Yu-Gi-Oh! Singles » Magicians Force


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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 $0.30 x 4
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Condition: Light Play $0.29 x 1
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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: Moderate Play $0.31 x 6
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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 $0.27 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 $0.21 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 $0.27 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 $0.25 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 $0.28 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 $0.28 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 $0.22 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: Moderate Play $0.37 x 1
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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 $0.27 x 1
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Decayed Commander - MFC-010 - Common - 1st Edition
ATK/DEF: 1000/1500 | Attribute: Earth | Card Number: MFC-010 | Card Rules: Rulings powered by The Netrep API. 'Decayed Commander''s card-discarding effect only activates when 'Decayed Commander' attacks directly AND deals 1 or more points of Battle Damage to the opponent, so if the opponent uses 'Kuriboh' or 'Waboku' then 'Decayed Commander''s effect does not activate. 'Decayed Commander' does not activate its card-discarding effect if destroyed with 'Ring of Destruction', or if it attacks a face-down monster while equipped with 'Fairy Meteor Crush', or due to reflect damage from 'Relinquished', etc. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Zombie | Name: Decayed Commander | Passcode: 10209545 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.27 x 6
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Des Dendle - MFC-015 - Common - 1st Edition
ATK/DEF: 300/2000 | Attribute: Earth | Card Number: MFC-015 | Card Rules: No rulings available for this card. | Card Type: Union Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Plant | Name: Des Dendle | Passcode: 12965761 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.23 x 5
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Dimension Jar - MFC-023 - Common - 1st Edition
ATK/DEF: 200/200 | Attribute: Dark | Card Number: MFC-023 | Card Rules: Rulings powered by The Netrep API. This card should say 'FLIP: Both players can remove from play up to 3 cards from their opponent's Graveyard.', not 'up to 3 monsters'. You can use 'Dimension Jar's' effect for zero to three cards, so even if your opponent has less than 3 cards in his Graveyard you can still use 'Dimension Jar's' effect. When 'Kycoo the Ghost Destroyer' is on the field and 'Dimension Jar' is activated, the controller of 'Kycoo the Ghost Destroyer' can remove their opponent's cards in the Graveyard from play. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 2 | Monster Type: Machine | Name: Dimension Jar | Passcode: 73414375 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.29 x 1
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Condition: Light Play $0.28 x 1
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Disarmament - MFC-102 - Common - 1st Edition
ATK/DEF: | Attribute: Trap | Card Number: MFC-102 | Card Rules: Rulings powered by The Netrep API. 'Disarmament' will not destroy face-down Equip Spell Cards. | Card Type: Normal Trap | Condition: | Edition: 1st | Level: | Monster Type: | Name: Disarmament | Passcode: 20727787 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.25 x 6
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Dramatic Rescue - MFC-097 - Rare - Unlimited Edition
ATK/DEF: | Attribute: Trap | Card Number: MFC-097 | Card Rules: Rulings powered by The Netrep API. 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. You cannot activate 'Dramatic Rescue' when your face-down Amazoness is targeted (with 'Nobleman of Crossout', etc.). You can activate 'Dramatic Rescue' when your opponent's Amazoness controlled by you is targeted in this case, the Amazoness returns to your opponent's hand but it is you (the player who activated 'Dramatic Rescue') that gets to Special Summon a monster. If you activate 'Dramatic Rescue' and your opponent chains 'Ring of Destruction' and destroys the Amazoness, the Amazoness does not return to your hand and 'Dramatic Rescue''s effect disappears (so no monster is Special Summoned). If you have no monster to Special Summon, you cannot activate 'Dramatic Rescue'. You cannot Special Summon the Monster Card that you returned to your hand with 'Dramatic Rescue', but if you have a second copy of that monster in your hand you may Special Summon the second copy. You can Special Summon high-level monsters with 'Dramatic Rescue' but not 'Special Summon-only' monsters. If you activate 'Amazoness Spellcaster', and chain 'Dramatic Rescue', 'Amazoness Spellcaster''s effect disappears. If your opponent activates 'Snatch Steal' to take control of your Amazoness, and you chain 'Dramatic Rescue', 'Snatch Steal''s effect disappears. [Re: Amazoness Spellcaster] If you activate 'Amazoness Spellcaster', and chain 'Dramatic Rescue', 'Amazoness Spellcaster''s effect disappears. | Card Type: Normal Trap | Condition: | Edition: Unlimited | Level: | Monster Type: | Name: Dramatic Rescue | Passcode: 80193355 | Pendulum Scale: | Rarity: Rare | Set: Magicians Force
Condition: Light Play $0.29 x 1
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Exhausting Spell - MFC-098 - Common - 1st Edition
ATK/DEF: | Attribute: Trap | Card Number: MFC-098 | Card Rules: No rulings available for this card. | Card Type: Normal Trap | Condition: | Edition: 1st | Level: | Monster Type: | Name: Exhausting Spell | Passcode: 95451366 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.30 x 1
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Formation Union - MFC-049 - Common - 1st Edition
ATK/DEF: | Attribute: Trap | Card Number: MFC-049 | Card Rules: Rulings powered by The Netrep API. The monster you equip the Union Monster to must be 'appropriate', meaning the monster name written in the text of the Union Monster. The Union Monster is considered to be equipped 'by its effect' so any bonuses the Union Monster grants are granted if equipped with 'Formation Union'. A Union Monster that is 'detached' during the Battle Phase using 'Formation Union' can attack during that Battle Phase. If the player who would control the Union Monster already has 5 monsters on the field, you cannot activate 'Formation Union' and choose the second effect. [Re: Combination Attack] 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. [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. | Card Type: Normal Trap | Condition: | Edition: 1st | Level: | Monster Type: | Name: Formation Union | Passcode: 26931058 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.21 x 4
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Freezing Beast - MFC-017 - Common - 1st Edition
ATK/DEF: 1500/1000 | Attribute: Water | Card Number: MFC-017 | Card Rules: Rulings powered by The Netrep API. You may use the effect of 'Freezing Beast' to destroy a Spell or Trap Card on your side of the field. | Card Type: Union Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Aqua | Name: Freezing Beast | Passcode: 85359414 | 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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Gather Your Mind - MFC-087 - Common - 1st Edition
ATK/DEF: | Attribute: Spell | Card Number: MFC-087 | Card Rules: No rulings available for this card. | Card Type: Normal Spell | Condition: | Edition: 1st | Level: | Monster Type: | Name: Gather Your Mind | Passcode: 7512044 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.31 x 2
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Giant Orc - MFC-012 - Common - 1st Edition
ATK/DEF: 2200/0 | Attribute: Dark | Card Number: MFC-012 | Card Rules: Rulings powered by The Netrep API. [Re: Divine Wrath] You cannot activate 'Divine Wrath' when 'Giant Orc', 'Goblin Attack Force', or 'Spear Dragon' changes to Defense Position because these are considered Continuous Effects. [Re: Final Attack Orders] While 'Final Attack Orders' is active, effects of 'Goblin Attack Force', 'Giant Orc', and 'Dark Zebra' are resolved, but they are immediately changed back to Attack Position. [Re: Pole Position] EXAMPLE #4 I have 'Pole Position', 'Blade Knight' (1600 ATK / LIGHT), and 'Luminous Spark' (+500 ATK to LIGHT) face-up on the field and 2 cards in my hand. The opponent has 'Giant Orc' (2200 ATK / EARTH) face-up on the field, which is the highest-ATK monster on the field. If I Set 1 of the 2 cards in my hand, 'Blade Knight' gains +400 ATK with its effect, becomes the highest-ATK monster, and because of 'Luminous Spark' an infinite loop is created. So I am not allowed to Set a card. [Re: Pole Position] EXAMPLE #6 The opponent has 'Blade Knight' (1600 ATK) equipped with 'Butterfly Dagger - Elma' (+300 ATK 1900 ATK total) and 2 cards in hand, along with 'Marauding Captain' (1200 ATK). The turn player has 'Robbin' Goblin', 'Pole Position', and 'Giant Orc' (2200 ATK). The turn player attacks 'Marauding Captain' with 'Giant Orc', inflicting 1000 points of damage. The opponent has to discard a card because of 'Robbin' Goblin' and an infinite loop is created because 'Blade Knight' now fluctuates between 2300 and 2000 ATK (either above or below 'Giant Orc', making it the strongest monster on the field... or not). Therefore, 'Pole Position' is destroyed. [Re: Tragedy] 'Spear Dragon' changes its battle position at the end of the Damage Step, so you cannot activate 'Tragedy' at that time. 'Goblin Attack Force' and 'Giant Orc' change their battle positions at the end of the Battle Phase, so you can activate 'Tragedy' at that time. | Card Type: Effect Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Fiend | Name: Giant Orc | Passcode: 73698349 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Light Play $0.39 x 1
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Giant Orc - MFC-012 - Common - Unlimited Edition
ATK/DEF: 2200/0 | Attribute: Dark | Card Number: MFC-012 | Card Rules: Rulings powered by The Netrep API. [Re: Divine Wrath] You cannot activate 'Divine Wrath' when 'Giant Orc', 'Goblin Attack Force', or 'Spear Dragon' changes to Defense Position because these are considered Continuous Effects. [Re: Final Attack Orders] While 'Final Attack Orders' is active, effects of 'Goblin Attack Force', 'Giant Orc', and 'Dark Zebra' are resolved, but they are immediately changed back to Attack Position. [Re: Pole Position] EXAMPLE #4 I have 'Pole Position', 'Blade Knight' (1600 ATK / LIGHT), and 'Luminous Spark' (+500 ATK to LIGHT) face-up on the field and 2 cards in my hand. The opponent has 'Giant Orc' (2200 ATK / EARTH) face-up on the field, which is the highest-ATK monster on the field. If I Set 1 of the 2 cards in my hand, 'Blade Knight' gains +400 ATK with its effect, becomes the highest-ATK monster, and because of 'Luminous Spark' an infinite loop is created. So I am not allowed to Set a card. [Re: Pole Position] EXAMPLE #6 The opponent has 'Blade Knight' (1600 ATK) equipped with 'Butterfly Dagger - Elma' (+300 ATK 1900 ATK total) and 2 cards in hand, along with 'Marauding Captain' (1200 ATK). The turn player has 'Robbin' Goblin', 'Pole Position', and 'Giant Orc' (2200 ATK). The turn player attacks 'Marauding Captain' with 'Giant Orc', inflicting 1000 points of damage. The opponent has to discard a card because of 'Robbin' Goblin' and an infinite loop is created because 'Blade Knight' now fluctuates between 2300 and 2000 ATK (either above or below 'Giant Orc', making it the strongest monster on the field... or not). Therefore, 'Pole Position' is destroyed. [Re: Tragedy] 'Spear Dragon' changes its battle position at the end of the Damage Step, so you cannot activate 'Tragedy' at that time. 'Goblin Attack Force' and 'Giant Orc' change their battle positions at the end of the Battle Phase, so you can activate 'Tragedy' at that time. | Card Type: Effect Monster | Condition: | Edition: Unlimited | Level: 4 | Monster Type: Fiend | Name: Giant Orc | Passcode: 73698349 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Light Play $0.33 x 1
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Great Angus - MFC-055 - Common - 1st Edition
ATK/DEF: 1800/600 | Attribute: Fire | Card Number: MFC-055 | Card Rules: No rulings available for this card. | Card Type: Normal Monster | Condition: | Edition: 1st | Level: 4 | Monster Type: Beast | Name: Great Angus | Passcode: 11813953 | Pendulum Scale: | Rarity: Common | Set: Magicians Force
Condition: Near Mint $0.26 x 3
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Condition: Moderate Play $0.23 x 1
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