Translation file for: Beginner's Edition 2 (BE02) Document version 1.2, last update 8/17/2011 Created by Spikes and Baron http://www.dmcomet.net ©2011 Spikes & Baron Duel Monsters Comet and Konami, all rights reserved ------------------------------------------------------ UPDATE: v1.2 - Fix the card list for incorrect card listing - Update the card effect text (newer terms, rewording) v1.1 - Updated with card list and rarity list, card text fix next v1.0 - Revision from old BE2 File ------------------------------------------------------ HOW TO USE THIS FILE? This file may only be use for your own info. Yes, you can use this translation to copy to forum/ruling explanation/etc. But this translations cannot be use for ANY business usage. Monster: (Card Set)-(Card Number) (Card Name) (Attribute)/(Type)-(Archtype)/(Level)/(Attack Strength)/(Defense) (Effect) Magic/Trap: (Card Set)-(Card Number) (Card Name) (Type of Magic/Trap) (Effect) ----------------------------------------------- Rarity List for this set: Secret Rare (5): Dandelion (206) Toon Black Magician Girl (207) Five God Dragon (208) Magic Effect Arrow (209) Magic Cylinder (210) Ultra Rare (14): Dark Necrophia (004) Blade Knight (031) Revolver Dragon (056) Declaration of God (057) Holy Barrier - Mirror Force - (065) Heavy Storm (068) Swift Dark Knight - Gaia (085) Vampire Lord (090) Ruler of Underworld - Hades (098) Undefeated General - Freed (108) Tyrant Dragon (120) Injection Angel - Lily (137) Hinokagutsuchi (148) Guardian Sphinx (182) Super (20): Last Warrior of Another Planet (012) Critter (034) Magic Jammer (058) Thieves' Seven Tools (059) Metamol Pod (078) Penguin Soldier (079) Royal Decree (080) Troop Commander (109) Reinforcement (116) Sky Knight - Perseus (139) Yamatonodragoon (145) Forced Transfer (156) Royal Oppression (162) Bottomless Pit Trap (163) Tiger King Wangfu (168) Don Zaruug (186) Nosferatu Lich (187) Book of Life - Forbidden Spell - (188) Book of Moon (190) Ultimate Evolved Great Moth (204) Rare (30): Spirit Ascender - Jowgen (001) Spirit Banisher - Kaiku (002) Soul Eater - Bazu (003) Ouija Board (019) Poltergeist (025) Time Magician (033) Kuriboh (036) Flame Hell (042) Cannon Soldier (045) Heaven Ascending Horn (060) Thieving Goblin (064) Angel's Gift (072) Devil Franken (075) Total Defensive General (084) Retrained Elven Swordsman (086) Command Knight (088) Insect Queen (097) Majin - Dark Baltar (099) Dragon Warrior (110) Hoodlum Mercenary Troops (114) Spear Dragon (121) Death Demon Dragon (123) Asura (149) Legendary City Atlantis (153) Chained Explosives (160) Severing Samurai (175) Wicked Spirit of Sand (176) Great Priest - De Zard (179) Pyramid Turtle (183) Dust Chute (201) ---------------------------------- BE02-JP001 Spirit Ascender - Jougen Light/Spellcaster/3/200/1300 Discard 1 card from your hand randomly to activate. Destroy all monsters on the field that were special summoned. Also, When this card is face-up on the field, both players cannot special summon monsters. Rare BE02-JP002 Spirit Destroyer - Kaiku Dark/Spellcaster/4/1800/700 When this card deals Battle Damage to opponent, you may remove up to 2 monster cards from your opponent's Graveyard. When this card is face-up on the field, your opponent cannot remove any cards from either Graveyard from the game. Rare BE02-JP003 Soul Eater - Bazu Earth/Beast/4/1600/900 Once per turn, you can remove up to 3 monsters from your Graveyard to activate. Increase this card's attack strength by 300 for each monster removed until opponent's End Phase. Rare BE02-JP004 Dark Necrophia Dark/Demon/8/2200/2800 This card cannot be Normal Summon. This card can only be initially special summoned by removing 3 Demon Type monsters from your Graveyard from the game. When this card is destroyed by opponent and is sent to Graveyard, during End Phase of the turn, you can treat this card as an Equipment card and equipped it onto a face-up monster on opponent's field. When this card is an equipment card by this effect only, you gain control of the equipped monster. Ultra Rare BE02-JP005 Soul of Purity Light/Angel/6/2000/1800 This card cannot be Normal Summoned. This card can only be initially special summoned by removing 2 Light Attribute monsters from your Graveyard from the game. When this card is face-up on the field, decrease the attack strength of all monsters on opponent's field during opponent's Battle Phase by 300. BE02-JP006 Spirit of Water - Aquaria Water/Aqua/4/1600/1200 This card cannot be Normal Summoned. This card can only be initially special summoned by removing a Water Attribute monster from your Graveyard from the game. During your opponent's Standby Phase, you may change the mode of a face-up monster on opponent's field. That monster cannot change its mode during that turn. BE02-JP007 Spirit of Earth - Titan Earth/Rock/4/1700/1000 This card cannot be Normal Summoned. This card can only be initially special summoned by removing an Earth Attribute monster from your Graveyard from the game. During opponent's Battle Phase, increase this card's attack strength by 300. BE02-JP008 Fleetfooted Gilazarus Earth/Dinosaur/3/1400/400 You can special summon this card from your hand. If this is successfully special summoned by this effect, your opponent can choose a monster from his/her Graveyard and special summon it to the field. BE02-JP009 Tornado Bird Wind/Bird/4/1100/1100 Reverse: Return 2 Magic/Trap cards on the field to their owner's hands. BE02-JP010 Dark Hero - Zombarya Dark/Warrior/4/2100/500 Whenever this card battles a monster, decrease this card's attack strength by 200. This card cannot attack opponent directly. BE02-JP011 Magic Absorbing Sphere Water/Spellcaster/3/900/900 When opponent activates a Magic card, you can release this face-up card on your field to negate that activation and destroy it. This effect can only be activated during opponent's turn. BE02-JP012 Last Soldier from Another Planet Earth/Warrior - Fusion/7/2350/2300 [Dark Hero - Zombarya] + [Magic Absorbing Sphere] When this card is successfully Special Summoned, destroy all other monsters on your field. When this card is face-up on the field, both players cannot Summon, Reverse Summon, or Special Summon monsters. Super Rare BE02-JP013 Slient Evil Spirit Trap - Normal Can only be activated during your opponent's battle step. Negate the attack of an attacking monster, and choose another monster on opponent's field as substitute as the attacker (If that monster is in defense mode, change it to attack mode.) BE02-JP014 Imperial Command Trap - Continuous Negate all Reverse effects. BE02-JP015 Nest of Dead Spirits Trap - Continuous Remove any number of monsters in you Graveyard from the game, destroy a face-up monster on the field with level equal to that amount. BE02-JP016 Repaying from Beyond the Grave Trap - Continuous During each of your Standby Phase, deal 100 damages to opponent for each opponent's monster removed from game. BE02-JP017 Counter Punch Trap - Normal When a monster in defense mode on the field is attacked by an opponent's monster, and the attack strength of the attacking monster is higher than that defense strength, you can activated during Damage Calculation. Destroy that attacking monster at the end of Damage Step. BE02-JP018 Indiscriminate Destruction Trap - Normal During each of your Standby Phase roll a dice. If the result is 1-5, destroy all face-up monsters on the field with level equal to the roll. If the roll is 6, destroy all face-up monsters with level 6 or higher. BE02-JP019 Ouija Board Trap - Continuous During each of opponent's End Phase, put a [Message of Death] in order of [E], [A], [T], [H] from your hand or deck to Magic/Trap card zone. When [Ouija Board] or any [Message of Death] cards leaves the field, send all those cards on your field to Graveyard. When all [Message of Death] cards are on your field, you win the Duel. Rare BE02-JP020 Message of Death [E] Magic - Continuous This card can only be put to field by the effect of [Ouija Board]. BE02-JP021 Message of Death [A] Magic - Continuous This card can only be put to field by the effect of [Ouija Board]. BE02-JP022 Message of Death [T] Magic - Continuous This card can only be put to field by the effect of [Ouija Board]. BE02-JP023 Message of Death [H] Magic - Continuous This card can only be put to field by the effect of [Ouija Board]. BE02-JP024 Dark Corridor Magic - Continuous Both players can only use 1 monster to attack during Battle Phase. BE02-JP025 Poltergeist Magic - Normal Return a Magic/Trap card on opponent's field to owner's hand. This card's effect cannot be negate. Rare BE02-JP026 Fusion Cancel Magic - Quickplay Choose a face-up Fusion monster on the field and return it to Extra Deck. Afterward, if the Fusion material monsters to Fusion Summoned the monster returned to Extra deck is still in your Graveyard as a set, you can special summon that set of cards onto your field. BE02-JP027 Fusion Gate Magic - Field When this card is on the field, the turn player can choose Fusion material monster of a Fusion monster from his/her hand or field and remove them from the game, then special summon that Fusion monster treated as a Fusion Summon from Extra Deck. BE02-JP028 Infecting Virus - Black Dust Magic - Equipment The equipped monster cannot attack. During the second End Phase of the controller of the equipped monster, destroy the equipped monster. When the equipped monster is destroyed by this effect, return this card to owner's hand. BE02-JP029 Miracle Excavation Magic - Normal When 5 or more monsters of yours is removed from game, return 3 of them to Graveyard. BE02-JP030 Swamp of Bitter Souls Magic - Continuous All monsters on the field cannot attack the turn they're Summoned, Reverse Summoned, or Special Summoned. BE02-JP031 Blade Knight Light/Warrior/4/1600/1000 If you have 1 or fewer cards in your hand, increase this card's attack strength by 400. Also, if this is the only monster on your field, negate the Reverse effect of effect monsters this card destroys by battle. Ultra Rare BE02-JP032 Baby Dragon Wind/Dragon/3/1200/700 Normal Monster BE02-JP033 Time Magician Light/Spellcaster/2/500/400 Once per turn, you can actuate this during your Main Phase. Flip a coin and guess the result. If you a correct, destroy all monsters on opponent's field. If you are incorrect, destroy all monsters on your field, and you receive damages equal to half of the total attack strength of your destroyed monster. Rare BE02-JP034 Critter Dark/Demon/3/1000/600 When this card is sent to Graveyard from field, search your deck for a monster with attack strength 1500 or lower, reveal it, and put it into your hand. Shuffle your deck afterward. Super Rare BE02-JP035 Great Moth Earth/Insect/8/2600/2500 This card cannot be Normal Summon. This card can be initially special summoned by release of a [Petit Moth] with [Evolutionary Cocoon] equipped on it for more than 4 or your turns. BE02-JP036 Kuriboh Dark/Demon/1/300/200 During battle damage calculation at opponent's turn, you can discard this card from hand to activate. The battle damages done during that battle for controller becomes 0. Rare BE02-JP037 Thousand Dragon Wind/Dragon - Fusion/7/2400/2000 [Baby Dragon] + [Time Magician] Normal Monster BE02-JP038 Catapult Turtle Water/Aqua/5/1000/2000 Release a monster on your field to activate. Deal damages to your opponent equal to half the attack strength of the released monster. BE02-JP039 Murder Circus Dark/Demon/4/1350/1400 When this card is change from defense mode to attack mode, return an opponent's monster on the field to owner's hand. BE02-JP040 Dream Clown Earth/Warrior/3/1200/900 When this card is change from attack mode to defense mode, destroy an opponent's monster. BE02-JP041 Queen of Swords Wind/Warrior/3/900/800 Reverse: For each Magic and/or Trap cards on opponent's field, deal 500 damages to opponent. BE02-JP042 Flame Hell Normal Magic Deal 1000 damages to your opponent, and 500 damages to yourself. Rare BE02-JP043 Thunder Dragon Light/Thunder/5/1600/1500 During your Main Phase, discard this card from hand to activate. Add up to 2 [Thunder Dragon] from your deck to hand. BE02-JP044 Super Star Light/Angel/2/500/700 When this card is face-up on the field, increase the attack strength of all face-up Light Attribute monsters by 500, decrease the attack strength of all face-up Dark Attribute monsters by 400. BE02-JP045 Cannon Soldier Dark/Machine/4/1400/1300 Release a monster on your field to activate. Deal 500 damages to opponent. Rare BE02-JP046 Mukamuka Earth/Rock/2/600/300 When this card is face-up on the field, increase this card's attack and defense strength by 300 for each cards in your hand. BE02-JP047 Devil Cook Dark/Demon/4/1800/1000 When this card deals battle damages to opponent, your opponent draw 2 cards from his/her deck. BE02-JP048 Starboy Water/Aqua/2/550/500 When this card is face-up on the field, increase the attack strength of all face-up Water Attribute monsters by 500, decrease the attack strength of all face-up Fire Attribute monsters by 400. BE02-JP049 Milus Radiant Earth/Beast/1/300/250 When this card is face-up on the field, increase the attack strength of all face-up Earth Attribute monsters by 500, decrease the attack strength of all face-up Wind Attribute monsters by 400. BE02-JP050 Black Forest Witch Dark/Spellcaster/4/1100/1200 When this card is send to Graveyard from the field, choose a monster in your deck with defense strength of 1500 or lower and put it to your hand. BE02-JP051 Little Chimera Fire/Beast/2/600/550 When this card is face-up on the field, increase the attack strength of all face-up Fire Attribute monsters by 500, decrease the attack strength of all face-up Water Attribute monsters by 400. BE02-JP052 Bladefly Wind/Insect/2/600/700 When this card is face-up on the field, increase the attack strength of all face-up Wind Attribute monsters by 500, decrease the attack strength of all face-up Earth Attribute monsters by 400. BE02-JP053 Double Headed Thunder Dragon Light/Thunder - Fusion/7/2800/2100 [Thunder Dragon] + [Thunder Dragon] BE02-JP054 Apprentice Witch Dark/Spellcaster/2/550/500 When this card is face-up on the field, increase the attack strength of all face-up Dark Attribute monsters by 500, decrease the attack strength of all face-up Light Attribute monsters by 400. BE02-JP055 Illusion Beast King - Gazelle Earth/Beast/4/1500/1200 Normal Monster BE02-JP056 Revolver Dragon Dark/Machine/7/2600/2200 Choose a monster on opponent's field to activate. Flip a coin 3 times. If 2 of them are head, destroy that monster. This effect can only be activate once per turn. Ultra Rare BE02-JP057 Declaration of God Trap - Counter Halved your Life Points to activate. Negate an activation of a Magic or Trap card, or a Summon, Reverse Summon, or Special Summon of a monster and destroy it. Ultra Rare BE02-JP058 Magic Jammer Trap - Counter Discard a card from your hand to activate. Negate an activation of a Magic card and destroy it. Super Rare BE02-JP059 Thief's Seven Tools Trap - Counter Pay 1000 life points to activate. Negate an activation of a Trap card and destroy it. Super Rare BE02-JP060 Heaven Ascending Horn Trap - Counter Release a monster card on your field to activate. Negate the Summon, Reverse Summon, or Special Summon of a monster and destroy it. Rare BE02-JP061 Shield in Right Hand, Sword in Left Hand Magic - Normal During activation of this card, swap the original attack and original defense strength of all face-up monsters on the field until End Phase. BE02-JP062 "Attack" Seal Magic - Normal Change an face-up opponent's monster in attack mode to face-up defense mode. BE02-JP063 Young Girl of Unhappiness Light/Spellcaster/1/0/100 When this card is destroyed and sent to Graveyard as a result of battle, end the Battle Phase. BE02-JP064 Thieving Goblin Trap - Continuous When monsters on your field deals battle damages to opponent's life point, randomly discard a card from opponent's hand. Rare BE02-JP065 Holy Barrier - Mirror Force - Trap - Normal This card can only be activated when an opponent's monster declares attack. Destroy all face-up monsters on opponent's field. Ultra Rare BE02-JP066 Electromagnetic Ring Magic - Equipment This card can only be equipped on monsters on your field. Decrease the attack and defense strength of the equipped monster by 500. Opponent can only declare attack to the equipped monster. Rare BE02-JP067 Share the Pains Magic - Normal Release a monster on your field to activate. Opponent must release one of his/her monsters. BE02-JP068 Heavy Storm Magic - Normal Destroy all Magic and Trap cards on the field. Ultra Rare BE02-JP069 Elekids Light/Thunder/3/1000/500 Normal Monster BE02-JP070 Mecha Hunter Dark/Machine/4/1850/800 Normal Monster BE02-JP071 Gemini Elf Earth/Spellcaster/4/1900/900 Normal Monster BE02-JP072 Angel's Gift Magic - Normal Draw 3 cards from your deck, then discard 2 cards from your hand. Rare BE02-JP073 Goddess of Truthful Eye Light/Angel/4/1200/1000 This card can be substitution of a Fusion Material. Other Fusion Material must be the proper monster. BE02-JP074 Machine King Earth/Machine/6/2200/2000 Increase this card's attack by 100 for each face-up Machine Type monsters on the field. BE02-JP075 Devil Franklin Dark/Machine/2/700/500 Pay 5000 lifepoints to activate. Special Summon a Fusion monster from your Extra Deck in face-up attack mode. Rare BE02-JP076 Needle Worm Earth/Insect/2/750/600 Reverse: Discard the top 5 cards of your opponent's deck. BE02-JP077 Doppelganger Dark/Warrior/3/650/900 Reverse: Destroy 2 face down Magic and/or Trap cards on the Field. BE02-JP078 Metamol Pod Earth/Rock/2/700/600 Reverse: Both player discards his/her hand. Afterward, each player draws 5 cards from respective decks. Super Rare BE02-JP079 Penguin Soldier Water/Aqua/2/750/500 Reverse: Return up to 2 monsters on the field to their owner's hands. Super Rare BE02-JP080 Royal Decree Trap - Continuous When this card is face-up on the field, negate the effect of all Trap cards other than this card. Super Rare BE02-JP081 Magic Thorns Trap - Continuous For each card discarded from your opponent's hand to his/her Graveyard, deal 500 damages to your opponent. BE02-JP082 Revolution Magic - Normal Deal 200 damage to your opponent for each card in his/her hand. BE02-JP083 Fusion Sage Magic - Normal Put [Fusion] Magic card from your deck into your hand. BE02-JP084 Ultimate Defensive General Dark/Warrior/6/1550/2500 When this card is successfully Summoned or Reverse Summoned, change it to defense mode. This card in face-up defense mode can attack while in defense mode. If so, calculate damages using the attack strength. Rare BE02-JP085 Swift Dark Knight - Gaia Dark/Warrior/7/2300/2100 When this card is the only card in your hand, you can summoned this card without Release. Ultra Rare BE02-JP086 Retrained Elven Swordsman Earth/Warrior/4/1400/1200 This card cannot be destroyed in battle with a monster with attack strength of 1900 or higher. Rare BE02-JP087 Warrior of Sun Light/Warrior/5/2100/1400 When this card battles with a Dark Attribute monster, increase this card's attack strength by 500 during Damage Step. BE02-JP088 Command Knight Fire/Warrior/4/1200/1900 When this card is face-up on the field, increase the attack strength of all face-up Warrior type monsters on your field by 400. Also, when there are other monsters on your field, opponent cannot choose this face-up card as attacking target. Rare BE02-JP089 Kaiser Seahorse Light/Sea Dragon/4/1750/1650 When you Advance Summon a Light Attribute monster, this card can be count as 2 Releases. BE02-JP090 Vampire Lord Dark/Undead/5/2000/1500 When this card deals battle damages to opponent, declare a card type (Monster, Magic, Trap). Opponent send a card of the declared type and send it to Graveyard. Also, when this card is destroyed as result of effect of opponent's card, special summon this card to the field during your next standby phase from Graveyard. Ultra Rare BE02-JP091 Toon Goblin Strike Team Earth/Warrior - Toon/4/2300/0 This card cannot attack during the turn this card is Summoned, Reverse Summoned, or Special Summoned. When [Toon World] in on your field and there is no Toon monster on opponent's field, this card can attack opponent directly. When [Toon World] on the field is destroyed, destroy this card. If this card attacked, change it to defense mode at the end of Battle Phase, and its mode cannot be change until End Phase of your next turn. BE02-JP092 Toon Cannon Soldier Dark/Machine - Toon/4/1400/1300 This card cannot attack during the turn this card is Summoned, Reverse Summoned, or Special Summoned. When [Toon World] in on your field and there is no Toon monster on opponent's field, this card can attack opponent directly. When [Toon World] on the field is destroyed, destroy this card. Also, by releasing a monster on your field, deal 500 damages to opponent's life. BE02-JP093 Toon Gemini Elf Earth/Spellcaster - Toon/4/1900/900 This card cannot attack during the turn this card is Summoned, Reverse Summoned, or Special Summoned. When [Toon World] in on your field and there is no Toon monster on opponent's field, this card can attack opponent directly. When [Toon World] on the field is destroyed, destroy this card. When this card deals battle damages to opponent, randomly discard a card from opponent's hand. BE02-JP094 Toon Masked Automaton Dark/Spellcaster - Toon/4/900/1400 TThis card cannot attack during the turn this card is Summoned, Reverse Summoned, or Special Summoned. When [Toon World] in on your field and there is no Toon monster on opponent's field, this card can attack opponent directly. When [Toon World] on the field is destroyed, destroy this card. When this card deals battle damages to opponent, draw a card. BE02-JP095 Toon Index Magic - Normal Add a [Toon] card from your deck to your hand. BE02-JP096 Toon Defense Trap - Continuous During attack declaration when a face-up Toon monster with level 4 or less on your field is target of attack by opponent, that attack can attack you directly instead. BE02-JP097 Insect Queen Earth/Insect/7/2200/2400 Increase this card's attack strength by number of face-up Insect type monsters on the field x200. You must release a monster from your field for this card to declare attack. At End Phase when this crd destroyed an opponent's monster in battle, special summon an [Insect Monster Token] (Earth/Insect/1/100/100) in attack mode to your field. Rare BE02-JP098 Ruler of Underworld - Hades Dark/Demon/6/2450/1600 This card cannot be Special Summoned from Graveyard.When this card is face-up on the Field, negate the effects of Effect Monsters that are destroyed by your Demon Type monsters on the Field by Battle. Ultra Rare BE02-JP099 Majin - Dark Baltar Dark/Demon - Fusion/5/2000/1200 [Possessed Blood Soul] + [Wiseman of Borders] This card's Fusion Summon must be done by the above cards. When a Normal Magic card is activated, you may pay 1000 lifepoints to negate that effect. Also, negate the effects of effect monsters destroyed by this card in Battle. Rare BE02-JP100 Lesser Demon Dark/Demon/5/2100/1000 When this card is face-up on the field, remove the monsters destroyed by this card in Battle from the game instead of Graveyard. BE02-JP101 Possessed Blood Soul Dark/Demon/3/1200/800 Release this card to activate. Gain the control of all face-up monsters on opponent's field with Level 3 or less. BE02-JP102 Twin Headed Kerberos Dark/Demon/4/1500/1000 When there are other Demon Type monster face-up on your field, negate the Reverse effects of monsters destroyed by this card in Battle. BE02-JP103 Red Cyclops Dark/Demon/4/1800/1700 Normal Monster BE02-JP104 Roar of Underworld Ruler Trap - Normal When a Demon Type monster on your field is battling, pay any amount of Life Points (in 100 increments) during that damage step to activate. Until End Phase of that turn, decrease the attack and defense strengths of the opponent's monster battling by that amount. BE02-JP105 Death Calculator Trap - Continuous When a monster is sent from the field to Graveyard, deal 500 damages to that card's owner. BE02-JP106 Puppet Technique of Underworld Magic - Normal Choose a Demon Type monster in your Graveyard to activate. Remove monsters on your field from the game with combine level equal to the Level of the chosen monster. Afterward, special Summon the chosen monster from Graveyard. BE02-JP107 Soul Crush Trap - Continuous When this card is on the field, by paying 500 Life Points, both players choose a monster in their opponent's Graveyard and remove it from the game. This effect can only be activated if there is a face-up Demon type monster on your field. BE02-JP108 Undefeated General - Freed Earth/Warrior/5/2300/1700 When this card is face-up on the field, negate the effect of Magic card that target this card and destroy it. When this card is face-up on the field, during your Draw Phase instead of drawing 1 card from your deck, choose a Warrior Type with Level 4 or less in your deck and add it to your hand. Ultra Rare BE02-JP109 Troop Commander Earth/Warrior/3/1200/400 When this card is face-up on the field, your opponent cannot choose another face-up Warrior Type monster on your field as target of attack. When this card is successfully Summoned, you can special summon a monster with Level 4 or less to the field from your hand. Super Rare BE02-JP110 Dragon Warrior Earth/Warrior - Fusion/6/2000/1200 [Warrior - Dai Greyfar] + [Spirit Dragon] This card's Fusion Summon can only be done with the above cards. When this card is face-up on the field, when a Normal Trap card is activated you can pay 1000 Life Points to negate that effect. Also, when this card is face-up on the field negate the effect and destroy all the Magic cards that target this card. Rare BE02-JP111 Warrior - Dai Greyfar Earth/Warrior/4/1700/1600 Normal Monster BE02-JP112 Holy Defending Hand Earth/Spellcaster/3/800/1200 Reverse: Return a face-up monster on the field to the top of its owner's deck. If you have a Warrior Type Monster on the field, you can then return a face-up monster on the Field to its owner's hand. BE02-JP113 Wiseman of Borders Earth/Spellcaster/3/1600/800 When this card is face-up on the field, negate the effect of Magic cards that target face-up Warrior Type monsters on your field and destroy it. BE02-JP114 Hoodlum Mercenary Troops Earth/Warrior/4/1000/1000 Release this card to activate. Destroy a monster on the field. Rare BE02-JP115 United Armies Magic - Continuous Increase the attack of all face-up Warrior type monster on your field by number of face-up Warrior and Spellcaster type monsters on your field x200. BE02-JP116 Reinforcement Magic - Normal Add a Warrior type monster with level 4 or less from your deck to hand. Super Rare BE02-JP117 Sealing Formations of Light Magic - Field Declare a Type. All monsters with the declared Type cannot declare attack during the turn they are Summoned, Reverse Summoned, or Special Summoned. BE02-JP118 Warrior's Revival Magic - Normal Choose a Warrior Type mosnter in your Graveyard and add it to your hand. BE02-JP119 Emergency Ration Magic - Quickplay Send any amount of Magic/Trap cards on your field outside of this card to activate. For each card sent to Graveyard, recover your Life Points by 1000. BE02-JP120 Tyrant Dragon Fire/Dragon/8/2900/2500 If your opponent have monsters on the field, this card may attack for once more during battle phase. When this card is face-up on the field, negate the effects of Trap cards that target this card and destroy it. When this card is special summon from the Graveyard by other card's effects, that player must release a Dragon Type monster from their own field. Ultra Rare BE02-JP121 Spear Dragon Wind/Dragon/4/1900/0 When this card attack a monster in defense mode and this card's attack strength is higher than that card's defense strength, deal battle damages to your opponent equal to the difference. When this card attacked, switch it to defense mode at the end of damage step. Rare BE02-JP122 Spirit Dragon Wind/Dragon/4/1000/1000 When this card battles during your Battle Phase, you can discard a Dragon Type monster from your hand to activate. Increase this card's attack and defense strength by 1000 until end of Battle Phase. BE02-JP123 Death Demon Dragon Wind/Dragon - Fusion/5/2000/1200 [Grand Dragon] + [Lesser Demon] This card's Fusion Summon can only be done with the above cards. When this card is face-up on the field, negate the effects of all Reverse Monsters. Also, negate the effects of Trap cards that target this card and destroy it. Rare BE02-JP124 Grand Dragon Wind/Dragon/4/2000/100 This card cannot be Summoned if there is monster on your field. Also, this card can only declare attack if there is face-up Dragon Type monster on your field other than this card. BE02-JP125 Army Dragon Wind/Dragon/2/700/800 When this card is destroyed by battle and is sent to Graveyard, you can choose and special summon a [Army Dragon] from your deck to your field. BE02-JP126 Wing Flapping of Large Dragon Magic - Normal Return a face-up Dragon Type monster on your field with Level 5 or higher to your hand to activate. Destroy all cards in Magic/Trap card Zone. BE02-JP127 Flame Bomb of Flaming Dragon Magic - Normal When there is a face-up Dragon type monster on your field, choose 1 of the following effects to activate. - Deal 800 damage to your opponent's lifepoints. - Destroy a face-up monster on the field with defense strength of 800 or less. BE02-JP128 Stomping Crush Magic - Normal This card can only be activated when you have face-up Dragon Type monster on your field. Destroy a Magic or Trap card on the field, and deal 500 lifepoint damages to its controller. BE02-JP129 Super Regenerating Skills Magic - Quickplay During End Phase of the turn this card is activated, for each Dragon Type monster that you discard from your hand and/or released from your hand and/or field, draw a card from your deck. BE02-JP130 Rage of Dragons Trap - Continuous When a Dragon Type monster on your field attacks monster in defense mode, and its attack strength is higher than that defense strength, deal battle damages to opponent equal to the difference. BE02-JP131 Burst Breath Trap - Normal Release a Dragon Type monster on your field to activate. Destroy all face-up monsters on the field with defense strength equal to or lower than the attack strength of the released monster. BE02-JP132 Emerald Dragon Wind/Dragon/6/2400/1400 Normal Monster BE02-JP133 Fiber Pod Earth/Plant/3/500/500 Reverse: Both players shuffle all their cards in hand, field, and Graveyard to owner's deck. Afterward, both players draw 5 cards. BE02-JP134 Naga Water/Reptile/4/1400/2000 If this face-up monster is returned to your deck, you may Special Summon a monster from your deck with level 3 or lower. BE02-JP135 Noble Du Noir Dark/Undead/5/2000/1400 When this card is face-up on the field, the controller of this card choose the attack target of opponent's monster. BE02-JP136 Option Light/Machine/1/?/? This card cannot be Normal Summoned. When there is a [Futuristic Fighter - Vic Viper] face-up on your field you can special summon this card. When this card is special summoned, you must choose a face-up [Futuristic Figher - Vic Viper] on your field. This card's attack and defense strength would equal to the chosen monster. When the chosen monster is no longer face-up on the field, destroy this card. BE02-JP137 Injection Angel - Lily Earth/Spellcaster/3/400/1500 Once during Damage Calculation when this card battles, you can pay 2000 Life Points to activate. Increase this card's attack strength by 3000 during that Damage Calculation. Ultra Rare BE02-JP138 Leaf Faerie Earth/Plant/3/900/400 Send an equipment card equipped onto this card to Graveyard to activate. Deal 500 damages to opponent's Life. BE02-JP139 Sky Knight - Perseus Light/Angel/5/1900/1400 When this card attacks monster in defense mode, and this card's attack strength is higher than the defense strength of the defending monster, deal battle damages to opponent equal to the difference. Also, when this card deals battle damages to opponent, draw a card from your deck. Super Rare BE02-JP140 Dol Dora Wind/Dragon/3/1500/1200 During End Phase where this card is destroyed and sent to Graveyard from the field, you can special summon this card from Graveyard. The attack and defense strength of this card special summoned by this effect becomes 1000. The effect of [Dol Dora] can only be activated once per duel. BE02-JP141 Maharagi Earth/Rock - Spirit/4/1200/1700 This card cannot be Special Summoned. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. If this card is Summoned or Reversed, during your next Draw Phase, you may look at the top card of your deck, and return it to the top or bottom of your deck. BE02-JP142 Inabano Shi Rousagi (Pathfinding White Rabbit) Earth/Beast - Spirit/3/700/500 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. This card can opponent directly. BE02-JP143 Yatagarusu Wind/Demon - Spirit/2/200/100 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card deals battle damages to opponent player, he/she skips his/her next Draw Phase. BE02-JP144 Susanoo (Thunder Emperor God) Earth/Electric - Spirit/4/2000/1600 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. The battle damages dealt to opponent player by this card is halved. Super Rare BE02-JP145 Yamata no Doragon (Eight Headed Snake) Fire/Dragon - Spirit/7/2600/3100 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card deals battle damages to opponent, draw cards until you have 5 cards in your hand. Super Rare BE02-JP146 Great Tengu (Great Sky Dog) Dark/Beast-Warrior - Spirit/5/1900/1700 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card deals battle damages to opponent player, the opponent player skip his/her next Battle phase. BE02-JP149 Otohime (Princess of Dragon Palace) Light/Spellcaster - Spirit/3/0/100 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card is Summoned or Reversed, you may change the mode of 1 of your opponent's face-up Monsters. BE02-JP148 Hinokagutsuchi (Fire Starter) Fire/Fire - Spirit/8/2800/2900 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card deals battle damages to opponent, opponent discards discard his/her hand before drawing during Draw Phase of his/her next turn. Ultra Rare BE02-JP149 Asura Light/Angel - Spirit/4/1700/1200 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. This card can attack each of opponent's monsters on the field once. Rare BE02-JP150 Fushi No Tori (The Immortal Flame Bird) Fire/Bird - Spirit/4/1200/0 This card cannot be Special Summon. Return this card to its owner's hand at the End Phase of the turn this card is Summoned or Reversed. When this card deals battle damages to opponent, recover your Life Points equal to the damages dealt. BE02-JP151 Spring of Elements Magic - Continuous Whenever a monster is return to the owner's hand from the field, gain 500 Life Points. BE02-JP152 The Heart of Clear Mirror of Water Magic - Equipment The equipped monster cannot be destroyed in battle or by card effect that target the equipped monster. When the attack strength of the equipped monster is higher than 1300, destroy this card. BE02-JP153 Legendary City - Atlantis Magic - Field This card's name is treated as if it was [Sea]. When this card is on the field, increase the attack and defense strengths of all face-up Water Attribute monsters by 200. Also, decrease the level of all Water Attribute monsters in hand and field by 1. Rare BE02-JP154 Fused Weapon - Musarume Blade Magic - Equipment Can only be equipped on a Warrior Type monster. Increase the equipped monster's attack strength by 800. This card cannot be destroy by effect of cards while equipped. BE02-JP155 Smokebomb of Thieves Magic - Equipment When this card is destroy by other card's effect while equipped onto a monster, look at opponent's hand and choose and discard a card from there. BE02-JP156 Forced Transfer Magic - Normal Each player choose a monster on their respective field, and the control of it would be switch. The chosen monsters cannot switch its mode during this turn. Super Rare BE02-JP157 Second Chance Magic - Continuous When this card is face-up on the field, you may choose to negate a Coin Flip and flip again. The effect of [Second Chance] can only be activated once per turn. BE02-JP158 Disturbance of Sky and Earth Magic - Continuous When this card is on the field, each player plays with his/her deck face up. BE02-JP159 Magic Guardna Magic - Normal Choose a face-up Magic card on your field to activate. Put a Counter on that card. When that card is destroyed, remove that counter instead. BE02-JP160 Chained Explosives Trap - Normal After activation this card becomes an Equipment card that increase attack strength by 500, and equipped it onto a face-up monster on your field. When this card as an Equipment card is destroyed by effect of cards, choose and destroy a card on the field. Rare BE02-JP161 Bubble Crush Trap - Normal Players with 6 or more cards in hand and field must send cards to Graveyard until there are total of 5 cards in those places. BE02-JP162 Royal Oppression Trap - Continuous Pay 800 Life Points, negate the activation of a special summon of monster or effect that special summon monster. This effect can also be used during opponent's turn. Super Rare BE02-JP163 Bottomless Pit Trap Trap - Normal Can be activated when opponent summoned, reverse summoned, or special summoned a monster with attack strength 1500 or more. Remove that monster with attack strength of 1500 or more from the game. Super Rare BE02-JP164 Side Effects of Simochi Trap - Continuous When this card is on the field, effect that restore your opponent's Lifepoints would become effect that deals deal that amount of damage to opponent instead. BE02-JP165 Invitation of Spirits Trap - Continuous When your Spirit monster is return to hand, your opponent must choose a monster in his/her field and return it to owner's hand. During each of your standby phase you must pay 500 lifepoints or destroy this card. BE02-JP166 Weapon Drop Trap - Normal During opponent's Draw Phase, you can activate this during opponent's Normal Draw. Opponent discard that drew card to Graveyard. BE02-JP167 Last Battle! Trap - Normal When your Life Points is 1000 or less, this can only be activated during opponent's turn. After activation, choose a monster on your field, and send all hands and all cards on the field to Graveyard outside of that monster. Afterward, opponent special summon a monster from his/her deck in face-up attack mode, and battle with your chosen monster. The battle damages dealt to both players by this battle is 0. During End Phase of this turn, the player would control the only monster wins the Duel. Otherwise the game is draw. BE02-JP168 Tiger King - Wang Fu Earth/Beast/4/1700/1000 When this card is face-up on the field, all monsters with attack strength 1400 or lower would be destroyed after it was successfully Summon or Special Summon. Super Rare BE02-JP169 Bird Face Wind/Bird/4/1600/1600 When this card is destroyed and is sent to Graveyard by battle, choose a [Harpy Lady] from your deck and add it to your hand. BE02-JP170 Crewel Dark/Demon/4/1000/1700 When this card is destroyed and is sent to Graveyard as result of battle, flip a coin and guess the result. If correct, destroy an opponent's monster. BE02-JP171 Maiden of Sea God Water/Water/4/700/2000 When this card is face-up on the Field, the Normal Field becomes [Sea]. When there is not a Field Magic card on the field, this effect does not apply. BE02-JP172 X.E.N.O. Water/Demon/2/200/100 Reverse: Choose a monster on opponent's field and you gain the control of one opponent's monster until End Phase. The monster gained control by this effect can attack opponent directly. BE02-JP173 Moisture Alien Light/Angel/9/2800/2900 You can Release 3 Monsters to summoned this card. If this is successfully summoned this way, destroy all opponent's Magics/Traps on the field. BE02-JP174 Gora Turtle Water/Aqua/3/1100/1100 When this card is face-up on the field, all monster with attack strength of 1900 or higher cannot attack. BE02-JP175 Severing Samurai Wind/Warrior/4/500/800 When this card attacks monsters in face-down defense mode, destroy that monster face-down without damage calculation. Rare BE02-JP176 Wicked Spirit of Sand ("Sand Spector") Earth/Undead - Spirit/6/2200/1800 This card cannot be Special Summoned. Return this card to owner's hand at End Phase which this card was Summoned or Reversed. When this card is summoned or reversed, destroy all face-up monsters on the field outside of this card. Rare BE02-JP177 Royal Bodyguards Earth/Undead/4/1600/1700 Once during a turn you can put this card to face-down defense mode. When this card is Reversed, increase this card's attack and defense strength by 300 until End Phase. BE02-JP178 Shambling Corpses Earth/Undead/4/1500/1500 Once during a turn you can put this card to face-down defense mode. After this effect is used, shuffle all face-down monsters on your field and place them down back to field again at face-down defense mode. BE02-JP179 Great Priest - De Zard Dark/Spellcaster/6/1900/2300 This card gains the following effect for number of monsters this card destroyed in battle. - One: Negate and destroy the effect of Magic/Trap cards that target this card face-up on the field. - Two: Release this card, you may special summon a [Nosferatu Lich] from your hand or deck. Rare BE02-JP180 Swarm of Scarabs Dark/Insect/3/500/1000 Once during a turn you can put this card to face-down defense mode. When this card is successfully Reverse Summon, destroy a monster on opponent's field. BE02-JP181 Swarm of Locusts Dark/Insect/3/1000/500 Once during a turn you can put this card to face-down defense mode. When this card is successfully Reverse Summon, destroy a Magic/Trap on opponent's field. BE02-JP182 Guardian Sphinx Earth/Rock/5/1700/2400 Once during a turn you can put this card to face-down defense mode. When this card is successfully Reverse Summon, return all monsters on opponent's field to owner's hand. Ultra Rare BE02-JP183 Pyramid Turtle Earth/Undead/4/1200/1400 When this card is destroyed and is sent to Graveyard as a result of battle, you can special summon an Undead Type monster from your deck with defense strength 2000 or less. Rare BE02-JP184 Dice Pod Light/Rock/3/200/300 Reverse: Both players roll a dice. The player with the lower result received damages according to the opponent's result. If opponent's result is 2~5, he/she receives damages equal to the result x500. When opponent's result is 6, he/she receives 6000 damages. If the result is tied roll the dice again. BE02-JP185 Black Scorptions Stealing Digging Group Dark/Warrior/4/1000/1000 When this card deals battle damages to your opponent, your opponent choose a Magic card in his/her deck and put it into his/her Graveyard. BE02-JP186 Don Zaruug Dark/Warrior/4/1400/1500 When this card deals battle damages to opponent, choose one of the following effects to activate. - Randomly discard a card from opponent's hand. - Put the top 2 cards of your opponent's deck into his/her Graveyard. Super Rare BE02-JP187 Nosferatu Lich Dark/Undead/7/2600/2900 This card cannot be Normal Summoned. This card can only be initially special summoned by effect of [Great Priest - De Zard]. Once per turn you can put this card to face-down defense mode. When this card is reversed, you can choose and special summon an Undead type monster from your Graveyard. Also, when a Magic or Trap card that target this face-up card on the field is activated, negate that activation and destroy it. Super Rare BE02-JP188 Book of Life - Forbidden Spells - Magic - Normal Choose and Special Summon an Undead Type monster from your Graveyard, remove one monster from opponent's Graveyard afterward. Super Rare BE02-JP189 Book of Sun Magic - Normal Choose a face-down monster on the field and change it to face-up attack mode. BE02-JP190 Book of Moon Magic - Quickplay Choose a face-up monster on the field and change it to face-down defense mode. Super Rare BE02-JP191 Mirage of Nightmare Magic - Continuous During your opponent's Standby Phase, draw cards until there are 4 cards in your hand. When you draw card by this effect, during your next Standby Phase randomly discard the amount of card drew from hand. BE02-JP192 Call of Corpses Magic - Continuous When there are no monsters on your field, you can special summon an Undead Type monster from hand. This effect can only be used once per turn. BE02-JP193 Pyramid Power Magic - Quickplay Choose 1 of the following effects and activate. - Increase the attack strength of all monsters of your field by 200. - Increase the defense strength of all monsters of your field by 500. BE02-JP194 Traveler's Riddle Trap - Continuous This effect can be activate when your opponent's monster attacks. Opponent randomly choose a card in your hand and he/she guesses the type (Monster, Magic, Trap). If incorrect, return that attacking monster to owner's hand. BE02-JP195 Bottomless Quicksand Trap - Continuous Once during opponent's End Phase, destroy the monster on the field with highest attack strength. During your standby phase, if you have less than 4 cards in your hand, destroy this card. BE02-JP196 Royal Curse Trap - Counter Negate the activation of a Magic/Trap card that destroy Magic/Trap card and destroy it. BE02-JP197 Suspended Ceiling Trap - Normal This card can be activated when there are 4 or more monsters on the field. Destroy all face-up monster on the field. BE02-JP198 Golden Wicked God Statue Trap - Normal If this card is destroyed when set and is sent to Graveyard, special summon a [Wicked God Token] (Dark/Demon/4/1000/1000) to your field. BE02-JP199 Cursed Coffin Trap - Normal If this card is destroyed when set and is sent to Graveyard,your opponent choose to perform one of the following effects: - Randomly discard a card hand. - Choose and destroy a monster on his/her own field. BE02-JP200 Needle Wall Trap - Continuous Once during your Standby Phase roll a dice. Count your opponent field 1-5 from the right hand side, and destroy the monster with the in the monster zone of that number. Reroll the dice if the result is 6. BE02-JP201 Dust Chute Trap - Normal This card can only be activated when your opponent has 4 or more cards in his/her hand. Look at your opponent's hand and shuffle a monster cards you choose to his/her deck. Rare BE02-JP202 Careless Avarice Trap - Normal Draw 2 cards, then skip your next two Draw Phases. BE02-JP203 Royal Treasure Trap - Normal After this card is activated, shuffle it into your deck face-up instead of sending it to Graveyard. When you draw this card added to the deck by this effect, send this card to your Graveyard, then choose another card in your Graveyard and add it to your hand. BE02-JP204 Ultimate Perfect Great Moth Earth/Insect/8/3500/3000 This card cannot be Normal Summoned. This card can only be initially special summon by release of a [Petit Moth] with [Evolutionary Cocoon] equipped on it for 6 or more of your turns. Super Rare BE02-JP205 Ritual of Illusion Magic - Ritual Needed for descend of [Sacrifice]. You must release monster(s) from your hand/field with level 1 or more. BE02-JP206 Dandelion Earth/Plant/3/300/300 When this card is sent to Graveyard, special summon 2 [Fluff Token] (Wind/Plant/1/0/0) to your field in defense mode. You cannot release for Advance Summon the turn these tokens are special summoned. Secret Rare BE02-JP207 Toon Black Magician Girl Dark/Spellcaster - Toon/6/2000/1700 This card cannot attack during the turn this card is Summoned, Reverse Summoned, or Special Summoned. When [Toon World] in on your field and there is no Toon monster on opponent's field, this card can attack opponent directly. When [Toon World] on the field is destroyed, destroy this card. (Change!) If [Toon World] is not on the field this card cannot be special summon. When [Toon World] is destroyed destroy this card. If opponent does not control a Toon this card can attack opponent directly. If opponent controls a Toon you must choose them as target of attack. Also, increase this card's attack strength by 300 for each [Black Magician] or [Magician of Black Chaos] in your or opponent's Graveyard. Secret Rare BE02-JP208 Five God Dragon (F.G.D.) Dark/Dragon - Fusion/12/5000/5000 Dragon Type Monsters x5 This card cannot be special summon outside of by Fusion Summon. This card cannot be destroyed by monster of Earth, Water, Fire, Wind, and Dark Attribute. (Damage Calculation is still applied) Secret Rare BE02-JP209 Magical Effect Arrow Magic - Quickplay Destroy all face-up Magic cards on opponent's field. For each Magic card destroyed, deal 500 damages to opponent. Secret Rare BE02-JP210 Magic Cylinder Trap - Normal Can be activated when opponent's monster declared attack. Negate the attack of that opponent's monster, deal damages to opponent's life equal to the attack strength of that monster. Secret Rare