Format Library
  • Home
    • Great Library
  • Goat
    • Introduction
    • History
    • Communities
    • Deck Gallery
    • Rulings
    • Card Pool
    • Side Decking
    • Videos
    • Interviews
  • Nova
    • Introduction
    • Nova Classic Card Pool
    • Classic Extra Deck
    • Classic Deck Gallery
    • Nova Prime Ban List
    • Nova Prime Card Pool
  • Formats
    • May 2002 - Yugi Kaiba
    • Jul 2002 - Critter
    • Apr 2003 - Android
    • Aug 2003 - Yata
    • Aug 2004 - Chaos
    • Oct 2004 - Warrior
    • Apr 2005 - Goat
    • Oct 2005 - Reaper
    • Apr 2006 - Chaos Return
    • Oct 2006 - Stein Monarch
    • Mar 2007 - Troop Dup
    • Jan 2008 - Perfect Circle
    • Sep 2008 - TeleDad
    • Mar 2009 - Synchro Cat
    • Mar 2010 - Edison
    • July 2010 - Glad Beast
    • Oct 2011 - Tengu Plant
    • Dec 2012 - Wind-Up
    • Mar 2013 - Baby Ruler
    • Sep 2013 - Ravine Ruler
    • July 2014 - HAT
    • July 2015 - Djinn Lock
    • Aug 2015 - Newgioh
  • Events
    • Registration
    • FLC V - Coverage
    • FLC IV - Coverage
    • FLC III - Coverage
    • FLC II - Coverage
    • FLC I - Coverage
  • Media
    • Facebook
    • Twitter
    • YouTube
    • Twitch
    • Discord

Yugi vs Kaiba Format - May 2002

5/15/2016

Comments

 
                                                
Name Card Category Attribute Type Level ATK DEF Text
Acid Trap Hole Trap Normal Target 1 face-down Defense Position monster on the field; flip it face-up, then destroy it if its DEF is 2000 or less, or return it face-down if its DEF is more than 2000.
Ancient Elf Monster Normal Light Spellcaster 4 1450 1200 This elf is rumored to have lived for thousands of years. He leads an army of spirits against his enemies.
Ancient Telescope Spell Normal See the top 5 cards of your opponent's Deck. Return the cards to the Deck in the same order.
Ansatsu Monster Normal Earth Warrior 5 1700 1200 A silent and deadly warrior specializing in assassinations.
Aqua Madoor Monster Normal Water Spellcaster 4 1200 2000 A wizard of the waters that conjures a liquid wall to crush any enemies that oppose him.
Armaill Monster Normal Earth Warrior 3 700 1300 A strange warrior who manipulates three deadly blades with both hands and his tail.
Armed Ninja Monster Effect Earth Warrior 1 300 300 Flip: Select 1 Spell Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Spell Card, it is destroyed. If it is a Trap Card, return it to its original position.
Armored Starfish Monster Normal Water Aqua 4 850 1400 A bluish starfish with a solid hide capable of fending off attacks.
Baron of the Fiend Sword Monster Normal Dark Fiend 4 1550 800 An aristocrat who wields a sword possessed by a malicious spirit that preys on the weak.
Basic Insect Monster Normal Earth Insect 2 500 700 Usually found traveling in swarms, this creature's ideal environment is the forest.
Battle Ox Monster Normal Earth Beast-Warrior 4 1700 1000 A monster with tremendous power, it destroys enemies with a swing of its axe.
Beast Fangs Spell Equip A Beast-Type monster equipped with this card increases its ATK and DEF by 300 points.
Beaver Warrior Monster Normal Earth Beast-Warrior 4 1200 1500 What this creature lacks in size it makes up for in defense when battling in the prairie.
Blue-Eyes White Dragon Monster Normal Light Dragon 8 3000 2500 This legendary dragon is a powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale.
Book of Secret Arts Spell Equip A Spellcaster-Type monster equipped with this card increases its ATK and DEF by 300 points.
Card Destruction Spell Normal Each player discards their entire hand, then draws the same number of cards they discarded.
Castle Walls Trap Normal Increase the DEF of 1 face-up monster on the field by 500 points until the end of this turn.
Celtic Guardian Monster Normal Earth Warrior 4 1400 1200 An elf who learned to wield a sword, he baffles enemies with lightning-swift attacks.
Change of Heart Spell Normal Target 1 monster your opponent controls; take control of it until the End Phase.
Charubin the Fire Knight Monster Fusion Fire Pyro 3 1100 800 Monster Egg + "Hinotama Soul"
Claw Reacher Monster Normal Dark Fiend 3 1000 800 Stretching arms and razor-sharp claws make this monster a formidable opponent.
Curse of Dragon Monster Normal Dark Dragon 5 2000 1500 A wicked dragon that taps into dark forces to execute a powerful attack.
D. Human Monster Normal Earth Warrior 4 1300 1100 Gifted with the power of dragons, this warrior wields a sword created from a dragon's fang.
Dark Assailant Monster Normal Dark Zombie 4 1200 1200 Armed with the Psycho Sword, this sinister assassin rules the bad land.
Dark Energy Spell Equip A Fiend-Type monster equipped with this card increases its ATK and DEF by 300 points.
Dark Gray Monster Normal Earth Beast 3 800 900 Entirely gray, this beast has rarely been seen by mortal eyes.
Dark Hole Spell Normal Destroy all monsters on the field.
Dark King of the Abyss Monster Normal Dark Fiend 3 1200 800 It's said that this King of the Netherworld once had the power to rule over the dark.
Dark Magician Monster Normal Dark Spellcaster 7 2500 2100 The ultimate wizard in terms of attack and defense.
Dark Titan of Terror Monster Normal Dark Fiend 4 1300 1100 A fiend said to dwell in the world of dreams, it attacks enemies in their sleep.
Darkfire Dragon Monster Fusion Dark Dragon 4 1500 1250 Firegrass + "Petit Dragon"
Darkworld Thorns Monster Normal Earth Plant 3 1200 900 A thorny plant found in the darklands that wraps its body around any unwary travelers.
De-Spell Spell Normal Select 1 Spell Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Spell Card, it is destroyed. If it is a Trap Card, return it to its original position.
Destroyer Golem Monster Normal Earth Rock 4 1500 1000 A golem with a massive right hand for crushing its victims.
Dian Keto the Cure Master Spell Normal Increase your Life Points by 1000 points.
Dissolverock Monster Normal Earth Rock 3 900 1000 A monster born in the lava pits, it generates intense heat that can melt away its enemies.
Doma the Angel of Silence Monster Normal Dark Fairy 5 1600 1400 This fairy rules over the end of existence.
Dragon Capture Jar Trap Continuous Change all face-up Dragon-Type monsters on the field to Defense Position, also they cannot change their battle positions.
Dragon Treasure Spell Equip A Dragon-Type monster equipped with this card increases its ATK and DEF by 300 points.
Dragon Zombie Monster Normal Dark Zombie 3 1600 0 A dragon revived by sorcery. Its breath is highly corrosive.
Dragoness the Wicked Knight Monster Fusion Wind Warrior 3 1200 900 Armaill + "One-Eyed Shield Dragon"
Drooling Lizard Monster Normal Earth Reptile 3 900 800 A blood-sucking snake in human form that attacks any living being that passes nearby.
Electro-Whip Spell Equip A Thunder-Type monster equipped with this card increases its ATK and DEF by 300 points.
Enchanting Mermaid Monster Normal Water Fish 3 1200 900 A beautiful mermaid that lures voyagers to a watery death.
Exodia the Forbidden One Monster Effect Dark Spellcaster 3 1000 1000 When you have "Right Leg of the Forbidden One", "Left Leg of the Forbidden One", "Right Arm of the Forbidden One" and "Left Arm of the Forbidden One" in addition to this card in your hand, you win the Duel.
Feral Imp Monster Normal Dark Fiend 4 1300 1400 A playful little fiend that lurks in the dark, waiting to attack an unwary enemy.
Fiend Reflection #2 Monster Normal Light Winged Beast 4 1100 1400 A bird-beast that summons reinforcements with a hand mirror.
Final Flame Spell Normal Inflicts 600 points of Direct Damage to your opponent's Life Points.
Firegrass Monster Normal Earth Plant 2 700 600 A fire-breathing plant found growing near volcanoes.
Fireyarou Monster Normal Fire Pyro 4 1300 1000 A malevolent creature wrapped in flames that attacks enemies with intense fire.
Fissure Spell Normal Destroy the 1 face-up monster your opponent controls that has the lowest ATK. (If it's a tie, you get to choose.)
Flame Ghost Monster Fusion Dark Zombie 3 1000 800 Skull Servant + "Dissolverock"
Flame Manipulator Monster Normal Fire Spellcaster 3 900 1000 This Spellcaster attacks enemies with fire-related spells such as Sea of Flames" and "Wall of Fire"."
Flame Swordsman Monster Fusion Fire Warrior 5 1800 1600 "Flame Manipulator + "Masaki the Legendary Swordsman"
Flower Wolf Monster Fusion Earth Beast 5 1800 1400 Silver Fang + "Darkworld Thorns"
Follow Wind Spell Equip A Winged Beast-Type monster equipped with this card increases its ATK and DEF by 300 points.
Forest Spell Field Increases the ATK and DEF of all Insect, Beast, Plant, and Beast-Warrior-Type monsters by 200 points.
Frenzied Panda Monster Normal Earth Beast 4 1200 1000 A savage beast that carries a big bamboo stick for beating down its enemies.
Fusionist Monster Fusion Earth Beast 3 900 700 "Petit Angel" + "Mystical Sheep #2"
Gaia the Dragon Champion Monster Fusion Wind Dragon 7 2600 2100 "Gaia The Fierce Knight" + "Curse of Dragon"
Gaia the Fierce Knight Monster Normal Earth Warrior 7 2300 2100 A knight whose horse travels faster than the wind. His battle-charge is a force to be reckoned with.
Giant Soldier of Stone Monster Normal Earth Rock 3 1300 2000 A giant warrior made of stone. A punch from this creature has earth-shaking results.
Goblin's Secret Remedy Spell Normal Increases a selected player's Life Points by 600 points.
Gravedigger Ghoul Spell Normal Select 2 Monster Cards from your opponent's Graveyard. These Monster Cards are removed from play for the remainder of the Duel.
Great White Monster Normal Water Fish 4 1600 800 A giant white shark with razor-sharp teeth.
Green Phantom King Monster Normal Earth Plant 3 500 1600 This youthful king of the forest lives in a green world, abundant with trees and wildlife.
Gyakutenno Megami Monster Normal Light Fairy 6 1800 2000 This fairy uses her mystical power to protect the weak and provide spiritual support.
Hane-Hane Monster Effect Earth Beast 2 450 500 Flip: Select 1 Monster Card on the field (regardless of position) and return it to its owner's hand.
Hard Armor Monster Normal Earth Warrior 3 300 1200 A living suit of armor that attacks enemies with a bone-jarring tackle.
Harpie's Pet Dragon Monster Effect Wind Dragon 7 2000 2500 This card gains 300 ATK and DEF for each "Harpie Lady" on the field.
Hinotama Spell Normal Inflict 500 damage to your opponent.
Hinotama Soul Monster Normal Fire Pyro 2 600 500 An intensely hot flame creature that rams anything standing in its way.
Hitotsu-Me Giant Monster Normal Earth Beast-Warrior 4 1200 1000 A one-eyed behemoth with thick, powerful arms made for delivering punishing blows.
Invigoration Spell Equip An Earth monster equipped with this card increases its ATK by 400 and decreases its DEF by 200.
Judge Man Monster Normal Earth Warrior 6 2200 1500 This club-wielding warrior battles to the end and will never surrender.
Just Desserts Trap Normal Inflict 500 points of damage to your opponent's Life Points for each monster on your opponent's side of the field.
Kagemusha of the Blue Flame Monster Normal Earth Warrior 2 800 400 Serving as a double for the Ruler of the Blue Flame, he's a master swordsman that wields a fine blade.
Karbonala Warrior Monster Fusion Earth Warrior 4 1500 1200 M-Warrior #1 + "M-Warrior #2"
King Fog Monster Normal Dark Fiend 3 1000 900 A fiend that dwells in a blinding curtain of smoke.
Kojikocy Monster Normal Earth Warrior 4 1500 1200 A man-hunter with powerful arms that can crush boulders
Koumori Dragon Monster Normal Dark Dragon 4 1500 1200 A vicious, fire-breathing dragon whose wicked flame corrupts the souls of its victims.
Kumootoko Monster Normal Earth Insect 3 700 1400 A massive, intelligent spider that traps enemies with webbing.
Kurama Monster Normal Wind Winged Beast 3 800 800 A vicious bird that attacks from the skies with its whip-like tail.
La Jinn the Mystical Genie of the Lamp Monster Normal Dark Fiend 4 1800 1000 A genie of the lamp that is at the beck and call of its master.
Larvas Monster Normal Earth Beast 3 800 1000 A fast-moving, bird-like creature that strangles opposing monsters with its long, thin arms.
Laser Cannon Armor Spell Equip An Insect-Type monster equipped with this card increases its ATK and DEF by 300 points.
Last Will Spell Normal If a monster on your side of the field was sent to your Graveyard this turn, you can Special Summon 1 monster with an ATK of 1500 points or less from your Deck once during this turn. Then shuffle your Deck.
Left Arm of the Forbidden One Monster Normal Dark Spellcaster 1 200 300 A forbidden left arm sealed by magic. Whosoever breaks this seal will know infinite power.
Left Leg of the Forbidden One Monster Normal Dark Spellcaster 1 200 300 A forbidden left leg sealed by magic. Whosoever breaks this seal will know infinite power.
Legendary Sword Spell Equip A Warrior-Type monster equipped with this card increases its ATK and DEF by 300 points.
Lesser Dragon Monster Normal Wind Dragon 4 1200 1000 A minor dragon incapable of breathing fire.
Lord of D. Monster Effect Dark Spellcaster 4 1200 1100 Face-up Dragon-Type monsters cannot be targeted by Spells, Traps, or card effects.
M-Warrior #1 Monster Normal Earth Warrior 3 1000 500 Specializing in combination attacks, this warrior uses magnetism to block an enemy's escape.
M-Warrior #2 Monster Normal Earth Warrior 3 500 1000 Specializing in combination attacks, this warrior is equipped with a tough, magnetically coated armor.
Machine Conversion Factory Spell Equip A Machine-Type monster equipped with this card increases its ATK and DEF by 300 points.
Magical Ghost Monster Normal Dark Zombie 4 1300 1400 This creature casts a spell of terror and confusion just before attacking its enemies.
Mammoth Graveyard Monster Normal Earth Dinosaur 3 1200 800 A mammoth that protects the graves of its pack and is absolutely merciless when facing grave-robbers.
Man Eater Monster Normal Earth Plant 2 800 600 Man-eating plant with poison feelers for attacking enemies.
Man-Eater Bug Monster Effect Earth Insect 2 450 600 FLIP: Select and destroy 1 monster on the field.
Man-Eating Treasure Chest Monster Normal Dark Fiend 4 1600 1000 A monster disguised as a treasure chest that is known to attack the unwary adventurer.
Masaki the Legendary Swordsman Monster Normal Earth Warrior 4 1100 1100 Legendary swordmaster Masaki is a veteran of over 100 battles.
Master & Expert Monster Normal Earth Beast 4 1200 1000 A deadly duo consisting of a beast master and its loyal servant.
Meda Bat Monster Normal Dark Fiend 2 800 400 An eyeball fiend created by a servant of the wicked, it uses "Dark Bombs" to blow away its enemies.
Metal Dragon Monster Fusion Wind Machine 6 1850 1700 Steel Ogre Grotto #1 + "Lesser Dragon"
Metalmorph Trap Normal Target 1 face-up monster on the field; equip this card to that target. It gains 300 ATK and DEF. If it attacks, it gains ATK equal to half the ATK of the attack target, during damage calculation only.
Misairuzame Monster Normal Water Fish 5 1400 1600 A missile-launching fish protected by deadly spikes.
Monster Egg Monster Normal Earth Warrior 3 600 900 A warrior hidden within an egg that attacks enemies by flinging eggshells.
Monster Reborn Spell Normal Target 1 monster in either player's Graveyard; Special Summon it.
Mountain Spell Field Increases the ATK and DEF of all Dragon, Winged Beast, and Thunder-Type monsters by 200 points.
Mysterious Puppeteer Monster Effect Earth Warrior 4 1000 1500 Each time you or your opponent Normal Summons or Flip Summons a monster, increase your Life Points by 500 points.
Mystic Clown Monster Normal Dark Fiend 4 1500 1000 Nothing can stop the mad attack of this powerful creature.
Mystic Horseman Monster Normal Earth Beast 4 1300 1550 Half man and half horse, this monster is known for its extreme speed.
Mystical Elf Monster Normal Light Spellcaster 4 800 2000 A delicate elf that lacks offense, but has a terrific defense backed by mystical power.
Mystical Moon Spell Equip A Beast-Warrior-Type monster equipped with this card increases its ATK and DEF by 300 points.
Mystical Sheep #2 Monster Normal Earth Beast 3 800 1000 A monstrous sheep with a long tail for hypnotizing enemies.
Nemuriko Monster Normal Dark Spellcaster 3 800 700 A child-like creature that controls a sleep fiend to beckon enemies into eternal slumber.
Neo the Magic Swordsman Monster Normal Light Spellcaster 4 1700 1000 A dimensional drifter who not only practices sorcery, but is also a sword and martial arts master.
Ogre of the Black Shadow Monster Normal Earth Beast-Warrior 4 1200 1400 An ogre possessed by the powers of the dark. Few can withstand its rapid charge.
One-Eyed Shield Dragon Monster Normal Wind Dragon 3 700 1300 This dragon wears a shield not only for its own protection, but also for ramming its enemies.
Ookazi Spell Normal Inflict 800 damage to your opponent.
Pale Beast Monster Normal Earth Beast 4 1500 1200 With skin tinged bluish-white, this strange creature is a fearsome sight to behold.
Petit Angel Monster Normal Light Fairy 3 600 900 A quick-moving and tiny fairy that's very difficult to hit.
Petit Dragon Monster Normal Wind Dragon 2 600 700 A very small dragon known for its vicious attacks.
Polymerization Spell Normal Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
Pot of Greed Spell Normal Draw 2 cards.
Power of Kaishin Spell Equip A Aqua-Type monster equipped with this card increases its ATK and DEF by 300 points.
Raigeki Spell Normal Destroy all monsters your opponent controls.
Raise Body Heat Spell Equip A Dinosaur-Type monster equipped with this card increases its ATK and DEF by 300 points.
Ray & Temperature Monster Normal Light Fairy 3 1000 1000 The Sun and the North Wind join hands to deliver a devastating combination of heat and gale-force winds.
Reaper of the Cards Monster Effect Dark Fiend 5 1380 1930 FLIP: Select 1 Trap Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Trap Card, it is destroyed. If it is a Spell Card, return it to its original position.
Red Medicine Spell Normal Increase your Life Points by 500 points.
Red-Eyes B. Dragon Monster Normal Dark Dragon 7 2400 2000 A ferocious dragon with a deadly attack.
Red-Eyes Black Metal Dragon Monster Effect Dark Machine 8 2800 2400 Cannot be Normal Summoned/Set. Must first be Special Summoned (from your Deck) by Tributing "Red-Eyes B. Dragon" equipped with "Metalmorph".
Reinforcements Trap Normal Increase the ATK of 1 face-up monster on the field by 500 points until the end of this turn.
Remove Trap Spell Normal Destroys 1 face-up Trap Card on the field.
Reverse Trap Trap Normal All increases and decreases to ATK and DEF are reversed for the turn in which this card is activated.
Right Arm of the Forbidden One Monster Normal Dark Spellcaster 1 200 300 A forbidden right arm sealed by magic. Whosoever breaks this seal will know infinite power.
Right Leg of the Forbidden One Monster Normal Dark Spellcaster 1 200 300 A forbidden right leg sealed by magic. Whosoever breaks this seal will know infinite power.
Rogue Doll Monster Normal Light Spellcaster 4 1600 1000 A deadly doll gifted with mystical power, it is particularly powerful when attacking against dark forces.
Root Water Monster Normal Water Fish 3 900 800 An amphibian capable of calling up a massive tidal wave from the dark seas to wipe out enemy monsters.
Rude Kaiser Monster Normal Earth Beast-Warrior 5 1800 1600 With an axe in each hand, this monster delivers heavy damage.
Ryu-Kishin Monster Normal Dark Fiend 3 1000 500 A very elusive creature that looks like a harmless statue until it attacks.
Ryu-Kishin Powered Monster Normal Light Fiend 4 1600 1200 A gargoyle enhanced by the powers of darkness. Very sharp talons make it a worthy opponent.
Salamandra Spell Equip Equip only to a FIRE monster; it gains 700 ATK.
Sand Stone Monster Normal Earth Rock 5 1300 1600 Appears from underground and attacks with long, snake-like tentacles.
Seiyaryu Monster Normal Light Dragon 7 2500 2300 A mystical dragon that burns away the unworthy with its mystic flames.
Silver Bow and Arrow Spell Equip A Fairy-Type monster equipped with this card increases its ATK and DEF by 300 points.
Silver Fang Monster Normal Earth Beast 3 1200 800 A snow wolf that's beautiful to the eye, but absolutely vicious in battle.
Skull Red Bird Monster Normal Wind Winged Beast 4 1550 1200 This monster swoops down and attacks with a rain of knives stored in its wings.
Skull Servant Monster Normal Dark Zombie 1 300 200 A skeletal ghost that isn't strong, but can mean trouble in large numbers.
Sogen Spell Field Increases the ATK and DEF of all Beast-Warrior and Warrior-Type monsters by 200 points.
Sorcerer of the Doomed Monster Normal Dark Spellcaster 4 1450 1200 A slave of the dark arts, this sorcerer is a master of death-dealing spells.
Soul Exchange Spell Normal Target 1 monster your opponent controls; this turn, if you Tribute a monster, you must Tribute that monster, as if you controlled it. You cannot conduct your Battle Phase the turn you activate this card.
Sparks Spell Normal Inflicts 200 points of Direct Damage to your opponent's Life Points.
Spike Seadra Monster Normal Water Sea Serpent 5 1600 1300 Using the spikes sprouting from its body, this creature stabs its opponents and floods them with electricity.
Spirit of the Harp Monster Normal Light Fairy 4 800 2000 A spirit that soothes the soul with the music of its heavenly harp.
Steel Ogre Grotto #1 Monster Normal Earth Machine 5 1400 1800 A steel idol worshiped in the Land of Machines.
Stop Defense Spell Normal Select 1 of your opponent's monsters and switch it to Attack Position. If the card is face-down, flip it face-up. If the card has a flip effect, it is activated immediately.
Succubus Knight Monster Normal Dark Warrior 5 1650 1300 A warrior wizard adept in casting bone-chilling spells.
Summoned Skull Monster Normal Dark Fiend 6 2500 1200 A fiend with dark powers for confusing the enemy. Among the Fiend-Type monsters, this monster boasts considerable force.
Sword of Dark Destruction Spell Normal A Dark monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points.
Swords of Revealing Light Spell Normal Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent's turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack.
Swordstalker Monster Normal Dark Warrior 6 2000 1600 A monster formed by the vengeful souls of those who passed away in battle.
Terra the Terrible Monster Normal Dark Fiend 4 1200 1300 Known as a swamp dweller, this creature is a minion of the dark forces.
The 13th Grave Monster Normal Dark Zombie 3 1200 900 A zombie that suddenly appeared from plot #13 - an empty grave.
The Flute of Summoning Dragon Spell Normal Special Summon up to 2 Dragon-Type monsters from your hand. There must be a face-up "Lord of D." on the field to activate and to resolve this effect.
The Furious Sea King Monster Normal Water Aqua 3 800 700 Grand King of the Seven Seas, he's able to summon massive tidal waves to drown the enemy.
The Inexperienced Spy Spell Normal Select and see 1 card in your opponent's hand.
The Stern Mystic Monster Effect Light Spellcaster 4 1500 1200 FLIP: All face-down cards on the field are turned face-up, and then returned to their original position. No card effects are activated when cards are turned face-up.
The Wicked Worm Beast Monster Effect Earth Beast 3 1400 700 This face-up card on the field is returned to the owner's hand during the End Phase of your turn.
Trap Hole Trap Normal When your opponent Normal or Flip Summons a monster with 1000 or more ATK: Target that monster; destroy that target.
Trap Master Monster Effect Earth Warrior 3 500 1100 FLIP: Select 1 Trap Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Trap Card, it is destroyed. If it is a Spell Card, return it to its original position.
Tri-Horned Dragon Monster Normal Dark Dragon 8 2850 2350 An unworthy dragon with three sharp horns sprouting from its head.
Trial of Nightmare Monster Normal Dark Fiend 4 1300 900 This fiend passes judgment on enemies that are locked in coffins.
Tripwire Beast Monster Normal Earth Thunder 4 1200 1300 This creature attacks with electromagnetic waves.
Turtle Tiger Monster Normal Water Aqua 4 1000 1500 A tiger encased in a protective shell that attacks with razor-sharp fangs.
Two-Mouth Darkruler Monster Normal Earth Dragon 3 900 700 A dinosaur with two deadly jaws, it stores electricity in its horn and releases high voltage bolts from the mouth on its back.
Two-Pronged Attack Trap Normal Select and destroy 2 of your monsters and 1 of your opponent's monsters.
Tyhone Monster Normal Wind Winged Beast 4 1200 1400 Capable of firing cannonballs from its mouth for long-range attacks, this creature is particularly effective in mountain battles.
Ultimate Offering Trap Continuous You can pay 500 Life Points to Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase.
Umi Spell Field Increase the ATK and DEF of all Fish, Sea Serpent, Thunder, and Aqua-Type monsters by 200 points. Also decrease the ATK and DEF of all Machine and Pyro-Type monsters by 200 points.
Unknown Warrior of Fiend Monster Normal Dark Warrior 3 1000 500 A deadly duo consisting of a beast master and its loyal servant.
Uraby Monster Normal Earth Dinosaur 4 1500 800 Fast on its feet, this dinosaur rips enemies to shreds with its sharp claws.
Vile Germs Spell Equip A Plant-Type monster equipped with this card increases its ATK and DEF by 300 points.
Violet Crystal Spell Equip A Zombie-Type monster equipped with this card increases its ATK and DEF by 300 points.
Waboku Trap Normal You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn.
Wall of Illusion Monster Effect Dark Fiend 4 1000 1850 A monster that attacks this monster is returned to its owner's hand after damage calculation. Damage calculation is applied normally.
Wasteland Spell Field Increases the ATK and DEF of all Dinosaur, Zombie, and Rock-Type monsters by 200 points.
Winged Dragon, Guardian of the Fortress #1 Monster Normal Wind Dragon 4 1400 1200 A dragon commonly found guarding mountain fortresses. Its signature attack is a sweeping dive from out of the blue.
Witty Phantom Monster Normal Dark Fiend 4 1400 1300 Dressed in a night-black tuxedo, this creature presides over death.
Yami Spell Field Increases the ATK and DEF of all Fiend and Spellcaster-Type monsters by 200 points. Also decreases the ATK and DEF of all Fairy-Type monsters by 200 points.
Picture
The Yugi vs. Kaiba Format is the first competitive TCG format there ever was. It includes only the Legend of Blue-Eyes White Dragon booster set and the 2 Original Starter Decks (Yugi & Kaiba). This is Yu-Gi-Oh! in its simplest form. Surprisingly, it is actually difficult and takes a lot more skill than you would think.

Games are almost always very close. The format revolves around battle and monster removal. Let's start with the Four Power Spells, since they are clearly the most powerful cards by far.

RAIGEKI and DARK HOLE are a constant threat and probably the best ways to gain card advantage. This means it is really only safe to summon and attack with 1 monster at a time while these cards are still left in your opponent's deck. This can make getting around high-DEF monsters such as Wall of Illusion and Giant Soldier of Stone very slow, because you usually have to attack them to flip them face-up and then play a Fissure on them the following turn. My favorite way to use these cards is to bait my opponent into summoning multiple monsters by setting my own flip effect monsters or defensive walls in response to their aggression. Another play that sometimes works is to hold Dark Hole or Raigeki when it seems obvious that I should use it (in the face of 2 monsters) and goad my opponent into bringing out a third monster. However, I like to hold one or the other for most of the duel. So I will try to gain advantage with the first copy I see and then hold the other one back to keep my opponent's summons in check. Ideally it is better to hold Raigeki if you can, because it can also be used like a Nobleman of Crossout to clear facedown monsters to swing for game or big damage.

MONSTER REBORN is almost unstoppable since it circumvents Trap Hole. It's one and only weakness is Waboku. The best card to target is obviously Summoned Skull, and it is obviously best to wait until late game to do this. This is the only mainstream card that can special summon a monster (besides Last Will, which is weakened by the Old Ruling and a lack of solid targets). If you want to swarm the field, this is the one card that can do it.

CHANGE OF HEART is a menace. Absolutely devastating to use it on your opponent's Flip Effect monster or when you only need to get one more attack in to kill your opponent. For this reason alone, it is the fourth power spell and is best to hold until late game.

POT OF GREED as good as we all know it to be, is at its weakest form in the Yugi Kaiba Format. I don't even consider it a power spell. Why is that? Because there are so few power cards you can draw off of it. That said, it is a staple and should be played whenever you don't have a trap card or a viable monster play in hand. However, keep in mind there are no cards around that will discard it from your hand, except Card Destruction, which is not a good card. This means there is very little downside to holding it, and it can actually effect how your opponent assesses the game state and the plays that they make.

SUMMONED SKULL is powerful in the end game, but risky to bring out earlier. That is why I like to run 1, it's kind of like a really weak BLS. The only effective way to bring it out is a hard tribute. It is also very powerful to use Change of Heart + Summoned Skull late game. However, you typically don't want to bring it out too early because there is so much generic 1-1 removal and there is the threat of your opponent's Monster Reborn and Change of Heart. Playing Monster Reborn into Summoned Skull can only be stopped by a Waboku, since the special summon avoids Trap Hole and Skull can attack over literally any monster. I find that 2 Summoned Skulls will clog in your hand quite often, which to me was a bit surprising and against my initial intuitions, but having played a lot of this format, it now makes perfect sense. A tribute summon is a bit of an over-extension, and you will wind up holding your Skull for many turns more often than not, even when you have prime tribute fodder like a flipped Man-Eater Bug or Trap Master.

LA JINN, BATTLE OX, and NEO are the primary aggressors. You need them. All 9 of them in my opinion. Think about the math here, there are 9 1-for-1 removal cards (Bug, Fissure, Trap Hole) and 9 Lv4 beaters. Odds are your opponent will have 1-for-1 removal every time you summon one. Just be wary of Trap Holes when you need to get an attack over an opposing monster. And try to summon only one at a time while Raigeki and Dark Hole are still around. They are the best play when your opponent has no monsters, because they demand a response. The easiest way to win in this format is 5 clean attacks coming from one of these guys.

MAN-EATER BUG is a staple at 3. It is an incredibly versatile removal card. However, it is also the slowest form of removal, since it takes 1 turn of commitment to the board, and it is quite vulnerable to Raigeki, Dark Hole, Change of Heart, and even Swords of Revealing Light. Be careful how you use this card and be aware of its weaknesses.

WALL OF ILLUSION and GIANT SOLDIER OF STONE are excellent walls. I like to use only 2 of each, because you don't often want to use them, but when you need to set them to stave off attacks late game, they are amazing. You would think Wall of Illusion is infinitely better, but I like the versatility of using both at 2, because sometimes it actually is better to have Stone. Keep in mind, Wall can be abused by your opponent's man-eater bug or trap master, since they can flip summon, eat 1300-1400 damage, and then re-use the flip effect by re-setting them. Neither of these cards is a particularly good opening play. It is somewhat debatable whether Stone or Mystical Elf is better, since Elf can slide under Trap Hole if you want to go for game.

FISSURE is also a staple at 3. It is particularly useful against Giant Soldier of Stone and Wall of Illusion, which can otherwise be a real pain to get rid of. It can also be used against beaters when necessary. Just remember, it's usually best to use a Fissure in Main Phase 1, not Main Phase 2, because your opponent can just set another monster before you get a chance to swing directly.

TRAP HOLE is the best tempo controller in the format, since it is the only card that can effectively deal with threats coming from the opponent on their turn in 90% of cases. You get 3 of them, and trust me, you will need all 3 to survive long enough in this format. It is a serious threat when one player has a Lv 4 beater and the other has a blank monster zone. It is very difficult to be aggressive with the threat of Trap Hole to impede your progress.

WABOKU is one of the most important cards in the format, and you almost always want to save it until you cannot afford to take any more damage or it is ideal to save your monster (say a La Jinn from a kamikaze with your opponent's La Jinn, in which case only theirs will die if you play Waboku). Be careful though, because going down to 500 or 1000 life points is quite risky due to Reinforcements (which can be activated in the Damage Step) and Just Desserts. Once your opponent has 3 Wabokus in the graveyard, it is safe to go for game with cards like Change of Heart and Monster Reborn to mount a big swing. It plays a similar role to Scapegoat before it came out in the TCG, a 3 of card that let's you live in response to an over-extension and ideally come back with a swift counter attack on your turn when you can play your power spells.

TRAP MASTER is a bit of a crap-shoot, but it is the only way you can remove Trap Holes and Wabokus. It is particularly nice to hit a Waboku on your opponent's turn. My best advice for choosing a target with Trap Master is to pay attention to what cards "could" be traps, depending on whether they were on the field when your opponent wished they had a Trap Hole to respond (for instance, if the S/T was set and you summoned your La Jinn to attack over a Battle Ox, they almost certainly would have played a Trap Hole if the S/T was a Trap Hole). Conversely, if they set a new S/T after that play, there is a decent chance that new S/T is a Trap Hole. It's often nice to have the option to set a Trap Master instead of summoning a beater or setting a defensive wall, especially early game when your opponent is likely playing cautiously with their summons and there is a higher chance that set S/T are real and not bluffs.

DE-SPELL is used strictly to counter SWORDS OF REVEALING LIGHT, which is at 2 in this format. It can be devastating to De-Spell a Swords, and that's why I've gone with the choice of only maining 1 Swords and 1 De-Spell. To me, Swords is a bit of a desperation play that is by no means guaranteed to protect you due to De-Spell. And running 1 Swords is a bit of a mental-counter to people who may be inclined to run 2 De-Spells. However, Swords can also be used aggressively, and that's why I like it enough to continue to main it. It is a powerful move if you hit a Man-Eater Bug while you have no monsters or you can flip up a defense wall in order to Fissure it during mp1 and subsequently attack with a beater.

REINFORCEMENTS is a nifty card, but it can be a bit situational. Either running 1 or 2 is the best number. It works great when you need to power over a beater or protect your own from getting run over. Remember it's almost always better to activate in the damage step when Waboku cannot be chained in response. Also be wary of your opponent's Reinforcements in response to your own.

JUST DESSERTS is a personal tech choice that could easily be filled in by either more monsters or another copy of Swords and/or De-Spell. I find it useful in clinching games and stealing games I probably shouldn't have won. It's also nice that it is chainable to Trap Master. It's best when games are wars of attrition and neither player can seem to capitalize with any of their power cards or when you had to use both your copies of Raigeki and Dark Hole to stay in the game. 2 Just Desserts can easily be 3000 damage if your opponent is trying to kill you with Monster Reborn and Change of Heart or just a big swarm. This is a huge amount of damage and an additional threat your opponent has to consider when debating whether or not to use their Wabokus. There is also almost no way to eliminate the possibility of Just Desserts with the lack of S/T removal or a Jinzo in this format.

Other decks: DRAGONS
Picture
The Dragons deck revolves around Lord of D. and the Flute of Summoning Dragon combo to bring out Blue-Eyes White Dragons and Tri-Horned Dragons. This is difficult to pull off quickly, and seriously complicated by the fact that all decks play 3 Wabokus, Dark Hole, and Raigeki. A potential way to deal with this is to use Trap Masters. It is further hindered by the fact that the Old Ruling on Last Will requires one to activate it BEFORE your monster is sent to the Graveyard, making it harder to summon Lord of D. It would be much more powerful if you could summon a beater, bait out a Trap Hole, play Last Will into Lord of D. and bring out your Dragons, but alas this combo did not work back in the 2002 rules of the TCG.
Picture
Other decks: STALL MILL
I was thinking about how 2 Card Destruction could be abused in this format, and this is the best idea I can come up with. Since most normal games in this format take about 10+ turns, all you would have to do in theory would be to stall the game out a little bit longer to 20 turns, so your opponent has exactly 12 cards left in deck and 6 cards in hand, then activate 2 Card Destruction on your turn. Ideally you only need to make sure you don't deck yourself out, and you can manipulate the number of cards in your hand by setting spells, traps, and monsters to draw the maximum number without killing yourself. You could also do this to ensure or increase the odds that you draw your second Card Destruction off of your first Card Destruction if you only have drawn 1 that game.
​
Other decks: STALL BURN?
This deck revolves around Just Desserts, Ookazi (Normal Spell, 800 dmg), and potentially Hinotama (Normal Spell, 500 dmg). In theory, it could run a handful of beaters, 3 Stone Soldiers, 3 Elfs, 3 Bugs, 2 Swords, 3 Waboku, etc. It would only require ~2 attacks by one of your beaters early on, and then you can go into stall mode, setting lots of spells and holding off your opponent with walls. Then, when you have enough damage to kill your opponent or get them really really low, you can fire off all of your burn at once. This would work best in response to a full board of your opponent's monsters to maximize Just Desserts.

Other decks: STALL EXODIA?
Probably wouldn't work very well, with no viable methods to search out or retrieve Exodia pieces from the graveyard, meaning Card Destruction would probably fail in this build. Yeah, I don't see this deck being any good, but maybe someone can crack a decent build. Your opponent could also side in Card Destruction and that would basically kill your gameplan.
Comments
comments powered by Disqus
Powered by Create your own unique website with customizable templates.