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Ancient Prophecy (ANPR-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Ancient_Prophecy_(TCG-EN-1E)
Ancient Prophecy (ANPR-EN099)
Elemental Hero Gaia
EARTH / Fusion Monster / Level 6 / ATK 2200 / DEF 2600
(Warrior / Fusion / Effect)

1 "Elemental Hero" monster + 1 EARTH Monster
This monster cannot be Special Summoned except by Fusion Summon. When this card is Fusion Summoned, select 1 face-up monster your opponent controls. Until the end of this turn, that monster's ATK is halved and this card gains the same amount of ATK.
(Secret Rare)
Pros: Easy to play, somewhat potent effect, high DEF
Cons: Effect is temporary, no other effects
Ancient Prophecy (ANPR-EN098)
Kasha
EARTH / Effect Monster / Level 8 / ATK ? / DEF 1000
(Zombie / Effect)

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control 2 or more face-up Zombie-Type monsters. When this card is Special Summoned, return all other monsters on the field to the Deck, and this card's ATK is equal to the number of Zombie-Type monster returned this way x 1000.
(Secret Rare)
Pros: Easy to play, somewhat potent effect
Cons: Only gets ATK for the Zombie monsters shuffled into the Deck, no other effects
Ancient Prophecy (ANPR-EN097)
Beast Machine King Barbaros Ür
EARTH / Effect Monster / Level 8 / ATK 3800 / DEF 1200
(Beast-Warrior / Effect)

You can Special Summon this card from your hand by removing from play 1 Machine-Type monster and 1 Beast-Warrior-Type monster in your hand, field, and/or Graveyard. When this card battles, any Battle Damage to your opponent becomes 0.
(Super Rare)
Pros: Easy to play, strong ATK for its Level, can also be Tribute Summoned
Cons: Cannot deal the opponent any battle damage when battling
Ancient Prophecy (ANPR-EN096)
Gaap the Divine Soldier
DARK / Effect Monster / Level 6 / ATK 2200 / DEF 2000
(Fiend / Effect)

All monsters are changed to face-up Attack Position and their battle positions cannot be changed (Flip Effects are not activated at this time). Once per turn, you can reveal any number of Fiend-Type monsters in your hand to give this card 300 ATK for each revealed card, until the End Phase.
(Rare)
Pros: Easy to play, negates Flip Effects, could get pretty strong
Cons: Boost is minimal and temporary, first effect includes your monsters
Ancient Prophecy (ANPR-EN095)
Sauropod Brachion
EARTH / Effect Monster / Level 8 / ATK 1500 / DEF 3000
(Dinosaur / Effect)

You cannot Special Summon this card from your Deck. You can Tribute Summon this card by Tributing 1 Dinosaur-Type monster. Once per turn, you can change this card to face-down Defense Position. When this card is Flip Summoned, change all other monsters to face-down Defense Position. If your opponent attacks this card, any Battle Damage they take is doubled.
(Rare)
Pros: Easy to play, high DEF, searchable, relatively potent effects
Cons: Can't be Special Summoned from the Deck, has to be Flip Summoned to make other monsters face-down
Ancient Prophecy (ANPR-EN094)
Gaia Plate the Earth Giant
EARTH / Effect Monster / Level 8 / ATK 2800 / DEF 1000
(Rock / Effect)

You can Special Summon this card by removing from play any 2 Rock-Type monsters in your Graveyard. During your Standby Phase, remove from play 1 Rock-Type monster in your Graveyard, or send this card to the Graveyard. Halve the ATK and DEF of any monster that battles with this card.
(Ultra Rare) & (Ultimate Rare)
Pros: Easy to play, high ATK, searchable, relatively potent effects, can be Tribute Summoned
Cons: Maintenance cost to stay on the field
Ancient Prophecy (ANPR-EN093)
Card Blocker
EARTH / Effect Monster / Level 3 / ATK 400 / DEF 400
(Warrior / Effect)

When this card is Summoned, it is changed to Defense Position. When a face-up monster you control is selected as an attack target, you can change the target to this card. When this card is selected as an attack target, you can send up to 3 cards from the top of your Deck to the Graveyard, to give this card 500 DEF for each of those cards, until the End Phase.
(Secret Rare)
Pros: Easy to play, high ATK, searchable, useful effects
Cons: Not very strong in either battle position, DEF boost doesn't last long, has to be attacked to gain DEF by its effect
Ancient Prophecy (ANPR-EN092)
White Night Dragon
WATER / Effect Monster / Level 8 / ATK 3000 / DEF 2500
(Dragon / Effect)

Negate the activation of any Spell or Trap Card that targets this card, and destroy that card. When a face-up monster you control is selected as an attack target, you can send 1 Spell or Trap Card you control to the Graveyard to change the target to this card.
(Secret Rare)
Pros: Easy to play, high stats, very potent effects
Cons: Has to be targeted in some way to trigger its effects
Ancient Prophecy (ANPR-EN091)
Armityle the Chaos Phantom
DARK / Fusion Monster / Level 12 / ATK 0 / DEF 0
(Fiend / Fusion / Effect)

"Uria, Lord of Searing Flames" + "Hamon, Lord of Striking Thunder" +
"Raviel, Lord of Phantasms"
This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control. (You do not use "Polymerization".) This card cannot be destroyed by battle. This card gains 10,000 ATK during your turn only.
(Secret Rare)
Pros: Somewhat potent effects, can be revived later
Cons: Very difficult to Summon, only has 10,000 ATK during your turns
Ancient Prophecy (ANPR-EN090)
Arcana Knight Joker
LIGHT / Fusion Monster / Level 9 / ATK 3800 / DEF 2500
(Warrior / Fusion / Effect)

"Queen's Knight" + "Jack's Knight" + "King's Knight"
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. Once per turn, if this face-up card on the field is targeted by a Spell Card, Trap Card, or Effect Monster's effect, you can negate that effect by discarding the same kind of card (Spell, Trap, or Monster Card).
(Rare)
Pros: Easy to play, somewhat potent effect, high stats, can be revived later
Cons: Doesn't negate effects that don't target
Ancient Prophecy (ANPR-EN089)
Revival of the Immortals
TRAP / Normal Trap
Select 1 "Earthbound Immortal" monster in your Graveyard. Special Summon that monster. It cannot declare an attack this turn. Whenever it battles, your opponent takes no Battle Damage.
(Super Rare)
Pros: Easy to play, supports Earthbound Immortal Decks, no activation cost
Cons: Prevents the monster from attacking that turn, makes all battle damage it deals the oppnent 0
Ancient Prophecy (ANPR-EN088)
Greed Grado
SPELL / Quick-Play Spell
Activate only if you destroyed a face-up Synchro Monster controlled by your opponent this turn, either by battle or by a card effect. Draw 2 cards.
(Secret Rare)
Pros: Easy to play, pretty decent effect, is a Quick-Play Spell
Cons: None
Ancient Prophecy (ANPR-EN087)
Pseudo Space
SPELL / Field Spell
Once per turn, you can remove from play 1 Field Spell Card in your Graveyard to have this card be treated as that card, and gain the same effects until the End Phase.
(Rare)
Pros: Easy to play, searchable
Cons: Only exists to copy other Field Spells
Ancient Prophecy (ANPR-EN086)
Flamvell Commando
FIRE / Effect Monster / Level 6 / ATK 2200 / DEF 200
(Pyro / Effect)

This card cannot be Special Summoned. This card can only be Normal Summoned by Tributing 1 "Flamvell" monster you control. Once per turn, you can remove from play 1 monster in your Graveyard with 200 DEF to inflict damage to your opponent equal to that monster's ATK.
(Ultra Rare) & (Ultimate Rare)
Pros: Easy to play, somewhat potent effect
Cons: Can't be Special Summoned, relies on Flamvell monsters with 200 DEF
Ancient Prophecy (ANPR-EN085)
Card Guard
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 500
(Fiend / Effect)

When this card is Normal or Special Summoned, place 1 "Guard Counter" on it. This card gains 300 ATK for each Guard Counter it has. Once per turn, you can remove 1 "Guard Counter" from this card and place it on 1 other face-up card you control. If that card would be destroyed, remove the "Guard Counter" instead.
(Secret Rare)
Pros: Easy to play, somewhat useful effect
Cons: ATK boost is mimimal, otherwise just moves Guard Counters around
Ancient Prophecy (ANPR-EN084)
Psychic Emperor
LIGHT / Effect Monster / Level 6 / ATK 2400 / DEF 1000
(Psychic / Effect)

When this card is Normal or Special Summoned, gain 500 Life Points for each Psychic-Type monster in your Graveyard.
(Rare)
Pros: Easy to play, somewhat useful effect, high ATK
Cons: Life Point boost is minimal
Ancient Prophecy (ANPR-EN083)
Koa'ki Meiru Gravirose
FIRE / Effect Monster / Level 4 / ATK 1900 / DEF 1300
(Plant / Effect)

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Plant-Type monster in your hand. During each of your Standby Phases, you can send 1 Level 3 or lower monster from your Deck to your Graveyard.
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
Has the stability of a marble on a slanted floor, rendering its stats irrelevent.
Ancient Prophecy (ANPR-EN082)
Koa'ki Meiru Ghoulungulate
EARTH / Effect Monster / Level 5 / ATK 2500 / DEF 1700
(Zombie / Effect)

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Zombie-Type monster in your hand. If a "Koa'ki Meiru" monster you control would be destroyed by battle or by a card effect, you can remove from play 1 "Koa'ki Meiru" monster in your Graveyard instead.
(Ultra Rare) & (Ultimate Rare)
Pros: Easy to play, high ATK, supports Koa'ki Meiru Decks
Cons: Maintenance cost to stay on the field
Ancient Prophecy (ANPR-EN081)
XX-Saber Fuhelmknight
EARTH / Effect Monster / Level 3 / ATK 1300 / DEF 1000
(Warrior / Tuner / Effect)

Once, while this card is face-up on the field, you can negate the attack of 1 of your opponent's monsters. If this card destroys a Defense Position monster your opponent controls by battle, you can Special Summon 1 Level 4 or lower "X-Saber" monster from your Graveyard.
(Rare)
Pros: Easy to play, searchable, supports X-Saber Decks, is a Tuner monster
Cons: Pretty poor effects
Ancient Prophecy (ANPR-EN080)
A Major Upset
TRAP / Normal Trap
Tribute 1 face-up Attack Position Level 2 or lower monster you control. Return all face-up Level 7 or higher Special Summoned monsters to the hand.
(Common)
Pros: Easy to play, relatively potent effect
Cons: Requires Tributing a face-up Attack Position Level 2 monster you control
Ancient Prophecy (ANPR-EN079)
At One With the Sword
TRAP / Normal Trap
Activate while the only monster you control is 1 face-up "X-Saber" monster. Equip this card to that monster. It gains 800 ATK. If it destroys your opponent's monster by battle, draw 1 card.
(Common)
Pros: Easy to play, relatively useful effects, supports X-Saber Decks, no activation cost
Cons: Limited to X-Saber monsters
Ancient Prophecy (ANPR-EN078)
Flamvell Counter
TRAP / Counter Trap
Remove from play 1 FIRE monster in your Graveyard with 200 DEF. Negate the activation of a Spell or Trap Card, and destroy it.
(Common)
Pros: Easy to play, doesn't require a Flamvell monster to use it
Cons: Doesn't work unless the FIRE monster in your Grave has 200 DEF
Ancient Prophecy (ANPR-EN077)
Psychic Soul
TRAP / Normal Trap
Tribute 1 Psychic-Type monster you control. Gain Life Points equal to the Level of the Tributed monster x 300.
(Common)
Pros: Easy to play
Cons: Life Point gain amount is minimal, costs a monster to use
Ancient Prophecy (ANPR-EN076)
Aegis of the Ocean Dragon Lord
TRAP / Normal Trap
Until the End Phase of this turn, face-up Level 3 or lower WATER monsters you control cannot be destroyed by battle or by card effects.
(Common)
Pros: Easy to play, supports WATER Decks
Cons: Only protects Level 3 or lower WATER monsters for 1 turn
Ancient Prophecy (ANPR-EN075)
Battle of the Elements
TRAP / Normal Trap
Activate only while all monsters on the field are face-up. Both players send monsters they control to the Graveyard so that they each control only 1 Attribute.
(Common)
Pros: Easy to play, supports Attribute Decks
Cons: Affects both sides of the field
Ancient Prophecy (ANPR-EN074)
Iron Core Luster
TRAP / Counter Trap
Reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Negate the activation of your opponent's Spell or Trap Card and destroy it.
(Common)
Pros: Easy to play, supports Koa'ki Meiru Decks, no activation cost
Cons: Exclusive to Koa'ki Meiru Decks
Ancient Prophecy (ANPR-EN073)
Core Reinforcement
TRAP / Continuous Trap
Select and Special Summon 1 "Koa'ki Meiru" monster from your Graveyard in Attack Position. When that monster is destroyed during your End Phase, the controller of this card takes damage equal to that monster's ATK. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.
(Rare)
Pros: Easy to play, supports Koa'ki Meiru Decks, no activation cost
Cons: Deals the revived monster's ATK to your Life Points if it's destroyed at the End Phase
Ancient Prophecy (ANPR-EN072)
Battle Teleportation
TRAP / Normal Trap
Activate if you control only 1 face-up Psychic-Type monster, and select that monster. It can attack your opponent directly this turn. At the end of the Battle Phase, give control of that monster to your opponent.
(Common)
Pros: Easy to play, supports Psychic Decks, no activation cost
Cons: Forces you to give the affected monster to the opponent at the end of the Battle Phase, requires controlling only 1 Psychic monster
Ancient Prophecy (ANPR-EN071)
Damage Translation
TRAP / Normal Trap
Halve all effect damage you take this turn. During the End Phase this turn, Special Summon 1 "Ghost Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position for each time you took effect damage this turn.
(Common)
Pros: Easy to play, no activation cost
Cons: Only halves effect damage you take that turn, still requires you to take effect damage for each Token
Ancient Prophecy (ANPR-EN070)
Depth Amulet
TRAP / Continuous Trap
When your opponent's monster declares an attack, you can discard 1 card to negate the attack. Destroy this card during your opponent's 3rd End Phase after activation.
(Common)
Pros: Easy to play, can use the effect multiple times
Cons: Destroys itself at the opponent's 3rd End Phase from activation
Ancient Prophecy (ANPR-EN069)
Slip of Fortune
TRAP / Normal Trap
Activate only when your opponent's monster declares an attack targeting a monster. Negate the attack and remove from play the attack target monster until the next Standby Phase.
(Common)
Pros: Easy to play, gets rid of an attacking monster
Cons: Doesn't get rid of the monster for very long, requires the attacking monster to attack a monster
Ancient Prophecy (ANPR-EN068)
Discord
TRAP / Continuous Trap
Neither player can Synchro Summon. Send this card to the Graveyard during your 3rd End Phase after activation.
(Super Rare)
Pros: Easy to play, pretty potent effect, no activation cost
Cons: Sends itself to the Grave at your 3rd End Phase from activation
Ancient Prophecy (ANPR-EN067)
Imperial Custom
TRAP / Continuous Trap
Face-up Continuous Trap Cards cannot be destroyed, except "Imperial Custom". You can control only 1 face-up "Imperial Custom".
(Common)
Pros: Easy to play, supports Continuous Trap Cards
Cons: Does not protect itself, prevents controlling more than 1 copy
Ancient Prophecy (ANPR-EN066)
Fairy Wind
TRAP / Normal Trap
Destroy all other face-up Spell and Trap Cards on the field. Both players take damage equal to the total number of cards destroyed by this effect x 300.
(Common)
Pros: Easy to play, relatively potent effect
Cons: Deals both players 300 x the number of cards destroyed
Ancient Prophecy (ANPR-EN065)
Pixie Ring
TRAP / Continuous Trap
If you control 2 or more Attack Position monsters, your opponent cannot select your monster(s) with the lowest ATK as an attack target.
(Common)
Pros: Easy to play, supports weaker monsters
Cons: Requires controlling at least 2 monsters in Attack Mode
Ancient Prophecy (ANPR-EN064)
Reinforce Truth
TRAP / Normal Trap
Special Summon 1 Level 2 or lower Warrior-Type monster from your Deck. You cannot conduct your Battle Phase the turn you activate this card.
(Rare)
Pros: Easy to play, supports Warrior Decks
Cons: Prevents your Battle Phase the turn it's activated, only Special Summons Level 2 or lower Warriors
Ancient Prophecy (ANPR-EN063)
Skill Successor
TRAP / Normal Trap
Select 1 face-up monster you control. It gains 400 ATK until the End Phase. You can remove from play this card in the Graveyard to give 1 face-up monster you control 800 ATK until the End Phase. This effect cannot be activated the turn this card is sent to the Graveyard, and can only be activated during your turn.
(Super Rare)
Pros: Easy to play, relatively potent effect, activates on the field or in the Grave
Cons: First ATK boost is minimal, both effects are temporary
Ancient Prophecy (ANPR-EN062)
Fossil Dig
SPELL / Normal Spell
Add 1 Level 6 or lower Dinosaur-Type monster from your Deck to your hand.
(Common)
Pros: Easy to play, supports Dinosaur Decks, can get the stronger Dinosaur monsters, no activation cost
Cons: Only searches Dinosaur monsters
Ancient Prophecy (ANPR-EN061)
Ancient Leaf
SPELL / Normal Spell
If you have 9000 Life Points or more, you can pay 2000 Life Points to draw 2 cards.
(Common)
Pros: Easy to play
Cons: Costs 2000 Life Points when you have 9000 or more
Ancient Prophecy (ANPR-EN060)
Rekindling
SPELL / Normal Spell
Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, remove from play all monsters that were Special Summoned by this effect.
(Common)
Pros: Easy to play, supports FIRE and Flamvell Decks, no activation cost
Cons: Only Special Summons FIRE monsters with 200 DEF, removes them from play at the End Phase
Ancient Prophecy (ANPR-EN059)
Sword of Sparkles
SPELL / Equip Spell
Equip only to an "X-Saber" monster. If it destroys an opponent's monster by battle, you can destroy 1 card your opponent controls. You can Tribute 1 monster you control to return this card from your Graveyard to the top of your Deck.
(Common)
Pros: Easy to play, supports X-Saber Decks, can aid in taking down multiple monsters
Cons: Costs a monster to recycle itself on top of the Deck
Ancient Prophecy (ANPR-EN058)
Saber Slash
SPELL / Normal Spell
Destroy a number of face-up cards on the field equal to the number of face-up Attack Position "X-Saber" monsters you control.
(Super Rare)
Pros: Easy to play, supports X-Saber Decks, no activation cost, destroys any face-up cards
Cons: Requires X-Saber monsters to destroy anything
Ancient Prophecy (ANPR-EN057)
Brain Research Lab
SPELL / Field Spell
Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it.
(Common)
Pros: Searchable, supports Psychic Decks, can prevent having to pay Life Points for effects
Cons: Deals you 1000 damage per counter still on it if removed from the field
Ancient Prophecy (ANPR-EN056)
Water Hazard
SPELL / Continuous Spell
Once per turn, if you control no monsters, you can Special Summon 1 Level 4 or lower WATER monster from your hand.
(Common)
Pros: Searchable, supports WATER Decks, no activation cost
Cons: Requires controlling no monsters, only Special Summons Level 4 or lower WATER monsters
Ancient Prophecy (ANPR-EN055)
Hydro Pressure Cannon
SPELL / Equip Spell
Equip only to a Level 3 or lower WATER monster. If it destroys an opponent's monster by battle, send 1 random card from your opponent's hand to the Graveyard.
(Common)
Pros: Searchable, supports WATER Decks, no activation cost
Cons: Only equips to Level 3 or lower WATER monsters, minimal other effect when successful in battle
Ancient Prophecy (ANPR-EN054)
Solidarity
SPELL / Continuous Spell
If you have only 1 original (printed) Type of monster in your Graveyard, face-up monsters you control with the same Type gain 800 ATK.
(Rare)
Pros: Easy to play, earchable, supports Decks of 1 Monster Tyoe, no activation cost
Cons: No other effects
Ancient Prophecy (ANPR-EN053)
Core Blaster
SPELL / Equip Spell
Equip only to a "Koa'ki Meiru" monster. If it battles a LIGHT or DARK monster, destroy that monster without applying damage calculation. When the equipped monster is removed from the field and this card is sent to the Graveyard, you can return this card to your hand.
(Common)
Pros: Easy to play, upports Koa'ki Meiru Decks, no activation cost, recycles itself, counters LIGHT or DARK Decks
Cons: Does not negate the maintenance cost to keep the monster on the field
Ancient Prophecy (ANPR-EN052)
Core Compression
SPELL / Normal Spell
Reveal 1 "Iron Core of Koa'ki Meiru" from your hand and discard 1 "Koa'ki Meiru" monster to activate this card. Draw 2 cards.
(Super Rare)
Pros: Easy to play, supports Koa'ki Meiru Decks
Cons: Costs a monster and requires Iron Core of Koa'ki Meiru for activation
Ancient Prophecy (ANPR-EN051)
Future Visions
SPELL / Field Spell
When a monster is Normal Summoned, remove from play that monster. During the next Standby Phase of the controller who Summoned that monster, return it to the field in face-up Attack Position.
(Super Rare)
Pros: Easy to play, ould spare you major battle damage, searchable
Cons: Could also prevent you from dealing major battle damage, effect is temporary
Ancient Prophecy (ANPR-EN050)
Spirit Burner
SPELL / Equip Spell
Once per turn, you can change the battle position of the equipped monster to Defense Position. When the equipped monster is returned from the field to the hand and this card is sent to the Graveyard, inflict 600 damage to your opponent. If this card is in the Graveyard, you can add it to your hand instead of conducting a normal draw during your Draw Phase.
(Common)
Pros: Easy to play, recycles itself
Cons: Doesn't prevent Spirit monsters from returning to the hand, miminal effects otherwise
Ancient Prophecy (ANPR-EN049)
Emergency Assistance
SPELL / Normal Spell
Activate during your Main Phase 2, to Special Summon 1 Level 4 monster from your Graveyard that was destroyed by a card effect and sent to the Graveyard this turn.
(Common)
Pros: Easy to play, no activation cost
Cons: Can't be used until Main Phase 2, can only revive 1 Level 4 monstre from the Grave that was destroyed by an effect that turn
Ancient Prophecy (ANPR-EN048)
Ancient Forest
SPELL / Field Spell
When you activate this card, change any Defense Position monster(s) to face-up Attack Position. Flip Effects are not activated at this time. If a monster attacks, destroy it at the end of that turn's Battle Phase.
(Super Rare)
Pros: Easy to play, searchable, can counter Stall Decks
Cons: Slow to destroy monsters, doesn't destroy them unless they attack, destroys your attacking monsters as well
Ancient Prophecy (ANPR-EN047)
Advance Draw
SPELL / Normal Spell
Tribute 1 face-up Level 8 or higher monster you control. Draw 2 cards.
(Common)
Pros: Works with any Level 8 or higher monster you control
Cons: Costs you that monster to draw cards
Ancient Prophecy (ANPR-EN046)
Silver Wing
SPELL / Equip Spell
Equip only to a Level 8 or higher Dragon-Type Synchro Monster. Up to twice per turn, if it would be destroyed by battle, it is not destroyed. If it would be destroyed by a card effect, you can destroy this card instead.
(Common)
Pros: Easy to play, works with any Level 8 or higher Dragon Synchro Monster
Cons: Only prevents its destruction in battle twice, destroys itself to protect the monster's destruction by effects
Ancient Prophecy (ANPR-EN045)
Release Restraint Wave
SPELL / Normal Spell
Select 1 face-up Equip Spell Card you control. Destroy it and all Set Spell and Trap Cards your opponent controls.
(Common)
Pros: Easy to play
Cons: Costs you an Equip Spell to destroy only Set Spell or Trap Cards the opponent controls
Ancient Prophecy (ANPR-EN044)
XX-Saber Gottoms
EARTH / Synchro Monster / Level 9 / ATK 3100 / DEF 2600
(Beast-Warrior / Synchro / Effect)

1 Tuner + 1 or more EARTH monsters
You can Tribute 1 "X-Saber" monster to discard 1 random card from your opponent's hand.
(Ultra Rare) & (Ultimate Rare)
Pros: Easy to play, high stats, mostly generic Synchro Materials, effect can be used multiple times per turn
Cons: Costs you a monster for a gamble
Ancient Prophecy (ANPR-EN043)
Ancient Sacred Wyvern
LIGHT / Synchro Monster / Level 7 / ATK 2100 / DEF 2000
(Fairy / Synchro / Effect)

1 LIGHT Tuner + 1 or more non-Tuner monsters
While your Life Points are higher than your opponent's, this card gains ATK equal to the difference. While your Life Points are lower than your opponent's, this card loses ATK equal to the difference. When this card is destroyed by battle and sent to the Graveyard, you can pay 1000 Life Points to Special Summon this card.
(Ultra Rare) & (Ultimate Rare)
Pros: Easy to play, mostly generic Synchro Materials, can be quite strong with the first effect
Cons: Relies on having higher Life Points than the opponent, is quite weak otherwise
Ancient Prophecy (ANPR-EN042)
Archfiend Zombie Skull
DARK / Synchro Monster / Level 6 / ATK 2500 / DEF 1200
(Zombie / Synchro / Effect)

"Plaguespreader Zombie" + 2 or more non-Tuner Zombie-Type monsters
Face-up Zombie-Type monsters you control cannot be destroyed by card effects.
(Super Rare)
Pros: Easy to play, high ATK, supports Zombie Decks, effect includes itself
Cons: Strict Synchro Materials
Ancient Prophecy (ANPR-EN041)
Turbo Cannon
FIRE / Synchro Monster / Level 3 / ATK 0 / DEF 0
(Machine / Synchro / Effect)

"Turbo Rocket" + 1 or more non-Tuner monsters
Once per turn, you can destroy 1 face-up monster on the field, and inflict damage to its controller equal to half of its ATK.
(Super Rare)
Pros: Easy to play, somewhat potent effect, mostly generic Synchro Materials
Cons: No ATK and DEF, effect only destroys face-up monsters and deals half their ATK to the controller
Ancient Prophecy (ANPR-EN040)
Ancient Fairy Dragon
LIGHT / Synchro Monster / Level 7 / ATK 2100 / DEF 3000
(Dragon / Synchro / Effect)

1 Tuner + 1 or more non-Tuner monsters
Once per turn, you can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, you can destroy a Field Spell Card. If you do, gain 1000 Life Points, and you can add 1 Field Spell Card from your Deck to your hand.
(Ultra Rare), (Ultimate Rare) & (Ghost Rare)
Pros: Easy to play, generic Synchro Materials, high DEF, relatively useful effects
Cons: Can only Special Summon Level 4 or lower monsters, costs you your Battle Phase that turn when doing so, minimal second effect
Ancient Prophecy (ANPR-EN039)
Falchionβ
LIGHT / Effect Monster / Level 4 / ATK 1200 / DEF 800
(Machine / Effect)

If this card destroys an opponent's monster by battle, select and activate 1 of these effects:
● Send 1 LIGHT Machine-Type monster with 1200 or less ATK from your Deck to your Graveyard.
● Special Summon 1 LIGHT Machine-Type monster with 1200 or less ATK from your Graveyard.
(Rare)
Pros: Easy to play, searchable
Cons: Low stats, relies on destroyng monsters in battle to use either bulleted effect
Ancient Prophecy (ANPR-EN038)
Ancient Crimson Ape
LIGHT / Effect Monster / Level 7 / ATK 2600 / DEF 1800
(Beast / Effect)

When a monster(s) you control is destroyed and sent to the Graveyard, gain 1000 Life Points.
(Common)
Pros: Easy to play, high stats
Cons: Costs you a monster to gain Life Points by its effect, no other effects
Ancient Prophecy (ANPR-EN037)
Flamvell Firedog
FIRE / Effect Monster / Level 4 / ATK 1900 / DEF 200
(Beast / Effect)

When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon 1 FIRE monster with 200 or less DEF from your Deck, except "Flamvell Firedog".
(Rare)
Pros: Easy to play, high ATK for its Level
Cons: Limited to FIRE monsters with 200 or less DEF with the effect, can't Special Summon another copy that way, no other effects
Ancient Prophecy (ANPR-EN036)
XX-Saber Ragigura
EARTH / Effect Monster / Level 1 / ATK 200 / DEF 1000
(Beast-Warrior / Effect)

When this card is Normal Summoned or Special Summoned, you can add 1 "X-Saber" monster from your Graveyard to your hand.
(Common)
Pros: Easy to play, searchable, supports X-Saber Decks, effect triggers easily
Cons: Doesn't Special Summon the X-Saber monster, no other effects
Ancient Prophecy (ANPR-EN035)
XX-Saber Faultroll
EARTH / Effect Monster / Level 6 / ATK 2400 / DEF 1800
(Warrior / Effect)

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control 2 or more face-up "X-Saber" monsters. Once per turn, you can Special Summon 1 Level 4 or lower "X-Saber" monster from your Graveyard.
(Super Rare)
Pros: Easy to play, high stats, searchable, supports X-Saber Decks, can revive more members easily each turn
Cons: Summon requirement, exclusive to X-Saber Decks
Ancient Prophecy (ANPR-EN034)
Minefieldriller
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1500
(Machine / Effect)

When this face-up card you control is removed from the field, you can return 1 Field Spell Card from your Graveyard to your hand.
(Super Rare)
Pros: Easy to play, searchable, supports Field Spells
Cons: Has to be removed from the field before retrieving the Field Spell, no other effects
Ancient Prophecy (ANPR-EN033)
White Potan
LIGHT / Effect Monster / Level 4 / ATK 100 / DEF 200
(Fairy / Effect)

If you control a face-up Tuner monster, this card cannot be destroyed by battle. When a face-up Tuner monster you control is destroyed by battle and sent to the Graveyard, inflict 500 damage to your opponent.
(Common)
Pros: Easy to play, searchable
Cons: Relies on you controlling a Tuner monster for either effect
Ancient Prophecy (ANPR-EN032)
Cyborg Doctor
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1700
(Spellcaster / Effect)

Once per turn, you can Tribute 1 Tuner monster you control to Special Summon a monster from your Graveyard with the same Attribute and Level as the Tributed monster.
(Common)
Pros: Easy to play, searchable
Cons: Costs you a Tuner monster to revive a monster with the same Attribute and Level, no other effects
Ancient Prophecy (ANPR-EN031)
Magicat
LIGHT / Effect Monster / Level 2 / ATK 600 / DEF 500
(Spellcaster / Effect)

If this card is sent to the Graveyard for the Synchro Summon of a Spellcaster-Type Synchro Monster, you can return 1 Spell Card from your Graveyard to the top of your Deck.
(Rare)
Pros: Easy to play, searchable
Cons: Effect does not add the Spell Card to your hand, limited to Spellcaster Synchros, no other effects
Ancient Prophecy (ANPR-EN030)
Genetic Woman
WIND / Effect Monster / Level 4 / ATK 1700 / DEF 1200
(Psychic / Effect)

Once per turn, you can pay 1000 Life Points and select 1 of your removed from play Psychic-Type monsters. Add it to your hand.
(Common)
Pros: Easy to play, supports Psychic Decks
Cons: Effect costs 1000 Life Points, doesn't Special Summon the monster
Ancient Prophecy (ANPR-EN029)
Armored Axon Kicker
EARTH / Effect Monster / Level 6 / ATK 2200 / DEF 1800
(Psychic / Effect)

If you control a face-up Psychic-Type monster, you can Normal Summon this card without Tributing. If this card destroys an opponent's monster by battle, you take damage equal to half the destroyed monster's ATK. Then, you can Special Summon 1 monster from your Graveyard with ATK less than or equal to the damage you took.
(Common)
Pros: Easy to play, supports Psychic Decks, doesn't have to be Tribute Summoned
Cons: Deals you half the ATK of a monster it destroys in battle
Ancient Prophecy (ANPR-EN028)
Shark Cruiser
WATER / Effect Monster / Level 5 / ATK 1800 / DEF 2200
(Fish / Effect)

If this face-up card you control is destroyed by your opponent's card effect, you can Special Summon up to 2 Level 4 or lower WATER monsters from your Deck.
(Common)
Pros: Easy to play, supports WATER Decks
Cons: Has to be destroyed by an effect, weak stats for its Level, no other effects
Ancient Prophecy (ANPR-EN027)
Fishborg Blaster
WATER / Effect Monster / Level 1 / ATK 100 / DEF 200
(Fish / Tuner / Effect)

If you control a face-up Level 3 or lower WATER monster, you can discard 1 card to Special Summon this card from your Graveyard. If this card is used as a Synchro Material Monster, the other Synchro Material Monsters must all be WATER monsters.
(Common)
Pros: Easy to play, is a Tuner monster, searchable
Cons: Can't use non-WATER monsters for Synchro Material with it, costs a card to Special Summon it by its effect
Ancient Prophecy (ANPR-EN026)
Divine Dragon Aquabizarre
WATER / Effect Monster / Level 5 / ATK 2100 / DEF 1500
(Sea Serpent / Effect)

Once per turn, you can Tribute 1 other face-up WATER monster and select 1 Continuous or Field Spell Card in your Graveyard to return it to the top of your Deck.
(Common)
Pros: Easy to play
Cons: Costs a WATER monster to retrieve a Continuous or Field Spell, weak stats for its Level, no other effects
Ancient Prophecy (ANPR-EN025)
Armed Sea Hunter
WATER / Effect Monster / Level 4 / ATK 1800 / DEF 400
(Sea Serpent / Effect)

If you control another face-up WATER monster, negate the effects of the monster that battled with this card, after damage calculation. If this card would be destroyed, you can destroy 1 face-up Level 3 or lower WATER monster you control instead.
(Common)
Pros: Easy to play, high ATK for its Level, supports WATER Decks
Cons: Costs you a Level 3 or less WATER monster to prevent its own destruction
Ancient Prophecy (ANPR-EN024)
Shiny Black "C"
EARTH / Effect Monster / Level 1 / ATK 200 / DEF 500
(Insect / Effect)

When 1 Synchro Monster is Special Summoned to your opponent's side of the field, you can remove from play this card in the Graveyard to destroy that monster.
(Common)
Pros: Easy to play, searchable, destroys Synchro Monsters
Cons: Has to be in the Graveyard, does not counter other monsters, no other effects
Ancient Prophecy (ANPR-EN023)
Scary Moth
WIND / Effect Monster / Level 6 / ATK 1800 / DEF 2300
(Insect / Effect)

Each player can only Special Summon a monster(s) once per turn.
(Common)
Pros: Easy to play, blocks multiple Special Summons
Cons: Weak stats for its Level, no other effects, does not affect Normal or Flip Summons
Ancient Prophecy (ANPR-EN022)
Koa'ki Meiru Hydro Barrier
WATER / Effect Monster / Level 3 / ATK 1000 / DEF 1900
(Aqua / Effect)

You can return 1 "Iron Core of Koa'ki Meiru" from your hand to the top of your Deck. If you do, the effect(s) of all face-up Effect Monsters are negated until the Standby Phase of your next turn, except "Koa'ki Meiru" monsters.
(Common)
Pros: Easy to play, high DEF, searchable, supports Koa'ki Meiru Decks, no maintenance cost
Cons: Limited to Koa'ki Meiru Decks, no other effects
Ancient Prophecy (ANPR-EN021)
Koa'ki Meiru Tornado
WIND / Effect Monster / Level 4 / ATK 1500 / DEF 1200
(Winged Beast / Effect)

You can return 1 "Iron Core of Koa'ki Meiru" from your hand to the top of the Deck to destroy all Special Summoned monsters your opponent controls.
(Rare)
Pros: Easy to play, searchable, supports Koa'ki Meiru Decks, no maintenance cost
Cons: Limited to Koa'ki Meiru Decks, no other effects
Ancient Prophecy (ANPR-EN020)
Koa'ki Meiru Speeder
WIND / Effect Monster / Level 3 / ATK 1200 / DEF 2200
(Machine / Effect)

You can return 1 "Iron Core of Koa'ki Meiru" from your hand to the top of the Deck to destroy all Special Summoned monsters your opponent controls.
(Rare)
Pros: Easy to play, searchable, high DEF, supports Koa'ki Meiru Decks, no maintenance cost, pretty potent effect
Cons: Limited to Koa'ki Meiru Decks, no other effects
Ancient Prophecy (ANPR-EN019)
Koa'ki Meiru Crusader
EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 1300
(Beast-Warrior / Effect)

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior-Type monster in your hand. If this card destroys an opponent's monster by battle, you can add 1 "Koa'ki Meiru" card from your Graveyard to your hand.
(Super Rare)
Pros: Easy to play, high ATK, supports Koa'ki Meiru Decks, pretty potent effect
Cons: Maintenance cost to stay on the field
Ancient Prophecy (ANPR-EN018)
Koa'ki Meiru Boulder
EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 1000
(Rock / Effect)

When this card is destroyed by battle and sent to the Graveyard, you can add 1 "Iron Core of Koa'ki Meiru" or 1 Level 4 or lower "Koa'ki Meiru" monster from your Deck to your hand.
(Common)
Pros: Easy to play, searchable, supports Koa'ki Meiru Decks, can choose Iron Core or Koa'ki Meiru monster with the effect
Cons: Must be destroyed by battle and sent to the Grave
Ancient Prophecy (ANPR-EN017)
Earthbound Immortal Chacu Challhua
DARK / Effect Monster / Level 10 / ATK 2900 / DEF 2400
(Fish / Effect)

There can only be 1 face-up "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot select this card as an attack target. This card can attack your opponent directly. Once per turn, you can inflict damage equal to half this card's DEF to your opponent. If you do, this card cannot attack that turn. Also, if this card is in face-up Defense Position on the field, your opponent cannot conduct their Battle Phase.
(Ultra Rare) & (Ultimate Rare)
Pros: Easy to play, can attack directly, relatively potent effects
Cons: Can't have more than 1 Earthbound Immortal on the field, destroys itself if no Field Spells are face-up,
Ancient Prophecy (ANPR-EN016)
Earthbound Immortal Cusillu
DARK / Effect Monster / Level 10 / ATK 2800 / DEF 2400
(Beast / Effect)

There can only be 1 face-up "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot select this card as an attack target. This card can attack your opponent directly. If this face-up card you control would be destroyed by battle, you can Tribute 1 other monster you control instead, and halve your opponent's Life Points.
(Ultra Rare) & (Ultimate Rare)
Pros: Easy to play, can attack directly, relatively potent effects
Cons: Can't have more than 1 Earthbound Immortal on the field, destroys itself if no Field Spells are face-up,
Ancient Prophecy (ANPR-EN015)
Turbo Rocket
WIND / Effect Monster / Level 2 / ATK 0 / DEF 0
(Machine / Tuner / Effect)

While attacking, this card cannot be destroyed by battle. If this card attacks, after damage calculation, inflict damage equal to half the ATK of the attack target to your opponent.
(Rare)
Pros: Easy to play, searchable, is a Tuner monster
Cons: Only prevents its destruction in battle while attacking, deals only half the attack target's ATK to the opponent, no other effects
Ancient Prophecy (ANPR-EN014)
Darksea Float
DARK / Effect Monster / Level 1 / ATK 0 / DEF 300
(Machine / Effect)

When this card on the field is destroyed by a card effect and sent to the Graveyard, the owner of this card draws 1 card.
(Common)
Pros: Easy to play, searchable, effect triggers easily
Cons: Ower draws 1 card, has to be destroyed by an effect to do so, no other effects
Ancient Prophecy (ANPR-EN013)
Darksea Rescue
DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Machine / Effect)

If this card is used for a Synchro Summon and sent to the Graveyard, the owner of this card draws 1 card.
(Rare)
Pros: Easy to play, searchable, effect triggers easily
Cons: Owner draws 1 card, has to be Synchro Material to do so, no other effects
Ancient Prophecy (ANPR-EN012)
Infernity Beast
DARK / Effect Monster / Level 3 / ATK 1600 / DEF 1200
(Beast / Effect)

If this card attacks while you have no cards in your hand, your opponent cannot activate any Spell or Trap Cards until after the Damage Step.
(Common)
Pros: Easy to play, relatively potent effect
Cons: Requires having no cards in your hand to even benefit, no other effects
Ancient Prophecy (ANPR-EN011)
Fortune Lady Fire
FIRE / Effect Monster / Level 2 / ATK ? / DEF ?
(Spellcaster / Effect)

This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max. 12). When this card is Special Summoned in Attack Position by the effect of a "Fortune Lady" card, destroy 1 face-up monster on your opponent's side of the field, and inflict damage to your opponent equal to that monster's ATK.
(Rare)
Pros: Easy to play, relatively potent effect
Cons: Undefined stats, low ATK amount defined, has to be Special Summoned in Attack Mode with a Fortune Lady card to activate the last effect
Ancient Prophecy (ANPR-EN010)
Fortune Lady Light
LIGHT / Effect Monster / Level 1 / ATK ? / DEF ?
(Spellcaster / Effect)

This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is removed from the field by a card effect, you can Special Summon 1 "Fortune Lady" monster from your Deck.
(Rare)
Pros: Easy to play
Cons: Undefined stats, low ATK amount defined, only Special Summons Fortune Lady monsters otherwise
Ancient Prophecy (ANPR-EN009)
Jester Confit
DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Spellcaster / Effect)

You can Special Summon this card from your hand in face-up Attack Position. If you do, return this card and 1 face-up monster your opponent controls to the hand during the End Phase of your opponent's next turn. You can only control 1 face-up "Jester Confit".
(Super Rare)
Pros: Easy to play, searchable, no activation cost
Cons: Can only control 1 copy, no ATK or DEF, returns to the hand at the opponent's next End Phase if effect is used, has to be Special Summoned in Attack Mode if doing so by its effect
Ancient Prophecy (ANPR-EN008)
Jester Lord
DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Spellcaster / Effect)

While this card is the only monster on the field, it gains 1000 ATK for each card in the Spell & Trap Card Zones.
(Rare)
Pros: Easy to play, searchable, no activation cost, could be quite strong
Cons: Relies on Spell and Trap Card Zones being filled, no ATK and DEF, no other effects, effect does nothing if any other monsters are out
Ancient Prophecy (ANPR-EN007)
Morphtronic Magnen Bar
EARTH / Effect Monster / Level 1 / ATK 100 / DEF 100
(Thunder / Effect)

● While in Attack Position: Once per turn, if you control exactly 2 other face-up Attack Position monsters, and no additional monsters, this card gains the combined ATK of the other two monsters you control until the End Phase. The other two monsters cannot attack the turn you activate this effect.
● While in Defense Position: Monsters you control cannot attack.
(Common)
Pros: Easy to play, searchable, no activation cost
Cons: Weak stats, effects depend on its battle position, locks you out of attacking while in Defense Mode
Ancient Prophecy (ANPR-EN006)
Blackwing - Fane the Steel Chain
DARK / Effect Monster / Level 2 / ATK 500 / DEF 800
(Winged Beast / Effect)

This card can attack your opponent directly. When this card attacks your opponent directly and inflicts Battle Damage to your opponent, change 1 Attack Position monster your opponent controls to Defense Position.
(Common)
Pros: Easy to play, searchable, no activation cost, can attack directly
Cons: Weak stats, minimal result when attacking directly successfully
Ancient Prophecy (ANPR-EN005)
Blackwing - Vayu the Emblem of Honor
DARK / Effect Monster / Level 1 / ATK 800 / DEF 0
(Winged Beast / Tuner / Effect)

If this card is face-up on the field, you cannot use it for a Synchro Summon. If this card is in your Graveyard, you can remove from play this card plus 1 non-Tuner "Blackwing" monster in your Graveyard, and Special Summon 1 "Blackwing" Synchro Monster from your Extra Deck whose Level equals the total Levels of the removed monsters. The
effect(s) of that Synchro Monster is negated.
(Ultra Rare) & (Ultimate Rare)
Pros: Easy to play, searchable, can Special Summon Blackwing Synchros using monsters in your Grave, is a Tuner monster
Cons: Special Summon is not a Synchro Summon, likely ensures those monsters are banished for good, can't be Synchro Material while on the field
Ancient Prophecy (ANPR-EN004)
Blackwing - Mistral the Silver Shield
DARK / Effect Monster / Level 2 / ATK 100 / DEF 1800
(Winged Beast / Tuner / Effect)

If this card on the field is destroyed and sent to the Graveyard, reduce the battle damage you take from the next attack this turn to 0.
(Common)
Pros: Easy to play, searchable, high DEF, is a Tuner monster
Cons: Effect doesn't work on current battle damage from its own battle, no other effects
Ancient Prophecy (ANPR-EN003)
Sunlight Unicorn
LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 1000
(Beast / Effect)

Once per turn, during your Main Phase, you can reveal the top card of your Deck. If it is an Equip Spell Card, add it to your hand. If it is not, place it on the bottom of your Deck.
(Common)
Pros: Easy to play, high ATK
Cons: Risky effect, no other effects
Ancient Prophecy (ANPR-EN002)
Sunny Pixie
LIGHT / Effect Monster / Level 1 / ATK 300 / DEF 400
(Spellcaster / Tuner / Effect)

If this card is sent to the Graveyard for the Synchro Summon of a LIGHT Synchro Monster, gain 1000 Life Points.
(Common)
Pros: Easy to play, searchable, is a Tuner monster
Cons: Does nothing if not used as Synchro Material for non-LIGHT Synchros or other monsters
Ancient Prophecy (ANPR-EN001)
Kuribon
LIGHT / Effect Monster / Level 1 / ATK 300 / DEF 200
(Fairy / Effect)

If this card was selected as an attack target by your opponent's monster, you can activate this effect during damage calculation. You take no Battle Damage from this battle, your opponent gains Life Points equal to the attacking monster's ATK, and then you return this card to your hand.
(Rare)
Pros: Easy to play, searchable
Cons: Only helps the opponent out, no other effects
Ancient Prophecy (ANPR-EN000)
XX-Saber Gardestrike
EARTH / Effect Monster / Level 5 / ATK 2100 / DEF 1400
(Beast-Warrior / Effect)

If you have 2 or more "X-Saber" monsters in your Graveyard and you control no monsters, you can Special Summon this card from your hand.
(Secret Rare)
Pros: Easy to play
Cons: Low stats for its Level, requires 2 or more X-Sabers in your Grave to Special Summon by tis effect, no other effects