← Back to Yu-Gi-Oh Card Reviews Return to Index Forward to CP07-EN Reviews →
Learn to play the TCG. Yu-Gi-Oh TCG Terms TDGS-EN Card Spoiler

The Duelist Genesis (TDGS-EN) Card Reviews

1. Card gallery: yugipedia.com/wiki/Set_Card_Galleries:The_Duelist_Genesis
The Duelist Genesis (TDGS-EN099)
Toy Magician
LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 1500
(Spellcaster / Effect)

You can Set this card face-down in your Spell & Trap Card Zone as a Spell Card. If this face-down card in your Spell & Trap Card Zone is destroyed by an opponent's card effect and sent to the Graveyard, Special Summon it during the End Phase. When this card is Flip Summoned, destroy Spell or Trap Cards on the field equal to the number of "Toy Magicians" on the field.
~Rarities: Secret Rare
Pros: Easily played
Cons: Low stats, can't revive itself if destroyed in battle, slow to revive itself, can't destroy if Normal or Special Summoned
The Duelist Genesis (TDGS-EN098)
Kunai with Chain (original art)
TRAP / Normal Trap
Choose 1 or both of these effects:
● Activate only when an opponent's monster attacks. Change the attacking monster to Defense Position.
● Equip this card to a monster you control. It gains 500 ATK.
~Rarities: Super Rare
Pros: Easily played, nostalgia, helps Stall
Cons: Very low boost, requires attack to change battle position
The Duelist Genesis (TDGS-EN097)
Ice Master
WATER / Effect Monster / Level 8 / ATK 2500 / DEF 2000
(Spellcaster / Effect)

You can Special Summon this card from your hand by Tributing 2 WATER monsters. Once per turn, you can place an Ice Counter on 1 face-up monster. You can Tribute this card to destroy all monsters with an Ice Counter(s).
~Rarities: Secret Rare
Pros: Easily played, helps WATER
Cons: Low stats for Level, costs itself for effect, can't place multiple counters
The Duelist Genesis (TDGS-EN096)
Cold Enchanter
WATER / Effect Monster / Level 4 / ATK 1600 / DEF 1200
(Aqua / Effect)

You can discard 1 card to place an Ice Counter on 1 face-up monster. This card gains 300 ATK for each Ice Counter on the field.
~Rarities: Rare
Pros: Easily played, helps Ice Counters
Cons: Low stats, costs card for effect, very low boost
The Duelist Genesis (TDGS-EN095)
Fiendish Engine Ω
DARK / Effect Monster / Level 8 / ATK 2800 / DEF 2000
(Machine / Effect)

During your End Phase, Special Summon 1 "Engine Token" (Machine-Type/EARTH/Level 1/
ATK 200/DEF 200) in Attack Position. Once per turn, you can have this card gain 1000 ATK. If you do, it is destroyed during the End Phase.
~Rarities: Secret Rare
Pros: Easily played, high ATK, helps Tribute and Synchro Summons
Cons: Low DEF for Level, slow to Summon weak Token, destroys itself if low boost is applied
The Duelist Genesis (TDGS-EN094)
Splendid Venus
LIGHT / Effect Monster / Level 8 / ATK 2800 / DEF 2400
(Fairy / Effect)

All non-Fairy-Type monsters lose 500 ATK and DEF. The activation and effects of your Spell and Trap Cards cannot be negated.
~Rarities: Secret Rare
Pros: Easily played, high ATK, helps Fairies, Spells and Traps
Cons: Low DEF for Level, very low stat loss
The Duelist Genesis (TDGS-EN093)
The Selection
TRAP / Counter Trap
Pay 1000 Life Points. Negate the Summon of a monster that has the same Type as a monster on the field, and destroy it.
~Rarities: Rare
Pros: Easily played, counters single-Type Decks
Cons: Costs LP for effect, can't negate Spells or Traps, no other effects
The Duelist Genesis (TDGS-EN092)
Trap of Darkness
TRAP / Normal Trap
Activate only by paying 1000 Life Points while you have 3000 Life Points or less. Select a Normal Trap Card in your Graveyard. This card's effect is the same as that Trap Card's. Remove from play that Normal Trap Card.
~Rarities: Rare
Pros: Easily played, helps Normal Traps
Cons: Costs Normal Trap and LP for effect
The Duelist Genesis (TDGS-EN091)
Tricky Spell 4
SPELL / Quick-Play Spell
Send 1 face-up "The Tricky" you control to the Graveyard. For each monster your opponent controls, Special Summon a "Tricky Token" (Spellcaster-Type/WIND/Level 5/ATK 2000/DEF 1200) in Defense Position. "Tricky Tokens" cannot declare an attack.
~Rarities: Common
Pros: Easily played, helps Tribute and Synchro Summons
Cons: Costs monster for Token(s), poor Token stats, can't send from hand, prevents Tokens' attacks
The Duelist Genesis (TDGS-EN090)
The Tricky
WIND / Effect Monster / Level 5 / ATK 2000 / DEF 1200
(Spellcaster / Effect)

You can discard 1 card to Special Summon this card from your hand.
~Rarities: Rare
Pros: Easily played, helps Tribute and Synchro Summons
Cons: Low stats for Level, costs card for effect, no other effects
The Duelist Genesis (TDGS-EN089)
Charge of the Light Brigade
SPELL / Normal Spell
Send the top 3 cards of your Deck to the Graveyard. Add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand.
~Rarities: Secret Rare
Pros: Easily played, helps Lightsworns
Cons: Can't Summon or add Level 5+, no other effects
The Duelist Genesis (TDGS-EN088)
Telekinetic Charging Cell
SPELL / Equip Spell
Equip only to a Psychic-Type monster. You do not have to pay Life Points to activate its
effect(s). When the equipped monster is destroyed and this card is sent to the Graveyard, you can pay 1000 Life Points to return this card to your hand.
~Rarities: Rare
Pros: Easily played, helps Psychics
Cons: Costs LP to retrieve itself, can't retrieve itself if destroyed on its own
The Duelist Genesis (TDGS-EN087)
Grapple Blocker
EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 2000
(Psychic / Effect)

When this card is Normal Summoned, you can select 1 monster your opponent controls. The selected monster cannot attack or be Tributed, while this card remains face-up on the field. During each of your End Phases, pay 500 Life Points or destroy this card.
~Rarities: Rare
Pros: Easily played, searchable, high DEF, helps Stall, counters Tribute Summons
Cons: Destroys itself if fee isn't paid, must be Normal Summoned to target monster
The Duelist Genesis (TDGS-EN086)
Cyber Shark
WATER / Effect Monster / Level 5 / ATK 2100 / DEF 2000
(Fish / Effect)

If you control a WATER monster, you can Normal Summon this card without Tributing.
~Rarities: Secret Rare
Pros: Easily played, helps WATER
Cons: Low stats for Level, can't Special Summon itself, no other effects
The Duelist Genesis (TDGS-EN085)
Hand of the Six Samurai
FIRE / Effect Monster / Level 3 / ATK 1600 / DEF 1000
(Warrior / Effect)

While you control another "Six Samurai" monster, you can Tribute 1 "Six Samurai" monster to destroy 1 monster on the field.
~Rarities: Secret Rare
Pros: Easily played, helps Six Samurais
Cons: Low stats, costs Six Sam to destroy, no other effects
The Duelist Genesis (TDGS-EN084)
Maiden of Macabre
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 0
(Spellcaster / Effect)

Each time this card destroys a monster by battle, place 1 Spell Counter on this card. This card gains 200 ATK for every Spell Counter on it.
~Rarities: Rare
Pros: Easily played, helps Spell Counters
Cons: Low stats, very low boost, must win battle to get counter
The Duelist Genesis (TDGS-EN083)
Izanami
WATER / Effect Monster / Level 4 / ATK 1100 / DEF 1800
(Fairy / Spirit / Effect)

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you can discard 1 card to add 1 Spirit monster from your Graveyard to your hand.
~Rarities: Rare
Pros: Easily played, searchable, high DEF, helps Spirits
Cons: Can't be Special Summoned, returns to hand if Normal or Flip Summoned, costs card to add, can't Summon added card
The Duelist Genesis (TDGS-EN082)
Herald of Orange Light
LIGHT / Effect Monster / Level 2 / ATK 300 / DEF 500
(Fairy / Tuner / Effect)

You can send this card and 1 other Fairy-Type monster from your hand to the Graveyard to negate the activation of an effect of an Effect Monster your opponent controls, and destroy it. You can activate this effect during either player's turn.
~Rarities: Rare
Pros: Easily played, searchable Tuner, helps Fairies, counters Effect Monsters
Cons: Very low DEF, costs 2 monsters to negate, can't negate other effects, no other effects
The Duelist Genesis (TDGS-EN081)
Counselor Lily
EARTH / Effect Monster / Level 3 / ATK 400 / DEF 1500
(Fairy / Tuner / Effect)

When this card is sent to the Graveyard for a Synchro Summon, you can pay 500 Life Points to have that Synchro Monster gain 1000 ATK until the End Phase.
~Rarities: Super Rare
Pros: Easily played, searchable Tuner, helps Synchros
Cons: Low DEF, must be Synchro Material for 1-turn boost, costs LP for effect, no other effects
The Duelist Genesis (TDGS-EN080)
Overworked
TRAP / Normal Trap
Destroy each monster whose ATK is higher than its original ATK.
~Rarities: Common
Pros: Easily played, counters boosts
Cons: Affects both fields, no other effects
The Duelist Genesis (TDGS-EN079)
Needlebug Nest
TRAP / Normal Trap
Send the top 5 cards of your Deck to the Graveyard.
~Rarities: Common
Pros: Easily played, helps Lightsworns and Grave effects
Cons: Not useful if low on cards, no other effects
The Duelist Genesis (TDGS-EN078)
Fish Depth Charge
TRAP / Normal Trap
Tribute 1 Fish-Type monster. Destroy 1 card on the field, and draw 1 card.
~Rarities: Common
Pros: Easily played, helps Fish
Cons: Costs Fish for effect, no other effects
The Duelist Genesis (TDGS-EN077)
Judgment of Thunder
TRAP / Normal Trap
Activate only when you Summon a Thunder-Type monster(s). Destroy 1 card your opponent controls.
~Rarities: Common
Pros: Easily played, helps Thunders
Cons: Not continuous, no other effects
The Duelist Genesis (TDGS-EN076)
Intercept
TRAP / Counter Trap
Activate only when a monster is Tribute Summoned with 1 Tribute. Take control of that monster.
~Rarities: Super Rare
Pros: Easily played, counters Tribute Summons
Cons: Can't counter 2-Tribute Summons or other Summons, no other effects
The Duelist Genesis (TDGS-EN075)
Lightsworn Barrier
TRAP / Continuous Trap
When a face-up "Lightsworn" monster you control is selected as an attack target, you can send the top 2 cards of your Deck to the Graveyard to negate the attack.
~Rarities: Common
Pros: Easily played, helps Lightsworns and Stall
Cons: Requires attack for effect, can't negate effects, no other effects
The Duelist Genesis (TDGS-EN074)
Gladiator Beast War Chariot
TRAP / Counter Trap
Activate only if you control a "Gladiator Beast" monster. Negate the activation of an Effect Monster's effect, and destroy it.
~Rarities: Super Rare
Pros: Easily played, helps Gladiator Beasts, counters Effect Monsters
Cons: Can't negate other effects, no other effects
The Duelist Genesis (TDGS-EN073)
Mind Over Matter
TRAP / Counter Trap
Tribute 1 Psychic-Type monster. Negate the activation of a Spell or Trap Card, or the Normal or Special Summon of a monster, and destroy that card.
~Rarities: Rare
Pros: Easily played, potent effect
Cons: Costs Psychic to use, largely copies Horn of Heaven, no other effects
The Duelist Genesis (TDGS-EN072)
Telepathic Power
TRAP / Normal Trap
Activate only when a face-up Psychic-Type monster you control is attacked and destroyed by battle with an opponent's monster. Destroy the monster that attacked, and gain Life Points equal to its ATK.
~Rarities: Common
Pros: Easily played, helps Psychics and LP Gain
Cons: Requires attack to use, can't negate attacks or give boosts, no other effects
The Duelist Genesis (TDGS-EN071)
Psychic Rejuvenation
TRAP / Normal Trap
Gain 1000 Life Points for each face-up Psychic-Type monster you control.
~Rarities: Common
Pros: Easily played, helps Psychics and LP Gain
Cons: Low boost, no other effects
The Duelist Genesis (TDGS-EN070)
Psychic Overload
TRAP / Normal Trap
Select 3 Psychic-Type monsters in your Graveyard. Return them to the Deck, then draw 2 cards.
~Rarities: Ultra Rare and Ultimate Rare
Pros: Easily played, helps Psychics and Exodia
Cons: Can't Summon, no other effects
The Duelist Genesis (TDGS-EN069)
Broken Blocker
TRAP / Normal Trap
Activate only when a Defense Position monster you control, whose DEF is higher than its ATK, is destroyed by battle. Special Summon up to 2 monsters with the same name as that monster from your Deck in face-up Defense Position.
~Rarities: Super Rare
Pros: Easily played, helps Stall and high DEF
Cons: Must lose monster in battle to use, can't Summon other monsters with more DEF than ATK or from other places, no other effects
The Duelist Genesis (TDGS-EN068)
Synchro Deflector
TRAP / Normal Trap
Activate only when a face-up Synchro Monster you control is selected as an attack target. Negate the attack and destroy 1 monster your opponent controls.
~Rarities: Common
Pros: Easily played, helps Synchros
Cons: Can't destroy Spells or Traps, requires attack to use, no other effects
The Duelist Genesis (TDGS-EN067)
Spacegate
TRAP / Continuous Trap
When a monster your opponent controls attacks or is attacked, place 1 Gate Counter on this card at the end of the Damage Step. During your Main Phase, you can send this card to the Graveyard to Special Summon 1 monster from your hand whose Level is equal to or lower than the number of Gate Counters on this card.
~Rarities: Common
Pros: Easily played, helps monsters
Cons: Requires attack to get counter, costs itself for effect, can't Summon from other places, revives based on number of counters
The Duelist Genesis (TDGS-EN066)
Remote Revenge
TRAP / Normal Trap
Activate only when a monster you control is targeted by a Spell, Trap, or Effect Monster's effect that destroys 1 monster on the field. Switch the target to an appropriate monster your opponent controls.
~Rarities: Common
Pros: Easily played, counters effects
Cons: Doesn't negate, can't use on non-targeting effects, no other effects
The Duelist Genesis (TDGS-EN065)
Defense Draw
TRAP / Normal Trap
Activate only during damage calculation during your opponent's turn. The Battle Damage you would receive becomes 0. Draw 1 card.
~Rarities: Rare
Pros: Easily played, helps Stall and Exodia
Cons: Requires attack to use, can't use during your turn, no other effects
The Duelist Genesis (TDGS-EN064)
Graceful Revival
TRAP / Continuous Trap
Select 1 Level 2 or lower monster from your Graveyard and Special Summon it in Attack Position. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.
~Rarities: Rare
Pros: Easily played, helps low-Level monsters
Cons: Can't revive Level 3+, Summon from other places or in Defense Mode, destroys monster if removed
The Duelist Genesis (TDGS-EN063)
Equip Shot
TRAP / Normal Trap
Activate only during the Battle Phase. Select 1 Equip Card equipped to a face-up Attack Position monster you control, and select 1 face-up Attack Position monster your opponent controls. Equip that monster with the selected Equip Card. Then, conduct battle between your previously equipped monster and the selected monster (other effects cannot be activated during this battle).
~Rarities: Common
Pros: Easily played, counters Equip Cards
Cons: Requires attack to use, can't use outside Battle Phase or on Defense Positon monsters
The Duelist Genesis (TDGS-EN062)
Book of Eclipse
SPELL / Quick-Play Spell
Change all face-up monsters on the field to face-down Defense Position. During the End Phase, flip all face-down Defense Position monsters your opponent controls face-up, and your opponent draws 1 card for each.
~Rarities: Common
Pros: Easily played, helps Stall and Flip monsters
Cons: Opponent draws card for each of their monsters turned face-up
The Duelist Genesis (TDGS-EN061)
Recycling Batteries
SPELL / Normal Spell
Add 2 Thunder-Type monsters with 1500 or less ATK from your Graveyard to your hand.
~Rarities: Common
Pros: Easily played, helps Thunders
Cons: Can't retrieve 1600+ ATK or Summon, no other effects
The Duelist Genesis (TDGS-EN060)
Unstable Evolution
SPELL / Equip Spell
While your Life Points are lower than your opponent's, the equipped monster's original ATK becomes 2400. While your Life Points are higher than your opponent's, its original ATK becomes 1000.
~Rarities: Super Rare
Pros: Easily played, partly counters high ATK
Cons: Effect depends on your LP, largely copies Megamorph
The Duelist Genesis (TDGS-EN059)
Lightsworn Sabre
SPELL / Equip Spell
Equip only to a "Lightsworn" monster. It gains 700 ATK. When this card is sent from your Deck to your Graveyard, you can equip it to 1 "Lightsworn" monster you control.
~Rarities: Super Rare
Pros: Easily played, helps Lightsworns
Cons: Low boost, must be sent from Deck to Grave to equip itself
The Duelist Genesis (TDGS-EN058)
Power Filter
SPELL / Continuous Spell
Neither player can Special Summon monsters with 1000 or less ATK.
~Rarities: Super Rare
Pros: Easily played, partly counters Special Summons
Cons: Can't block 1100+ ATK or other Summons, affects both players, no other effects
The Duelist Genesis (TDGS-EN057)
Geartown
SPELL / Field Spell
Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard, you can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.
~Rarities: Common
Pros: Easily played, searchable, helps Ancient Gears
Cons: Must be destroyed and sent to Grave to Special Summon, affects both players
The Duelist Genesis (TDGS-EN056)
Mirror of Yata
SPELL / Equip Spell
Equip only to a Spirit monster. The equipped monster does not have to have its effect that returns it to the hand activated. If it would be destroyed by battle, destroy this card instead.
~Rarities: Common
Pros: Easily played, helps Spirits
Cons: Costs itself for effect, largely just keeps Spirit on field
The Duelist Genesis (TDGS-EN055)
Orb of Yasaka
SPELL / Equip Spell
Equip only to a Spirit monster. When it destroys an opponent's monster by battle and sends it to the Graveyard, gain Life Points equal to that monster's original ATK. When the equipped monster you control is returned to the hand and this card is sent to the Graveyard, return this card to your hand.
~Rarities: Common
Pros: Easily played, helps Spirits and LP Gain
Cons: Must win battle to gain LP, largely copies Sword of Kusanagi
The Duelist Genesis (TDGS-EN054)
Sword of Kusanagi
SPELL / Equip Spell
Equip only to a Spirit monster. During battle, when it attacks a Defense Position monster whose DEF is lower than the ATK of the equipped monster, inflict the difference as Battle Damage to your opponent. When the equipped monster you control is returned to the hand and this card is sent to the Graveyard, return this card to your hand.
~Rarities: Common
Pros: Easily played, helps Spirits
Cons: Largely copies Fairy Meteor Crush
The Duelist Genesis (TDGS-EN053)
Emergency Teleport
SPELL / Quick-Play Spell
Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck. During the End Phase this turn, remove from play that monster.
~Rarities: Ultra Rare and Ultimate Rare
Pros: Easily played, helps Psychics
Cons: Can't Summon Level 4+ or revive, banishes monster at End Phase
The Duelist Genesis (TDGS-EN052)
Psi-Impulse
SPELL / Normal Spell
Tribute 1 Psychic-Type monster. Return all cards in your opponent's hand to the Deck. Then, they draw 3 cards.
~Rarities: Common
Pros: Easily played, partly decent effect
Cons: Costs Psychic to use, opponent draws 3 cards, no other effects, can't return from field or Grave
The Duelist Genesis (TDGS-EN051)
Psi-Station
SPELL / Continuous Spell
When a Psychic-Type monster is Normal Summoned, you can pay 500 Life Points to have it gain 300 ATK and increase its Level by 1.
~Rarities: Common
Pros: Easily played, helps Psychics and Synchro Summons
Cons: Costs LP for very low boost and Level increase, no other effects, can't use on Flip or Special Summons
The Duelist Genesis (TDGS-EN050)
Lightwave Tuning
SPELL / Normal Spell
Select 1 Level 4 LIGHT monster you control. It is treated as a Tuner monster while it is face-up on the field.
~Rarities: Common
Pros: Easily played, helps LIGHT and Synchro Summons
Cons: Can't use on other Levels, no other effects
The Duelist Genesis (TDGS-EN049)
De-Synchro
SPELL / Normal Spell
Select 1 face-up Synchro Monster. Return it to its owner's Extra Deck. Then, if all the monsters that were used for the Synchro Summon of that monster are in your Graveyard, you can Special Summon them.
~Rarities: Rare
Pros: Easily played, counters Synchros
Cons: Largely copies De-Fusion
The Duelist Genesis (TDGS-EN048)
Battle Tuned
SPELL / Quick-Play Spell
Remove from play 1 Tuner monster from your Graveyard. Target face-up monster you control gains ATK equal to the removed monster's ATK.
~Rarities: Common
Pros: Easily played, helps monsters
Cons: Costs Tuner for boost, can't banish from hand or Deck, no other effects
The Duelist Genesis (TDGS-EN047)
Junk Barrage
SPELL / Equip Spell
When the equipped monster destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to half the destroyed monster's ATK.
~Rarities: Common
Pros: Easily played, helps Burn
Cons: Must win battle for burn efffect, can't deal full ATK, no other effects
The Duelist Genesis (TDGS-EN046)
Domino Effect
SPELL / Continuous Spell
When a monster your opponent controls is destroyed by battle and sent to the Graveyard, you can send 1 monster you control to the Graveyard to destroy 1 monster your opponent controls.
~Rarities: Common
Pros: Easily played, counters monsters
Cons: Costs monsters to destroy, must win battle to destroy, no other effects, can't destroy Spells or Traps
The Duelist Genesis (TDGS-EN045)
Fighting Spirit
SPELL / Equip Spell
The equipped monster gains 300 ATK for each monster your opponent controls. If it would be destroyed by battle, you can destroy this card instead.
~Rarities: Rare
Pros: Easily played, helps monsters
Cons: Very low boost, costs itself for 1-time effect, can't prevent destruction by effects
The Duelist Genesis (TDGS-EN044)
Thought Ruler Archfiend
DARK / Synchro Monster / Level 8 / ATK 2700 / DEF 2300
(Psychic / Synchro / Effect)

1 Tuner + 1 or more non-Tuner monsters
When this card destroys a monster by battle and sends it to the Graveyard, gain Life Points equal to that monster's original ATK. You can pay 1000 Life Points to negate the activation of a Spell or Trap Card that targets 1 Psychic-Type monster, and destroy it.
~Rarities: Ultra Rare and Ultimate Rare
Pros: Easily played, helps Psychics and LP Gain
Cons: Low stats for Level, costs LP to negate, must win battle for LP boost, can't negate non-targeting effects
The Duelist Genesis (TDGS-EN043)
Magical Android
LIGHT / Synchro Monster / Level 5 / ATK 2400 / DEF 1700
(Psychic / Synchro / Effect)

1 Tuner + 1 or more non-Tuner monsters
During your End Phase, gain 600 Life Points for each face-up Psychic-Type monster you control.
~Rarities: Super Rare
Pros: Easily played, helps Psychics and LP Gain
Cons: Low stats for Level and LP boost, slow LP boost, no other effects
The Duelist Genesis (TDGS-EN042)
Goyo Guardian
EARTH / Synchro Monster / Level 6 / ATK 2800 / DEF 2000
(Warrior / Synchro / Effect)

1 Tuner + 1 or more non-Tuner monsters
When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon that monster to your side of the field in face-up Defense Position.
~Rarities: Ultra Rare and Ultimate Rare
Pros: Easily played, high ATK, potent effect
Cons: Low DEF for Level, must win battle to steal monster, can't Summon stolen monster in Attack Mode, no other effects
The Duelist Genesis (TDGS-EN041)
Red Dragon Archfiend
DARK / Synchro Monster / Level 8 / ATK 3000 / DEF 2000
(Dragon / Synchro / Effect)

1 Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster your opponent controls, destroy all Defense Position monsters your opponent controls after damage calculation. During the End Phase, destroy all other monsters you control that did not declare an attack this turn.
~Rarities: Ultra Rare and Ultimate Rare
Pros: Easily played, high ATK, partly decent effects
Cons: Low DEF for Level, destroys your monsters that didn't attack, must attack Defense Posiiton monster to destroy by effect
The Duelist Genesis (TDGS-EN040)
Stardust Dragon (original art)
WIND / Synchro Monster / Level 8 / ATK 2500 / DEF 2000
(Dragon / Synchro / Effect)

1 Tuner + 1 or more non-Tuner monsters
You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a card(s) on the field, and destroy that card. If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase.
~Rarities: Ultra Rare, Ultimate Rare and Ghost Rare
Pros: Easily played, counters destruction effects
Cons: Low stats for Level, costs itself for negate, slow to revive itself
The Duelist Genesis (TDGS-EN039)
Nitro Warrior
FIRE / Synchro Monster / Level 7 / ATK 2800 / DEF 1800
(Warrior / Synchro / Effect)

"Nitro Synchron" + 1 or more non-Tuner monsters
Once during each of your turns, if you activated a Spell Card, this card gains 1000 ATK during its next attack, for damage calculation only. Once per turn, if this attacking card destroys an opponent's monster by battle, you can change 1 face-up Defense Position monster your opponent controls to Attack Position, and attack it with this card.
~Rarities: Ultra Rare and Ultimate Rare
Pros: Easily played, high ATK, partly useful effects
Cons: Low DEF for Level, must use Spell for low temporary boost, must win battle for 2nd attack
The Duelist Genesis (TDGS-EN038)
Multiple Piece Golem
EARTH / Fusion Monster / Level 7 / ATK 2600 / DEF 1300
(Rock / Fusion / Effect)

"Big Piece Golem" + "Medium Piece Golem"
At the end of the Battle Phase, if this card attacked or was attacked, you can return it to the Extra Deck. Then, if all of the Fusion Material Monsters that were used for the Fusion Summon of this card are in your Graveyard, you can Special Summon them.
~Rarities: Ultra Rare and Ultimate Rare
Pros: Easily played, helps Tribute Summons
Cons: Low stats for Level, largely copies De-Fusion
The Duelist Genesis (TDGS-EN037)
Noisy Gnat
EARTH / Effect Monster / Level 2 / ATK 700 / DEF 300
(Insect / Effect)

You can send this card from your hand to the Graveyard to increase the Level of 1 monster on the field by 1, until the End Phase.
~Rarities: Common
Pros: Easily played, searchable, helps Synchro Summons
Cons: Very low DEF, largely copies Silent Strider
The Duelist Genesis (TDGS-EN036)
Silent Strider
EARTH / Effect Monster / Level 2 / ATK 300 / DEF 700
(Insect / Effect)

You can send this card from your hand to the Graveyard to reduce the Level of 1 monster on the field by 1, until the End Phase.
~Rarities: Common
Pros: Easily played, searchable, helps Synchro Summons
Cons: Very low DEF, 1-turn Level change, costs itself for effect, no other effects
The Duelist Genesis (TDGS-EN035)
Yamato-no-Kami
DARK / Effect Monster / Level 6 / ATK 2200 / DEF 1200
(Warrior / Spirit / Effect)

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 Spirit monster from your Graveyard. This card returns to its owner's hand during the End Phase of the turn it is Special Summoned. If this card destroys an opponent's monster by battle, you can destroy 1 Spell or Trap Card your opponent controls.
~Rarities: Rare
Pros: Easily played
Cons: Low stats for Level, costs Spirit for effect, largely copies Kinka-byo
The Duelist Genesis (TDGS-EN034)
Kinka-byo
DARK / Effect Monster / Level 1 / ATK 400 / DEF 300
(Beast / Spirit / Effect)

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you can Special Summon 1 Level 1 monster from your Graveyard. When this card is removed from the field, remove from play that monster.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Level 1s
Cons: Very low DEF, can't be Special Summoned, returns to hand at End Phase, can't Summon from other places, banishes monster when removed
The Duelist Genesis (TDGS-EN033)
Dark Hunter
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 400
(Fiend / Effect)

This card's effect changes depending on the number of DARK monsters in your Graveyard.
● 1 or fewer: This card loses 400 ATK. ● 2 to 4: This card gains 400 ATK.
● 5 or more: You can send this card to the Graveyard to destroy all face-down monsters your opponent controls.
~Rarities: Ultra Rare and Ultimate Rare
Pros: Easily played, helps DARK
Cons: Low stats, effects depend on DARKs in Grave, very low boost, loses ATK if 1 or less DARKs are in Grave, costs itself for 3rd bullet
The Duelist Genesis (TDGS-EN032)
Beast of the Pharaoh
EARTH / Effect Monster / Level 3 / ATK 400 / DEF 600
(Zombie / Effect)

If this card is sent to the Graveyard for a Synchro Summon, you can Special Summon 1 Level 4 or lower Zombie-Type monster from your Graveyard.
~Rarities: Common
Pros: Easily played, searchable, helps Zombies and Tribute Summons
Cons: Low DEF, must be Synchro Material for effect, can't Summon from other places, no other effects
The Duelist Genesis (TDGS-EN031)
Kunoichi
WIND / Effect Monster / Level 4 / ATK 1800 / DEF 1000
(Warrior / Effect)

When control of this face-up card changes, its new controller discards 1 random card.
~Rarities: Common
Pros: Easily played, high ATK, helps Hand Destruction and Dark Worlds
Cons: Low DEF, must change to other player for effect, no other effects
The Duelist Genesis (TDGS-EN030)
Izanagi
WIND / Effect Monster / Level 6 / ATK 2200 / DEF 1000
(Fairy / Effect)

You can Special Summon this card from your hand by removing from play 1 Spirit monster from your hand. Spirit monsters you control do not have to have their effects that return them to the hand activated.
~Rarities: Super Rare
Pros: Easily played, helps Spirits
Cons: Low stats for Level, costs Spirit for effect
The Duelist Genesis (TDGS-EN029)
Twin-Barrel Dragon
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 200
(Machine / Effect)

When this card is Summoned, select 1 card your opponent controls. Toss a coin twice, and if the result is 2 heads destroy the selected card.
~Rarities: Super Rare
Pros: Easily played, partly counters Stall
Cons: Low stats, gamble effect, largely copies Barrel Dragon, not once per turn
The Duelist Genesis (TDGS-EN028)
Oyseter Meister
WATER / Effect Monster / Level 3 / ATK 1600 / DEF 200
(Fish / Effect)

When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Oyster Token" (Fish-Type/WATER/Level 1/ATK 0/DEF 0).
~Rarities: Common
Pros: Easily played, helps Synchro and Tribute Summon
Cons: Low stats, Summons weak Token, can't Summon Token if destroyed in battle, no other effects
The Duelist Genesis (TDGS-EN027)
Mecha Bunny
EARTH / Effect Monster / Level 2 / ATK 800 / DEF 100
(Machine / Effect)

When this card is flipped face-up, select 1 card on the field and inflict 500 damage to its controller. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Mecha Bunny" from your Deck in face-down Defense Position.
~Rarities: Common
Pros: Easily played, searchable, helps Burn
Cons: Very low DEF and burn damage, can't use burn if Summoned
The Duelist Genesis (TDGS-EN026)
Dharc the Dark Chamer
DARK / Effect Monster / Level 3 / ATK 500 / DEF 1500
(Spellcaster / Flip / Effect)

FLIP: Take control of 1 DARK monster your opponent controls, while this card remains face-up on the field.
~Rarities: Common
Pros: Easily played, searchable, counters DARK
Cons: Low DEF, must Set for effect, no other effects
The Duelist Genesis (TDGS-EN025)
Jenis, Lightsworm Mender
LIGHT / Effect Monster / Level 4 / ATK 300 / DEF 2100
(Spellcaster / Effect)

During the End Phase, if a card(s) was sent from your Deck to the Graveyard by the effect of a "Lightsworn" card this turn, inflict 500 damage to your opponent and gain 500 Life Points.
~Rarities: Common
Pros: Easily played, searchable, high DEF, helps multiple Decks
Cons: Very low LP boost and burn effect, slow effect, no other effects
The Duelist Genesis (TDGS-EN024)
Gladiator Beast Equeste
WIND / Effect Monster / Level 4 / ATK 1600 / DEF 1200
(Winged Beast / Effect)

When this card is Special Summoned by the effect of a "Gladiator Beast" monster, add 1 "Gladiator Beast" card from your Graveyard to your hand. At the end of the Battle Phase, If this card attacked or was attacked, you can return it to the Deck to Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Equeste".
~Rarities: Common
Pros: Easily played, helps Gladiator Beasts
Cons: Low stats, largely copies others
The Duelist Genesis (TDGS-EN023)
Destructotron
EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 400
(Psychic / Effect)

During the End Phase, if this card is the only Psychic-Type monster you control, destroy it. You can pay 1000 Life Points to destroy 1 face-down Spell or Trap Card your opponent controls.
~Rarities: Common
Pros: Easily played, helps Psychics
Cons: Low stats, costs LP to destroy, destroys itself if you control no other Psychics
The Duelist Genesis (TDGS-EN022)
Telekinetic Shocker
EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 700
(Psychic / Effect)

If a Psychic-Type monster would be destroyed, you can pay 500 Life Points and destroy this card instead.
~Rarities: Common
Pros: Easily played, helps Psychics
Cons: Low stats, costs LP for 1-time prevention, no other effects
The Duelist Genesis (TDGS-EN021)
Psychic Snail
EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 1200
(Psychic / Effect)

You can pay 800 Life Points and select 1 other face-up Psychic-Type monster you control. That monster can attack twice during each Battle Phase. This card cannot attack the turn you activate this effect.
~Rarities: Common
Pros: Easily played, high ATK, helps Psychics
Cons: Low DEF, can't attack the turn effect is used, can't target itself, costs LP to target
The Duelist Genesis (TDGS-EN020)
Psychic Commander
EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 800
(Psychic / Tuner / Effect)

When a Psychic-Type monster you control battles, during the Damage Step you can pay Life Points in multiples of 100 (max. 500) to have the monster it's battling lose that much ATK and DEF, until the End Phase.
~Rarities: Common
Pros: Easily played, searchable, helps Psychics
Cons: Low DEF, very low stat loss, can't pay more than 500 LP, 1-turn boost, no other effects
The Duelist Genesis (TDGS-EN019)
Mind Protector
LIGHT / Effect Monster / Level 3 / ATK 0 / DEF 2200
(Psychic / Effect)

This card's controller must pay 500 Life Points during each of their Standby Phases. If they cannot, destroy this card. Monsters with 2000 or less ATK cannot declare an attack, except for Psychic-Type monsters.
~Rarities: Common
Pros: Easily played, searchable, high DEF, helps Stall and Psychics
Cons: Destroys itself if fee isn't paid, no other effects
The Duelist Genesis (TDGS-EN018)
Krebons
DARK / Effect Monster / Level 2 / ATK 1200 / DEF 400
(Psychic / Tuner / Effect)

When this card is selected as an attack target, you can pay 800 Life Points to negate the attack.
~Rarities: Common
Pros: Easily played, searchable Tuner, helps Stall
Cons: Costs LP to negate attacks, no other effects
The Duelist Genesis (TDGS-EN017)
Doctor Cranium
EARTH / Effect Monster / Level 1 / ATK 100 / DEF 100
(Psychic / Effect)

When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to add 1 Psychic-Type monster from your Deck to your hand.
~Rarities: Common
Pros: Easily played, searchable, helps Psychics
Cons: Very low DEF, costs LP to add, can't Summon, no other effects
The Duelist Genesis (TDGS-EN016)
Mind Master
LIGHT / Effect Monster / Level 1 / ATK 100 / DEF 200
(Psychic / Tuner / Effect)

You can pay 800 Life Points and Tribute 1 Psychic-Type monster, except "Mind Master", to Special Summon 1 Level 4 or lower Psychic-Type monster from your Deck in face-up Attack Position.
~Rarities: Rare
Pros: Easily played, searchable Tuner, helps Psychics
Cons: Very low DEF, costs monster and LP to Summon, can't Summon from other places or Level 5+, can't Tribute itself, no other effects
The Duelist Genesis (TDGS-EN015)
Gonogo
EARTH / Effect Monster / Level 3 / ATK 1350 / DEF 1600
(Rock / Effect)

An opponent's monster that battles this card is changed to face-down Defense Position at the end of the Damage Step.
~Rarities: Common
Pros: Easily played, searchable, counters high ATK, helps Stall
Cons: Low DEF, must battle for effect, no other effects
The Duelist Genesis (TDGS-EN014)
Montage Dragon
EARTH / Effect Monster / Level 8 / ATK ? / DEF 0
(Dragon / Effect)

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 3 other monsters from your hand to the Graveyard. This card's ATK is equal to the combined Levels of the sent monsters x 300.
~Rarities: Ultra Rare and Ultimate Rare
Pros: Easily played, partly useful effect
Cons: ? ATK, 0 DEF, Nomi Monster, Low ATK definition
The Duelist Genesis (TDGS-EN013)
Handcuffs Dragon
WIND / Effect Monster / Level 5 / ATK 1800 / DEF 1800
(Dragon / Effect)

When this card is destroyed by battle with an attacking monster your opponent controls and is sent to the Graveyard, you can equip this card to that monster. The equipped monster loses 1800 ATK. When it is destroyed and this card is sent to the Graveyard, you can Special Summon this card.
~Rarities: Rare
Pros: Easily played, counters high ATK
Cons: Low stats for Level, must lose battle to equip itself, must equip itself for ATK loss, must destroy equipped monster to revive itself
The Duelist Genesis (TDGS-EN012)
Jutte Fighter
EARTH / Effect Monster / Level 2 / ATK 700 / DEF 900
(Warrior / Tuner / Effect)

Once per turn, you can change 1 face-up Attack Position monster your opponent controls to face-up Defense Position.
~Rarities: Common
Pros: Easily played, searchable Tuner, counters high ATK
Cons: Low DEF, can't counter high DEF, no other effects
The Duelist Genesis (TDGS-EN011)
Twin-Shield Defender
EARTH / Effect Monster / Level 4 / ATK 700 / DEF 1600
(Warrior / Effect)

When this card you control is destroyed by battle and sent to your Graveyard, you can halve the current ATK of 1 face-up monster your opponent controls, until the End Phase.
~Rarities: Common
Pros: Easily played, searchable, counters high ATK
Cons: Low DEF, must lose battle for 1-turn ATK halving, no other effects
The Duelist Genesis (TDGS-EN010)
Dark Resonator
DARK / Effect Monster / Level 3 / ATK 1300 / DEF 300
(Fiend / Tuner / Effect)

Once per turn, if this card would be destroyed by battle, it is not destroyed. (Damage calculation is applied normally.)
~Rarities: Rare
Pros: Easily played, searchable Tuner, helps Stall
Cons: Very low DEF, effect is once per turn, no other effects
The Duelist Genesis (TDGS-EN009)
Sinister Sprocket
DARK / Effect Monster / Level 1 / ATK 400 / DEF 0
(Fiend / Tuner / Effect)

If this card is sent to the Graveyard for the Synchro Summon of a DARK Synchro Monster, you can destroy 1 face-up Spell or Trap Card.
~Rarities: Super Rare
Pros: Easily played, searchable, counters Stall
Cons: 0 DEF, must use for DARK Synchro to destroy, can't destroy Set cards or monsters, no other effects
The Duelist Genesis (TDGS-EN008)
Big Piece Golem
EARTH / Effect Monster / Level 5 / ATK 2100 / DEF 0
(Rock / Effect)

If your opponent controls a monster and you control no monsters, you can Normal Summon this card without Tributing.
~Rarities: Rare
Pros: Easily played
Cons: Low stats for Level, can't Special Summon itself, no other effects
The Duelist Genesis (TDGS-EN007)
Medium Piece Golem
EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 0
(Rock / Effect)

When this card is Summoned, if you control a "Big Piece Golem", you can Special Summon 1 "Small Piece Golem" from your Deck. That monster's effect is negated while it is face-up on the field.
~Rarities: Common
Pros: Easily played, helps Tribute and Synchro Summons
Cons: Low stats, largely copies Small Piece Golem
The Duelist Genesis (TDGS-EN006)
Small Piece Golem
EARTH / Effect Monster / Level 3 / ATK 1100 / DEF 0
(Rock / Effect)

When this card is Summoned, if you control a "Big Piece Golem", you can Special Summon 1 "Medium Piece Golem" from your Deck. That monster's effect is negated while it is face-up on the field.
~Rarities: Common
Pros: Easily played, searchable, helps Tribute and Synchro Summons
Cons: 0 DEF, negates new monster's effects, no other effects
The Duelist Genesis (TDGS-EN005)
Shield Warrior
EARTH / Effect Monster / Level 3 / ATK 800 / DEF 1600
(Rock / Effect)

During damage calculation, you can remove from play this card from your Graveyard to prevent monsters you control from being destroyed by this battle.
~Rarities: Rare
Pros: Easily played,s earchable, helps Stall
Cons: Low DEF, costs itself for 1-time prevention, no other effects, can't banish from other places
The Duelist Genesis (TDGS-EN004)
Ghost Gardna
DARK / Effect Monster / Level 4 / ATK 0 / DEF 1900
(Warrior / Effect)

When a face-up monster you control is selected as an attack target, you can change the target to this card. When this card is destroyed and sent to the Graveyard, 1 face-up monster your opponent controls loses 1000 ATK, until the End Phase.
~Rarities: Common
Pros: Easily played, searchable, high DEF, counters high ATK
Cons: Must be destroyed for 1-turn ATK loss
The Duelist Genesis (TDGS-EN003)
Quillbolt Hedgehog
EARTH / Effect Monster / Level 2 / ATK 800 / DEF 800
(Machine / Effect)

If you control a face-up Tuner monster, you can Special Summon this card from your Graveyard. If this card was Summoned this way, remove it from play when it is removed from the field.
~Rarities: Common
Pros: Easily played, searchable, helps Tribute and Synchro Summons
Cons: Low DEF, can't Summon itself from other places, banishes itself if it Summons itself and is removed
The Duelist Genesis (TDGS-EN002)
Nitro Synchron
FIRE / Effect Monster / Level 2 / ATK 300 / DEF 100
(Machine / Tuner / Effect)

If this card is sent to the Graveyard for the Synchro Summon of a "Nitro" Synchro Monster, draw 1 card.
~Rarities: Super Rare
Pros: Easily played, searchable Tuner, helps Exodia
Cons: Very low DEF, must use for Nitro Synchro to draw card, no other effects
The Duelist Genesis (TDGS-EN001)
Turbo Booster
EARTH / Effect Monster / Level 1 / ATK 0 / DEF 0
(Machine / Effect)

If you have Normal Summoned a monster this turn, you can Special Summon this card from your hand. You can Tribute this card to destroy 1 monster your opponent controls that battled one of your monsters this turn.
~Rarities: Common
Pros: Easily played, searchable, helps Tribute and Synchro Summons
Cons: 0 DEF, costs itself to destroy, can't use effect unless your monster battled
The Duelist Genesis (TDGS-EN000)
Avenging Knight Parshath
LIGHT / Synchro Monster / Level 8 / ATK 2600 / DEF 2100
(Fairy / Synchro / Effect)

1 Tuner + 1 or more non-Tuner LIGHT monsters
Once per turn, you can change the battle position of 1 face-up monster your opponent controls. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.
~Rarities: Secret Rare
Pros: Easily played, helps LIGHT, counters high DEF
Cons: Low stats for Level, largely just has piercing attacks