Saber Beetle
(Continuous) Acid Beetlejuice
During battle between an Insect-Type monster you control and a Defence Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.
Sacred Phoenix of Nephthys
(Compulsory Trigger) Blazing Revival
Activates during the End Phase of a turn in which a Level 4 or higher Winged Beast-Type monster is destroyed by battle. Special Summon the destroyed monster; while it remains face-up on the field, it is treated as "Phoenix Chick" (Winged Beast / FIRE / 2 Stars / ATK 600 / DEF 600), a Normal Monster Card.
(Compulsory Trigger) Phoenix Feather Blaster
Activates when you Special Summon a Level 8 or higher monster. Destroy all Spell and Trap Cards on the field.
Sanga of the Thunder
(Continuous) Elemental Shielding
The effect of "Kazejin", "Sanga of the Thunder" and "Suijin" can be used up to once per turn.
Sasuke Samurai
(Compulsory Trigger) Samurai Seal #1 – Crossout
Activates when a monster you control whose ATK and DEF are lower than or equal to 1000 attacks a face-down monster. Destroy that face-down monster immediately without flipping it face-up or applying damage calculation.
Sasuke Samurai #2
(Continuous) Samurai Seal #2 – Forestall
Pay 700 Life Points during your Standby Phase to make this Ability active this turn. Neither player can activate any Spell or Trap Cards.
Sasuke Samurai #3
(Compulsory Trigger) Samurai Seal #3 – Acquisition
Activates when a monster you control whose ATK and DEF are lower than or equal to 1000 inflicts Battle Damage to your opponent. Both players draw 2 cards from their Decks.
Sasuke Samurai #4
(Ignition) Samurai Seal #4 – Elimination
Select 1 monster your opponent controls and toss 2 coins. If both of the results are Heads, send the selected monster to the Graveyard. This Ability can only be used once per turn during your Main Phase.
Satellite Cannon
(Ignition) Orbital Beam
Discard 1 Monster Card. Destroy 1 monster on the field whose Level is lower than or equal to the Level of the discarded Monster Card. This Ability can only be used once per turn during your Main Phase.
Seiyaryu
(Continuous) Eternal Moonlit Night
All LIGHT monsters you control gain 400 ATK and DEF.
Sengenjin
(Compulsory Trigger) Animal Rage
Activates when a Beast-Warrior-Type monster you control inflicts Battle Damage to your opponent (except by a direct attack). That Battle Damage becomes 1000.
Serpent Night Dragon
(Continuous) Eternal Black Night
All DARK monsters you control gain 400 ATK and DEF.
Serpentine Princess
(Continuous) Reptile Reinforcements
All Reptile-Type monsters on the field gain 600 ATK.
Shadow Ghoul
(Continuous) Shadow of Strong Souls
All Zombie-Type monsters you control gain 50 ATK for each monster in your Graveyard.
Shapesnatch
(Ignition) Tie of Dark Control
Select 1 monster you control. Switch the selected monster with your Deck Master. The selected monster is now your Deck Master. This Ability can only be used once per turn during your Standby Phase while your Deck Master is in its Deck Master Position. If your Deck Master is replaced by a new Deck Master, your new Deck Master also has this Deck Master Ability in addition to its own.
Shinato, King of a Higher Plane
(Continuous) Final Rescue Measures
You can pay 1000 Life Points when your Deck Master would be destroyed by battle to return it to its Deck Master position instead. (Damage calculation is applied normally.) When you do, you cannot Special Summon your Deck Master, and you cannot use any of your Deck Master Abilities for the rest of this Duel.
(Ignition) Ritual Help
Discard 1 card. Add 1 Ritual Spell Card or Ritual Monster Card from your Deck to your hand. The third time you use this Ability in a Duel, Special Summon your Deck Master. This Ability can only be used once per turn during your Standby Phase.
Silent Magician LV4
(Continuous) Silent Spell Stone Strength
All Spellcaster-Type monsters you control whose original ATK is lower than or equal to 1000 gain 50 ATK for each Spell Counter on your Deck Master.
(Continuous) Spell Extra
Your Deck Master gains 1 Spell Counter each time your opponent draws a card(s).
Silent Magician LV8
(Continuous) Silent Soul Magical Barrier
Spellcaster-Type monsters you control whose ATK is greater than or equal to 3000 are unaffected by the effects of your opponent's Spell Cards.
Silent Swordsman LV7
(Compulsory Trigger) Silent Oppression
Activates when a Spell Card is activated. Negate the effect of that Spell Card and destroy it.
Simorgh, Bird of Divinity
(Trigger) Divine Bird Aura
Activate when a Spell or Trap Card is activated that targets 1 Winged Beast-Type monster you control. Negate the activation and effect of that card and destroy it.
(Ignition) Icaric Flurry
Send 1 Winged Beast-Type monster in your hand or that you control to the Graveyard, and select up to 2 cards on the field. Destroy the selected card(s). This Ability can only be used during your Main Phase.
Sinister Serpent
(Ignition) Sinister Immortality
Discard 1 card and select 1 monster in your Graveyard whose ATK and DEF are lower than or equal to 400. Add the selected card to your hand. This Ability can only be used once per turn during your Standby Phase.
Skelengel
(Trigger) Skelengel's Graveyard Gift
Activate when a LIGHT Fairy-Type monster you control is flipped face-up. Select 1 card in your Graveyard. Put the selected card underneath the top card of your Deck.
Skilled Dark Magician
(Compulsory Trigger) Assistance to the Dark Magician
Activates when a "Skilled Dark Magician" is Summoned. Put 1 Spell Counter on that "Skilled Dark Magician".
(Continuous) Demotion – Dark Magician
All "Dark Magician"s in the Duel are downgraded to Level 6.
Skilled White Magician
(Compulsory Trigger) Assistance to the Buster Blader
Activates when a "Skilled White Magician" is Summoned. Put 1 Spell Counter on that "Skilled White Magician".
(Continuous) Demotion – Buster Blader
All "Buster Blader"s in the Duel are downgraded to Level 6.
Skull Archfiend of Lightning
(Continuous) Freestanding Archfiends
You do not have to pay Life Points during the Standby Phase for Archfiend monsters.
Skull Red Bird
(Continuous) Tornado of Winged Knives
All Winged Beast-Type monsters on the field gain 400 ATK and DEF.
Sky Scourge Enrise
(Ignition) The Scourge of Elysium
Remove from play 1 LIGHT and 1 DARK monster in your Graveyard, and select 1 monster on the field. Remove from play the selected monster.
Sky Scourge Norleras
(Ignition) The Scourge of Abaddon
Remove from play 1 LIGHT and 1 DARK monster in your Graveyard, and choose Monster Cards, Spell Cards or Trap Cards. Both players see all cards on the field and in both players' hands, and all cards of the chosen type among them are sent to the Graveyard.
Slate Warrior
(Continuous) Newt Surprise
All Flip Summoned monsters you control gain 500 ATK and DEF.
Slot Machine
(Trigger) Bandit Gambler
Activate when you Summon a Machine-Type monster. Roll 1 six-sided die once. If the result is 1, 2, 3, 4 or 5, the Summoned monster gains ATK and DEF equal to the result x 200. If the result is 6, put 1 Rust Counter on your Deck Master.
(Continuous) Breakdown
All Machine-Type monsters you control lose 1000 ATK and DEF for each Rust Counter on your Deck Master.
Sonic Shooter
(Ignition) Sonic Shot
Select 1 Winged Beast-Type monster you control. Inflict damage to your opponent equal to half of the ATK of the selected monster. The selected monster cannot attack this turn. This Ability can only be used during your Main Phase while your opponent controls 0 Spell or Trap Cards.
Sorcerer of Dark Magic
(Continuous) Dark Magic Backlash
All Spellcaster-Type monsters you control lose 200 ATK for each Dark Magic Counter on your Deck Master.
(Trigger) Dark Magic Restrict
Activate when a Trap Card is activated. Negate the activation and effect of that Trap Card and destroy it, and put 1 Dark Magic Counter on your Deck Master.
Sorcerer of the Doomed
(Ignition) Damaging Chant
Select 1 face-up monster you control. Toss a coin. If the result is Heads, inflict damage to your opponent equal to double the ATK of the selected monster; otherwise, inflict damage to your opponent equal to half the DEF of the selected monster. This Ability can only be used once per turn during your Main Phase while your Deck Master is on the field.
Spear Dragon
(Continuous) Spear Javelin of Pain
During battle between a Dragon-Type monster you control and a Defence Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.
Spell Canceller
(Continuous) Complete Spell Restriction
At the start of a Draw Phase, send 1 Spell Card from your hand to the Graveyard to make this Ability active during this turn. Your opponent cannot activate any Spell Cards or the effects of Spell Cards. Negate the effects of all face-up Spell Cards your opponent controls.
Spirit of the Harp
(Continuous) Heavenly Chorus
Pay 300 Life Points at the start of your Draw Phase to make this Ability active until the start of your next turn. All LIGHT and Fairy-Type monsters on the field gain 500 ATK and DEF.
Spirit of the Pharaoh
(Continuous) Dark Space Default
While there is no face-up Field Spell Card on the field, this Ability is active. You are considered to control "Yami". All Fiend and Spellcaster-Type monsters on the field gain 200 ATK and DEF. All Fairy-Type monsters on the field lose 200 ATK and DEF.
(Trigger) Pharaoh's Servants
Activate when your Deck Master is Special Summoned. Special Summon any number of monsters from your hand.
Spirit of the Pot of Greed
(Trigger) Gift of the Greedy
Activate when you draw 1 or more cards from your Deck outside of your Draw Phase (except because of this Deck Master Ability). Draw 1 card.
Spirit Reaper
(Compulsory Trigger) Non-Spiritual Zone
Activates when a Spirit monster is Summoned. Destroy the Summoned monster.
Stardust Dragon
(Trigger) Stardust Synchro Stop
Activate when your opponent activates the effect of a Spell, Trap or Effect Monster Card. Remove from play, face-down, 1 card of the same type from your Deck, and if you don’t control a Synchro Monster, also Tribute 1 monster. Negate the effect of the Spell, Trap or Effect Monster Card and remove it from play face-down.
Steam Gyroid
(Continuous) Battle Oscillations
During your turn only, all monsters you control gain 500 ATK. During your opponent's turn only, all monsters your opponent controls gain 500 ATK.
(Continuous) Steam Shroud
Any Battle Damage inflicted to you by an attacking monster your opponent controls is decreased by 300.
Stone Statue of the Aztecs
(Continuous) Payback Stone
When a monster your opponent controls attacks a Defence Position monster whose DEF is higher than the ATK of the attacking monster, double the Battle Damage inflicted to your opponent.
Storm Shooter
(Ignition) Raigeki Line
Pay 600 Life Points, and select 1 column that contains at least 1 card you control. Destroy all cards in that column. This Ability can only be used once per turn during your Main Phase 2.
(Ignition) Senet Shuffle
Pay 400 Life Points, and select 1 monster you control. Move the selected monster to 1 of your unoccupied Monster Card Zones. This Ability can only be used twice per turn during your Main Phase.
Strike Ninja
(Ignition) Strike Seal Activation
Discard 2 cards. Force the activation of 1 face-down Normal, Equip or Quick-Play Spell Card. That Spell Card is activated in 1 of your Spell & Trap Card Zones. If the timing of the activation of the Spell Card is incorrect, negate the effect and destroy it. If it is not a Normal, Equip or Quick-Play Spell Card, it is returned to its original position. This Ability can only be used during your Main Phase.
(Ignition) Swift Dodge
Remove from play 2 DARK monsters in your Graveyard, and select 1 monster on the field. Remove from play the selected monster until the End Phase of this turn. This Ability can only be used once per turn during your Main Phase or during your opponent's Battle Phase.
Succubus Knight
(Continuous) Reservation of the Assistance
You can only use a maximum of 4 of your 5 Spell & Trap Card Zones.
(Continuous) Seduction of Eyes
Your opponent cannot Set any Monster Cards face-down. Your opponent can Normal Summon Monster Cards in face-up Defence Position.
Suijin
(Continuous) Elemental Shielding
The effect of "Kazejin", "Sanga of the Thunder" and "Suijin" can be used up to once per turn.
Summoned Skull
(Ignition) Call of Fiend
Pay 500 Life Points. Special Summon 1 Fiend-Type monster from your hand. Tributes are required for Level 5 or greater monsters. This Ability can only be used during your Main Phase.
Super Conductor Tyranno
(Continuous) Carnivorous Tendencies
All Dinosaur-Type monsters you control gain 400 ATK.
(Compulsory Trigger) Jurassic Bite
Activates when an Attack Position Dinosaur-Type monster you control is destroyed by battle. Inflict 500 damage to your opponent, and the monster that destroyed your Dinosaur-Type monster loses 500 ATK and DEF while it remains face-up on the field.
Super-Electromagnetic Voltech Dragon
(Continuous) Charged Electromagnetic Field
All Thunder-Type monsters on the field gain 400 ATK and DEF.
(Continuous) Power Source Surge Protector
This Ability is only active during your opponent's Battle Phase. All "Batteryman" monsters you control cannot be destroyed.
Super Robolady
(Trigger) Robo Front Line Set
Activate when you Set a Spell or Trap Card. Special Summon 1 Monster Card from your hand in face-down Defence Position. That Set Spell or Trap Card cannot be activated until after the end of your next turn.
Super Roboyarou
(Trigger) Robo Back Line Set
Activate when you Special Summon a monster. Set 1 Spell or Trap Card from your hand. That Spell or Trap Card can be activated during this turn.
Super Vehicroid – Stealth Union
(Continuous) Stealth Union Reformat
Any "Super Vehicroid – Stealth Union"s you control do not have their original ATK halved by their effect when they attack. Any Battle Damage they inflict to your opponent by their effect is halved.
(Continuous) Super Vehicroid Galvanisation #6
All Machine-Type "roid" Fusion Monsters you control are unaffected by the effects of your opponent's Spell Cards.
Super Vehicroid Jumbo Drill
(Continuous) Invulnerable Vehicroids
Discard 1 card during a Standby Phase to make this Ability active this turn. Face-up Machine-Type "roid" monsters you control cannot be destroyed by card effects.
Superalloy Beast Raptinus
(Continuous) Super Second Summon
You are allowed two extra Normal Summons per turn, as long as they are to Normal Summon face-up Gemini monsters you control.
Superancient Deepsea King Coelacanth
(Trigger) Superancient Power – Coela Wrath
Activate once per turn during your Main Phase after your fourth Standby Phase. Discard a number of cards. Special Summon that same number of Fish-Type monsters from your Deck. The ATK of those monsters is halved until the end of your opponent’s second turn after you activate this Ability.
Supply
(Continuous) Fusion Weapon Delivery
All Fusion Monsters you control gain 800 ATK.
Susa Soldier
(Continuous) Spirit Rush
All Spirit monsters on the field gain 200 ATK and DEF.
(Continuous) The Trample Spirit
During battle between a Spirit monster you control and a Defence Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.
Swift Gaia the Fierce Knight
(Ignition) Swift Deployment
Pay 700 Life Points. Special Summon 1 Level 7 or higher monster from your hand in face-up Attack Position. This Ability can only be used once per turn during your Main Phase when the only card in your hand is a Level 7 or higher Monster Card.
Swordstalker
(Continuous) Scale Down – Warrior
Pay 700 Life Points during your Standby Phase to make this Ability active this turn. All Warrior-Type monsters in your hand, in your Deck and that you control are downgraded by 2 Levels.
(Continuous) Acid Beetlejuice
During battle between an Insect-Type monster you control and a Defence Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.
Sacred Phoenix of Nephthys
(Compulsory Trigger) Blazing Revival
Activates during the End Phase of a turn in which a Level 4 or higher Winged Beast-Type monster is destroyed by battle. Special Summon the destroyed monster; while it remains face-up on the field, it is treated as "Phoenix Chick" (Winged Beast / FIRE / 2 Stars / ATK 600 / DEF 600), a Normal Monster Card.
(Compulsory Trigger) Phoenix Feather Blaster
Activates when you Special Summon a Level 8 or higher monster. Destroy all Spell and Trap Cards on the field.
Sanga of the Thunder
(Continuous) Elemental Shielding
The effect of "Kazejin", "Sanga of the Thunder" and "Suijin" can be used up to once per turn.
Sasuke Samurai
(Compulsory Trigger) Samurai Seal #1 – Crossout
Activates when a monster you control whose ATK and DEF are lower than or equal to 1000 attacks a face-down monster. Destroy that face-down monster immediately without flipping it face-up or applying damage calculation.
Sasuke Samurai #2
(Continuous) Samurai Seal #2 – Forestall
Pay 700 Life Points during your Standby Phase to make this Ability active this turn. Neither player can activate any Spell or Trap Cards.
Sasuke Samurai #3
(Compulsory Trigger) Samurai Seal #3 – Acquisition
Activates when a monster you control whose ATK and DEF are lower than or equal to 1000 inflicts Battle Damage to your opponent. Both players draw 2 cards from their Decks.
Sasuke Samurai #4
(Ignition) Samurai Seal #4 – Elimination
Select 1 monster your opponent controls and toss 2 coins. If both of the results are Heads, send the selected monster to the Graveyard. This Ability can only be used once per turn during your Main Phase.
Satellite Cannon
(Ignition) Orbital Beam
Discard 1 Monster Card. Destroy 1 monster on the field whose Level is lower than or equal to the Level of the discarded Monster Card. This Ability can only be used once per turn during your Main Phase.
Seiyaryu
(Continuous) Eternal Moonlit Night
All LIGHT monsters you control gain 400 ATK and DEF.
Sengenjin
(Compulsory Trigger) Animal Rage
Activates when a Beast-Warrior-Type monster you control inflicts Battle Damage to your opponent (except by a direct attack). That Battle Damage becomes 1000.
Serpent Night Dragon
(Continuous) Eternal Black Night
All DARK monsters you control gain 400 ATK and DEF.
Serpentine Princess
(Continuous) Reptile Reinforcements
All Reptile-Type monsters on the field gain 600 ATK.
Shadow Ghoul
(Continuous) Shadow of Strong Souls
All Zombie-Type monsters you control gain 50 ATK for each monster in your Graveyard.
Shapesnatch
(Ignition) Tie of Dark Control
Select 1 monster you control. Switch the selected monster with your Deck Master. The selected monster is now your Deck Master. This Ability can only be used once per turn during your Standby Phase while your Deck Master is in its Deck Master Position. If your Deck Master is replaced by a new Deck Master, your new Deck Master also has this Deck Master Ability in addition to its own.
Shinato, King of a Higher Plane
(Continuous) Final Rescue Measures
You can pay 1000 Life Points when your Deck Master would be destroyed by battle to return it to its Deck Master position instead. (Damage calculation is applied normally.) When you do, you cannot Special Summon your Deck Master, and you cannot use any of your Deck Master Abilities for the rest of this Duel.
(Ignition) Ritual Help
Discard 1 card. Add 1 Ritual Spell Card or Ritual Monster Card from your Deck to your hand. The third time you use this Ability in a Duel, Special Summon your Deck Master. This Ability can only be used once per turn during your Standby Phase.
Silent Magician LV4
(Continuous) Silent Spell Stone Strength
All Spellcaster-Type monsters you control whose original ATK is lower than or equal to 1000 gain 50 ATK for each Spell Counter on your Deck Master.
(Continuous) Spell Extra
Your Deck Master gains 1 Spell Counter each time your opponent draws a card(s).
Silent Magician LV8
(Continuous) Silent Soul Magical Barrier
Spellcaster-Type monsters you control whose ATK is greater than or equal to 3000 are unaffected by the effects of your opponent's Spell Cards.
Silent Swordsman LV7
(Compulsory Trigger) Silent Oppression
Activates when a Spell Card is activated. Negate the effect of that Spell Card and destroy it.
Simorgh, Bird of Divinity
(Trigger) Divine Bird Aura
Activate when a Spell or Trap Card is activated that targets 1 Winged Beast-Type monster you control. Negate the activation and effect of that card and destroy it.
(Ignition) Icaric Flurry
Send 1 Winged Beast-Type monster in your hand or that you control to the Graveyard, and select up to 2 cards on the field. Destroy the selected card(s). This Ability can only be used during your Main Phase.
Sinister Serpent
(Ignition) Sinister Immortality
Discard 1 card and select 1 monster in your Graveyard whose ATK and DEF are lower than or equal to 400. Add the selected card to your hand. This Ability can only be used once per turn during your Standby Phase.
Skelengel
(Trigger) Skelengel's Graveyard Gift
Activate when a LIGHT Fairy-Type monster you control is flipped face-up. Select 1 card in your Graveyard. Put the selected card underneath the top card of your Deck.
Skilled Dark Magician
(Compulsory Trigger) Assistance to the Dark Magician
Activates when a "Skilled Dark Magician" is Summoned. Put 1 Spell Counter on that "Skilled Dark Magician".
(Continuous) Demotion – Dark Magician
All "Dark Magician"s in the Duel are downgraded to Level 6.
Skilled White Magician
(Compulsory Trigger) Assistance to the Buster Blader
Activates when a "Skilled White Magician" is Summoned. Put 1 Spell Counter on that "Skilled White Magician".
(Continuous) Demotion – Buster Blader
All "Buster Blader"s in the Duel are downgraded to Level 6.
Skull Archfiend of Lightning
(Continuous) Freestanding Archfiends
You do not have to pay Life Points during the Standby Phase for Archfiend monsters.
Skull Red Bird
(Continuous) Tornado of Winged Knives
All Winged Beast-Type monsters on the field gain 400 ATK and DEF.
Sky Scourge Enrise
(Ignition) The Scourge of Elysium
Remove from play 1 LIGHT and 1 DARK monster in your Graveyard, and select 1 monster on the field. Remove from play the selected monster.
Sky Scourge Norleras
(Ignition) The Scourge of Abaddon
Remove from play 1 LIGHT and 1 DARK monster in your Graveyard, and choose Monster Cards, Spell Cards or Trap Cards. Both players see all cards on the field and in both players' hands, and all cards of the chosen type among them are sent to the Graveyard.
Slate Warrior
(Continuous) Newt Surprise
All Flip Summoned monsters you control gain 500 ATK and DEF.
Slot Machine
(Trigger) Bandit Gambler
Activate when you Summon a Machine-Type monster. Roll 1 six-sided die once. If the result is 1, 2, 3, 4 or 5, the Summoned monster gains ATK and DEF equal to the result x 200. If the result is 6, put 1 Rust Counter on your Deck Master.
(Continuous) Breakdown
All Machine-Type monsters you control lose 1000 ATK and DEF for each Rust Counter on your Deck Master.
Sonic Shooter
(Ignition) Sonic Shot
Select 1 Winged Beast-Type monster you control. Inflict damage to your opponent equal to half of the ATK of the selected monster. The selected monster cannot attack this turn. This Ability can only be used during your Main Phase while your opponent controls 0 Spell or Trap Cards.
Sorcerer of Dark Magic
(Continuous) Dark Magic Backlash
All Spellcaster-Type monsters you control lose 200 ATK for each Dark Magic Counter on your Deck Master.
(Trigger) Dark Magic Restrict
Activate when a Trap Card is activated. Negate the activation and effect of that Trap Card and destroy it, and put 1 Dark Magic Counter on your Deck Master.
Sorcerer of the Doomed
(Ignition) Damaging Chant
Select 1 face-up monster you control. Toss a coin. If the result is Heads, inflict damage to your opponent equal to double the ATK of the selected monster; otherwise, inflict damage to your opponent equal to half the DEF of the selected monster. This Ability can only be used once per turn during your Main Phase while your Deck Master is on the field.
Spear Dragon
(Continuous) Spear Javelin of Pain
During battle between a Dragon-Type monster you control and a Defence Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.
Spell Canceller
(Continuous) Complete Spell Restriction
At the start of a Draw Phase, send 1 Spell Card from your hand to the Graveyard to make this Ability active during this turn. Your opponent cannot activate any Spell Cards or the effects of Spell Cards. Negate the effects of all face-up Spell Cards your opponent controls.
Spirit of the Harp
(Continuous) Heavenly Chorus
Pay 300 Life Points at the start of your Draw Phase to make this Ability active until the start of your next turn. All LIGHT and Fairy-Type monsters on the field gain 500 ATK and DEF.
Spirit of the Pharaoh
(Continuous) Dark Space Default
While there is no face-up Field Spell Card on the field, this Ability is active. You are considered to control "Yami". All Fiend and Spellcaster-Type monsters on the field gain 200 ATK and DEF. All Fairy-Type monsters on the field lose 200 ATK and DEF.
(Trigger) Pharaoh's Servants
Activate when your Deck Master is Special Summoned. Special Summon any number of monsters from your hand.
Spirit of the Pot of Greed
(Trigger) Gift of the Greedy
Activate when you draw 1 or more cards from your Deck outside of your Draw Phase (except because of this Deck Master Ability). Draw 1 card.
Spirit Reaper
(Compulsory Trigger) Non-Spiritual Zone
Activates when a Spirit monster is Summoned. Destroy the Summoned monster.
Stardust Dragon
(Trigger) Stardust Synchro Stop
Activate when your opponent activates the effect of a Spell, Trap or Effect Monster Card. Remove from play, face-down, 1 card of the same type from your Deck, and if you don’t control a Synchro Monster, also Tribute 1 monster. Negate the effect of the Spell, Trap or Effect Monster Card and remove it from play face-down.
Steam Gyroid
(Continuous) Battle Oscillations
During your turn only, all monsters you control gain 500 ATK. During your opponent's turn only, all monsters your opponent controls gain 500 ATK.
(Continuous) Steam Shroud
Any Battle Damage inflicted to you by an attacking monster your opponent controls is decreased by 300.
Stone Statue of the Aztecs
(Continuous) Payback Stone
When a monster your opponent controls attacks a Defence Position monster whose DEF is higher than the ATK of the attacking monster, double the Battle Damage inflicted to your opponent.
Storm Shooter
(Ignition) Raigeki Line
Pay 600 Life Points, and select 1 column that contains at least 1 card you control. Destroy all cards in that column. This Ability can only be used once per turn during your Main Phase 2.
(Ignition) Senet Shuffle
Pay 400 Life Points, and select 1 monster you control. Move the selected monster to 1 of your unoccupied Monster Card Zones. This Ability can only be used twice per turn during your Main Phase.
Strike Ninja
(Ignition) Strike Seal Activation
Discard 2 cards. Force the activation of 1 face-down Normal, Equip or Quick-Play Spell Card. That Spell Card is activated in 1 of your Spell & Trap Card Zones. If the timing of the activation of the Spell Card is incorrect, negate the effect and destroy it. If it is not a Normal, Equip or Quick-Play Spell Card, it is returned to its original position. This Ability can only be used during your Main Phase.
(Ignition) Swift Dodge
Remove from play 2 DARK monsters in your Graveyard, and select 1 monster on the field. Remove from play the selected monster until the End Phase of this turn. This Ability can only be used once per turn during your Main Phase or during your opponent's Battle Phase.
Succubus Knight
(Continuous) Reservation of the Assistance
You can only use a maximum of 4 of your 5 Spell & Trap Card Zones.
(Continuous) Seduction of Eyes
Your opponent cannot Set any Monster Cards face-down. Your opponent can Normal Summon Monster Cards in face-up Defence Position.
Suijin
(Continuous) Elemental Shielding
The effect of "Kazejin", "Sanga of the Thunder" and "Suijin" can be used up to once per turn.
Summoned Skull
(Ignition) Call of Fiend
Pay 500 Life Points. Special Summon 1 Fiend-Type monster from your hand. Tributes are required for Level 5 or greater monsters. This Ability can only be used during your Main Phase.
Super Conductor Tyranno
(Continuous) Carnivorous Tendencies
All Dinosaur-Type monsters you control gain 400 ATK.
(Compulsory Trigger) Jurassic Bite
Activates when an Attack Position Dinosaur-Type monster you control is destroyed by battle. Inflict 500 damage to your opponent, and the monster that destroyed your Dinosaur-Type monster loses 500 ATK and DEF while it remains face-up on the field.
Super-Electromagnetic Voltech Dragon
(Continuous) Charged Electromagnetic Field
All Thunder-Type monsters on the field gain 400 ATK and DEF.
(Continuous) Power Source Surge Protector
This Ability is only active during your opponent's Battle Phase. All "Batteryman" monsters you control cannot be destroyed.
Super Robolady
(Trigger) Robo Front Line Set
Activate when you Set a Spell or Trap Card. Special Summon 1 Monster Card from your hand in face-down Defence Position. That Set Spell or Trap Card cannot be activated until after the end of your next turn.
Super Roboyarou
(Trigger) Robo Back Line Set
Activate when you Special Summon a monster. Set 1 Spell or Trap Card from your hand. That Spell or Trap Card can be activated during this turn.
Super Vehicroid – Stealth Union
(Continuous) Stealth Union Reformat
Any "Super Vehicroid – Stealth Union"s you control do not have their original ATK halved by their effect when they attack. Any Battle Damage they inflict to your opponent by their effect is halved.
(Continuous) Super Vehicroid Galvanisation #6
All Machine-Type "roid" Fusion Monsters you control are unaffected by the effects of your opponent's Spell Cards.
Super Vehicroid Jumbo Drill
(Continuous) Invulnerable Vehicroids
Discard 1 card during a Standby Phase to make this Ability active this turn. Face-up Machine-Type "roid" monsters you control cannot be destroyed by card effects.
Superalloy Beast Raptinus
(Continuous) Super Second Summon
You are allowed two extra Normal Summons per turn, as long as they are to Normal Summon face-up Gemini monsters you control.
Superancient Deepsea King Coelacanth
(Trigger) Superancient Power – Coela Wrath
Activate once per turn during your Main Phase after your fourth Standby Phase. Discard a number of cards. Special Summon that same number of Fish-Type monsters from your Deck. The ATK of those monsters is halved until the end of your opponent’s second turn after you activate this Ability.
Supply
(Continuous) Fusion Weapon Delivery
All Fusion Monsters you control gain 800 ATK.
Susa Soldier
(Continuous) Spirit Rush
All Spirit monsters on the field gain 200 ATK and DEF.
(Continuous) The Trample Spirit
During battle between a Spirit monster you control and a Defence Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.
Swift Gaia the Fierce Knight
(Ignition) Swift Deployment
Pay 700 Life Points. Special Summon 1 Level 7 or higher monster from your hand in face-up Attack Position. This Ability can only be used once per turn during your Main Phase when the only card in your hand is a Level 7 or higher Monster Card.
Swordstalker
(Continuous) Scale Down – Warrior
Pay 700 Life Points during your Standby Phase to make this Ability active this turn. All Warrior-Type monsters in your hand, in your Deck and that you control are downgraded by 2 Levels.
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