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Individual Card Rulings [I-K]

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.
ICARUS ATTACK
Tribute 1 Winged Beast-Type monster. Destroy 2 cards on the field.
  • Tributing a (face-up / face-down) Winged-Beast is a cost.
  • This card targets two cards. "Icarus Attack" CANNOT target itself.
  • If one target leaves the field, the other target is still destroyed when this effect resolves.

ICE QUEEN
  • “This card cannot be Special Summoned from the Graveyard” is not an effect.
  • This effect targets 1 Spell Card in your Graveyard.If you have 3 or more Spellcaster-Type monsters in your Graveyard, including “Ice Queen” after it is sent to the Graveyard, you can activate the effect.
  • If “Ice Queen” is equipped to “Relinquished” while face-up and is destroyed and sent to the Graveyard, you can activate the effect.

IDO THE SUPREME MAGICAL FORCE
  • The effect of “Ido the Supreme Magical Force” that Summons it in the Standby Phase, and its effect that destroys all other monsters, happen simultaneously. Therefore, you can activate “Torrential Tribute” or “Bottomless Trap Hole” when it Summons itself, as you have not missed the timing.
  • If your next turn’s Standby Phase is skipped, you cannot Special Summon “Ido the Supreme Magical Force” with its effect during the following Standby Phase. The opportunity has been missed.
  • If “Ido the Supreme Magical Force” is not in the Graveyard during the next Standby Phase (if it has been removed from play, for example), it is not Special Summoned, and you do not destroy any monsters with its effect.

Il Blud
(U) 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:
● (1) Once per turn, you can Special Summon 1 Zombie-Type monster from your hand or from either player's Graveyard. (2) When this card is removed from the field, destroy all Zombie-Type monsters Special Summoned by this effect.
  • The (U) 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 (1) 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".
    • While "Zombie World" is active, you can Special Summon non-Zombie-Type monsters.
    • If you activate the effect of "Il Blud" 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 “Il Blud”, the effect to Special Summon is still resolved. The Special Summoned monster will not be destroyed by “Il Blud’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 (2) Continuous Effect does not start a chain.
    • If "Il Blud" leaves the field while resolving a Chain, destroy all Zombie-Type monsters it Special Summoned before resolving the next effect in the chain.
    • If "Il Blud" leaves the field while its effect is negated by "Skill Drain", etc., monsters Special Summoned by its effect will not be destroyed.

IMPERIAL CUSTOM
(1) Face-up Continuous Trap Cards cannot be destroyed, except "Imperial Custom". You can only control 1 "Imperial Custom".
  • The (1) Continuous-like Effect does not activate.
  • This effect only protects Continuous Traps from destruction.
    • Continuous Traps which destroy themselves (ex: "Call of the Haunted") are not destroyed.
    • Continuous Traps still destroy themselves if maintenance costs are not paid (ex: "Mirror Wall").
    • Trap Monsters (ex: "Zoma the Spirit") can't be destroyed by battle or card effect.
    • If "Heavy Storm" would destroy face-up Continous Trap Cards, "Imperial Custom" is destroyed but all other face-up Continuous Trap Cards (including your opponent's) remain.
  • Continuous Trap Cards can still:
    • be flipped face-down (a Trap Monster targeted by "Book of Moon").
    • be returned to the Deck (by "Raiza the Storm Monarch").
    • be returned to the hand (by "Giant Trunade").
    • be removed from play (by "Caius the Shadow Monarch").
    • have their effects negated (by "Jinzo").
    • have their activation (playing face-up) negated (by "Dark Bribe"). If the activation of a Continuous Trap Card is negated, it is sent to the Graveyard. It was never face-up on the field.

IMPERIAL IRON WALL
(1) Cards cannot be removed from play.
  • The (1) Continuous-like Effect does not activate.
  • Cards CANNOT activate if their cost / effect would remove a card(s) from play
    • Examples: "Allure of Darkness", "Nobleman of Crossout", "Book of Life", "Bottomless Trap Hole").
  • If "Imperial Iron Wall" is chained, effects earlier in the Chain resolve as much as possible.
    • Example: Player A activated "Allure of Darkness" and "Imperial Iron Wall" was chained. Player A only needs to reveal a DARK monster in hand. If they cannot, they discard their entire hand.
    • Example: "Imperial Iron Wall" was chained to "Nobleman of Crossout", the targeted monster is destroyed but it is not removed from play. No cards in the Deck are removed from play.
  • "Imperial Iron Wall" trumps the effect of "Macro Cosmos" since it prevents an action.

IMPERIAL ORDER
  • When "Imperial Order" is activated, "Mystical Space Typhoon" can be chained to destroy it.
  • If you chain "Imperial Order" when a Spell Card is activated, "Imperial Order" will resolve first and negate the Spell Card.
  • If you activate "Imperial Order" while Equip Spell Cards are equipped to monsters, the Equip Spell Cards remain equipped to the monsters but their effects are negated.
  • "Imperial Order" cannot be activated in the Damage Step, so you cannot activate it to negate "Rush Recklessly", etc. in the Damage Step.
  • Spell Cards can still be activated while "Imperial Order" is active, but their effects are negated.

IMPRISONED QUEEN ARCHFIEND
  • Paying 1000 Life Points during your Standby Phase is a maintenance cost.
  • If your Life Points are 1000 or less during your Standby Phase, you cannot pay for "Imprisoned Queen Archfiend" so it is destroyed.

INABA WHITE RABBIT
  • This card can only attack Life Points directly. It cannot attack another monster. If the opponent controls "Patrician of Darkness" and you attack with "Inaba White Rabbit", it is still a direct attack; they cannot select a monster as the attack target.
  • However, if the opponent controls a monster equipped with "Ring of Magnetism", your "Inaba White Rabbit" must attack the equipped monster if you chose to attack.

INFERNAL DRAGON
  • If "Infernal Dragon" attacks, and is then flipped face-down, it will not be destroyed during the End Phase. Even if it is flipped face-up again during the same turn, it will not be destroyed.
  • If "Infernal Dragon" attacks, and control of it is switched to the opponent that turn, it will still be destroyed during the End Phase.
  • Even if "Infernal Dragon's" attack is negated by "Magic Cylinder", etc., it will still be destroyed during the End Phase.
  • The second effect of "Infernal Dragon" activates in the Graveyard. If it is destroyed while your opponent controls it, the original owner can choose to activate this effect.
  • The second effect of "Infernal Dragon" can be activated even if it was treated as an Equip Card when destroyed.

INFERNAL INCINERATOR
  • Discarding your hand is a cost to Normal Summon or Set this card. It will not activate the effect of a card like “Goldd, Wu-Lord of Dark World”.
  • You must have at least 1 other card in your hand, besides “Infernal Incinerator”, to discard when your Normal Summon or Set “Infernal Incinerator”.
  • This card can be Special Summoned (even from your Deck, with a card like “Monster Gate”). You do not have to discard your hand when you Special Summon this card.
  • When you Normal Summon or Set “Infernal Incinerator”, it does not start a chain even though you are using the monster’s effect to do so.

INFERNITY BEAST
  • If you declare an attack with this card while you have no cards in your hand but an effect causes you to have at least 1 card in your hand before the attack is complete, your opponent can activate Spell or Trap Cards.

INFERNITY FORCE
  • This effect targets the attacking monster and the “Infernity” monster in the Graveyard.
  • This effect is still resolved, even if you have 1 or more cards in hand when it resolves.
  • Even if the target “Infernity” monster is no longer in your Graveyard when this card resolves, you will still destroy the attacking monster.

INFERNITY NECROMANCER
  • This effect target 1 "Infernity" monster in your Graveyard.
  • If "Skill Drain" is active, the effect that lets "Infernity Necromancer" to gain the effect to Special Summon monsters is negated, so you cannot activate the effect to Special Summon 1 "Infernity" monster.
  • If you activate the effect to Special Summon 1 "Infernity" monster and an effect is Chained that cause you to have 1 or more cards in your hand, you will still Special Summon the targeted "Infernity" monster.

INFERNO
  • When "Inferno" battles with another monster with equal ATK, "Inferno"'s effect is not activated because it must destroy the other monster "and send it to the Graveyard", and at that time, Inferno is no longer on the field to activate its effect.
  • If "Inferno" attacks a face-down "Cyber Jar", "Inferno" is destroyed by the effect of "Cyber Jar" and "Inferno"'s effect is not activated.

INFERNO FIRE BLAST
  • No copies of "Red-Eyes B. Dragon" can attack if you activate "Inferno Fire Blast".
  • If "Red-Eyes B. Dragon" attacked, you cannot activate "Inferno Fire Blast" during Main Phase 2, but if "Red-Eyes B. Dragon" did not attack, you can activate "Inferno Fire Blast" during Main Phase 2.
  • As long as a "Red-Eyes B. Dragon" is on the field when you activate "Inferno Fire Blast", "Inferno Fire Blast" still resolves normally even if "Red-Eyes B. Dragon" is no longer on the field when "Inferno Fire Blast" resolves.
  • If you control "Red-Eyes B. Dragon" and activate "Inferno Fire Blast" to inflict damage, and then after that resolves you activate "Non-Spellcasting Area", "Red-Eyes B. Dragon" still cannot attack because "Non-Spellcasting Area" will not negate the condition.
  • If "Imperial Order" is chained to "Inferno Fire Blast", the effect of "Inferno Fire Blast" is negated but "Red-Eyes B. Dragon" cannot attack. However, if "Magic Jammer" negates the activation of "Inferno Fire Blast", your "Red-Eyes B. Dragon" can attack.
  • If you activate "Inferno Fire Blast" while "Non-Spellcasting Area" is active, the effect of "Inferno Fire Blast" disappears.
  • If you only have 1 "Red-Eyes B. Dragon" on the field, you can activate multiple copies of "Inferno Fire Blast" designating that same "Red-Eyes B. Dragon".

INFERNO RECKLESS SUMMON
  • "Inferno Reckless Summon" does not target. Your opponent chooses a monster on his/her side of the field when "Inferno Reckless Summon" resolves.
  • "Inferno Reckless Summon" cannot be activated in the Damage Step.
  • If there are not enough available Monster Zone spaces for each monster that will be Special Summoned, the monsters that cannot be Special Summoned are sent to the Graveyard instead.
  • "Inferno Reckless Summon" cannot be activated when your monster is Special Summoned face-down. Your opponent cannot select a face-down monster when resolving "Inferno Reckless Summon".
  • Your opponent cannot chose a monster that cannot be Special Summoned.
  • When resolving "Inferno Reckless Summon", first the player that activated "Inferno Reckless Summon" Special Summons his/her monsters, and then the opponent Special Summons his/her monsters. The monsters are treated as being Special Summoned at the same time.
  • "Inferno Reckless Summon" cannot be activated when multiple monsters are Special Summoned by the same effect.
  • "Inferno Reckless Summon" cannot be activated when you Special Summon a monster token. Your opponent cannot choose a monster token.
  • If the monster you Special Summon will have 1500 or less ATK when it is Special Summoned because of a card effect, you can activate "Inferno Reckless Summon".
  • If an effect is chained that removes your Special Summoned monster from the field or flips it face-down, your opponent will still Special Summon his/her monsters. If an effect is chained that removes your opponent's only face-up monster from play or flips it face-down, your monsters are still Special Summoned. If your Special Summoned monster and your opponent's only face-up monster are flipped face-down or removed from the field, the effect of "Inferno Reckless Summon" disappears.
  • When you Special Summon a Fusion Monster or Ritual Monster with 1500 or less ATK and you have additional copies in your Graveyard that can be Special Summoned from the Graveyard, you can activate "Inferno Reckless Summon".
  • If you Special Summon a monster that cannot be Special Summoned from the Graveyard, you can activate "Inferno Reckless Summon" but copies in the Graveyard are not Special Summoned.
  • You can activate "Inferno Reckless Summon" when the only face-up monster your opponent controls is a monster token or a monster that is Limited. In this case you will Special Summon, but your opponent will not.
  • If an effect is chained that increases the ATK of your Special Summoned monster above 1500 ATK, your monsters are still Special Summoned.
  • If you activate "Inferno Reckless Summon" when you Special Summon "Proto-Cyber Dragon", you will Special Summon "Cyber Dragon" from your hand, Deck, and Graveyard.
  • You can activate "Inferno Reckless Summon" when your opponent Special Summons a monster with 1500 or less ATK onto your side of the field.
  • If either player does not Special Summon monsters so that they have 3 monsters with the same name in play after resolving "Inferno Reckless Summon," the opponent can check that player's hand and Deck to verify that they have Summoned all possible copies of the chosen monster. If that monster is Limited or Semi-Limited, and the maximum number of copies allowed per Deck are on that player's side of the field the field, in their Graveyard or in their Removed Zone, their opponent can not check their hand and Deck for additional copies.

INFERNO TEMPEST
  • If you attack "Blue-Eyes White Dragon" with "Ojama Green" or some other 0 ATK monster, you can activate "Inferno Tempest" after damage calculation. Then "Ojama Green" is sent to the Graveyard after "Inferno Tempest" resolves.

INFINITE DISMISSAL
  • Level 3 or lower Monster Cards Normal Summoned or Flip Summoned before "Infinite Dismissal" is activated are destroyed if they were Normal Summoned or Flip Summoned during the same turn "Infinite Dismissal" is activated.

INFORMER SPIDER
  • This effect targets 1 Defense Position monster. This effect activates even if “Informer Spider” is destroyed during the Damage Step.
  • The effect of “Informer Spider” does not activate if it is sent to the Graveyard as a cost to activate a card or effect.
  • If “Informer Spider” is sent to the Graveyard when all your Monster Card Zones are full, the effect will activate and you will target a monster. The targeted monster will be destroyed when the effect resolves because you cannot take control of it.
  • You gain control of the targeted monster for as long as it is on the field.

INHERITED FORTUNE
  • You cannot activate this card during the Damage Step.
  • You can activate “Inherited Fortune” even if you cannot Special Summon at the time, such as if you activated “Scapegoat” this turn or “Archlord Kristya” is on the field.
  • You cannot Chain “Royal Oppression” to “Inherited Fortune.” The effect to Special Summon monsters starts a Chain during y our Standby Phase. You can Chain “Royal Oppression” to the effect to Special Summon monsters.
  • If “Royal Decree” is activated in a Chain to the effect to Special Summon monsters, the effect will still Special Summon the monsters because it is not an effect that activates on the field.
  • You can activate “Inherited Fortune” even if you have no “Fortune Lady” monsters in your hand.

INJECTION FAIRY LILY
  • You can activate this card’s effect during both players’ Damage Steps, at damage calculation. You can activate it only once per Damage Step, but if "Injection Fairy Lily" is involved in multiple battles in the same turn, you can activate it once during each battle.
  • You cannot increase this card’s ATK by 6000 points by paying 4000 Life Points.
  • The ATK increase only lasts for that 1 Damage Step. If this card is involved in multiple battles during the same turn, you must pay 2000 Life Points each battle if you wish to keep increasing its ATK.
  • Activating this card’s effect does not cause a replay.
  • You may activate this card’s effect even when it is attacking directly.
  • If your "Injection Fairy Lily" is in battle with the opponent’s "Injection Fairy Lily" the turn player must decide to use its effect or not first. The opponent can then activate their "Injection Fairy Lily" effect. If both effects are activated, it forms a chain.
  • If this card is equipped with "Heart of Clear Water" and you activate its effect to increase its ATK, the "Heart of Clear Water" is immediately destroyed.
  • The effect of "Mirror Wall" will reduce "Injection Fairy Lily"’s ATK by half before you decide to use its effect or not. So if you activate its effect, its ATK will be 3200. If 2 copies of "Mirror Wall" are active, its ATK will be 3100.

INMATO
  • This is a Multi-Trigger Effect that is activated in a chain to the opponent’s Spell or Trap Card.
  • You can activate “Inmato” when another Plant you control is targeted by a Continuous Spell / Trap Card that was previously activated.
  • You cannot activate “Inmato” during the Damage Step.

INSECT NEGLECT
  • Removing 1 Insect-Type monster from play from your Graveyard is a cost. This effect does not target. You cannot activate this effect more than once within the same Chain.

INSECT PRINCESS
  • While "Insect Princess" is on your side of the field, if you attack your opponent's face-down Insect-Type monster, it is changed to Attack Position after being flipped face-up (before damage calculation).
  • While "Insect Princess" is on your side of the field, your opponent can change the Battle Position of his Insect-Type monsters once during his turn, but the Battle Position is immediately changed back to Attack Position.
  • When you have "Insect Princess" and a Defense Position "Crass Clown" on your side of the field, and "DNA Surgery" is making "Crass Clown" an Insect-Type, and your opponent takes control of "Crass Clown" with "Change of Heart", "Crass Clown" is changed to Attack Position because of "Insect Princess"' effect and its effect activates.
  • "Insect Princess" gains 500 ATK if she destroys an Insect-Type Monster Token.

INSECT QUEEN
  • Insect Monster Tokens are placed during the End Phase for each monster "Insect Queen" destroyed that turn (1 for 1).
  • Insect Monster Tokens are placed during the End Phase, not during the Battle Phase when "Insect Queen" destroys a monster.
  • The Insect Monster Token is Special Summoned to the side of the field of the player who controls "Insect Queen" at the time the Insect Monster Token is Summoned, even if control of "Insect Queen" changed between the Battle Phase and the End Phase.
  • If "Insect Queen" destroys a monster but is not on the field during the End Phase, no Insect Monster Token is Special Summoned.
  • No Insect Monster Token is Special Summoned if it is impossible (due to "Jam Breeding Machine", etc.).
  • If you want to use "Royal Oppression" to negate the Special Summon of an Insect Monster Token, you chain it to the activation of "Insect Queen"’s effect during the End Phase.
  • If you Tribute "Pinch Hopper" to attack with Insect Queen, you can activate "Pinch Hopper"’s effect.

INSPECTION
  • "Inspection's" effect can be activated multiple times during the same Standby Phase.

INSTANT FUSION
(1) Pay 1000 Life Points. Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) (1) It cannot attack, and is destroyed during the End Phase. (C) Only 1 "Instant Fusion" can be activated per turn.
  • Paying 1000 Life Points is a cost.
  • The (1) effect performs a proper Fusion Summon.
    • This effect cannot Summon Fusion Monsters with the Condition "A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters.”
    • This effect cannot Summon Fusion Monster (like "Neo-Spacian Twinkle Moss") with Conditions like "This card cannot be Special Summoned except with "NEX"."
    • The Fusion Monster can be Special Summoned from the Graveyard / removed from play area.
  • The Summoned Fusion Monster "cannot attack, and is destroyed during the End Phase."
    • “Non-Spellcasting Area” does not apply to non-Effect Fusion Monsters (ex: “Flame Swordsman”).
    • This effect applies so long as the Summoned Fusion Monster is face-up on the field.
    • If a card / effect prevents the destruction, it applies during the subsequent End Phase.
    • This effect disappears if the Summoned Fusion Monster is flipped face-down / leaves the field.
    • The destruction during the End Phase does not start a chain.
  • The (C) Condition specifies that only 1 "Instant Fusion" may be ACTIVATED per turn.
    • You can chain “Serial Spell” to duplicate this card's effect.
    • If "Instant Fusion's" activation is negated by "Dark Bribe", you can activate another copy.
    • If "Instant Fusion's" effect is negated by "Royal Oppression", you cannot activate another copy.
    • If “Destiny Hero - Diamond Dude” reveals “Instant Fusion”, in your next turn you can activate (play face-up) “Instant Fusion” as well as the effect of "Instant Fusion" (revealed by Diamond Dude).

INSTANT NEO SPACE
  • When "Instant Neo Space" and the equipped monster are destroyed by the same effect, "Instant Neo Space's" effect does not activate.

INTERCEPT
  • "Intercept" targets the Tribute Summoned monster.
  • If the Tribute Summoned monster has an effect that activates when it is Tribute Summoned, the player that Tribute Summoned the monster activates its effect. "Intercept" is chained to the monster's effect.
  • "Intercept" cannot be activated when "Jinzo" is Tribute Summoned, because "Jinzo's" effect is already applied and prevents Trap Cards from being activated.

INTERDIMENSIONAL MATTER TRANSPORTER
(1) Select 1 face-up monster you control and remove it from play until the End Phase of this turn.
  • The (1) effect of this card targets a face-up monster you control.
    • If the target is no longer face-up, it is not removed from play.
    • If the target's effect removes it from play when it leaves the field, it is not returned (ex: "Exodius the Ultimate Forbidden Lord", "Plaguespreader Zombie" Special Summoned by its effect).
  • A monster removed from play by this effect:
    • returns to the field in the same Battle Position it was in when it left.
    • is destroyed and sent to the Graveyard if there are no open Monster Card Zones when it returns.
    • if it needs to change control in the End Phase (by "Brain Control), and changes control immediately.
    • is no longer affected by other (lingering) effects (ex: "Summoner of Illusions", "Limiter Removal").
    • remembers it was Flip/Normal/Tribute/Special Summoned (ex: "Temple of the Sun", Spirit monsters).

INTERDIMENSIONAL WARP
  • “Interdimensional Warp” targets the monster you control and your opponent’s monster with A-Counter(s).

INTERPLANETARY INVADER 'A'
(1) Gain control of a monster that attacks this face-up Attack Position card, at the end of the Battle Phase.
  • The (1) Trigger Effect meets activates in Substep 7 - End of the Damage Step, then "starts another chain" in the End of the Battle Phase, this  time taking control of every monster that battled it.
    • This effect does not target.
    • This effect activates even if Invader 'A' is destroyed in battle / removed from play.
    • Take control of that monster(s), even if it is flipped face-down before the end of the Battle Phase.
    • If Invader 'A' is attacked by multiple monsters, you take control of every monster that attacked it.
    • If you have no open Monster Card Zones at the End of the Battle Phase, destroy affected monsters.
    • You retain control of those monsters, even if Invader 'A' is flipped face-down / leaves the field.
  • The (1) Effect will NOT ACTIVATE IF:
    • Invader 'A' is returned to the Deck by "Grave Protector".
    • a Level 4 or higher monster attacks Invader 'A' and "Gravity Bind" is activated.
    • Invader 'A' is destroyed without applying damage calculation (ex: "Sasuke Samurai #4").

INTRODUCTION TO GALLANTRY
  • If your opponent has 4 or fewer cards in their hand when this card’s effect resolves, they will still discard 1 card at random.

INVADER OF DARKNESS
(1) While this card is face-up on the field, your opponent cannot activate Quick-Play Spell Cards.
  • The (1) Continuous Effect applies while this card is face-upon the field.
  • Your opponent cannot activate (play face-up) Quick-Play Spells.
  • The effects of Quick-Play Spell Cards that were activated earlier in the Chain are not negated.

INVASION OF FLAMES
  • 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.

INVERSE UNIVERSE
  • After “Inverse Universe” resolves, monsters whose ATK and DEF are calculated or modified because of their own individual effects have their ATK and DEF “frozen” at the switched values.
  • Examples: The ATK and DEF of “Tragoedia” will not change even if the number of cards in your hand changes. The ATK and DEF of “Gren Maju Da Eiza” will not change. The ATK and DEF of “Uria, Lord of Searing Flames” will not change. The ATK of “Arcanite Magician” will not change, even if the number of Spell Counters does.
  • If “Shrink” targets a monster that has been affected by “Inverse Universe” its ATK will be half of its original, printed ATK. After “Shrink” wears off, the monster’s ATK becomes its original, printed ATK.
  • If “Ojama Country” is switching the ATK and DEF of all monsters and “Inverse Universe” is played, the ATK and DEF values will be switched again. Even if “Ojama Country” leaves the field later, the values set by “Inverse Universe” will remain.
  • Monsters affected by “Inverse Universe” have their ATK and DEF switched for as long as they are face-up on the field.
  • You can activate “Inverse Universe” during the Damage Step, but not during damage calculation. If the ATK of a monster is being changed by an Equip Spell and “Inverse Universe” is activated, the ATK and DEF switch, but the Equip Spell does not reapply its effect to the new ATK.
  • When the Equip Spell is destroyed, the ATK and DEF of the monster do not change.
  • New Equip Spells will modify the new ATK.

IRIS, THE EARTH MOTHER
  • The effect of “Iris, the Earth Mother” is a Trigger Effect. So it will start a new chain itself.
  • “Iris, the Earth Mother” must have been on the field before the chain began and must have been on the field throughout the entire chain in order for its effect to activate.
  • The effect of “Iris, the Earth Mother” will still activate even if some steps of the chain have their activation negated. (Or even if “Vanity’s Call” negates all Links in the chain.)

IRON CHAIN BLASTER
  • Sending 1 "Iron Chain" monster you control to the Graveyard is a cost. You can only send a face-up "Iron Chain" monster.
  • "Iron Chain Blaster" can send itself to the Graveyard to activate its effect.

IRON CHAIN COIL
  • "Iron Chain Coil's" effect targets 1 face-up "Iron Chain" monster you control.

IRON CHAIN DRAGON
(1) You can remove from play all "Iron Chain" monsters from your Graveyard to have this card gain 200 ATK for each card removed, until the End Phase. (2) When this card inflicts Battle Damage to your opponent, send the top 3 cards of your opponent's Deck to the Graveyard.
  • The (1) Ignition Effect does not target this card.
    • There is no cost.
    • When this effect resolves, remove fromplay  all "Iron Chain" monsters in your Graveyard.
  • The (2) mandatory Trigger Effect activates in Substep 5 - After Damage Calculation.
    • There is no cost. The top 3 cards of your opponent's Deck are milled when this effect resolves.
    • This effect applies while "Macro Cosmos" is active. The top 3 cards are removed from play instead.

IRON CHAIN REPAIRMAN
  • "Iron Chain Repairman's" second effect targets 1 Level 4 or lower "Iron Chain" monster in your Graveyard.
  • If "Iron Chain Repairman" attacks and its attack is negated, it cannot activate its second effect in Main Phase 2.

IRON CHAIN SNAKE
  • "Iron Chain Snake's" first effect targets 1 face-up monster your opponent controls.
  • The player that controlled the equipped monster when it was destroyed sends cards from the top of their Deck to the Graveyard.
  • If "Iron Chain Snake" is equipped to a monster with another card's effect, the equipped monster does not lose ATK and DEF. However, when the equipped monster is destroyed by battle and sent to the Graveyard, the effect of "Iron Chain Snake" activates.
  • When the equipped monster is destroyed by battle and sent to the Graveyard, if its controller has fewer cards in their Deck than the Level of the destroyed monster, every card left in their Deck is sent to the Graveyard.

IRON CORE ARMOR
  • The effects of this card do not target.
  • If you equip this card to your opponent’s monster and then attack that monster, your monster will lose ATK.
  • You can send this card to the Graveyard to prevent your monster from being destroyed for not paying its maintenance cost.
  • The effect to reduce a monster’s ATK does not start a Chain.

IRON CORE LUSTER
  • Revealing “Iron Core of Koa’ki Meiru” is a cost. If your hand is being revealed by “Ceremonial Bell” or “Respect Play” you cannot activate “Iron Core Luster.”

IRON CORE IMMEDIATE DISPOSAL
  • You cannot activate “Iron Core Immediate Disposal” unless there is an “Iron Core of Koa’ki Meiru” in your Deck.

IRON CORE OF KOA’KI MEIRU
  • Both effects of “Iron Core of Koa’ki Meiru” start a chain.
  • Sending a “Koa’ki Meiru” monster to the Graveyard is a cost to activate the second effect.
  • While “Macro Cosmos” is active, you cannot send “Iron Core of Koa’ki Meiru” to the Graveyard to pay the cost of keeping your “Koa’ki Meiru” monster on the field. So you must either pay the reveal cost, or destroy the monster.

IRON CORE SPECIMEN LAB
  • Revealing “Iron Core of Koa’ki Meiru” is a maintenance cost to keep this card on the field.
  • Both players can use the effect of this card. If the opponent activates the effect of this card, the effect is considered to be controlled by the controller for this card.
    • There is no limit to the number of times you can activate this card’s effect in a single turn.
  • If 2 “Koa’ki Meiru” monsters you control are destroyed simultaneously during the End Phase you can only activate this card’s effect once and add 1 “Koa’ki Meiru” monster to your hand.
  • If 2 “Koa’ki Meiru” monsters, one you control and one your opponent controls, are destroyed at the same time, both players can activate this card’s effect. The effects will form a Chain. Chain Link 1 is the turn player’s effect.

IVE SHACKLES
  • Even if “DNA Surgery” is active, “Ivy Shackles” will take precedence during your turn.
  • The effect to draw a card starts a chain. 

IZANAGI
  • "Izanagi's" effect is not applied if it is face-down during the End Phase.

JADE INSECT WHISTLE
  • The monster selected for "Jade Insect Whistle" is chosen when the effect resolves, not when it is activated, so "Jade Insect Whistle" doesn't target.
  • If your opponent claims to have no Insect-Type monsters in his/her Deck when your "Jade Insect Whistle" resolves, you can check the Deck to make sure.
  • A face-up "Parasite Paracide" can be selected with "Jade Insect Whistle".

JADE KNIGHT
(1) While this card is in Attack Position, face-up Machine-Type monsters you control with 1200 or less ATK cannot be destroyed by the effects of Trap Cards. (2) When this face-up card is destroyed by battle and sent to the Graveyard, you can add 1 Level 4 LIGHT Machine-Type monster from your Deck to your hand.
  • The (1) Continuous Effect only applies while this card is in face-up Attack Position.
    • This applies to the effects for all classes of Trap Card (Normal, Continuous, Counter).
    • Machine-Type monsters you control with 1200 or less ATK can still be sent to the Graveyard, returned to the hand / Deck, or banished by Trap Cards.
    • This does not negate the effect or activation of Trap Cards.
  • The (2) optional Trigger Effect activates & resolves in the Graveyard.
    • This effect activates in Substep 7 - End of the Damage Step.
    • This card must be face-up before being selected as an attack target for this effect to trigger.
    • This effect cannot activate if this face-down card is attacked and destroyed by battle [REF].

JAIN, LIGHTSWORN PALADIN
(1) If this card attacks an opponent's monster, it gains 300 ATK during the Damage Step only. (2) During each of your End Phases, send the top 2 cards of your Deck to the Graveyard.
  • The (1) Continuous Effect starts to apply in Substep 1 - Start of the Damage Step.
    • This effect applies until Substep 7 - End of the Damage Step.
    • This effect does not activate, it cannot be negated by "Light-Imprisoning Mirror".
  • 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].

JAM BREEDING MACHINE
  • You may Set monsters when you have this card active on your side of the field, but you cannot Flip Summon them.
  • You may Summon a monster and then activate this card.
  • You cannot activate "Scapegoat" if you have this card active on your side of the field.
  • If the effect of "Cyber Jar" is activated when you have this card active on your side of the field, monsters that you pick up which could normally be Summoned by the effect of "Cyber Jar" are destroyed instead. Other monsters, such as Level 5 and above monsters, and monsters that can only be Special Summoned, are still added to your hand.

JAM DEFENDER
  • If you have two "Revival Jams" on the field, you may redirect an attack to either one of your choosing.
  • If you have "Jam Defender", "Revival Jam", and a monster equipped with your "Ring of Magnetism" on your side of the field, you may redirect an attack to "Revival Jam" when you opponent attacks the monster equipped with "Ring of Magnetism".

JAR ROBBER
  • You can chain "Jar Robber" to your own or your opponent's "Pot of Greed".
  • The only way to activate "Jar Robber" is to chain it to the activation of "Pot of Greed".
  • "Jar Robber" must be the very next step in the chain, so if you activate "Pot of Greed" and your opponent chains "Imperial Order", you cannot activate "Jar Robber".

JENIS, LIGHTSWORN MENDER
  • "Jenis, Lightsworn Mender's" effect only activates once during the End Phase, even if cards were sent from your Deck to the Graveyard by the effects of multiple "Lightsworn" monsters.
  • If "Jenis, Lightsworn Mender" is Summoned after card(s) are sent from your Deck to the Graveyard by the effect of a "Lightsworn" Monster, "Jenis, Lightsworn Mender's" effect still activates in the End Phase.
  • The damage and Life Point gain with "Jenis, Lightsworn Mender" happen at the same time, so it is possible to start a new Chain with "Numinous Healer" or "Attack and Receive", etc.

JESTER CONFIT
(S) You can Special Summon this card from your hand in face-up Attack Position. (1) If you do, return this card and 1 face-up monster your opponent controls to the hand during the End Phase of your opponent's next turn. (U) You can only control 1 face-up "Jester Confit".
  • The (S) Summon Effect does not start a Chain.
  • The (1) mandatory Trigger Effect is activated by the controller of this card.
    • This effect targets 1 face-up monster your opponent controls.
    • If either “Jester Confit” or the target is not face-up on the field, neither is returned to the hand.
    • If your opponent has no face-up monsters. This effect activates, but no cards return to the hand.
    • If your opponent takes control of this card, they activates this effect during your End Phase.
  • The (U) Unclassified Effect is not a Condition. It can be negated by "Skill Drain".

JESTER LORD
  • If you activate “Shrink” targeting “Jester Lord,” its original ATK of 0 will be halved then its Continuous Effect will be reapplied. (The end result is no change in ATK.)

JETROID
  • Both players can chain to the Trap Card that is activated by the effect of “Jetroid” (the controller can activate several Trap Cards from his hand in a chain).
  • If “Ancient Gear Golem” attacks “Jetroid”, the controller of “Jetroid” cannot use its effect.

JINZO
(1) Trap Cards cannot be activated. (2) The effects of all face-up Trap Cards are negated.
  • The (1) Continuous Effect applies while "Jinzo" is face-up on the field as a monster.
    • This card's Flip / Normal Summon can be negated by "Solemn Judgment" / "Horn of Heaven".
    • Trap Cards cannot be activated (played face-up).
    • The effects of face-up Trap Cards (ex: "Royal Oppression") cannot be activated.
  • The (2) Continuous Effect does not activate.
    • Negate the effect(s) of a Trap Cards that activates on the field, even if it is removed from the field.
    • The effects of Trap Cards which have already resolved are not negated.
    • A face-down "Jinzo" does not apply its effects, it is flipped and destroyed by "Acid Trap Hole".

JINZO - RETURNER
(1) This card can attack your opponent directly. (2) When this card is sent to the Graveyard, you can Special Summon 1 "Jinzo" from your Graveyard. Destroy it during your End Phase.
  • The (1) Continuous Effect does not activate.
    • If this effect is negated in the Damage Step, no replay occurs.
    • If this effect is negated when the attack is declared, a replay occurs since this card cannot attack directly.
  • The (2) optional "When... you can..."Trigger Effect can miss the timing.
    • If the Special Summoned "Jinzo" is flipped face-down, it is not destroyed in the End Phase.
    • If "Future Fusion" sends (multiple) "Jinzo" and (multiple) "Jinzo - Returner" to the Graveyard at the same time, you can activate the effect of (all) "Jinzo – Returner" in a new Chain.
    • Destroying "Jinzo" in the End Phase does not start a Chain.
    • This effect will not activate if Returner is sent to the  Graveyard as Chain Link 2+.
    • This effect will not activate if Returner is sent to the Graveyard before the last thing to happen.

JIRAI GUMO
  • If a replay occurs when "Jirai Gumo" attacks and you decide to continue attacking with "Jirai Gumo", you do not flip the coin again.
  • If your opponent has "Toll", you must pay the cost for "Toll" before flipping the coin for "Jirai Gumo"

JOWGEN THE SPIRITUALIST
  • When playing with this card you need to remember which monsters on the field were Special Summoned because they can later be destroyed with the effect of "Jowgen the Spiritualist". If a monster that was Special Summoned is flipped face-down, it can still be destroyed by the effect of "Jowgen the Spiritualist".
  • While this card is on the field neither player can activate "Scapegoat", "Monster Reborn", "Call of the Haunted", "Magical Hats", "Dedication through Light and Darkness", or any other card that Special Summons a monster.
  • If "Jowgen the Spiritualist" is Special Summoned by the effect of "Cyber Jar", all monsters that are Special Summoned by that "Cyber Jar" are Summoned successfully.

JOWLS OF DARK DEMISE
  • When "Jowls of Dark Demise" is flipped and its effect activates during your opponent's turn, it ends at the end of your opponent's turn. You take control of a monster, but can’t attack with it because it isn’t your turn.
  • You can take control of a face-down monster with "Jowls of Dark Demise".
  • You can Tribute a monster you took control of with "Jowls of Dark Demise".
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  • If you take control of a Union Monster with "Jowls of Dark Demise", and equip it to your monster, control of the Union Monster Card does not return to your opponent at the end of the turn because it is an Equip Spell Card.

JUDGMENT DRAGON
(C) This card cannot be Normal Summoned or Set. (S) This card cannot be Special Summoned except by having 4 or more "Lightsworn" monsters with different names in your Graveyard. (1) You can pay 1000 Life Points to destroy all other cards on the field. (2) During each of your End Phases, send the top 4 cards of your Deck to the Graveyard.
  • This (S) Special Summon effect does not start a chain.
    • This card can ONLY be special summoned from the hand by this effect.
    • This card CANNOT be Summoned by "Call of the Haunted" / "Return from the Different Dimension".
  • The (1) Ignition Effect does not target.
    • Paying 1000 Life Points is a cost.
    • If this card is flipped face-down during the chain, it is not destroyed by this effect.
  • The (2) mandatory Trigger Effect starts a chain.
    • This effect will still activate while "Dimension Fortress Weapon" is face-up on the field, but it will resolve without effect.
    • If you do not have enough cards to send to the Graveyard remaining in your Deck when resolving the effect of a “Lightsworn” monster or “Judgment Dragon,” all cards remaining in your Deck are sent to the Graveyard and you will lose the Duel.
    • If an effect chained to a “Lightsworn” monster’s (or “Judgment Dragon’s”) effect to send cards from your Deck to the Graveyard during the End Phase that removes that “Lightsworn” monster from the field, the “Lightsworn” monster’s effect does not resolve.
    • See “Jain, Lightsworn Paladin” for additional rulings.

JUDGMENT OF ANUBIS
  • You can activate "Judgment of Anubis" when there are no monsters on your opponent's side of the field.
  • When you activate "Judgment of Anubis", you destroy your opponent's monster after the activation and the effect of the Spell Care are negated. This means that the monster-destroying effect of "Judgment of Anubis" does not target.
  • You can activate "Judgment of Anubis" and select a Spell Card that destroys only a Spell Card (like "De-Spell") or only a Trap Card (like "Remove Trap") or could destroy both (like "Mystical Space Typhoon") or many (like "Heavy Storm").
  • You can activate "Judgment of Anubis" and select a Spell Card that negates the activation of a card and destroys it, like "My Body as a Shield" or "Bait Doll".
  • You cannot activate "Barrel Behind the Door" against "Judgment of Anubis" because when "Judgment of Anubis" is activated, it has not been confirmed that the damage-inflicting effect will happen.

JUDGMENT OF THE DESERT
  • You can still change the Battle Positions of monsters with card effects; "Judgment of the Desert" only prevents "manual" changes.

JUDGMENT OF THUNDER
  • "Judgment of Thunder" cannot be activated in the Damage Step.
  • "Judgment of Thunder" targets 1 card your opponent controls.

JUNK ARCHER
(1) Once per turn, you can select 1 monster your opponent controls. Remove that monster from play. During the End Phase of this turn, it returns to your opponent's side of the field, in the same Battle Position.
  • The (1) Ignition Effect targets 1 (face-up / face-down) monster your opponent controls.
    • If the target is face-down, it is banished face-down, and returns to the field face-down.
    • The target returns, even if "Junk Archer" is flipped face-down / leaves the field.
    • The target returns without starting a Chain. This is not treated as a Special Summon.
    • If the target was a Token, it does not return to the field.

JUNK BOX
  • If the “Morphtronic” monster Special Summoned by “Junk Box” is flipped face-down or leaves the field, do not destroy it during the End Phase.

JUNK SYNCHRON
(1) When this card is Normal Summoned, you can Special Summon 1 Level 2 or lower monster from your Graveyard in face-up Defense Position. That monster's effect(s) is negated.
  • The (1) optional Trigger Effect activates in the Summon response timing (like "Trap Hole").
    • This effect targets a monster in the Graveyard. It is negated by "Necrovalley".
    • This effect only negates the target's effects that activate on the field. It can still activate its effects.
    • If the target is flipped face-down / leaves the field, its effects are no longer negated.
  • This effect can't activate if Junk was Normal Summoned as Chain Link 2+ by "Ultimate Offering".

JUTTE FIGHTER
  • "Jutte Fighter's" effect targets 1 face-up Attack Position monster your opponent controls.

KA-2 DES SCISSORS
  • The Level of the destroyed monster is the original Level.
  • You can use "Barrel Behind the Door" against "KA-2 Des Scissors"' effect.

KAHKKI, GUERILLA OF DARK WORLD
  • This is a Trigger Effect. This effect targets.

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

KAISER COLOSSEUM
(1) If there is 1 or more monster(s) on the field of the controller of this card, his/her opponent cannot place a monster on the field if his/her number of monsters would exceed the number of monsters that are on the field of this card's controller. (C) The cards that are already on the field before this card's activation are unaffected by this effect.
  • The (1) Continuous Effect only applies while you control 1+ monster(s).
    • Your opponent can still Flip Summon monsters.
    • Your opponent can still activate "Brain Control" / "Mind Control".
    • Your opponent can Tribute Summon if they would then control equal / fewer monsters than you do.
    • Your opponent cannot Tribute Summon if they would still control more monsters than you do.
    • Your opponent cannot activate cards / effects that Summon (ex: "Scapegoat", "Call of the Haunted").
    • VS. "Cyber Jar": if your opponent would control more monsters, they must destroy monsters equal to the difference; the excess monsters are never actually Summoned and instead are sent from the Deck to the Graveyard (so "Sangan" does not get its effect). So the monsters are destroyed after they are picked up, but before any monsters are Special Summoned for the effect of "Cyber Jar".
  • The (C) Condition cannot be negated. It is not an Effect.
    • If there are already more monsters on your opponent's side of the field when you activate "Kaiser Colosseum", nothing happens to them but your opponent cannot Summon any more.

KAISER GLIDER
  • The "same ATK" as "Kaiser Glider" means the same as the current ATK, not the original ATK.
  • When "Kaiser Glider" is in Attack Position and battles a monster with the same ATK, only the other monster is destroyed.
  • "Kaiser Glider"'s second effect activates when destroyed and sent to the Graveyard from the field, hand, or Deck.
  • If "Kaiser Glider" is equipped to "Relinquished" or "Thousand-Eyes Restrict", and is destroyed and sent to the Graveyard, "Kaiser Glider"'s effect activates.

KAMINOTE BLOW
  • The effect of “Kaminote Blow” that destroys monsters at the end of the Damage Step is not part of a chain.

KANGAROO CHAMP
  • If you attack “Kangaroo Champ” with “Berserk Gorilla” while “Final Attack Orders” is on the field, “Berserk Gorilla” is changed to Defense Position due to “Kangaroo Champ”, and is destroyed by its own effect before it can be changed to Attack Position again.
  • If “Kangaroo Champ” attacks a Flip Effect Monster, “Kangaroo Champ” is Step 1 of the chain and the Flip Effect Monster is Step 2.
  • If your opponent’s monster is destroyed during damage calculation then you cannot apply the effect of “Kangaroo Champ”.
  • The effect of “Kangaroo Champ” can be chained to. After damage calculation, it starts a new chain.

KARATE MAN
  • "Revese Trap's" effect is not applied because "doubled and halved" are not considered as increasing or decreasing.
  • If Karate Man is equipped with Megamorph, and Megamorph is halving Karate Man's ATK, and you use Karate Man's effect, Karate Man's ATK is 2000. If you use Karate Man's effect, and THEN equip him with Megamorph after that, and Megamorph would halve his ATK, then his ATK is 500.
  • If the effect of "Shrink" is applied after "Karate Man's" effect has been used, its ATK will become 500. If "Karate Man" is affected by "Shrink", then its effect is activated, its ATK will become 2000.

KARMA CUT
Discard 1 card. Remove from play 1 face-up monster your opponent controls. Then, remove from play any cards in your opponent's Graveyard with the same name as that monster.
  • Discarding a card from your hand is a cost.
  • This card can be activated while your opponent controls "Kycoo the Ghost Destroyer".
  • This effect targets 1 face-up monster your opponent controls.
    • If the target is flipped face-down, it is not removed from play, nor are any copies in their Graveyard.
    • If you gain control of the target before this effect resolves, it is not removed from play.
    • If “Proto-Cyber Dragon” is removed from play, copies of “Cyber Dragon” are not affected.
    • “Harpie Lady”, “Harpie Lady 1”, “Harpie Lady 2”, “Harpie Lady 3”, or “Cyber Harpie Lady” have the same name in the Graveyard. If one is removed from play, others in the Graveyard are affected.

KASHA
  • This card’s effect is a Trigger Effect. Setting the ATK equal to the number of Zombie-Type monsters x1000 is part of the resolution of the Trigger effect.
  • If you return face-down Zombie-Type monsters to the Deck they are not counted towards the ATK of “Kasha.” If you return Zombie-Type Fusion Monsters or Synchro Monsters to the Extra Deck, they count towards the ATK of “Kasha.”
  • If non-Zombie-Type monsters that are treated as Zombies by “Zombie World” are returned to the Deck by “Kasha” they do not count towards its ATK.
  • If “Skill Drain” is activated, the ATK of “Kasha” becomes 0 and stays at 0 even if “Skill Drain” is later removed from the field.

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

KELDO
  • You cannot activate "Keldo"'s effect when there are not at least 2 cards in your opponent's Graveyard.
  • The owner of the Deck shuffles it and the controller of "Keldo" cuts the Deck.

KID GUARD
  • This card must be activated when the opponent's monster declares an attack.

KING DRAGUN
  • The first effect of “King Dragun” is a Continuous Effect. The second effect of “King Dragun” is an Ignition Effect.
  • Your opponent cannot target a Dragon-Type Fusion Monster with “De-Fusion” while “King Dragun” or “Lord of D.” is on the field because “De-Fusion” targets.
  • “Divine Wrath” is NOT a card that targets, so “Divine Wrath” may be used against Dragon-Type monsters while “King Dragun” or “Lord of D.” is on the field.
  • You can chain “Divine Wrath” to the effect of “King Dragun” that Special summons a Dragon-Type monster.

KING OF THE SKULL SERVANTS
  • If the number of “Skull Servant” and “King of the Skull Servants” cards in your Graveyard changes, re-calculate the original ATK of “King of the Skull Servants”. If it is equipped with "Megamorph" you would then re-apply the effect of "Megamorph".
  • If you have 2 "Skull Servant" cards in your Graveyard (original ATK 2000), and you equip this card with "Megamorph", its current ATK will become either 4000 or 1000, depending on your Life Points.
  • Since the ATK of this card is ?, it cannot be Special Summoned by the effect of "Mystic Tomato".
  • Removing from play 1 “Skull Servant” or “King of the Skull Servants” to Special Summon a “King of the Skull Servants” is a cost.

KING OF THE SWAMP
(1) You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material Monster(s) must be the correct one(s). (2) Discard this card from your hand to the Graveyard to add a "Polymerization" from your Deck to your hand. The Deck is then shuffled.
  • The (1) effect does not have any classification. It is not an Ignition, Trigger, Quick, or Continuous Effect.
    • This effect does not target.
    • Using "King of the Swamp" as a Fusion Material does not start a Chain Link.
    • This effect is not applied while in the Deck or removed from play.
    • This card can't be used to Summon "Chimeratech Fortress Dragon" or "XYZ-Dragon Cannon".
    • VS. "Prohibition": A "King of the Swamp" in the hand cannot apply this effect, but a "King of the Swamp" that was in the Graveyard (before "Prohibition" was activated) can apply this effect.
  • The (2) Ignition Effect activates and resolves in the hand.
    • Discarding this card is a cost.
    • You only add 1 copy of "Polymerization".
    • This effect cannot activate if you have no copy of "Polymerization" in your Deck.
    • This effect cannot activate if "Prohibition" declares "King of the Swamp".
    • This effect cannot activate if you use "King of the Swamp" as Fusion Material from your hand.

KING TIGER WANGHU
(1) Destroy all monsters with an ATK of 1400 or less that are Normal Summoned or Special Summoned.
  • This (1) mandatory Trigger Effect activates in the Summon response timing (like "Trap Hole").
    • This effect verifies ATK at resolution, and includes all ATK modifiers.
    • This effect activates if a monster(s) is Summoned face-down (by "Super Nimble-Mega Hamster"), it does not destroy the Special Summoned monster because its ATK cannot be verified.
    • If this effect activated in response to a Normal Summon, it can be negated by "Pulling the Rug".
    • If this effect activated in response to a Special Summon, it can be negated by "Swallow Flip".
    • If multiple monsters are Normal / Special Summoned in a Chain, Wanghu triggers once and destroys all monsters with 1400 or less ATK that were Normal / Special Summoned in that Chain [REF].
  • VS. Ignition Effect Priotity: Player A Normal Summons "Exiled Force". Whangu's Trigger Effect starts a chain immediately, "Exiled Force" is destroyed (it's effect can't activate as a Chain Link of 2+).
  • VS. "Return from the Different Dimension": If a monster(s) with ATK 1400 or less is Special Summoned simultaneously with Wanghu, Wanghu's effect will trigger and start another Chain. If Wanghu itself has 1400 or less ATK when resolving its effect, it is also destroyed.
  • VS. "Treeborn Frog": "Treeborn Frog" will be destroyed, but can Special Summon itself again. Doing so without purpose is considered stalling, a violation of Tournament Policy.

KING'S KNIGHT
  • When “King’s Knight” is Normal Summoned, its Trigger Effect starts a chain if “Queen’s Knight” is on the field. If the opponent chains “Torrential Tribute” to destroy “King’s Knight” and “Queen’s Knight” you still Special Summon “Jack’s Knight”.
  • The effect of “King’s Knight” can only activate if it is Normal Summoned. Not if it is Flip Summoned, Special Summoned, or Set.

KINKA-BYO
  • "Kinka-Byo's" effect targets 1 Level 1 monster in your Graveyard and continues to target it while it is on the field.
  • Removing the Special Summoned monster from play when "Kinka-Byo" is removed from the field does not start a Chain.
  • When "Kinka-Byo" is flipped face-down its effect disappears. If it is flipped face-up and Special Summons another Level 1 monster, when it is removed from the field only the newly Special Summoned Level 1 monster is removed from play. The previously Special Summoned Level 1 monster remains on the field.
  • If you Special Summon "Arcana Force 0 - The Fool" with "Kinka-Byo's" effect and the coin toss for "Arcana Force 0 - The Fool" is heads, "Kinka-Byo's" effect is negated and it is destroyed. "Arcana Force 0 - The Fool" remains on the field.

KIRYU
(1) Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Dark Blade" 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, increase the ATK/DEF of the equipped monster by 900 points, and you can Tribute this card to allow the equipped monster to attack your opponent's Life Points directly this turn. (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.)
  • While "Mask of Restrict" is active, you cannot Tribute "Kiryu" because "Mask of Restrict" prevents all Tributing, including Tributing Equip Spell Cards.
  • If you Tribute "Kiryu" while it is equipped to "Dark Blade", you cannot then use "Super Rejuvenation" and count "Kiryu" as a Dragon-Type monster.
  • If you Tribute "Kiryu" while equipped to "Dark Blade", "Dark Blade" no longer gets the ATK increase from "Kiryu" as it is no longer equipped with it.

KISHIDO SPIRIT
  • If your monster in Defense Position is attacked by a monster with equal ATK to your monster's ATK, your Defense Position monster will not be destroyed even if its DEF was lower than the attacking monster's ATK.
  • When "Spear Dragon" attacks a Defense Position monster with equal ATK to "Spear Dragon", perform damage calculation normally even though the Defense Position monster is not destroyed.

KNIGHT OF THE RED LOTUS
  • You can Normal Summon this monster. The effect to Special Summon targets.

KOA’KI MEIRU CRUSADER
  • This effect targets 1 “Koa’ki Meiru” card in your Graveyard. If this card battles a monster with the same ATK and both are destroyed, its effect will activate.

KOA’KI MEIRU DOOM
  • The first sentence of this card is a maintenance cost, not an effect. It does not start a Chain.
  • Continuous Effects that do not start a Chain cannot be negated by “Koa’ki Meiru Doom” because they do not ‘activate’.
  • “Koa’ki Meiru Doom” will negate effects that activate outside of the field (such as the Graveyard or Removed Zone), as long as it is during the Main Phase.
  • The effect of “Koa’ki Meiru Doom” is a Continuous Effect.

KOA'KI MEIRU DRAGO
(M) During each of your End Phases, destroy this card unless you send 1 “Iron Core of Koa’ki Meiru” from your hand to the Graveyard or reveal 1 Dragon-Type monster in your hand. (1) LIGHT and DARK monsters cannot be Special Summoned.
  • The (M) Maintenance Cost is not an effect. It cannot be negated.
    • Revealing 1 Dragon-Type monster does not start a chain.
    • VS. "Brain Control": if your opponent controls your Drago; they can fail to pay the maintenance cost, destroying Drago, before resolving "Brain Control" (returning your Drago).
  • The (1) Continuous Effect does not activate.
    • LIGHT / DARK monsters cannot be Special Summoned (face-up or face-down).
    • Cards / Effects that would Special Summon a LIGHT / DARK monster cannot be activated.
    • Cards / Effects that MIGHT Special Summon a LIGHT / DARK monster can be activated
      • Ex: If "Reasoning" would Special Summon a LIGHT monster, it is sent to the Graveyard.
      • Ex: "Return from the Different Dimension" cannot Special Summon LIGHT / DARK monsters.

KOA’KI MEIRU GUARDIAN
  • The first sentence of this card is a maintenance cost, not an effect. It does not start a Chain. “Koa’ki Meiru Guardian’s” effect is a Quick Effect.

KOA’KI MEIRU HYDRO BARRIER
  • Returning “Iron Core of Koa’ki Meiru” from your hand to the top of the Deck is a cost.
  • If “Koa’ki Meiru Hydro Barrier” is removed from the field or flipped face-down after its effect is activated, the effect(s) of face-up Effect Monsters are still negated.
  • If your opponent Summons a monster while the effect of “Koa’ki Meiru Hydro Barrier” is being applied, that monster’s effect will be negated.

KOA’KI MEIRU ICE
  • The first sentence of this card is a maintenance cost, not an effect. It does not start a Chain.
  • Sending a card from your hand to the Graveyard is a cost to activate this monster’s effect.
  • This effect targets 1 Special Summoned monster on the field.
  • Even if a Special Summoned monster is flipped face-down, you can destroy it later with “Koa’ki Meiru Ice.”

KOA’KI MEIRU POWERHAND
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Normal Trap Card in your hand. If this card battles a LIGHT or DARK monster, any of that monster's effects that activate or apply on the field are negated during that Battle Phase, while this card remains on the field.
  • The first sentence of this card is a maintenance cost, not an effect. It does not start a Chain.
  • “Koa’ki Meiru Powerhand” only negates a monster’s effect while they 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.
  • If “Koa’ki Meiru Powerhand” is destroyed by battle, its effect stops working from that point.
    • Example: if “Koa’ki Meiru Powerhand” battles “Divine Knight Ishzark,” the effect of “Koa’ki Meiru Powerhand” stops as soon as it is destroyed, and it will be removed from play by the effect of “Divine Knight Ishzark.”
  • The effect negation ability of “Koa’ki Meiru Powerhand” begins when an attack target is declared. If “Koa’ki Meiru Powerhand” declares an attack on “Cyber Valley,” and the controller of “Cyber Valley” removes it from play, “Cyber Valley” will be removed from play but the controller will not draw a card, and the Battle Phase will not end, because the effect was activated on the field and is negated by “Koa’ki Meiru Powerhand.” (Also, since the number of potential attack targets has changed in this case, a replay will occur.)

KOA’KI MEIRU ROOKLORD
  • You can Tribute Summon this card by Tributing 1 “Koa’ki Meiru” monster” is not an effect.
  • Removing from play 1 “Koa’ki Meiru” card in your Graveyard is a cost.
  • This effect targets 1 or 2 cards your opponent controls.

KOA’KI MEIRU SEA PANTHER
  • Sending 1 “Iron Core of Koa’ki Meiru” from your hand to the Graveyard is a cost.
  • This is an Ignition Effect that targets 1 Spell Card in your Graveyard.

KOA’KI MEIRU SPEEDER
  • Revealing “Iron Core of Koa’ki Meiru” is a cost to activate this effect.
  • You can activate this effect once for each “Iron Core of Koa’ki Meiru” you draw during the Draw Phase.
  • If you control multiple copies of “Koa’ki Meiru Speeder” and you draw “Iron Core of Koa’ki Meiru” during your Draw Phase, you can activate the effect of both monsters in a Chain.

KOA’KI MEIRU TORNADO
  • Returning 1 “Iron Core of Koka’ki Meiru” from your hand to the top of the Deck is a cost. If your opponent Chains “Book of Moon” to this effect to turn a Special Summoned monster face-down, it will still be destroyed. This effect will destroy monsters that have been Special Summoned in face-down Defense Position by effects like “Morphing Jar #2.”

KOA’KI MEIRU URKNIGHT
  • Revealing “Iron Core of Koa’ki Meiru” is a cost to activate the effect.

KOA’KI MEIRU VALAFAR
  • The first sentence of this card is a maintenance cost, not an effect. It does not start a Chain. You can use a face-down “Koa’ki Meiru” monster to Tribute Summon “Koa’ki Meiru Valafar” with just 1 Tribute.

KOITSU
(1) Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Aitsu" 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, increase the ATK of the equipped monster by 3000 points. (3) When it attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. (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.)
  • "Koitsu"'s effect that inflicts damage is only applied to a monster that is equipped with "Koitsu" by "Koitsu"'s effect; "Koitsu" itself, while a monster, does not receive this effect.

KOTODAMA
  • Sheep Tokens will be destroyed by the effect of "Kotodama" since Monster Tokens are considered cards.
  • If two Flip Effect monsters are flipped face-up at the same time while "Kotodama" is on the field, their effects are negated and they are destroyed.
  • If 2 or more monsters with identical names are on the field when "Kotodama" is Summoned, they are all destroyed.

KOZAKY'S SELF-DESTRUCT BUTTON
  • You cannot activate “Kozaky’s Self-Destruct Button” because it has no activation effect.
  • If “Bait Doll” targets “Kozaky’s Self-Destruct Button”, nothing happens because the timing is inappropriate. However, “Kozaky’s Self-Destruct Button” is then destroyed by “Bait Doll”.
  • “Kozaky’s Self-Destruct Button” starts a chain at the time that it is sent to the Graveyard. If “Banisher of the Light” is on the field and “Kozaky’s Self-Destruct Button” is removed from play, its effect still activates because it only has to be destroyed.

KREBONS
(1) When this card is selected as an attack target, you can pay 800 Life Points to negate the attack.
  • The (1) optional Trigger Effect activates at the Start of the Battle Step - Attack Declaration.
    • Paying 800 Life Points is a cost.
    • This effect does not target.
    • This effect resolves, even if "Krebons" is flipped face-down / leaves the field.
    • If this effect negates the attack of a monster like "Asura Priest", it cannot attack "Krebons" again.

KRYUEL
  • If "Second Coin Toss" is active, and "Kryuel" is sent to the Graveyard as a result of battle, you can re-do the coin toss.

KUNOICHI
  • If an effect is chained that removes "Kunoichi" from the field, its new controller still discards 1 card.
  • If you give control of your face-up "Kunoichi" to your opponent while "Remove Brainwashing" is active, it is immediately returned to your control and when its effect resolves you will discard 1 card.

KURAZ THE LIGHT MONARCH
(1) When this card is Normal or Special Summoned, you can destroy up to 2 cards on the field. For each card destroyed, that card's controller draws 1 card. (2) This card cannot attack during the turn it is Normal or Special Summoned.
  • This (1) optional "When... you can..." Trigger Effect can miss the timing.
    • This effect targets 1 or 2 cards on the field.
    • The "destroy" and "draw" parts are considered to resolve simultaneously.
    • If a target cannot be destroyed, the other is still destroyed.
    • If a target(s) cannot be destroyed, no card is drawn for it.
    • Drawing a card(s) for your destroyed card(s) is OPTIONAL. Don't make irreparable gamestates...
    • If a target changes control, its controller can draw 1 card when it is destroyed.
    • If 2 of your cards were destroyed, you choose to draw 2 cards or 0 cards, you cannot draw 1 card.
  • The (2) Continuous Effect does not activate.
    • This effect does not apply if Kuraz' effects are negated.

KURIBOH
  • "Kuriboh" does not target the attacking monster.
  • "Kuriboh" only prevents Battle Damage to your Life Points; it will not prevent your monsters from being destroyed.
  • "Kuriboh" can only be activated while in your hand, its effect cannot be used while "Kuriboh" is on the field.
  • "Kuriboh's" effect is a Quick Effect.
  • "Kuriboh" is activated during damage calculation. If your opponent attacks with "Injection Fairy Lily" and activates her effect, you can chain "Kuriboh" to reduce the damage to zero.

KURIBON
  • You can activate this effect even if “Bad Reaction to Simochi” is face-up on the field.
  • You can activate this effect even if “Kuribon” was attacked while face-down.
  • When you use this effect, damage calculation is still conducted and “Kuribon” is considered to be destroyed by battle, so you can activate cards like “Byroad Sacrifice.”
  • You can activate this effect when “Kuribon” is attacked by “Dark Ruler Ha Des.” “Dark Ruler Ha Des” will not negate the effect because it is activated before “Kuribon” would be destroyed.
  • If you cannot take Battle Damage because of the effect of “Waboku” or “Tornado Wall” you cannot activate the effect of “Kuribon.”

KYCOO THE GHOST DESTROYER
(1) When this card inflicts Battle Damage to your opponent, you can remove from play up to 2 Monster Cards from their Graveyard. (2) Your opponent cannot remove from play cards from either player’s Graveyard.
  • The (1) optional Trigger Effect activates in Substep 5 - After Damage Calculation.
    • This effect targets up to 2 Monsters in your opponent's Graveyard.
    • This effect cannot activate while "Necrovalley" is active.
  • The (2) Continuous Effect does not activate.
    • Your opponent cannot activate cards / effects that remove cards in the Graveyard(s) from play, whether as cost or as part of their effect.
    • Your opponent cannot Summon monsters like "Chaos Sorcerer".

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