion substitute monsters like “King of the Swamp” for “Dragon’s Mirror”.
  • If “Kycoo the Ghost Destroyer” is on your opponent’s side of the field, you can activate “Dragon’s Mirror” if all the Fusion Material Monsters are on the field; but not if any of them are in the Graveyard.

DRAGON QUEEN OF TRAGIC ENDINGS
(C) This card cannot be Normal Summoned or Set. (S) This card can only be Special Summoned by controlling 3 or more face-up Continuous Spell Cards. (1) When this attacking card inflicts Battle Damage to your opponent, your opponent selects and sends 1 card from their hand to the Graveyard, and you draw 1 card. (2) During your Standby Phase, if this card is in your Graveyard and was sent there from the field, you can send 1 face-up Continuous Spell Card you control to the Graveyard to Special Summon this card from the Graveyard.
  • The (S) Special Summon procedure is the only way to properly Summoned this card.
    • This card can only be Special Summoned by (S) from your hand.
    • This card can be Special Summoned by “Call of the Haunted” after being properly Summoned.
  • The (1) mandatory Trigger Effect activates in Substep 5 - After Damage Calculation.
    • If your opponent has no cards in their hand to send to the Graveyard, you cannot draw a card.
    • If your opponent sends a card to the Graveyard but you have no cards to draw, you lose the Duel.
    • This effect resolves sequentially: your opponent sends a card to the Graveyard, then you draw one.
  • The (2) optional Trigger Effect activates in the Graveyard.
    • Sending a Continuous Spell Card to the Graveyard is a cost.
    • This effect does not target "Dragon Queen of Tragic Endings". It is not negated by "Necrovalley".
    • You don’t have to Special Summon this card the turn after it is sent from the field to the Graveyard. You can wait several turns and then Special Summon it during a later Standby Phase.
    • This effect cannot activate if this card was removed from the Graveyard after being sent there.

DRAGON'S RAGE
  • If you attack with "Spear Dragon" or a Dragon-Type monster equipped with "Fairy Meteor Crush", the difference between your monster’s ATK and the attacked monster’s DEF will only be inflicted as Battle Damage once. The effect of "Dragon’s Rage" will not inflict the damage again.

DRAINING SHIELD
  • You activate "Draining Shield" when the monster controlled by your opponent declares an attack.
  • You gain Life Points for "Draining Shield" equal to the attacking monster's current ATK.

DRAMATIC RESCUE
  • You can activate "Dramatic Rescue" when an Amazoness on your side of the field is targeted, such as with any Equip Spell Card, "Tribute to the Doomed", "Trap Hole", "Man-Eater Bug", "Relinquished", "Dark Cat with White Tail", "Amazoness Spellcaster", "Penguin Soldier" (even if it targets 2 monsters), "Change of Heart", "Ring of Destruction", "XYZ Dragon Cannon", etc. But not when cards like "Raigeki", "Dark Hole", "Mirror Force", "Fissure", "Creature Swap", "Guardian Sphinx", "Bottomless Trap Hole", "Adhesive Trap Hole", etc. are used.
  • You cannot activate "Dramatic Rescue" when your face-down Amazoness is targeted (with "Nobleman of Crossout", etc.).
  • You can activate "Dramatic Rescue" when your opponent's Amazoness controlled by you is targeted; in this case, the Amazoness returns to your opponent's hand but it is you (the player who activated "Dramatic Rescue") that gets to Special Summon a monster.
  • If you activate "Dramatic Rescue" and your opponent chains "Ring of Destruction" and destroys the Amazoness, the Amazoness does not return to your hand and "Dramatic Rescue"'s effect disappears (so no monster is Special Summoned).
  • If you have no monster to Special Summon, you cannot activate "Dramatic Rescue".
  • You cannot Special Summon the Monster Card that you returned to your hand with "Dramatic Rescue", but if you have a second copy of that monster in your hand you may Special Summon the second copy.
  • You can Special Summon high-level monsters with "Dramatic Rescue" but not "Special Summon-only" monsters.
  • If you activate "Amazoness Spellcaster", and chain "Dramatic Rescue", "Amazoness Spellcaster"'s effect disappears.
  • If your opponent activates "Snatch Steal" to take control of your Amazoness, and you chain "Dramatic Rescue", "Snatch Steal"'s effect disappears.

DRASTIC DROP OFF
  • If your opponent discards card(s) after drawing or adding card(s) to their hand as part of the same effect resolution, you cannot activate "Drastic Drop Off". For example, when your opponent resolves "Graceful Charity", you cannot activate "Drastic Drop Off".
  • If you're the one using this card, tell your opponent that you might want to activate an effect before they shuffle the drawn card into their hand. Also ask them if they wish to activate anything before you do.
  • If your opponent draws "Mystical Space Typhoon" for their Normal Draw, they retain priority to activate it during the Draw Phase. If they do so, you can no longer activate "Drastic Drop Off" as the card they drew is no longer in their hand [REF].
  • If Destiny Hero - Dasher is in your opponent's Graveyard, and you have a Set "Drastic Drop Off": when your opponent draws a Monster Card during their Draw Phase, they can activate Dasher's effect (as Chain Link 1). However, you can chain "Drastic Drop Off" to discard the Monster Card they drew.

DREADSCYTHE HARVESTER
  • “Dreadscythe Harvester’s” effect is an Ignition Effect. Tributing 1 Insect-Type monster is a cost to activate this effect.

DREAMSPRITE
  • The effect of "Dreamsprite" is not optional so if you have at least 1 other monster on the field when "Dreamsprite" is attacked, the attack target is changed to your other monster. This is also true if "Dreamsprite" is attacked when face-down.
  • If your "Dreamsprite" equipped with "Ring of Magnetism" is chosen as an attack target, and you control another monster, the effect of "Dreamsprite" will still change the attack target to your other monster.
  • If you control "Dreamsprite", "The Legendary Fisherman", and "Umi" is on the field, "Dreamsprite"’s effect can still change an attack target to "The Legendary Fisherman" because he is not being targeted with an attack, but is being targeted with a monster effect.
  • If you control two "Dreamsprites" and one is attacked, you cannot continue to switch the attack target between the two "Dreamsprites" because the effect of "Dreamsprite" says that you must calculate damage on the new target.

DRILLAGO
  • If there are Spell or Trap Cards, or face-down monsters, on your opponent's side of the field, "Drillago" cannot attack directly.
  • If "Drillago" attacks directly, and your opponent activates an effect to reduce one of his face-up monsters to less than 1600 ATK, there is no longer a condition allowing "Drillago" to attack directly, and a replay occurs.
  • If "Drillago" attacks directly, and your opponent activates "Ready for Intercepting" from his hand, because his/her "Makyura the Destructor" was sent to the Graveyard earlier this turn, to flip one of his face-up monsters face-down, there is no longer a condition allowing "Drillago" to attack directly, and a replay occurs.

DRILLROID
  • “Drillroid” can use its effect to destroy face-up and face-down Defense Position monsters that it attacks.
  • Note that “Drillroid” does not say “without flipping the monster face-up”. The effect of “Drillroid” is applied after the monster is flipped face-up, but before damage calculation. If the Defense Position monster was face-down and has a Flip Effect, the Flip Effect will activate and resolve normally.
  • The effect of “Drillroid” is a Trigger Effect that can be chained to.
  • If “Drillroid” attacks a face-up “Sasuke Samurai #4”, do the coin toss for “Sasuke Samurai #4” first, at the beginning of the Damage Step. If “Sasuke Samurai #4” destroys “Drillroid” with its effect, the effect of “Drillroid” is not applied. (If “Sasuke Samurai #4” was face-down, then you miss the chance to use its effect.)
  • If “Drillroid” attacks “Dreamsprite”, both are mandatory Trigger Effects with the same timing, so they form a chain with “Dreamsprite” as Chain Link 2. “Dreamsprite” resolves first and, according to her effect, causes damage calculation to happen immediately. Since the effect of “Drillroid” only happens without damage calculation, the effect of “Drillroid” disappears.
  • If “Drillroid” attacks a Defense Position “D.D. Warrior Lady”, the effect of “D.D. Warrior Lady” does not activate, because she has been destroyed by the effect of “Drillroid” by the time her effect would normally activate.
  • If “Drillroid” attacks a face-down Defense Position monster while “Final Attack Orders” is active, the monster is not destroyed because it flips face-up and immediately shifts to Attack Position.
  • “Nightmare Penguin” will activate its effect if attacked by “Drillroid” while face-down. (Just like a Flip Effect.)

DRILL SYNCHRON
While you control this face-up card, during each battle between a Warrior Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent. Once per turn, when you inflict battle damage to your opponent with this effect, you can draw 1 card.
  • The effect to draw a card is a Trigger Effect that activates after damage calculation.
  • The effect to draw a card will stack with effects like “Spiral SpIf you control 2 “Drill Synchrons” you can activate the effect of both of them when your WarriorDefense Position monster and inflicts damage.

DRILL WARRIOR
(1) Once per turn, during your Main Phase, you can halve this card’s ATK (permanently). If you do, it can attack your opponent directly this turn. (2) Once per turn, during your Main Phase, you can discard 1 card and remove this card from play. (3) During your next Standby Phase, Special Summon this card, if removed by this effect. Then, add 1 Monster Card from your Graveyard to your hand.
  • The (1) Ignition Effect does not target this card.
    • This card's ATK is halved when the effect resolves. This is not a cost.
  • The (2) Ignition Effect discards 1 card when the effect resolves. This is not a cost.
    • This card is removed from play if it is flipped face-down, you still discard 1 card [REF].
    • If cards cannot be removed from play when this effect resolves, you still discard 1 card.
    • If this card leaves the field before this effect resolves, you still discard 1 card [REF].
    • If you cannot discard a card when resolves this effect, this card is not removed from play [REF].
    • Discarding 1 card and removing this card from play occur simultaneously
      • Monsters with optional Trigger Effects (ex: "Peten the Dark Clown") will not miss the timing.
  • The (3) mandatory Trigger Effect resolves sequentially.
    • FIRST: Special Summon "Drill Warrior", THEN: add a Monster from your Graveyard to your hand.
    • This effect only activates if "Drill Warrior" was removed from play by its (2) Ignition Effect.
    • This effect does not target a monster in the Graveyard. It is not negated by "Necrovalley".
    • This effect activates / resolves removed from play. It is not negated by "Skill Drain" [REF].
    • This effect will start a chain at any point during the Standby Phase.
    • If 2+ copies of "Drill Warrior" are removed from play, activate & resolve each in separate Chains.
    • This effect activates even if no monsters are in your Graveyard. "Drill Warrior" is still Summoned.
    • If this effect resolves while your Monster Card Zones are all occupied, the banished "Drill Warrior" is sent to the Graveyard, and you do not add a monster from the Graveyard to your hand [REF].
    • If this effect is negated (by "Royal Oppression"), "Drill Warrior" remains removed from play and cannot activate this effect again [REF1, REF2].
    • VS. "Torrential Tribute": If "Drill Warrior" adds a monster from the Graveyard to the hand, then "Torrential Tribute" cannot activate. "Torrential Tribute" can activate if a monster cannot be added.

DROP OFF
  • The card discarded by the effect of "Drop Off" is considered to be discarded from your hand, not your Deck. If "Penguin Knight" is the card discarded, its effect will not activate. If "Electric Snake", "Regenerating Mummy", or "Fear from the Dark" is the card discarded, its effect will activate.
  • This card is activated during the opponent’s Draw Phase in response to the opponent drawing a card. It is not chained to the draw.
  • If a Quick-Play Spell Card is drawn, the opponent may activate it in a chain to "Drop Off" and the effect of "Drop Off" will disappear since the drawn card is no longer in the opponent’s hand.
  • If the fifth and final piece of Exodia is drawn, the opponent wins before the effect of "Drop Off" is resolved.

DUCKER MOBILE CANNON
  • "DUCKER Mobile Cannon's" effect targets 1 Level 4 monster in your Graveyard.

DUMMY GOLEM
  • If “Dummy Golem” is attacked, flipped, and destroyed by damage calculation, its effect is not applied because it is destroyed. So control does not switch.
  • If an effect like “Ring of Destruction” is chained to the Flip Effect of “Dummy Golem”, destroying “Dummy Golem”, the effect of “Dummy Golem” disappears.
  • If the opponent only has one monster, and it is “Blindly Loyal Goblin” or “Mataza the Zapper”, and you activate the Flip Effect of “Dummy Golem”, the effect does activate and can be chained to, however its effect disappears because control of “Blindly Loyal Goblin” cannot switch.
  • If the opponent has “Blindly Loyal Goblin” and “Gemini Elf” on the field, and you activate the Flip Effect of “Dummy Golem”, the opponent cannot select “Blindly Loyal Goblin”. They must select “Gemini Elf”.
  • If control of monsters switches with “Dummy Golem”, it stays switched as long as the cards remain on the field. (Like “Creature Swap”.)
  • The effect of “Dummy Golem” will NOT resolve if any of the following is true: (1) “Dummy Golem” is not on the field when the effect resolves; (2) “Dummy Golem” has been destroyed before the effect resolves, such as by damage calculation; (3) there is no opponent’s monster when the effect resolves, such as if it was returned to the hand with “Compulsory Evacuation Device”.

DUPE FROG
(1) This card's name is treated as "Des Frog" while it is face-up on the field. (2) Your opponent cannot select another monster as an attack target. (3) When this card is sent from the field to the Graveyard, you can add 1 "Frog" monster except "Dupe Frog" or "Frog the Jam" from your Deck or Graveyard to your hand.
  • The (1) Continuous Effect causes "Dupe Frog" to be counted towards the effect of "Des Croaking".
  • The (2) Continuous Effect applies while face-up on the field. It can be negated by "Skill Drain".
    • If 2+ copies of "Dupe Frog" are face-up on your field, your opponent cannot attack your monsters, but they can still attack directly (with "Drill Warrior").
  • The (3) optional Trigger Effect activates & resolves in the Graveyard.
    • This effect does not target a card in the Graveyard. It is not negated by "Necrovalley".
    • This "When... you can..." effect can miss the timing.
    • This effect will NOT activate if "Dupe Frog" was Tributed for a cost or a Tribute Summon.
    • This effect will NOT activate if "Dupe Frog" was used as Fusion or Synchro Material.
    • This effect will NOT activate if "Dupe Frog" was sent to the Graveyard as Chain Link 2(+).
    • This effect WILL activate if "Dupe Frog" is destroyed by Battle and sent to the Graveyard.
    • This effect WILL activate if "Dupe Frog" is sent to the Graveyard as the last part of Chain Link 1.

DUST BARRIER
  • If you skip your second Standby Phase with "Solomon's Lawbook", etc., then "Dust Barrier" remains on the field and its effect continues to apply.
  • If "Imperial Order" is active during the 2nd Standby Phase after activation, "Dust Barrier" is still destroyed.

DUST TORNADO
  • You must destroy 1 Spell or Trap Card on your opponent’s side of the field to be able to Set 1 Spell or Trap Card. If your opponent chains a card to destroy the target of "Dust Tornado", you cannot then Set a Spell or Trap Card because "Dust Tornado" did not destroy a Spell or Trap Card.
  • If your opponent activates the card targeted by "Dust Tornado" it is not negated, but is still destroyed by "Dust Tornado" so you may Set 1 Spell or Trap Card.

EAGLE EYE
  • 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.

EARTHBOUND IMMORTAL ASLLA PISCU
  • If you control an Earthbound Immortal and no other monsters, your opponent cannot attack you, because they cannot select the Earthbound Immortal as an attack target. (Exception: they can attack with monsters that can attack directly, such as “Submarineroid.”)
  • If the only Earthbound Immortal on the field is an Equip Spell Card, it is not treated as a monster so you can Summon an Earthbound Immortal.
  • If you replace your opponent’s Field Spell Card by activating one of your own, there is a face-up Field Spell Card continuously on the field, so any Earthbound Immortal on the field would not be destroyed.
    • If you activate a new Field Spell Card, replacing your own Field Spell Card, there is a gap when no Field Spell Card is on the field, so any Earthbound Immortal would be destroyed.
  • If you Special Summon an Earthbound Immortal by chaining “Call of the Haunted” or “Revival of the Immortals” to the activation of a Field Spell Card, even though the Field Spell Card has not resolved when the Earthbound Immortal is Special Summoned as Chain Link 2, the Earthbound Immortal will remain on the field, undestroyed.
  • ‘Destroyed by its own effect’ refers to being destroyed if there is no Field Spell Card on the field.
  • If a face-down “Earthbound Immortal Aslla piscu” is flipped face-up while another Earthbound Immortal is on the field, the flipped Aslla piscu is destroyed. However, this is not considered as ‘destroyed by its own effect’ so its effect will activate to destroy monsters and inflict damage.
  • If a face-down “Earthbound Immortal Aslla piscu” is attacked while there is no Field Spell Card on the field, and the attacking monster destroys it by battle: Aslla piscu is destroyed by battle, it is not destroyed by its effect after that, and when Aslla piscu is sent to the Graveyard as a result of that battle, its effect will activate to destroy monsters and inflict damage.
  • If “Earthbound Immortal Aslla piscu” is removed from the field face-down, its effect to destroy monsters and inflict damage does not activate.
  • If “Earthbound Immortal Aslla piscu” is returned to the Deck from the field, its effect to destroy monsters and inflict damage does not activate.

EARTHBOUND IMMORTAL CCAPAC APU
  • If you control an Earthbound Immortal and no other monsters, your opponent cannot attack you, because they cannot select the Earthbound Immortal as an attack target. (Exception: they can attack with monsters that can attack directly, such as “Submarineroid.”)
  • If the only Earthbound Immortal on the field is an Equip Spell Card, it is not treated as a monster so you can Summon an Earthbound Immortal.
  • If you replace your opponent’s Field Spell Card by activating one of your own, there is a face-up Field Spell Card continuously on the field, so any Earthbound Immortal on the field would not be destroyed.
    • If you activate a new Field Spell Card, replacing your own Field Spell Card, there is a gap when no Field Spell Card is on the field, so any Earthbound Immortal would be destroyed.
  • If you Special Summon an Earthbound Immortal by chaining “Call of the Haunted” or “Revival of the Immortals” to the activation of a Field Spell Card, even though the Field Spell Card has not resolved when the Earthbound Immortal is Special Summoned as Chain Link 2, the Earthbound Immortal will remain on the field, undestroyed.
  • The effect of “Earthbound Immortal Ccapac Apu” that inflicts damage to the opponent activates at the end of the Damage Step, after the destroyed monster has been sent to the Graveyard. So the damage is based off the ATK in the Graveyard (the monster’s original ATK).

EARTHBOUND IMMORTAL CCARAYHUA
  • The effect to destroy all cards on the field will activate even during the Damage Step.
  • If this face-down card is attacked while another “Earthbound Immortal” is face-up on the field it will be destroyed, but since it was not destroyed by a card effect it will not destroy all cards on the field.
  • If “Earthbound Immortal Ccarayhua” is destroyed while in your hand or Deck, its effect will activate. 

EARTHBOUND IMMORTAL CHACU CHALLHUA
  • The damage dealt is half of this card’s current DEFIf this card is changed to Defense Position during your opponent’s Battle Phase, the Battle Phase will continue.
  • If this card is not face-up on the field when its effect to inflict damage resolves, it will not be applied.

EARTHBOUND IMMORTAL CUSILLU
  • Tributing 1 other monster you control is an effect, not a cost.
    • If you Tribute “Lich Lord, King of the Underworld” for this effect, it will return to your hand.
    • This effect is activated at the point in the Damage Step where monsters destroyed by battle are sent to the Graveyard.

EARTHBOUND IMMORTAL URU
  • Tributing 1 monster is a cost to activate this effect.
  • This effect targets 1 face-up monster your opponent controls.
    • If the target of this effect is flipped face-down by an effect Chained to this one, you do not gain control of the target monster.

EARTHBOUND IMMORTAL WIRAQOCHA RASCA
  • This effect targets 1-3 cards you control.
    • If you control your opponent’s card, you can target it with this effect. The card will return to your opponent’s Deck and will count towards the number of cards your opponent must discard at random and the ATK gain for this card.
  • If you target a Fusion or Synchro Monster with this effect, it returns to the appropriate Extra Deck and still counts towards the number of cards your opponent must discard and the ATK gain for this card.
  • If you use “Shrink” on “Earthbound Immortal Wiraqocha Rasca” its original ATK becomes 50, but it retains any ATK gained from its own effect.
  • If you choose to return a Field Spell you control to your Deck with the effect of “Earthbound Immortal Wiraqocha Rasca” you will return the card to your Deck, your opponent will discard as appropriate, this card will gain the appropriate amount of ATK, and then it will destroy itself by its own effect.
  • If “Skill Drain” is activated, this card loses any ATK gained from its effect and will not regain it even if “Skill Drain” later leaves the field.
  • If this card is turned face-down by a card that is chained to its effect, cards will still be returned to the Deck and your opponent will still discard, but this card will not gain any ATK.
  • If your opponent has fewer cards in hand than the number of cards you return to the Deck when this effect resolves, all of their remaining cards are discarded and this card will gain ATK only for each card discarded.
  • If your opponent has no cards in hand when you Normal Summon this card, you cannot activate its effect.

EARTHBOUND SPIRIT'S INVITATION
  • "Earthbound Spirit's Invitation" does not target. You decide which monster your opponent's attacking monster will attack when resolving "Earthbound Spirit's Invitation".
  • If "Earthbound Spirit's Invitation" is chained to "Astral Barrier", "Astral Barrier" is applied. If "Astral Barrier" is chained to "Earthbound Spirit's Invitation", "Earthbound Spirit's Invitation" is applied.
  • When multiple "Earthbound Spirit's Invitation" are chained, only the last to resolve is applied.
  • You can select the same monster your opponent had already declared as the attack target.
  • The new attack target that you select must be a legal target for the attack. For example, you cannot change the attack target to one of your opponent's monsters.

EARTHBOUND WAVE
  • If you do not control a face-up “Earthbound Immortal” monster when this card resolves, you still negate the activation of your opponent’s Spell or Trap Card.

EARTHBOUND WHIRLWIND
  • Even if there is no “Earthbound Immortal” on your side of the field when “Earthbound Whirlwind” resolves, its effect will still be applied.

EBON ARROW
  • If the monster targeted by “Ebon Arrow” destroys a monster with equal ATK (so both are destroyed), the opponent still takes damage based on their destroyed monster’s DEF. “Ebon Arrow” targets the monster you select. If a monster is targeted by 2 “Ebon Arrow” effects, it loses 1000 ATK, and both effects that inflict damage based on DEF will activate (they form a chain). However, the battle damage inflicted to the opponent still only happens once. You can activate “Ebon Arrow” during the Damage Step, or during Main Phase 2. If control of the monster switches to the opponent and it battles, it is your opponent who will take damage from the effect of “Ebon Arrow”. You can target “Elemental Hero Wildheart” but the effects will not be applied.

EBON MAGICIAN CURRAN
  • The effect of “Ebon Magician Curran” is a Trigger Effect that can be chained to.
  • Count the number of monsters on the opponent’s side of the field when you resolve the effect of “Ebon Magician Curran”, not when it activates.
  • If “Ebon Magician Curran” is Special Summoned during the Standby Phase while “King Tiger Wanghu” is on the field, both Trigger Effects activate immediately and form a chain.

ECCENTRIC BOY
(C) When using this card as a Synchro Material Monster, the other Synchro Material Monster is 1 monster in your hand. (1) The Synchro Monster that used this card as a Synchro Material Monster cannot activate its effect, its effect(s) is negated, and it is removed from play when removed from the field.
  • The (C) Condition is not an effect and does not activate. It is not negated by "Skill Drain".
    • This performs a Synchro Summon. The monster Summoned can be Special Summoned from the Graveyard / removed from play area afterwards.
    • Correct Synchro Material Monsters must be used.
    • This cannot be used to Summon Synchro Monsters requiring 2+ non-Tuners (like "Mist Wurm").
    • The altered Level (by "Cost Down") of the monster in hand is applied for the Synchro Summon.
    • If "Beast of the Pharaoh" was used and the Summon was not negated, its effect can activate.
    • If "Tuningware" is used, it cannot be treated as a Level 2, but you can activate its effect to draw a card when the Synchro Monster is successfully Synchro Summoned.
  • The (1) Unclassified Effect applies as long as the Synchro Monster remains face-up on the field.
    • Example: If "Colossal Fighter" is destroyed by battle, and "Imperial Iron Wall" prevents it from being removed from play, its effect will activate in the Graveyard and will not be negated.
    • If the Synchro Monster is flipped face-down, this effect no longer applies.
    • If the Synchro Monster is removed from play by "Interdimensional Matter Transporter", it is treated as being removed from play by the effect of "Eccentric Boy" and remains removed from play.
  • VS. "De-Synchro": if the Synchro Monster is not returned to the Extra Deck (because it was removed from play by the effect of "Eccentric Boy"), you cannot Special Summon the Synchro Material Monsters.
  • VS. "Urgent Tuning": you may perform the Synchro Summon using "Eccentric Boy" and a monster in your hand. If you do not have a monster in your hand which can be used as a Synchro Material Monster or you do not have a Synchro Monster in your Extra Deck which can be Special Summoned, then the opponent can check your hand and your Extra Deck to verify. You cannot activate "Urgent Tuning" if you do not have a monster in your hand which can be used for a Synchro Summon.

ECTOPLASMER
  • "Ectoplasmer" causes the turn player to Tribute during his/her End Phase, but the opponent does not Tribute. So while "Ectoplasmer" is out, I Tribute in my End Phase, and you Tribute in your End Phase. But I don't Tribute in yours and you don't Tribute in mine.
  • So 1 Tribute is performed during the End Phase of each player's turn. The Tribute is performed by the turn player. (Both players have to do this during their respective End Phases, not just the controller of "Ectoplasmer".)
  • Tributing a monster for "Ectoplasmer" is not a cost, it’s an effect, so you can't Tribute monsters unaffected by Spell Cards.
  • If you have a face-up monster on your side of the field during the End Phase, you have to Tribute for "Ectoplasmer"’s effect.
  • You can chain "Mystical Space Typhoon" or "Raigeki Break" to "Ectoplasmer"'s effect, and if there is no "Ectoplasmer" on the field, then its effect is not applied.
  • You can activate "Soul Exchange" during your Main Phase and use its effect to Tribute your opponent’s monster for "Ectoplasmer" during the End Phase.
  • If you Tribute your opponent’s monster that you controlled with "Snatch Steal" or "Change of Heart", your opponent takes the damage even though it was their monster.

EDGE HAMMER
  • This card targets 1 opponent's monster.
  • If you destroy a monster whose original ATK is undefined, like "King of the Skull Servants", this card will not inflict any damage to the opponent.
  • If an effect like "Enemy Controller" is chained to "Edge Hammer" and control of the targeted monster switches, it will not be destroyed by "Edge Hammer".

EHREN, LIGHTSWORN MONK
(1) If this card attacks a Defense Position monster, return that monster to its owner’s Deck before damage calculation. (2) During each of your End Phases, send the top 3 cards of your Deck to the Graveyard.
  • The (1) mandatory Trigger Effect activates in Substep 3 - Before Damage Calculation.
    • This effect activates after Set monsters are Flipped face-up (in Substep 2).
    • A Set Flip Monster's Flip Effect will activate and resolve normally in Substep 6 - Resolve Effects.
      • A Set "Nightmare Penguin's" effect will still activate if attacked by Ehren [REF1, REF2].
    • When this effect is applied, Substep 4 - Damage Calculation does not occur.
    • This effect will not activate if Ehren leaves the field earlier in the Damage Step.
      • Ex: "Sasuke Samurai #4's" effect destroys Ehren in Substep 1 - Start of the Damage Step.
  • 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].

EKIBYO DRAKMORD
  • If "Imperial Order" was active during the end of the second turn, a monster equipped with "Ekibyo Drakmord" will not be destroyed and "Ekibyo Drakmord" will remain equipped to it.
  • If control of a monster equipped with "Ekibyo Drakmord" changes, the turn count resets. If "Ekibyo Drakmord" is moved by "Collected Power" or "Tailor of the Fickle" to another monster, the turn count resets.
  • If "Ekibyo Drakmord" is no longer on the field, a previously equipped monster will not be destroyed on the 2nd turn after "Ekibyo Drakmord" was played.
  • If "Ekibyo Drakmord" is equipped to "The Legendary Fisherman" and then "Umi" is activated, "Ekibyo Drakmord" will remain meaninglessly equipped to "The Legendary Fisherman".

ELECTRIC LIZARD
  • If the non-Zombie-Type monster is removed from the field or flipped face-down, it can attack in the following turn.

ELECTRIC SNAKE
  • If the summoning of "Electric Snake" is negated by "Solemn Judgment", etc. its effect is not activated, as it is not considered to have gone directly from your hand to the Graveyard.

ELECTRIC VIRUS
(1) By discarding this card from your hand to the Graveyard, take control of 1 face-up Machine or Dragon-Type monster your opponent controls until the end of this turn.
  • The (1) Ignition Effect activates and resolves from your hand.
    • Discarding this card is a cost.
    • This effect targets.
    • If the target is flipped face-down, control of the target will not switch.
    • If the target is not a Machine or Dragon-Type (by “DNA Surgery”), the target does not switch control.
  • If “DNA Surgery” is activated later after this effect has resolved, it has no effect.
    • (Control does not instantly change back. Control changes back as normal at the end of the turn.)

ELEMENT DRAGON
  • If a FIRE and a WIND monster are on the field, you get both effects.
  • If there are 2 FIRE monsters on the field, Element Dragon’s ATK is 2000 (it only gets the +500 ATK bonus once, no matter how many FIRE monsters are on the field).
  • If there is only 1 WIND monster on the field, and you attack and destroy it with "Element Dragon", you cannot attack again because there is no longer a WIND monster on the field so "Element Dragon" no longer has that ability.
  • Monsters that have their Attribute changed with "DNA Transplant" or "Scroll of Bewitchment" are included for "Element Dragon"’s effect.
  • If there are no face-up FIRE monsters on the field, and "Element Dragon" attacks a face-down FIRE monster, "Element Dragon"’s effect that increases its ATK by 500 points is applied before damage calculation because it is a Continuous Effect.

ELEMENT SOLDIER
  • If both a WATER and an EARTH monster are on the field, you get both effects.
  • If the only EARTH monster on the field is your opponent’s "Giant Rat", and your "Element Soldier" attacks and destroys it, there is no EARTH monster on the field when "Giant Rat"’s effect activates in the Graveyard, so "Element Soldier" no longer has the ability to negate monster effects and "Giant Rat"’s effect resolves as normal. (Monsters destroyed by "Element Soldier" that have effects that activate in the Graveyard will only have their effects negated if an EARTH monster is on the field at the time the monster is sent to the Graveyard.)
  • If there are no face-up EARTH monsters on the field, and "Element Soldier" attacks a face-down "Man-Eater Bug", it is flipped up, and there is now an EARTH monster on the field when "Man-Eater Bug"’s effect would activate and resolve. So "Element Soldier" negates "Man-Eater Bug"’s effect.
  • Monsters that have their Attribute changed with "DNA Transplant" or "Scroll of Bewitchment" are included for "Element Soldier"’s effect.
  • If "Element Soldier" destroys "Sinister Serpent" while there is an EARTH monster on the field, "Sinister Serpent" cannot be added to your hand even if "Element Soldier" is removed from the field or loses its ability later on because there is no longer an EARTH monster.

ELEMENTAL ABSORBER
  • Removing from play 1 Monster Card in your hand is not a cost. It is part of the effect of “Elemental Absorber”.
  • You only remove from play 1 Monster Card from your hand and when “Elemental Absorber” resolves. You can’t remove additional cards later. You can’t remove from play more than 1 card when “Elemental Absorber” resolves.
  • The effect will continue even if the removed Monster Card doesn’t stay removed from play. For example, if the removed monster is “D.D. Scout Plane” it will be Special Summoned during the End Phase, and your opponent’s DARK monsters will still not be able to attack.

ELEMENTAL BURST
  • You can use a monster whose Attribute has been changed with “Scroll of Bewitchment” to activate “Elemental Burst”.

ELEMENTAL HERO ABSOLUTE ZERO
1 "Elemental Hero", "Destiny Hero", or "Evil Hero" monster + 1 WATER monster
(C) This monster cannot be Special Summoned except by Fusion Summon. (1) This card gains 500 ATK for each face-up WATER monster on the field, except "Elemental Hero Absolute Zero". (2) When this card is removed from the field, destroy all monsters your opponent controls.
  • Fusion Material cannot include "Hero Kid", as it is neither a HERO monster nor a WATER monster.
  • The (C) Condition restricts how this card can be Special Summoned.
    • This card CANNOT be Special Summoned from the Graveyard / removed from play.
    • This card CANNOT be Special Summoned from the Extra Deck by "Summoner of Illusions".
  • The (1) Continuous Effect does not activate.
    • This effect does not apply if your other WATER monster is named "Elemental Hero Absolute Zero".
  • The (2) mandatory Trigger Effect is activated by the owner of "Elemental Hero Absolute Zero".
    • ACTIVATES IF: this face-up card leaves the field (even under your opponent's control), even if it was returned to the Extra Deck.
    • DOES NOT ACTIVATE IF: this face-down card leaves the field [1, 2, 3].
  • VS. "Starlight Road":
    • If Absolute Zero's effect activated in the Graveyard / banished, "Starlight Road" can negate its effect but cannot destroy it. Thus, "Stardust Dragon" cannot be Special Summoned.
    • If Absolute Zero's effect activated in the Extra Deck, "Starlight Road" can negate its effect and destroy it (sending it to the Graveyard), and "Stardust Dragon" can be Special Summoned.
  • VS. "De-Fusion":
    • If "Elemental Hero Prisma" used its effect to change its name to "Elemental Hero Neos" and was used alongside a WATER monster to Fusion Summon Absolute Zero, you can still Special Summon that same "Elemental Hero Prisma" when "De-Fusion" resolves and returns Elemental Hero Absolute Zero to the Extra Deck, even though it was being treated as "Elemental Hero Neos" at the time of the Fusion Summon.

ELEMENTAL HERO AIR NEOS
  • This card’s effect that adjusts its ATK is a Continuous Effect. It is recalculated any time there is a change in Life Points.

ELEMENTAL HERO AQUA NEOS
  • If this card was Special Summoned properly by its own effect, then you can Special Summon it from the Graveyard with “Call of the Haunted”, etc.
  • If you control your opponent’s “Elemental Hero Neos” or “Neo-Spacian”, you can return it to your opponent’s Deck to Special Summon this card.
  • This card’s effect activates during every End Phase. If this card is not face-up on the field during the End Phase of the turn it was Special Summoned, its effect will still activate during the next End Phase that it is face-up on the field for, and be returned to the Extra Deck.

ELEMENTAL HERO BUBBLEMAN
  • Missing the Timing: If “Elemental Hero Bubbleman” is Summoned by an effect in the middle of a chain, you will miss the timing and cannot draw the 2 cards.
  • You can only use the effect of “Elemental Hero Bubbleman” to Special Summon itself during your Main Phase.
  • If you choose not to draw 2 cards for “Elemental Hero Bubbleman’s” effect, it does not start a chain.
  • If “Elemental Hero Bubbleman” is destroyed and then Special Summoned by “Rope of Life” in the Damage Step, if there are no other cards on your side of the field, you can draw 2 cards for the effect of “Elemental Hero Bubbleman”.
  • If you Special Summon “Elemental Hero Bubbleman” by the effect of your opponent’s “Last Turn”, you can draw the 2 cards.
  • If your opponent chains to the effect of “Elemental Hero Bubbleman” with an effect that causes you to have cards in your hand (such as “Conscription”), then the effect of “Elemental Hero Bubbleman” disappears because you must still have no cards when resolving the effect.

ELEMENTAL HERO CAPTAIN GOLD
(1) You can discard this card to the Graveyard to add 1 "Skyscraper" from your Deck to your hand. (2) If this card is on the field but "Skyscraper" is not on the field, destroy this card.
  • The (1) Ignition Effect activates & resolves in the hand.
    • Discarding this card is a cost.
    • This effect cannot activate while "Dimensional Fissure" is active.
    • This effect can only add the card named "Skyscraper", it cannot add "Skyscraper 2".
  • The (2) Continuous Effect destroys this card without using the Chain.
    • If this face-down monster is attacked, and "Skyscraper" is not active, destroy this card at the start of Substep 5 - After Damage Calculation.
    • If "Skyscraper" leaves the field while resolving a Chain, destroy Captain Gold immediately before resolving the next effect in the Chain.

ELEMENTAL HERO CHAOS NEOS
  • Monsters Set by the effect of “Elemental Hero Chaos Neos” are Set in Defense Position.
  • “Elemental Hero Chaos Neos” can be Special Summoned from the Graveyard if it was first Special Summoned according to its text and sent to the Graveyard afterwards. “Elemental Hero Chaos Neos” can also be Special Summoned from the Removed Zone if it was Special Summoned according to its text and then removed from play afterwards.
  • If “Elemental Hero Chaos Neos” is destroyed before it can return to the Extra Deck by its own effect, the effect of Setting every face-up monster on the field disappears.
  • You can activate the coin toss effect of “Elemental Hero Chaos Neos” even while there are no monsters on your opponent’s side of the field.
  • If you activate the coin toss effect of “Elemental Hero Chaos Neos” and get 2 Heads, if “Elemental Hero Chaos Neos” is flipped face-down or removed from the field the effects of all face-up monsters on your opponent’s side of the field will still be negated.
  • The effect of returning “Elemental Hero Chaos Neos” to the Extra Deck and Setting all face-up monsters on the field are one effect. If “Elemental Hero Chaos Neos” is not returned to the Extra Deck (because of “Neo Space”, etc.) face-up monsters on the field will not be Set.

ELEMENTAL HERO DARK NEOS
  • If this card was Special Summoned properly by its own effect, then you can Special Summon it from the Graveyard with “Call of the Haunted”, etc.
  • If you control your opponent’s “Elemental Hero Neos” or “Neo-Spacian”, you can return it to your opponent’s Deck to Special Summon this card.
  • This card’s effect activates during every End Phase. If this card is not face-up on the field during the End Phase of the turn it was Special Summoned, its effect will still activate during the next End Phase that it is face-up on the field for, and be returned to the Extra Deck.

ELEMENTAL HERO DARKBRIGHT
  • If this card is destroyed and removed from play (by "Bottomless Trap Hole", etc.) its effect to destroy 1 monster your opponent controls activates.
  • If this card is destroyed by battle, its effect to destroy 1 monster your opponent controls activates when this card is sent to the Graveyard.
  • This effect will activate if this card is destroyed while it is being treated as a Spell Card (by "Relinquished", etc.).

ELEMENTAL HERO DIVINE NEOS
  • Removing 1 "Neos", "Neo-Spacian", "Elemental Hero", "Destiny Hero", or "Evil Hero" monster in your Graveyard from play is a cost.
  • You can remove from play a Normal Monster "Neos" or "Elemental Hero" monster to activate the effect of "Elemental Hero Divine Neos". In this case "Elemental Hero Divine Neos" will not gain any effects.
  • If you use "Elemental Hero Neos" as a Fusion Material Monster, it can be used as a "Neos" monster or an "Elemental Hero" monster, but it cannot be used as both at the same time. If you use it as a "Neos" monster, you will still need another "Elemental Hero", "Destiny Hero" or "Evil Hero" monster.
  • "Neo-Spacian" monsters cannot be used as "Neos" Fusion Material Monsters.
  • If you remove "Evil Hero Dark Gaia" to activate the effect of "Elemental Hero Divine Neos", the original ATK of "Elemental Hero Divine Neos'" does not change.
  • If you return "Elemental Hero Divine Neos" to your Extra Deck by using "Contact Out", you cannot Special Summon the Fusion Material Monsters used to Fusion Summon it because the Fusion Material Monsters listed on "Elemental Hero Divine Neos" are not specificly named cards.

ELEMENTAL HERO FLAME WINGMAN
  • The damage inflicted by the effect of “Elemental Hero Flame Wingman” is based on the ATK of the destroyed monster in the Graveyard. So it’s the original ATK of the monster.
  • The effect of “Elemental Hero Flame Wingman” is activated when the monster destroyed in battle by it is sent to the Graveyard. You can chain to this effect.
  • If your “Elemental Hero Flame Wingman” destroys your monster that your opponent controlled, the effect is still activated and you inflict the effect damage to your opponent’s Life Points.
  • If your “Elemental Hero Flame Wingman” destroys a “Fusilier Dragon, the Dual-Mode Beast” that was Summoned without Tribute, inflict 2800 damage to your opponent’s Life Points.

ELEMENTAL HERO FLARE NEOS
  • If this card was Special Summoned properly by its own effect, then you can Special Summon it from the Graveyard with “Call of the Haunted”, etc.
  • If you control your opponent’s “Elemental Hero Neos” or “Neo-Spacian”, you can return it to your opponent’s Deck to Special Summon this card.
  • This card’s effect activates during every End Phase. If this card is not face-up on the field during the End Phase of the turn it was Special Summoned, its effect will still activate during the next End Phase that it is face-up on the field for, and be returned to the Extra Deck.

ELEMENTAL HERO GAIA
1 "Elemental Hero" monster + 1 EARTH Monster
(C) This monster cannot be Special Summoned except by Fusion Summon. (1) When this card is Fusion Summoned, select 1 face-up monster your opponent controls. Until the end of this turn, that monster's ATK is halved and this card gains the same amount of ATK.
  • Fusion Material must be 1 "Elemental Hero" (NOT "Destiny Hero" / "Evil Hero") + 1 EARTH monster.
    • The EARTH monster can be a "Destiny Hero" / "Evil Hero" monster.
  • The (C) Condition restricts how this card can be Special Summoned.
    • This card CANNOT be Special Summoned from the Graveyard / removed from play.
    • This card CANNOT be Special Summoned from the Extra Deck by "Summoner of Illusions".
  • The (1) Trigger Effect is mandatory.
    • This effect targets 1 face-up monster your opponent controls.
    • This effect does not apply if either Hero Gaia or the target is flipped face-down / leaves the field.
    • These ATK changes last until the End Phase.

ELEMENTAL HERO GLOW NEOS
  • This card’s final effect is an Ignition Effect. It targets 1 card controlled by the opponent.
  • If you target a Token Monster with this effect, the additional effect (“This card cannot battle this turn.”) is not applied because the Token is not treated as a monster after it is destroyed.
  • If you destroy a monster that is being treated as an Equip Spell Card by the effect of “Relinquished”, it is treated as a monster after it is destroyed so the additional effect for destroying a Monster Card is applied.
  • If you destroy “Embodiment of Apophis”, it is treated as a Trap Card after it is destroyed, so the additional effect for destroying a Trap Card is applied.

ELEMENTAL HERO GRAND NEOS
  • This card’s effect that returns a monster to the hand is an Ignition Effect.
  • This effect targets 1 monster your opponent controls.

ELEMENTAL HERO MARINE NEOS
  • This card's effect does not target.

ELEMENTAL HERO MARINER
  • If you have a face-down Field Spell Card, but no face-down cards in your Spell & Trap Card Zones, you cannot attack directly with “Elemental Hero Mariner’s” effect.
  • If you control “Relinquished” equipped with a face-down Monster Card, that card is face-down in your Spell & Trap Card Zone, so “Elemental Hero Mariner” can attack directly.
  • If your only face-down card is “Rush Recklessly”, you can attack directly, and then during the DAMAGE STEP, activate “Rush Recklessly” and the direct attack will continue. This is because Replays do not usually occur during the Damage Step.
  • If your opponent controls a monster equipped with “Ring of Magnetism”, then “Elemental Hero Mariner” cannot attack directly.

ELEMENTAL HERO NECROID SHAMAN
  • The controller of “Elemental Hero Necroid Shaman” chooses which monster to Special Summon and what battle position to Special Summon it in. You can choose to Special Summon the monster that you destroyed.
  • You cannot choose to Special Summon a monster if it cannot be Special Summoned, such as a Spirit monster, or “Dark Ruler Ha Des”, or a Fusion Monster that was Summoned by the effect of “Metamorphosis”.
  • If you did not destroy a monster with “Elemental Hero Necroid Shaman’s” effect then you do not Special Summon a monster from your opponent’s Graveyard. This includes if an effect is chained that prevents the selected monster from being destroyed.

ELEMENTAL HERO NECROSHADE
  • You can combine the effects of “Elemental Hero Necroshade” and “Ultimate Offering” to Normal Summon an “Elemental Hero” without Tribute using the effect of “Ultimate Offering”.

ELEMENTAL HERO NEO BUBBLEMAN
  • If “Skill Drain” is active, this card is no longer treated as “Elemental Hero Bubbleman”.
  • You can have 3 “Elemental Hero Bubbleman” and 3 “Elemental Hero Neo Bubbleman” in your Deck and Side Deck combined.
  • If your Defense Position “Elemental Hero Neo Bubbleman” is attacked by “Drillroid”, damage calculation is not conducted, so “Elemental Hero Neo Bubbleman” did not “battle” and its effect will not activate.
  • If you Special Summon this card you can activate “Inferno Reckless Summon” and Special Summon “Elemental Hero Bubbleman” from your Deck.
  • While this card is face-up on the field, it can be used as “Elemental Hero Bubbleman” for a Fusion Summon (but not while in your hand).
  • The effect of “Elemental Hero Neo Bubbleman” that makes it treated as “Elemental Hero Bubbleman” is a Continuous Effect. The effect that destroys a monster that battles it is a Trigger Effect.

ELEMENTAL HERO PRISMA*
(1) Once per turn, you can reveal 1 Fusion Monster from your Fusion Deck and send 1 of the Fusion Material Monsters listed on that card from your Deck to the Graveyard. Until the End Phase, this card’s name is treated as the sent monster’s name.
  • The (1) Ignition Effect has no activation cost.
    • When this effect resolves: reveal a Fusion Monster and send a named Fusion Material Monster.
    • Prisma only gains the printed name, it will not gain categories (such as Tuner, Toon, Spirit, etc).
    • This effect can be activated while "Dimensional Fissure" is active. The Fusion Material Monster is removed from play as it is sent to the Graveyard, and Prisma gains its printed name.
    • If an effect is chained that removes "Elemental Hero Prisma" from the field or flips it face-down, "Elemental Hero Prisma's" effect disappears. You do not reveal a Fusion Monster or send one of the listed Fusion Material Monsters to the Graveyard [REF].
    • VS. "Rainbow Neos": you may only send "Elemental Hero Neos". You cannot send "Rainbow Dragon" or "Rainbow Dark Dragon", as "Rainbow Neos" actually lists "1 'Ultimate Crystal' monster" as the other Fusion Material [REF].
      ​
ELEMENTAL HERO RAMPART BLASTER
  • When using this card’s effect to attack from Defense Position, you apply half of its current ATK. So if it equipped with “Axe of Despair”, you would apply 1500 ATK for damage calculation.

ELEMENTAL HERO STORM NEOS
  • "Elemental Hero Storm Neos'" effect that destroys Spell and Trap Cards is an Ignition Effect.

ELEMENTAL HERO STRATOS
(1) When this card is Normal or Special Summoned, you can select and activate 1 of these effects:
(A) Destroy Spell or Trap Cards on the field up to the number of "Elemental Hero", "Destiny Hero" and "Evil Hero" monsters you control (not counting this card).
(B) Select and add 1 "Elemental Hero", "Destiny Hero" or "Evil Hero" from your Deck to your hand.
  • The (1) optional "When... you can..." Trigger Effect (both (A) and (B)) can miss the timing.
    • This effect (both (A) and (B)) CAN be activated during the Damage Step.
    • When this effect triggers, you declare which (if either) effect you are activating.
  • The (A) effect does NOT target Spell / Trap Cards on the field. "Starlight Road" cannot be chained.
    • This effect CANNOT be activated if Stratos is the only "HERO" monster you control.
    • Your other face-up "Elemental / Destiny / Evil Hero" monsters are counted when this effect resolves.
    • This effect does not count "Hero Kid" towards your face up HERO monsters.
  • The (B) effect CANNOT be activated while "Thunder King Rai-Oh" is face-up on the field.
    • This effect cannot add "Hero Kid".

ELEMENTAL HERO TEMPEST
  • This card’s effect is an Ignition Effect that targets. Sending 1 card from your side of the field to the Graveyard is a cost to active the effect.
  • You cannot use a Monster Token for the cost because they are not sent to the Graveyard.
  • You can use this effect multiple times, but the same monster cannot be targeted with this effect twice.
  • “While this card is face-up on the field” means “while this Elemental Hero Tempest is face-up on the field”. Not while the selected monster is face-up on the field.

ELEMENTAL HERO THUNDER GIANT
  • The effect of “Elemental Hero Thunder Giant” targets a monster.
  • Discarding a card for this effect is a cost.
  • This effect can be chained to.
  • If the effect of “Elemental Hero Thunder Giant” is activated, targeting “King of the Skull Servants” with 2000 original ATK, and the opponent chains “Curse of Aging” and discards “Skull Servant” to activate it, then “King of the Skull Servants” has 3000 original ATK and is not destroyed.

ELEMENTAL HERO VOLTIC
(1) When this card inflicts Battle Damage to your opponent, you can Special Summon 1 of your removed from play "Elemental Hero" monsters.
  • The (1) optional Trigger Effect activates in Substep 5 - After Damage Calculation.
    • This effect targets the "Elemental Hero" you intend to Special Summon.
    • You CANNOT Special Summon monsters with Conditions like "Elemental Hero Mudballman". 
    • This effect does not activate if you inflict 0 Battle Damage (by "Waboku").

ELEMENTAL HERO WILDEDGE
  • This monster cannot attack the opponent directly after attacking a monster(s).

ELEMENTAL HERO WILDHEART
(1) This card is unaffected by the effects of Trap Cards.
  • The (1) Continuous Effect does not activate.
    • Apply this effect while Wildheart is face-up; not in the hand / Deck / Graveyard / removed from play.
    • This card can still be targeted by the effects of Trap Cards, but is unaffected by their effects.
    • This card is not destroyed by “Call of the Haunted”.
    • This card is not removed from play by “Return from the Different Dimension”.
    • This card inflicts no Battle Damage while "Waboku" applies (it affects the Damage, not Wildheart).
    • VS. “Skill Drain”: whichever effect was active on the field first takes precedence. So if “Elemental Hero Wildheart” is on the field and “Skill Drain” is activated, his effect is not negated. But if “Skill Drain” is on the field and “Elemental Hero Wildheart” is Summoned, his effect is negated by “Skill Drain” as long as “Skill Drain” remains on the field.

ELEMENTAL MISTRESS DORIADO
  • The effect of “Elemental Mistress Doriado” is a Continuous Effect, and it is only applied while she’s face-up on the field.
  • You can activate “Fuh-Rin-Ka-Zan” if “Elemental Mistress Doriado” is face-up on the field (no other monsters are required).
  • “Elemental Burst” requires 4 Tributes. A face-up “Elemental Mistress Doriado” can be used as 1 of the 4, but you will still need to Tribute 3 other monsters of the appropriate Attributes.
  • If “Scroll of Bewitchment” or “DNA Transplant” changes the Attribute of “Elemental Mistress Doriado”, her Attribute becomes that Attribute only. (Her effect is not applied.)

ELEPHANT STATUE OF BLESSING
  • "Elephant Statue of Blessing" must be sent from the owner's hand to the owner's Graveyard in order for its effect to activate.
  • "Elephant Statue of Blessing"'s effect can be activated during the Damage Step.
  • "Elephant Statue of Blessing"'s effect activates when sent from the hand to the Graveyard by the effect of "Last Turn" or "Chaos Emperor Dragon - Envoy of the End".

ELEPHANT STATUE OF DISASTER
  • "Elephant Statue of Disaster" must be sent from the owner's hand to the owner's Graveyard in order for its effect to activate.
  • "Elephant Statue of Disaster"'s effect can be activated during the Damage Step.
  • "Elephant Statue of Disaster"'s effect activates when sent from the hand to the Graveyard by the effect of "Last Turn" or "Chaos Emperor Dragon - Envoy of the End".
  • You can use "Barrel Behind the Door" against the effect of "Elephant Statue of Disaster".

ELIMINATING THE LEAGUE
  • Discarding a Spell Card is a cost to activate this card.
  • This effect targets the opponent’s monster.
  • If the targeted monster is not destroyed by “Eliminating the League’s” effect, you cannot resolve the second part of this card’s effect (and you do not get to look at your opponent’s hand).
  • If a different “Six Samurai” is destroyed instead of the target, you cannot resolve the second part of “Eliminating the League’s” effect.

EMBODIMENT OF APOPHIS
  • Once “Embodiment of Apophis” has been activated, it takes up 1 Monster Card Zone and 1 Spell & Trap Card Zone. The physical location of “Embodiment of Apophis” should be on the Monster Card Zones, however.
  • If your Monster Card Zones are all full you cannot activate “Embodiment of Apophis”. If your Spell & Trap Card Zones are all full you cannot take control of your opponent’s “Embodiment of Apophis” because you will need 1 Monster Card Zone and 1 Spell & Trap Card Zone for it.
  • If your opponent has no vacant Spell & Trap Card Zones, you cannot give them “Embodiment of Apophis” for “Creature Swap”. If “Embodiment of Apophis” is your only monster in such a case, neither player can activate “Creature Swap”.
  • You can activate “Embodiment of Apophis” during your opponent’s Main Phase, or your own.
  • While “Embodiment of Apophis” is a monster, it is still treated as a Trap Card and can be destroyed by “Heavy Storm” or “Mystical Space Typhoon”.
  • If an effect that destroys Trap Cards is used against “Embodiment of Apophis”, you can use “Fake Trap” to prevent it from being destroyed. When preventing the destruction of “Embodiment of Apophis”, you must be using a card of the appropriate type. You cannot use “My Body as a Shield” to rescue it from “Heavy Storm”. You cannot use “Fake Trap” to rescue it from “Raigeki”. You can use “Riryoku Field” when “Embodiment of Apophis” is targeted by “Snatch Steal”, but not when it’s targeted by “Mystical Space Typhoon”. You can use any of these effects to protect “Embodiment of Apophis” from “Raigeki Break” because “Raigeki Break” can destroy a Monster card or a Trap Card.
  • vs. “Jinzo”: If “Emodiment of Apophis” is a monster, and “Jinzo” or “Royal Decree” is played, “Embodiment of Apophis” cannot remain as a monster and is placed face-up in the Spell & Trap Card Zone, where it remains on the field meaninglessly (even if “Jinzo” leaves play later). If “Royal Decree” is chained to the activation of “Embodiment of Apophis”, the effect of “Embodiment of Apophis” is negated and it remains on the field in the Spell & Trap Card Zone meaninglessly.
  • If “Embodiment of Apophis” attacks a face-down “Jinzo”, once “Jinzo” is flipped face-up, “Embodiment of Apophis” reverts to a Trap Card. Damage calculation is not applied.
  • If “Embodiment of Apophis” is a monster, and is flipped face-down, it goes back to the Spell & Trap Card Zone as a Trap Card (vertically, since Trap Cards do not have battle positions). You cannot activate “Embodiment of Apophis” that same turn, because it is a Trap Card that was just Set.
  • When “Embodiment of Apophis” is sent to the Graveyard, it is sent as a Trap Card and remains treated as a Trap Card. You cannot revive it with “Monster Reborn” or retrieve it with “Return of the Doomed”. It will not trigger “Last Will”. You cannot activate “Michizure”. It will not be Special Summoned by “Red-Moon Baby”. No damage is inflicted by “KA-2 Des Scissors” or “Inferno” or “Fatal Abacus”. “Emes the Infinity” does not increase its ATK. No Life Points are increased by “Absorbing Kid from the Sky”. You would not gain Life Points for “Altar for Tribute”. (You can, however, now add it back to your hand with “Mask of Darkness”.)
  • If your opponent controls your “Embodiment of Apophis” as a monster with “Snatch Steal” or “Creature Swap”, and it is flipped face-down, it goes to your opponent’s Spell & Trap Card Zone because he is the controller.
  • If your opponent controls your “Embodiment of Apophis” as a monster with “Snatch Steal”, and “Jinzo” is Summoned, it returns to your Spell & Trap Card Zone and remains there meaninglessly. If your opponent controls your “Embodiment of Apophis” as a monster because of “Creature Swap”, and “Jinzo” is Summoned, it is placed on your opponent’s Spell & Trap Card Zone and remains there meaninglessly.
  • “Embodiment of Apophis” is considered a Normal Monster. It does not inflict damage for “Ceasefire”. You can use “Delta Attacker” if you have 3 “Embodiment of Apophis” monsters. You can Tribute “Embodiment of Apophis” for “Sword of the Soul-Eater” while it is a monster.
  • If “Non-Spellcasting Area” is active, “Embodiment of Apophis” cannot be destroyed by “Raigeki”, etc., but can still be destroyed by “Heavy Storm” or “Mystical Space Typhoon”.
  • “Embodiment of Apophis”, while a monster, has original ATK 1600 and original DEF 1800 (for purposes of “Megamorph”, etc.).
  • You can negate the activation of “Embodiment of Apophis” by chaining “Solemn Judgment” or “7 Tools of the Bandit” or “Royal Oppression”, but you cannot use these against it once it is a monster.
  • When “Embodiment of Apophis” is Special Summoned, you can activate “Torrential Tribute” just like with any other Summon.
  • You can use “Chain Destruction” when “Embodiment of Apophis” is Special Summoned, and “Chain Destruction” will destroy all copies of “Embodiment of Apophis” in the hand and Deck even though they are Trap Cards.
  • You can use “Embodiment of Apophis” as a Tribute once it is a monster. You cannot Tribute it for a Ritual Summon, etc., while it is in your hand.
  • If “Embodiment of Apophis” is a monster and “Morphing Jar #2” is activated, “Embodiment of Apophis” is shuffled into the Deck as a Trap Card, so it does NOT count towards the number of monsters you need to pick up. (Also, if you pick up “Embodiment of Apophis” for the effect of “Morphing Jar #2”, it is not counted as a monster and will be one of the cards sent to the Graveyard.)
  • If you pick up “Embodiment of Apophis” for “Cyber Jar”, it is added to your hand.
  • If “Embodiment of Apophis” is a monster and is equipped to “Relinquished”, “Embodiment of Apophis” is treated as any other monster equipped to “Relinquished”, and “Relinquished” gets 1600 ATK and 1800 DEF.
  • If “Embodiment of Apophis” is a monster, “Giant Trunade” will still return it to the owner’s hand.
  • When “Embodiment of Apophis” is a monster, and is returned to the hand by “Penguin Soldier”, etc., it is returned as a Trap Card. So you cannot activate “Major Riot”.
  • You can target “Embodiment of Apophis” with “Monster Recovery” while it is a monster, and return it to the Deck.
  • If “Embodiment of Apophis” is a monster, and you use “Magical Hats” with it, it returns to your Spell & Trap Card Zone face-down. The other effects of “Magical Hats” apply normally.
  • If “Embodiment of Apophis” battles “D.D. Warrior Lady” and her effect is activated, both will be removed from play.
  • If you select “Embodiment of Apophis” as your monster for “Last Turn”, it is not sent to the Graveyard even though “Last Turn” sends all other cards to the Graveyard.
  • If you control “Theban Nightmare” and “Embodiment of Apophis”, you control a Trap Card so the effect of “Theban Nightmare” cannot be applied.
  • If you change “Embodiment of Apophis” to Machine-Type and use “Limiter Removal”, then “Jinzo” is Summoned later that turn and “Embodiment of Apophis” switches back to a Trap Card, “Embodiment of Apophis” is not destroyed in the End Phase by “Limiter Removal”.
  • If you use “Dimensionhole” or “Interdimensional Matter Transporter” against “Embodiment of Apophis”, it returns to the field as a Trap Card and is destroyed immediately. If “Dimensionhole” was used, you cannot use the Monster Card Zone while “Embodiment of Apophis” is removed from play, but you can use the Spell & Trap Card Zone it was occupying.

EMERGENCY ASSISTANCE
  • This effect targets 1 monster.
  • A monster that was destroyed while being treated as a Spell Card can be Summoned by this effect.
  • You can only Special Summon a monster if it is Level 4 while in the Graveyard.
  • You can Special Summon monsters that were destroyed while they were in your hand or Deck.

EMERGENCY PROVISIONS
  • Sending Spell and Trap Cards on your side of the field to the Graveyard is a cost for activating this card.
  • You can activate a Normal Spell Card, such as "Raigeki", then chain "Emergency Provisions" and send "Raigeki" to the Graveyard to gain 1000 Life Points, and the effect of "Raigeki" will still resolve.
  • If your opponent activates "Heavy Storm" you can chain "Emergency Provisions" to send your Spell and Trap Cards to Graveyard first (and gain the appropriate amount of Life Points).
  • You gain the Life Points from this card’s effect in one lump sum, so if you control "Fire Princess" her effect will only inflict 500 points of damage.
  • The effect of this card does not "destroy" your Spell and Trap Cards; it "sends them to the Graveyard." So, for example, you may send a Spell Card to the Graveyard with a counter on it from "Magic Reflector". You can also send "Fusion Sword Murasame Blade" even though it cannot be "destroyed".
  • If you control a monster equipped with "Premature Burial" and you send "Premature Burial" to the Graveyard to activate "Emergency Provisions" the equipped monster is not destroyed, because "Premature Burial" was not destroyed. The same is true for Toon Monsters: if you send "Toon World" to the Graveyard with "Emergency Provisions", Toon Monsters you control are not destroyed.
  • If you send "Smoke Grenade of the Thief" or "Blast with Chain" to the Graveyard for the cost of "Emergency Provisions" their effects do not activate, because they were not destroyed.
  • If you send "Black Pendant" to the Graveyard for the cost of "Emergency Provisions" its effect does activate.
  • While "Banisher of the Light" is face-up on the field, you cannot activate "Emergency Provisions" since it is impossible to send cards to the Graveyard.
  • If you have "Imperial Order" active on your side of the field, you may send it to the Graveyard as part of the cost to activate "Emergency Provisions" and "Emergency Provisions" will not be negated.

EMERGENCY TELEPORT
  • Removing the Special Summoned Psychic-Type Monster from play does not start a Chain.

EMISSARY FROM PANDEMONIUM
  • You cannot Set “Emissary from Pandemonium” by Tributing just 1 monster. The restriction against Special Summoning “Emissary from Pandemonium” is not an ‘effect’. The ability to Normal Summon “Emissary from Pandemonium” with 1 Tribute is not an effect. If Normal Summoned with 1 Tribute, the halved ATK/DEF are treated as the original ATK/DEF.

EMISSARY OF THE AFTERLIFE
  • If neither player has a Level 3 or lower Normal Monster in their Deck, the effect of "Emissary of the Afterlife" disappears BUT both players get to look at their opponent's Decks before they are shuffled.
  • If only 1 player as a Level 3 or lower Normal Monster in their Deck, then that player gets to add the monster to his hand.
  • You select monsters when the effect resolves. The effect of "Emissary of the Afterlife" does not target.

EMISSARY OF THE OASIS
  • "Emissary of the Oasis"' last sentence applies even when your opponent attacks with a Level 3 or lower Normal Monster; the Battle Damage to you becomes zero.
  • If you have "Emissary of the Oasis" with "Raregold Armor", and a Level 3 or lower Normal Monster, your opponent cannot attack.
  • A Monster Token is a Normal Monster, but a Ritual Monster without an effect is not a Normal Monster.

EMPEROR SEM
  • If you activate the effect of “Emperor Sem,” you need to return a card from your Graveyard to the top of your Deck.
  • Your opponent does not have to use its effect, but can do so if they wish.
  • Each player targets 1 card in their Graveyard for “Emperor Sem’s” effect.
  • If you have at least 1 card in your Graveyard, you can activate “Emperor Sem’s” effect even if your opponent has no cards in their Graveyard.
  • “Emperor Sem’s” effect starts a Chain. If an effect is chained that shifts control of the Tribute Summoned monster to your opponent, “Emperor Sem’s” effect resolves as normal. However, if control of “Emperor Sem” shifts to the opponent as part of the Chain, the effect of “Emperor Sem” is not applied because it is no longer a case where ‘you Tribute Summoned a monster’, as “you” now refers to your opponent.

ENCHANTING FITTING ROOM
  • If you have no vacant monster zones, you cannot Special Summon with "Enchanting Fitting Room". So the Level 3 or lower Normal Monsters that would be Special Summoned are sent to the Graveyard instead. All other cards are still returned to the Deck and it is shuffled.
  • If you have some vacant Monster Card Zones, but not enough, select the monsters you wish to Summon with "Enchanting Fitting Room" and Special Summon them.

ENEMY CONTROLLER
Select and activate 1 of these effects:
● (1) Change the Battle Position of 1 face-up monster your opponent controls.
● (2) Tribute 1 monster. Select 1 face-up monster your opponent controls. Take control of it until the End Phase.
  • If you activate either of "Enemy Controller"'s effects, and your opponent chains "Book of Moon" to flip the target monster face-down, its targeting conditions are no longer correct when "Enemy Controller" resolves and "Enemy Controller"'s effect disappears.
  • The (1) effect targets 1 face-up monster your opponent controls.
    • You can activate this effect while you have no monster on your side of the field.
  • The (2) effect targets 1 face-up monster your opponent controls
    • Tributing a monster is a cost.
    • The monster you gain control of is returned during the End Phase, even if it was flipped face-down (by "Book of Moon") or leaves the field (by "Interdimensional Matter Transporter").
    • If you gain control of your opponent's "Judgment Dragon" during their turn, control is retored before the End Phase concludes (with the end of turn discard), and the turn player will be prompted to activate the mandatory trigger effect to send the top 4 cards of their Deck to the Graveyard. This also applies to other Lightsworn monster with a mandatory end phase trigger effect to send the top cards of the Deck to the Graveyard) [REF].

ENERGY BRAVERY
  • If you Summon a Gemini monster from your Graveyard with “Swing of Memories” while “Energy Bravery” is on the field, and you Normal Summon that monster again, it will not be destroyed during the End Phase.
  • If a Gemini monster that is being treated as an Effect Monster is destroyed at the same time as “Energy Bravery” the effect of “Energy Bravery” will still apply and protect the Gemini monster.

ENERGY DRAIN
  • When "Hayabusa Knight", boosted by "Energy Drain", attacks, and the opponent's hand is reduced during the battle, the ATK of "Hayabusa Knight" for the second attack is not changed because the effect of "Energy Drain" is determined when "Energy Drain" resolves.

ENERGY-ABSORBING MONOLITH
  • The “Energy-Absorbing Monolith” does not increase your Life Points with its own effect. Instead, it changes what the damage inflicting card would have done, so that you gain Life Points instead of taking damage.
  • If you activate “Energy-Absorbing Monolith” while your opponent has “Bad Reaction to Simoichi” face-up on their side of the field, instead of gaining Life Points you will receive damage due to the effect of “Bad Reaction to Simochi”.
  • If you chain “Energy-Absorbing Monolith” to “Ring of Destruction”, when the monster is destroyed you will gain Life Points equal to the destroyed monster’s ATK and your opponent will receive damage equal to the destroyed monster’s ATK.

ENERVATING MIST
  • If "Enervating Mist" and "Infinite Cards" are both active, whichever effect resolved last is dominant.

ENLIGHTENMENT
  • This effect does not target. The Spellcaster-Type monster that destroyed the opponent’s monster must survive the battle in order for you to activate “Enlightenment.”

ENRAGED BATTLE OX
  • For "Enraged Battle Ox"'s effect to activate, the attacked monster must be in Defense Position during damage calculation. So if "Final Attack Orders" is active, "Enraged Battle Ox"'s effect will not be applied.

EQUIP SHOT
  • "Equip Shot" cannot be activated during the Damage Step or End Step.
  • The Attack Position monster selected by "Equip Shot" must be a legal target for the selected Equip Card. If no legal targets exist, "Equip Shot" cannot be activated.
  • The selected Equip Card remains under your control when it is equipped to your opponent's monster.
  • You can select a monster that has already attacked. If you select a monster that has not attacked it may conduct its regular attack after the battle caused by "Equip Shot".
  • If your opponent attacks with one monster (monster A) and you activate "Equip Shot", selecting another of their monsters (monster B), the original attacking monster (monster A) cannot attack after the battle caused by "Equip Shot", but the monster selected by "Equip Shot" (monster B) may attack after the battle created by "Equip Shot".
  • When "Equip Shot" resolves, the battle caused by "Equip Shot" proceeds directly to the Damage Step.
  • If you activate "Equip Shot" during your Battle Phase, your monster is the attacker. If you activate it during your opponent's Battle Phase, your opponent's monster is the attacker.
  • If an effect is chained that switches the monster that would be the attacker into Defense Position, the selected Equip Card is still transferred but the battle is not conducted, unless the monster can attack while in Defense Position like "Total Defense Shogun".
  • If one of the monsters affected by "Equip Shot" cannot attack, the Equip Card is still transferred.

ERADICATOR EPIDEMIC VIRUS
Tribute 1 DARK monster with 2500 or more ATK, and choose Spell Cards or Trap Cards. (1) Check all Spell and Trap Cards on your opponent's side of the field, your opponent's hand, and all cards they draw (until the end of your opponent's 3rd turn after this card's activation), and destroy all cards of the chosen type.
  • This card's cost Tributes a DARK monster with 2500 or more ATK.
    • Face-down DARK monsters can be Tributed (like a Set "Fusilier Dragon, the Dual-Mode Beast").
    • An opponent's face-down monster targeted by "Soul Exchange" cannot be Tributed.
  • You must choose Spell Cards or Trap Cards when you activate this card.
  • The (1) Effect applies destroys all cards simultaneously.
    • Any card treated as a Spell Card (by "Relinquished", a Set "Toy Magician") will be destroyed.
    • If you declare Trap and your opponent's only face-down card is "Fake Trap", the cannot activate it.
  • Resolving the Lingering Effect does not start a Chain.
    • You only check the cards on the field and in the hand when "Eradicator Epidemic Virus" is resolved.
    • Only cards drawn are checked until the end of your opponent's third End Phase.
    • If you draw a Spell / Trap Card(s) (ex: "Book of Moon") in your Draw Phase, it is destroyed immediately and cannot be chained (because this does not start a Chain).
    • If you draw a Spell / Trap Card(s) by card effect (ex: "Morphing Jar"), resolve that effect first, then destroy any Spell / Trap Cards (whichever declared) drawn.
    • If "Eradicator Epidemic Virus" is activated on your turn, the "first turn" lasts until the end of your opponent’s next turn.
  • The Lingering Effect of "Eradicator Epidemic Virus" DOES NOT DESTROY:
    • cards added to the hand (by "King of the Swamp").
    • cards you receive from your opponent (by "Exchange").
  • VS. "Starlight Road": 
    • You CAN activate "Starlight Road" if at least two face-up Spell / Trap Cards (whichever declared) would be destroyed.
    • You CANNOT activate "Starlight Road" if your two Spell / Trap Cards (whichever declared) that would be destroyed are face-down.
    • You CANNOT activate "Starlight Road" if you have 1 face-up Spell Card and 1 face-up Trap card (even if there are others face-down) because "Eradicator Epidemic Virus" will only attempt to destroy cards of the declared type (Spell or Trap).

ERIA THE WATER CHARMER
  • If your opponent chains “Enemy Controller” to the activation of the Flip Effect of a “Charmer”, and takes control of the “Charmer”, the Flip Effect disappears.
  • If you take control of the opponent’s monster with a “Charmer” and the opponent takes control back with “Change of Heart”, control still reverts to you after the effect of “Change of Heart” expires (even though it wasn’t your monster originally).
  • If your opponent takes control of your monster with “Snatch Steal”, and you activate the Flip Effect of a “Charmer” to take it back, you keep control while the “Charmer” is face-up on the field.
  • If “Book of Moon” is chained to the Flip Effect of a “Charmer” to flip the target monster face-down, the effect of the “Charmer” disappears.
  • If a “Charmer” is removed from play with “Interdimensional Matter Transporter”, its effect is not re-applied when it’s back on the field.
  • If “DNA Transplant” changes a monster’s Attribute so that it can be taken by a “Charmer”, and then “DNA Transplant” is destroyed so that the monster’s Attribute no longer corresponds to the effect of the “Charmer”, the controller of the “Charmer” loses control of the monster.
  • If the turn player controls a “Charmer” and a monster controlled by its effect, and activates “Assault on GHQ” and targets the controlled monster, and the opponent chains an effect to destroy the “Charmer”, the controlled monster returns to the opponent’s control, but is still destroyed by the effect of “Assault on GHQ”.

ESCAPE FROM THE DARK DIMENSION
  • "Escape from the Dark Dimension" targets 1 of your removed from play DARK Monsters.
  • If your opponent removes 1 of your DARK Monsters from play temporarily, you can select it with "Escape from the Dark Dimension".

ETOILE CYBER
  • This card’s effect is a Continuous Effect that cannot be chained to.

EVERLIVING UNDERWORLD CANNON
  • "Everliving Underworld Cannon's" effect is a Trigger Effect.
  • "Everliving Underworld Cannon's" effect always activates the first time a Zombie-Type monster is Special Summoned onto your side of the field during each turn.

EVIL BLAST
  • “Evil Blast” targets the monster that you equip it to.
  • You cannot activate “Evil Blast” during the Damage Step.
  • When “Evil Blast” is equipped to a monster, you can switch it to a different monster with “Tailor of the Fickle.”
  • The effect that deals damage starts a Chain.
  • You can activate “Evil Blast” even if multiple monsters are Special Summoned at the same time. 

EVIL HERO DARK GAIA
1 Fiend-Type monster + 1 Rock-Type monster
(C) This card cannot be Special Summoned except with "Dark Fusion". (1) The original ATK of this card is equal to the combined ATK of the Fusion Material Monsters used to Fusion Summon it. (2) When this card declares an attack, change all Defense Position monsters your opponent controls to face-up Attack Position. Flip Effects are not activated at this time.
  • The (C) Condition cannot be negated.
    • ONLY "Dark Fusion" / "Dark Calling" can Special Summon this card.
    • This card cannot be Special Summoned from the Graveyard / Removed from Play area.
    • Fusion Material substitutes (ex: "King of the Swamp") CANNOT be used because this card does not specifically name cards (it specifies "1 Fiend-Type monster + 1 Rock-Type monster").
  • The (1) Continuous Effect does not activate.
    • If "Evil Hero Dark Gaia" is flipped face-down / leaves the field, its ATK becomes 0.
    • Determinine the ATK of "Evil HERO Dark Gaia" using the monsters' total Original (printed) ATK.
    • Fusion Material Monster's with "? ATK" are treated as having "0 ATK".
  • The (2) mandatory Trigger Effect activates in at the Start of the Battle Step - Attack Declaration.
    • This is the same activation timing as "Mirror Force".
    • Turn player priority makes this effect Chain Link 1, but your opponent can chain "Mirror Force".
  • VS. "Necro Gardna": Attacks can only be negated in the Battle Step. If an attack is negated, the Damage Step does not occur (that monster is not treated as having "battled"), and that monster is still considered to have declared an attack that turn (it cannot declare another attack or change its battle position in Main Phase 2) [REF]. If "Evil Hero Dark Gaia" declares an Attack, at the start of the Battle Step the turn player can activate "Evil Hero Dark Gaia's" effect in response to the Attack declaration, and the non-turn player can activate "Necro Gardna's" effect as Chain Link 2. When the chain resolves, "Necro Gardna" negates the Attack and prevents it from proceeding to the Damage Step, then "Evil Hero Dark Gaia's" effect resolves forcing all the opponent's monsters into Attack Position without activating any Flip Effects. Even if "Necro Gardna's" effect was activated before "Evil Hero Dark Gaia" declared an attack, "Evil Hero Dark Gaia" can still activate its effect when it declares an attack which is negated by "Necro Gardna".

EVIL HERO INFERNAL GAINER
  • The Fiend-Type monster selected for “Evil Hero Infernal Gainer’s” effect can attack twice during the Battle Phase as long as it remains face-up on the field.
  • During your second Standby Phase after activating “Evil Hero Infernal Gainer’s” effect, if you have no available Monster Zone spaces when “Evil Hero Infernal Gainer’s” effect tries to Special Summon it onto your side of the field, the “Evil Hero Infernal Gainer” will be sent to the Graveyard.
  • After being removed from play by its own effect, if “Evil Hero Infernal Gainer” is removed from the Removed Zone (returned to the Graveyard, added to the Deck, etc.) its will not be Special Summoned during the second Standby Phase. Even if the “Evil Hero Infernal Gainer” is returned to the Removed Zone, it will still not be Special Summoned.
  • If, during your second Standby Phase after activating “Evil Hero Infernal Gainer’s” effect, your opponent negates the effect that Special Summons “Evil Hero Infernal Gainer”, it will not be Special Summoned during a later Standby Phase.

EVIL HERO INFERNAL PRODIGY
(S) If you control no monsters, you can Special Summon this card from your hand in face-up Attack Position. (1) If you Tribute this card to Tribute Summon an "Elemental Hero", "Destiny Hero", or "Evil Hero" monster, draw 1 card during this turn's End Phase.
  • This (S) Special Summon effect does not start a chain.
  • The (1) mandatory Trigger Effect activates during the End Phase.
    • This effect ONLY ACTIVATES ONCE, even if Tributed for HERO monsters multiple times this turn.
    • This effect WILL STILL activate if Prodigy is removed from play when Tributed (by "Macro Cosmos") or after it was Tributed (by "Soul Release").
  • The (1) effect will NOT trigger if:
    • after being Tributed, Prodigy is Special Summoned to the field prior to the End Phase.
    • after being Tributed, Prodigy is shuffled into the Deck prior to the End Phase.
    • after being Tributed, Prodigy was added to the hand prior to the End Phase.
    • Prodigy is Tributed to Set a HERO monster.
    • the Tribute Summon of a HERO monster was negated (by "Solemn Judgment").

EVIL HERO INFERNO WING
  • The damage inflicted by “Evil Hero Inferno Wing” is determined when the destroyed monster is sent to the Graveyard, and due to this the damage inflicted will be based on the destroyed monsters original ATK or DEF.
  • If the destroyed monster’s ATK and DEF are equal, the effect of “Evil Hero Inferno Wing” will still activate and it will inflict damage equal to either the ATK or DEF. (since both are equal, it does not matter which is selected)

EVIL HERO MALICIOUS EDGE
  • If your opponent controls only 1 monster and you activate “Soul Exchange”, selecting that 1 monster as the target, after resolving “Soul Exchange” you can Tribute that 1 monster to Tribute Summon “Evil Hero Malicious Edge” (You would not need to Tribute an additional monster).

EVIL HERO MALICIOUS FIEND
"Evil Hero Malicious Edge" + 1 Level 6 or higher Fiend-Type monster
(C) This monster cannot be Special Summoned except with "Dark Fusion". (1) During your opponent's Battle Phase, all monsters they control are changed to face-up Attack Position, and each monster they control must attack this card.
  • The (C) Condition cannot be negated.
    • ONLY "Dark Fusion" / "Dark Calling" can Special Summon this card.
    • This card cannot be Special Summoned from the Graveyard / Removed from Play area.
    • Fusion Material substitutes (ex: "King of the Swamp") CAN be used in place of "Evil Hero Malicious Fiend", but NOT in place of "1 Level 6 or higher Fiend-Type monster".
  • The (1) Continuous Effect does not activate. It applies the entirety of your opponent's Battle Phase.
    • All face-down monsters are flipped simultaneously. Flip Effects still activate and form a chain.
    • If your opponent chooses not to conduct their Battle Phase, this effect is not applied.
    • Monsters Special Summoned during your opponent's Battle Phase will be affected.
    • If a monster's Battle Position is changed to Defense Position at the end of the Battle Phase ("Goblin Attack Force", etc.), it will be shifted into Attack Position.
    • If you control 2+ "Evil Hero Malicious Fiend", you decide which one your opponent attacks.
    • Only monsters that are able to attack must attack "Evil Hero Malicious Fiend". If you have "Swords of Revealing Light" and "Evil Hero Malicious Fiend" on your side of the field, your opponent's monsters are unable to attack, so they cannot attack "Evil Hero Malicious Fiend". If you have "Gravity Bind" and "Evil Hero Malicious Fiend" on your side of the field, your opponent's monsters of Level 4 or higher are unable to attack, so they cannot attack "Evil Hero Malicious Fiend".
    • VS. "Level Limit - Area B": your opponent's monsters are changed to Attack Position and must attack "Evil Hero Malicious Fiend". If "Level Limit - Area B" is being negated and during the Battle Phase its effect is reapplied, the opponent's Level 4 or higher monsters change to Defense Position and are unable to attack.

EVIL THORN
  • Tributing “Evil Thorn” is a cost to activate its effect.
  • If you activate the effect of “Evil Thorn,” inflicting damage is mandatory but Special Summoning is optional.
  • If you can’t Special Summon, due to a card effect, you can still Tribute “Evil Thorn” to inflict damage.
  • The timing on the 2 effects of “Evil Thorn” (inflicting damage and Special Summoning) are simultaneous. The effect ends after you have done both. If you have no “Evil Thorns” in your Deck, you can still Tribute “Evil Thorn” to inflict 300 damage.
  • The effects of the Special Summoned “Evil Thorns” are negated as long as they remain face-up on the field.

EXCHANGE
  • You cannot activate "Exchange" if you have no other card in your hand besides "Exchange".
  • The opponent is still considered the owner of the card you take by the effect of "Exchange" for all purposes.
  • If you take your opponent’s "Kuriboh" through the effect of "Exchange" you may discard it to activate its effect (but it is discarded to your opponent’s Graveyard).

EXCHANGE OF THE SPIRIT
  • “Exchange of the Spirit” does not “send” cards to the Graveyard; it swaps the cards in your Deck with those in your Graveyard. So the effects of cards like “Penguin Knight”, “Cockroach Knight”, or “Archfiend of Gilfer” will not activate, nor would the effect of “Skull Invitation” deal any damage. If “Banisher of Light” is on the field no cards will become removed from play because they are not being sent to the Graveyard.
  • “Necrovalley” will negate the effect of “Exchange of the Spirit”.
  • “Exchange of the Spirit” does not target cards in the Graveyard, so “Big Burn” cannot be activated.
  • “Exchange of the Spirit” is put into the new Graveyard after it resolves.
  • You need 15 cards in your Graveyard to activate “Exchange of the Spirit”. If you have exactly 15 and the opponent chains “Disappear” to remove from play 1 of those cards, “Exchange of the Spirit” was already activated correctly so it will resolve correctly.
  • Your opponent can have any number of cards in their Graveyard when you activate "Exchange of the Spirit", including 0.
  • If the opponent activates “Premature Burial” or “Call of the Haunted” you can chain “Exchange of the Spirit” (if you meet the requirements) to swap the cards in the Deck and the Graveyard. Since the targeted monster is no longer in their Graveyard, “Premature Burial” would be destroyed and “Call of the Haunted” would remain on the field meaninglessly.
  • Any Fusion Monsters or Synchro Monsters in the Graveyard when “Exchange of the Spirit” resolves will be returned to the Extra Deck.
  • If “Parasite Paracide” is face-up in a Deck when “Exchange of the Spirit” resolves, it will be sent to its owner’s Graveyard.

EXILED FORCE
  • You cannot activate the effect of "Exiled Force" if it is the only monster on the field.

EXODIA NECROSS
  • "Exodia Necross" cannot be Normal Summoned or Set, and cannot be Special Summoned EXCEPT by the effect of "Contract with Exodia". So "Exodia Necross" cannot be Special Summoned with "Monster Reborn", etc., even if Special Summoned properly first.
  • Players can activate Spell & Trap Card effects that destroy monsters, but "Exodia Necross" will not be destroyed by them.
  • If a piece of Exodia is removed from the Graveyard while "Exodia Necross" is removed from play due to "Dimensionhole", "Exodia Necross" is destroyed when it returns to the field.
  • If your opponent takes control of your "Exodia Necross" and does not have all 5 pieces of Exodia in his/her Graveyard, "Exodia Necross" is destroyed if face-up.
  • While "Skill Drain" is active, "Exodia Necross"' ATK is returned to its original 1800 points. Even if "Skill Drain" then leaves play, "Exodia Necross" does no regain any ATK increases it had because of its effect, but it will begin to accumulate ATK points again.
  • While "Skill Drain" is active, "Exodia Necross" is not destroyed if Exodia pieces are removed from the Graveyard, but it will be destroyed if the effect of "Skill Drain" disappears.

EXODIA THE FORBIDDEN ONE
  • If both players have all 5 of the cards listed on "Exodia the Forbidden One" in their hand at the same time, such as if both players start with all 5 of the cards in their opening hand, or if both players draw all 5 cards by the effect of "Card Destruction", the game is declared a DRAW.

EXODIUS THE ULTIMATE FORBIDDEN LORD
This card cannot be Normal Summoned or Set. (S) This card cannot be Special Summoned except by returning all monsters from your Graveyard to your Deck. (1) When this card declares an attack, send 1 monster from your hand or Deck to the Graveyard. (2) This card has 1000 ATK for each Normal Monster in your Graveyard. (3) When this card is removed from the field, remove it from play. (C) If there are 5 different "Forbidden One" cards in your Graveyard that were sent there by this card's effect, you win the Duel.
  • The (S) Summon Effect is the only way to Special Summon this card.
    • This card CANNOT be Special Summoned from the Graveyard / removed from play area.
    • Shuffling all monsters in your Graveyard into your Deck is a cost.
    • This Summon does not start a chain.
  • The (1) Mandatory Trigger Effect activates at the Start of the Battle Step - Attack Declaration.
    • This effect has the same activation timing as "Mirror Force".
    • Send 1 monster from your hand/Deck to the Graveyard when the effect resolves. This is not a cost.
    • You still send a monster to the Graveyard (and remove it from play) while "Macro Cosmos" applies.
  • The (2) Continuous Effect applies so long as this card is face-up on the field.
  • The (3) Unclassified Effect cannot be negated.
    • If "Exodius the Ultimate Forbidden Lord" is removed from play with "Interdimensional Matter Transporter," "Exodius the Ultimate Forbidden Lord" is not returned to the field in the End Phase.
    • If "Exodius the Ultimate Forbidden Lord" is removed from the field while equipped by the effect of "Relinquished", it is removed from play.
  • The (C) Condition CANNOT be negated.
    • This alternative win condition does not start a chain.

EXPLODER DRAGON
(1) When this card is destroyed by battle and sent to the Graveyard, destroy the monster that destroyed it. (2) While this card is attacking, any Battle Damage either player takes from a battle involving this card becomes 0.
  • The (1) mandatory Trigger Effect does not target the monster that destroyed this card.
    • This effect activates in Substep 7 - End of the Damage Step (like "Masked Dragon").
    • This effect will not activate if this card is removed from play instead of being sent to the Graveyard.
    • This effect will not activate if it is destroyed by a card's effect.
  • The (2) Continuous Effect only applies on your turn, while this card is attacking.

EXPLODER DRAGONWING
  • "Exploder Dragonwing" has a Trigger Effect that activates at the start of Damage Step. (Before a face-down monster is flipped face-up, at the same time as "Sasuke Samurai" or "Ninja Grandmaster Sasuke," etc.) You can choose whether or not to activate the effect of “Exploder Dragonwing.” However, you must activate the full effect (destroy without damage calculation + inflict effect damage) or none of it.
  • “Exploder Dragonwing” inflicts damage equal to the destroyed monster’s ATK while it was on the field, including any adjustments from continuous effects.
  • The effects of “Exploder Dragonwing” to destroy a monster and inflict damage are considered to be simultaneous, although as a practical matter the monster is destroyed first. The effect is considered to have resolved after both parts are completed.
    • If, while the effect is being resolved, the other monster’s ATK becomes higher than that of “Exploder Dragonwing,” the effect of “Exploder Dragonwing” is not applied.

EXPRESSROID
  • If one of the 2 “roid” monsters you select for “Expressroid’s” effect is removed from your Graveyard by an effect chained to this effect, the remaining “roid” monster you selected will be added to your hand.

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