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Abyss Rising (ABYR-EN) Card Ratings
| 1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Abyss_Rising_(TCG-EN-1E) |
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Abyss
Rising
(ABYR-EN099) Bahamut Shark WATER / Xyz Monster / Rank 6 / ATK 2600 / DEF 2100 (Sea Serpent / Xyz / Effect) 2 Level 4 WATER monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 Rank 3 or lower WATER Xyz Monster from your Extra Deck. This card cannot attack for the rest of this turn. (Secret Rare) |
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Pros: Easy to play, strong stats for
its Rank Cons: Effect is pretty specific, can't attack the turn its effect is used |
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Abyss
Rising
(ABYR-EN098) Thunder Sea Horse LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 1200 (Thunder / Effect) You can discard this card; add 2 Level 4 LIGHT Thunder-Type monsters of the same name with 1600 or less ATK from your Deck to your hand. You can only use the effect of "Thunder Sea Horse" once per turn. You cannot Special Summon during the turn you activate this effect. (Secret Rare) |
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Pros: Easy to play, supports LIGHT
and Thunder Decks Cons: Does nothing if Summoned, only gets specific monsters when discarded |
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Abyss
Rising
(ABYR-EN097) Papa-Corn EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 800 (Plant / Effect) While a Field Spell Card is face-up on the field, this card gains 1000 ATK. (Rare) |
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Pros: Easy to play, searchable Cons: Effect only applies if a Field Spell is active, has no other effects |
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Abyss
Rising
(ABYR-EN096) Fishborg Launcher WATER / Effect Monster / Level 1 / ATK 200 / DEF 100 (Fish / Tuner / Effect) If you have a monster(s) in your Graveyard other than "Fishborg Launcher", and all of them are WATER: You can Special Summon this card from your Graveyard. If you do, banish it when it leaves the field. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a WATER monster. You can only use the effect of "Fishborg Launcher" once per turn. (Common) |
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Pros: Easy to play, searchable, is a
Tuner monster Cons: Situational effect, limited options for being Synchro Material |
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Abyss
Rising
(ABYR-EN095) Uminotaurus WATER / Effect Monster / Level 4 / ATK 1700 / DEF 1000 (Aqua / Effect) If a Fish, Sea Serpent, or Aqua-Type monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. (Rare) |
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Pros: Easy to play, supports Fish,
Sea Serpent and Aqua Decks, effect includes itself Cons: Decks are largely undersupported with weak members |
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Abyss
Rising
(ABYR-EN094) Snow Dragon WATER / Effect Monster / Level 4 / ATK 1400 / DEF 900 (Dragon / Effect) When this card is destroyed by battle or by a card effect and sent to the Graveyard: Place 1 Ice Counter on each face-up monster on the field. (Common) |
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Pros: Easy to play, searchable,
effect triggers easily Cons: Needs other cards to make use of its Ice Counters |
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Abyss
Rising
(ABYR-EN093) Snowdust Dragon WATER / Effect Monster / Level 8 / ATK 2800 / DEF 1800 (Dragon / Effect) You can Special Summon this card (from your hand) by removing 4 Ice Counters from anywhere on the field. Other monsters with Ice Counters cannot attack or change their battle positions. (Common) |
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Pros: Easy to play, relatively
strong for its Level Cons: Relies entirely on Ice Counters, can hinder the other effect's uses if Special Summoned by its effect |
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Abyss
Rising
(ABYR-EN092) Ape Magician DARK / Effect Monster / Level 3 / ATK 800 / DEF 1200 (Beast / Effect) Cannot be Special Summoned. Once per turn, if this card is in face-up Attack Position: You can send 1 monster from your hand to the Graveyard to target 1 face-up Defense Position monster your opponent controls; take control of it until the End Phase. It cannot change its battle position this turn. (Common) |
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Pros: Easy to play, searchable Cons: Can't be Special Summoned, has to be in Attack Mode to use its effect, can only steal Defense Position monsters |
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Abyss
Rising
(ABYR-EN091) Rage of the Deep Sea WATER / Effect Monster / Level 5 / ATK 0 / DEF 0 (Fish / Effect) This card gains 500 ATK and DEF for each Fish, Sea Serpent, or Aqua-Type monster in your Graveyard. (Common) |
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Pros: Easy to play, searchable Cons: No ATK and DEF to start, only gains ATK and DEF for specific monsters in your Graveyard. |
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Abyss
Rising
(ABYR-EN090) Electromagnetic Bagworm LIGHT / Effect Monster / Level 3 / ATK 200 / DEF 1400 (Insect / Flip / Effect) FLIP: Target 1 face-up Machine-Type monster your opponent controls; take control of that target until your next End Phase. If this card is destroyed by battle: The monster that destroyed it loses 500 ATK and DEF. (Common) |
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Pros: Easy to play, searchable Cons: Has to be Set to use its better effect |
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Abyss
Rising
(ABYR-EN089) Attack the Moon! SPELL / Continuous Spell Once per turn, when the battle position of a Rock-Type monster you control is changed: You can target 1 Spell/Trap Card your opponent controls; destroy that target. (Super Rare) |
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Pros: Easy to play, supports Rock
Decks Cons: Only one effect, largely a slower Mystical Space Typhoon (#15) |
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Abyss
Rising
(ABYR-EN088) Spellbook Star Hall SPELL / Continuous Spell Each time a "Spellbook" Spell Card is activated, place 1 Spell Counter on this card. All Spellcaster-Type monsters you control gain 100 ATK for each Spell Counter on this card. When this card with Spell Counter(s) is destroyed and sent to the Graveyard: You can add 1 Spellcaster-Type monster from your Deck to your hand, whose Level is less than or equal to the number of Spell Counters that were on this card. (Rare) |
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Pros: Easy to play, supports
Spellbook and Spellcaster Decks Cons: Boost is weak, other effect will require many Spell Counters to be useful |
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Abyss
Rising
(ABYR-EN087) Spellbook Library of the Heliosphere SPELL / Normal Spell If you have 5 or more "Spellbook" Spell Cards in your Graveyard: Reveal the top 2 cards of your Deck, add any revealed "Spellbook" Spell Cards to your hand, and shuffle any remaining cards into the Deck. You can only activate 1 "Spellbook Library of the Heliosphere" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards. (Secret Rare) |
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Pros: Easy to play, supports
Spellbook and Spellcaster Decks Cons: Requires at least 5 Spellbook Spell Cards to use at all, prevents activating other Spell Cards that turn |
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Abyss
Rising
(ABYR-EN086) Noble Arms - Arfeudutyr SPELL / Equip Spell You can only control 1 face-up "Noble Arms - Arfeudutyr". Equip only to a Warrior-Type monster. Once per turn: You can target 1 Set card your opponent controls; the equipped monster permanently loses 500 ATK, and if it does, destroy that target. (This ATK loss remains even if this card leaves the field or the monster becomes unaffected by card effects.) If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 face-up Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Arfeudutyr" once per turn. (Rare) |
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Pros: Easy to play, supports Warrior
and
Noble Knight Decks
(#0), recycles itself Cons: Prevents controlling more than 1 copy, ATK loss is low |
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Abyss
Rising
(ABYR-EN085) Giant Soldier of Steel EARTH / Xyz Monster / Rank 3 / ATK 1300 / DEF 2000 (Rock / Xyz / Effect) 2 Level 3 Rock-Type monsters This card is unaffected by other monsters' effects. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; it gains 1000 DEF until the End Phase, and if it does, you take no effect damage from your opponent's card effects this turn. (Secret Rare) |
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Pros: Easy to play, supports Rock
Decks, recycles itself, has some built-in protection Cons: Only unaffected by monster effects, other effect's benefits are temporary |
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Abyss
Rising
(ABYR-EN084) Abyss Dweller WATER / Xyz Monster / Rank 4 / ATK 1700 / DEF 1400 (Sea Serpent / Xyz / Effect) 2 Level 4 monsters While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn. (Super Rare) |
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Pros: Easy to play, supports WATER
Decks Cons: ATK boost is low, needs WATER Xyz Materials to even get that benefit, other effect is temporary |
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Abyss
Rising
(ABYR-EN083) Slushy WATER / Effect Monster / Level 2 / ATK 0 / DEF 0 (Aqua / Effect) When this card is Normal Summoned: You can send 1 "Slushy" from your Deck to the Graveyard. If you have 3 copies of "Slushy" total, either banished and/or in your Graveyard (combined): You can banish this card from your Graveyard to target 1 Level 5 or higher Sea Serpent-Type monster in your Graveyard; Special Summon that target. You can only use the Special Summoning effect of "Slushy" once per turn. (Rare) |
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Pros: Easy to play, searchable Cons: Needs 3 copies in your Graveyard to do anything useful, largely a weak defense |
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Abyss
Rising
(ABYR-EN082) Red Dragon Ninja FIRE / Effect Monster / Level 6 / ATK 2400 / DEF 1200 (Winged Beast / Effect) When this card is Summoned: You can banish 1 "Ninja" or "Ninjitsu Art" card from your Graveyard to target 1 Set card your opponent controls; reveal that Set card, then return it to either the top or bottom of the Deck. Your opponent cannot activate the targeted card in response to this effect's activation. You can only use the effect of "Red Dragon Ninja" once per turn. (Super Rare) |
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Pros: Easy to play, strong for its
Level, supports Ninja Decks Cons: Largely limited to a weak Deck |
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Abyss
Rising
(ABYR-EN081) Mermail Abyssmander WATER / Effect Monster / Level 4 / ATK 100 / DEF 2000 (Fish / Effect) You can banish this card from your Graveyard to activate 1 of these effects; ● Increase the Levels of all "Mermail" monsters you currently control by 1. ● Increase the Levels of all "Mermail" monsters you currently control by 2. (Rare) |
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Pros: Easy to play, searchable, high
DEF for its Level Cons: Effects are quite limited |
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Abyss
Rising
(ABYR-EN080) Retort TRAP / Counter Trap When your opponent activates a Spell/Trap Card with the same name as one in your Graveyard: Negate the activation, and if you do, destroy that card. Then you can add 1 card with that name from your Graveyard to your hand. (Secret Rare) |
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Pros: No activation fees Cons: Only negates Spell or Trap Cards with the same name as ones in your Graveyard |
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Abyss
Rising
(ABYR-EN079) Unification TRAP / Continuous Trap Once per turn, during each player's Standby Phase: The turn player declares a Level from among the face-up monsters they control, then sends all face-up monsters they control with a different Level to the Graveyard. (Common) |
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Pros: Easy to play Cons: Effect is manditory, punishes the player using it, no other effects |
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Abyss
Rising
(ABYR-EN078) Cash Back TRAP / Counter Trap When your opponent activates a Spell/Trap Card, or monster effect, by paying their Life Points: Negate the activation, and if you do, return it to the Deck. (Short Print Common) |
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Pros: Easy to play, no activation
costs Cons: Requires an effect that costs Life Points for activation |
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Abyss
Rising
(ABYR-EN077) That Wacky Alchemy! TRAP / Normal Trap If a face-up Spell Card(s) in your opponent's Spell & Trap Card Zones is sent to the Graveyard: You can Target 1 face-up monster on the field; destroy that target. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, no activation
costs Cons: Does very little in return |
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Abyss
Rising
(ABYR-EN076) Magic Deflector TRAP / Normal Trap For the rest of this turn, negate all Equip, Field, Continuous and Quick-Play Spell Card effects on the field. (Common) |
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Pros: Easy to play, no activation
costs Cons: Effect is temproary, applies to your Spell Cards |
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Abyss
Rising
(ABYR-EN075) Memory of an Adversary TRAP / Normal Trap When an opponent's monster declares an attack: You take damage equal to the attacking monster's ATK, and if you do, banish that monster. During the End Phase of your opponent's next turn, Special Summon that monster to your side of the field. (Super Rare) |
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Pros: Easy to play, no activation
costs, gives you control of a monster Cons: Forces you to take a likely large amount of damage, slow to give control of the monster to you |
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Abyss
Rising
(ABYR-EN074) Madolchepalooza TRAP / Normal Trap Special Summon any number of "Madolche" monsters from your hand, but shuffle them into the Deck during the End Phase. (Super Rare) |
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Pros: Easy to play, no activation
costs, Special Summons any amount of Madolche monsters Cons: Members are largely weak, effect is temporary, no other effects |
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Abyss
Rising
(ABYR-EN073) Abyss-strom TRAP / Normal Trap Send 1 face-up "Umi" you control to the Graveyard; send all Spell and Trap Cards on the field to the Graveyard. (Rare) |
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Pros: Easy to play Cons: Effect includes your Spell and Trap Cards, no other effects |
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Abyss
Rising
(ABYR-EN072) Abyss-sphere TRAP / Continuous Trap Special Summon 1 "Mermail" monster from your Deck. Its effects are negated. You cannot activate any Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play Cons: Limited to Mermail Decks, negates the Special Summoned monster's effects |
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Abyss
Rising
(ABYR-EN071) Abyss-squall TRAP / Normal Trap Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated and they cannot declare an attack. Destroy them during the End Phase. (Super Rare) |
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Pros: Easy to play Cons: Limited to Mermail Decks, Special Summoned monsters are virtually useless and don't stay out long |
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Abyss
Rising
(ABYR-EN070) Xyz Xtreme !! TRAP / Normal Trap When an Xyz Monster you control is destroyed by battle: Pay 1000 Life Points; you reveal 1 Xyz Monster from the Extra Deck with a Rank less than or equal to that destroyed monster's, and so can your opponent (simultaneously). The player who revealed the monster with lower ATK takes damage equal to the difference between the revealed monsters' ATK's. If the opponent doesn't reveal a monster, inflict damage to your opponent equal to the ATK of your revealed monster. (Common) |
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Pros: Easy to play, could result in
you dealing large damage Cons: Effect costs 1000 Life Points for a gamble |
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Abyss
Rising
(ABYR-EN069) Heroic Advance TRAP / Normal Trap When a face-up "Heroic" monster you control is targeted for an attack: Target another face-up Level 4 or lower "Heroic" monster you control; double its ATK during this Battle Phase, then switch the attack target to it and conduct damage calculation, but monsters cannot be destroyed by this battle. (Common) |
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Pros: Easy to play, supports Heroic
Decks Cons: Only works on Level 4 or lower Heroic monsters, members are largely weak, monsters can't lose the battle |
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Abyss
Rising
(ABYR-EN068) Heroic Gift TRAP / Normal Trap If your opponent's Life Points are 2000 or less: Make their Life Points 8000, and if you do, draw 2 cards. You can only activate 1 "Heroic Gift" per turn. (Common) |
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Pros: Easy to play, no activation
fees Cons: Strict activation requirements, helps the opponent out entirely |
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Abyss
Rising
(ABYR-EN067) Bubble Bringer TRAP / Continuous Trap Level 4 or higher monsters cannot attack directly. During your turn: You can send this face-up card from the field to the Graveyard to target 2 Level 3 or lower WATER monsters with the same name in your Graveyard; Special Summon those targets. Their effects are negated. (Super Rare) |
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Pros: Easy to play, no activation
fees Cons: Only prevents direct attacks, Special Summoning by its effect costs you the benefit |
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Abyss
Rising
(ABYR-EN066) Battle Break TRAP / Continuous Trap When an opponent's monster declares an attack: Your opponent can reveal 1 monster in their hand to negate this card's effect, otherwise destroy the attacking monster, then end the Battle Phase. (Common) |
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Pros: Easy to play, no activation
fees Cons: Allows the opponent to negate the effect, no other effects |
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Abyss
Rising
(ABYR-EN065) The Humble Sentry SPELL / Normal Spell Reveal your hand, choose 1 card, and shuffle it into the Deck. (Common) |
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Pros: Easy to play, no activation
fees Cons: Largely pointless |
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Abyss
Rising
(ABYR-EN064) Mind Pollutant SPELL / Normal Spell Discard 1 monster to target 1 monster of that Level your opponent controls; take control of that target until the End Phase. (Rare) |
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Pros: Easy to play, gives you
control of 1 monster the opponent controls Cons: Effect is temporary, requires discarding a monster |
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Abyss
Rising
(ABYR-EN063) Final Gesture SPELL / Normal Spell Target 1 face-up Level 3 monster you control; Special Summon 1 monster with the same name as that monster from your hand or Graveyard. Its effects are negated. During the End Phase of this turn, destroy the face-up monster that was targeted by this card. (Common) |
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Pros: Easy to play, gives you a 2nd
monster for nothing Cons: Negates that monster's effects, limited to Level 3 monsters, destroys the monster chosen by the effect |
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Abyss
Rising
(ABYR-EN062) Forbidden Dress SPELL / Quick-Play Spell Target 1 face-up monster on the field; until the End Phase, that target loses 600 ATK, but it cannot be targeted or destroyed by other card effects. (Super Rare) |
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Pros: Easy to play, can turn the
tide of the Duel, is a Quick-Play Spell Cons: ATK loss is weak, affected monster is immune to other effects, hurts your monster's chances in battle if used on your monster |
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Abyss
Rising
(ABYR-EN061) Madolche Ticket SPELL / Continuous Spell When a "Madolche" card(s) is returned from your side of the field or Graveyard to your hand or Main Deck by a card effect: Add 1 "Madolche" monster from your Deck to your hand. If you control a face-up Fairy-Type "Madolche" monster, you can Special Summon the monster from your Deck in face-up Attack Position instead of adding it to your hand. You can only use the effect of "Madolche Ticket" once per turn. (Common) |
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Pros: Easy to play, supports
Madolche Decks Cons: Main Deck members are generally weak, Special Summons in face-up Attack Position |
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Abyss
Rising
(ABYR-EN060) The Grand Spellbook Tower SPELL / Field Spell Once per turn, during your Standby Phase, if you have a Spellcaster-Type monster on your side of the field or in your Graveyard: You can return 1 "Spellbook" Spell Card from your Graveyard to the bottom of your Deck, except "The Grand Spellbook Tower", then draw 1 card. When this card is destroyed by your opponent's card and sent to the Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is less than or equal to the number of "Spellbook" Spell Cards in your Graveyard. (Secret Rare) |
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Pros: Easy to play, supports
Spellbook and Spellcaster Decks Cons: First effect is largely Card Trader (#46), Special Summons only based on number of Spellbooks in your Graveyard |
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Abyss
Rising
(ABYR-EN059) Spellbook of Fate SPELL / Quick-Play Spell If you control a Spellcaster-Type monster: You can banish up to 3 "Spellbook" Spell Cards from your Graveyard; apply this effect, depending on the number of Spell Cards banished for this card's activation. You can only activate 1 "Spellbook of Fate" per turn. ● 1: Return 1 Set Spell/Trap Card on the field to the hand. ● 2: Change 1 monster on the field to face-down Defense Position or face-up Attack Position. ● 3: Banish 1 card your opponent controls. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, supports
Spellbook and Spellcaster Decks Cons: Weak effects for a high rarity |
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Abyss
Rising
(ABYR-EN058) Spellbook of Eternity SPELL / Normal Spell Target 1 of your banished "Spellbook" Spell Cards, except "Spellbook of Eternity"; add that target to your hand. You can only activate 1 "Spellbook of Eternity" per turn. (Rare) |
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Pros: Easy to play, supports
Spellbook and Spellcaster Decks Cons: Limited to those Decks, no other effects |
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Abyss
Rising
(ABYR-EN057) Lemuria, the Forgotten City SPELL / Field Spell This card's name is treated as "Umi". All WATER monsters gain 200 ATK and DEF. Once per turn, during your Main Phase: You can have all WATER monsters you currently control gain Levels equal to the number of WATER monsters you currently control, until the End Phase. (Common) |
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Pros: Easy to play, supports WATER
Decks Cons: Boost is low |
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Abyss
Rising
(ABYR-EN056) Abyss-scale of the Kraken SPELL / Equip Spell Equip only to a "Mermail" monster. It gains 400 ATK. When a monster effect that was activated on your opponent's side of the field resolves, negate that effect, then send this card to the Graveyard. (Common) |
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Pros: Easy to play, supports Mermail
Decks Cons: Boost is low, only negates monster effects, sends itself to the Graveyard to do so |
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Abyss
Rising
(ABYR-EN055) Advanced Heraldry Art SPELL / Normal Spell Target 2 "Heraldic Beast" monsters in your Graveyard; Special Summon both those targets. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only. (Rare) |
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Pros: Easy to play, supports
Heraldic Beast Decks Cons: Members are generally weak, forces you to Xyz Summon using them and no others |
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Abyss
Rising
(ABYR-EN054) Gravity Blaster SPELL / Equip Spell Equip only to a Machine-Type monster. Once per turn: You can activate this effect; it permanently gains 400 ATK. (This ATK gain remains even if this card leaves the field or the monster becomes unaffected by card effects.) If it battles an opponent's monster, that monster's effect is negated during the Battle Phase only. (Common) |
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Pros: Easy to play, no activation
fees, supports Machine Decks, boost stays even if Equip Spell
leaves, negates monster effect of monster it battles Cons: Boost is low and likely too slow to amount to much, monster effect negation is temporary |
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Abyss
Rising
(ABYR-EN053) Tannhauser Gate SPELL / Normal Spell Target 2 monsters you control of the same Type with 1000 or less ATK; both monsters' Levels become the combined Levels of those 2 monsters. (Super Rare) |
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Pros: Easy to play, no activation
fees Cons: Requirements are very specific |
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Abyss
Rising
(ABYR-EN052) Different Dimension Deepsea Trench SPELL / Continuous Spell When this card resolves: Banish 1 WATER monster from your hand, Graveyard, or face-up on your field. Then, when this face-up card on the field is destroyed: Special Summon that banished monster to your side of the field. (Common) |
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Pros: Easy to play Cons: Costs you a monster that you may not get back when this card leaves, no other effects |
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Abyss
Rising
(ABYR-EN051) One-Shot Wand SPELL / Equip Spell Equip only to a Spellcaster-Type monster. It gains 800 ATK. If the equipped monster attacks or is attacked, after damage calculation: You can destroy this card, and if you do, draw 1 card. (Common) |
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Pros: Easy to play, supports
Spellcaster Decks, no activation fees Cons: Requirements are very specific |
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Abyss
Rising
(ABYR-EN050) Gagagigo the Risen WATER / Xyz Monster / Rank 4 / ATK 2950 / DEF 2800 (Reptile / Xyz) 3 Level 4 monsters (Rare) |
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Pros: Easy to play, strong for its
Rank Cons: No effects, requires 3 monsters |
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Abyss
Rising
(ABYR-EN049) Snowdust Giant WATER / Xyz Monster / Rank 4 / ATK 2200 / DEF 800 (Beast-Warrior / Xyz / Effect) 2 Level 4 WATER monsters Once per turn: You can detach 1 Xyz Material from this card; reveal any number of WATER monsters from your hand, and place that many Ice Counters on face-up monsters on the field. Non-WATER monsters on the field lose 200 ATK for each Ice Counter on the field. (Rare) |
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Pros: Easy to play, relatively
strong for its Rank Cons: Only works with WATER monsters, ATK loss is low |
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Abyss
Rising
(ABYR-EN048) Madolche Queen Tiaramisu EARTH / Xyz Monster / Rank 4 / ATK 2200 / DEF 2100 (Fairy / Xyz / Effect) 2 Level 4 "Madolche" monsters Once per turn: You can detach 1 Xyz Material from this card, then target up to 2 "Madolche" cards in your Graveyard; shuffle those cards into the Deck, then shuffle cards your opponent controls into the Deck, up to the number of "Madolche" cards returned. (Ultra Rare) & (Ultimate Rare) |
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Pros: Easy to play, supports
Madolche Decks, relatively strong for its Rank Cons: Needs 2 Madolche cards to use the effect |
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Abyss
Rising
(ABYR-EN047) Empress of Prophecy LIGHT / Xyz Monster / Rank 5 / ATK 2000 / DEF 1700 (Spellcaster / Xyz / Effect) 2 Level 5 Spellcaster-Type monsters This card gains 300 ATK for each Xyz Material attached to a monster you control. Once per turn: You can detach 1 Xyz Material from this card; shuffle your Deck, then reveal the top 5 cards of your Deck and destroy monsters on the field up to the number of "Spellbook" cards revealed, then return the revealed cards to the top of the Deck in any order. (Ultra Rare) & (Ultimate Rare) |
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Pros: Supports Prophecy Decks, could
destroy multiple cards on the field Cons: ATK boost is low, relies on Spellbooks to have any chance at destroying cards |
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Abyss
Rising
(ABYR-EN046) Mermail Abyssgaios WATER / Xyz Monster / Rank 7 / ATK 2800 / DEF 1600 (Aqua / Xyz / Effect) 2 Level 7 WATER monsters While this face-up card has Xyz Material, Level 5 or higher monsters cannot attack. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; negate the effects of all face-up monsters your opponent currently controls that have less ATK than this card, until the end of the turn. (Ultra Rare) & (Ultimate Rare) |
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Pros: Supports Mermail Decks,
relatively strong for its Rank, relatively potent effects Cons: First effect doesn't work if it has no Xyz Materials, only negates effects of monsters the opponent controls with less ATK for 1 turn |
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Abyss
Rising
(ABYR-EN045) Number 8: Heraldic King Genom-Heritage LIGHT / Xyz Monster / Rank 4 / ATK 2400 / DEF 1800 (Psychic / Xyz / Effect) 2 Level 4 "Heraldic Beast" monsters Once per turn: You can target 1 face-up Xyz Monster your opponent controls; this card's name and original ATK become that monster's name and current ATK, and this card's effect becomes that monster's original effect, then that monster's ATK becomes 0 and its effects are negated. These changes last until the End Phase. (Super Rare) |
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Pros: Generic effects, relatively
strong for its Rank, relatively potent effects Cons: Only works against Xyz Monsters, requires specific Xyz Materials |
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Abyss
Rising
(ABYR-EN044) Number 9: Dyson Sphere LIGHT / Xyz Monster / Rank 9 / ATK 2800 / DEF 3000 (Machine / Xyz / Effect) 2 Level 9 monsters Once per Battle Step, during your opponent's turn, if this card with Xyz Material is attacked: Negate the attack (this is a Quick Effect). When this card is targeted for an attack while it has no Xyz Materials: You can target 2 monsters in your Graveyard; attach those targets to this card as Xyz Materials. During your Main Phase 1: You can detach 1 Xyz Material from this card; this card can attack your opponent directly this turn. Your opponent must control a monster with higher ATK than this card for you to activate and to resolve this effect. (Ultra Rare) & (Ultimate Rare) |
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Pros: Quite strong, relatively
useful effects Cons: Needs 2 Level 9 monsters, can only attack directly by its effect if the opponent controls a monster stronger than it |
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Abyss
Rising
(ABYR-EN043) Heroic Champion - Kusanagi EARTH / Xyz Monster / Rank 4 / ATK 2500 / DEF 2400 (Warrior / Xyz / Effect) 3 Level 4 Warrior-Type monsters Once per turn, during either player's turn, when a Trap Card is activated: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it, then this card gains 500 ATK. (Super Rare) |
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Pros: Quite strong for its Rank,
pretty useful effects Cons: Only negates Trap Cards, ATK boost is low |
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Abyss
Rising
(ABYR-EN042) Heroic Champion - Gandiva EARTH / Xyz Monster / Rank 4 / ATK 2100 / DEF 1600 (Warrior / Xyz / Effect) 2 Level 4 Warrior-Type monsters Once per turn, when a Level 4 or lower monster(s) is Special Summoned to your opponent's side of the field (except during the Damage Step): You can detach 1 Xyz Material from this card; destroy that Special Summoned monster(s). (Ultra Rare) & (Ultimate Rare) |
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Pros: Relatively strong for its Rank Cons: Only destroys Special Summoned monsters, doesn't negate their Summon |
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Abyss
Rising
(ABYR-EN041) Gagaga Cowboy EARTH / Xyz Monster / Rank 4 / ATK 1500 / DEF 2400 (Warrior / Xyz / Effect) 2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's battle position. ● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK and the opponent's monster loses 500 ATK, during the Damage Step only. ● Defense Position: Inflict 800 damage to your opponent. (Super Rare) |
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Pros: High DEF for its Rank, generic
Xyz Materials Cons: Bulleted effects are largely weak |
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Abyss
Rising
(ABYR-EN040) One-Eyed Skill Gainer LIGHT / Xyz Monster / Rank 4 / ATK 2500 / DEF 2600 (Warrior / Xyz / Effect) 3 Level 4 monsters You can detach 1 Xyz Material from this card to target 1 face-up Xyz Monster your opponent controls; this card's name and original effect become the same as that monster. This effect can only be used once while this card is face-up on the field. (Super Rare) |
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Pros: High stats for its Rank,
generic Xyz Materials, permanently gains the monster's effects
and name Cons: Effect can only be used once while face-up |
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Abyss
Rising
(ABYR-EN039) Number C32: Shark Drake Veiss WATER / Xyz Monster / Rank 4 / ATK 2800 / DEF 2100 (Sea Serpent / Xyz / Effect) 4 Level 4 WATER monsters You can also Xyz Summon this card by using a "Number 32: Shark Drake" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) During either player's turn, if your Life Points are 1000 or less: You can detach 1 Xyz Material from this card and banish 1 monster from your Graveyard to target 1 face-up monster on the field; that target's ATK and DEF become 0 until the End Phase. (Ultra Rare), (Ultimate Rare) & (Ghost Rare) |
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Pros: High stats for its Rank,
generic Xyz Materials, can use the origianl as Xyz Material Cons: Main effect requires 1000 or less Life Points, needs 4 Level 4 WATER monsters otherwise |
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Abyss
Rising
(ABYR-EN038) Missing Force DARK / Effect Monster / Level 4 / ATK 1500 / DEF 1000 (Warrior / Effect) If you control no other monsters: You can Tribute this card to target 1 monster your opponent controls; take control of that target until the End Phase. You cannot Special Summon or conduct your Battle Phase during the turn you activate this effect. (Common) |
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Pros: Easy to play, searchable Cons: Effect relies on controlling no other monsters, prevents Special Summons or your Battle Phase that turn |
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Abyss
Rising
(ABYR-EN037) Puny Penguin WATER / Effect Monster / Level 1 / ATK 400 / DEF 400 (Aqua / Effect) When this card is sent from the field to the Graveyard after being flipped face-up: Target 1 "Penguin" monster in your Graveyard, except "Puny Penguin"; Special Summon that target in face-up Attack Position or face-down Defense Position. (Common) |
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Pros: Easy to play, searchable,
supports Penguin Decks Cons: Has to be Set before effect can be used, limited to Penguin monsters |
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Abyss
Rising
(ABYR-EN036) House Duston LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 1000 (Fiend / Effect) When this face-up card on the field is destroyed by your opponent's card (either by battle, and it was face-up at the start of the Damage Step, or by card effect) and sent to the Graveyard: You can Special Summon any "Duston" monsters of your choice from your hand and/or Deck to anywhere on the field, but you must Special Summon an equal number of monsters on each side. (Common) |
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Pros: Easy to play, searchable,
supports Duston Decks Cons: Must Special Summon to each field, otherwise weak |
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Abyss
Rising
(ABYR-EN035) Moulinglacia the Elemental Lord WATER / Effect Monster / Level 8 / ATK 2800 / DEF 2200 (Sea Serpent / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having exactly 5 WATER monsters in your Graveyard, and cannot be Special Summoned by other ways. When this card is Special Summoned: Discard 2 random cards from your opponent's hand (or their entire hand, if less than 2). You can only use the effect of "Moulinglacia the Elemental Lord" once per turn. If this card leaves the field, skip the Battle Phase of your next turn. (Secret Rare) |
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Pros: Strong for its Level Cons: Effect only works one time, has Summon requirements, costs you your Battle Phase if taken off the field, can't be revived later |
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Abyss
Rising
(ABYR-EN034) Metallizing Parasite - Soltite WATER / Effect Monster / Level 7 / ATK 1000 / DEF 500 (Aqua / Union / Effect) Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, the equipped monster cannot be targeted or destroyed by your opponent's monster effects. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.) (Common) |
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Pros: Searchable, relatively useful
effect if equipped Cons: Weak for its Level, largely useless if not equipped |
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Abyss
Rising
(ABYR-EN033) Mecha Sea Dragon Plesion WATER / Effect Monster / Level 5 / ATK 2300 / DEF 1800 (Machine / Effect) If you control a face-up Sea Serpent-Type monster, you can Normal Summon this card without Tributing. Once per turn: You can Tribute 1 WATER monster to target 1 face-up card your opponent controls; destroy that target. (Common) |
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Pros: Searchable, supports WATER
Decks Cons: Only Normal Summoned without Tributing if you control a Sea Serpent monster, other effect is poor |
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Abyss
Rising
(ABYR-EN032) Shore Knight WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1200 (Warrior / Effect) Once per turn, when the battle position of this face-up card on the field is changed: Send 1 WATER monster from your Deck to the Graveyard. (Rare) |
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Pros: Searchable, supports WATER
Decks Cons: No other effects, doesn't Special Summon the monster |
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Abyss
Rising
(ABYR-EN031) Nimble Angler WATER / Effect Monster / Level 2 / ATK 600 / DEF 100 (Fish / Effect) If this card is sent from the hand or Deck to the Graveyard: You can Special Summon up to 2 Level 3 or lower "Nimble" monsters from your Deck, except "Nimble Angler". (Common) |
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Pros: Searchable, supports Nimble
Decks Cons: Members are largely bad as a whole |
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Abyss
Rising
(ABYR-EN030) Fishborg Planter WATER / Effect Monster / Level 2 / ATK 200 / DEF 200 (Fish / Effect) Once, while this card is in the Graveyard: You can send the top card of your Deck to the Graveyard, then, if it is a WATER monster, Special Summon this card from the Graveyard. You can only use the effect of "Fishborg Planter" once per turn. (Common) |
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Pros: Searchable, supports WATER
Decks Cons: Only effect is a gamble and applies only once in the Grave |
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Abyss
Rising
(ABYR-EN029) Snowman Creator WATER / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Machine / Effect) When this card is Summoned: You can create a number of Ice Counters equal to the number of WATER monsters you control, place them on a face-up monster(s) your opponent controls, then, if you placed 3 or more Ice Counters by this effect, you can destroy 1 card your opponent controls. (Common) |
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Pros: Easy to play, effect triggers
easily, supports WATER Decks Cons: Only works with Ice Counters, doesn't destroy anything unless 3 or more Ice Counters are placed |
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Abyss
Rising
(ABYR-EN028) Abyss Warrior WATER / Effect Monster / Level 4 / ATK 1800 / DEF 1300 (Aqua / Effect) Once per turn: You can discard 1 WATER monster to the Graveyard, then target 1 monster in either player's Graveyard; return that target to either the top or bottom of the Deck. (Common) |
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Pros: Strong for its Level, Supports
WATER Decks Cons: Effect is weak, costs a monster in your hand |
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Abyss
Rising
(ABYR-EN027) Madolche Messengelato EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Warrior / Effect) When this card in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. When this card is Special Summoned: You can add 1 "Madolche" Spell/Trap Card from your Deck to your hand. You must control a face-up Beast-Type "Madolche" monster to activate and to resolve this effect. (Rare) |
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Pros: Strong for its Level, supports
Madolche Decks Cons: Support is poor, requires a Beast-Type Madolche to even obtain the support by its effect |
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Abyss
Rising
(ABYR-EN026) Madolche Marmalmaide EARTH / Effect Monster / Level 4 / ATK 800 / DEF 2000 (Spellcaster / Effect) When this card in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. When this card is flipped face-up: You can target 1 "Madolche" Spell/Trap Card in your Graveyard; add that target to your hand. (Common) |
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Pros: Easy to play, high DEF for its
Level, supports Madolche Decks Cons: Has to be Set before the effect can be used |
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Abyss
Rising
(ABYR-EN025) Madolche Cruffsant EARTH / Effect Monster / Level 3 / ATK 1500 / DEF 1200 (Beast / Effect) When this card in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. Once per turn: You can target 1 face-up "Madolche" card you control, except this card; return it to the hand, and if you do, increase this card's Level by 1 and ATK by 300. (Common) |
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Pros: Searchable, easy to play,
supports Madolche Decks Cons: Only benefit is poor |
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Abyss
Rising
(ABYR-EN024) Emperor of Prophecy DARK / Effect Monster / Level 5 / ATK 2300 / DEF 2000 (Spellcaster / Effect) You can banish both 1 face-up Spellcaster-Type monster you control, except this card, and 1 "Spellbook" card from your Graveyard to target 1 face-up monster your opponent controls; take control of that target until the End Phase. You can only use the effect of "Emperor of Prophecy" once per turn. This card cannot attack during the turn you activate this effect. (Rare) |
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Pros: Easy to play, supports
Spellcaster and Spellbook Decks Cons: Effect costs you a Spellcaster and a Spellbook Spell Card and is temproary |
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Abyss
Rising
(ABYR-EN023) Justice of Prophecy EARTH / Effect Monster / Level 3 / ATK 1600 / DEF 800 (Spellcaster / Effect) During the End Phase of every turn in which you activate a "Spellbook" Spell Card: You can banish this card from the field; add both 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster and 1 "Spellbook" Spell Card from your Deck to your hand. You can only use the effect of "Justice of Prophecy" once per turn. (Rare) |
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Pros: Easy to play, supports
Spellcaster and Spellbook Decks Cons: Effect only applies during the End Phase, costs you a monster, no other effects |
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Abyss
Rising
(ABYR-EN022) Hermit of Prophecy EARTH / Effect Monster / Level 3 / ATK 1200 / DEF 700 (Spellcaster / Effect) Each time a "Spellbook" Spell Card is activated, increase this card's Level by 2 and ATK by 300. (Common) |
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Pros: Searchable, easy to play,
supports Spellbook Decks Cons: Boost is low, requires Spellbook Spell Card activation, no other effects |
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Abyss
Rising
(ABYR-EN021) Stoic of Prophecy WATER / Effect Monster / Level 1 / ATK 300 / DEF 200 (Spellcaster / Effect) When this card is sent to the Graveyard: Add 1 Level 3 "Prophecy" monster from your Deck to your hand. (Common) |
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Pros: Searchable, easy to play,
supports Prophecy Decks Cons: Only adds Level 3 Prophecy monster to the hand, no other effects |
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Abyss
Rising
(ABYR-EN020) Mermail Abyssmegalo WATER / Effect Monster / Level 7 / ATK 2400 / DEF 1900 (Sea Serpent / Effect) You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn. (Secret Rare) |
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Pros: Easy to play, supports Mermail
Decks Cons: Costs monsters to use either effect, support is poor |
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Abyss
Rising
(ABYR-EN019) Mermail Abysslung WATER / Effect Monster / Level 4 / ATK 1200 / DEF 1800 (Fish / Effect) Your opponent cannot target face-up WATER monsters for attacks, except this one. All WATER monsters you control gain 300 ATK. (Common) |
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Pros: Easy to play, supports WATER
Decks, high DEF for its Level Cons: Boost is low, no other effects |
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Abyss
Rising
(ABYR-EN018) Mermail Abysspike WATER / Effect Monster / Level 4 / ATK 1600 / DEF 800 (Fish / Effect) When this card is Normal or Special Summoned: You can discard 1 WATER monster to the Graveyard; add 1 Level 3 WATER monster from your Deck to your hand. You can only use the effect of "Mermail Abysspike" once per turn. (Rare) |
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Pros: Easy to play, supports WATER
Decks Cons: Effect costs a monster for a specific WATER monster, no other effects |
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Abyss
Rising
(ABYR-EN017) Mermail Abyssturge WATER / Effect Monster / Level 4 / ATK 1700 / DEF 1100 (Fish / Effect) When this card is Normal or Special Summoned: You can discard 1 WATER monster to the Graveyard, then target 1 Level 3 or lower WATER monster in your Graveyard; add that target to your hand. You can only use the effect of "Mermail Abyssturge" once per turn. (Rare) |
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Pros: Easy to play, supports WATER
Decks Cons: Effect is identical to Abysspike, no other effects |
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Abyss
Rising
(ABYR-EN016) Mermail Abysshilde WATER / Effect Monster / Level 3 / ATK 1300 / DEF 400 (Aqua / Effect) If this card is sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your hand, except "Mermail Abysshilde". You can only use the effect of "Mermail Abysshilde" once per turn. (Common) |
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Pros: Searchable, easy to play,
supports Mermail Decks Cons: No other effects |
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Abyss
Rising
(ABYR-EN015) Mermail Abyssgunde WATER / Effect Monster / Level 3 / ATK 1400 / DEF 800 (Aqua / Effect) If this card is discarded to the Graveyard: You can target 1 "Mermail" monster in your Graveyard, except "Mermail Abyssgunde"; Special Summon that target. You can only use the effect of "Mermail Abyssgunde" once per turn. (Rare) |
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Pros: Searchable, easy to play,
supports Mermail Decks Cons: No other effects |
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Abyss
Rising
(ABYR-EN014) Mermail Abysslinde WATER / Effect Monster / Level 3 / ATK 1500 / DEF 1200 (Aqua / Effect) If this card on the field is destroyed and sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Deck, except "Mermail Abysslinde". You can only use the effect of "Mermail Abysslinde" once per turn. (Ultra Rare) & (Ultimate Rare) |
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Pros: Searchable, easy to play,
supports Mermail Decks Cons: Effect is identical to Abyssgunde, no other effects |
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Abyss
Rising
(ABYR-EN013) Heraldic Beast Berners Falcon WIND / Effect Monster / Level 4 / ATK 1000 / DEF 1600 (Winged Beast / Effect) When this card is Summoned: You can make all face-up Level 5 or higher monsters you currently control become Level 4. (Common) |
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Pros: Searchable, easy to play,
generic effect, effect triggers easily Cons: No other effects |
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Abyss
Rising
(ABYR-EN012) Heraldic Beast Aberconway WIND / Effect Monster / Level 4 / ATK 1800 / DEF 900 (Dragon / Effect) If this card is in the Graveyard: You can banish another "Heraldic Beast Aberconway" from your Graveyard to target 1 "Heraldic Beast" monster in your Graveyard; add that target to your hand. You can only use the effect of "Heraldic Beast Aberconway" once per turn. (Common) |
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Pros: Strong for its Level, easy to
play Cons: Banishes another copy to retrieve another member |
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Abyss
Rising
(ABYR-EN011) Solar Wind Jammer LIGHT / Effect Monster / Level 5 / ATK 800 / DEF 2400 (Machine / Effect) If you control no monsters, you can Special Summon this card (from your hand), but its original ATK and DEF become halved. During each of your Standby Phases: Increase the Level of this card by 1. There can only be 1 face-up "Solar Wind Jammer" on the field. (Common) |
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Pros: Strong DEF for its Level, easy
to play Cons: Requires controlling no monsters to Special Summon by its effect, halves its stats when you do, prevents controlling more than one on the field |
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Abyss
Rising
(ABYR-EN010) Planet Pathfinder EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1000 (Machine / Effect) You can Tribute this card; add 1 Field Spell Card from your Deck to your hand. (Common) |
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Pros: Searchable, searches any Field
Spell Cons: Tributes itself to do so, no other effects |
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Abyss
Rising
(ABYR-EN009) Heroic Challenger - Night Watchman EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 300 (Warrior / Effect) Before damage calculation, if this card attacks a Defense Position monster your opponent controls: You can destroy that monster. (Common) |
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Pros: Searchable, destroys any
Defense Positition monster it attacks Cons: No other effects, weaker than Drillroid (#9) |
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Abyss
Rising
(ABYR-EN008) Heroic Challenger - Extra Sword EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1000 (Warrior / Effect) An Xyz Monster that was Summoned using this card as Xyz Material gains this effect. ● When it is Xyz Summoned: It gains 1000 ATK. (Common) |
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Pros: Searchable, powers up any Xyz
Monster Cons: Effect only applies when Xyz Monster is Xyz Summoned, no other effects |
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Abyss
Rising
(ABYR-EN007) Deep Sweeper WATER / Effect Monster / Level 4 / ATK 1600 / DEF 1300 (Fish / Effect) You can Tribute this card to target 1 Spell/Trap Card on the field; destroy that target. (Common) |
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Pros: Easy to play Cons: Effect costs you a monster to use, no other effects |
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Abyss
Rising
(ABYR-EN006) Tripod Fish WATER / Effect Monster / Level 4 / ATK 300 / DEF 1300 (Fish / Effect) When this card is Special Summoned from the Graveyard: You can target 1 face-up Fish, Sea Serpent, or Aqua-Type monster on the field; increase its Level by 1. (Common) |
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Pros: Searchable, easy to play Cons: Has to be revived from the Grave to use its effect, no other effects, effect is specific to Fish, Sea Serpent and Aqua monsters |
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Abyss
Rising
(ABYR-EN005) Grandram EARTH / Effect Monster / Level 4 / ATK 0 / DEF 1400 (Rock / Effect) If your opponent controls a face-up Xyz Monster, you can Special Summon this card (from your hand) in face-up Attack Position. (Common) |
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Pros: Searchable, easy to play Cons: Special Summons itself in face-up Attack Position, weak stats, no other effects |
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Abyss
Rising
(ABYR-EN004) Mogmole EARTH / Effect Monster / Level 2 / ATK 800 / DEF 800 (Beast / Effect) When this card on the field is destroyed and sent to the Graveyard: You can Special Summon it from your Graveyard in face-up Defense Position. You can only use the effect of "Mogmole" once per Duel. (Common) |
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Pros: Searchable, easy to play,
revives itself Cons: Effect is once per Duel |
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Abyss
Rising
(ABYR-EN003) Achacha Chanbara FIRE / Effect Monster / Level 3 / ATK 1400 / DEF 400 (Warrior / Effect) During either player's turn, when a card or effect is activated that will inflict damage when it resolves: You can Special Summon this card from your hand, and if you do, inflict 400 damage to your opponent. (Common) |
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Pros: Searchable, easy to play Cons: Deals minimal burn damage, and only when that card's resolves |
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Abyss
Rising
(ABYR-EN002) Bull Blader EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 1200 (Warrior / Effect) When an attack is declared involving this card and an opponent's monster: You can activate this effect; during this battle involving this monster, neither player takes any battle damage, also destroy the opponent's monster after damage calculation. (Common) |
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Pros: Easy to play, relatively
decent effect Cons: No other effects, has to battle, makes battle damage to both players 0 |
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Abyss
Rising
(ABYR-EN001) Gagaga Caesar EARTH / Effect Monster / Level 3 / ATK 1800 / DEF 600 (Warrior / Effect) Cannot attack unless you control another face-up "Gagaga" monster. Once per turn: You can banish 1 monster from your Graveyard that has a Level; the Levels of all face-up "Gagaga" monsters you currently control become the Level of that monster. This card cannot be used as a Synchro Material Monster. (Rare) |
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Pros: Easy to play, strong for its
Level, can alter the Level of itself and other Gagaga monsters Cons: Requires controlling another Gagaga monster to attack, can't be Synchro Material |
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Abyss
Rising
(ABYR-EN000) Ignoble Knight of Black Laundsallyn DARK / Effect Monster / Level 5 / ATK 2000 / DEF 800 (Warrior / Effect) You can send 1 face-up LIGHT Normal Monster you control to the Graveyard; Special Summon this card from your hand or Graveyard. You can Tribute 1 "Noble Knight" monster; add 1 "Noble Arms" card from your Deck to your hand. You can only use this effect of "Ignoble Knight of Black Laundsallyn" once per turn. You can only control 1 face-up "Ignoble Knight of Black Laundsallyn". (Super Rare) |
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Pros: Easy to play, supports Noble
Knight Decks Cons: Prevents controlling more than one, weak for its Level |