Yu-Gi-Oh! Singles » Magicians Force


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Adhesion Trap Hole - MFC-050 - Common - 1st Edition
ATK/DEF: | Attribute: Trap | Card Number: MFC-050 | Card Rules: Rulings powered by The Netrep API. 'Adhesion Trap Hole' works against 'a monster or monsters', so 'Adhesion Trap Hole' does NOT target. When 'Cyber Jar' is activated, you may use 'Adhesion Trap Hole' against all monsters your opponent Special Summons in face-up Attack Position, but 'Adhesion Trap Hole' has no effect on any monsters your opponent Special Summons face-down. 'Adhesion Trap Hole' cannot affect monsters Special Summoned face-down with 'The Shallow Grave', 'Morphing Jar #2', etc. If a monster affected by 'Adhesion Trap Hole' is flipped face-down (with 'Book of Moon', etc.), 'Adhesion Trap Hole''s effect disappears and the monster's ATK is back to normal. 'Adhesion Trap Hole' halves the original ATK, so if you activate another effect that alters ATK, halve the original ATK first and then resolve the other ATK-modifying effect. If a monster affected by 'Adhesion Trap Hole' is then equipped with 'Megamorph', only 'Megamorph''s effect applies. [Re: Spirit Reaper] Examples of cards that will not destroy 'Spirit Reaper' because they do not target: 'Creature Swap', 'Adhesion Trap Hole', 'Spear Dragon'. | Card Type: Normal Trap | Condition: | Edition: 1st | Level: | Monster Type: | Name: Adhesion Trap Hole | Passcode: 62325062 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.40 x 1
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Aitsu - MFC-056 - Common - 1st Edition
ATK/DEF: 100/100 | Attribute: Fire | Card Number: MFC-056 | Card Rules: No rulings available for this card. | Card Type: Normal Monster | Condition: | Edition: 1st | Level: 5 | Monster Type: Fairy | Name: Aitsu | Passcode: 48202661 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.26 x 4
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Condition: Light Play $0.25 x 1
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Amazoness Archers - MFC-096 - Super Rare - 1st Edition
ATK/DEF: | Attribute: Trap | Card Number: MFC-096 | Card Rules: Rulings powered by The Netrep API. 'These monsters' means all of your opponent's face-up monsters on the field at the time 'Amazoness Archers' resolves, not just the monsters that were flipped by 'Amazoness Archers'' effect. If you activate 'Amazoness Archers' during the Battle Phase and your opponent Special Summons another monster afterwards (such as with 'Call of the Haunted', or if 'Cyber Jar' is flipped), the newly-Summoned monster is not affected by 'Amazoness Archers' and does not suffer the -500 ATK reduction nor does it have to attack. The -500 ATK applies to each monster as long as that monster remains face-up on the field. You can activate multiple 'Amazoness Archers' and the ATK reductions are cumulative (so -1000 ATK with 2 copies). 'Amazoness Archers' vs. 'Cat's Ear Tribe': the ATK is 200. If 'Fushioh Richie' or 'Otohime' are flipped face-up by 'Amazoness Archers' effect, their effects are activated because their effects are not Flip Effects their effects begin a new chain that resolves after the current chain. If a face-down 'Jinzo' is flipped by 'Amazoness Archers', 'Amazoness Archers'' effect is not negated. The effect of 'Amazoness Archers' will make your opponent have to attack with all of his monsters if he has multiple monsters on his side of the field. If 'Amazoness Archers' is in effect, and later a replay occurs, your opponent cannot choose not to attack. Monsters that have already attacked cannot attack again. If 'The Dark Door' is active, your opponent still can only attack with 1 monster. Monsters which cannot attack still cannot attack (Toon Monsters the turn they are Summoned, 'Ultimate Obedient Fiend' under the wrong conditions, etc.) If 'Diffusion Wave-Motion' is in effect, only the monster affected by 'Diffusion Wave-Motion' can attack. The ATK reduction of 'Amazoness Archers' is still applied in these cases where monsters cannot attack. If you activate 'Amazoness Archers' and chain 'Magic Cylinder', 'Magic Cylinder' does the full damage before the -500 ATK is applied your opponent's other monsters must attack normally. If you chain 'Amazoness Archers' to 'Magic Cylinder', the ATK is reduced first and then 'Magic Cylinder' does damage. If either player chains 'Negate Attack' to 'Amazoness Archers', the Battle Phase ends because of 'Negate Attack''s effect. [Re: Diffusion Wave-Motion] If your opponent activates 'Amazoness Archers' when your selected Level 7 Spellcaster-Type monster attacks, only the Level 7 Spellcaster-Type monster can attack because of 'Diffusion Wave-Motion''s effect, so your other monsters do not attack, but the -500 ATK effect of 'Amazoness Archers' is still applied to all of your monsters. [Re: Lord of D.] 'Lord of D.' will NOT stop 'Dark Hole', 'Mirror Force', 'Raigeki', 'Fissure', 'Smashing Ground', 'Hammer Shot', or 'Amazoness Archers', nor will he protect your Dragon-Type monsters from their effects, since these cards affect the whole field and do not select targets. [Re: Raviel, Lord of Phantasms] A 'Phantasm Token' cannot be forced to attack with a card effect like 'Dark Spirit of the Silent' or 'Amazoness Archers'. | Card Type: Normal Trap | Condition: | Edition: 1st | Level: | Monster Type: | Name: Amazoness Archers | Passcode: 67987611 | Pendulum Scale: | Rarity: Super Rare | Set: Magicians Force
Condition: Moderate Play $0.76 x 1
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Amazoness Blowpiper - MFC-062 - Common - 1st Edition
ATK/DEF: 800/1500 | Attribute: Earth | Card Number: MFC-062 | Card Rules: Rulings powered by The Netrep API. When a monster selected for 'Amazoness Blowpiper''s effect is flipped face-down, the effect is reset. After selecting a monster with 'Amazoness Blowpiper''s effect, if 'Amazoness Blowpiper' is flipped face-down or removed from the field, its effect still applies until the end of the turn. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 3 | Monster Type: Warrior | Name: Amazoness Blowpiper | Passcode: 73574678 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.27 x 6
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Amazoness Paladin - MFC-059 - Common - 1st Edition
ATK/DEF: 1700/300 | Attribute: Earth | Card Number: MFC-059 | Card Rules: Rulings powered by The Netrep API. 'Amazoness Paladin' counts herself in her effect, so even by herself she gains +100 ATK. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Warrior | Name: Amazoness Paladin | Passcode: 47480070 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.25 x 1
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Amazoness Spellcaster - MFC-084 - Common - 1st Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-084 | Card Rules: Rulings powered by The Netrep API. 'Amazoness Spellcaster' targets (it targets 2 monsters), so when you activate 'Amazoness Spellcaster' you select 1 face-up Amazoness on your side of the field and 1 face-up monster on your opponent's side of the field. You can select 'Gradius' Option' as the other monster, and the original ATK of the Amazoness will now be the ATK of 'Gradius' Option' at the time 'Amazoness Spellcaster' resolves. The ATK of 'Gradius' Option' remains as the ATK of 'Gradius' and does not become the ATK of the Amazoness. If you activate 'Amazoness Spellcaster', and chain 'Dramatic Rescue', 'Amazoness Spellcaster''s effect disappears. If you switch ATKs with 'Amazoness Spellcaster', and one of the monsters is equipped with 'Megamorph', after the switch, you change the ATK of the monster that is equipped with 'Megamorph' using the effect of 'Megamorph'. With 'Shield & Sword', since these are both Normal Spell Cards, you resolve them in the order of their activation, and recalculate their ATKs in that order. If either of the targeted monsters is affect by 'Shrink' before 'Amazoness Spellcaster' resolves, the ATK values printed on the monsters will be switched, and the effect of 'Shrink' effectively disappears. If a monster that has its original ATK changed by 'Amazoness Spellcaster' is affected by 'Shrink', its ATK will become half of the changed original ATK. [Re: Dramatic Rescue] You can activate 'Dramatic Rescue' when an Amazoness on your side of the field is targeted, such as with any Equip Spell Card, 'Tribute to the Doomed', 'Trap Hole', 'Man-Eater Bug', 'Relinquished', 'Dark Cat with White Tail', 'Amazoness Spellcaster', 'Penguin Soldier' (even if it targets 2 monsters), 'Change of Heart', 'Ring of Destruction', 'XYZ Dragon Cannon', etc. But not when cards like 'Raigeki', 'Dark Hole', 'Mirror Force', 'Fissure', 'Creature Swap', 'Guardian Sphinx', 'Bottomless Trap Hole', 'Adhesive Trap Hole', etc. are used. [Re: Dramatic Rescue] If you activate 'Amazoness Spellcaster', and chain 'Dramatic Rescue', 'Amazoness Spellcaster''s effect disappears. | Card Type: Normal Spell | Condition: | Edition: 1st | Level: | Monster Type: | Name: Amazoness Spellcaster | Passcode: 81325903 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.27 x 5
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Amazoness Tiger - MFC-063 - Rare - 1st Edition
ATK/DEF: 1100/1500 | Attribute: Earth | Card Number: MFC-063 | Card Rules: Rulings powered by The Netrep API. If you have an 'Amazoness Tiger' face-up, you can Set another 'Amazoness Tiger' face-down. If the face-down 'Amazoness Tiger' is flipped face-up by an attack, the flipped 'Amazoness Tiger' is destroyed after damage calculation. If the face-down 'Amazoness Tiger' is flipped with 'Swords of Revealing Light', etc., the flipped 'Amazoness Tiger' is destroyed but the original 'Amazoness Tiger' is not. If both players control a face-up 'Amazoness Tiger' and you use 'Snatch Steal' on your opponent's 'Amazoness Tiger', then that 'Amazoness Tiger' is destroyed after coming to your side of the field. If both players have a face-up 'Amazoness Tiger' and you give your opponent your 'Amazoness Tiger' with 'Creature Swap', then your 'Amazoness Tiger' is destroyed. If both players give their 'Amazoness Tigers' to each other with 'Creature Swap', neither is destroyed. If you pick up 2 'Amazoness Tigers' with 'Cyber Jar', you must place both face-down, or place 1 face-up and 1 face-down. 'Amazoness Tiger' increases its own ATK. You can use 'Bottomless Trap Hole' against 'Amazoness Tiger' because its ATK is at least 1500 when Summoned. When you have 'Amazoness Tiger' and another Amazoness equipped with 'Raregold Armor', your opponent cannot attack. When you have 'Amazoness Tiger' and another Amazoness equipped with 'Ring of Magnetism', the Amazoness equipped with 'Ring of Magnetism' can and must be the target of the attack. [Re: Raregold Armor] You have an Amazoness equipped with 'Raregold Armor', and 'Amazoness Tiger', your opponent cannot attack. [Re: Raregold Armor] 'Ring of Magnetism' 'trumps' 'Raregold Armor', 'Amazoness Tiger', and 'Marauding Captain'. So if you have a monster equipped with 'Ring of Magnetism', and a monster equipped with 'Raregold Armor', the monster equipped with 'Ring of Magnetism' is the target of attacks. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Beast | Name: Amazoness Tiger | Passcode: 10979723 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.28 x 4
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Amazoness Tiger - MFC-063 - Rare - Unlimited Edition
ATK/DEF: 1100/1500 | Attribute: Earth | Card Number: MFC-063 | Card Rules: Rulings powered by The Netrep API. If you have an 'Amazoness Tiger' face-up, you can Set another 'Amazoness Tiger' face-down. If the face-down 'Amazoness Tiger' is flipped face-up by an attack, the flipped 'Amazoness Tiger' is destroyed after damage calculation. If the face-down 'Amazoness Tiger' is flipped with 'Swords of Revealing Light', etc., the flipped 'Amazoness Tiger' is destroyed but the original 'Amazoness Tiger' is not. If both players control a face-up 'Amazoness Tiger' and you use 'Snatch Steal' on your opponent's 'Amazoness Tiger', then that 'Amazoness Tiger' is destroyed after coming to your side of the field. If both players have a face-up 'Amazoness Tiger' and you give your opponent your 'Amazoness Tiger' with 'Creature Swap', then your 'Amazoness Tiger' is destroyed. If both players give their 'Amazoness Tigers' to each other with 'Creature Swap', neither is destroyed. If you pick up 2 'Amazoness Tigers' with 'Cyber Jar', you must place both face-down, or place 1 face-up and 1 face-down. 'Amazoness Tiger' increases its own ATK. You can use 'Bottomless Trap Hole' against 'Amazoness Tiger' because its ATK is at least 1500 when Summoned. When you have 'Amazoness Tiger' and another Amazoness equipped with 'Raregold Armor', your opponent cannot attack. When you have 'Amazoness Tiger' and another Amazoness equipped with 'Ring of Magnetism', the Amazoness equipped with 'Ring of Magnetism' can and must be the target of the attack. [Re: Raregold Armor] You have an Amazoness equipped with 'Raregold Armor', and 'Amazoness Tiger', your opponent cannot attack. [Re: Raregold Armor] 'Ring of Magnetism' 'trumps' 'Raregold Armor', 'Amazoness Tiger', and 'Marauding Captain'. So if you have a monster equipped with 'Ring of Magnetism', and a monster equipped with 'Raregold Armor', the monster equipped with 'Ring of Magnetism' is the target of attacks. | Card Type: Effect Monster | Condition: | Edition: Unlimited | Level: 4 | Monster Type: Beast | Name: Amazoness Tiger | Passcode: 10979723 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.23 x 5
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Condition: Moderate Play $0.22 x 6
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Ante - MFC-034 - Rare - 1st Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-034 | Card Rules: Rulings powered by The Netrep API. If 'Ante' is the only card in your hand, you cannot activate it. If your opponent has no cards in his hand, you cannot activate 'Ante'. You select cards at the resolution of 'Ante''s effect, not at 'Ante''s activation. You cannot chain 'Barrel Behind the Door' to 'Ante' because you don't know for certain whether you will take damage. If either player chains 'Raigeki Break' or 'Last Turn' to 'Ante' and then has no cards at resolution of 'Ante''s effect, 'Ante''s effect disappears. When 'A Legendary Ocean' is active and you activate 'Ante', when you check the Level, treat the Levels of WATER monsters in the hand as 1 lower for purposes of 'Ante'. [Re: Barrel Behind the Door] You cannot activate 'Barrel Behind the Door' against effects if you don't know for certain that they will inflict damage when the effect is activated. So you cannot activate it against 'Dice Jar', 'Judgment of Anubis', 'Time Wizard' or 'Ante'. Your cannot activate 'Barrel Behind the Door' against 'Ceasefire' if all monsters on the field are face-down, or if all monsters on the field are face-up Normal Monsters, but you can activate it against 'Ceasefire' if there is at least 1 face-up Effect Monster on the field. | Card Type: Normal Spell | Condition: | Edition: 1st | Level: | Monster Type: | Name: Ante | Passcode: 34236961 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.23 x 1
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Ante - MFC-034 - Rare - Unlimited Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-034 | Card Rules: Rulings powered by The Netrep API. If 'Ante' is the only card in your hand, you cannot activate it. If your opponent has no cards in his hand, you cannot activate 'Ante'. You select cards at the resolution of 'Ante''s effect, not at 'Ante''s activation. You cannot chain 'Barrel Behind the Door' to 'Ante' because you don't know for certain whether you will take damage. If either player chains 'Raigeki Break' or 'Last Turn' to 'Ante' and then has no cards at resolution of 'Ante''s effect, 'Ante''s effect disappears. When 'A Legendary Ocean' is active and you activate 'Ante', when you check the Level, treat the Levels of WATER monsters in the hand as 1 lower for purposes of 'Ante'. [Re: Barrel Behind the Door] You cannot activate 'Barrel Behind the Door' against effects if you don't know for certain that they will inflict damage when the effect is activated. So you cannot activate it against 'Dice Jar', 'Judgment of Anubis', 'Time Wizard' or 'Ante'. Your cannot activate 'Barrel Behind the Door' against 'Ceasefire' if all monsters on the field are face-down, or if all monsters on the field are face-up Normal Monsters, but you can activate it against 'Ceasefire' if there is at least 1 face-up Effect Monster on the field. | Card Type: Normal Spell | Condition: | Edition: Unlimited | Level: | Monster Type: | Name: Ante | Passcode: 34236961 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Moderate Play $0.20 x 1
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Anti-Spell - MFC-103 - Common - 1st Edition
ATK/DEF: | Attribute: Trap | Card Number: MFC-103 | Card Rules: Rulings powered by The Netrep API. Removing 2 Spell Counters is a cost. | Card Type: Counter Trap | Condition: | Edition: 1st | Level: | Monster Type: | Name: Anti-Spell | Passcode: 53112492 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Moderate Play $0.30 x 1
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Armor Exe - MFC-075 - Rare - 1st Edition
ATK/DEF: 2400/1400 | Attribute: Light | Card Number: MFC-075 | Card Rules: Rulings powered by The Netrep API. (Pronounced 'egg-zay'.) If you Summon 'Armor Exe', flip it face-down with 'Book of Moon', and flip it face-up with 'Book of Taiyou', it CAN attack because its non-attack effect was reset and because flipping it face-up with 'Book of Taiyou' was NOT a Flip Summon. If 'Skill Drain' is active and 'Armor Exe' is Summoned, or if 'Skill Drain' is activated after 'Armor Exe' is Summoned, in both cases 'Armor Exe' CAN attack the same turn it was Summoned. Removing a Spell Counter from 'Armor Exe' is a cost. [Re: Skill Drain] While 'Skill Drain' is active, 'maintenance costs' are not negated (see the Advanced Gameplay FAQ) so you still have to pay for 'The Unfriendly Amazon', 'Armor Exe', Archfiends, etc. However, all other costs are negated, so you do not have to pay to attack with 'Dark Elf' or 'Jirai Gumo'. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Rock | Name: Armor Exe | Passcode: 7180418 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.23 x 1
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Autonomous Action Unit - MFC-032 - Common - 1st Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-032 | Card Rules: Rulings powered by The Netrep API. When 'Autonomous Action Unit' is returned to the hand (with 'Giant Trunade', etc.), the equipped monster is destroyed. If you use 'Autonomous Action Unit' to Special Summon a monster from your opponent's Graveyard and then activate 'Dimensionhole', 'Autonomous Action Unit' is destroyed and when the monster returns to the field it returns to the original owner's control. [Re: My Body as a Shield] 'My Body as a Shield' can only be used against effects that will destroy monsters at that time. So you cannot use 'My Body as a Shield' when 'Tribe-Infecting Virus' is summoned you can only use it in response to the activation of 'Tribe-Infecting Virus''s effect, at which point the effect of 'Tribe-Infecting Virus' is negated and 'Tribe-Infecting Virus' is destroyed. Also, you cannot use 'My Body as a Shield' against cards whose effects will not destroy a monster right away, so you cannot use 'My Body as a Shield' against 'Jigen Bakudan', 'Ekibyo Drakmord', 'Magical Hats', 'Steel Scorpion', 'Toon Monsters', 'Thunder Nyan Nyan', 'Gradius' Option', 'Summoner of Illusions', 'Limiter Removal', 'Call of the Haunted', 'Premature Burial', or 'Autonomous Action Unit'. [Re: Silent Swordsman LV5] You can Special Summon 'Silent Swordsman LV5' with 'Autonomous Action Unit'. If 'Autonomous Action Unit' is removed from the field, 'Silent Swordsman LV5' is unaffected and remains on the field. | Card Type: Equip Spell | Condition: | Edition: 1st | Level: | Monster Type: | Name: Autonomous Action Unit | Passcode: 71453557 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.24 x 4
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Big Bang Shot - MFC-086 - Rare - 1st Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-086 | Card Rules: Rulings powered by The Netrep API. When the monster equipped with 'Big Bang Shot' is destroyed, and 'Big Bang Shot' is destroyed as a result of this, the equipped monster is not removed from play. The effect of 'Big Bang Shot' that removes the equipped monster from play can be resolved between steps of a chain. For example, if 'Change of Heart' targets a monster equipped with 'Big Bang Shot', and 'Mystical Space Typhoon' is chained to 'Change of Heart' to destroy 'Big Bang Shot', first resolve 'Mystical Space Typhoon' and destroy 'Big Bang Shot', then remove the monster that was equipped from play, and THEN resolve 'Change of Heart' (and the effect of 'Change of Heart' disappears). If a monster equipped with 'Big Bang Shot' is flipped face-down, it is no longer a target of 'Big Bang Shot' so 'Big Bang Shot' is sent to the Graveyard and the monster is not removed from play. When 'Imperial Order' is active, and you destroy 'Big Bang Shot' with 'Dust Tornado', the effect of 'Big Bang Shot' that would remove the monster from play is NOT applied. When you send 'Big Bang Shot' to the Graveyard with 'Emergency Provisions', the monster is removed from play at the same time. When equipped to 'Guardian Ceal', if you send 'Big Bang Shot' to the Graveyard as a cost for 'Guardian Ceal''s effect, 'Guardian Ceal' is removed from play but 'Guardian Ceal''s effect still resolves. If a monster is equipped with 'Big Bang Shot' and 'Fiber Jar' is activated, both 'Big Bang Shot' and the equipped monster are shuffled into the Deck, and the equipped monster is not removed from play even though 'Big Bang Shot' was removed from the field. If you equip your 'Big Bang Shot' to your opponent's 'Dark Magician', and 'Dark Magician' attacks your 'Giant Soldier of Stone', the opponent of the owner of the 'Big Bang Shot' takes the damage (so your opponent, who attacked with 'Dark Magician', takes 900 points of damage.) The battle damage caused when the equipped monster attacks a Defense Position monster is considered to come from the equipped monster, not from 'Big Bang Shot'. So a 'Don Zaloog' equipped with 'Big Bang Shot' could still make the opponent discard 1 card when attacking a face-down monster with low DEF. If you Special Summon a monster with 'Premature Burial', and equip it with 'Big Bang Shot', and 'Heavy Storm' is activated, the effects of 'Premature Burial' and 'Big Bang Shot' form a chain, with the controller of the 2 cards determining the order in which they are placed on the chain, and the order in which they are resolved. If the controller chooses 'Big Bang Shot' to be Step 2, then the monster will be removed from play. If the controller chooses 'Premature Burial' to be Step 2, then the monster will be destroyed and sent to the Graveyard. [Re: Guardian Ceal] When you send 'Big Bang Shot' to the Graveyard for 'Guardian Ceal''s effect, your opponent can chain to this effect, and then 'Guardian Ceal' is removed from play. | Card Type: Equip Spell | Condition: | Edition: 1st | Level: | Monster Type: | Name: Big Bang Shot | Passcode: 61127349 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.29 x 2
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Big Bang Shot - MFC-086 - Rare - Unlimited Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-086 | Card Rules: Rulings powered by The Netrep API. When the monster equipped with 'Big Bang Shot' is destroyed, and 'Big Bang Shot' is destroyed as a result of this, the equipped monster is not removed from play. The effect of 'Big Bang Shot' that removes the equipped monster from play can be resolved between steps of a chain. For example, if 'Change of Heart' targets a monster equipped with 'Big Bang Shot', and 'Mystical Space Typhoon' is chained to 'Change of Heart' to destroy 'Big Bang Shot', first resolve 'Mystical Space Typhoon' and destroy 'Big Bang Shot', then remove the monster that was equipped from play, and THEN resolve 'Change of Heart' (and the effect of 'Change of Heart' disappears). If a monster equipped with 'Big Bang Shot' is flipped face-down, it is no longer a target of 'Big Bang Shot' so 'Big Bang Shot' is sent to the Graveyard and the monster is not removed from play. When 'Imperial Order' is active, and you destroy 'Big Bang Shot' with 'Dust Tornado', the effect of 'Big Bang Shot' that would remove the monster from play is NOT applied. When you send 'Big Bang Shot' to the Graveyard with 'Emergency Provisions', the monster is removed from play at the same time. When equipped to 'Guardian Ceal', if you send 'Big Bang Shot' to the Graveyard as a cost for 'Guardian Ceal''s effect, 'Guardian Ceal' is removed from play but 'Guardian Ceal''s effect still resolves. If a monster is equipped with 'Big Bang Shot' and 'Fiber Jar' is activated, both 'Big Bang Shot' and the equipped monster are shuffled into the Deck, and the equipped monster is not removed from play even though 'Big Bang Shot' was removed from the field. If you equip your 'Big Bang Shot' to your opponent's 'Dark Magician', and 'Dark Magician' attacks your 'Giant Soldier of Stone', the opponent of the owner of the 'Big Bang Shot' takes the damage (so your opponent, who attacked with 'Dark Magician', takes 900 points of damage.) The battle damage caused when the equipped monster attacks a Defense Position monster is considered to come from the equipped monster, not from 'Big Bang Shot'. So a 'Don Zaloog' equipped with 'Big Bang Shot' could still make the opponent discard 1 card when attacking a face-down monster with low DEF. If you Special Summon a monster with 'Premature Burial', and equip it with 'Big Bang Shot', and 'Heavy Storm' is activated, the effects of 'Premature Burial' and 'Big Bang Shot' form a chain, with the controller of the 2 cards determining the order in which they are placed on the chain, and the order in which they are resolved. If the controller chooses 'Big Bang Shot' to be Step 2, then the monster will be removed from play. If the controller chooses 'Premature Burial' to be Step 2, then the monster will be destroyed and sent to the Graveyard. [Re: Guardian Ceal] When you send 'Big Bang Shot' to the Graveyard for 'Guardian Ceal''s effect, your opponent can chain to this effect, and then 'Guardian Ceal' is removed from play. | Card Type: Equip Spell | Condition: | Edition: Unlimited | Level: | Monster Type: | Name: Big Bang Shot | Passcode: 61127349 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.28 x 1
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Burning Beast - MFC-016 - Common - 1st Edition
ATK/DEF: 1500/1000 | Attribute: Fire | Card Number: MFC-016 | Card Rules: Rulings powered by The Netrep API. You may use the effect of 'Burning Beast' to destroy a Spell or Trap Card on your side of the field. If a monster equipped with 'Burning Beast' attacks your opponent's Life Points directly, and 'Robbin' Goblin' is the only face-up Spell or Trap Card on the field, the turn player chooses whether to resolve 'Robbin' Goblin''s effect first or resolve 'Burning Beast''s effect first. If the effect of 'Burning Beast' is resolved first and destroys 'Robbin' Goblin', then 'Robbin' Goblin''s effect is not applied because it is a Continuous Trap Card that is no longer in play. | Card Type: Union Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Pyro | Name: Burning Beast | Passcode: 59364406 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.24 x 5
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Cat's Ear Tribe - MFC-081 - Rare - 1st Edition
ATK/DEF: 200/100 | Attribute: Earth | Card Number: MFC-081 | Card Rules: An error has occurred with the NetRep API (Client: looks like we got no XML document). We apologize for the inconvenience. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 1 | Monster Type: Beast-Warrior | Name: Cat's Ear Tribe | Passcode: 95841282 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.26 x 1
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Cliff the Trap Remover - MFC-078 - Common - 1st Edition
ATK/DEF: 1200/1000 | Attribute: Dark | Card Number: MFC-078 | Card Rules: Rulings powered by The Netrep API. You cannot choose an effect that cannot be performed (such as choosing to destroy a Spell or Trap Card when there are none on the field). [Re: Butterfly Dagger - Elma] If 'Butterfly Dagger - Elma' is destroyed during the Damage Step, such as by the effect of 'Cliff the Trap Remover', you cannot activate the effect that returns 'Butterfly Dagger - Elma' to the hand. [Re: Mustering of the Dark Scorpions] If you have 2 copies of 'Cliff the Trap Remover' (for example) in your hand, you can Special Summon 1 of them with 'Mustering of the Dark Scorpions'. You can Special Summon him even if you already have 'Cliff the Trap Remover' on your side of the field from before you activated 'Mustering of the Dark Scorpions'. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 3 | Monster Type: Warrior | Name: Cliff the Trap Remover | Passcode: 6967870 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.32 x 1
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Condition: Light Play $0.30 x 1
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Combination Attack - MFC-030 - Rare - 1st Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-030 | Card Rules: Rulings powered by The Netrep API. This card targets. Both the equipped monster and the Union Monster can attack after 'Combination Attack' is used, assuming the Union Monster was Special Summoned in face-up Attack Position. 'Combination Attack' can only be used against a monster that reached the Damage Step if a monster attacks and a replay occurs, then it is not considered to have attacked for purposes of 'Combination Attack'. You can use this effect on an equipped monster on your opponent's side of the field that has attacked. Your opponent's monster can then attack again as per 'Combination Attack''s effect. You can attack with a Union Monster, use 'Formation Union' to equip it to a monster, attack with the equipped monster, activate 'Combination Attack' to detach the Union Monster, and attack again with the previously-equipped monster and with the Union Monster. If 'Dark Blade', equipped with 'Kiryu' and 'Twin Swords of Flashing Light - Tryce', attacks twice using 'Twin Swords of Flashing Light - Tryce''s effect, then you use 'Combination Attack' to detach 'Kiryu' from 'Dark Blade', both monsters can attack again once each. 'Dark Blade' cannot attack another 2 times because it has already attacked twice. If the player who would control the Union Monster already has 5 monsters on the field, 'Combination Attack' cannot be activated. [Re: Twin Swords of Flashing Light - Tryce] If 'Dark Blade' equipped with 'Kiryu' is also equipped with 'Twin Swords of Flashing Light - Tryce', and attacks twice, and 'Kiryu' is then 'detached' with 'Combination Attack', 'Dark Blade' can attack 1 more time (not 2 more times).If 'Airknight Parshath' is equipped with 'Twin Swords of Flashing Light - Tryce' and attacks twice, you can draw twice. [Re: Union Rider] If you use 'Combination Attack' or 'Formation Union' on your 'Union Rider' equipped with your opponent's Union Monster, the Union Monster is Special Summoned onto your (the controller of 'Union Rider''s) side of the field. [Re: Union Rider] If you equip your 'Union Rider' with your opponent's Union Monster, and attack with 'Union Rider', then use 'Combination Attack', you will then control both the 'Union Rider' and the Union Monster on your side of the field, and both may attack (again) that turn. | Card Type: Quick-Play Spell | Condition: | Edition: 1st | Level: | Monster Type: | Name: Combination Attack | Passcode: 8964854 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Moderate Play $0.26 x 1
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Continuous Destruction Punch - MFC-085 - Rare - 1st Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-085 | Card Rules: Rulings powered by The Netrep API. 'Continuous Destruction Punch' is like 'Destruction Punch' except it's a Continuous Spell Card that you activate during your Main Phase. A monster destroyed because of 'Continuous Destruction Punch' is destroyed by 'Continuous Destruction Punch''s effect, not 'as a result of battle'. The determination of whether a monster is destroyed by 'Continuous Destruction Punch''s effect happens at Damage Calculation, so Flip Effects, etc., are resolved AFTER 'Continuous Destruction Punch''s effect destroys a monster (but does not yet send it to the Graveyard). Then, after applying Flip Effects, send a monster destroyed by this card (or by Damage Calculation) to the Graveyard. [Re: Malice Doll of Demise] Examples of Continuous Spell Cards that would send 'Malice Doll of Demise' from the field to the Graveyard by their effect include 'Ectoplasmer' and 'Continuous Destruction Punch'. | Card Type: Continuous Spell | Condition: | Edition: 1st | Level: | Monster Type: | Name: Continuous Destruction Punch | Passcode: 68057622 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.27 x 1
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Continuous Destruction Punch - MFC-085 - Rare - Unlimited Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-085 | Card Rules: Rulings powered by The Netrep API. 'Continuous Destruction Punch' is like 'Destruction Punch' except it's a Continuous Spell Card that you activate during your Main Phase. A monster destroyed because of 'Continuous Destruction Punch' is destroyed by 'Continuous Destruction Punch''s effect, not 'as a result of battle'. The determination of whether a monster is destroyed by 'Continuous Destruction Punch''s effect happens at Damage Calculation, so Flip Effects, etc., are resolved AFTER 'Continuous Destruction Punch''s effect destroys a monster (but does not yet send it to the Graveyard). Then, after applying Flip Effects, send a monster destroyed by this card (or by Damage Calculation) to the Graveyard. [Re: Malice Doll of Demise] Examples of Continuous Spell Cards that would send 'Malice Doll of Demise' from the field to the Graveyard by their effect include 'Ectoplasmer' and 'Continuous Destruction Punch'. | Card Type: Continuous Spell | Condition: | Edition: Unlimited | Level: | Monster Type: | Name: Continuous Destruction Punch | Passcode: 68057622 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.24 x 1
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D.D. Crazy Beast - MFC-019 - Rare - 1st Edition
ATK/DEF: 1400/1400 | Attribute: Earth | Card Number: MFC-019 | Card Rules: Rulings powered by The Netrep API. 'D.D. Crazy Beast's' effect is applied at the end of the Damage Step, removing the destroyed monster from play instead of sending it to the Graveyard. If 'D.D. Crazy Beast' attacks an Attack Position monster with the same ATK and both monsters are destroyed, 'D.D. Crazy Beast's' effect is not applied. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 3 | Monster Type: Beast | Name: D.D. Crazy Beast | Passcode: 48148828 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Moderate Play $0.23 x 1
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Dark Blade - MFC-007 - Rare - 1st Edition
ATK/DEF: 1800/1500 | Attribute: Dark | Card Number: MFC-007 | Card Rules: Rulings powered by The Netrep API. [Re: Bottomless Trap Hole] If 'Cyber Jar' is flipped during a Main Phase, and the opponent Special Summons 'Dark Blade', 'Luster Dragon', 'Magical Scientist' and a face-down monster, you can activate 'Bottomless Trap Hole' and both 'Luster Dragon' and 'Dark Blade' will be removed from play. The 'Magical Scientist', face-down monster, and all monsters you Summoned will remain on the field. [Re: Bottomless Trap Hole] Only the monster(s) that triggered 'Bottomless Trap Hole' by being Normal / Flip / Special Summoned can be destroyed & removed from play by 'Bottomless Trap Hole's' effect. Example: Player A Normal Summons 'Dark Blade', and Player B activates 'Bottomless Trap Hole' in response (Chain Link 1), then Player A chains the effect of his face-up 'Ultimate Offering' to Tribute 'Dark Blade' for 'Summoned Skull' (Chain Link 2). 'Ultimate Offering's' effect resolves first, and 'Dark Blade' is Tributed for 'Summoned Skull'. Then the effect of 'Bottomless Trap Hole' disappears because the monster it would have applied to is no longer on the field. [Re: Combination Attack] If 'Dark Blade', equipped with 'Kiryu' and 'Twin Swords of Flashing Light - Tryce', attacks twice using 'Twin Swords of Flashing Light - Tryce''s effect, then you use 'Combination Attack' to detach 'Kiryu' from 'Dark Blade', both monsters can attack again once each. 'Dark Blade' cannot attack another 2 times because it has already attacked twice. [Re: Kiryu] If you Tribute 'Kiryu' while it is equipped to 'Dark Blade', you cannot then use 'Super Rejuvenation' and count 'Kiryu' as a Dragon-Type monster. [Re: Kiryu] If you Tribute 'Kiryu' while equipped to 'Dark Blade', 'Dark Blade' no longer gets the ATK increase from 'Kiryu' as it is no longer equipped with it. [Re: Twin Swords of Flashing Light - Tryce] If 'Dark Blade' equipped with 'Kiryu' is also equipped with 'Twin Swords of Flashing Light - Tryce', and attacks twice, and 'Kiryu' is then 'detached' with 'Combination Attack', 'Dark Blade' can attack 1 more time (not 2 more times).If 'Airknight Parshath' is equipped with 'Twin Swords of Flashing Light - Tryce' and attacks twice, you can draw twice. | Card Type: Normal Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Warrior | Name: Dark Blade | Passcode: 11321183 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.34 x 1
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Condition: Moderate Play $0.32 x 1
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Dark Blade - MFC-007 - Rare - Unlimited Edition
ATK/DEF: 1800/1500 | Attribute: Dark | Card Number: MFC-007 | Card Rules: Rulings powered by The Netrep API. [Re: Bottomless Trap Hole] If 'Cyber Jar' is flipped during a Main Phase, and the opponent Special Summons 'Dark Blade', 'Luster Dragon', 'Magical Scientist' and a face-down monster, you can activate 'Bottomless Trap Hole' and both 'Luster Dragon' and 'Dark Blade' will be removed from play. The 'Magical Scientist', face-down monster, and all monsters you Summoned will remain on the field. [Re: Bottomless Trap Hole] Only the monster(s) that triggered 'Bottomless Trap Hole' by being Normal / Flip / Special Summoned can be destroyed & removed from play by 'Bottomless Trap Hole's' effect. Example: Player A Normal Summons 'Dark Blade', and Player B activates 'Bottomless Trap Hole' in response (Chain Link 1), then Player A chains the effect of his face-up 'Ultimate Offering' to Tribute 'Dark Blade' for 'Summoned Skull' (Chain Link 2). 'Ultimate Offering's' effect resolves first, and 'Dark Blade' is Tributed for 'Summoned Skull'. Then the effect of 'Bottomless Trap Hole' disappears because the monster it would have applied to is no longer on the field. [Re: Combination Attack] If 'Dark Blade', equipped with 'Kiryu' and 'Twin Swords of Flashing Light - Tryce', attacks twice using 'Twin Swords of Flashing Light - Tryce''s effect, then you use 'Combination Attack' to detach 'Kiryu' from 'Dark Blade', both monsters can attack again once each. 'Dark Blade' cannot attack another 2 times because it has already attacked twice. [Re: Kiryu] If you Tribute 'Kiryu' while it is equipped to 'Dark Blade', you cannot then use 'Super Rejuvenation' and count 'Kiryu' as a Dragon-Type monster. [Re: Kiryu] If you Tribute 'Kiryu' while equipped to 'Dark Blade', 'Dark Blade' no longer gets the ATK increase from 'Kiryu' as it is no longer equipped with it. [Re: Twin Swords of Flashing Light - Tryce] If 'Dark Blade' equipped with 'Kiryu' is also equipped with 'Twin Swords of Flashing Light - Tryce', and attacks twice, and 'Kiryu' is then 'detached' with 'Combination Attack', 'Dark Blade' can attack 1 more time (not 2 more times).If 'Airknight Parshath' is equipped with 'Twin Swords of Flashing Light - Tryce' and attacks twice, you can draw twice. | Card Type: Normal Monster | Condition: | Edition: Unlimited | Level: 4 | Monster Type: Warrior | Name: Dark Blade | Passcode: 11321183 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.24 x 2
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Dark Cat with White Tail - MFC-083 - Common - 1st Edition
ATK/DEF: 800/500 | Attribute: Earth | Card Number: MFC-083 | Card Rules: Rulings powered by The Netrep API. 'Dark Cat With White Tail''s effect targets, so the targets are chosen at activation of its effect. If 'Ring of Destruction' is chained to 'Dark Cat With White Tail''s effect, and destroys some of the selected monsters, or destroys the cat itself, the cat's effect still resolves as normal. To activate 'Dark Cat With White Tail''s effect, there must be a minimum of 2 monsters on your opponent's side of the field and a minimum of 1 monster on your side of the field. When 'Dark Cat With White Tail' is attacked, flipped, and destroyed by an attack, you cannot select the cat itself for its effect so if the cat was your only monster, the cat's effect is not applied. [Re: Chaos Command Magician] Vs. 'Dark Cat With White Tail', that effect selects 3 targets so 'Chaos Command Magician' will not negate 'Dark Cat With White Tail''s effect. [Re: Dramatic Rescue] You can activate 'Dramatic Rescue' when an Amazoness on your side of the field is targeted, such as with any Equip Spell Card, 'Tribute to the Doomed', 'Trap Hole', 'Man-Eater Bug', 'Relinquished', 'Dark Cat with White Tail', 'Amazoness Spellcaster', 'Penguin Soldier' (even if it targets 2 monsters), 'Change of Heart', 'Ring of Destruction', 'XYZ Dragon Cannon', etc. But not when cards like 'Raigeki', 'Dark Hole', 'Mirror Force', 'Fissure', 'Creature Swap', 'Guardian Sphinx', 'Bottomless Trap Hole', 'Adhesive Trap Hole', etc. are used. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 2 | Monster Type: Beast | Name: Dark Cat with White Tail | Passcode: 8634636 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.25 x 2
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Condition: Light Play $0.24 x 1
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