- Dark Hole

- Card Attribute
= Normal Spell
- Card Type
= Spell Card
- Card Effect
= Destroy all monsters on the field.
- Card Advantages and Disadvantages
- Advantage
= This card is very useful when your field is empty while your opponent controls many monsters.
- Disadvantage
= If you already control a monster with an advantage on your field while your opponent only has weaker monsters, you should not use this card. In that situation, it is better to attack using your monster instead.
- Card Rating in a Duel
= 7.5/10
- Card Status
= Still usable (not banned / still legal to use).
- Pot Of Greed

- Card Attribute
= Normal Spell
- Card Type
= Spell Card
- Card Effect
= Draw 2 cards.
- Card Advantages and Disadvantages
- Advantage
= If you have no cards in your hand and you draw this card during your turn, you can activate it to draw 2 cards from your Deck. This gives you a chance to obtain cards that may help you counter your opponent. However, it also depends on the type of Deck you are using.
- Disadvantage
= Since the effect only lets you draw 2 cards from the Deck, the usefulness depends on whether the cards you draw are good or not.
- Card Rating in a Duel
= 6.5/10
- Card Status
= This card is currently Forbidden (Ban).
- Pot Of Duality

- Card Attribute
= Normal Spell
- Card Type
= Spell Card
- Card Effect
= Reveal the top 3 cards of your Deck, then add 1 of them to your hand. Shuffle the remaining cards back into the Deck. You can only activate Pot of Duality once per turn, and you cannot Special Summon during the turn you activate this card.
- Card Advantages and Disadvantages
- Advantage
= This card gives you the opportunity to choose a card you want from the top 3 cards of your Deck at the start of the game. It can also help set up combos with other cards, depending on the type of Deck you are using.
- Disadvantage
= Although you can select a useful card with this effect, some Decks rely heavily on Special Summons during the early turns. Because this card prevents Special Summoning in the same turn, it may not be used to its full potential in those Decks.
- Card Rating in a Duel
= 6/10
- Card Status
= This card is currently Unlimited / Legal for play.
- Lightning Vortex

- Card Attribute
= Normal Spell
- Card Type
= Spell Card
- Card Effect
= Discard 1 card from your hand; destroy all face-up monsters your opponent controls.
- Card Advantages and Disadvantages
Advantage
= This card can be considered a strong counter option during a Duel. As long as you have at least 1 card in your hand to discard, you can activate this effect and clear all face-up monsters on your opponent’s field, leaving their field empty.
Disadvantage
= Even though the effect destroys all face-up monsters on the opponent’s field, it may become less effective if your opponent still has monster cards in their hand with effects that can prevent damage or reduce battle damage. In that case, using this card may not give you much advantage.
- Card Rating in a Duel
= 6.9/10
- Card Status
= This card is currently Unlimited / Legal for play.
- Dark Magic Curtain

- Card Attribute
= Normal Spell
- Card Type
= Spell Card
- Card Effect
= Pay half of your Life Points; Special Summon 1 Dark Magician from your Deck. After activating this card, you cannot Normal Summon or Special Summon other monsters for the rest of the turn, except that you can still Set a monster in Defense Position.
- Card Advantages and Disadvantages
Advantage
= This Spell Card is a useful support card for a Dark Magician Deck. It allows you to quickly bring Dark Magician from the Deck onto the field. If the player understands how the Dark Magician Deck works, having Dark Magician on the field can open many opportunities to continue combos and potentially lead to victory.
Disadvantage
= Although this card helps with combo plays, the player must pay half of their Life Points to activate it. Because of this cost, players should make sure their hand and strategy are ready before using this card, otherwise it could put them at a disadvantage.
- Card Rating in a Duel
= 7.7/10
- Card Status
= This card is currently Unlimited / Legal for play.
- Dragon Mastery

- Card Properties
= Continuous Spell
- Card Type
= Spell Card
- Card Effect
= Monsters on the field that are equipped with a monster whose name includes “Dragunity” gain 500 ATK.
Once per turn, the player can target 1 face-up monster on the field; equip 1 Dragunity Dragon-Type monster from their hand to that monster.
- Card Advantages and Disadvantages
Advantages
= This card can help manage and support a Dragunity deck very well. After using this card’s effect, the player can continue their combo plays (using the effects of the equipped monsters to summon higher-level monsters such as Synchro Monsters – the white cards). The player can also extend their strategy further with other supporting cards depending on their playstyle.
Disadvantages
= If this card’s effect is negated or the card is destroyed (by cards that remove Spell/Trap cards or monster effects), the player may need to rethink their strategy or rely on other Dragunity monsters to continue the combo. In the opinion of the website’s writer, this is a disadvantage because it can slow down the Dragunity deck’s combo flow.
- Card Rating in a Duel
= 9.5 / 10
- Card Status
= Unlimited (Currently usable normally)
- Air Cracking Storm

- Card Properties
= Equip Spell
- Card Type
= Spell Card
- Card Effect
= This card can only be equipped to a Machine-Type monster. When the Machine-Type monster equipped with this card destroys an opponent’s monster by battle, the player can immediately activate this card’s effect. That monster can attack once again during the same Battle Phase.
Other monsters cannot declare an attack during the turn in which the player activates this card’s effect.
- Card Advantages and Disadvantages
Advantages
= This is a card that players who use Machine-Type monster decks should consider including in their deck (depending on how many copies they want to use). This card can create an opportunity to attack the opponent multiple times in a single turn, making it possible to finish the duel within 1–2 turns.
Disadvantages
None.
- Card Rating in a Duel
= 9.5 / 10
- Card Status
= Currently usable (Unlimited)
- Mini-Guts

- Card Properties
= Normal Spell
- Card Type
= Spell Card
- Card Effect
= Tribute 1 monster you control, then target 1 face-up monster your opponent controls. That monster’s ATK becomes 0 until the end of the turn. During this turn, if that monster is destroyed by battle and sent to the Graveyard, inflict damage to your opponent equal to the original ATK of the destroyed monster.
- Card Advantages and Disadvantages
Advantages
= This card can be considered a double-edged sword for both the player and the opponent. Its effect requires the player to tribute 1 of their own monsters, which can be a disadvantage if the player already has a strong monster on the field and sacrifices it unnecessarily. However, if the player has two or more monsters on the field, activating this card can be very effective. The opponent’s monster will have its ATK reduced to 0, making it easy to destroy in battle, and the opponent will also take damage equal to that monster’s original ATK, which can deal a significant amount of damage.
Disadvantages
None.
- Card Rating in a Duel
= 9 / 10
- Card Status
= Currently usable (Unlimited)
- Enemy Controller

- Card Properties
= Quick-Play Spell Card
- Card Type
= Spell Card
- Card Effect
= You can choose and activate 1 of the following effects:
- Target 1 monster your opponent controls, then change its battle position (if it is in Defense Position, change it to Attack Position, or if it is in Attack Position, change it to Defense Position, depending on the player’s choice).
- Tribute 1 monster, then target 1 monster your opponent controls; take control of that monster until the end of the turn.
- Card Advantages and Disadvantages
Advantages
= This card can be compared to flipping a coin and waiting for the result. The outcome depends entirely on the player’s decision, so if you make the right choice, it can be very effective.
Disadvantages
= This card requires careful thinking and decision-making. Once you choose an effect and use it, you should have a backup plan for the next turn in case you miss the opportunity to win.
- Card Rating in a Duel
= 6.5/10
- Card Status
= Still legal for use
- Final Countdown

- Card Properties
= Normal Spell Card
- Card Type
= Spell Card
- Card Effect
= Pay 2000 Life Points. After that, when 20 turns have passed (counting from the first turn this card is activated), you win the Duel.
- Card Advantages and Disadvantages
Advantages
= This is a card where the player barely needs to do anything. After activating its effect, simply use your deck’s abilities to stall for 20 turns. That’s all—it grants you victory for free without much effort.
Disadvantages
= If your deck cannot stall the opponent effectively, this card’s effect becomes meaningless.
(It is best to build a deck focused on stalling the opponent.)
- Card Rating in Duel
= 1/10 (Because it is an overpowered card that relies on luck rather than skill.)
- Card Status
= Still legal for use
- De-Fusion

- Card Properties
= Quick-Play Spell Card
- Card Type
= Spell Card
- Card Effect
= Target 1 Fusion Monster on the field; return that monster to the Extra Deck.
Then, if all of its Fusion Materials are in the Graveyard (for the Fusion Monster that was returned to the Extra Deck), Special Summon all of those materials to the field.
- Card Advantages and Disadvantages
Advantages
= This Spell Card works very well for players who use Fusion decks. It can be used to extend combos by summoning a stronger monster than the previous one, or to reuse the effects of Fusion Materials in the Graveyard. (This depends on the Fusion deck being used.)
Disadvantages
None.
- Card Rating in Duel
= 9.7/10
- Card Status
= Still legal for use
- Cubic Karma

- Card Properties
= Continuous Spell Card
- Card Type
= Spell Card
- Card Effect
= When this card is activated, you can target 1 face-up “Cubic” monster on the field, except Vijam the Cubic Seed. Then, send Vijam the Cubic Seed from your hand or Deck to the Graveyard. The targeted “Cubic” monster gains 800 ATK for each Vijam the Cubic Seed sent to the Graveyard by this effect.
When this card is banished: During your opponent’s turn, if Vijam the Cubic Seed is Special Summoned by the effect of a “Cubic” monster, send this card to the Graveyard. If you do, halve your opponent’s Life Points. You can also banish this card from your Graveyard; add 1 “Cubic” monster from your Deck to your hand.
- Card Advantages and Disadvantages
Advantages
= This is an excellent support card for the Cubic Deck. It enables powerful combo plays and makes it much easier to defeat your opponent. Its effects can be used continuously, both while it is on the field and later from the Graveyard, making it a highly versatile card.
Disadvantages
None.
- Duel Rating
= 10/10
- Card Status
= Fully usable under current rules.
- Anti-Magic Arrows

- Card Properties
= Quick-Play Spell Card
- Card Type
= Spell Card
- Card Effect
= During the start of the Battle Phase, after this card is activated during this turn, Spell Cards, Trap Cards, and various effects cannot be activated. The effect of this card cannot be negated once it has been activated.
- Card Advantages and Disadvantages
Advantages
= You can think of this card as a support tool that can help you when you are in a difficult situation. For example, when your opponent has various Spell Cards, Trap Cards, and Monster Effects available, while you only have a monster on your field that is ready to attack. By using this card, you no longer have to worry about your monster being prevented from attacking, because your opponent will not be able to activate cards to stop your attack due to the effect of this card.
Disadvantages
= Even though this card prevents various effects, Spells, and Traps from being activated, it is still a double-edged sword. If you activate this card when you have unused Spell and Trap Cards on your field, and you use it after an attack has already been declared, but your opponent has a monster whose effect can protect itself or negate the effects of other Spells, Traps, or Monster Effects, this card may become ineffective. Alternatively, if your opponent controls a monster with higher DEF, but you use this card to stop all effects on the field, your monster still will not be able to defeat that monster through battle.
- Card Rating in Duels
= 5.5/10
- Card Status
= Still Legal and Usable
- Bingo Machine Go!!!

- Card Properties
= Normal Spell Card
- Card Type
= Spell Card
- Card Effect
= Take 3 cards from your Deck (and 1 card from the bottom of your Deck) that are listed below and have “Blue-Eyes” in their names. Your opponent randomly chooses 1 of the 3 cards you took from your Deck, and add the chosen card to your hand. Then, shuffle the remaining cards back into your Deck. You can only activate the effect of “Bingo Machine, Go!!!” once per turn.
– Blue-Eyes Monster Cards
– Spell and Trap Cards that mention “Blue-Eyes White Dragon” and “Blue-Eyes Ultimate Dragon” in their names, except “Bingo Machine, Go!!!”
- Card Advantages and Disadvantages
Advantages
= This is a card that Blue-Eyes players should never forget to include in their Deck. If you forget to include it, then during each Duel, when you want to draw powerful cards or perform combos, it can be quite difficult. The Blue-Eyes Deck contains some cards that can be somewhat difficult to summon to the field. In other words, it is a Deck that focuses on high-Level monsters, generally ranging from Level 8 to Level 10. If you can use the effect of this card, it can help you add other cards from your Deck to your hand more quickly, allowing you to continue your Duel combos. This is essentially a Spell Card that can search other cards from your Deck and add them to your hand.
Disadvantages
None.
- Card Rating in Duels
= 9.7/10
- Card Status
= Still Legal and Usable
- Salvage

- Card Properties
= Normal Spell Card
- Card Type
= Spell Card
- Card Effect
= Target 2 WATER monsters with 1500 or less ATK in your GY; add those targets to your hand.
- Card Advantages and Disadvantages
Advantages
= This is a Spell Card that every WATER monster Deck should always have, because its effect allows WATER monsters that have already been sent to the GY to be returned to the hand. After that, you can continue using the effects of the WATER monsters that you have recovered from the GY. (This makes it a very useful card for creating continuous combos.)
Disadvantages
None.
- Card Rating in a Duel
= 9.8/10
- Card Status
= Still legal to use
- The Warrior Returning Alive

- Card Properties
= Normal Spell Card
- Card Type
= Spell Card
- Card Effect
= Target 1 Warrior monster in your GY; add that target to your hand.
- Card Advantages and Disadvantages
Advantages
= This is a card that players using Warrior monster Decks should always have, because it is an excellent card for continuing the combos of a Warrior monster Deck. (Of course, this depends on what kinds of combos and effects the Warrior monster Deck you are playing has. If you use this card to add a Warrior monster from your GY to your hand and that monster allows you to continue your combo, then you have used this card to its full potential.)
Disadvantages
None.
- Card Rating in a Duel
= 10/10
- Card Status
= Still legal to use
- Reinforcement of the Army

- Card Properties
= Normal Spell Card
- Card Type
= Spell Card
- Card Effect
= Add 1 Level 4 or lower Warrior monster from your Deck to your hand.
- Card Advantages and Disadvantages
Advantages
= This card greatly increases your ability to search for Warrior monster cards in your Deck. In other words, you can choose whichever Warrior monster card you want to add to your hand without having to wait to draw it normally. Once you have added the card you want to your hand, if the Warrior monster you selected has an effect that can be activated from the hand, it can allow you to continue your Duel combo during your turn.
Disadvantages
None.
- Card Rating in a Duel
= 10/10
- Card Status
= In 2025, this card was listed as Limited (you can have a maximum of 1 copy in your Deck).
(In the past, around 2002, it had the Semi-Limited status, which allowed a maximum of 2 copies in the Deck.)
- Restructer Revolution

- Card Property
= Normal Spell Card
- Card Type
= Spell Card
- Card Effect
= Inflict 200 points of damage to your opponent for each card in your opponent’s hand.
- Card Advantages and Disadvantages
Advantages
= This card can create a chance for the player to achieve victory. The strategy is to make the opponent have as many cards in their hand as possible, and then activate this card to finish the Duel immediately. (The more cards the opponent has in their hand, the more damage this card will inflict on their Life Points.)
Disadvantages
= Although this card may look dangerous, it can still be destroyed or have its effect disrupted by the effects of other Monster, Spell, and Trap Cards.
- Card Rating in a Duel
= 6.5/10 (A Life Point damage card that does not require much strategic thinking, but mainly relies on the card’s effect.)
- Card Status
= This card is Limited (a maximum of 1 copy can be included in a Deck).
- Invigoration

- Card Property
= Equip Spell Card
- Card Type
= Spell Card
- Card Effect
= An EARTH-Attribute monster equipped with this card gains 400 ATK, but loses 200 DEF.
- Card Advantages and Disadvantages
Advantages
= For players who use Decks focused on EARTH-Attribute monsters with low ATK (approximately 100 to 1,000 ATK), this card can provide a significant boost to their monsters.
Disadvantages
= Using this card on an EARTH-Attribute monster that already has high DEF is not very effective because it will reduce that monster’s DEF and may weaken its defensive capability. (In other words, the player’s field will no longer have as strong a defense.)
- Card Rating in a Duel
= 6.5/10
- Card Status
= Currently usable normally.
- Preparation of Rites

- Card Property
= Normal Spell Card
- Card Type
= Spell Card
- Card Effect
= Add 1 Ritual Monster with a Level of 7 or lower from your Deck to your hand. Then, you can add 1 Ritual Spell Card from your Graveyard to your hand.
- Card Advantages and Disadvantages
Advantages
= Anyone who plays a Ritual Monster Deck should have this card in their Deck because it is extremely useful for extending combos during a Duel. For example, if the player already has the monsters needed to perform a Ritual Summon in their hand, after activating this card and adding a Ritual Spell Card from the Graveyard back to their hand, they can continue their combo and prepare to Ritual Summon another Ritual Monster.
Disadvantages
None.
- Card Rating in a Duel
= 9.8/10
- Card Status
= (In 2015, a maximum of 1 copy could be included in a Deck.) (In 2017, a maximum of 2 copies could be included in a Deck.)
- Brain Control

- Card Property
= Normal Spell Card
- Card Type
= Spell Card
- Card Effect
= Pay 800 Life Points, then target 1 face-up monster your opponent controls that can be Normal Summoned/Set; take control of that monster until the End Phase.
- Card Advantages and Disadvantages
Advantages
= This card works like a tool that allows the player to take control of a monster on the opponent’s field.
It also allows the player to use the monster they control for combos or activate its effects. (The player can use it to extend a combo, such as Summoning a higher-Level monster, or use the monster’s effect to further develop their own Deck strategy.)
Disadvantages
= This card only allows the player to control the opponent’s monster until the End Phase. Therefore, the player must quickly decide what they want to do with the monster during the turn in which this card is activated before control of the monster is returned to the opponent.
(If the player does not do anything useful during that turn, they will have wasted the opportunity and still have to pay 800 Life Points, so they should make good use of the effect immediately.)
- Card Rating in a Duel
= 7.7/10
- Card Status
= Currently usable normally (up to 2 copies can be included in a Deck).
- Terraforming

- Card Property
= Normal Spell Card
- Card Type
= Spell Card
- Card Effect
= Add 1 Field Spell from your Deck to your hand.
- Card Advantages and Disadvantages
Advantages
= This is a Spell Card that can quickly add a card from the Deck to the player’s hand. Through its effect, the player can simply activate this card and add whichever Field Spell they want from their Deck to their hand.
Disadvantages
= Although this card has an effect that allows the player to quickly search for a card from the Deck and add it to their hand, there are still cards that can negate its effect. These are usually Monster Effects, Spells, and Traps that can negate card effects.
- Card Rating in a Duel
= 6.5/10
- Card Status
= Currently usable normally (up to 1 copy can be included in a Deck).

เป็นบุคคลที่ชื่นชอบในเรื่องของเกมส์และชอบเล่นเกมส์อยู่เป็นประจำ จนมีความรู้และประสบการณ์ทางด้านนี้ เลยนำเกมส์ที่ตนเองชอบมากที่สุดมาแชร์และแลกเปลี่ยนประสบการณ์ให้กับนักเล่นเกมส์มือใหม่ครับ อย่าลืมส่งความเห็นมาด้วยนะครับ !