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Deck Master Rules
Deck Master Rules
The Deck Master System is a set of rules for advanced players which add new dimensions
to the basic gameplay. All of the basic rules of dueling are kept intact, except where noted,
and play is more or less identical to the standard mode of play.
A supplemental rules variant, the Super Expert Rules are included at the end, which
include new Deck Building rules. These are optional rules, but it is highly recommended that
they be used with the Deck Master rules.
I. Introduction
A Deck Master is a Monster designated to be a guardian or mascot of your Deck.
This Deck Master is not included in your minimum Deck-Size limit, and is instead part of your
Deck Master Extra Deck.
The Deck Master Extra Deck is initially composed of only 1 card your designated Deck
Master and its contents are public knowledge.
At the beginning of the Duel, place your Deck Master Extra Deck face-up in the Deck Master
Zone. All Deck Masters Abilities in the Deck Master Zone are valid.
No cards in the Deck Master Extra Deck may be traded out for cards in your Sideboard.
During the course of the Duel, if all your Deck Masters are destroyed, you immediately lose
the duel.
1. Any 1 monster may be declared as a Deck Master. This card is placed in your Deck Master
Extra Deck before the beginning of Match, and your Deck Master Extra Deck must contain
exactly 1 card at the beginning of the Duel (unless a Deck Master Ability says otherwise).
1a. Unless specifically noted below, only Monsters may be declared as your Deck Master.
1b. At the beginning of the Match, you must announce the name of all your Deck Masters in
your Deck Master Extra Deck and their corresponding Deck Master Abilities. At the beginning
of each Duel, place your Deck Master Extra Deck face-up in the Deck Master Zone to the
right of your Main Deck. You cannot change your initial Deck Masters Ability between Duels.
1c. When declaring your Deck Masters and Deck Master Abilities, if a declared cards name
is listed below with 1 or more Deck Master Abilities, you must select one of its listed Abilities
as its Deck Master ability.
1c-1. When declaring Deck Masters, if a declared cards name is not listed below, you may
select 1 Generic Deck Master Ability for which it is applicable, based on its characteristics.
(For example, if you declared Red-Eyes Archfiend of Lightning as your Deck Master, you may
choose to apply the Generic Deck Master Ability for a DARK, Fiend, Gemini, or Effect Monster
as its Deck Master Ability)
2. If your last Deck Master is Destroyed without immediately being replaced (see rule 5),
you lose the Duel.
3. During either players turn, at any time except the Damage Step, you may Deck Master
Summon one Deck Master from the Deck Master Zone. This is an Inherent Special Summon
and cannot be negated by an opponents card effect (except for their Deck Masters Ability).
Spells, traps, and card effects cannot be activated in response to the Deck Master Summon
of a players Deck Master.
3a. Once a Deck Master is on the Field, it cant be returned to the Deck Master Zone without
the effect of another card or its own effects. It can only return to the Deck Master Zone if the
Deck Master would be made to go to the Hand, Deck or Extra Deck by you or your
opponents card effect, or by its own, or another, Deck Masters effects.
3b. Deck Masters who have summoning conditions cannot be Deck Master Summoned from
the Deck Master Zone.
3b-1. Ritual Monsters may ignore their Ritual Summoning requirements and be Deck Master
Summoned, unless they specifically do not allow any summoning except Ritual Summoning.
Ritual monsters summoned this way are still not considered to have been properly
summoned initially for the effects of cards (such as Call of the Haunted).
3b-2. Fusion, Synchro, and Xyz monsters who can be Special Summoned from the Extra
Deck without properly Fusion/Synchro/Xyz Summoning (such as by the effects of Starlight
Road or Metamorphosis) may be Deck Master Summoned. Fusion, Synchro, and Xyz
monsters summoned this way are still not considered to have been properly summoned
initially for the effects of cards (such as Call of the Haunted).
4. Any Deck Master that is Deck Master Summoned onto the Field gains a condition known
as Summoning Sickness until the End Phase of your next turn. Any Deck Master suffering
from Summoning Sickness cannot attack and cannot activate any non-Deck Master abilities.
4a. Any Deck Master that isnt Deck Master Summoned doesnt gain the Summoning
Sickness condition. (For example, if you Deck Master Summon a Blue-Eyes White Dragon
and then Tribute Summon it for a new Blue-Eyes White Dragon, the new Blue-Eyes monster
may attack immediately. See Rule 5 for more information)
5a. If a new Monster becomes your Deck Master during the course of a Duel, due to the
effects of Rule 5, and that Monster has a specific Deck Master Ability listed (See Section II),
you must choose to have your new Deck Master gain that ability.
5a-1. If your new Deck Master has multiple Deck Master Abilities listed (See Section II) and
you wish to use one, you must choose which one to use immediately as part of the
Summoning of that Monster, and may not change your choice later.
5b. If a new Monster becomes your Deck Master during the course of a Duel, due to the
effects of rule 5, and that Monster does not have a Deck Master Ability listed (See Section
II), you may choose to have it gain a Generic Deck Master Ability for which is it applicable,
based on its characteristics. If you do not, your new Deck Master gains no abilities.
5c. Any Setup-type Deck Master Ability from your initial Deck Master (such as Black Luster
Soldier Envoy of the Beginnings Double Trouble ability) is never lost or changed
throughout the Duel, even if your Deck Master changes.
5c-1. If your new Deck Master is listed in Section II, Subsection II Specific Deck
Master Abilities, and has multiple Deck Master Abilities listed, you cannot select any of its
Setup-type Abilities as its Deck Master Ability.
5c-2. If your new Deck Master is listed in Section II, Subsection II Specific Deck
Master Abilities, but only has Setup-type Deck Master Abilities listed, you must choose 1
Generic Deck Master Ability for which it is applicable, based on its characteristics.
5d. If you choose an Instant-type Ability as your new Deck Masters Deck Master Ability, that
Ability activates as soon as the monster is Summoned and its Deck Master Ability has been
chosen. As an Instant Ability, its Ability does not begin a Chain and cannot be responded to
except by other Deck Master Abilities.
5e. When a new Deck Master is successfully summoned, Deck Master Abilities (if any) must
be chosen before all other non-continuous effects occur and any responses to the
summoning can occur (this does not cause Missed Timing; it simply pauses the game until
any and all Deck Master Abilities are chosen).
5f. If multiple monsters are Special Summoned part of an effect which included your Deck
Master being Destroyed, Banished, Sacrificed, Tributed, etc. (such as Giant Germ or
Multiply), all resulting Special Summoned monsters are each treated as separate Deck
Masters, and each may choose different Deck Master Abilities accordingly (see rules 5a, a-1,
b).
5f-1. If a player owns multiple Deck Masters, ALL Deck Masters that player owns must be
Destroyed or permanently Banished by an Opponent's card for that player to suffer a loss by
their Deck Master being destroyed.
5f-2. Unless otherwise noted, multiple Deck Master abilities stack (For example: if a player
controls 2 Deck Masters who each give +500 ATK to other monsters, both stack together to
grant +1000 ATK).
6. If control of a Deck Master changes, the new controller also gains control of its Deck
Master Ability (though the chosen Deck Master Ability itself cannot change). HOWEVER, if
that Deck Master is destroyed, its OWNER loses the Duel, not its current Controller.
6a. If your Deck Master under an opponents control is Tributed for the Tribute Summon of a
monster, or used as a Fusion, Synchro, Ritual, or Xyz Material Monster, you are considered
the owner of that resulting summoned monster.
6b. If multiple Deck Masters are used as Tributes for the Summon of a monster, or are used
as Fusion, Synchro, Ritual, or Xyz Material Monsters, all players whose Deck Masters were
used are considered the owners of that resulting monster, and if that monster is destroyed,
all players considered that monsters owner Lose the Duel. If all players involved in the Duel
are considered owners of that Deck Master when it is Destroyed, the Duel ends in a Tie.
6b-1. If a Deck Master is owned by 2 or more players and there are multiple choices for its
Deck Master Ability, only the player who controlled the card or effect which caused the new
Deck Master to be created chooses which Deck Master Ability to apply.
7. Deck Master Abilities are not considered Monster Abilities and cannot be negated except
by other Deck Master abilities.
8. If a Deck Master lists two or more abilities with an OR between them, you must choose
which of the two abilities the Deck Master will have in the Duel before the Duel begins (See
Rules 5a, a-1, and b for exceptions to this).
Each initial Deck Master has 1 Deck Master Ability, and any Monster which becomes a Deck
Master during the course of a Duel may gain a Deck Master Ability. If the name of a card
chosen as your initial Deck Master is listed in Section II, Subsection II Specific Deck
Master Abilities, you must choose one of its listed Deck Master Abilities as its Ability for
the Match; if it is not listed, you must select 1 Generic Deck Master Ability for which it is
applicable, as listed in Section II, Subsection III Generic Deck Master Abilities.
All deck masters have a special ability known as the Deck Master Ability. These abilities have
an effect on Duels and come in certain types. The Types are as follows: Quick ,Normal,
Continuous, Counter, Instant, Setup.
Quick effects are Spell Speed 2 effects, and can be chained to. Unless otherwise stated, a
Quick ability may be activated while your Deck Master is on the Field or in your Deck Master
Zone.
Normal effects are Spell Speed 1 effect, and can be chained to. Unless otherwise stated, a
Normal ability may be activated while your Deck Master is on the Field or in your Deck
Master Zone.
Continuous effects are always active as long as the deck master is either face-up on the
Field or in the Deck Master Zone. Unless otherwise stated, a Continuous ability is always
active while your Deck Master is on the Field or in your Deck Master Zone.
Counter effects are activated in response to only certain conditions as a Spell Speed 3
effect, and can be chained to. Unless otherwise stated, a Counter ability may be activated
while your Deck Master is on the Field or in your Deck Master Zone.
Instant effects activate immediately when the Duel starts, before the first card is even
drawn, and cannot be chained to, except other Deck Master Abilities.
Setup effects are active only before the Duel begins (an example would be an effect
allowing you to contain four copies of the same card in one deck). These abilities cannot be
negated by any ability, even other Deck Master Abilities.
NOTE: If a cards name listed below is chosen as a Deck Master, you must choose one of the
Deck Master Abilities listed under its name as its Deck Master Ability at the beginning of
each Match.
Airknight Parshath
DECK MASTER ABILITY NAME: Circle of Light
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all LIGHT Monsters on your side of the Field
by 700 points.
Alien Shocktrooper
DECK MASTER ABILITY NAME: Take Me to Your Leader
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of
the Field is considered Alien Mothership. As long as the Field is Alien Mothership: Increase
the ATK of all Psychic, and Reptile-type Monsters you control by one-half their original ATK;
Increase the DEF of all Psychic, and Reptile-type Monsters you control by one-half their
original DEF.
Ancient Elf
DECK MASTER ABILITY NAME: My Youth in Arcadia
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: The Normal Summon or Set of Level 5 and higher monsters
may be conducted without Tributing. Players may Normal Summon monsters in Face-Up
Defense Position. Monsters may not Attack on the turn they are Special Summoned. Each
player may conduct any combination of 2 Actions (including using the same action) on their
turn. These Actions are:
Normal Summon or Set a Monster if you have not done so this turn
Conduct your Battle Phase (following the normal rules for Attacking)
Activate a Spell card Face-Up
Activate a Set Trap Card (that you have controlled since the beginning of the turn)
Set a Face-Down Spell or Trap card
Players may still activate any number of Trap and Quick-Play Spell cards on their opponents
turn (as long as the Activation Requirements, if any, are still met), but still cannot Activate a
Quick-Play Spell or Trap card on the same turn they Set it. Players may Flip Summon any
number of Monsters they control during their turn without spending an Action (all rules for
Setting and Flip Summoning Monsters still apply). Players may still Activate any number of
Effects each turn (following the usual Activated and Triggered Effect rules). Players may still
Activate a Quick-Play Spell card from their hand during their own Battle Phase, as long as
they have not used both of their Actions for the turn (if they do, this counts as a use of an
Action).
Asura Priest
DECK MASTER ABILITY NAME: Spirit Monster Materialization
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Spirit-Type Monsters on your side of the
Field by 1000 points.
Axe Raider
DECK MASTER ABILITY NAME: Blessings of the Weapon Smith
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: In addition to the effects of Equip Cards, all Monsters on the
Field increase their ATK by 1000 points for each card Equipped to each of them.
B. Skull Dragon
DECK MASTER ABILITY NAME: Armor-Piercing Claws
DECK MASTER TYPE: Continuous
DECK MASTER ABILITY TEXT: All DARK Monsters inflict Piercing Battle Damage.
Barrel Dragon
DECK MASTER ABILITY NAME: Immediate Equipment
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Downgrade all cards named Blowback Dragon and Fusilier
Dragon, the Dual Mode Beast in your hand and on your side of the Field by 2 Levels.
OR
Beast of Talwar
DECK MASTER ABILITY NAME: Sword Master's Trick
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, you may activate this Deck Master Ability to
Special Summon 1 Beast of Talwar from your hand in face-up Attack or Defense position.
Berserk Dragon
DECK MASTER ABILITY NAME: Reckless Limitation Break
DECK MASTER ABILITY TYPE: Continuous/Normal
DECK MASTER ABILITY TEXT: If a Monster in your Hand (other than a Ritual, Fusion, Synchro,
or Xyz Monster), names a specific card as part of its Summoning Conditions: you may
discard 3 cards and pay 3000 Life Points: Special Summon that monster, ignoring its
Summoning Condition (for instance, you may special summon a Horus the Black Flame
Dragon LV8 directly from your hand by discarding 3 cards and paying 3000 Life Points).
OR
Black Tyranno
DECK MASTER ABILITY NAME: Jurassic Power
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Dinosaur-Type Monsters you control deal Piercing Battle
Damage.
OR
OR
OR
OR
Buster Blader
DECK MASTER ABILITY NAME: Sword of the Dragon Slayer
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability to negate the Summoning
(including Special Summons) of a Dragon-Type Monster and destroy it.
OR
Byser Shock
DECK MASTER ABILITY NAME: Curse of Revelation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Any card set in a Monster Card Zone on the Field is
automatically destroyed.
Card Trooper
DECK MASTER ABILITY NAME: Price of Glory
DECK MASTER ABILITY TYPE: Instantaneous
DECK MASTER ABILITY TEXT: You start the Duel with 7 cards in hand and 4000 Life Points.
Catapult Turtle
DECK MASTER ABILITY NAME: Barrier Breaker
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: When a Continuous Spell or Continuous Trap card is activated:
negate the activation of that card and destroy it.
Celtic Guardian
DECK MASTER ABILITY NAME: Obnoxious Restriction
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: All Monsters with an ATK of 1900 points or higher cannot
attack. Monsters cannot be destroyed by Battle with Monsters with an ATK of 1900 or more.
Chaos Command Magician
DECK MASTER ABILITY NAME: Chaos Cloud
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 card from your
hand to negate the activation of an effect that specifically designates 1 or more Monsters on
the Field as a target and destroy the card that activated the effect.
Chaosrider Gustaph
DECK MASTER ABILITY NAME: Tribal Warfare
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Each player can only Summon or control 1 Type of face-up
Monster at a time.
Copycat
DECK MASTER ABILITY NAME: Mirror, Mirror
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: This Deck Master is treated as a copy of your opponents
current Deck Master.
Cosmo Queen
DECK MASTER ABILITY NAME: Secret Magic Spell
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and pay 1000
Life Points to select 1 Level 7 or higher Spellcaster-Type Monster on your side of the Field.
During this turn, only the selected Monster can attack and it attacks all Monsters on your
opponent s side of the Field. The effects of Effect Monsters destroyed by the selected
Monster in battle cannot be activated.
Curse of Dragon
DECK MASTER ABILITY NAME: Fiery Discharge
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Both players take 500 points of Direct Damage during each of
their respective Standby Phases.
OR
OR
Cyber Ogre
DECK MASTER ABILITY NAME: Grendels Brother
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: You may have 4 copies of Cyber Ogre (including this card) in
your Deck.
D. D. Warrior Lady
DECK MASTER ABILITY NAME: Reappointment from Another Earth
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Downgrade all Warrior-Type Monster Cards in both players
hands and on the Field by 2 Levels.
Dark Horus
DECK MASTER ABILITY NAME: The Gathering Darkness
DECK MASTER TYPE: Counter
DECK MASTER ABILITY TEXT: Whenever you activate a Quick-Play Spell Card on one of your
opponents Main Phases, you may search your deck for a DARK monster with ATK 1500 or
less, reveal it, and put it into your Graveyard. Shuffle your deck afterward if you do.
Dark Magician
DECK MASTER ABILITY NAME: Knife Trick
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, if you have a card named Dark Magician face-
up on your side of the Field, you may activate this Deck Master Ability to flip a coin. If the
result is heads, destroy 1 Monster on the Field.
OR
OR
OR
OR
OR
Dark Necrofear
DECK MASTER ABILITY NAME: D-E-A-T-H Magic Curse
DECK MASTER ABILITY TYPE: Setup; Continuous
DECK MASTER ABILITY TEXT: You may include Spirit Message cards in your Extra Deck. You
do not lose if this monster is sent to the Graveyard in any way (you still lose if its Banished).
When this card is sent to the Graveyard, you can activate 1 Destiny Board card directly
from your Hand or Main Deck. While this card is in your Graveyard, Destiny Board cards
are unaffected by all other cards. If you would place Spirit Message cards onto the field
from your Hand or Deck, you may place them from your Extra Deck instead. If this card is
removed from the Graveyard, destroy all Destiny Board cards you control.
Dark Paladin
DECK MASTER ABILITY NAME: Spell-Shattering Slash
DECK MASTER TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 card from your
hand to negate the activation of a Spell card and destroy it.
Dark Rabbit
DECK MASTER ABILITY NAME: Saturday-Morning Kill-toons
DECK MASTER ABILITY TYPE: Setup/Continuous
DECK MASTER ABILITY TEXT: You may have 3 copies of Toon World in your deck. All Toon
monsters, Manga Ryu-Ran, Dark Rabbit, and Parrot Dragon gain the Monster Subtype,
Toon. While you control a face-up Toon World Continuous Spell Card, Toon Monsters may
attack your opponents Life Points directly. When a Toon World Continuous Spell Card is
destroyed, destroy all Toon monsters. You may only control 1 Toon World at a time.
Dark Sage
DECK MASTER ABILITY NAME: Ancient Magic Scroll
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability to select 1
Spell Card from your deck, add it to your hand, and then shuffle your deck.
Deepsea Warrior
DECK MASTER ABILITY NAME: Reflector Hole
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: When of 1 of your opponents Monsters attacks a Monster on
your side of the Field, activate this Deck Master Ability and Tribute 2 Monsters to negate the
attack of your opponents Monster and inflict Direct Damage equal to the attacking
Monsters ATK to your opponents Life Points.
Don Zaloog
DECK MASTER ABILITY NAME: Hand of the Bandit
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Each time 1 of your Monsters inflicts damage to your
opponents Life Points, you can select and activate 1 of the following effects:
Select 1 card from your opponents hand randomly and discard it to the Graveyard.
Send 2 cards from the top of your opponents deck to the Graveyard.
Dragon Seeker
DECK MASTER ABILITY NAME: Cry of Vengeance
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Whenever a Level 5 or higher Fiend-Type Monster is sent from
the Field to your Graveyard, you may activate this Deck Master Ability and discard your
entire hand to Special Summon 1 Buster Blader from your hand, deck, or Graveyard to the
Field in face-up Attack position. Then, if a Buster Blader was Summoned from your deck,
shuffle your deck.
Exiled Force
DECK MASTER ABILITY NAME: Kamikaze Strike
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 card from your
hand to Tribute 1 Monster on your side of the Field and destroy 1 other Monster on the Field.
OR
OR
OR
Exodia Necross
DECK MASTER ABILITY NAME: Congregation of the Dead
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: As long as this Monster is your Deck Master, you may have up
to
4 Exodia Necrosses (including this one) in your deck, instead of 1.
OR
Fiber Jar
DECK MASTER ABILITY NAME: Bionic Absorption
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability to negate the activation of a
face-up Effect Monsters effect.
Fire Princess
DECK MASTER ABILITY NAME: Balance of Soul
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Each time you increase your Life Points, activate this Deck
Master Ability to inflict 500 points of Direct Damage to your opponent s Life Points.
Firegrass
DECK MASTER ABILITY NAME: Home on the Range
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of
the Field is considered Rolling Plains. As long as the Field is Rolling Plains: Increase the
ATK of all Beast-Warrior, and Warrior-type Monsters you control by one-half their original ATK;
Increase the DEF of all Beast-Warrior and Warrior-type Monsters you control by one-half their
original DEF.
Flame Swordsman
DECK MASTER ABILITY NAME: Ring of Fire
DECK MASTER TYPE: Quick
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when a FIRE Monster on your
side of the Field is sent to the Graveyard as a result of battle to inflict 500 points of Direct
Damage to your opponent's Life Points.
OR
Fushioh Richie
DECK MASTER ABILITY NAME: Grace of the Undead King
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when there is no Monster on
your side of the Field to Special Summon 1 Zombie-Type Monster from your hand. You can
use this Deck Master Ability once per turn.
Gadget Soldier
DECK MASTER ABILITY NAME: War Machine
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of
the Field is considered Heavy Weapons Factory. Increase the ATK of all Machine and Pyro-
type Monsters you control by one-half their original ATK. Increase the DEF of all Machine and
Pyro-type Monsters you control by one-half their original DEF.
Garnecia Elefantis
DECK MASTER ABILITY NAME: Night of the Full Moon
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, you may activate this Deck Master Ability to
Special Summon 1 Garnecia Elefantis from your hand in face-up Attack or Defense position.
Gate Guardian
DECK MASTER ABILITY NAME: Triple Elemental Force
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Monsters in your hand are considered to be on the Field when
fulfilling the Special Summoning requirements of Gate Guardian. Also, add the following
effect to all Gate Guardians on the Field: As long as this card remains face-up on the Field,
negate the effects of all Spell and Trap cards.
Gemini Elf
DECK MASTER ABILITY NAME: Triadic Coalescence
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when there are 3 Monsters
with the same name on the same side of the Field to Tribute 2 of the 3 Monsters to the
Graveyard and triple the original ATK and DEF of the third Monster.
OR
Goblin of Greed
DECK MASTER ABILITY NAME: Greed is Good
DECK MASTER ABILITY TYPE: Setup/Continuous
DECK MASTER ABILITY TEXT: You may have up to 3 copies of Pot of Greed and Jar of
Greed in your deck. However, your Deck and Sideboard may not contain any cards with
Forbidden One in the name. In addition, whenever you draw cards outside of your Draw
Phase, if Goblin of Greed is in the Deck Master Zone, you may put that many Greed Counters
onto Goblin of Greed; while Goblin of Greed is in the Deck Master Zone, increase the ATK and
DEF of all your Monster by 100 for each Greed Counter on Goblin of Greed.
OR
Goddess of Whim
DECK MASTER ABILITY NAME: Risky Fancy
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Add the following effect to each LIGHT Monster face-up on your
side of the Field: Toss a coin and call Heads or Tails. Call it right and this card s ATK will be
doubled during this turn. Call it wrong and it will be halved during this turn.
Goddess with the Third Eye
DECK MASTER ABILITY NAME: Fusion Vision
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and discard 1
Spell card from your hand to fuse 2 or more Fusion-Material Monsters to Fusion Summon a
Fusion Monster from your Extra Deck with those cards listed in its Fusion Material cost (this
is a Fusion Summon).
Gogiga Gagagigo
DECK MASTER ABILITY NAME: Muggle Revolution!
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Non-Effect, Non-Spirit Monsters you control cannot be
destroyed or targeted by your opponents card effects. The Special, Flip, Tribute, and Normal
Summons of Non-Effect, Non-Spirit Monsters cannot be negated. Each Non-Effect, Non-spirit
Monster you control isnt destroyed by Battle with a monster of the same ATK.
Gravekeepers Chief
DECK MASTER ABILITY NAME: Return to the Field of the Doomed
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Necrovalley is always considered to be active on the Field, all
effects of Spell, Trap, and/or Effect Monster Cards that involve Graveyards are negated, and
neither player can Banish cards in their Graveyards. In addition, increase the ATK and DEF of
all Monsters that includes Gravekeepers in their card name by 500 points.
Great Dezard
DECK MASTER ABILITY NAME: Benefits of the Priesthood
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: As long as this Monster is your Deck Master, you may have up
to 4 Great Dezards (including this one) in your deck.
OR
Guardian Ceal
DECK MASTER ABILITY NAME: Age of the Sword
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: You can add 1 Equip Magic Card from your deck to your hand
per turn instead of drawing 1 card during your Draw Phase. Your deck is then shuffled. This
effect applies to both players.
Guardian Grarl
DECK MASTER ABILITY NAME: Gathering of the Guarded
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Effect Monsters with "Guardian" in their name can be
Summoned to the Field without any specific Equip Magic Card listed in the TEXT of these
Monsters being on the Field. At the moment this Deck Master Ability ceases to be in effect,
all face-up Effect Monsters with "Guardian" in the beginning of their name, except for
Guardian Sphinx, Return to the owners' hands immediately.
OR
Guardian Sphinx
DECK MASTER ABILITY NAME: Riddle of the Sphinx
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability during your
Standby Phase to activate this effect: Until the End Phase of your opponents next turn,
when a Monster attacks, its controller selects 1 card in his respective opponent's hand and
calls the type of the card (Monster, Spell, or Trap). If they call it wrong, the attacking Monster
is returned to its owner's hand.
Harpie Lady
DECK MASTER ABILITY NAME: We Are Fa-mi-ly!
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: You may have up to 7 copies of Harpy Lady in your deck, but
no two non-Normal monsters may have the same printed name. (Thus, you may have
Cyber Harpy, Harpy Lady 1, Harpy Lady 2, and Harpy Lady 3 in your deck, in
addition to 3 copies of the Normal Monster named Harpy Lady)
Helpoemer
DECK MASTER ABILITY NAME: Crush Card Infection
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability, offer 1 DARK
Monster as a Tribute, and discard your entire hand. Any opponent's Monster with an ATK of
1500 or higher on the Field, in your opponent's hand, or drawn in the next 3 turns is
automatically destroyed.
Hino-Kagu-Tsuchi
DECK MASTER ABILITY NAME: SpiRitual Energy Field
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: All Spirit Monsters remain face-up on the Field and do not
Return to their owners' hands during the End Phase of the turn that they are Normal
Summoned, Flip Summoned, or flipped face-up. At the moment this Deck Master Ability
ceases to be in effect, all face-up Spirit Monsters Return to the owners' hands immediately.
Also, Spirit Monsters may be Special Summoned, although they Return to their owners'
hands during the End Phase of the turn that they are Special Summoned.
Hyena
DECK MASTER ABILITY NAME: Never Go Alone
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: You may have up to 3 copies of any 1 Effect Monster which
Special Summons 1 or more copies of itself and only itself from your Hand, Deck,
Graveyard, or Banished Zone (Such as Peten the Dark Clown).
Island Turtle
DECK MASTER ABILITY NAME: Heroes on the Half Shell
DECK MASTER ABILITY TYPE: Continuous/Quick
DECK MASTER ABILITY TEXT: Negate the effects of all Turtle monsters on the Field and in
players Graveyards. Double the Original ATK and DEF of all Turtle monsters you control.
Turtle monsters cost 1 less Tribute to Tribute Summon. Turtle Monsters you control
cannot be targeted by your opponents cards or Deck Master Abilities. Whenever your
opponent declares an attack against a Turtle monster you control, you may activate this
Deck Master Ability: Change your Turtle Monster being attacked to face-up DEF position.
Insect Princess
DECK MASTER ABILITY NAME: Rage-Inducing Nectar
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Insect-Type Monsters on your side of the
Field by 1000 points.
Invader of Darkness
DECK MASTER ABILITY NAME: Book of the Shadows
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 card from your
hand to flip 1 face-up Monster on the Field into face-down Defense Position
Jinzo
DECK MASTER ABILITY NAME: Electromagnetic Seal
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability, discard 1 card
from your hand, and pay half your Life Points when your opponent either activates a Spell or
Trap or Summons a Monster (including Speical Summon) to negate the action and destroy
the cards involved.
OR
Judge Man
DECK MASTER ABILITY NAME: Clear the Courtroom
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and pay 1000
Life Points to Banish all of your opponent's Monsters on the Field and inflict 500 points of
Direct Damage to your opponent's Life Points for each Monster this Deck Master Ability
Banished.
OR
Kaiser Glider
DECK MASTER ABILITY NAME: Surrogate Offering
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 Spell or Trap
card from your hand to activate the following effect: "Select an opponent's Monster and use
it as a Tribute in place of one of your own. This effect is considered to be the activation and
effect of a Spell card. If this effect resolves without being negated, you cannot activate this
effect, again, this turn."
Kaiser Seahorse
DECK MASTER ABILITY NAME: Field of Healing Light
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: At the beginning of each of your Battle Phases, if you have a
LIGHT Monster face-up on your side of the Field, you may increase your Life Points by 500
points.
OR
Kazejin
DECK MASTER ABILITY NAME: Elemental Invigoration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: The effects of Kazejin, Sanga of the Thunder, and Suijin may
now be used an infinite number of times.
Kinetic Soldier
DECK MASTER ABILITY NAME: Reconfiguration Array
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Turn, on either Players Turn, you may activate this
Deck Master Ability: Until your opponents next End Phase, all face-up cards on the Field are
treated as Warrior-Type Monsters.
King of Yamimakai
DECK MASTER ABILITY NAME: The Dark Side
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of
the Field is considered Abyssal Cavern. As long as the Field is Abyssal Cavern: Increase
the ATK of all Fiend and Spellcaster-type Monsters you control by one-half their original ATK;
Increase the DEF of all Fiend and Spellcaster-type Monsters you control by one-half their
original DEF. At the beginning of your opponents Turn, flip all Monsters on your side of the
Field Face-Down (their battle positions dont change), shuffle those Monsters, and randomly
place them back in your Monster Card Zones in their proper Battle Positions (you may have
Face-Down Attack Position Monsters due to this cards effect).
Kuriboh
DECK MASTER ABILITY NAME: Rainbow Arch
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, you may pay 7000 Life Points to activate this
Deck Master Ability: All Monsters on your side of the Field may attack your opponent's Life
Points directly this turn.
OR
OR
Kwagar Hercules
DECK MASTER ABILITY NAME: Bait for the Swarm
DECK MASTER TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and offer one
Monster on your side of the Field as a Tribute. Select 1 Insect-Type Monster from your Deck
and Special Summon it on the Field in face-up Attack or Defense Position or face-down
Defense Position. The Deck is then shuffled.
Labyrinth Wall
DECK MASTER ABILITY NAME: Jareths Game
DECK MASTER ABILITY TYPE: Instantaneous/Continuous
DECK MASTER ABILITY TEXT: Each Player begins the Duel with a Door Counter on each
Monster Card Zone on their side of the Field. Whenever a Player Summons or Sets a
Monster, remove all Door Counters on that Zone the Monster is Summoned into. During each
Players Turn, that Player may move any Monster they control - that has not yet moved that
turn exactly 1 space left or right to one of their open Monster Card Zones. Whenever a
Monster moves into an open Monster Card Zone, remove all Door Counters on that Zone.
Monsters may not Attack any Monster other than the Monster in the Monster Card Zone
directly opposite them. Monsters may not Attack if the Zone directly opposite them has a
Door Counter on it. If a Monster declares an Attack and the Opponents Monster Card Zone
directly opposite it is empty, that Monster conducts a Direct Attack.
Lava Golem
DECK MASTER ABILITY NAME: Hinotama Breath
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Inflict 250 points of Direct Damage to your opponent's Life
Points during each of his/her Standby Phases.
OR
Levia-Dragon Daedalus
DECK MASTER ABILITY NAME: Second Genesis
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability to add 1 Field
Magic Card from your deck to your hand. Then, shuffle your deck.
Lord of D.
DECK MASTER ABILITY NAME: Offerings to the King
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, you may activate this Deck Master Ability and
Tribute 2 Monsters to the Graveyard to play up to 2 Dragon-Type cards from your hand as a
Special Summon.
OR
Luster Dragon
DECK MASTER ABILITY NAME: Gemstone Reflection
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when you have a face-up
Dragon-Type Monster on your side of the Field and an effect that specifically designates a
target activates to change the target of the effect.
Luster Dragon #2
DECK MASTER ABILITY NAME: WIND Dragon's Hurricane
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and Return 1 face-up Level 5
or higher Dragon-Type Monster on your side of the Field to the owner's hand to destroy and
Spell and Trap cards on the Field.
Maha Vailo
DECK MASTER ABILITY NAME: Sword-Enhancing Spell
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: In addition to the effects of Equip Cards, the ATK of LIGHT
Monsters is increased by 500 points for each card equipped to each of them.
Mammoth Graveyard
DECK MASTER ABILITY NAME: Rotting Fusion
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: You may reveal and Banish 1 Spell card from your Hand that
has the effect of conducting a Fusion Summon. If you do, Activate this Deck Master Ability:
Choose 1 Zombie-type Monster you control or that is in your Hand and Target 1 non-Zombie-
type Monster your opponent controls. Equip your Zombie-Type Monster to that Monster, and
your Zombie-type Monster gains, At the beginning of the equipped Monsters controllers
Standby Phase, the Equipped Monster loses ATK and DEF equal to this Cards ATK and DEF; if
this Card is removed from the Field, destroy the Equipped Monster. As long as a Monster
has a Zombie-type Monster equipped to it by this effect, that Equipped Monster counts as a
Zombie in addition to its original Type.
Man-Eater Bug
DECK MASTER ABILITY NAME: Sacrificial Strike
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and pay 1000
Life Points to destroy 1 Monster.
Manga Ryu-Ran
DECK MASTER ABILITY NAME: Toon World Translocation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Toon Monsters may be Special Summoned without Toon
World being on the Field. Toon Monsters are not destroyed if Toon World is destroyed.
You may Deck Master Summon this Deck Master without meeting its normal Special
Summoning conditions
Manticore of Darkness
DECK MASTER ABILITY NAME: Circle of Life
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability during your End Phase and
send any number of Beast, Beast-Warrior, and/or Winged Beast-Type Monster Cards from
your hand or your side of the Field to the Graveyard to Special Summon the same number of
Beast, Beast-Warrior, and/or Winged Beast-Type Monsters of yours sent from the Field to the
Graveyard during this turn to the Field in face-up Attack or Defense position.
Marauding Captain
DECK MASTER ABILITY NAME: Allegiances in Action
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: When you succesfully Normal Summon a Marauding Captain,
you may activate this Deck Master Ability to Special Summon any Monster from your hand,
instead of only a Level 4 or lower Warrior-Type Monster, using Marauding Captain's effect.
Mechanical Chaser
DECK MASTER ABILITY NAME: Sword of the Machine King
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Machine-Type Monsters on your side of
the Field by 400 points. Also, when a Machine-Type Monster on your side of the Field attacks
with an ATK that is higher then the DEF of your opponent s Defense Position Monster, inflict
the difference as Battle Damage to your opponent s Life Points.
Metalzoa
DECK MASTER ABILITY NAME: Machine Transportation Device
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and pay half
your Life Points to Special Summon 1 Machine-Type Monster from your hand, deck, or
Graveyard in face-up Attack or Defense position or in facedown Defense position.
OR
Millennium Shield
DECK MASTER ABILITY NAME: Millennium Shield Defense
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Add the following effect to each Millennium Shield face-up on
your side of the Field: "This Monster is immune to the effects of all Spell and Trap cards. Also,
this Monster is not destroyed as a result of battle at any time, although damage calculation
is applied normally."
Mirage Knight
DECK MASTER ABILITY NAME: Birth of the Living Illusion
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and pay 3000
Life Points to Special Summon 1 Fusion Monster from your Fusion Deck in face-up Attack
position.
Morphing Jar
DECK MASTER ABILITY NAME: Conformity of Jar
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when a Jar Monster activates
its Flip Effect to replace its Flip Effect with the following one: "All players discard all cards in
their hands and draw 5 cards."
Mountain Warrior
DECK MASTER ABILITY NAME: Old Man of the Mountain
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: As long as you control no active Field Spell card, your side of
the Field is considered Behemoth Mountain. As long as the Field is Behemoth Mountain:
Increase the ATK of all Dragon, Winged-Beast, and Thunder-type Monsters you control by
one-half their original ATK. Increase the DEF of all Dragon, Winged-Beast, and Thunder-type
Monsters you control by one-half their original DEF. During each players Battle Phase,
whenever a player Attacks, or you Declare an Attack with, a Dragon, Winged-Beast, and
Thunder-type Monsters you control, that Monster you Control deals Damage equal to its ATK
to the DEF of the Attacked or Attacking Opponents before Damage Calculation; if that
Damage of your Monster is equal to or greater than that Opponents Monsters DEF, that
Opponents Monster is Destroyed.
Mudora
DECK MASTER ABILITY NAME: Realm of Enchantment
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Fairy-Type Monsters on your side of the
Field by 1000 points.
Mystical Elf
DECK MASTER ABILITY NAME: Chant of Transference
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability to transfer the ATK and DEF of
1 Spellcaster-Type Monster on your side of the Field to the ATK and DEF of another.
OR
Needle Worm
DECK MASTER ABILITY NAME: Insect's Reversal Trick
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability when your Graveyard contains
15 cards or more and pay half your Life Points. Each player switches their deck with their
Graveyard, and shuffles their new deck, afterward.
OR
OR
Parasite Paracide
DECK MASTER ABILITY NAME: Insect Infection
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Turn, on either Players Turn, you may Activate this
Deck Master Ability: Until your Opponents next End Phase, all face-up cards on the Field are
treated as Insect-Type Monsters.
Patrol Robo
DECK MASTER ABILITY NAME: Advanced Identification Scanner
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: You can look at all Set cards on your opponent's side of the
Field instead of drawing 1 card during your Draw Phase.
Pendulum Soldier
DECK MASTER ABILITY NAME: Poes Revenge
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever a player conducts a Pendulum Summon, that player
loses 2000 Life Points for each Summoned Monster (this is not damage).
Penguin Soldier
DECK MASTER ABILITY NAME: Swift Magical Sword
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability to negate the activation of a
Flip Effect and destroy the Monster which activated the effect.
OR
Ras Disciple
DECK MASTER ABILITY NAME: Gather the Disciples
DECK MASTER ABILITY TYPE: Setup
DECK MASTER ABILITY TEXT: You may have up to 4 copies of Ras Disciple (including this
one) in your Deck.
OR
Red-Eyes B. Dragon
DECK MASTER ABILITY NAME: Liquid Metal Infusion
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: All DARK Dragon-Type Monsters on your side of the Field
increase their ATK and DEF by 300 points. When attacking with a DARK Dragon-Type Monster
you can further increase its ATK by its amount equal to half the ATK of your target
OR
OR
OR
OR
Reflect Bounder
DECK MASTER ABILITY NAME: Mirror Shield
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and discard
your entire hand (minimum of 1 card) when any Monster attacks to negate the attack of the
Monster and inflict Direct Damage equal to the attacking Monster's ATK to the controller's
Life Points.
Relinquished
DECK MASTER ABILITY NAME: Eye of Imitation
DECK MASTER TYPE: Construction
DECK MASTER ABILITY TEXT: At the beginning of the Duel, your opponent searches his or her
Deck for 5 Monster cards. You choose 1 of them and replace this card with the chosen
Monster as your Deck Master, also replacing this Monster's Deck Master Ability with the
selected Monsters Deck Master Ability, and put this card into your Sideboard (you cannot
suffer a Game Loss for having 16 cards in your Sideboard because of this effect). If the
selected Monster has multiple Deck Master Abilities listed, choose one as you choose the
Monster.
Revival Jam
DECK MASTER ABILITY NAME: Jam Defense Wall
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and Banish 1
Revival Jam in your hand or Graveyard or discard 1 card from your hand and Banish 1
Revival Jam in your deck to Special Summon up to 4 Slime Tokens (face-up Defense
position/Aqua-Type/WATER/LEVEL 1/ATK 500/DEF 500) to your side of the Field. Then, if a
Revival Jam from your deck was Banished, shuffle your deck.
Robotic Knight
DECK MASTER ABILITY NAME: Final Artillery
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 Machine-Type
Monster from your hand to inflict 500 points of Direct Damage to your opponent's Life Points.
Ryu-Senshi
DECK MASTER ABILITY NAME: Sacred Ground
DECK MASTER TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all EARTH Monsters on your side of the Field
by 700 points.
Sasuke Samurai
DECK MASTER ABILITY NAME: Blade of Crossout
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Add the following effect to all face-up Monsters with an ATK and
DEF of 1000 points or less on your side of the Field:
"When this Monster attacks a face-down Defense Position Monster, destroy the face-down
Monster immediately with this card's effect without flipping it face-up or damage
calculation."
Seiyaryu
DECK MASTER ABILITY NAME: WIND Monster Acceleration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Downgrade all WIND Monster Cards in both players hands and
on the Field by 2 Levels.
OR
OR
Shinato's Ark *
DECK MASTER ABILITY NAME: Soul-Sealing Light
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: No cards may leave either Graveyard except through the effect
of a Shinato's Ark.
OR
OR
* Shinato's Ark is a valid Deck Master even though it is not a Monster card. However, in order
to fit with the rules of "Deck Master", all Shinato's Arks selected as Deck Masters are treated
as Monster cards as:
Shinato's Ark
LIGHT |******** (Lv.8) | Rock/Effect | ATK/0 DEF/0 | Increase the ATK and DEF of this Monster
by 250 points for each Monster in your Graveyard.
Sinister Serpent
DECK MASTER ABILITY NAME: Gift of the Immortal
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Add the following effect to all face-up Monsters with an ATK and
DEF of 500 points or less on your side of the Field: " During your Standby Phase, if this card
exists in your Graveyard you can Return this card to your hand."
Slate Warrior
DECK MASTER ABILITY NAME: Blessing of Ha Des
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Increase the ATK of all Fiend-Type Monsters on your side of the
Field by 1000 points.
Slot Machine
DECK MASTER ABILITY NAME: Spin Er Again!
DECK MASTER ABILITY TYPE: Instant/Counter
DECK MASTER ABILITY TEXT: Once per Duel, after you draw your initial Hand and before the
first players turn, you may choose to shuffle your hand back into your deck and draw a new
hand of 5 cards.
Spear Dragon
DECK MASTER ABILITY NAME: Spear Dragon's Rage
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever a Dragon-Type Monster on your side of the Field
attacks a monster in Defense Position, it deals Piercing Battle Damage to your opponents
Life Points.
Spell Canceller
DECK MASTER ABILITY NAME: Deck Master Negation
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Negate the effects of all Deck Master Abilities except those of a
Spell Canceller.
St. Joan
DECK MASTER ABILITY NAME: Divine Vigor
DECK MASTER ABILITY TYPE: Instant
DECK MASTER ABILITY TEXT: You Begin each Duel with 12,000 Life Points
Stardust Dragon
DECK MASTER ABILITY NAME: Shields Up!
DECK MASTER ABILITY TYPE: Continuous/Counter
DECK MASTER ABILITY TEXT: Synchro Monsters you Synchro Summon come into play with a
ForceField Counter on themselves. If a Spell, Trap, or Effect Monster effect controlled by an
opponent would destroy a Monster with a ForceField Counter, you may remove a ForceField
Counter instead.
Strike Ninja
DECK MASTER ABILITY NAME: Retreat of Shadow
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability to Banish all
DARK Monsters on the Field until the End Phase of this turn by removing 2 DARK Monsters in
your Graveyard .
OR
DECK MASTER ABILITY NAME: Rin Hyou Tou Sha Kai Jin Retsu Zai Zen
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 1 card from your
hand to destroy 1 facedown Spell Card or Trap Card on your opponent s side of the Field.
Suijin
DECK MASTER ABILITY NAME: Elemental Invigoration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: The effects of Kazejin, Sanga of the Thunder, and Suijin may
now be used an infinite number of times.
Summoned Skull
DECK MASTER ABILITY NAME: Call of Fiend
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, you may activate this Deck Master Ability to
Special Summon 1 Summoned Skull from your hand in face-up Attack or Defense position.
OR
Super Roboyarou
DECK MASTER ABILITY NAME: Last Minute Defenses
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability to set or
activate 1 Spell or Trap card from your hand.
Swordstalker
DECK MASTER ABILITY NAME: Best Served Cold
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever a you Summon a Monster, if a Monster you
controlled this turn was Destroyed by Battle and sent to your Graveyard, the Monster you
just Summoned gains 400 ATK.
Takriminos
DECK MASTER ABILITY NAME: Spring of the Sacred Sea
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: The Field is treated as "Umi", all WATER Monsters in both
player's hands and on the Field are downgraded by 1 Level, and the ATK and DEF of all
WATER Monsters is increased by 200 points.
Terrorking Archfiend
DECK MASTER ABILITY NAME: Commandment of the Archfiend King
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Neither player has to pay Life Points during the Standby Phase
for Archfiend Monsters. Each time a players Archfiend Monster Card(s) are destroyed and
sent to the Graveyard except as a result of battle, Return that card to its owners hand
insted.
Thousand Dragon
DECK MASTER ABILITY NAME: Millennium Magic Blast
DECK MASTER TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability when you have
a face-up WIND Monster on your side of the Field to toss a coin and call Heads or Tails. If you
call it right, your opponent's Monsters on the Field are destroyed. If you call it wrong, your
own Monsters on the Field are destroyed and you lose Life Points equal to half the total ATK
of the destroyed Monsters.
Thousand-Eyes Restrict
DECK MASTER ABILITY NAME: Many-Eyed Mimicry
DECK MASTER TYPE: Instant
DECK MASTER ABILITY TEXT: Select 1 Monster at random in your opponent's deck and
replace this card with it as your Deck Master, also replacing this Monster's Deck Master
Ability with the selected Monsters Deck Master Ability, and put this card into your Sideboard
(you cannot suffer a Game Loss for having 16 cards in your Sideboard because of this
effect). If the selected Monster has multiple Deck Master Abilities listed, choose one as you
choose the Monster.
Time Wizard
DECK MASTER ABILITY NAME: Time Roulette
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability during your End
Phase to toss a coin and call Heads or Tails. If you call it right, your opponent's Monsters on
the Field are destroyed. If you call it wrong, your own Monsters on the Field are destroyed
and you lose Life Points equal to half the total ATK of the destroyed Monsters.
OR
Toon Mermaid
DECK MASTER ABILITY NAME: Toon World Transmigration
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Toon Monsters may be Special Summoned without Toon World
being on the Field. You do not have to pay life points to declare an attack with Toon
Monsters. You may Deck Master Summon this Deck Master without meeting its normal
Special Summoning conditions
Tri-Horned Dragon
DECK MASTER ABILITY NAME: Triple Dragon Defense
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever you have at least 3 Dragon-Type Monsters face-up on
your side of the Field, your opponent cannot attack.
Tribe-Infecting Virus
DECK MASTER ABILITY NAME: Quick-Acting Infection
DECK MASTER ABILITY TYPE: Counter
DECK MASTER ABILITY TEXT: Activate this Deck Master Ability and discard 2 cards from your
hand to negate the Summon (including Special Summon) of a Monster and destroy it.
Twin-Headed Behemoth
DECK MASTER ABILITY NAME: Lazarus Blessing Transference
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability to Special
Summon 1 Monster from either Graveyard to your side of the Field in face-up Attack or
Defense position. Then, lower your Life Points by an amount equal to the original ATK of the
Monster, and increase your opponent's Life Points by the same amount.
Tyrant Dragon
DECK MASTER ABILITY NAME: Skills of Great Dragon
DECK MASTER ABILITY TYPE: Normal
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability when you have
a face-up Dragon-Type Monster on your side of the Field to select and activate 1 of the
following effects:
(1) Inflict 800 points of Direct Damage to your opponent's Life Points.
(2) Destroy 1 face-up Monster with a DEF of 800 points or less.
(3) Offer 1 Dragon-Type Monster on your side of the Field as a Tribute to destroy all face-up
Monsters on the Field whose DEF is equal to or lower than the ATK of the Tribute Monster.
Vampire Lord
DECK MASTER ABILITY NAME: Affliction of the Living Dead
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Each time a Zombie-Type Monster on your side of the Field
inflicts Battle Damage to your opponent declare 1 card type (Monster, Spell, or Trap). Your
opponent selects 1 card of that type from his/her Deck and sends it to the Graveyard.
OR
Vorse Raider
DECK MASTER ABILITY NAME: Deleterious Xenophobia
DECK MASTER ABILITY TYPE: Continuous/Counter
DECK MASTER ABILITY TEXT: Whenever your opponent Synchro or Xyz Summons a monster:
Banish the top 3 cards of your deck, Banish the bottom 3 cards of your deck, that Synchro or
Xyz Summon is negated and Banished, and your opponent loses Life Points equal to that
Synchro or Xyz Monsters combined ATK and DEF.
X-Head Cannon
DECK MASTER ABILITY NAME: Network Installation Disk
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Whenever another Machine-Type Monster is acting as your Deck
Master in conjunction with this one, this Monster gains a copy of all the other Monster's Deck
Master Abilities.
OR
XY-Dragon Cannon
DECK MASTER ABILITY NAME: Mecha Support Cannons
DECK MASTER TYPE: Continuous
DECK MASTER ABILITY TEXT: Inflict 500 points of Direct Damage to your opponent's Life
Points during their Standby Phase while you have a Machine-Type Monster face up on your
side of the Field.
XYZ-Dragon Cannon
DECK MASTER ABILITY NAME: Ultimate Obliteration
DECK MASTER TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability and discard
your entire hand to destroy all Monsters on your opponent's side of the Field.
XZ-Tank Cannon
DECK MASTER ABILITY NAME: Fusion Cloning Machine
DECK MASTER TYPE: Normal
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability to Special
Summon any number of Level 6 or lower Fusion Monsters from your Fusion Deck in face-up
Attack or Defense Position at the cost of 2000 Life Points per Monster. These Fusion Monsters
cannot attack your opponents Life Points directly, and are returned to your Fusion Deck at
the end of the turn.
Y-Dragon Head
DECK MASTER ABILITY NAME: Benefits of Union
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Union Monsters in your hand are considered to be on your side
of the Field when fulfilling the requirements for their effects.
Yamata Dragon
DECK MASTER ABILITY NAME: Gift of the Dragon Spirit
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: During the End Phase of each of your turns, draw 1 card for
each Dragon-Type Monster discarded from your hand and/or offered as a Tribute during your
current turn.
YZ-Tank Dragon
DECK MASTER ABILITY NAME: Fusion Simulation Chamber
DECK MASTER TYPE: Quick
DECK MASTER ABILITY TEXT: Once per turn, activate this Deck Master Ability and offer 1
Monster on your side of the Field as a Tribute. Special Summon 1 Fusion Monster Card from
your Fusion Deck. The Fusion Monster is destroyed at the end of the turn this Deck Master
Ability is activated.
Z-Metal Tank
DECK MASTER ABILITY NAME: Fusion-Binding Armor
DECK MASTER ABILITY TYPE: Continuous
DECK MASTER ABILITY TEXT: Double the original ATK of each Fusion Monster face-up on your
side of the Field that was Fusion Summoned to the Field using the Spell card Polymerization,
but without using a Monster that can substitute for a Fusion-Material Monster.
Zoa
DECK MASTER ABILITY NAME: Ambush of Fiend
DECK MASTER ABILITY TYPE: Quick
DECK MASTER ABILITY TEXT: Once per Duel, activate this Deck Master Ability to Special
Summon 1 Zoa from your hand, deck, or from either Graveyard in face-up Attack or Defense
positon or in facedown Defense position.
You may use cards from any language, including OCG cards that have not come out in
English yet. However, if you are using foreign cards, you must adhere to the following rules:
one, your deck must be in card sleeves with opaque backs; two, if you are using cards that
have not yet been printed in English, you must include printed-out descriptions of what
those cards do.
You may also use any cards which say This card cannot be used in a Duel, as long as those
cards have proper YuGiOh backs and are properly sized. They may be in either English or
other languages, as well.
II. Main Deck, Deck Master, Extra Deck, Sideboard Definitions & Sizes.
Main Deck Each player must have 1 Main Deck. This deck must contain at least 45 cards,
with no maximum deck size. This deck may only contain Normal, Ritual, & Effect Monsters,
and Spell & Trap cards.
In addition to the Main Deck, each player MAY have any of the following decks:
Deck Master Extra Deck: This deck is kept face-up in the Deck Master Zone to the right of
your Main Deck. Each cards names and which of its Deck Master Abilities you are using are
announced at the beginning of each Duel. Unless otherwise stated by a Deck Masters
Ability, this Deck must contain exactly 1 Monster card at the beginning of each Duel.
Extra Deck: This deck may be up to 15 cards, and can only contain Fusion, Synchro, and
Xyz creatures, unless a Deck Master ability states otherwise. It is kept face-down in the Extra
Deck Zone.
Sideboard: This deck, if used, must be exactly 15 cards, but may be made of any cards of
any nature. In between Matches and Duels, you may exchange any number of cards from
your Main Deck, or Extra Deck, with any number of cards from your Sideboard; however, you
MUST always have exactly 15 cards in your sideboard.
Unless otherwise stated by a Deck Master Effect, each players Main Deck, Sideboard, and
Extra Deck combined may contain up to 3 copies of any Normal Monster & Non-Effect
Monster cards, except Pendulum Monsters, but only up to 1 copy of any other cards,
including Effect Monsters, Pendulum Monsters, Spells, and Traps. (For example: your Main
Deck and Extra Deck may have up to 3 total copies of Gaia the Fierce Knight, but only one
copy of Swift Gaia the Fierce Knight between them; your Extra Deck may contain up to 3
copies of Gaia the Dragon Champion and 3 copies of Gaia Knight, the Force of Earth, but
only 1 copy of Gaia Dragon, the Thunder Charger)
No player may have more than 1 copy of each Restricted card in their Main Deck, Deck
Master Deck, Extra Deck or Sideboard combined, regardless of this rule (unless a Deck
Master Ability says otherwise).
IV. Restricted Card Limit
A player may have no more than 15 Restricted Cards in their Main Deck, Extra Deck,
Sideboard, and Deck Master Extra Deck combined. You may only have 1 copy of each
Restricted card in your Main Deck, Extra Deck, Sideboard, and Deck Master Extra Deck
combined, unless otherwise stated in a Deck Masters ability (however, any copies still count
towards you Restricted Cards limit).
Any Card that is Limited or Semi-Limited in the current Traditional Format is considered
Restricted in the super-Expert Rules. Any Card that says "Cannot be Used in a Duel" is
Restricted.