End
Normal Spell
Send all Monster Cards you control to the Graveyard. Halve your opponent's life points. You lose the duel during your next Standby Phase.
Chaos
( 10 Stars / LIGHT / Fairy / Effect Monster )
0 / 0
This card is unaffected by the effects of Spell and Trap cards. As long as this card remains face-up on the field, neither player can lose the duel under any conditions, even if they have 0 life points.
^ it's THREE sacrifices. The picture for this card is a blank space colored black
Death
Normal Trap
You can activate this card when your opponent loses 8000 or more life points as a result of a single card effect or attack. You win the duel.
Rebirth
Normal Trap
You can activate this card if an attack were to make your life points 0. Remove all cards in your hand, in your Graveyard, and on your side of the field. Remove all the cards in your deck, except the last card. None of your removed from play cards can leave the removed from play pile. Your life points become 100 and cannot increase for the remainder of the duel. After the resolution of this card, advance immediately to your own Draw Phase (the attack is negated).
^ hopefully, you have that card you need
Doom
Normal Spell
Select 1 Monster Card on your opponent's side of the field. Pay life points equal to 200 x the level of the selected monster. Change it to Defense Position. The selected monster cannot change battle positions (by any means), attack, and cannot be targeted as an attack or by the effects of Spell and Trap cards. During the 3rd Standby Phase after the activation of this card, destroy the selected monster.
Anathema
Equip Spell
The equipped Monster gains 500 ATK and DEF. The equipped Monster's effects are negated. During the Standby Phase of the equipped Monster's controller, shift control of the equipped monster to the other player.
^ so, the turn player never has control of the monster, except if the player equips it to their own monster during their own turn.