Dark Revelations 2 - English Edition

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chaos general

New Member
Since we have DB2, and DB1 came out, and since most everyone has DR1 lists, heres DR2:

Dark Revelations 2 List

Just click on that ^

Personally, i hate both DR's, since none of the cards really were changed and theres no new cards....

(this list is brought to you by Zathras, who probably got it from somewhere else but i dont know where.. ^_^)
 
chaos general said:
Since we have DB2, and DB1 came out, and since most everyone has DR1 lists, heres DR2:

Dark Revelations 2 List

Just click on that ^

Personally, i hate both DR's, since none of the cards really were changed and theres no new cards....

(this list is brought to you by Zathras, who probably got it from somewhere else but i dont know where.. ^_^)

Are you sure this is the list?? How come IOC/AST cards are coming out before the LOD/PGD cards in DB2?
 
DR1 is supposed to have MFC upto IOC i belive. and yes LOD does get skipped. for some reason.

i guess they just dont want to give out common yata like they did in japan. lol
 
Oh really? So the list is right then.

Awesome, I didn't realise EDIT DR2 will this good. It's not as good as DB2 but it's waaaay better than DB1. Might try to get some funds together and buy a box.



----

Sorry, just realised that DR2, not DR1
 
i read on DB2 that it has yata as common so i belive it does contain some LOD in it. actaully it has to cause there is kycoo and a bunch of other lod /pgd cards.

the DR's are supposed to be the other sets. like rare Tribe and stuff like that.
 
rememebr this is based on the japanese way of things....

*hits tape recorder*

"As many players know, Konami made a reprint series called Duelist Legacy. There were 5 volumes that reprinted all the major cards from the Japanese Legend of the Blue-Eyes White Dragon - Pharaonic Guardian. These sets also included Booster Chronicle along with cards from the structure decks vol.1 and some magazine and game promos.

In 2004, Konami decided to reprint the reprints, again altering rarity and weeding out some useless weight. This new set of reprints is called Beginner's Edition. There were two volumes created. The series is pattern after the Duelist Legacy sets, so it was not done chronologically. When the sets comes to Upper Deck Territories, the sets were called Dark Beginnings 1 & 2.

On the flip side, the newer card sets of New Ruler - Pharaoh's Legacy were needing reprint. These were funneled into two volumes called Expert Edition. The UDE name is Dark Revelations. "

if that helps any
 
krazykidpsx said:
i read on DB2 that it has yata as common so i belive it does contain some LOD in it. actaully it has to cause there is kycoo and a bunch of other lod /pgd cards.

the DR's are supposed to be the other sets. like rare Tribe and stuff like that.

So it looks something like this for the DB's(?)

LOB, SRL and PSV - DB1

MRD, LOD, PGD - DB2

How does it work for DR's?
 
DR1 is MFC, DCR mostly. Looks like DR2 is IOC and AST. But there's gotta be more in there.... just did not notice anything major before or after either in the list link above.
 
Hmm..

Well in any case, I don't think I'm going to bother with a DR1 box, maybe just buy a few of the cards I need.

But definetly going to get me DB2/DR2 boxes! Those two sets look awesome.

I would love an Ultra Chaos-Emperor Dragon!
 
to save the trouble

Rarity List for this set:
Ultra Rare (15):
Swift Black Ninja (007)
Chaos Soldier - Messenger of Beginning - (025)
Chaos Emperor Dragon - Messenger of the End - (056)
Black Magician of Chaos (066)
Black Tyranno (076)
Insect Princess (081)
Sea Dragon - Daidros (084)
Invader of the Dark (112)
Blowback Dragon (134)
Archangel Zehrato (146)
Devil Mezera (168)
Spirit of Pharaoh (175)
Spirit Knight of Jackal (184)
Black . Magic . Attack (208)
End of Anubis (224)

Super Rare (20):
Wandering Hero - Freed (014)
Chaos Rider - Gustav (018)
Designator of Another Dimension (039)
Reload (045)
Mass Cremation (047)
Evil Barrier - Dark Force - (054)
Manticore of Darkness (068)
Guardian Angel - Joan (088)
Dragon Bone Ogre (091)
Dimensional Fusion (095)
Baptism of Light and Darkness (096)
Assistant of Judgment - Saturn (118)
Mobile Fortress Gear Golem (130)
Thunder Emperor - Zagoborg (135)
Enemy Controller (149)
Burst Stream Destruction (150)
Legacy Hunter (180)
Messenger of Underworld (189)
First Coffin (214)
Curse of Anubis (218)

Rare (30):
Another Dimension Observation Machine (012)
Berserk Gorilla (013)
Fenrir (020)
Drillago (026)
Rekunga (027)
Wild Burst (033)
Chain Lost (052)
Stealth Bird (069)
Amphibian Configuration Bakross Mk-3 (082)
Dark Fortress Whale (085)
Surprising Mataza (087)
Lost Goat (093)
Forced Ejection Machine (104)
Bind of Darkness (107)
Thieving Zombie (110)
Trap Jammer (111)
Aztec Statue (126)
Needle Bunker (132)
Mermaid Knight (137)
Electric Amplifier (152)
Drain Shield (166)
Nightmare Atebe (176)
Holy Shrine Guardian (178)
Double Ghost (191)
Abyss Assassin (193)
Special Hurricane (197)
Magical Inspection Technique (202)
Level Restriction Area B (205)
Death Counterattack (220)
Mythological Age (222)
-------------------------------------------------------
EE2-JP001
Jammer Yellow ("Mischievous Intruder Yellow")
Light/Beast/2/0/1000
Normal Monster

EE2-JP002
Jammer Black ("Mischievous Intruder Black")
Light/Beast/2/0/1000
Normal Monster

EE2-JP003
Soul Tiger
Earth/Beast/4/0/2100
Normal Monster

EE2-JP004
Big Koala
Earth/Beast/7/2700/2000
Normal Monster

EE2-JP005
Death Kangaroo
Dark/Beast/4/1500/1700
If this card was attacked when it's in defense mode, when this card defense strength
is higher than the attacking monster, destroy the attacking monster.

EE2-JP006
Red Ninja
Earth/Warrior/1/300/300
Flip: Destroy a Trap card on the field. If the chosen card is set, reveal that card.
If the card is a Trap card, destroy it. If it's a Magic card, turn it back face-down.

EE2-JP007
Swift Black Ninja
Dark/Warrior/4/1700/1200
Remove 2 Dark Main-Type Monsters in your Graveyard from the game, this card would be
remove from the game until the End Phase of that turn. This effect can also be activate
during opponent's turn, and only can be use once per turn.
Ultra Rare

EE2-JP008
Typhoon Lizard
Water/Reptile/4/1400/700
Reverse: Choose 1 monster card on your opponent's field and return it to owner's hand

EE2-JP009
Spirit Of The Jar of Greed
Light/Angel/1/100/100
When this card is in face-up attack mode on the Field, when a [Jar of Greed] is
activated, the player that activated the [Jar of Greed] can draw 1 more card.

EE2-JP010
Angry Prisoner - Chopman
Dark/Undead/3/1100/500
When this card is successfully Reversed Summon, you can Equip an Equipment Magic card
from your Graveyard onto this card.

EE2-JP011
Strange Behavior Samurai
Light/Warrior/3/1000/1000
When this card does Battle Damage to opponent's lifepoints, opponent player draws cards
until he/she has 7 cards in his/her hand.

EE2-JP012
Another Dimension Detective Machine
Dark/Machine/2/800/1200
If this card is removed from the game, Special Summon this card to your field in
face-up attack mode during the End Phase of that turn.
Rare

EE2-JP013
Berserk Gorilla ("Angry Ape")
Earth/Beast/4/2000/1000
When this card is in face-up defense mode on the Field, destroy this card. The
controller of this card must attack with this card when he/she is able to.
Rare

EE2-JP014
Wandering Hero - Freed
Light/Warrior/4/1700/1200
Remove 2 Light Main-Type Monsters in your Graveyard from the game, destroy a face-up
monster on the field with attack strength higher than this card's. This effect can only
be use once per turn.
Super Rare

EE2-JP015
Ghost Goblin
Earth/Demon/4/1200/1500
When this card is face-up on your Field, during your End Phase, you may put a Normal
Monster in your hand at the bottom of your deck to draw a card. This effect may only
be use once per turn.

EE2-JP016
Chaos Curser
Dark/Spellcaster/2/500/500
Flip: Choose a monster card in your or your opponent's Graveyard and remove it from
the game.

EE2-JP017
Chaos Necromancer
Dark/Demon/1/0/0
This card's attack strength is 300 times the number of monster cards in your Graveyard.

EE2-JP018
Chaos Rider - Gustav
Wind/Warrior/4/1400/1500
Remove up to 2 Magic cards in your Graveyard from the game, increase this card's attack
strength by 300 for each card removed by this effect until the end of your opponent's
turn. You can use this effect only once per turn.
Super Rare

EE2-JP019
Inferno
Fire/Fire/4/1100/1900
This card cannot be Normal Summoned. Remove a Fire Main-Type monster in your Graveyard
from the game to Special Summon thiscard. When this Monster destroy one of your
opponent's monster as a result of battle and that monster goes to Graveyard, do 1500
damages to your opponent.

EE2-JP020
Fenrir
Water/Beast/4/1400/1200
This card cannot be Normal Summoned. Remove 2 Water Main-Type monsters from your Graveyard
from the game to special summon this card. When this card destroy an opponent's monster in battle
and it's sent to Graveyard, your opponent skips his/her next Draw Phase.
Rare

EE2-JP021
Gigantes
Earth/Rock/4/1900/1500
This card cannot be Normal Summoned. Remove an Earth Main-Type monster from your Graveyard
from the game to special summon this card. If this card is destroy in battle and sent to
Graveyard, destroy all Magic/Trap cards on the field.

EE2-JP022
Shilufade
Wind/Angel/4/1700/700
This card cannot be Normal Summoned. Remove a Wind Main-Type monster from your Graveyard
from the game to special summon this card. If this card is destroy in battle and sent to
Graveyard, your opponent randomly discard a card from his/her hand.

EE2-JP023
Chaos Sorcerer
Dark/Spellcaster/6/2300/2000
This card cannot be Normal Summoned. Remove a Light and a Dark Main-type monster from
your Graveyard from the game to special summon this card. During your turn, you may
choose to remove a face-up monster on the field from the game. If you use this effect,
this card cannot attack that turn. This effect can only be activate once per turn.

EE2-JP024
Red Lotus Beast - Da Ilza
Fire/Demon/3/?/?
This card's attack and defense strength is equal to number of your cards removed from
the game * 400.

EE2-JP025
Chaos Soldier - Messenger of Beginning -
Light/Warrior/8/3000/2500
This card cannot be Normal Summoned. Remove a Light and a Dark Main-type monster from
your Graveyard from the game to special summon this card. Once during your turn, you can
choose 1 of the following effects and activate it.
- Remove a monster on the field from the game. If you use this effect, this card
cannot attack during that turn.
- When this card destroys an opponent's monster as a result of Battle, this card can attack
1 more time.
Ultra Rare

EE2-JP026
Drillago
Dark/Machine/4/1600/1100
When your opponent only has face-up monster on the field with attack strength of 1600 or more,
this card can attack your opponent's lifepoints directly.
Rare

EE2-JP027
Rekunga
Water/Plant/4/1700/500
Remove 2 Water Main-Type Monsters from your Graveyard from the game, special summon a [Rekunga
Token] (Plant/Water/2/700/700) to your field in attack mode.
Rare

EE2-JP028
Lord Poison
Water/Plant/4/1500/1000
If this card is destroyed as a result of battle and sent to Graveyard, special summon a
Plant sub-type monster from your Graveyard other than [Lord Poison].

EE2-JP029
Bowgunian
Dark/Machine/3/1300/1000
During each of your Standby Phases, do 600 damages to opponent's lifepoints.

EE2-JP030
Guranadora
Water/Reptile/4/1900/1700
When this card is successfully summon, reverse Summon, or Special Summon, you gain 1000
lifepoints. When this card is destroyed and goes to Graveyard, you get 2000 lifepoint
damages.

EE2-JP031
Air Shuriken
Magic - Equipment
This card can only be equipped on a Monster with [Ninja] in its name. The attack strength
of the equipped monster would be increase by 700. When this card is send to Graveyard from
the field, do 700 damages to opponent's lifepoints.

EE2-JP032
Field of Normalcy
Magic - Continuous
If the card you draw at Draw Phase is a Normal Monster, you may show it to your opponent,
and then draw one more card from your deck.

EE2-JP033
Wild Burst
Magic - Normal
The attack strength of a face-up Beast or Beast-Warrior sub-type monster on the field
would be increase by its defense strength. That monster is destroy at End Phase.
Rare

EE2-JP034
Jammer Delta Hurricane!!
Magic - Normal
This card can only be activate when you have all [Jammer Green], [Jammer Yellow], and
[Jammer Black] face-up on your field. Destroy all cards that are on opponent's field.

EE2-JP035
Stumble
Magic - Continuous
The monster that was successfully Normal Summoned, Reverse Summoned, or Special Summoned would
be change to defense mode.

EE2-JP036
Chaos End
Magic - Normal
This card can only be activate if you have 7 or more cards removed from the game. Destroy
all monster cards on the field.

EE2-JP037
Chaos Shield
Magic - Continuous
Increase the defense strength of all monsters on your field by 300.

EE2-JP038
Chaos Greed
Magic - Normal
This card can only be activate if you have 4 or more cards removed from the game and there're
no cards in your Graveyard. Draw 2 cards from your deck.

EE2-JP039
Designator of Another Dimension
Magic - Normal
Declare a card name. Your opponent then reveals his/her hand, if your opponent has
the declared card, that card is remove from the game. If the declared card is not
in opponent's hand, remove one card from your hand from the game.
Super Rare

EE2-JP040
Boundary of Another Dimension
Magic - Continuous
When you do not have Magic cards in your Graveyard, both player cannot enter Battle Phase.

EE2-JP041
Recycle
Magic - Continuous
During your Standby Phase you may pay 300 lifepoints, choose a card other than a monster card
in your Graveyard and put it to the bottom of your deck afterward.

EE2-JP042
Seeds Of The Beginning
Magic - Normal
This card can only be activated when [Chaos Soldier - Messenger of Beginning -] or [Chaos Emperor
Dragon - Messenger of the End -] is on the field. Put 2 of your cards that were removed from the
game into your hand.

EE2-JP043
Thunder Crush
Magic - Normal
Destroy all monsters of your field. Do damages to opponent equal to number of destroyed
monster * 300.

EE2-JP044
Dimensional Warp
Magic - Normal
This card can only be activate when you have no cards in your Graveyard. Choose a monster you
have removed from game, and special summon it to the field.

EE2-JP045
Reload
Magic - Quickplay
Shuffle all cards in your hand into the deck. Then draw cards from your deck equal to the
number you shuffled in.
Super Rare

EE2-JP046
Soul Absorption
Magic - Continous
Whenever a card is remove from game, this card's controller would recover his/her lifepoints by 500.

EE2-JP047
Mass Cremation
Trap - Normal
This card can only be activated when your opponent use a card that target monster in Graveyard.
Each player removes all monster cards from the game from their respective Graveyard.
Super Rare

EE2-JP048
Wreckage Explosion
Trap - Normal
This card can only be activated when you have more than 30 cards in your Graveyard. Do
3000 lifepoint damages to your opponent.

EE2-JP049
Cursed Sign of Magic Seal
Trap - Counter
Discard a Magic card from your hand. Negate the activation of the effect of a Magic card and
destroy it. During this duel, your opponent cannot use the Magic card with the same name
as the card destroy by this card's effect.

EE2-JP050
Babel Tower
Trap - Continuous
Whenever you or your opponent activates a Magic card, put a "Magic Counter" on this card. When
this card has 4 Magic counters on it, destroy this card. At this time the player who activate
that Magic card would receive 3000 lifepoint damages.

EE2-JP051
Shrink of Universe
Trap - Continuous
This card can only be activated when each player have 5 or less cards on the field. Both player
can only have at most 5 cards on the field.

EE2-JP052
Chain Lost
Trap - Normal
This card can only be activated when a monster with attack strength less than 1000 is Normal
Summon, Reverse Summon, or Special Summon. Remove that monster card from the game, and remove
the card with the same name as that card from the game from opponent's hand and deck. Shuffle
that deck afterward.
Rare

EE2-JP053
Gravity Release
Trap - Normal
Change the mode of all the face-up monsters of both players on the field.

EE2-JP054
Wicked Barrier - Dark Force -
Trap - Normal
This card can only be activated when your opponent declare attack. Remove all of monsters
on opponent's field that are in defense mode from the game.
Super Rare

EE2-JP055
Energy Drain
Trap - Normal
Choose a face-up monster on your field. Until End Phase, increase that monster's attack and
defense strengths by the number of cards in your opponent's hand * 200.

EE2-JP056
Chaos Emperor Dragon - Messenger of the End -
Dark/Dragon/8/3000/2500
This card cannot be Normal Summoned. Remove a Light and a Dark Main-type monster from
your Graveyard from the game to special summon this card. Pay 1000 lifepoits, put all cards
in both player's hand and field to Graveyard. For each card put to the Graveyard by this effect,
do 300 lifepoint damages to your opponent.
Ultra Rare

EE2-JP057
Giga Gagagigo
Water/Reptile/5/2450/1500
Normal Monster

EE2-JP058
Mad Dog of Darkness
Dark/Beast/4/1900/1400
Normal Monster

EE2-JP059
Neobug
Earth/Insect/4/1800/1700
Normal Monster

EE2-JP060
Dark Sea Serpent Warrior
Water/Sea-Serpent/4/1800/1500
Normal Monster

EE2-JP061
Genocide King Salmon
Water/Fish/5/2400/1000
Normal Monster

EE2-JP062
Big Fire Tree Man - 18
Fire/Pyro/4/1850/0
Normal Monster

EE2-JP063
Burning Algaes
Fire/Pyro/3/500/1500
When this card was sent from field to Graveyard, your opponent gains 1000 lifepoints.

EE2-JP064
Carter Hiddener
Fire/Pyro/4/1000/1200
When this card is destroyed and sent to Graveyard, you may special summon a Pyro
sub-type monster from your hand.

EE2-JP065
Ignition Zombie
Fire/Pyro/4/1600/400
When this card is special summoned from Graveyard, this card's controller
draw 1 card from his/her deck.

EE2-JP066
Black Magician Of Chaos
Dark/Spellcaster/8/2800/2600
When this card is successfully Normal Summoned or Special Summoned, you may choose a
Magic card in your Graveyard and put it into your hand. The monsters destroy by this
card by battle are removed from game. When this card leaves the field, this card
is remove from the game.
Ultra Rare

EE2-JP067
Illusionary Gora Turtle
Water/Water/4/1200/1400
When this card is face-up on the field while target, negate that opponent's Magic
or Trap card effect.

EE2-JP068
Manticore of Darkness
Fire/Beast-Warrior/6/2300/1000
This effect can be activate during the End Phase this card is sent to Graveyard. Put
a Beast, Beast-Warrior or Bird sub-type monster card from your hand or field to Graveyard,
special summon this card to the field from Graveyard.
Super Rare

EE2-JP069
Stealth Bird
Dark/Bird/3/700/1700
Once per turn, this card can change to face-down defense mode. When this card is
successfully Reverse Summoned, do 1000 damage to your opponent.
Rare

EE2-JP070
Holy Bird - Crane
Light/Bird/4/1600/400
When this card is Special Summoned, the controller of this card draws 1 card.

EE2-JP071
Enraged Minotaurs
Earth/Beast-Warrior/4/1700/1000
While this card is face-up on your Field, whenever your Beast, Beast-Warrior or Bird
Sub-Type monsters on the Field attack a monster in defense mode with defense strength
lower than the attack strength of those monster, do battle damages to your opponent
equal to the difference.

EE2-JP072
Leading Turtle (Dongame)
Water/Reptile/3/1100/1200
When this card is successfully Normal or Reverse Summoned, you may special summon
any number of [Leading Turtle] from your hand.

EE2-JP073
Balloon Lizard
Earth/Reptile/4/500/1900
Put a counter on this card during each of your Standby phase. When this card is destroy,
do damages equal to the number of counters on this card *400 to the player that destroy
this card.

EE2-JP074
Dark Triceratops
Earth/Dino/6/2400/1500
When this card attackes a monster in defense mode, if this card's attack strength is
higher than that monster's defense strength, do damages to your opponent equal to
the difference.

EE2-JP075
Hyper Hammerhead
Earth/Dino/4/1500/1200
The opponent's monster that destroy this card as a result of battle would return
to owner's hand at the end of Damage Step.

EE2-JP076
Black Tyranno
Earth/Dino/7/2600/1800
If the only cards on opponent's field are monsters in defense mode, this card can
attack your opponent's lifepoints directly.
Ultra Rare

EE2-JP077
Anti-Air Releasing Flower
Earth/Plant/3/0/1600
Sacrifice an Insect sub-type monster on your field, do 800 damages to opponent's lifepoint.

EE2-JP078
Thorned Fairy
Earth/Plant/4/300/2000
If your opponent does not destroy this card, he/she cannot attack Insect sub-type monsters.
All monsters that battle with this card would switch to defense mode at the end of
damage step.

EE2-JP079
Pinchhitting Grasshopper
Earth/Insect/4/1000/1200
When this card is sent to Graveyard from the field, you may Special Summon an Insect
sub-type monster from your hand to the field.

EE2-JP080
Skullface Ladybug
Earth/Insect/4/500/1500
When this card is sent to Graveyard, you gain 1000 lifepoints.

EE2-JP081
Insect Princess
Air/Insect/6/1900/1200
When this card is face-up on the Field, all face-up Insect sub-type monsters on opponent's
field would switch to attack mode. When this card destroy an Insect sub-type monster
as a result of battle, this card's attack strength would increase by 500.
Ultra Rare

EE2-JP082
Amphibian Configuration Bakross Mk-3
Water/Machine/4/1500/1300
When [Sea] is on the Field, this card can attack your opponent's lifepoint directly.
Rare

EE2-JP083
Thunder Fish
Water/Fish/3/1000/1000
When [Sea] is on the Field, this card can't be affected by Magic cards.

EE2-JP084
Sea Dragon - Daidaros
Water/Sea Dragon/7/2600/1500
When you put [Sea] on your field to Graveyard, destroy all cards on the field except
this card.
Ultra Rare

EE2-JP085
Dark Fortress Whale
Water/Sea Dragon/5/2100/1200
Sacrifice 1 [Thunder Fish] on your Field, destroy a monster on the field. Sacrifice a
[Spear Shellfish] on your Field, destroy a Magic/Trap card on the field.
Rare

EE2-JP086
Spear Shellfish
Water/Water/2/1000/1000
When [Sea] is on the Field, this card can't be affected by Magic cards.

EE2-JP087
Surprising Matasa
Dark/Warrior/3/1300/800
This card can attack twice during a Battle Phase. When this card is face-up on the field,
the control of this card cannot be change.

EE2-JP088
Guardian Angel - Joan
Light/Angel/7/2800/2000
When this card destroy a monster as a result of battle and it is sent to Graveyard,
gain lifepoints equal to the original attack strength of that destroyed monster.
Super Rare

EE2-JP089
Manju God
Light/Angel/4/1400/1000
When this card is Normal Summon or Reverse Summon, search your deck for a Ritual
monster card or Ritual magic card and add it to your hand.

EE2-JP090
Moonwind Magician
Dark/Warrior/4/1700/1200
If this card battles a Demon or Undead sub-type monster, destroy that card at the end of
Damage Step.

EE2-JP091
Dragon Bone Ogre
Dark/Zombie/6/2400/2000
If this card battles a Warrior or Spellcaster sub-type monster, destroy that card at the
end of Damage Step.
Super Rare

EE2-JP092
Griffin's Feather Sweep
Magic - Normal
Destroy all Magic/Trap cards on your field. Gain lifepoints equal to the number of
cards destroy *500.

EE2-JP093
Lost Goat
Magic - Normal
When this card is activate, during that turn you cannot Normal Summon, Reverse Summon or
Special Summon. Special Summon 2 [Goat Token] (Beast/Earth/1/0/0) to your Field in defense
mode.
Rare

EE2-JP094
Earth Crush
Magic - Normal
Destroy the face-up monster on opponent's Field with the highest defense strength.

EE2-JP095
Dimensional Fusion
Magic - Normal
Pay 2000 Life Points. Each player can special summon as much monsters as they want that
are removed from game that could be legal summon to the field.
Super Rare

EE2-JP096
Baptism Of Light And Darkness
Magic - Quickplay
This card can only be activate by sacrificing a [Black Magician] on your field. Special
Summon a [Black Magician of Chaos] from your hand, Graveyard, or deck.
Super Rare

EE2-JP097
Salvage
Magic - Normal
Put two Water Main-type monsters that have attack strength of 1500 or less in your
Graveyard to hand.

EE2-JP098
Super Evolution Medicine
Magic - Normal
Sacrifice a Reptile sub-type monster on your Field. Special Summon a Dinosaur sub-type
monster from your hand.

EE2-JP099
Multiplication of Ant
Magic - Normal
This card is activate by sacrificing an Insect sub-type monsters from your field,
Special Summon 2 [Army Ant Token] (Insect/Earth/4/500/1200) to your Field. (They cannot
be sacrificed in a sacrificed summon.)

EE2-JP100
Praises of Land
Magic - Ritual
This card could be use for Ritual Summoning for a Earth-main type Ritual Monster.
Sacrifice a number of levels equal to the Earth Main-Type Monster you wish to Ritual
Summon from your hand and/or the Field to Ritual summon that monster.

EE2-JP101
Jade Whistle
Magic - Normal
Your opponent chooses an Insect Sub-Type Monster in his or her deck. After shuffling
his/her deck, puts that card on top of that deck.

EE2-JP102
Destructive Ring
Trap - Normal
Destroy a face-up Monster on your field, do 1000 damage to each player.

EE2-JP103
Demon's Hand Mirror
Trap - Normal
This card can only be activate when one of your opponent's Magic cards targets one of
your Magic or Trap card on the Field, change the target to another legal target.

EE2-JP104
Forced Ejection Machine
Trap - Normal
Return a monster on the field to owner's hand.
Rare

EE2-JP105
Hero Emergence
Trap - Normal
When your opponent declares attack, your opponent randomly choose 1 card from your
hand. If that card is a Monster card, Special Summon it to your Field. Otherwise, put
that card into your Graveyard.

EE2-JP106
Self-Destruction Switch
Trap - Normal
This card can only be activated if you have 7000 or more lifepoints less than your
opponent. Each player's Life Points become 0.

EE2-JP107
Bind of Darkness
Trap - Continuous
When a Magic card is activated, its controller receives 1000 damage for each card
activated.
Rare

EE2-JP108
Entrance Payment
Trap - Continuous
When a Monster on the field does Battle Damage to a player, it is returned to its
owner's hand.

EE2-JP109
DNA Replacement Surgery
Trap - Continuous
When this card is activated, designate a Main-Type. When this card is on the Field,
all face-up Monsters on the Field become the Main-Type that you designated.

EE2-JP110
Thieving Zombie
Trap - Continuous
Whenever 1 of your Monsters on the Field does Battle Damage to your opponent, your opponent
puts the top card of his/her deck into his/her Graveyard.
Rare

EE2-JP111
Trap Jammer
Trap - Counter
This card can only be activate when your opponent activates a Trap card during Battle
Phase. Negate the activation of that Trap card and destroy it.
Rare

EE2-JP112
Invader of the Dark
Dark/Demon/8/2900/2500
When this card is face-up on the Field, your opponent cannot activate Quickplay
Magic cards.
Ultra Rare

EE2-JP113
Gogiga Gagagigo
Water/Reptile/8/2950/2800
Normal Monster

EE2-JP114
Warrior of Zera
Earth/Warrior/4/1600/1600
Normal Monster

EE2-JP115
Sealing Magician - Meisei
Dark/Spellcaster/3/1100/900
Normal Monster

EE2-JP116
Holy Shrine Sphere
Light/Angel/2/500/500
Normal Monster

EE2-JP117
Steel Armor Beetle
Earth/Insect/8/2800/1500
Normal Monster

EE2-JP118
Assistant of Judgment - Saturn
Light/Angel/6/2400/0
When your lifepoint is higher than your opponent's lifepoints, sacifice this card from
your field to activate. Do damages to opponent's lifepoints equal to the difference.
This effect cannot be activate if [Sanctuary of Sky] is not on your field. You cannot enter
Battle Phase in the turn this effect is activated.
Super Rare

EE2-JP119
Assistant of Intelligence - Mercury
Light/Angel/4/0/1700
If you have 0 cards in your hand During your opponent's End Phase, draw a card from your
deck during your next standby phase.

EE2-JP120
Assistant of Creation - Venus
Light/Angel/3/1600/0
Pay 500 Lifepoint, special summon a [Holy Shrine Sphere] to your field.

EE2-JP121
Assistant of Strength - Mars
Light/Angel/3/0/0
This card is not affected by the effect of Magic Card. When [Sanctuary of Sky] is on your
field, when your lifepoint is higher than your opponent's lifepoints, increase the attack
and defense strength of this monster by the difference.

EE2-JP122
Maiden of Happiness
Light/Spellcaster/2/400/300
When this card is face-up on the field, this card cannot be destroy in battle. When this
card is in face-up attack mode, the card that had attack this card cannot attack nor change its
mode.

EE2-JP123
Spirit Inhaling Bone Tower
Dark/Undead/3/400/1500
When there's another Undead sub-type monster on your field except this card, this card
cannott be attacked. Whenever an Undead sub-type monster is successfully special summon, put
the top 2 cards on opponent's deck into his/her graveyard.

EE2-JP124
The Kickman
Dark/Undead/3/1500/300
When this card is special summon, you may equip a Equipment Magic in your graveyard
to this card.

EE2-JP125
Vampire Queen
Dark/Undead/4/1550/1550
When this card does damage to opponent, you choose 1 type of card (Monster,Magic,Trap),
your opponent discard one card of that type to the graveyard from deck.

EE2-JP126
Aztec Statue
Earth/Rock/4/300/2000
When this card is attacked, and your opponent receive battle damages, that damage is
doubled.
Rare

EE2-JP127
Rocket Jumper
Earth/Rock/3/1000/800
If opponent only have monsters in defense mode, this card can attack opponent's
lifepoints directly.

EE2-JP128
God of Demon Jar
Earth/Rock/3/1200/1300
Put a [Jar of Greed] from your hand to the Graveyard, draw 3 cards.

EE2-JP129
Legendary Jujitsu Martial Artist
Earth/Rock/3/1300/1800
The card that battle with this card in defense mode would return to top of owner's deck
at the end of damage step.

EE2-JP130
Gear Golem of Mobile Fortress
Earth/Machine/4/800/2200
This effect can only be activate during Main Phase 1. Pay 800 lifepoints, during this turn, this card
can attack your opponent's lifepoints directly.
Super Rare

EE2-JP131
KA-2 Death Scissors
Dark/Machine/4/1000/1000
When this card destroy a monster and it's sent to Graveyard, do damage to opponent equal to the
level of the monster * 500

EE2-JP132
Needle Bunker
Dark/Machine/5/1700/1700
When this card destroy a monster and it's sent to Graveyard, do damage to opponent equal to the
level of the monster * 500
Rare

EE2-JP133
Sonic Jammer
Wind/Machine/2/350/650
Reverse: Until the End Phase of the next turn, your opponent cannot activate Magic Cards.

EE2-JP134
Blowback Dragon
Dark/Machine/6/2300/1200
You may activate this effect once during your main phase. Flip 3 coins, if 2 of them are head,
destroy 1 card on the field.
Ultra Rare

EE2-JP135
Thunder Emperor - Zagborg
Light/Thunder/5/2400/1000
When this card is successfully sacrifice summon, destroy 1 monster card on the field.
Super Rare

EE2-JP136
Atomic Glowfly
Light/Insect/1/100/200
The player who destroy this card in battle while this card is face-up on the field
would receive 1000 lifepoint damages.

EE2-JP137
Mermaid Knight
Water/Water/4/1500/700
When [Sea] is on the field, this card can attack twice during battle phase.
Rare

EE2-JP138
Pinata Fish
Water/Fish/2/800/200
When this card attack opponent directly, this card's attack strength is double.

EE2-JP139
Two Thousand Needle
Earth/Beast/5/2000/1800
When this card is attack while in defense mode, if this card's defense strength is higher
than the attacking monster's attack strength, destroy the attacking monster after damage
calculation.

EE2-JP140
Disk Fighter
Earth/Warrior/4/1000/1000
When this card attack a monster with defense strength of 2000 or more, destroy that
card without going into Damage Calculation.

EE2-JP141
Dark Green Magic Bow Wielder
Earth/Warrior/3/900/1400
When there's a Plant sub-type monster on your field, this card cannot be attack. Sacrifice a
Plant sub-type monster on your field, destroy a Magic/Trap card on the field.

EE2-JP142
Girl Ninja - Yae
Wind/Warrior/3/1100/200
Discard one Wind Main-type monster from the hand, return all Magic/Trap cards on the field
back to owner's hand.

EE2-JP143
King Goblin
Dark/Demon/1/0/0
When there's a Demon sub-type monster except this card on your field, this card cannot be
attacked. This card's attack and defense strength is the number of Demon sub-type monsters
on the field except this card * 1000.

EE2-JP144
Prominence Dragon
Fire/Pyro/4/1500/1000
When there's another Pyro sub-type monster except this card on your field, this card cannot be
attacked. During your End Phase, do 500 damages to your opponent's lifepoints.

EE2-JP145
White Magical Warrior - Pikeru
Light/Spellcaster/2/1200/0
At your Standby Phase, add lifepoints equal to number of monsters on your field
* 400.

EE2-JP146
Archangel - Zeraato
Light/Angel/8/2800/2300
This card cannot be Normal Summoned. When there's a [Sanctuary of Sky] on the field, sacrifice
a [Warrior of Zera] to special summoned this card. Discard a Light Main-Type Monster from your
hand, destroy all monsters on opponent's field. This effect can only be activate when
[Sanctuary of Sky] is on your field.
Ultra Rare

EE2-JP147
Optical Camofage Armor
Magic - Equipment
This card can only equipped on a monster with level 1. That monster can attack your opponent's
lifepoints directly.

EE2-JP148
Mysterious Oriental Wok
Magic - Quickplay
Sacifice one monster on your field. Increase your lifepoint by attack or defense strength
of the sacrificed monster.

EE2-JP149
Enemy Controller
Magic - Quickplay
When this card is activate, choose one of the following effects and activate.
- Change the mode of a face-up monster on opponent's field.
- Sacrifice one monster on your field, choose a face-up monster on opponent's field. Until
the end of this turn, you gain control of that monster.
Super Rare

EE2-JP150
Burst Stream Destruction
Magic - Normal
This card can only be activate when there's a [Blue Eyes White Dragon] on your field. Destroy
all monsters on opponent's field. [Blue Eyes White Dragon] cannot attack during the turn
this card is activate.
Super Rare

EE2-JP151
Monster Gate
Magic - Normal
Sacrifice a monster on your field. Pick up cards from your deck until there's a monster
that can be Normal Summon, and special summon that monster. Put the rest of the cards
into your Graveyard.

EE2-JP152
Electric Amplifier
Magic - Eqipment
This card can only be equipped on an [Android - Psycho Shocker]. When this card is equipped,
the controller of the equipped monster would not be affect by the Trap negation effect of
the equipped monster. When this card leaves the field, destroy the equipped monster. (Errata:
This card's activation cannot be negated.)
Rare

EE2-JP153
Weapon Change
Magic - Continuous
This effect may only use once per turn. Pay 700 lifepoints at your standby phase to
activate this card. Switch the attack and defense strength of a Warrior or Machine
sub-type monster on your field until the end of the next opponent's End Phase. When this
card is destroy, this effect would be negated.

EE2-JP154
Sanctuary of Sky
Magic - Field
The Battle damages done to the controller of an Angel sub-type monster as a result of battle
would became 0.

EE2-JP155
Earthquake
Magic - Normal
Change the mode of all face-up monster on the field to defense mode

EE2-JP156
Curses of Trap Sealing
Magic - Continuous
This card can only be activate when [Sealing Magician - Meisei] is on your field. When this
card is on the field, Trap cards cannot be activate, and negate the effects of all trap cards
on the field. When [Sealing Magician - Meisei] is not on your field, this card is destroyed.

EE2-JP157
Goblin Thief
Magic - Normal
Do 500 lifepoint damages to opponent, you gain 500 lifepoints.

EE2-JP158
Backfire
Trap - Continuous
Whenever a Fire Main-type monster is destroy and sent to Graveyard, do 500 lifepoint damages to
your opponent.

EE2-JP159
Micro Light Ray
Trap - Normal
The defense strength of one face-up monster on the field would become 0 until the End Phase
of this turn.

EE2-JP160
Light of Judgment
Trap - Normal
When [Sanctuary of Sky] is on the field, discard a Light main-type monster from your hand
to activate this card. Destroy a card control by your opponent on the field, or choose a card
from opponent's hand and sent it to Graveyard.

EE2-JP161
Curses of Magic Sealing
Trap - Continuous
This card can only be activate when [Sealing Magician - Meisei] is on your field. When this
card is on the field, Magic cards cannot be activate, and negate the effects of all Magic cards
on the field. When [Sealing Magician - Meisei] is not on your field, this card is destroyed.

EE2-JP162
Sealing Wall of Light
Trap - Normal
Pay Lifepoints in units of 1000 when activating this card. Any monster with attack strength
lower than the value of lifepoints payment cannot attack.

EE2-JP163
Solar Ray
Trap - Normal
Do lifepoint damages to your opponent by the number of face-up Light Main-Type monsters
on your field * 600.

EE2-JP164
Ninjutsu - Art of Transformation
Trap - Continuous
Sacrifice a monster with [Ninja] in its name to activate this card. Choose a monster with
level lower than the sacrificed monster plus 3 with sub-type Beast, Bird, or Insect from your
hand or deck and special summoned it to the field. When this card leaves the field, destroy
that monster.

EE2-JP165
Summoning of Lights
Trap - Normal
Discard all cards from your hand. Choose that number of Light main-type monster cards from
your Graveyard and add it to your hand.

EE2-JP166
Drain Shield
Trap - Normal
Negate the attack by an opponent's monster, increase your lifepoints by the attack strength
of that monster.
Rare

EE2-JP167
Armor Break
Trap - Counter
Negate an activation of an Equipment Magic card and destroy it.

EE2-JP168
Devil - Mezera
Dark/Demon/8/2800/2300
This card cannot be Normal Summon. When [Pandemonium - Nest of Demons -] is on the field,
sacrifice a face-up [Warrior of Zera] on your field to special summon this card. When this
card is successfully special summoned, randomly discard 3 cards from opponent's hand. This
effect can only be activate when there's a [Pandemonium - Nest of Demons -] is on your field.
Ultra Rare

EE2-JP169
Gigobyte
Water/Reptile/1/350/300
Normal Monster

EE2-JP170
Mokemoke
Light/Angel/1/300/100
Normal Monster

EE2-JP171
Kozaki
Dark/Demon/1/400/400
Normal Monster

EE2-JP172
Demon Scorpion
Earth/Insect/2/500/200
Normal Monster

EE2-JP173
Pharaoh's Servant
Dark/Undead/2/900/0
Normal Monster

EE2-JP174
Pharaohic Guardian
Earth/Undead/2/900/0
Normal Monster

EE2-JP175
Spirit of Pharaoh
Light/Undead/6/2500/2000
This card can't be normal summon. This card can only be special summon by
effect of [First Coffin]. When this card is successfully special summon, you may
special summon up to 4 Normal Undead sub-type monster that is Level 2 or less.
Ultra Rare

EE2-JP176
Nightmare Atebe
Light/Demon/4/1500/500
When you have 0 card in your hand, and no face-down card in Magic/Trap slots,
increase this card attack by 1500.
Rare

EE2-JP177
Aswan's Dead Spirit
Dark/Demon/3/500/500
If this card does battle damage to your opponent, you may choose 1 Trap card from your
graveyard and put it to top of your deck.

EE2-JP178
Holy Shrine Guardian
Dark/Demon/4/1100/1900
When this card is face-up on the field, your opponent cannot draw cards except
in his/her Draw Phase.
Rare

EE2-JP179
Nubia Guard
Fire/Warrior/2/500/500
When this card does battle damage to your opponent, you may put 1 Continuous Magic Card
from your graveyard to top of your deck.

EE2-JP180
Legacy Hunter
Earth/Warrior/4/1000/1500
When this card destroy a opponent's face-down monster, randomly choose one card
from your opponent's hand and shuffle that card to his/her deck.
Super Rare

EE2-JP181
Sand Tapir
Earth/Beast/3/500/300
FILP: Choose 1 face-up monster on the field and change it to face-down defense mode.
That card cannot be [Sand Tapir].

EE2-JP182
Sand Gambler
Light/Spellcaster/3/500/1600
Filp 3 coins. If all of the coins are head, destroy all opponent's monster on the field.
If all of the coins are tails, destroy all of the monster on your field. This effect may
only be activate once during your Main Phase per turn.

EE2-JP183
Mitsukobu Camel
Earth/Beast/3/500/1500
When there're three [Mitsukobu Camel] on your field, you may sacifice two of them to
draw 3 cards from your deck.

EE2-JP184
Spirit Knight of Jackal
Earth/Beast-Warrior/5/1700/1600
Whenever this monster destory an opponent monster, summon that monster in
face-up defense mode on your side of the field.
Ultra Rare

EE2-JP185
Absorption Child
Light/Angel/4/1300/1000
When this card destroy another card as a result of battle, add the level of the
destroyed monster *300 to your lifepoint.

EE2-JP186
Statue of Blessing
Earth/Rock/3/1500/0
When this card is sent from hand to the graveyard by the effect of opponent's card,
gain 2000 Lifepoint.

EE2-JP187
Statue of Disaster
Earth/Rock/3/1500/0
When this card is sent from hand to the graveyard by the effect of opponent's card,
do 2000 Lifepoint to your opponent.

EE2-JP188
Soul Caller
Light/Spellcaster/3/1000/1000
FILP: Choose one monster that have level 3 or lower in your graveyard and special
summon it to the field.

EE2-JP189
Messenger of Underworld
Dark/Demon/4/1600/600
When this card is sent from field to graveyard, both player may choose 1 Level 3
or lower normal monster from deck, verify it, and put it into the hand.
Super Rare

EE2-JP190
Cemetery Guardian
Dark/Demon/4/0/2000
When this card is on the field, all monster destroyed as a result of battle would not
sent to graveyard. Instead, put it to original owner's deck and shuffle it to the deck.

EE2-JP191
Double Ghost
4/Dark/Undead/1700/1650
When this card is sacifice for sacifice summoning of a Dark Main-Type monster, this card
count as 2 sacifice.
Rare

EE2-JP192
Revive Mummy
Dark/Undead/4/1800/1500
When this card is sent from your hand to the graveyard by the effect of opponent's
card, return this card from graveyard to hand.

EE2-JP193
Abyss Assassin
Dark/Demon/3/200/500
FILP: Destroy one monster on the opponent's field. Also, when this card is sent
to the graveyard from hand, you may choose one Reverse Effect monster from your graveyard
and put it into your hand.
Rare

EE2-JP194
People Throwing Trawl
Earth/Beast-Warrior/4/1000/1000
Sacifice one normal monster on your field (Cannot be Token), do 800 damage to
your opponent.

EE2-JP195
Swarm Mage Lord
Water/Aqua/3/500/1100
This card can be substitution of a Fusion Material. Other Fusion Material cannot be
other substitution of Fusion Material. Put this card from hand to graveyard, you may
put one [Fusion] from your deck to hand. Shuffle the deck afterward.

EE2-JP196
Messenger of Oasis
Light/Spellcaster/3/600/400
When your field have another Level 3 or lower Normal monster on the field, this card
cannot be a target of battle. When this card is face-up on the field, all the battle damage
done to the controller of Level 3 or lower Normal Monster become 0.

EE2-JP197
Special Hurricane
Magic - Normal
Discard one card from your hand, destroy all monster on the field that are Special
Summon.
Rare

EE2-JP198
Sudden Attack Order
Magic - Quickplay
Choose one face-up Normal Monster on your field (cannot be Token) to activate
this card. After this card activation, sacifice the selected Normal Monster, destroy
1 monster on opponent's field afterward.

EE2-JP199
Soul Eating Magical Sword
Magic - Equipment
This card can only be equip on your Normal monster with Lvl. 3 or less. When
this card is activate, sacrifice all your Normal monster (Not including Token)
other than the equipped one, increase its attack by 1000 for each monster sacrifice
this way.

EE2-JP200
Sand's Boundary
Magic - Continuous
When this card is on the field, all Normal Monster are not affect by the effect of Normal
Magic card. 2 turns after this card is activate, destroy this card.

EE2-JP201
Reversed Soul
Magic - Quickplay
Choose one Reversed (Filp) Effect mosnter from your graveyard and put it to top of
your deck.

EE2-JP202
Magical Inspection Technique
Magic - Continuous
The lifepoint cost to need to activate a Magic Card is negated.
Rare

EE2-JP203
Blessing of Nile
Magic - Continuous
Whenever your card is discard because of a opponent's card effect, you gain
1000 Lifepoint.

EE2-JP204
7
Magic - Continuous
When you have 3 [7] on your field, destroy all of them, you draw 3 cards from
your deck. Whenever this card is destroy and sent to graveyard from field, you
gain 700 Lifepoint.

EE2-JP205
Level Restriction B Area
Magic - Continuous
When this card is on the field, all monster that have level of 4 or higher
will switch from attack mode to defense mode.
Rare

EE2-JP206
Demonic Fitting Room
Magic - Normal
Pay 800 Lifepoint, reveal the top 4 cards from your deck. Special Summon any level 3 or
lower Normal monster to the field, then shuffle back the rest of the cards to your deck.

EE2-JP207
The Weak Unite
Magic - Normal
This card can only be activate if you have five Level 2 or lower Normal Monster on
your field. Discard all cards in both player's hand, and destroy all cards on the
field that is not level 2 or lower Normal Monster.

EE2-JP208
Black . Magic . Attack ("Black Magic")
Magic - Normal
This card can only be activated when [Black Magician] is on the field. Destroy
all opponent's Magic and Trap cards on the field.
Ultra Rare

EE2-JP209
Delta Attacker
Magic - Normal
This card can only be activate if you have 3 copies of same name Normal Monster
on your field (except Token). The 3 monsters can attack your opponent lifepoint
directly.

EE2-JP210
Thousand Energy
Magic - Normal
Increase the ATK and DEF or all face-up Lvl. 2 Normal Monster on the field by
1000 (except Token), all face-up Lvl. 2 Normal Monster are destroy at the End Phase.

EE2-JP211
Delta Energy
Magic - Normal
Increase the ATK and DEF or all face-up Lvl. 1 Normal Monster on the field by
2000 (except Token), all face-up Lvl. 1 Normal Monster are destroy at the End Phase.

EE2-JP212
Third Coffin
Magic - Continuous
This card can only be play by [First Coffin] effect.

EE2-JP213
Second Coffin
Magic - Continuous
This card can only be play by [First Coffin] effect.

EE2-JP214
First Coffin
Trap - Continuous
Play a [Second Coffin], [Third Coffin] (in that order) from your deck/hand during
opponent's End Phase (face-up), if any of the card leaves the field, all of them are
put into the graveyard. When all three cards are on the field, put them into the
graveyard, and special summon a [Spirit of Pharoah] from your deck or hand.
Super Rare

EE2-JP215
Gong of Destiny
Trap - Normal
This card can only be activate during opponent's durn. Choose one opponent's
face-up monster, if you can successfully summon a monster that have level one lower
than the chosen opponent's monster, your opponent lost lifepoint equal to the level
of chosen monster *500.

EE2-JP216
Judgment of Desert
Trap - Continuous
All face-up monster on the field cannot change it's mode.

EE2-JP217
People Sea Battle Tactic
Trap - Continuous
During every of your end phase, for the number of level 2 or lower Normal Monster
destroy that turn as a result of battle, you may special summon the same number of
destroyed monster of level two or lower Normal Monster to the field from deck. Shuffle
your deck afterward.

EE2-JP218
Curse of Anubis
Trap - Normal
All Effect monster on the field turn to defense mode. During that turn, the defense strength
of those effect monster would become 0, and cannot change its mode.
Super Rare

EE2-JP219
Light of Desert
Trap - Normal
All of your face-up monster turn to defense mode.

EE2-JP220
Death Counterattack
Trap - Continuous
Destroy the monster that successfully attack player's lifepoint directly
Rare

EE2-JP221
Labyrirth of Nightmare
Trap - Continuous
During each of each player's end phase, change the mode of all the face-up monster on
their respective field.

EE2-JP222
Mythological Age
Trap - Continuous
Choose 1 Normal Monster and special summon that card to defense position.
When that card is destroy, so is this card. When this card is destroy, so is the
monster.
Rare

EE2-JP223
Ring Destruct Order
Trap - Normal
This card can only be activate after you choose one level two of lower monster on your
field (cannot be Token). After activation, sacifice that monster to destroy 2 Magic/Trap
card on opponent's field.

EE2-JP224
End of Anubis
6/Dark/Demon/2500/0
When this card is face-up on the field, negate all card effect of Magic,
Trap, or monster that target graveyard, or activate at Graveyard.
Ultra Rare
 
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