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65
Warlock of the Ice Barrier
Effect Monster
While you control another face-up "Ice Barrier" monster, both players must Set Spell Cards before activating them, and cannot activate them until their next turn.
400
1000
3
Spellcaster
WATER
null
Ice Barrier
null
null
Warm Worm
Effect Monster
If this card is destroyed, send the top 3 cards of your opponent's Deck to the Graveyard.
600
1400
3
Insect
FIRE
null
Worm
null
null
Warning Point
Trap Card
When a monster(s) is Summoned: This turn, that face-up monster(s) cannot attack, its effects are negated, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon.
null
null
null
Normal
null
null
null
null
null
Warrior Dai Grepher
Normal Monster
The warrior who can manipulate dragons. Nobody knows his mysterious past.
1700
1600
4
Warrior
EARTH
null
Grepher
null
null
Warrior Elimination
Spell Card
Destroy all Warrior monsters on the field.
null
null
null
Normal
null
null
null
null
null
Warrior Lady of the Wasteland
Effect Monster
When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 EARTH Warrior-Type monster with 1500 or less ATK from your Deck, in face-up Attack Position.
1100
1200
4
Warrior
EARTH
null
null
null
null
Warrior of Atlantis
Effect Monster
You can discard this card to the Graveyard; add 1 "A Legendary Ocean" from your Deck to your hand.
1900
1200
4
Aqua
WATER
null
null
null
null
Warrior of Tradition
Fusion Monster
"Sonic Maid" + "Beautiful Headhuntress"
1900
1700
6
Warrior
EARTH
null
null
null
null
Warrior of Zera
Normal Monster
A wandering warrior who seeks the sanctuary where he can gain the power of the Archlords. To escape the temptation of evil fiends, he fights solo day by day.
1600
1600
4
Warrior
EARTH
null
null
null
null
Wasteland
Spell Card
All Dinosaur, Zombie, and Rock monsters on the field gain 200 ATK/DEF.
null
null
null
Field
null
null
null
null
null
Watapon
Effect Monster
If this card is added from your Deck to your hand by a card effect: You can Special Summon this card.
200
300
1
Fairy
LIGHT
null
null
null
null
Watch Cat
Effect Monster
If you control no monsters: You can Special Summon this card from your hand. During your End Phase, if this card was Special Summoned this turn: You can banish this card; Set 1 Continuous Spell directly from your Deck. You can only use each effect of "Watch Cat" once per turn.
0
1800
1
Beast
EARTH
null
null
null
null
Watch Dog
Effect Monster
During your Main Phase 2, if this card was Normal Summoned this turn: You can send 1 Spell Card from your hand to the Graveyard; Set 1 Continuous Spell Card directly from your Deck. You can only use this effect of "Watch Dog" once per turn. You cannot Special Summon during the turn you activate this effect.
0
0
1
Pyro
FIRE
null
null
null
null
Water Dragon
Effect Monster
Cannot be Normal Summoned/Set. Must be Special Summoned with "Bonding - H2O". The ATK of FIRE monsters and Pyro monsters on the field becomes 0. When this card is destroyed and sent to the GY: You can target 2 "Hydrogeddon" and 1 "Oxygeddon" in your GY; Special Summon them.
2800
2600
8
Sea Serpent
WATER
null
Bonding
null
null
Water Dragon Cluster
Effect Monster
Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Bonding" Spell/Trap. If this card is Special Summoned: You can activate this effect; Effect Monsters your opponent currently controls cannot activate their effects for the rest of this turn, also change their ATK to 0 until the end of this turn. (Quick Effect): You can Tribute this card; Special Summon 2 "Water Dragon" from your hand and/or Deck in Defense Position, ignoring their Summoning conditions.
2800
2600
10
Sea Serpent
WATER
null
Bonding
null
null
Water Element
Normal Monster
A sea-dwelling spirit that takes away sight by clouding the area in fog.
900
700
3
Aqua
WATER
null
null
null
null
Water Enchantress of the Temple
Effect Monster
If you control an "Adventurer Token": You can Special Summon this card from your hand. You can banish this card from your hand or GY; add 1 "Rite of Aramesir" from your Deck or GY to your hand. If you control an "Adventurer Token": You can place 1 Field Spell that mentions "Adventurer Token" from your Deck face-up in your Field Zone. You can only use each effect of "Water Enchantress of the Temple" once per turn.
1500
1200
3
Spellcaster
WATER
null
Adventurer Token
null
null
Water Girl
Normal Monster
A lovely lady who can launch water projectiles that turn into lethal ice spikes before they reach an opponent.
1250
1000
4
Aqua
WATER
null
null
null
null
Water Hazard
Spell Card
Once per turn: You can Special Summon 1 Level 4 or lower WATER monster from your hand. You must control no monsters to activate and to resolve this effect.
null
null
null
Continuous
null
null
null
null
null
Water Leviathan @Ignister
Ritual Effect Monster
You can Ritual Summon this card with "A.I.'s Ritual". If this card is Ritual Summoned: You can return all monsters your opponent control with 2300 or less ATK to the hand. You can target 1 face-up monster your opponent controls; return all Link Monsters from your GY to the Extra Deck, and if you do, change that targeted monster's ATK to 0. You can only use this effect of "Water Leviathan @Ignister" once per turn. Once per battle, during damage calculation, if this card battles an opponent's monster (Quick Effect): You can halve the ATK of that opponent's monster, during that damage calculation only.
2300
2000
7
Cyberse
WATER
null
@Ignister
null
null
Water Magician
Normal Monster
This monster swamps an opponent with an almost endless supply of water.
1400
1000
4
Aqua
WATER
null
null
null
null
Water Omotics
Normal Monster
Transforms the water overflowing from a jar into attacking dragons.
1400
1200
4
Aqua
WATER
null
null
null
null
Water Spirit
Normal Tuner Monster
This ancient water spirit haunts the glacial monoliths of Antarctica. It has the power to seep into the pores of any substance and chill it to the bone.
400
1200
1
Aqua
WATER
null
null
null
null
Water of Life
Spell Card
If you control no monsters: Target 1 monster in your GY; Special Summon that target in Attack Position, also, for the rest of this turn after this card resolves, you cannot activate monster effects, except the effects of that Special Summoned monster on the field. You can only activate 1 "Water of Life" per turn.
null
null
null
Normal
null
null
null
null
null
Waterdragon Fairy
Normal Monster
A water fairy that is said to be able to summon a giant sea serpent.
1100
700
3
Aqua
WATER
null
null
null
null
Waterfall of Dragon Souls
Trap Card
Activate 1 of these effects; ● Add 1 Wyrm monster from your Deck to your hand. ● Send any number of Wyrm monsters from your hand and/or face-up from your field to the GY; draw cards equal to the number of monsters you sent to the GY +1.
null
null
null
Normal
null
null
null
null
null
Wattaildragon
Normal Monster
Capable of indefinite flight. Attacks by wrapping its body with electricity and ramming into opponents. IMPORTANT: Capturing the "Wattaildragon" is forbidden by the Ancient Rules and is a Level 6 offense, the minimum sentence for which is imprisonment for no less than 2500 heliocycles.
2500
1000
6
Dragon
LIGHT
null
Watt
null
null
Wattberyx
Tuner Monster
When this card inflicts Battle Damage to your opponent by a direct attack, discard 1 random card from your opponent's hand.
300
0
3
Thunder
LIGHT
null
Watt
null
null
Wattbetta
Tuner Monster
When this card inflicts Battle Damage to your opponent by a direct attack, your opponent discards 1 card of their choice.
100
0
2
Thunder
LIGHT
null
Watt
null
null
Wattcancel
Trap Card
When your opponent would Normal or Special Summon a monster: Discard 1 "Watt" monster; negate the Summon and destroy it.
null
null
null
Counter
null
null
Watt
null
null
Wattcannon
Trap Card
Once per turn, when a Level 4 or lower Thunder-Type monster(s) is Normal or Special Summoned to the field, inflict 600 damage to your opponent.
null
null
null
Continuous
null
null
Watt
null
null
Wattcastle
Spell Card
Any monster that attacks a "Watt" monster loses 1000 ATK after damage calculation.
null
null
null
Field
null
null
Watt
null
null
Wattchimera
Synchro Monster
1 "Watt" Tuner + 1 or more non-Tuner Thunder-Type monsters This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, place 1 random card from your opponent's hand on top of their Deck.
1400
1200
6
Thunder
LIGHT
null
Watt
null
null
Wattcine
Spell Card
When a Thunder-Type monster you control inflicts Battle Damage to your opponent, gain Life Points equal to the damage inflicted.
null
null
null
Continuous
null
null
Watt
null
null
Wattcobra
Effect Monster
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack: Add 1 "Watt" monster from your Deck to your hand.
1000
500
4
Thunder
LIGHT
null
Watt
null
null
Wattcube
Spell Card
Equip only to a Thunder-Type monster. It gains 100 ATK for each Thunder-Type monster in your Graveyard. You can send this face-up card from the field to the Graveyard to have 1 face-up Thunder-Type monster you control gain 1000 ATK.
null
null
null
Equip
null
null
Watt
null
null
Wattdragonfly
Effect Monster
If this card is destroyed by your opponent's card (either by battle or by card effect), you can Special Summon 1 "Watt" monster from your Deck.
900
100
2
Thunder
LIGHT
null
Watt
null
null
Wattfox
Tuner Monster
If this card is destroyed by your opponent's card (either by battle or by card effect), your opponent cannot Special Summon a monster, or activate Spells, Traps, Spell/Trap effects, or Monster Card effects, for the rest of this turn.
800
100
2
Thunder
LIGHT
null
Watt
null
null
Wattgiraffe
Effect Monster
This card can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: Your opponent cannot activate cards or effects until the end of this turn.
1200
100
4
Thunder
LIGHT
null
Watt
null
null
Watthopper
Effect Monster
Your opponent cannot select another face-up "Watt" monster as an attack target, or target them with card effects.
0
0
1
Thunder
LIGHT
null
Watt
null
null
Watthydra
Synchro Monster
1 "Watt" Tuner + 1 or more non-Tuner Thunder-Type monsters This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, choose 1 card in your Deck and remove it from play. Add that card to your hand during your 2nd Standby Phase after activating this effect.
1500
1500
7
Thunder
LIGHT
null
Watt
null
null
Wattjustment
Spell Card
Equip only to a Level 3 or lower Thunder-Type monster. It gains 800 ATK, also its effects are negated. Each time it inflicts battle damage to your opponent: Draw 1 card.
null
null
null
Equip
null
null
Watt
null
null
Wattkeeper
Trap Card
Select 1 Level 4 or lower "Watt" monster in your Graveyard. Special Summon that monster from the Graveyard. Destroy it during the End Phase.
null
null
null
Normal
null
null
Watt
null
null
Wattkey
Spell Card
Face-up "Watt" monsters you control can attack your opponent directly this turn.
null
null
null
Normal
null
null
Watt
null
null
Wattkid
Normal Monster
A creature that electrocutes opponents with bolts of lightning.
1000
500
3
Thunder
LIGHT
null
Watt
null
null
Wattkinetic Puppeteer
Effect Monster
(Quick Effect): You can send this card from your hand or field to the GY, then target 1 monster your opponent controls; move that target to another of their Main Monster Zones.
1800
0
4
Psychic
LIGHT
null
Watt
null
null
Wattkingdom
Spell Card
Your opponent cannot activate the effects of a monster that activate when it is Normal or Special Summoned, while in the same column as this card or a "Watt" monster you control. You can target 1 "Watt" monster you control; Special Summon 1 "Watt" monster with a different name from your Deck, then you lose LP equal to the Special Summoned monster's ATK, also you cannot Special Summon for the rest of this turn, except Thunder monsters. You can only use this effect of "Wattkingdom" once per turn.
null
null
null
Continuous
null
null
Watt
null
null
Wattkiwi
Tuner Monster
"Watt" monsters you control cannot be destroyed by battle while they are attacking.
600
100
3
Thunder
LIGHT
null
Watt
null
null
Wattkyuki
Synchro Monster
1 "Watt" Tuner + 1+ non-Tuner Thunder monsters This card can attack directly. When this card inflicts battle damage to your opponent by a direct attack: You can shuffle both 1 "Watt" Tuner from your GY and 1 face-up non-Tuner Thunder monster you control into the Deck, and if you do, Special Summon 1 "Watt" Synchro Monster from your Extra Deck, except "Wattkyuki". You can only use this effect of "Wattkyuki" once per turn.
1600
1700
8
Thunder
LIGHT
null
Watt
null
null
Wattlemur
Effect Monster
If this card in its owner's possession is destroyed by your opponent's card (either by battle or by card effect): Your opponent cannot conduct their Battle Phase during their next turn.
800
100
2
Thunder
LIGHT
null
Watt
null
null
Wattmole
Effect Monster
This card can attack twice during each Battle Phase. If this card attacks a face-down Defense Position monster, you can destroy that monster immediately with this card's effect without flipping it face-up or applying damage calculation.
0
100
3
Thunder
LIGHT
null
Watt
null
null
Wattpheasant
Effect Monster
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent by a direct attack, select 1 face-up monster on the field and remove it from play until the End Phase of this turn.
1000
800
4
Thunder
LIGHT
null
Watt
null
null
Wattrain
Spell Card
Add "Watt" cards with different names from your Deck to your hand, except "Wattrain", up to the number of Thunder monsters you control with different names. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon as many "Watt" monsters as possible with different names from your hand. You can only use each effect of "Wattrain" once per turn.
null
null
null
Normal
null
null
Watt
null
null
Wattsquirrel
Effect Monster
This card can attack twice during each Battle Phase. If this card battles, negate the effects of the monster it battled, after damage calculation (including in the Graveyard).
700
100
3
Thunder
LIGHT
null
Watt
null
null
Wattsychic Fighter
Effect Monster
When this card is Normal or Special Summoned: You can target 1 card in your opponent's Graveyard; place it on either the top or bottom of their Deck. You can only use this effect of "Wattsychic Fighter" once per turn.
1500
300
3
Psychic
LIGHT
null
Watt
null
null
Wattsychic Fighting Porter
Spell Card
Special Summon up to 2 Level 3 or lower LIGHT monsters from your hand. If you Summoned 2 monsters with the same original Type, those monsters can attack directly this turn. If they have the same original Level, they also cannot be destroyed by battle this turn. You can only activate 1 "Wattsychic Fighting Porter" per turn.
null
null
null
Quick-Play
null
null
Watt
null
null
Wattuna
Tuner Monster
This card can attack directly. You can only use each of the following effects of "Wattuna" once per turn. At the end of the Damage Step, if your monster inflicts battle damage to your opponent: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent by a direct attack: You can Tribute this card on the field and 1 or more non-Tuner monsters from your hand and/or face-up field, and Special Summon 1 "Watt" Synchro Monster from your Extra Deck whose Level equals the total Levels of those Tributed monsters.
800
700
4
Thunder
LIGHT
null
Watt
null
null
Wattwoodpecker
Effect Monster
This card can attack twice during each Battle Phase. Any monster that battles with this card cannot change its battle position.
1000
100
3
Thunder
LIGHT
null
Watt
null
null
Wave-Motion Cannon
Spell Card
During your Main Phase: You can send this face-up card to the GY
inflict 1000 damage to your opponent for each of your Standby Phases that have passed since this card was activated.
null
null
null
Continuous
null
null
null
null
Wave-Motion Inferno
Spell Card
While you have no cards in your hand, face-up "Infernity" monsters you control gain 400 ATK and DEF. You can send this face-up card from the field to the Graveyard to send all cards from your hand to the Graveyard.
null
null
null
Continuous
null
null
Infernity
null
null
Wavering Eyes
Spell Card
Destroy as many cards in each player's Pendulum Zones as possible, then apply these effects, in sequence, depending on the number of cards destroyed by this effect. ● 1 or more: Inflict 500 damage to your opponent. ● 2 or more: You can add 1 Pendulum Monster from your Main Deck to your hand. ● 3 or more: You can banish 1 card on the field. ● 4: You can add 1 "Wavering Eyes" from your Deck to your hand.
null
null
null
Quick-Play
null
null
Magician
null
null
Weapon Change
Spell Card
Once during each of your Standby Phases: You can pay 700 Life Points, then target 1 Warrior or Machine-Type monster you control; switch the current ATK and DEF of that target until the end of your opponent's next turn.
null
null
null
Continuous
null
null
null
null
null
Weather Control
Normal Monster
This creature controls weather and is often the cause of mountain storms.
600
400
2
Fairy
LIGHT
null
null
null
null
Weather Report
Flip Effect Monster
FLIP: Destroys all of your opponent's face-up "Swords of Revealing Light" on the field. If "Swords of Revealing Light" is destroyed, you can perform your Battle Phase twice this turn (or your next turn, if activated during your opponent's turn).
950
1500
4
Aqua
WATER
null
null
null
null
Weathering Soldier
Effect Monster
If this card is destroyed by battle or sent to the GY by a card effect: You can add 1 "Fossil Fusion", or 1 card that specifically lists "Fossil Fusion" in its text except "Weathering Soldier", from your Deck to your hand. You can only use this effect of "Weathering Soldier" once per turn. Once per turn, during your End Phase: This card loses 600 ATK.
2000
1200
4
Rock
EARTH
null
Fossil
null
null
Wee Witch's Apprentice
Link Monster
2 DARK monsters All DARK monsters on the field gain 500 ATK/DEF, also all LIGHT monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 DARK monster in your GY; add it to your hand. You can only use this effect of "Wee Witch's Apprentice" once per turn.
1400
null
null
Spellcaster
DARK
null
null
2
['Bottom-Left', 'Bottom-Right']
Weed Out
Trap Card
Pay 500 Life Points. Destroy all face-up Attack Position Level 3 monsters.
null
null
null
Normal
null
null
null
null
null
Weeping Idol
Effect Monster
You can remove from play 1 Tuner monster in your Graveyard to Special Summon this card from your hand.
0
500
2
Rock
DARK
null
null
null
null
Weighbridge
Trap Card
If your opponent controls 2 or more monsters than you do: Your opponent must send monsters they control to the GY so they only control 1 monster.
null
null
null
Normal
null
null
null
null
null
Weights & Zenmaisures
Spell Card
Target 2 face-up "Wind-Up" monsters you control with different Levels; your opponent chooses 1 of them, and the Level of the other monster becomes the same as the chosen monster's, until the End Phase. Then, if your opponent chose the monster with a lower Level, you can draw 1 card.
null
null
null
Normal
null
null
Wind-Up
null
null
Welcome Labrynth
Trap Card
Special Summon 1 "Labrynth" monster from your Deck, also until the end of the next turn after this card resolves, you cannot Special Summon monsters from the Deck or Extra Deck, except Fiend monsters. If a monster leaves the field by your Normal Trap effect, while this card is in your GY, except the turn it was sent there: You can Set this card. You can only use each effect of "Welcome Labrynth" once per turn.
null
null
null
Normal
null
null
Labrynth
null
null
Welcome to the Jungle
Skill Card
After damage calculation, if you took battle damage from a battle involving an opponent's monster and your Attack Position "Amazoness" monster, that opponent's monster loses ATK/DEF equal to the ATK of the "Amazoness" monster it battled, until the end of this turn.
null
null
null
Tania
null
null
null
null
null
Wetha
Normal Monster
A spirit that controls rain and is capable of summoning hurricanes to blow the enemy away.
1000
900
3
Aqua
WATER
null
null
null
null
Wetlands
Spell Card
All Aqua-Type/WATER/Level 2 or lower monsters gain 1200 ATK.
null
null
null
Field
null
null
null
null
null
Wheel Synchron
Tuner Monster
If this card you control is used as Synchro Material, you can treat it as a non-Tuner. You can only use each of the following effects of "Wheel Synchron" once per turn. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Level 4 or lower monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters. You can banish this card from your GY, then target 1 Synchro Monster you control; reduce its Level by up to 4.
800
1000
5
Machine
LIGHT
null
Synchro
null
null
Wheel of Prophecy
Effect Monster
When this card is Special Summoned by the effect of a Spellcaster-Type monster: You can target any number of your banished "Spellbook" Spell Cards; shuffle them into the Deck, and if you do, return your other banished "Spellbook" Spell Cards to your Graveyard. You can only use the effect of "Wheel of Prophecy" once per turn.
2700
1700
8
Spellcaster
DARK
null
Spellbook
null
null
Where Arf Thou?
Spell Card
If you control a face-up Level 1 monster: Add 1 Level 1 monster from your Deck to your hand. During the End Phase of this turn, take 2000 damage if you did not Normal Summon the added monster, or a card with the same name, after activating this card.
null
null
null
Normal
null
null
null
null
null
Whiptail Crow
Normal Monster
Attacks from the skies with a whip-like tail.
1650
1600
4
Fiend
DARK
null
null
null
null
Whirlwind Prodigy
Effect Monster
When Tribute Summoning a WIND monster, you can treat this 1 monster as 2 Tributes.
1500
1600
4
Fairy
WIND
null
null
null
null
Whirlwind Weasel
Flip Effect Monster
FLIP: Your opponent cannot activate any Spell or Trap Cards for the rest of this turn.
500
1500
3
Beast
WIND
null
null
null
null
Whirlwind of Gusto
Trap Card
If you control no monsters: Target 2 "Gusto" monsters in your Graveyard; shuffle both targets into the Deck, then Special Summon 1 "Gusto" monster with 1000 or less DEF from your Deck.
null
null
null
Normal
null
null
Gusto
null
null
White Aura Bihamut
Synchro Monster
1 Tuner Synchro Monster + 1+ non-Tuner monsters During your turn, when this card is Synchro Summoned: You can Special Summon 1 "Divine Dragon Token" (Fish/WATER/Level 10/ATK 3300/DEF 3000) in Defense Position. Once per opponent's turn, while you control no Tokens (Quick Effect): You can Special Summon 1 "Divine Dragon Token". If this card you control is destroyed by an opponent's card effect and sent to your GY, while you control a "Divine Dragon Token": You can Special Summon this card in Defense position.
3300
3000
10
Fish
WATER
null
White
null
null
White Aura Dolphin
Synchro Monster
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
2400
1000
6
Fish
WATER
null
White
null
null
White Aura Monoceros
Synchro Monster
1 WATER Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 Fish monster in your GY; Special Summon it, but it cannot attack this turn. You can only use this effect of "White Aura Monoceros" once per turn. If this card you control is destroyed by your opponent's card and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
2500
1500
7
Fish
WATER
null
White
null
null
White Aura Porpoise
Synchro Monster
1 WATER Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 4 or lower Fish monster from your hand or GY in Defense Position, then you can Special Summon 1 monster with the same name from your GY. You can only use this effect of "White Aura Porpoise" once per turn. If this card you control is destroyed by an opponent's card and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
2000
1300
6
Fish
WATER
null
White
null
null
White Aura Whale
Synchro Monster
1 WATER Tuner + 1+ non-Tuner WATER monsters When this card is Synchro Summoned: You can destroy all your opponent's Attack Position monsters. This card can make up to 2 attacks on monsters during each Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
2800
2000
8
Fish
WATER
null
White
null
null
White Dolphin
Normal Monster
A white dolphin with a horn that summons huge tidal waves.
500
400
2
Fish
WATER
null
White
null
null
White Dragon Ninja
Effect Monster
Cannot be Special Summoned, except with a "Ninjitsu Art" card's effect. Spells/Traps you control cannot be destroyed by card effects.
2700
1200
7
Dragon
LIGHT
null
Ninja
null
null
White Dragon Ritual
Spell Card
This card is used to Ritual Summon "Paladin of White Dragon". You must also Tribute monsters from your hand or field whose total Levels equal 4 or more.
null
null
null
Ritual
null
null
null
null
null
White Dragon Wyverburster
Effect Monster
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 DARK monster from your GY. You can only Special Summon "White Dragon Wyverburster" once per turn this way. If this card is sent from the field to the GY: You can add 1 "Black Dragon Collapserpent" from your Deck to your hand.
1700
1800
4
Dragon
LIGHT
null
null
null
null
White Duston
Normal Monster
The proudust of them all.
0
1000
1
Fiend
LIGHT
null
Duston
null
null
White Elephant's Gift
Spell Card
Send 1 face-up non-Effect Monster you control to the GY
draw 2 cards.
null
null
null
Normal
null
null
null
null
White Hole
Trap Card
When your opponent activates "Dark Hole": Monsters you control cannot be destroyed by that "Dark Hole's" effect.
null
null
null
Normal
null
null
Hole
null
null
White Howling
Trap Card
If you control a WATER monster: Target 1 Spell in your opponent's GY; banish it, and if you do, for the rest of this turn negate all Spell effects on your opponent's field.
null
null
null
Normal
null
null
null
null
null
White Knight of Dogmatika
Ritual Effect Monster
You can Ritual Summon this card with "Dogmatikalamity". You cannot Special Summon monsters from the Extra Deck. If your opponent activates a card or effect (except during the Damage Step): You can send 1 monster from your Extra Deck to the GY, and if you do, look at your opponent's Extra Deck and send 1 monster from it to the GY. This card gains ATK equal to half the combined ATK of those monsters sent to the GY, until the end of this turn. You can only use this effect of "White Knight of Dogmatika" once per turn.
500
2500
8
Spellcaster
LIGHT
null
Dogmatika
null
null
White Magical Hat
Effect Monster
When this card inflicts Battle Damage to your opponent's Life Points, your opponent discards 1 card randomly from his/her hand.
1000
700
3
Spellcaster
LIGHT
null
null
null
null
White Magician Pikeru
Effect Monster
During your Standby Phase, increase your Life Points by 400 points for each monster on your side of the field.
1200
0
2
Spellcaster
LIGHT
null
null
null
null
White Mirror
Spell Card
Target 1 Level 4 or lower Fish monster in your GY; Special Summon it, then you can add 1 monster from your Deck to your hand with the same original name as that Special Summoned monster. You can only activate "White Mirror" once per turn.
null
null
null
Normal
null
null
null
null
null
White Moray
Effect Monster
During the turn you Normal Summoned this card, it can attack your opponent directly. If this card is Special Summoned from the GY: You can treat it as a Tuner this turn.
600
200
2
Fish
WATER
null
White
null
null
White Night Dragon
Effect Monster
During either player's turn, when a Spell/Trap Card that targets this card is activated: Negate the activation, and if you do, destroy it. When another face-up monster you control is targeted for an attack: You can send 1 Spell/Trap Card you control to the Graveyard; change the attack target to this card.
3000
2500
8
Dragon
WATER
null
null
null
null