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Beyond the Brave (BETB-EN) Card Reviews
| 1. Card gallery: yugipedia.com/wiki/Set_Card_Galleries:Beyond_the_Brave |
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Beyond
the Brave (BETB-EN100) Predaplant Daredevil DARK / Fusion Monster / Level 6 / ATK 2200 / DEF 1500 (Plant / Fusion / Effect) 1 "Predaplant" monster + 1 Level 1 monster Must first be either Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing 1 monster on either field with a Predator Counter and 1 "Predaplant" monster you control. During the Main Phase, if this card was Special Summoned this turn (Quick Effect): You can target Spells/Traps on the field, up to the number of monsters with a Predator Counter; destroy them. You can only use this effect of "Predaplant Daredevil" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Predaplants Cons: Low stats for Level, other way costs 2 monsters, destorys based on total Predator Counters on field |
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Beyond
the Brave (BETB-EN099) Clown Crew Cappello LIGHT / Pendulum Monster / Level 5 / ATK 1900 / DEF 800 Pendulum Effect(s) / Pendulum Scale 7 During your Main Phase: You can send 1 non-Pendulum "Clown Crew" card from your Deck to the GY, and if you do, Special Summon this card, also until the end of the next turn after this effect resolves, you cannot activate the effect of monsters Special Summoned from the Deck or Extra Deck. You can only use this effect of "Clown Crew Cappello" once per turn. (Beast-Warrior / Pendulum Effect) Monsters your opponent controls lose 1500 DEF while you control a Tribute Summoned monster. If this card is Tributed: You can activate 1 of these effects (but you can only use each effect of "Clown Crew Cappello" once per turn); ● Shuffle all Pendulum Monsters from the face-up Extra Decks and the field into the Deck. ● Special Summon 1 non-Pendulum "Clown Crew" monster from your Deck or Extra Deck, ignoring its Summoning conditions. ~Rarities: Super Rare |
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Pros: Easily played, high Pendulum
Scale, helps
Clown Crews and Tribute Summons, counters high DEF and
Pendulums Cons: Low stats for Level, costs Clown Crew to Summon itself, can't send Pendulums, must be Tributred for bullet effects, can't properly Summon |
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Beyond
the Brave (BETB-EN098) Verre, the Maid of Endymion LIGHT / Effect Monster / Level 4 / ATK 500 / DEF 1400 (Spellcaster / Effect) (This card is always treated as a "Witchcrafter" card.) Gains 2300 ATK while you have "Regulus, the Prince of Endymion" in your field or GY. You can only use each of the following effects of "Verre, the Maid of Endymion" once per turn. During your Main Phase, if a Spell Card or effect was activated this turn: You can Special Summon this card from your hand. If this card is Special Summoned: You can add 1 "Witchcrafter" Spell/Trap or 1 "Magical Dimension" from your Deck to your hand. ~Rarities: Ultra Rare |
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Pros: Easily played, searchable,
helps Witchcrafters Cons: Low DEF, must have Regulus of Endymion on field or in Grave for ATK boost, can't negate or Summon |
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Beyond
the Brave (BETB-EN097) Long-Tailed Black Horse EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 800 (Zombie / Effect) If this card is Normal or Special Summoned: You can reveal 1 Zombie monster in your hand and send 1 EARTH Zombie monster from your Deck to the GY; send the revealed monster to the GY, and if you do, this card gains 500 ATK until the end of this turn. You can only use this effect of "Long-Tailed Black Horse" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps
Zombies Cons: Low DEF, costs Zombie for 1-turn very low boost, can't Summon chosen Zombie |
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Beyond
the Brave (BETB-EN096) Angelechy Verdict TRAP / Normal Trap Apply this effect based on the number of "Angelechy" Monster Cards on the field. ● 1 to 4: Negate the effects of 1 face-up card your opponent controls. ● 5+: Banish all cards your opponent controls. You can banish this card from your GY; send 1 "Angelechy" card from your hand or face-up field to the GY, then you can place 1 "Angelechy" monster with a different name than the cards in your Spell & Trap Zone, from your Extra Deck in your Spell & Trap Zone as a face-up Continuous Spell. You can only use each effect of "Angelechy Verdict" once per turn. ~Rarities: Common |
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Pros: Easily played, helps
Angelechys and Banished Cons: Effect depends on total Angelechys on field, requires 5+ to banish opponent's cards, costs 2 cards to place Angelechy, can't Summon |
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Beyond
the Brave (BETB-EN095) Angelechy Endgame Problem SPELL / Field Spell This card gains the following effects, based on the number of "Angelechy" Monster Cards in your Spell & Trap Zone. ● 1+: Once per turn, during your opponent's Standby Phase: You can draw 1 card. ● 2+: When your opponent would Special Summon a monster(s), you choose the zone(s) to place it. ● 3+: Once per turn, you can activate 1 "Angelechy" Trap Card the turn it was Set. ● 4+: Once per turn, when your opponent Special Summons a monster(s) (except during the Damage Step): You can banish that monster(s). ● 5: Once per turn: You can Special Summon 1 "Angelechy" monster from your Extra Deck. ~Rarities: Common |
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Pros: Easily played, searchable,
helps Angelechys and
Banished Cons: Effects depend on Angelechys as Spell or Trap Cards |
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Beyond
the Brave (BETB-EN094) Angelechy Opposition SPELL / Normal Spell Choose 2 "Angelechy" monsters in your Extra Deck, with different names than the cards in your Spell & Trap Zone, Special Summon 1 of them in your opponent's Main Monster Zone, and place the other in your Spell & Trap Zone as a face-up Continuous Spell. You can banish this card from your GY; shuffle up to 5 "Angelechy" cards into the Deck from your GY and/or banishment, except "Angelechy Opposition". You cannot Special Summon from the Extra Deck the turn you activate this card, except LIGHT or DARK Synchro Monsters. You can only activate 1 "Angelechy Opposition" per turn. ~Rarities: Common |
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Pros: Easily played, helps
Angelechys and LIGHT and DARK Synchros Cons: Can't Synchro Summon, must Summon 1 target to opponent's field, costs itself to shuffle |
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Beyond
the Brave (BETB-EN093) Angelechy Brilliant Move SPELL / Normal Spell Return 1 "Angelechy" Monster Card you own from your Spell & Trap Zone to the Extra Deck, then you can Special Summon it. You can banish this card from your GY, then send 1 "Angelechy" card from your hand or face-up field to the GY; Special Summon 1 "Angelechy" monster from your Extra Deck. You can only use each effect of "Angelechy Brilliant Move" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Angelechys Cons: Must return to Extra Deck or banish itself and send 1 card to Summon, can't Synchro Summon |
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Beyond
the Brave (BETB-EN092) Angelechy Strategy Score SPELL / Normal Spell Add 1 "Angelechy" Spell/Trap from your Deck to your hand, except "Angelechy Strategy Score", also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except LIGHT or DARK Synchro Monsters. If this card is in your GY, except the turn it was sent there: You can banish it; return 1 "Angelechy" Monster Card you own from your Spell & Trap Zone to the Extra Deck, then you can Special Summon it. You can only use each effect of "Angelechy Strategy Score" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, helps
Angelechys and
LIGHT and DARK Synchros Cons: Can't add monsters, costs itself to return to Extra Deck and Summon |
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Beyond
the Brave (BETB-EN091) Angelechy Seneschal DARK / Synchro Monster / Level 10 / ATK 3000 / DEF 0 (Fairy / Synchro / Effect) 1 Tuner + 1+ non-Tuners If this card is Special Summoned: Activate this effect; each player can Special Summon 1 Fairy Synchro Monster from their Extra Deck (but negate its effects), also this card, and monsters Special Summoned by this effect, cannot be used as material for an Xyz or Link Summon, and return them to the Extra Deck when they leave the field. If an "Angelechy" monster targets this card for an attack: Negate that attack, and if you do, give control of this card to your opponent. You can only use each effect of "Angelechy Seneschal" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Fairy Synchros and Angelechys Cons: 0 DEF, both players Summon Synchro without effects, not a Synchro Summon, can't use itself or new Synchro for Xyz or Links, returns Synchros to Extra Deck if removed, gives itself to opponent if attacked by Angelechy |
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Beyond
the Brave (BETB-EN090) Angelechy Castellan LIGHT / Synchro Monster / Level 7 / ATK 2000 / DEF 2500 (Fairy / Synchro / Effect) 1 Tuner + 1+ non-Tuners You can target 1 opponent's monster in this card's adjacent column, or 1 card in your opponent's Spell & Trap Zone that is 2 columns away from this card's; banish that card. If this card is placed in the Spell & Trap Zone as a Continuous Spell: You can send 1 "Angelechy" card from your Deck to the GY. You can only use each of the preceding effects of "Angelechy Castellan" once per turn. While this card is treated as a Continuous Spell, each player can only activate 1 card or effect per Chain. ~Rarities: Ultra Rare |
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Pros: Easily played, helps column
effects,
Banished and Angelechys Cons: Low stats for Level, must be Continuous Spel for effects, last effect affects both players |
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Beyond
the Brave (BETB-EN089) Chaospawn Biship DARK / Effect Monster / Level 4 / ATK 100 / DEF 1000 (Fiend / Tuner / Effect) If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. If this card is Normal or Special Summoned: You can Special Summon 1 "Chaospawn Bishop" from your hand, Deck, or GY, and if you do, it becomes LIGHT, also for the rest of this turn, you cannot Special Summon, except LIGHT or DARK monsters, and you cannot Special Summon from the Extra Deck, except Synchro Monsters. You can only use this effect of "Chaospawn Bishop" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable
Tuner, helps Synchro Summons and Chaos Cons: Low DEF, can't Summon non-copies |
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Beyond
the Brave (BETB-EN088) Half-Slice of Nickeline WATER / Effect Monster / Level 4 / ATK 0 / DEF 0 (Rock / Effect) If this card is Special Summoned from the Deck: You can add 1 Level 4 or lower Rock monster from your Deck to your hand, except "Half Slice of Nickeline". If this card is sent to the GY as Synchro Material, you can (except during the Damage Step): Immediately after this effect resolves, Normal Summon 1 Rock monster. You can only use each effect of "Half Slice of Nickeline" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps low-Level
Rocks Cons: 0 DEF, can't Special Summon, can't add if Summoned from other places or other ways, can't add other copies, must be Synchro Material for other effect |
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Beyond
the Brave (BETB-EN087) Skyborne Blue Cularsaw DARK / Fusion Monster / Level 8 / ATK 2800 / DEF 1800 (Warrior / Fusion / Effect) 1 Level 8 or higher DARK monster + 1 Warrior monster If this card is Fusion Summoned: You can equip 1 Warrior monster from your GY or banishment, or 1 monster from your opponent's GY or banishment, to this card as an Equip Spell that gives it 500 ATK/DEF. When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can send 1 Equip Card you control to the GY; negate the activation. You can only use each effect of "Skyborne Blue Cularsaw" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Warriors and
DARK Cons: Low DEF for Level, very low stat boost, must equip by effect for boost, costs Equip Card to negate |
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Beyond
the Brave (BETB-EN086) Archidux, the Squid Sorcerer WATER / Link Monster / ATK 1500 / Link-2 Links: Right and Bottom (Aqua / Link / Effect) 2 WATER monsters You can send 1 card you control to the GY; all WATER monsters you control gain 500 ATK/DEF this turn. If a WATER Link Monster(s) you control is destroyed by an opponent's card effect, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 of those destroyed monsters; Special Summon 1 WATER monster from your hand or GY, with a Level less than or equal to that monster's Link Rating. You can only use each effect of "Archidux, the Squid Sorcerer" once per turn. ~Rarities: Common |
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Pros: Easily played, helps
WATER Cons: Low ATK for Link Rating, costs card for very low stat boost, costs 2 Links to Summon |
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Beyond
the Brave (BETB-EN085) Kerolia the Frolicsome WATER / Effect Monster / Level 1 / ATK 200 / DEF 200 (Aqua / Tuner / Effect) If a Spell/Trap(s) on the field is returned to the hand (except during the Damage Step): You can Special Summon this card from your GY (if it was there when that card was returned) or hand (even if not), in face-up or face-down Defense Position, but if you Summoned it from the GY, banish it when it leaves the field. If another card(s) on the field is returned to the hand, while this card is in the Monster Zone (except during the Damage Step): You can target 1 of your banished Normal Traps; Set it. You can only use each effect of "Kerolia the Frolicsome" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable
Tuner, helps Traps Cons: Very low DEF, is banished if it revives itself and leaves, can't Set other card Types |
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Beyond
the Brave (BETB-EN084) Kumenyo, the Nine-Hued Deer DARK / Xyz Monster / Rank 4 / ATK 2500 / DEF 1800 (Spellcaster / Xyz / Effect) 2+ Level 4 LIGHT and/or DARK monsters During the Main Phase (Quick Effect): You can detach 1 material from this card; attach 1 card from your hand, GY, or banishment to this card, except the detached material. You can only use this effect of "Kumenyo, the Nine-Hued Deer" once per turn. Gains the following effects, based on the number of different Monster Types attached to it. ● 2+: Cannot be destroyed by card effects. ● 3+: Draw 2 cards instead of 1 for your normal draw during your Draw Phase. ~Rarities: Common |
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Pros: Easily played, helps
Chaos Cons: Low stats for Rank, needs 2+ materials for bullets, largely just attaches cards as material |
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Beyond
the Brave (BETB-EN083) Just Flip a Coin TRAP / Normal Trap If a face-up card(s) you control is destroyed by an opponent's card effect: You can toss a coin and call it. If you call it right, Special Summon 1 monster from your GY. If you call it wrong, Set 1 Trap from your GY. If this card in your possession is destroyed by an opponent's card effect: You can activate 1 of these effects; ● Special Summon 1 monster from your GY. ● Set 1 Trap from your GY. You can only use each effect of "Just Flip a Coin" once per turn. ~Rarities: Common |
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Pros: Easily played Cons: Gamble effect, can't Set Spells, must be destroyed for bullet effects, bullets copy other effect |
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Beyond
the Brave (BETB-EN082) Tigress in Silent Repose EARTH / Effect Monster / Level 3 / ATK 1700 / DEF 200 (Beast-Warrior / Effect) If this card is Normal or Special Summoned: You can target 1 Spell/Trap your opponent controls; destroy that card when this card leaves the field. If this card is sent from the hand or field to the GY: You can send 1 Spell/Trap you control to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Tigress in Silent Repose" once per turn. ~Rarities: Common |
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Pros: Easily played, counters Spells
and Traps Cons: Low stats, must leave to destroy target, costs Spell or Trap to revive itself, is banished if removed after Summoning itself |
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Beyond
the Brave (BETB-EN081) Audhumla, Progenitor of the Frozen Expanse WATER / Effect Monster / Level 9 / ATK 2500 / DEF 3200 (Aqua / Effect) If 4 or more cards are on the field: You can Special Summon this card from your hand. You can send up to 2 Spells/Traps you control to the GY; draw that many cards, then you can Special Summon 1 WATER monster from your hand. When your opponent activates a card or effect (Quick Effect): You can change this card to face-down Defense Position, also for the rest of this turn, all face-down cards you control cannot be destroyed by your opponent's card effects, and your opponent cannot target them with card effects. You can only use each effect of "Audhumla, Progenitor of the Frozen Expanse" once per turn. ~Rarities: Ultra Rare (+/- extended art) and Starlight Rare |
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Pros: Easily played, high DEF, helps
multiple
Decks Cons: Low ATK for Level, costs Spell or Trap(s) to draw cards and/or Summon WATER, can't Summon from other places, 1-turn protection |
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Beyond
the Brave (BETB-EN080) Bingo! TRAP / Normal Trap Choose 1 monster in a column with cards in all its zones, and destroy as many of those cards as possible, except this card, then each player draws 1 card. You can banish this card from your GY, then activate 1 of these effects; ● Destroy 5 monsters in your Main Monster Zone, or 5 cards in your Spell & Trap Zone, then draw 2 cards. ● Destroy 5 monsters in your opponent's Main Monster Zone, or 5 cards in their Spell & Trap Zone, then your opponent draws 2 cards. ~Rarities: Common |
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Pros: Easily played, helps
column effects Cons: Costs 5 cards to draw cards, destroyed cards' owner draws cards |
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Beyond
the Brave (BETB-EN079) Crow, the Carrion Cutpurse TRAP / Normal Trap Send the top cards of your Deck to the GY, up to the number of Traps with different names from each other in the GYs +1 (max. 4), then you can apply 1 of these effects. ● Special Summon 1 monster from among those cards. ● Set 1 Spell/Trap from among those cards, except "Crow, the Carrion Cutpurse". If you Set a Trap or Quick-Play Spell, it can be activated this turn. ~Rarities: Super Rare |
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Pros: Easily played Cons: Gamble effect, depends on Traps with different names, max of 4 cards sent |
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Beyond
the Brave (BETB-EN078) Revenge of the Paper Dolls TRAP / Normal Trap Target 1 monster you control and 1 face-up card your opponent controls; destroy your monster, and if you do, negate the effects of that opponent's card until the end of this turn. If this Set card is sent to the GY: You can target 1 face-up card your opponent controls; negate its effects. You can only use each effect of "Revenge of the Paper Dolls" once per turn. ~Rarities: Common |
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Pros: Easily played, counters
effects Cons: Costs monster for 1-turn negation, must be sent while Set to negate longer |
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Beyond
the Brave (BETB-EN077) Ars Magna Philosophorum TRAP / Normal Trap Target up to 3 "Ars Magna" monsters in your field or GY; banish them, then until the end of this turn, you can negate the effects of up to that many other face-up cards on the field. You can banish this card from your GY; return 1 "Power Patron" Link Monster from your GY to the Extra Deck, then you can Special Summon it. You can only use 1 "Ars Magna "Philosophorum"" effect per turn, and only once that turn. ~Rarities: Common |
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Pros: Easily played, helps Ars
Magnas and
Power Patrons, counters effects Cons: Costs itself to retrieve and/or Summon Links |
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Beyond
the Brave (BETB-EN076) Daedalus Maelstrom TRAP / Counter Trap When your opponent would Normal or Special Summon a monster(s), while you control "Atlantis, City of the Sea Dragon": Negate the Summon, and if you do, destroy that monster(s), then if you control a WATER Link Monster, you can destroy all monsters on the field, except WATER monsters. You can banish this card from your GY and send 1 face-up "Umi" you control to the GY, then target 1 monster your opponent controls; send it to the GY. You can only use 1 "Daedalus Maelstrom" effect per turn, and only once that turn. ~Rarities: Common |
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Pros: Easily played, helps WATER and
City of the Sea Dragon Cons: Must control Field Spell to negate and WATER Link to destroy, costs 2 cards to send opponent's monster, can't use both effects in same turn |
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Beyond
the Brave (BETB-EN075) Ashtra's Domain TRAP / Normal Trap Activate 1 of these effects; ● Special Summon this card as a Normal Monster (Aqua/Tuner/WATER/Level 1/ATK 0/DEF 0) (this card is NOT treated as a Trap), then immediately after this effect resolves, you can Synchro Summon 1 Synchro Monster. ● When your opponent activates a Spell/Trap Card or effect, and your opponent controls no face-down cards: Negate that effect. You can only activate 1 "Ashtra's Domain" per turn. ~Rarities: Common |
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Pros: Easily played,
Tuner when Summoned helps Ashtras and various Summons Cons: Largely copies Ashtra's Howl |
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Beyond
the Brave (BETB-EN074) Ashtra's Howl TRAP / Normal Trap Activate 1 of these effects; ● Special Summon this card as a Normal Monster (Spellcaster/Tuner/DARK/Level 1/ATK 0/ DEF 0) (this card is NOT treated as a Trap), then immediately after this effect resolves, you can Synchro Summon 1 Synchro Monster. ● If you have an "Ashtra" monster in your field or GY: Target 1 monster your opponent controls; destroy it. You can only activate 1 "Ashtra's Howl" per turn. ~Rarities: Common |
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Pros: Easily played, Tuner when
Summoned, helps Ashtras and various Summons Cons: Largely copies Ashtra's Web |
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Beyond
the Brave (BETB-EN073) Ashtra's Web TRAP / Normal Trap Activate 1 of these effects; ● Special Summon this card as a Normal Monster (Insect/Tuner/DARK/Level 1/ATK 0/DEF 0) (this card is NOT treated as a Trap), then immediately after this effect resolves, you can Synchro Summon 1 Synchro Monster. ● Target 1 "Ashtra" monster in your GY; Special Summon it. You can only activate 1 "Ashtra's Web" per turn. ~Rarities: Common |
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Pros: Easily played, Tuner when
Summoned, helps Ashtras and various Summons Cons: Low stats when Summoned, can't Summon from the hand |
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Beyond
the Brave (BETB-EN072) Barian's Seal TRAP / Counter Trap When your opponent activates a Spell/Trap Card, or monster effect, while you control a "CXyz" monster, or a monster with "Number C101" through "Number C107" in its name: Negate that activation, then you can attach 1 monster from the field or either GY to 1 Xyz Monster you control. You can banish this card from your GY; Special Summon 2 "Umbral Horror" monsters from your GY. You can only use 1 "Barian's Seal" effect per turn, and only once that turn. ~Rarities: Common |
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Pros: Easily played, helps multiple
Decks, counters effects Cons: Costs itself to revive, can't Summon from other places or Summon other Xyz |
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Beyond
the Brave (BETB-EN071) Reversal Box TRAP / Continuous Trap Once per turn, during the Standby Phase: Roll a six-sided die, and place counters on this card (max. 6), up to the result. When a monster effect is activated on your opponent's field, or once per battle, during damage calculation, if your opponent's monster attacks: You can remove 1 counter from this card, then target 1 of those monsters; toss a coin and call it. If you call it right, Special Summon 1 monster that mentions "Dark Time Wizard" from your Deck, and if you do, until the end of this turn, change the targeted monster's ATK to 0, also negate its effects. ~Rarities: Common |
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Pros: Easily played, counters Effect
Monsters, retrained
version Cons: Gamble effects, can't gain counters outside Standby Phase, requires attack to toss coin, can't Summon from other places, 1-turn effect negation and ATK change |
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Beyond
the Brave (BETB-EN070) Foolish Graverobber TRAP / Normal Trap Send 1 card that mentions "Dark Time Wizard" from your Deck to the GY, except "Foolish Graverobber", then you can Special Summon 1 monster from either GY to your field. You can banish this card from your GY; Set 1 of the following cards to your field. ● Spell/Trap that mentions "Dark Time Wizard" in your GY, except "Foolish Graverobber" ● Spell/Trap in your opponent's GY You can only use each effect of "Foolish Graverobber" once per turn. ~Rarities: Common |
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Pros: Easily played,
retrained version, helps Dark Time Wizard cards Cons: Costs Dark Time Wizard card to revive, can't Summon from other places, costs itself for bullet effects, can't Set opponent's monster to your field |
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Beyond
the Brave (BETB-EN069) Spell Power Attainment SPELL / Quick-Play Spell Add 1 card that mentions "Spell Counter" in its effect text from your Deck or GY to your hand, except "Spell Power Attainment", then if you control a Level 7 or higher "Endymion" Monster Card, you can apply this effect. ● Remove any number of Spell Counters from your field, and if you do, negate the effects of that many face-up cards your opponent controls, and if you do that, destroy those cards. You can only activate 1 "Spell Power Attainment" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Spell
Counters and
Endymions Cons: Must control Level 7+ for bullet effect, costs Spell Counter(s) to negate |
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Beyond
the Brave (BETB-EN068) Hey, Space Trunade! SPELL / Normal Spell Return up to 2 cards from the field to the hand, then each player places cards from their hand on the bottom of their Deck, in any order, equal to the number returned to their hand. You can only activate 1 "Hey, Space Trunade!" per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easily played,
retrained version Cons: Affects both players, no other effects |
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Beyond
the Brave (BETB-EN067) Invocation - "Grail" SPELL / Normal Spell If you have an "Aleister" monster in your field, GY, or banishment: Activate 1 of these effects; ● Fusion Summon 1 "Invoked" Fusion Monster from your Extra Deck, by banishing 1 monster in your hand or field and 1 monster in your Deck as material. ● Fusion Summon 1 "Invoked" Fusion Monster from your Extra Deck, by banishing 1 monster you control and 1 face-up monster your opponent controls as material. You can only activate 1 "Invocation - "Grail"" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Aleisters
and Invoked Cons: Largely generic Fusion Spell |
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Beyond
the Brave (BETB-EN066) Blitzclique Overvolt SPELL / Normal Spell Target 1 face-up card on the field; destroy it, also for the rest of this turn, you cannot Special Summon Effect Monsters, except from the hand. If a card(s) is destroyed by your "Blitzclique" card's effect, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use this effect of "Blitzclique Overvolt" once per turn. ~Rarities: Common |
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Pros: Easily played, helps
Blitzcliques Cons: Can't Special Summon Effect Monsters from other places that turn, must destroy card by Blitzclique effect to retrieve itself |
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Beyond
the Brave (BETB-EN065) Sacred Beasts Skyfall SPELL / Quick-Play Spell Activate 1 of these effects; ● When your opponent activates a card or effect in response to your "Sacred Beast" monster's effect activation: Negate that effect. ● Reveal 1 Level 10 "Sacred Beast" monster in your hand; discard 1 card, and if you do, add 1 "Illusion Gate" from your Deck to your hand. ● Shuffle 3 "Sacred Beast" Traps from your GY and/or banishment into the Deck, then target 1 card your opponent controls; destroy it. You can only activate 1 "Sacred Beasts Skyfall" per turn. ~Rarities: Common |
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Pros: Easily played, helps Sacred
Beasts and
Illusion Gate Cons: Can't use 2+ bullets in same turn, costs card(s) to add Illusion Gate or destroy, can't shuffle other Sacred Beast cards |
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Beyond
the Brave (BETB-EN064) Spell Shattering Sword SPELL / Quick-Play Spell Activate 1 of these effects; ● Destroy all face-up Spells your opponent controls. ● Target 1 face-up monster your opponent controls; show 1 "Light and Darkness Ritual" in your hand or GY, then that monster's ATK becomes 0, also its effects are negated. If this card in its owner's possession is destroyed by an opponent's card: You can destroy 1 card in your opponent's hand (at random) or their field. You can only activate 1 "Spell Shattering Sword" per turn. ~Rarities: Common |
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Pros: Easily played, counters Spells
and monsters, helps
Light and Darkness Ritual Cons: Can't destroy Traps or Set cards, can't use both bullets in same turn, must be destroyed to destroy opponent's card |
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Beyond
the Brave (BETB-EN063) Adamancipator Mates SPELL / Normal Spell Add 1 "Adamancipator" monster from your Deck to your hand. If this card is in your GY: You can place 1 card from your hand on top of the Deck; add this card to your hand. You can only use each effect of "Adamancipator Mates" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Adamancipators Cons: Costs card to retrieve itself, can't Summon or retrieve other cards |
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Beyond
the Brave (BETB-EN062) Dark City at Midnight SPELL / Field Spell Each time you Special Summon a Level 8 or higher "Destiny HERO" monster(s): Warrior monsters you control gain 300 ATK. You can only use each of the following effects of "Dark City at Midnight" once per turn. During your Main Phase, if this card was activated this turn: You can add 1 "Destiny HERO" monster or 1 card that mentions a "Destiny HERO" monster by name from your Deck to your hand. If this card is destroyed: You can Special Summon 1 "Destiny HERO" monster from your Deck (this is treated as a Special Summon with "Clock Tower Prison"). ~Rarities: Ultra Rare |
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Pros: Easily played, searchable,
helps
Destiny HEROs Cons: Very low boost, can't apply boost to non-Warriors or other Levels, can't Summon from other places or unless destroyed |
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Beyond
the Brave (BETB-EN061) Ars Magna Citrinitas SPELL / Continuous Spell While you control a "Power Patron" Link Monster, you can activate the effects of monsters you control with "Ars Magna" in their original names, as Quick Effects. Once, while this card is face-up on the field, during your Main Phase: You can add 1 "Medius" or "Ars Magna" monster from your Deck to your hand. You can only use this effect of "Ars Magna "Citrinitas"" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps multiple
Decks Cons: Must control Link for Quick monster effects, can't Summon |
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Beyond
the Brave (BETB-EN060) Advent of Atlantis SPELL / Continuous Spell This card's name becomes "Umi" while in the Spell & Trap Zone. You can only use each of the following effects of "Advent of Atlantis" once per turn. During your Main Phase: You can place 1 "Atlantis, City of the Sea Dragon" or "Umi" from your Deck, face-up in your Field Zone. If this card is sent to the GY: You can add 1 Level 7 Sea Serpent monster from your Deck to your hand. ~Rarities: Common |
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Pros: Easily played, helps Field
Spells and
Level 7 Sea Serpents Cons: Can't Summon or add other Levels, can't place Field Spells from Grave |
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Beyond
the Brave (BETB-EN059) Call of Atlantis SPELL / Normal Spell Add 1 monster that mentions "Atlantis, City of the Sea Dragon" from your Deck to your hand, then if you control "Atlantis, City of the Sea Dragon", you can negate the effects of 1 Effect Monster your opponent controls, until the end of this turn. If you control "Umi": You can banish this card from your GY; WATER monsters you control gain 500 ATK/DEF. You can only use each effect of "Call of Atlantis" once per turn. ~Rarities: Ultra Rare |
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Pros: Easily played, helps City of
the Sea Dragon and WATER,
counters Effect Monsters Cons: 1-turn negation, very low stat boost |
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Beyond
the Brave (BETB-EN058) Atlantis, City of the Sea Dragon SPELL / Field Spell While a monster that mentions "Atlantis, City of the Sea Dragon" is on the field, the Levels of all monsters in both players' hands and on the field are reduced by 1. When you Link Summon a "Daedalus" Link Monster, you can reduce the total number of materials by 1 (from Link Rating and from mentioned materials). If this card is in your GY and you control "Umi": You can place this card face-up on your field. You can only use this effect of "Atlantis, City of the Sea Dragon" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps
various Decks Cons: Affects both players, must have Daedalus Link to reduce Levels, must control Umi to place itself from Grave |
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Beyond
the Brave (BETB-EN057) Ashtrashen - Gate to the Worlds Beyond SPELL / Field Spell You can target any number of face-down cards you control; add "Ashtra" cards from your Deck to your hand, except Field Spells, each with a different name, equal to the number of those face-down cards, then send those face-down cards to the GY. If you control an "Ashtra" monster and a face-down card, and either player Sets a card: You can target 1 card on the field; return it to the hand. You can only use each effect of "Ashtrashen - Gate to the Worlds Beyond" once per turn. ~Rarities: Super Rare |
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Pros: Easily played,
searchable, helps Ashtras Cons: Can't add Field Spells or multiple copies of 1 card, must send target cards |
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Beyond
the Brave (BETB-EN056) Barian's Hope SPELL / Normal Spell Special Summon 1 "Umbral Horror" monster or 1 "Masquerade" Xyz Monster from your hand or GY, then you can make the Levels of all "Umbral Horror" monsters you control the same as 1 "Umbral Horror" monster in your field or GY. You can banish this card from your GY, then target 1 Xyz Monster you control; attach 1 "Number" Xyz Monster from your Extra Deck or GY to it. You can only use each effect of "Barian's Hope" once per turn. ~Rarities: Common |
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Pros: Easily played, helps Umbral
Horrors and
Masquerade Xyz Cons: Costs itself to attach, can't attach non-Numbers |
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Beyond
the Brave (BETB-EN055) Barian's Seventh Untopia SPELL / Field Spell Neither player can Special Summon from the Extra Deck more than 2 times per turn, except "Number" monsters. You can only use each of the following effects of "Barian's Seventh Untopia" once per turn. During your Main Phase: You can add 1 "Umbral Horror" monster from your Deck to your hand, then discard 1 card. During the End Phase: Each player takes damage equal to the number of Xyz Monsters on the field x 400. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
partly blocks non-Numbers,
helps Umbral Horrors Cons: Largely affects both players, can't Summon, costs cxard to add |
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Beyond
the Brave (BETB-EN054) Sleepy Scapegoats SPELL / Quick-Play Spell Special Summon up to 4 "Sacrificial Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position (they cannot be Tributed for a Tribute Summon this turn), then if your opponent controls a monster, you can Special Summon 1 "Swiftwind Panther Warrior" from your Deck, also for the rest of this turn, you cannot Special Summon from the Extra Deck, except Fusion Monsters. If a card(s) you control that mentions "Dark Time Wizard" would be destroyed by battle or card effect, you can destroy 1 Token you control that was Special Summoned by this effect instead. ~Rarities: Common |
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Pros: Easily played, retrained
version, helps Dark Time Wizard cards Cons: Summons weak Tokens, can't use Tokens for Tribute Summon that turn, can't Summon non-Fusions from other places, costs Token to prevent destruction |
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Beyond
the Brave (BETB-EN053) Graceful & Skull Dice SPELL / Quick-Play Spell Roll a six-sided die twice, and apply these effects for the rest of this turn. ● All monsters you control that mention "Dark Time Wizard" gain ATK/DEF equal to the total x 200. ● All monsters your opponent controls lose ATK/DEF equal to the total x 200. If your opponent Normal or Special Summons a monster(s), while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 of those monsters; roll a six-sided die twice, and if the total was 6 or higher, destroy that monster. ~Rarities: Common |
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Pros: Easily played, retrained
version Cons: Very low stat boosts, gamble effects, costs itself for other effect |
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Beyond
the Brave (BETB-EN052)
*Also the Premiere!
card Dark Time Wizard SPELL / Quick-Play Spell Activate 1 of these effects (but you can only use each effect of "Dark Time Wizard" once per turn); ● Add 1 card that mentions "Dark Time Wizard" from your Deck to your hand, except "Dark Time Wizard", also during the End Phase of this turn, add 1 "Dark Time Wizard" from your GY to your hand. ● Toss a coin and call it. If you call it right, destroy as many monsters your opponent controls as possible, and if you do, inflict damage to your opponent equal to half the combined original ATK of those destroyed monsters. If you call it wrong, destroy all monsters you control. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easily played, hepps Dark Time
Wizard cards Cons: Slow to retrieve itself, can't use both bullets in same turn, largely copies original |
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Beyond
the Brave (BETB-EN051) Stratiae the Stratasmasher Dino FIRE / Link Monster / ATK 0 / Link-2 Links: Bottom and Bottom-Right (Dinosaur / Link / Effect) 2 monsters, including a Dinosaur monster If this card is Link Summoned: You can make this card gain ATK equal to half the combined original ATK of the Dinosaur monsters used as Link Material. During your Main Phase: You can Fusion Summon 1 Dinosaur Fusion Monster from your Extra Deck, by banishing its materials from your field or GY, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Dinosaur monsters. You can only use this effect of "Stratiae the Stratasmasher Dino" once per turn. ~Rarities: Common |
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Pros: Easily played, helps
Dinosaurs and Banished Cons: 0 ATK, only has ATK the turn it's Link Summoned, otherwise just Fusion Summons |
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Beyond
the Brave (BETB-EN050) Helping Robo for Underwater Combat WATER / Link Monster / ATK 800 / Link-2 Links: Right and Bottom-Right (Machine / Link / Effect) 2 Machine monsters If this card is Link Summoned: You can target 1 monster your opponent controls; destroy that monster, also this card, then you can Special Summon 1 non-WATER Machine monster with 1600 or less ATK from your GY. If this card is banished: You can add 1 Machine monster whose ATK equals its own DEF from your Deck to your hand. You can only use each effect of "Helping Robo for Underwater Combat" once per turn, also you cannot Special Summon the turn you activate either of this card's effects, except Machine monsters. ~Rarities: Common |
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Pros: Easily played, helps Machines,
retrained
version Cons: Low ATK for Link Rating, can't revive other ATK or WATER Machines or Summon from other places |
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Beyond
the Brave (BETB-EN049) Adamancipator Luminous LIGHT / Link Monster / ATK 1800 / Link-2 Links: Left and Bottom (Rock / Link / Effect) 2 Effect Monsters, including a Synchro Monster If this card is Link Summoned, or a monster(s) is Special Summoned to a zone(s) this card points to: You can target 1 monster in your face-up field or GY; Special Summon 1 "Dwimmered Stone Token" (Rock/LIGHT/ATK 0/DEF 0) with the same Level as that monster. When an effect of another monster on the field is activated (Quick Effect): You can place that monster on top of the Deck. You can only use each effect of "Adamancipator Luminous" once per turn. ~Rarities: Super Rare |
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Pros: Partly easily played, helps
various Summons Cons: Low ATK for Link Rating, partly strict materials, Summons weak Token, can't negate |
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Beyond
the Brave (BETB-EN048) Mediclius the Extraordinary Power Patron WATER / Link Monster / ATK 3000 / Link-3 Links: All 3 Bottom Arrows (Fairy / Link / Effect) 2+ monsters, including a Fusion, Synchro, Xyz, or Link Monster Gains these effects based on the number of monsters it points to. ● 1+: Once per turn, during your Main Phase: You can negate the effects of all face-up monsters your opponent currently controls, also until the end of this turn, their ATK become halved. ● 2+: Unaffected by your opponent's activated effects. ● 3: Once per opponent's turn (Quick Effect): You can banish this card, also all cards your opponent controls. ~Rarities: Ultra Rare |
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Pros: Partly easily played, high
ATK, counters effects Cons: Link-3, effects depend on monster(s) it points to, partly strict materials, 1-turn negation, costs itself to banish cards |
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Beyond
the Brave (BETB-EN047) Levia-Dragoon - Daedalus WATER / Link Monster / ATK 2600 / Link-3 Links: All 3 Bottom Arrows (Sea Serpent / Link / Effect) 3 WATER monsters This card's name becomes "Umi" while on the field. You can only use each of the following effects of "Levia-Dragoon - Daedalus" once per turn. If this card is Link Summoned: You can Special Summon 1 monster that mentions "Atlantis, City of the Sea Dragon" from your Deck. During the Main Phase (Quick Effect): You can send 1 face-up "Umi" you control to the GY; discard your opponent's entire hand, and if you do, they draw the same number of cards. Neither player can activate cards or effects in response to this effect's activation. ~Rarities: Super Rare |
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Pros: Easily played, helps WATER,
retrained version Cons: Link-3, low ATK for Link Rating, largely copies Neo-Daedalus Rage |
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Beyond
the Brave (BETB-EN046) Azure Ocean Dragon Lord - Neo-Daedalus Rage WATER / Link Monster / ATK 2900 / Link-4 Links Top and All 3 Bottom Arrows (Sea Serpent / Xyz / Effect) 4 monsters This card's name becomes "Umi" while on the field. If this card is Link Summoned: You can Special Summon up to 3 monsters that mention "Atlantis, City of the Sea Dragon" from your GY to your zone this card points to, also you cannot Special Summon for the rest of this turn. Once per turn (Quick Effect): You can send 1 face-up "Umi" you control to the GY; send all cards on the field to the GY, except "Umi". ~Rarities: Ultra Rare |
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Pros: Easily played, retrained
version, helps Atlantis cards Cons: Link-4, low ATK for Link Rating, can't Summon from other places, costs Umi to send both players cards |
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Beyond
the Brave (BETB-EN045) Crowned Siclavee LIGHT / Xyz Monster / Rank 3 / ATK 2000 / DEF 2000 (Beast-Warrior / Xyz / Effect) 2 Level 3 monsters Cannot be used as material for an Xyz Summon. Once per turn, you can also Xyz Summon "Crowned Siclavee" by using 1 Beast monster you control with 2000 or less ATK (transfer its materials). If this card destroys a monster by battle: Place 1 Crown Counter on this card, then apply this effect based on the number of Crown Counters on this card. ● 1: It gains 400 ATK. ● 2: It gains 600 ATK. ● 3: Return it to the Extra Deck, and if you do, draw 3 cards. ~Rarities: Common |
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Pros: Easily played, helps
Beasts Cons: Low stats for Rank, can't be Xyz Material, must win battle for counter and bullet effects, effect depends on counters it has, low ATK boosts, must return to Extra Deck to draw cards |
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Beyond
the Brave (BETB-EN044) CXyz Hope Chaos Barian Dragon DARK / Xyz Monster / Rank 7 / ATK 0 / DEF 0 (Dragon / Xyz / Effect) 3+ Level 7 monsters You can also Xyz Summon this card by using 1 monster you control with "Number C101" through "Number C107" in its name (transfer its materials). Gains 1000 ATK for each material attached to it. While this card has a "Number C" monster as material, cards cannot be added from the Main Deck to your opponent's hand except by drawing them. Once per turn: You can detach 1 material from this card; attach the top 2 cards of your opponent's Deck to this card. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Partly easily played, counters
searching, helps Deck Destruction Cons: 0 ATK and DEF, can't use regular Xyz to Xyz Summon, must have Number C to prevent searching, prevents both players' searches, can't attach cards from opponent's Grave |
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Beyond
the Brave (BETB-EN043) Number C104: Umbral Horror Masquerade Victory DARK / Xyz Monster / Rank 5 / ATK 3000 / DEF 1500 (Spellcaster / Xyz / Effect) 4 Level 5 monsters Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 card your opponent controls; destroy it. If this card battles an opponent's monster, during damage calculation: This card's ATK/DEF become equal to that opponent's monster's ATK or DEF (whichever is higher) +100, during that damage calculation only. If this card destroys a monster by battle: Send 1 random card from your opponent's hand to the GY, and if you do, halve your opponent's LP. ~Rarities: Super Rare |
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Pros: Partly easily played,
retrained version, helps Hand Destruction Cons: Low stats for required materials, very low boost, must discard random card to halve LP |
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Beyond
the Brave (BETB-EN042) Number 104: Masquerade V LIGHT / Xyz Monster / Rank 4 / ATK 2700 / DEF 1200 (Spellcaster / Xyz / Effect) 3 Level 4 monsters Once per turn: You can detach 1 material from this card; add 1 "Barian's" Spell/Trap from your Deck to your hand. You can only use the following effect of "Number 104: Masquerade V" once per turn. An Xyz Monster that was Summoned using this card on the field as material gains this effect. ● If this card is Xyz Summoned: Activate this effect; your opponent can banish 4 monsters with different Attributes and 1 Spell from their Deck. If they did not, you banish the top 10 cards of their Deck. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Barian's cards and Banished Cons: Lo wstats for Rank, can't add monsters, largely must be Xyz Material |
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Beyond
the Brave (BETB-EN041) Adamancipator Risen - Tiamite DARK / Synchro Monster / Level 10 / ATK 3300 / DEF 2200 (Rock / Synchro / Effect) 1 Tuner + 1+ non-Tuners If you have a DARK monster in your GY: You can add 1 "Adamancipator" Spell/Trap from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can excavate the top 5 cards of your Deck, and if you do, you can return cards your opponent controls to the hand, up to the number of excavated Rock monsters, also place the excavated cards on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Risen - Tiamite" once per turn. ~Rarities: Common |
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Pros: Easily played, high ATK, helps
multiple Decks Cons: Low DEF for Level, can't add monsters, gamble effect |
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Beyond
the Brave (BETB-EN040) Ashtraya Mikumari-no-Mikoto WATER / Synchro Monster / Level 8 / ATK 3000 / DEF 2500 (Wyrm / Synchro / Effect) 1 Tuner + 1+ non-Tuners If this card is Special Summoned: You can send 1 "Ashtra" card from your Deck to the GY, and if you do, send 1 card on the field to the GY. You can only use this effect of "Ashtraya Mikumari-no-Mikoto" once per turn. If your opponent activates a monster effect (except during the Damage Step): You can target 1 "Ashtra" Trap in your GY or banishment, or if 3 or more cards are face-down on the field, you can target any 1 Trap in your GY instead; Set it. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Ashtras Cons: Low DEF for Level, costs Ashtra card to send or reset, can't send from other places |
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Beyond
the Brave (BETB-EN039) Astraja Susanoo FIRE / Synchro Monster / Level 9 / ATK 3300 / DEF 0 (Fiend / Synchro / Effect) 1 Tuner + 1+ non-Tuners If this card is Synchro Summoned: You can banish any number of Traps from your GY; banish that many cards from the field. During the End Phase: You can target up to 2 "Ashtra" monsters and/or "Ashtra" Traps in your GY and/or banishment; add to your hand or Set each card, then if you targeted 2 cards, return this card to the Extra Deck. You can only use each effect of "Ashtraja Susanoo" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Ashtras Cons: 0 DEF, costs Traps to banish, can't banish other Types, slow to retrieve or Set, returns to Extra Deck if 2 cards are targeted |
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Beyond
the Brave (BETB-EN038) Invoked De Anima DARK / Fusion Monster / Level 8 / ATK 2900 / DEF 1500 (Fiend / Fusion / Effect) 1 "Aleister" monster + 1 monster Special Summoned from the Extra Deck If this card is Special Summoned: You can activate 1 of these effects; ● Destroy all monsters your opponent controls that were Special Summoned from the Extra Deck. ● Destroy all Spells/Traps your opponent controls. When your opponent activates a card effect in the GY (Quick Effect): You can banish this card you control; Special Summon 1 "Aleister" monster from your Deck, and if you do, negate that activated effect. You can only use each effect of "Invoked De Anima" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Aleisters, counters Special Summons and Stall Cons: Low DEF for Level, can't use both bullets, costs itself to Summon, can't Summon from other places, can't destroy monsters Special Summoned other ways |
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Beyond
the Brave (BETB-EN037) Destiny HERO - Dreadnought Master DARK / Fusion Monster / Level 8 / ATK ? / DEF 2800 (Warrior / Fusion / Effect) 2 Level 5 or higher "Destiny HERO" monsters Must be either Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing 1 "Destiny HERO - Dreadmaster". You can only Special Summon "Destiny HERO - Dreadnought Master" once per turn this way, no matter which method you use. If this card is Special Summoned: You can add 2 cards from your Deck to your hand, that are "Destiny HERO" monsters and/or mention a "Destiny HERO" monster by name. This card's ATK becomes the total original ATK of other "Destiny HERO" monsters in your field and GY. ~Rarities: Super Rare and Starlight Rare |
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Pros: Easily played, high DEF, helps
Destiny HEROs Cons: ? ATK, can't Summon, can't be Special Summoned 2+ times per turn |
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Beyond
the Brave (BETB-EN036) Red-Eyes Black Dragon Exceed DARK / Fusion Monster / Level 9 / ATK 3400 / DEF 3000 (Dragon / Fusion / Effect) "Red-Eyes Black Dragon" + 1 monster that mentions "Dark Time Wizard" Must be either Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing 1 face-up monster on either field during the turn a monster was destroyed by the effect of "Dark Time Wizard". You can only Special Summon "Red-Eyes Black Dragon Exceed" once per turn this way, no matter which method you use. Unaffected by your opponent's activated Spell or monster effects. If this card is Special Summoned: You can Special Summon 1 Level 8 or lower monster from your hand or GY. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easily played, high stats,
counters Spells and Effect Monsters, helps Dark Time Wizard
cards and Level 8 or less Cons: Can't Summon Level 9+, other way requires destruction by Dark Time Wiazard, can't be Special Summoned 2+ times per turn |
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Beyond
the Brave (BETB-EN035) Myriaday Dragon LIGHT / Effect Monser / Level 1 / ATK 0 / DEF 0 (Dragon / Effect) Once per turn, during the End Phase: You can pay 100 LP; place 1 Myriaday Counter on this card. Once per turn, during your Main Phase: You can place 1 Myriaday Counter on this card for every 1000 points difference between your LP and your opponent's. Gains 10000 ATK/DEF while this card has 10 or more Myriaday Counters. If this card would be destroyed by battle or card effect, remove 1 Myriaday Counter from this card instead. ~Rarities: Common |
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Pros: Easily played, searchable,
helps LP Gain Cons: 0 DEF, requires 1000+ LP difference or LP fee to place counter, must have 10+ counters for 10K ATK and DEF, costs counter to prevent destruction |
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Beyond
the Brave (BETB-EN034) Cartoon Shade DARK / Effect Monster / Level 1 / ATK 0 / DEF 2000 (Illusion / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) while a monster that cannot be Normal Summoned/Set is face-up on the field. You can only Special Summon "Cartoon Shade" once per turn this way. If this card is Special Summoned: You can add 1 monster with 2000 ATK or DEF that cannot be Normal Summoned/Set from your Deck to your hand. If this card on the field is Tributed: You can target 1 card on the field, or target 2 if you control a monster with 2000 ATK or DEF; return them to the hand. ~Rarities: Common |
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Pros: Partly, easily played,
searchable, high DEF, helps Nomi Monsters Cons: Nomi Monster, requires Nomi or Semi Nomi to return card(s), can't add other ATK and DEF or non-Nomis |
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Beyond
the Brave (BETB-EN033) Garbage Golem DARK / Effect Monster / Level 4 / ATK 0 / DEF 0 (Fiend / Effect) If you control a monster with 0 ATK or DEF: You can Special Summon this card from your hand. You can reveal 3 Xyz Monsters in your Extra Deck with different Ranks, then target 1 other card on the field; destroy both it and this card. You can banish this card from your GY; detach 1 material from a monster you control, then you can Special Summon 1 monster with 0 ATK or DEF from your hand or GY. You can only use each effect of "Garbage Golem" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps
0 ATK and DEF Cons: 0 DEF, costs itself to destroy, can't reveal Xyz with matching Ranks, costs Xyz Material to Summon |
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Beyond
the Brave (BETB-EN032) Father Grizzly WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1000 (Beast-Warrior / Effect) When this card is destroyed by battle and sent to the GY: You can Special Summon 1 Level 4 monster with 1400 ATK from your Deck, or if you have 2 or more Level 4 monsters with 1400 ATK in your GY, you can Special Summon 1 Normal Monster instead. When your opponent activates a monster effect, while you control a face-up non-Effect Monster (Quick Effect): You can banish this card from your GY; negate the activation, and if you do, destroy that card. You can only use this effect of "Father Grizzly" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps multiple Decks Cons: Low DEF, can't Summon Level 5+ non-Normal Monsters or from other places, costs itself to negate, can't negate other effects |
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Beyond
the Brave (BETB-EN031) Ms. Tick Call WATER / Effect Monster / Level 5 / ATK 1600 / DEF 800 (Spellcaster / Tuner / Effect) If this card is in your hand or GY: You can discard 1 other Spellcaster monster or 1 Spell/Trap; Special Summon this card, but banish it when it leaves the field. If this card is Normal or Special Summoned: You can banish 1 Level 4 Spellcaster monster from your Deck, and if you do, during the End Phase of this turn, add to your hand or Special Summon that banished monster. You can only use each effect of "Ms. Tick Call" once per turn. ~Rarities: Common |
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Pros: Easily played, Tuner monster,
helps
Spellcasters Cons: Low stats for Level, costs card to Summon itself, is banished if removed after Summoning itself, slow to Summon banished, can't banish from other places or other Levels |
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Beyond
the Brave (BETB-EN030) Hubrow, Founder of the Ominous Observers DARK / Effect Monster / Level 6 / ATK 1300 / DEF 1800 (Zombie / Effect) You can Normal Summon this card without Tributing. You can only use each of the following effects of "Hubrow, Founder of the Ominous Observers" once per turn. If this card is Normal or Special Summoned: You can send 1 Level 6 or higher Zombie monster from your Deck to the GY, except "Hubrow, Founder of the Ominous Observers", then you can add 1 Level 6 or higher Zombie monster from your GY to your hand. If a monster(s) is Special Summoned from the GY, while this card is in the Monster Zone, you can (except during the Damage Step): Immediately after this effect resolves, Xyz Summon 1 Zombie Xyz Monster. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps
high-Level Zombies Cons: Low DEF for Level, can't Special Summon itself or add or Summon Level 5 or less, must Xyz Summon if a monster is Special Summoned |
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Beyond
the Brave (BETB-EN029) Coralianectes, the Luminous Cradle Dragon WATER / Effect Monster / Level 7 / ATK 1300 / DEF 2700 (Sea Serpent / Effect) While you control "Umi", your opponent cannot target WATER Link Monsters you control with card effects. If this card is added to your hand, except by drawing it: You can reveal this card and 1 WATER monster in your hand; Special Summon both, also you cannot Special Summon for the rest of this turn, except WATER monsters. You can only use this effect of "Coralianectes, the Luminous Cradle Dragon" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps
WATER Cons: Low DEF for Level, can't protect non-Links, can't Summon itself if drawn or choose to Summon itself or WATER |
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Beyond
the Brave (BETB-EN028) Elemental Saga Doriado LIGHT / Effect Monster / Level 7 / ATK 2400 / DEF 2800 (Spellcaster / Effect) If this card is in your hand, and you have 3 or more different Attributes among the monsters in your GY: You can target 1 monster in your GY; Special Summon both it and this card. If you have 3 or more different Attributes among the monsters in your GY: You can Special Summon 1 monster from your Deck with a different Attribute from the monsters in your field or GY. You can only use each effect of "Elemental Saga Doriado" once per turn, also neither player can activate cards or effects in response to either of these effect activations. ~Rarities: Ultra Rare (+/- extended art), Secret Rare and Starlight Rare |
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Pros: Easily played, high DEF,
retrain version, helps Attributes Cons: Low ATK for Level, can't Summon or control monsters with matching Attributes, can't respond to its effects |
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Beyond
the Brave (BETB-EN027) The Great Gallant Bandit WIND / Effect Monster / Level 10 / ATK 2500 / DEF 2000 (Warrior / Effect) You can Tribute Summon this card face-up by Tributing monsters in your hand and/or your opponent's field, while you control no monsters. You can only use each of the following effects of "The Great Gallant Bandit" once per turn. When your opponent activates a card effect in the hand, GY, or banishment, and you control this Normal Summoned/Set card (Quick Effect): You can negate that effect, and if you do, destroy that card. During the Battle Phase (Quick Effect): You can reveal your entire hand; change all monsters your opponent controls to Defense Position. ~Rarities: Ultra Rare (+/- extended art), Secret Rare and Starlight Rare |
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Pros: Easily played, counters
effects and high ATK, helps Stall Cons: Low stats for Level, must control no monsters to Tribute opponent's monsters, can't negate if Special Summoned, must reveal heand to Set monsters |
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Beyond
the Brave (BETB-EN026) Black Skull Dragon, the Archfiend of Unity DARK / Effect Monster / Level 9 / ATK 3200 / DEF 2500 (Dragon / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. If this card is in your hand (Quick Effect): You can discard 1 Quick-Play or Ritual Spell; Special Summon this card in Defense Position. You can only use this effect of "Black Skull Dragon, the Archfiend of Unity" once per turn. If this card is Special Summoned: You can Set 1 Spell/Trap that mentions "Light and Darkness Ritual" from your Deck or GY. At the start of the Battle Phase: You can make your opponent lose 800 LP, and if you do, this card gains 800 ATK. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easily played, high ATK,
retrain version helps Light and Darkness
cards Cons: Low DEF for Level, Nomi Monster, costs Spell to Summon itself, can't Summon itself in Attack Mode, low LP loss and ATK boost, can't apply boost and loss outside Battle Phase |
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Beyond
the Brave (BETB-EN025) Adamancipator Crystal - Tiamite DARK / Effect Monster / Level 4 / ATK 0 / DEF 2200 (Rock / Effect) If this card is Special Summoned by the effect of an "Adamancipator" card: You can add 1 "Adamancipator" card from your Deck to your hand, except "Adamancipator Crystal - Tiamite", then you can Special Summon 1 Rock monster from your hand. If this card is in your GY: You can target 1 Rock Synchro Monster in your field or GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Tiamite" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
high DEF, helps
Adamancipators and Rocks Cons: Can't add other copies, costs Rock Synchro to return itself to top of Deck |
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Beyond
the Brave (BETB-EN024) Adamancipator Conductor EARTH / Effect Monster / Level 6 / ATK 1400 / DEF 1100 (Rock / Tuner / Effect) If this card is in your hand: You can place 1 other "Adamancipator" card from your hand on top of the Deck; Special Summon this card. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Conductor" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Adamancipators and
Rocks Cons: Low DEF for Level, gamble effect, must place monster on top of Deck to Summon itself, can't Summon Level 5+ |
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Beyond
the Brave (BETB-EN023) Destiny HERO - Dreadnought Servant DARK / Effect Monster / Level 3 / ATK 400 / DEF 700 (Warrior / Effect) If you control a "Destiny HERO" monster or a face-up Field Spell: You can Special Summon this card from your hand, then you can destroy 1 card you control, and if you do, add 1 "Polymerization" from your Deck to your hand. If you Special Summon a Level 8 "Destiny HERO" monster(s) (except during the Damage Step): You can banish this card from your GY, then target 1 card your opponent controls; place it on top of the Deck. You can only use each effect of "Destiny HERO - Dreadnought Servant" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps Destiny HEROs and Fusion Summons Cons: Low DEF, must destroy your card to add Polymerization, costs itself for other effect |
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Beyond
the Brave (BETB-EN022) Destiny HERO - Doom Overlord DARK / Effect Monster / Level 3 / ATK 600 / DEF 800 (Warrior / Effect) If this card is Normal or Special Summoned: You can target 1 monster your opponent controls; banish it until the next Standby Phase. You can send 1 "Destiny HERO" monster from your Deck to the GY; add 1 "Clock Tower Prison" or "Dark City at Midnight" from your Deck or GY to your hand, also you cannot Special Summon for the rest of this turn, except DARK "HERO" monsters. You can only use each effect of "Destiny HERO - Doom Overlord" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easily played, searchable,
retrain version, helps Desstiny HEROs Cons: Low DEF, temporarily banishes, costs Destiny HERO to add or retrieve |
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Beyond
the Brave (BETB-EN021) Destiny HERO - Destro-Dogma DARK / Effect Monster / Level 8 / ATK 3400 / DEF 2400 (Warrior / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 3 Warrior and/or DARK monsters from your GY. You can only Special Summon "Destiny HERO - Destro-Dogma" once per turn this way. If Summoned this way: You can activate this effect; during the next Standby Phase, inflict 2000 damage to your opponent. Once per turn, when your opponent activates a card or effect (Quick Effect): You can Fusion Summon 1 Warrior or DARK Fusion Monster from your Extra Deck, by shuffling its materials from your hand, field, and/or GY into the Deck. ~Rarities: Super Rare and Starlight Rare |
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Pros: Easily played, high ATK, helps
multiple Decks Cons: Low DEF for Level, Nomi Monster, costs 3 monsters to Summon, deals burn once, otherwise just Fusion Summons |
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Beyond
the Brave (BETB-EN020) Ars Magna the Division and the Union FIRE / Effect Monster / Level 8 / ATK 1000 / DEF 1800 (Spellcaster / Effect) You can banish this card from your hand; Special Summon 1 non-Spellcaster "Ars Magna" monster from your GY or banishment, also your "Power Patron" Link Monsters can make up to 3 attacks on monsters during each Battle Phase this turn. If a Synchro or Link Monster(s) is Special Summoned, while this card is banished (except during the Damage Step): You can Special Summon this card. You can banish 1 "Ars Magna" card from your GY; draw 1 card. You can only use each effect of "Ars Magna the Division and the Union" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps multiple Decks Cons: Low DEF for Level, largely copies Finite and Infinite |
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Beyond
the Brave (BETB-EN019) Ars Magna the Corruption and the Purification WIND / Effect Monster / Level 8 / ATK 1000 / DEF 2100 (Dragon / Effect) You can banish this card from your hand; add 1 "Ars Magna" Spell/Trap from your Deck to your hand, also until the end of the next turn, the first three times each "Power Patron" Link Monster you control would be destroyed by battle, it is not destroyed. If an Xyz or Link Monster(s) is Special Summoned, while this card is banished (except during the Damage Step): You can Special Summon this card. You can target Spells/Traps on the field, up to the number of "Power Patron" Link Monsters you control; banish them. You can only use each effect of "Ars Magna the Corruption and the Purification" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps multiple Decks Cons: Low DEF for Level, largely copies Finite and Infinite |
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Beyond
the Brave (BETB-EN018) Ars Magna the Finite and Infinite EARTH / Effect Monster / Level 8 / ATK 1000 / DEF 2400 (Warrior / Effect) You can banish this card from your hand; add 1 non-Warrior "Ars Magna" monster from your Deck to your hand, also for the rest of this turn, the original ATK of all "Power Patron" Link Monsters you control become tripled. If a Fusion or Link Monster(s) is Special Summoned, while this card is banished (except during the Damage Step): You can Special Summon this card. If you control a "Power Patron" Link Monster: You can target 1 monster on the field; banish it. You can only use each effect of "Ars Magna the Finite and the Infinite" once per turn. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easily played, searchable,
helps multiple Decks Cons: Low DEF for Level, must be banished to Summon itself or add, can't triple ATK of non-Links |
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Beyond
the Brave (BETB-EN017) Theorealized Medius DARK / Effect Monster / Level 4 / ATK 1800 / DEF 1800 (Fairy / Effect) (This card is always treated as a "Power Patron" card.) If a "Power Patron" card is on the field: You can Special Summon this card from your hand, then you can add 1 "Theorealize" Spell/Trap from your Deck to your hand. If a monster is banished face-up (except during the Damage Step): You can activate 1 of these effects; ● Add 1 "Ars Magna" card from your Deck to your hand. ● Banish this card, and if you do, Special Summon 1 "Diactorus" monster from your Extra Deck. You can only use each effect of "Theorealized Medius" once per turn. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easily played, high stats,
helps
multiple Decks Cons: Costs itself for 2nd bullet, can't revive or Summon from hand |
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Beyond
the Brave (BETB-EN016) Siren Vortex of Atlantis WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1800 (Sea Serpent / Effect) This card's name becomes "Umi" while on the field. You can only use each of the following effects of "Siren Vortex of Atlantis" once per turn. If this card is Normal or Special Summoned: You can send 1 card that mentions "Atlantis, City of the Sea Dragon" from your Deck to the GY, except "Siren Vortex of Atlantis". If this card is sent to the GY and you control "Umi": You can Special Summon 1 WATER monster from your hand. ~Rarities: Super Rare and Starlight Rare |
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Pros: Easily played, searchable,
high DEF, helps WATER Cons: Can't revive or Summon from other places, largely copies Monster Arms |
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Beyond
the Brave (BETB-EN015) Monster Arms of Atlantis WATER / Effect Monster / Level 4 / ATK 1500 / DEF 1200 (Sea Serpent / Effect) This card's name becomes "Umi" while on the field. You can only use each of the following effects of "Monster Arms of Atlantis" once per turn. If this card is Normal or Special Summoned: You can target 1 monster that mentions "Atlantis, City of the Sea Dragon" in your GY; Special Summon it in Defense Position. When your opponent activates a monster effect (Quick Effect): You can banish this card from your field or GY, and send 1 face-up "Umi" you control to the GY; negate that activated effect. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps WATER Cons: Low DEF, largely copies Warchief |
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Beyond
the Brave (BETB-EN014) Warchief of Atlantis WATER / Effect Monster / Level 5 / ATK 1900 / DEF 1400 (Sea Serpent / Effect) This card's name becomes "Umi" while on the field. You can only use each of the following effects of "Warchief of Atlantis" once per turn. You can discard this card; add 1 Spell/Trap that mentions "Atlantis, City of the Sea Dragon" from your Deck to your hand. If you control "Umi" and this card is in your GY: You can Special Summon this card. ~Rarities: Ultra Rare and Starlight Rare |
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Pros: Easily played, helps WATER Cons: Low stats for Level, largely copies Dragon of Atlantis |
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Beyond
the Brave (BETB-EN013) Levia-Dragon of Atlantis - Daedalus WATER / Effect Monster / Level 7 / ATK 2600 / DEF 1500 (Sea Serpent / Effect) This card's name becomes "Umi" while on the field. You can only use each of the following effects of "Levia-Dragon of Atlantis - Daedalus" once per turn. If you control "Atlantis, City of the Sea Dragon" or "Umi": You can Special Summon this card from your hand. You can send up to 3 face-up "Umi" you control to the GY; add that many cards that mention "Atlantis, City of the Sea Dragon" from your Deck to your hand, except Level 7 monsters, then you can send 1 card on the field to the GY. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easily played, retrain version Cons: Low stats for Level, costs up to 3 cards to add, can't retrieve or add Level 7+ |
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Beyond
the Brave (BETB-EN012) Mikumari the Banisher Ashtra WATER / Effect Monster / Level 7 / ATK 2000 / DEF 2500 (Wyrm / Effect) You can Special Summon this card (from your hand) by revealing 1 face-down card you control and returning it to the hand or Extra Deck. You can only Special Summon "Mikumari the Banisher Ashtra" once per turn this way. You can only use each of the following effects of "Mikumari the Banisher Ashtra" once per turn. During your Main Phase: You can add 1 non-Wyrm "Ashtra" monster from your Deck to your hand. If this card is sent to the GY as Synchro Material for an "Ashtra" Synchro Monster: You can target 1 Normal Trap in your GY; Set it. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easily played, helps Ashtras Cons: Low stats for Level, largely copies Yoa |
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Beyond
the Brave (BETB-EN011) Yoa the Plague Ashtra WIND / Effect Monster / Level 7 / ATK 2400 / DEF 1500 (Spellcaster / Effect) You can Special Summon this card (from your hand) by revealing 1 face-down card you control and returning it to the hand or Extra Deck. You can only Special Summon "Yoa the Plague Ashtra" once per turn this way. You can only use each of the following effects of "Yoa the Plague Ashtra" once per turn. During your Main Phase: You can Set 1 "Ashtra" Spell/Trap from your Deck. During your opponent's turn (Quick Effect): You can target 1 face-up monster on the field; increase or decrease its Level by 1. ~Rarities: Common |
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Pros: Easily played, helps Ashtras Cons: Low stats for Level, largely copies Kazuha |
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Beyond
the Brave (BETB-EN010) Kazuha the Hex Ashtra EARTH / Effect Monster / Level 8 / ATK 2800 / DEF 1500 (Insect / Effect) You can Special Summon this card (from your hand) by revealing 1 face-down card you control and returning it to the hand or Extra Deck. You can only Special Summon "Kuzuha the Hex Ashtra" once per turn this way. You can only use each of the following effects of "Kuzuha the Hex Ashtra" once per turn. You can target 1 card on the field for every 2 face-down cards on the field; destroy it. During your End Phase: You can target 1 "Ashtra" Trap in your GY; Set it. ~Rarities: Common |
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Pros: Easily played, high ATK,
counters Stall Cons: Low DEF for Level, largely copies Akasuna |
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Beyond
the Brave (BETB-EN009) Akasuna the Battle Ashtra FIRE / Effect Monster / Level 8 / ATK 3000 / DEF 300 (Fiend / Effect) You can Special Summon this card (from your hand) by revealing 1 face-down card you control and returning it to the hand or Extra Deck. You can only Special Summon "Akasuna the Battle Ashtra" once per turn this way. You can only use each of the following effects of "Akasuna the Battle Ashtra" once per turn. During the Main Phase (Quick Effect): You can send 1 Trap from your hand or face-down field to the GY; change all face-up monsters your opponent controls to face-down Defense Position. During your End Phase: You can Set 1 "Ashtra" Trap from your Deck. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easily played, high ATK,
counters high ATK Cons: Very low DEF for Level, must return card to Summon itself, costfs Trap to Set monster(s) |
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Beyond
the Brave (BETB-EN008) Thousand Umbral Horror DARK / Effect Monster / Level 4 / ATK 0 / DEF 0 (Fiend / Effect) (Quick Effect): You can send this card from your hand or field to the GY; place 1 "Barian's Seventh Untopia" from your hand or Deck, face-up in your Field Zone, also you cannot Special Summon from the Extra Deck until the end of your next turn after this effect resolves, except Xyz Monsters. If an Xyz Monster(s) is Special Summoned, while this card is in your GY (except during the Damage Step): You can Special Summon this card, also you take no effect damage from your card effects this turn. You can only use each effect of "Thousand Umbral Horror" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
counters
Burn Cons: 0 DEF, costs itself for Field Spell, 1-turn burn effect prevention |
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Beyond
the Brave (BETB-EN007) Gorgonic Umbral Horror DARK / Effect Monster / Level 4 / ATK 1200 / DEF 0 (Rock / Effect) You cannot Special Summon from the Extra Deck, except "Number" Xyz Monsters. You can only use each of the following effects of "Gorgonic Umbral Horror" once per turn. If you control no monsters, or all monsters you control are "Umbral Horror" monsters: You can Special Summon this card from your hand, and if you do, add 1 non-Rock "Umbral Horror" monster from your Deck to your hand. Can be treated as 2 materials for the Xyz Summon of a "Number" Xyz Monster that requires 3 or more materials. ~Rarities: Secret Rare and Starlight Rare |
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Pros: Easily played, searchable,
helps Umbral Horrors and Number Xyz Cons: 0 DEF, can't Xyz Summon non-Numbers, largely copies Shining Umbral Horror |
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Beyond
the Brave (BETB-EN006) V Umbral Horror DARK / Effect Monster / Level 4 / ATK 500 / DEF 1500 (Fiend / Effect) If this card is Normal or Special Summoned: You can add 1 "Umbral Horror" monster from your Deck to your hand, except "V Umbral Horror". You can banish this card from your GY, then target 1 "Masquerade" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number" monster that is 1 Rank higher than that monster you control, by using it as material (this is treated as an Xyz Summon, transfer its materials). You can only use each effect of "V Umbral Horror" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps
Umbral Horrors, Banished and Masquerade Xyz Cons: Low DEF, costs itself to Rank-Up, can't Rank-Up to non-Number Xyz |
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Beyond
the Brave (BETB-EN005) Shining Umbral Horror LIGHT / Effect Monster / Level 4 / ATK 0 / DEF 2000 (Fiend / Effect) If you Normal or Special Summon an "Umbral Horror" monster(s) or a "Masquerade" Xyz Monster(s) (except during the Damage Step): You can Special Summon this card from your hand, and if you do, draw 1 card, then you can Special Summon it if it is an "Umbral Horror" monster. Can be treated as 2 materials for the Xyz Summon of a "Number" Xyz Monster that requires 3 or more materials. You can only use each effect of "Shining Umbral Horror" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
high DEF, helps Umbral Horrors and
Masquerade Xyz Cons: Can't be 2 materials for Xyz using 2 materials or non-Number Xyz, gamble effect |
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Beyond
the Brave (BETB-EN004) Fisherman of Legend WATER / Effect Monster / Level 4 / ATK 1850 / DEF 1600 (Warrior / Effect) If your opponent activates a monster effect on the field, or when an opponent's monster declares an attack, and "Umi" or a card that mentions "Dark Time Wizard" (except "Fisherman of Legend") is on the field (except during the Damage Step): Special Summon this card from your hand. If this card is Special Summoned: You can target 1 monster your opponent controls; destroy it, also during the End Phase of this turn, return this card from the field to the hand. You can only use each effect of "Fisherman of Legend" once per turn. ~Rarities: Common |
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Pros: Easily played, high ATK,
buff'd
version Cons: |
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Beyond
the Brave (BETB-EN003) Jinzo - Energy Shocker DARK / Effect Monster / Level 7 / ATK 2400 / DEF 1500 (Machine / Effect) This card's name becomes "Jinzo" while on the field or in the GY. If this card is Normal or Special Summoned: You can destroy all Traps your opponent controls (if face-down, reveal it), then this card gains 300 ATK for each card destroyed. You can only use this effect of "Jinzo - Energy Shocker" once per turn. While you have another monster that mentions "Dark Time Wizard" in your field or GY, your opponent cannot activate Trap Cards or effects. ~Rarities: Common |
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Pros: Easily played, helps Dark Time
Wizard cards,
retrain version, partly blocks Traps Cons: Very low boost, must destroy for boost, can't prevent Traps or effects without Dark Time Wizard card |
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Beyond
the Brave (BETB-EN002) Alligator's Dragon Knight WIND / Effect Monster / Level 5 / ATK 1700 / DEF 1500 (Dragon / Effect) Can attack directly. You can only use each of the following effects of "Alligator's Dragon Knight" once per turn. If this card is in your hand: You can reveal 1 other card that mentions "Dark Time Wizard" in your hand; Special Summon this card. If this card is Normal or Special Summoned: You can add up to 2 Spells/Traps with different names that mention "Dark Time Wizard", from your Deck to your hand, then discard 1 card. ~Rarities: Common |
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Pros: Easily played, retrain version,
helps Dark Time Wizard cards Cons: Low stats, can't add 2 copies of same card, costs card to add |
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Beyond
the Brave (BETB-EN001) Swiftwind Panther Warrior EARTH / Effect Monster / Level 4 / ATK 2000 / DEF 1600 (Beast-Warrior / Effect) Cannot declare an attack unless a monster was Tributed this turn. During the Main Phase, if this card is on the field (Quick Effect): You can Tribute 1 other monster from your hand or field, then activate 1 of these effects; ● Special Summon 1 monster that mentions "Dark Time Wizard" from your hand or Deck, except "Swiftwind Panther Warrior". ● Send 1 Spell/Trap that mentions "Dark Time Wizard" from your Deck to the GY. You can only use this effect of "Swiftwind Panther Warrior" once per turn. ~Rarities: Super Rare and Starlight Rare |
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Pros: Easily played, high ATK for
Level, retrain
version, helps Dark Time Wizard cards Cons: Low DEF, requires Tributed monster to attack, costs monster for bullet effects |