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The Infinite Forbidden (INFO-EN) Card Reviews
| 1. Card gallery: yugipedia.com/wiki/Set_Card_Galleries:The_Infinite_Forbidden |
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The Infinite Forbidden
(INFO-EN100) Spell Card "Soul Exchange" SPELL / Normal Spell Immediately after this effect resolves, Tribute Summon 1 monster (and you can Tribute monsters your opponent controls even though you do not control them), but it cannot be Tributed this turn. If this card is sent from the field to the GY: Your opponent can apply this card's preceding effect. You can only activate 1 "Spell Card "Soul Exchange"" per turn. ~Rarities: Super Rare |
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Pros: Easily played, hekps
Tribute Summons Cons: Can't Tribute new monster that turn, applies to opponent if sent from field to Grave |
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The Infinite Forbidden
(INFO-EN099) Spell Card "Monster Reborn" SPELL / Quick-Play Spell Target 1 monster in either GY; Special Summon it to your field, but for the rest of this turn, it cannot attack and neither player can activate its effects. You can only activate 1 "Spell Card "Monster Reborn"" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps monsters
and
Stall Cons: Prevents revived monster's attacks and effects that turn, no other effects |
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The Infinite Forbidden
(INFO-EN098) Moon of the Closed Heaven LIGHT / Link Monster / ATK 1200 / Link-2 Links: Top and Top-Right (Fiend / Link / Effect) 2 Effect Monsters You can target 1 face-up monster your opponent controls this card points to; this turn, if you Link Summon a Link-5 monster using this card you control, you can also use that monster your opponent controls as material. You can only use this effect of "Moon of the Closed Heaven" once per turn. ~Rarities: Common |
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Pros: Easily played, helps
Link-5s Cons: Low ATK for Link Rating, can't aid in Link-4 or less Link Summons, no other effects |
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The Infinite Forbidden
(INFO-EN097) Blazing Bombardment Beast FIRE / Fusion Monster / Level 6 / ATK 1900 / DEF 2400 (Machine / Fusion / Effect) 1 Machine monster + 1 Pyro monster If this card is Special Summoned: You can destroy all monsters your opponent controls with 1900 or less ATK. If this card is sent to the GY: You can target 1 monster your opponent controls with 1900 or less ATK; destroy that monster, and if you do, inflict damage to your opponent equal to its original ATK. You can only use each effect of "Blazing Bombardment Beast" once per turn. ~Rarities: Common |
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Pros: Easily played, helps multiple
Decks, counters
1900 ATK or less Cons: Low stats for Level, can't destroy by its effect unless Special Summoned or sent to Grave, can't destroy 2000+ ATK |
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The Infinite Forbidden
(INFO-EN096) Mimighoul Room TRAP / Normal Trap Special Summon 1 "Mimighoul" monster from your hand or Deck to your field, or in face-down Defense Position to your opponent's field, then you can change 1 face-up monster on the field to face-down Defense Position. You can banish this card from your GY, then target any number of "Mimighoul" cards you control; return them to the hand. You can only use 1 "Mimighoul Room" effect per turn, and only once that turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Mimighouls, helps Stall and
Banished Cons: Can't revive, costs itself to return card(s), can't return opponent's cards |
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The Infinite Forbidden
(INFO-EN095) Mimighoul Maker SPELL / Normal Spell Reveal 2 Flip monsters with different names from your Deck, your opponent randomly picks 1 for you to Special Summon to their field in face-down Defense Position, and you add the other to your hand, then you can Special Summon 1 "Mimighoul" monster from your hand. If your opponent Special Summons a monster(s) (except during the Damage Step): You can banish this card from your GY, then target 1 face-down monster your opponent controls; change it to face-up Attack or Defense Position. You can only use 1 "Mimighoul Maker" effect per turn, and only once that turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Flip monsters and Mimighouls Cons: Opponent chooses Flip monster, must Special Summon chosen monster to Summon Mimighoul, costs itself to change monster's battle position |
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The Infinite Forbidden
(INFO-EN094) Mimighoul Dungeon SPELL / Field Spell "Mimighoul" monsters you control that were not Normal or Special Summoned this turn gain ATK equal to their original DEF. Any player who controls a face-down monster cannot Normal Summon monsters, nor declare an attack with monsters that were Special Summoned this turn. During your Main Phase: You can add 1 "Mimighoul" monster from your Deck or GY to your hand. You can only use this effect of "Mimighoul Dungeon" once per turn. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, searchable,
helps Mimighouls, counters
Special Summons Cons: Can't Summon, blocks both players' Normal Summons and attacks |
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The Infinite Forbidden
(INFO-EN093) Mimighoul Archfiend EARTH / Effect Monster / Level 1 / ATK 0 / DEF 1900 (Fiend / Flip / Effect) FLIP: If it is the Main Phase: Apply these effects in sequence. ● Your opponent draws 1 card. ● Send 1 card from your hand to the GY. ● Give control of this card to your opponent. During your Main Phase: You can Special Summon this card from your hand to your opponent's field in face-down Defense Position. If this card is Normal or Special Summoned: You can change 1 face-down monster on the field to face-up Attack or Defense Position. You can only use each effect of "Mimighoul Archfiend" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high DEF, helps Flip monsters and
high ATK Cons: Can't choose bullets, largely copies Mimighoul Cerberus |
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The Infinite Forbidden
(INFO-EN092) Mimighoul Cerberus EARTH / Effect Monster / Level 1 / ATK 400 / DEF 1800 (Beast / Flip / Effect) FLIP: If it is the Main Phase: Apply these effects in sequence. ● Banish the top 3 cards of your Deck, then Special Summon 1 of your banished monsters to your opponent's field in Defense Position. ● Give control of this card to your opponent. During your Main Phase: You can Special Summon this card from your hand to your opponent's field in face-down Defense Position. You can only use each effect of "Mimighoul Cerberus" once per turn. Your opponent cannot target face-up Spells you control with card effects. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high DEF Cons: Must Set for effect, largely copies Dragon |
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The Infinite Forbidden
(INFO-EN091) Mimighoul Dragon EARTH / Effect Monster / Level 1 / ATK 500 / DEF 2000 (Dragon / Flip / Effect) FLIP: If it is the Main Phase: Apply these effects in sequence. ● Destroy all face-up monsters you control, except "Mimighoul" monsters. ● Give control of this card to your opponent. During your Main Phase: You can Special Summon this card from your hand to your opponent's field in face-down Defense Position. If this card is Normal or Special Summoned: You can add 1 "Mimighoul" Spell/Trap from your Deck to your hand. You can only use each effect of "Mimighoul Dragon" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high DEF, helps Mimighouls Cons: Must Set for effect, can't choose bullets or Summon itself to your field |
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The Infinite Forbidden
(INFO-EN090) Mimighoul Master EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 1200 (Zombie / Effect) Cannot be destroyed by battle or card effects while your opponent controls any face-down monsters or you control a "Mimighoul" monster other than "Mimighoul Master". You can only use each of the following effects of "Mimighoul Master" once per turn. If this card is Normal or Special Summoned: You can add 1 "Mimighoul" monster from your Deck to your hand, except "Mimighoul Master". During your opponent's Main Phase (Quick Effect): You can change 1 face-down monster on the field to face-up Attack or Defense Position. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, high ATK, helps
Mimghouls and high ATK, counters Stall Cons: Low DEF, requires other monster on field for destruction blocking, can't add another copy or Summon |
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The Infinite Forbidden
(INFO-EN089) Aerial Eater WIND / Fusion Monster / Level 6 / ATK 2100 / DEF 2600 (Fiend / Fusion / Effect) 2 Fiend monsters with the same Attribute If this card is Fusion Summoned: You can send 1 Fiend monster from your Deck to the GY. If this card is in your GY: You can banish 2 Level 6 or higher Fiend monsters with the same Attribute as each other from your GY, except "Aerial Eater"; Special Summon this card. You can only use each effect of "Aerial Eater" once per turn. ~Rarities: Common |
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Pros: Easily played, helps
Fiends Cons: Low stats for Level, can't use Fiends with different Attributes, costs Fiends to revive itself, can't Summon other Fiends |
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The Infinite Forbidden
(INFO-EN088) Zapper Shrimp LIGHT / Synchro Monster / Level 2 / ATK 1000 / DEF 1200 (Fish / Synchro / Tuner / Effect) 1 Tuner + 1 non-Tuner monster If this card is Special Summoned: You can send 1 other card from your hand or field to the GY, then target 1 Spell/Trap your opponent controls; destroy it. You can only use this effect of "Zapper Shrimp" once per turn. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. ~Rarities: Common |
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Pros: Easily played, Tuner monster,
counters Stall Cons: Low DEF, costs card to destroy, largely just Synchro Summons with itself |
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The Infinite Forbidden
(INFO-EN087) Kochobo's Hinamatsuri DARK / Effect Monster / Level 7 / ATK 2200 / DEF 2200 (Machine / Effect) If this card is in your hand or GY: You can target 1 Machine monster on the field; for the rest of this turn, you cannot Special Summon from the Extra Deck, except Xyz Monsters, also Special Summon this card (but banish it when it leaves the field), and if you do, halve that monster's ATK, also this card's Level becomes that monster's. You can only use this effect of "Kochobo's Hinamatsuri" once per turn. ~Rarities: Common |
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Pros: Easily played, partly helps
Machines Cons: Low stats for Level, banishes itself if removed after Summoning itself, must halve ATK to alter Level |
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The Infinite Forbidden
(INFO-EN086) The League of Uniform Nomenclature Strikes SPELL / Normal Spell Target 1 face-up monster you control; equip 2 monsters with the same original name as that target from your hand, Deck, and/or GY to that target as Equip Spells, and if you do, it cannot attack or be destroyed by battle while equipped with those 2 cards. You cannot Special Summon for the rest of this turn after this card resolves, except monsters with the same original Type as the targeted monster. You can only activate 1 "The League of Uniform Nomenclature Strikes" per turn. ~Rarities: Common |
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Pros: Easily played, helps
multiple copies Cons: Can't Summon, must equip monters for protection |
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The Infinite Forbidden
(INFO-EN085) Necroquip Princess DARK / Fusion Monster / Level 6 / ATK 2000 / DEF 2000 (Fiend / Fusion / Effect) 1 monster equipped with a Monster Card + 1 Fiend Monster Card Must be Special Summoned (from your Extra Deck) by sending the above cards from your hand and/or field to the GY. You can only control 1 "Necroquip Princess". If a monster(s) is sent from the hand to the GY to activate a card or effect: You can activate 1 of these effects; ● Equip 1 of those monsters to this card as an Equip Spell that gives it 500 ATK. ● Draw 1 card. You can only use this effect of "Necroquip Princess" once per turn. ~Rarities: Common |
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Pros: Easily played, helps Fiends Cons: Low stats for Level, can't control 2+, very low boost, must send monster for bullets |
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The Infinite Forbidden
(INFO-EN084) Dipsea Fiend WATER / Effect Monster / Level 4 / ATK 1500 / DEF 1000 (Fiend / Effect) You can discard 1 card, then declare 1 Attribute, except WATER; Special Summon this card from your hand to either field, then this card becomes that Attribute (until the end of this turn), then if you Special Summoned this card to your opponent's field, you can Special Summon 1 Level 4 or lower Fiend monster with an original Attribute other than the declared one, from your hand or GY to your field, also for the rest of this turn, you cannot Special Summon from the Extra Deck, except Fiend monsters. You can only use this effect of "Dipsea Fiend" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps Attributes and Fiends Cons: Low DEF, can't Summon Level 5+, costs card to Summon itself, can't declare WATER |
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The Infinite Forbidden
(INFO-EN083) Kuebiko TRAP / Continuous Trap Special Summon this card as an Effect Monster (Fairy/EARTH/Level 2/ATK 0/DEF 0) with the following effect (this card is also still a Trap). ● Once per Chain, when your opponent activates a monster effect on the field that targets a card(s) you control (Quick Effect): You can Set this card in your Spell & Trap Zone, and if you do, negate that opponent's effect, then if that monster has the highest ATK on your opponent's field, return it to the hand. You can only activate 1 "Kuebiko" per turn. ~Rarities: Super Rare |
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Pros: Easily played, counters Effect
Monsters Cons: 0 ATK and DEF if Summoned, can't counter other effects, must Set itself to negate, can't return affected monster unless it's opponent's strongest monster out |
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The Infinite Forbidden
(INFO-EN082) Vulmina, Statue of the Sacred Dragon LIGHT / Pendulum Monster / Level 1 / ATK 200 / DEF 1800 Pendulum Effect(s) / Pendulum Scale 1 If a monster(s) is Special Summoned by your Trap effect (except during the Damage Step): You can target 1 card on the field; return it to the hand, then you can Special Summon this card. You can only use this effect of "Vulmina, Statue of the Sacred Dragon" once per turn. (Dragon / Pendulum / Effect) When an opponent's monster declares an attack: You can place this monster in your Pendulum Zone, and if you do, return the opponent's monster to the hand. You can only use this effect of "Vulmina, Statue of the Sacred Dragon" once per turn. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone. ~Rarities: Common |
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Pros: Easily played, searchable,
high DEF, low Pendulum Scale Cons: Can't return card if non-Trap Special Summons, must move to Pendulum Zone to return attacking monster, can't negate attacks |
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The Infinite Forbidden
(INFO-EN081) Magicolloidal Sol WATER / Effect Monster / Level 2 / ATK 400 / DEF 300 (Aqua / Tuner / Effect) If a monster(s) is Special Summoned by your Trap effect (except during the Damage Step): You can Special Summon this card from your hand or GY, but if you Summon it from the GY, banish it when it leaves the field. During your opponent's Battle Phase (Quick Effect): You can activate 1 of these effects; ● Immediately after this effect resolves, Synchro Summon using this card you control. ● Immediately after this effect resolves, Xyz Summon using this card you control. You can only use each effect of "Magicolloidal Sol" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable
Tuner, helps Xyz and Synchro Summons Cons: Very low DEF, largely just Synchro and Xyz Material, banishes itself if it revives itself and leaves |
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The Infinite Forbidden
(INFO-EN080) Three in One TRAP / Normal Trap During your opponent's End Phase, if your opponent has more total cards in their hand and field than you have in your hand and field: Special Summon 3 Normal Monsters from your GY. You can banish this card from your GY, then target 3 Monster Cards you control with different original names; Set 1 Spell/Trap from your hand or Deck that mentions the original names of all 3 targets. ~Rarities: Common |
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Pros: Easily played, helps
Normal Monsters Cons: Can't Summon from other places or use during your turn, Slow to revive, must have less cards than opponent to revive |
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The Infinite Forbidden
(INFO-EN079) Silhouhatte Trick TRAP / Continuous Trap Special Summon this card as an Effect Monster (Illusion/DARK/Level 4/ATK 1500/DEF 600) with the following effects (this card is also still a Trap). ● If this card is Special Summoned: You can target face-up cards your opponent controls, up to the number of Illusion monsters you control; negate their effects until the end of this turn. ● If this card battles a monster, neither can be destroyed by that battle. You can only activate 1 "Silhouhatte Trick" per turn. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps
Illusions Cons: Low stats when used, 1-turn negation and destruction blocking |
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The Infinite Forbidden
(INFO-EN078) Dominus Purge TRAP / Normal Trap If your opponent controls a card, you can activate this card from your hand. When a card or effect is activated that includes an effect that adds a card(s) from the Deck to the hand: Negate that effect, then if you have a Trap in your GY, destroy that card. If you activated this card from your hand, you cannot activate the effects of DARK, WATER, and FIRE monsters for the rest of this Duel. You can only activate 1 "Dominus Purge" per turn. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played, counters
searching Cons: Must have Trap in Grave to destroy negated card, can't use DARK, WATER or FIRE effects that Duel if used from hand |
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The Infinite Forbidden
(INFO-EN077) Madolche Dessert TRAP / Normal Trap Target 2 Effect Monsters on the field, including a "Madolche" monster; return those Effect Monsters to the hand/Extra Deck, then you can Special Summon 1 "Madolche" monster from your hand or Extra Deck with ATK less than or equal to the total original ATK of those returned monsters. If a "Madolche" card(s) is shuffled from your GY into the Deck/Extra Deck, while this card is in your GY (except during the Damage Step): You can attach this card to an Xyz Monster you control. You can only use 1 "Madolche Dessert" effect per turn, and only once that turn. ~Rarities: Common |
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Pros: Easily played, helps
Madolches Cons: Must return your monster to hand to Summon, otherwise just Xyz Material, can't use both effects in same turn |
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The Infinite Forbidden
(INFO-EN076) Meteoroa Drytron TRAP / Continuous Trap If a "Drytron" card(s) is banished (except during the Damage Step): You can Tribute 1 "Drytron" monster, then target up to 2 of your banished "Drytron" cards; add them to your hand. You can reveal 1 "Meteonis Drytron" in your hand; Ritual Summon 1 Machine Ritual Monster from your hand or GY, by Tributing Machine monsters from your hand or field whose total ATK equals or exceeds its ATK. You can only use each effect of "Meteoroa Drytron" once per turn. ~Rarities: Common |
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Pros: Easily played, helps
Drytrons and Ritual Summons Cons: Costs Drytron to return to hand, can't retrieve from Grave, otherwise just Ritual Summons, can't Ritual Summon non-Machines |
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The Infinite Forbidden
(INFO-EN075) Vaalmonica Creation TRAP / Continuous Trap While you have 6 or more Resonance Counters on your field, "Vaalmonica" Link Monsters you control gain 1200 ATK. You can only use each of the following effects of "Vaalmonica Creation" once per turn. If your opponent Special Summons a monster(s), you can (except during the Damage Step): Immediately after this effect resolves, Link Summon 1 "Vaalmonica" Link Monster. If this card is sent from the hand or field to the GY: You can place Resonance Counters on 1 card in your Pendulum Zone that you can place a Resonance Counter on, so it has 3 Resonance Counters. ~Rarities: Common |
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Pros: Easily played, helps
Vaalmonicas Cons: Must have 6+ counters on your field for boost, boost doesn't apply to non-Links, otherwise largely just Link Summons |
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The Infinite Forbidden
(INFO-EN074) Guardian of the Voiceless Voice TRAP / Continuous Trap If a face-up monster(s) you control is destroyed by battle or card effect, except Ritual Monsters: You can Special Summon 1 "Skull Guardian" from your hand or Deck. You can send this face-up card to the GY, then target 1 Ritual Monster you control; it gains ATK equal to the combined original ATK of the other monsters currently on the field, until the end of this turn. You can only use each effect of "Guardian of the Voiceless Voice" once per turn, and cannot activate more than 1 in the same Chain. ~Rarities: Common |
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Pros: Easily played, helps
Skull Guardian and Rituals Cons: Can't Ritual Summon, 1-turn boost, costs monster in battle or effect to Summon Skull Guardian, can't use both effects in same chain |
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The Infinite Forbidden
(INFO-EN073) Sangen Kaiho TRAP / Normal Trap During the Main Phase, if all monsters you control are FIRE Dragon monsters (min. 1) and your opponent controls more monsters than you do: End the Main Phase. If 3 or more attacks have been declared this turn: You can banish this card from your GY; draw 1 card, then you can Special Summon any number of "Tenpai Dragon" monsters from your hand. You can only use each effect of "Sangen Kaiho" once per turn. ~Rarities: Common |
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Pros: Eassily played, helps
FIRE Dragons Cons: Costs itself to draw card and Summon, can't banish itself if 1 or 2 attacks were declared |
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The Infinite Forbidden
(INFO-EN072) Fiendsmith in Paradise TRAP / Normal Trap Target 1 Level 7 or higher LIGHT Fiend monster you control; send all cards on the field to the GY that are not that monster. If your opponent Special Summons a monster(s), while this card is in your GY: You can banish this card; send 1 "Fiendsmith" monster from your Deck or Extra Deck to the GY. You can only use each effect of "Fiendsmith in Paradise" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
LIGHT Fiends and Fiendsmiths Cons: Sends on each field, costs itself to send otherwise |
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The Infinite Forbidden
(INFO-EN071) Woes of the White Forest TRAP / Normal Trap Special Summon 1 "White Forest" monster from your hand or Deck, then immediately after this effect resolves, you can Synchro Summon 1 "White Forest" Synchro Monster. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of "Woes of the White Forest" once per turn. ~Rarities: Common |
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Pros: Easily played, helps White
Forests Cons: Largely just Synchro Summons, can't revive |
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The Infinite Forbidden
(INFO-EN070) Service Puppet Play TRAP / Normal Trap Target monsters your opponent controls, up to the number of "Gimmick Puppet" Xyz Monsters you control; take control of those monsters until the End Phase. If this card is in your GY, except the turn it was sent there, and you control a "Gimmick Puppet" Xyz Monster: You can banish this card, then target 1 Xyz Monster in either GY; Special Summon it to either field in Defense Position. You can only use each effect of "Service Puppet Play" once per turn. ~Rarities: Common |
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Pros: Easily played, helps
Gimmick Puppets Cons: 1-turn steal, can't steal based on Main Deck monsters, costs itself to revive, can't revive Main Deck monsters |
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The Infinite Forbidden
(INFO-EN069) Dark Magic Mirror Force TRAP / Normal Trap When an opponent's monster declares an attack, or an opponent's monster effect is activated that would destroy a monster(s) on the field, while a monster that mentions "Shining Sarcophagus" is on the field: Destroy as many Attack Position monsters your opponent controls as possible, then if you control "Dark Magician", inflict 500 damage to your opponent for each monster destroyed, also for the rest of this turn after this card resolves, the first time each monster you control that mentions "Shining Sarcophagus" would be destroyed by battle or card effect, it is not destroyed. ~Rarities: Super Rare |
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Pros: Easily played, helps multiple
Decks, counters Effect Monsters Cons: Very low burn damage, requires attack to use, must control Dark Magician for burn effect, 1-time destruction prevention |
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The Infinite Forbidden
(INFO-EN068) Exxod Fires of Rage TRAP / Normal Trap (This card is always treated as an "Exodd" and "Obliterate!!!" card.) If you control a Level 10 or higher "Exodia" monster: Destroy all cards your opponent controls. If this card is in your GY, except the turn it was sent there: You can banish it, then activate 1 of these effects; ● Add 1 "Forbidden One" monster from your Deck or GY to your hand. ● Shuffle up to 5 "Forbidden One" monsters from your GY and/or banishment into the Deck. You can only use each effect of "Exxod Fires of Rage" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
multiple Decks Cons: Must control Level 10+ Exodia monster to destroy, costs itself for bullet effects, can't Summon |
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The Infinite Forbidden
(INFO-EN067) That's 10! SPELL / Continuous Spell Each time a card or effect is activated, except "That's 10!": You can place 1 Access Counter on this card (max. 10). Monsters you control gain 100 ATK for each Access Counter on this card. If the 10th Access Counter is placed on this card: You can return this card to the hand, and if you do, Set from your Deck, 1 Continuous Trap with an effect that Special Summons itself as a monster. It can be activated this turn. ~Rarities: Common |
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Pros: Easily played, helps monsters Cons: Requires 10 counters to Set Trap Monster, very low boost, max of 10 counters |
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The Infinite Forbidden
(INFO-EN066) Interdimensional Matter Forwarder SPELL / Continuous Spell You can target 1 monster on the field; banish it, then return it to the field. If your opponent activates a card or effect: You can target 1 face-up monster on the field whose effects are negated; banish it, then return it to the field. Before resolving an opponent's effect that targets this card on the field, banish this card, until the End Phase of the next turn. You can only use each effect of "Interdimensional Matter Forwarder" once per turn. ~Rarities: Common |
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Pros: Easily played, partly helps
Banished Cons: Can't banish long unless banishing itself |
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The Infinite Forbidden
(INFO-EN065) Trap Gatherer SPELL / Equip Spell The equipped monster gains 400 ATK for each Trap in your GY. You can only use each of the following effects of "Trap Gatherer" once per turn. After damage calculation, if the equipped monster destroyed an opponent's monster by battle or inflicted battle damage to your opponent: You can send this card to the GY; Set 1 Trap from your GY. If a face-up Trap(s) you control would be destroyed by card effect, you can banish this card you control instead. ~Rarities: Common |
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Pros: Easily played, helps
Traps Cons: Very low boost, must win battle or deal battle damage to Set Trap, costs itself to Set Trap or prevent destruction |
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The Infinite Forbidden
(INFO-EN064) Vesper Girsu SPELL / Quick-Play Spell If your opponent controls 2 or more monsters than you do: They can send any number of monsters they control to the GY, after which you apply the following effect based on the number of monsters your opponent controls. ● 0: Your LP becomes halved. ● 1: Your opponent gains 2000 LP. ● 2: Banish all cards in your opponent's hand face-up, until the End Phase. ● 3+: Your opponent cannot activate monster effects this turn. You can only activate 1 "Vesper Girsu" per turn. ~Rarities: Common |
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Pros: Easily played, partly counters
Swarming Cons: Opponent chooses monster(s) to send, largely benefits opponent |
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The Infinite Forbidden
(INFO-EN063) Emblema Salvation SPELL / Quick-Play Spell Banish 1 face-up "Centur-Ion" Monster Card from your Spell & Trap Zone, then target 1 card your opponent controls; banish it. If this Set card in its owner's control is destroyed or banished by an opponent's activated effect: You can place 2 "Centur-Ion" monsters with different names from your hand, Deck, GY, and/or banishment in your Spell & Trap Zone as face-up Continuous Traps. You can only activate 1 "Emblema Salvation" per turn. ~Rarities: Common |
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Pros: Easily played, helps
Centur-Ions and Bnaished Cons: Costs Centur-Ion to banish , can't place monsters in Monster Zones |
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The Infinite Forbidden
(INFO-EN062) Fiendsmith's Sanct SPELL / Quick-Play Spell If you control no face-up monsters, or the only face-up monsters you control are LIGHT Fiend monsters: Special Summon 1 "Fiendsmith Token" (Fiend/LIGHT/Level 1/ATK 0/DEF 0), also you cannot declare attacks for the rest of this turn, except with Fiend monsters. If a face-up "Fiendsmith" monster(s) you control is destroyed by an opponent's card effect, while this card is in your GY: You can Set this card. You can only use each effect of "Fiendsmith's Sanct" once per turn. ~Rarities: Common |
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Pros: Easily played, helps multiple
Decks Cons: Summons weak Token, prevents your attacks the turn it Summons Token, costs Fiendsmith by opponent's effect to reset itself. |
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The Infinite Forbidden
(INFO-EN061) Fiendsmith's Tract SPELL / Normal Spell Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps LIGHT
Fiends and Fiendsmiths Cons: Costs card to add or Fusion Summon, largely just Fusion Summons |
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The Infinite Forbidden
(INFO-EN060) Susurrus of the Sinful Spoils SPELL / Quick-Play Spell Target 1 Illusion or Spellcaster monster you control; return that face-up monster to the hand or Extra Deck, then Special Summon 1 Illusion or Spellcaster monster from your GY or banishment. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of "Susurrus of the Sinful Spoils" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Illusions and Spellcasters Cons: Must return target to hand to Summon, largely copies Beware |
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The Infinite Forbidden
(INFO-EN059) Beware the White Forest SPELL / Normal Spell If you control a Level 6 or higher Illusion or Spellcaster monster: Target 1 card your opponent controls; destroy it. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of "Beware the White Forest" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Illusions
and
Spellcasters Cons: Can't use withLevel 5 or less, largely copies Tales |
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The Infinite Forbidden
(INFO-EN058) Tales of the White Forest SPELL / Normal Spell If you control an Illusion or Spellcaster monster: Add 1 "White Forest" monster from your Deck to your hand. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of "Tales of the White Forest" once per turn. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps Illusions
or Spellcasters Cons: Can't Summon, can't reset itself if sent for Spell or Trap effect |
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The Infinite Forbidden
(INFO-EN057) Dragon's Light and Darkness SPELL / Quick-Play Spell Activate 1 of these effects (but you can only use each effect of "Dragon's Light and Darkness" once per turn); ● Shuffle 1 Level 8 Dragon monster from your hand into the Deck and add 1 Level 8 Dragon monster with a different Attribute from your Deck to your hand. ● Target 1 Dragon monster you control; it gains ATK equal to its Level x 200. ● When a card or effect is activated that targets a Dragon monster you control: Negate that effect. ~Rarities: Common |
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Pros: Easily played, helps Dragons,
counters effects Cons: Can't shuffle other Levels, very low boost, can't negate non-targeting effects |
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The Infinite Forbidden
(INFO-EN056) Mansion of the Dreadful Dolls SPELL / Field Spell When this card is activated: You can add 1 "Gimmick Puppet" monster from your Deck to your hand. "Gimmick Puppet" monsters you control cannot be destroyed by battle, and are unaffected by the activated effects of your opponent's monsters, except their Xyz Monsters. Once per turn: You can detach 1 material from an Xyz Monster you control, then target 1 "Gimmick Puppet" monster in your GY; Special Summon it to your opponent's field in Defense Position. You can only activate 1 "Mansion of the Dreadful Dolls" per turn. ~Rarities: Common |
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Pros: Easily played,
searchable, helps Gimmick Puppets Cons: Can't Summon unless detaching a material, can't Summon to your field |
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The Infinite Forbidden
(INFO-EN055) Obliterate!!! Blaze SPELL / Quick-Play Spell One Level 10 or higher monster on the field with "Exodia" in its original name gains these effects. ● You can pay half your LP; destroy as many cards in the Spell & Trap Zones as possible, then equip 5 "Forbidden One" monsters from your hand and/or Deck to this card as Equip Spells that each give it 2000 ATK, also you cannot activate other cards' effects for the rest of this turn. ● If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. ~Rarities: Super Rare |
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Pros: Easily played, helps Level 10+
Exodias and
Forbidden Ones Cons: Costly to equip, must equip target with 5 Forbidden Ones |
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The Infinite Forbidden
(INFO-EN054) Wedju Temple SPELL / Field Spell During your Main Phase: You can place 1 monster from your hand in your Spell & Trap Zone as a face-up Continuous Spell, then place 1 "Millennium" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Spell. You can only use this effect of "Wedju Temple" once per turn. If a face-up "Millennium" monster(s) you control is destroyed by battle or card effect, you can place it in your Spell & Trap Zone as a face-up Continuous Spell, instead of sending it to the GY. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps
Millenniums Cons: Can't Summon to Monster Zones |
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The Infinite Forbidden
(INFO-EN053) Millennium Ankh SPELL / Normal Spell Show 5 "Forbidden One" Monster Cards from your hand, Deck, and/or face-up field, then Special Summon 1 "The Unstoppable Exodia Incarnate" from your Extra Deck, then shuffle the face-up Monster Cards you control into the Deck, except "Exodia" Monster Cards whose original Levels are 10 or higher, and "Millennium" Monster Cards, also you cannot Summon for the rest of this turn. After activation, shuffle this card into the Deck instead of sending it to the GY. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps Exodia
and Forbidden Ones Cons: Must control Level 10 Millenniums to shuffle, doesn't Fusion Summon Exodia Incarnate |
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The Infinite Forbidden
(INFO-EN052) Silhouhatte Rabbit LIGHT / Link Monster / ATK 1500 / Link-2 Links: Bottom Corners (Illusion / Link / Effect) 2 Effect Monsters If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Silhouhatte Rabbit" once per turn. If this card is Link Summoned: You can Set 1 Continuous Trap from your Deck with an effect that Special Summons itself as a monster, also this card cannot be used as Link Material this turn. If a card in the Spell & Trap Zone is Special Summoned to the Monster Zone (except during the Damage Step): You can target 1 Spell/Trap your opponent controls; destroy it. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps Trap
Monsters Cons: Low ATK for Link Rating, can't be Link Material if it Sets Trap Monster, prevents other monster's battle destruction if battling |
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The Infinite Forbidden
(INFO-EN051) Cosmic Tree Irmistil EARTH / Link Monster / ATK 2000 / Link-5 Links: Left, Bottom, Top-Left and both Bottom Corners (Plant / Link / Effect) 3+ Effect Monsters You can only control 1 "Cosmic Tree Irmistil". Each time your opponent Special Summons a monster(s) face-up during the Main Phase, you gain LP equal to their ATK. Once per turn (Quick Effect): You can pay LP in multiples of 1000 (max. 3000); this card gains that much ATK. ~Rarities: Common |
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Pros: Easily played, helps
LP Gain Cons: Link-5, low ATK for Link Rating, costs LP for boost, can't gain LP for other Summons, can't pay more than 3000 LP for boost |
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The Infinite Forbidden
(INFO-EN050) Madolche Mini Meowcaroons EARTH / Link Monster / ATK 2300 / Link-3 Links: All 3 Bottom Arrows (Fairy / Link / Effect) 2+ Effect Monsters, including a "Madolche" monster If this card is Link Summoned: You can add 1 "Madolche" card from your Deck to your hand. You can target 1 monster in your GY; Special Summon 1 "Madolche" monster from your hand, and if you do, shuffle that target into the Deck, also you cannot activate monster effects for the rest of this turn, except "Madolche" monsters. You can only use each effect of "Madolche Mini Meowcaroons" once per turn. ~Rarities: Common |
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Pros: Easily played, helps
Madolches Cons: Link-3, low ATK for Link Rating, can't Summon from other places |
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The Infinite Forbidden
(INFO-EN049) Varar, Vaalmonican Concord WATER / Link Monster / ATK 3000 / Link-2 Links: Bottom Corners (Spellcaster / Link / Effect) 2 monsters, including a "Vaalmonica" Link Monster Unaffected by card effects, except "Vaalmonica" cards, while you have 6 or more Resonance Counters on your field. Gains 1 additional attack during each Battle Phase, for each Level 4 "Vaalmonica" monster you control. Once per turn, when your opponent would Special Summon a monster(s), if you have 3+ Resonance Counters on your field (Quick Effect): You can negate the Special Summon, and if you do, destroy that monster(s), then remove 3 Resonance Counters from your field. ~Rarities: Super Rare |
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Pros: Easily played, high ATK for
Link Rating, helps
Vaalmonicas Cons: Requires 6+ counters for protection, requires Level 4 monsters for extra attacks, requires 3+ counters to negate Special Summons, can't negate other Summons, costs 3 counters to negate |
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The Infinite Forbidden
(INFO-EN048) Ragnaraika Selene Snapper WATER / Link Monster / ATK 2600 / Link-3 Links: Left, Right and Bottom (Reptile / Link / Effect) 2+ Insect, Plant, and/or Reptile monsters You can banish up to 2 monsters from your GY, then target that many Spells/Traps your opponent controls; destroy them. If this card is in your GY: You can target 1 Insect, Plant, or Reptile monster you control; place it on the bottom of the Deck, and if you do, Special Summon this card, also you cannot Special Summon for the rest of this turn, except Insect, Plant, or Reptile monsters. You can only use each effect of "Ragnaraika Selene Snapper" once per turn. ~Rarities: Common |
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Pros: Easily played, helps multiple
Decks Cons: Link-3, low ATK for Link Rating, costs monster(s) to destroy or revive itself, can't banish from other places, can't revive other monsters |
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The Infinite Forbidden
(INFO-EN047) Fiendsmith's Sequence LIGHT / Link Monster / ATK 1200 / Link-2 Links: Bottom Corners (Fiend / Link / Effect) 2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn. ~Rarities: Common |
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Pros: Easily oplayed, helps
LIGHT Fiends Cons: Low ATK for Link Rating, largely just Fusion Summons, must equip itself for bullet effect |
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The Infinite Forbidden
(INFO-EN046) Fiendsmith's Requiem LIGHT / Link Monster / ATK 600 / Link-1 Links: Bottom (Fiend / Link / Effect) 1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps LIGHT
Fiends and Fiendsmiths Cons: Low ATK, costs itself to Summon, can't revive, low boost while equipped to monster, can't be Special Summoned 2+ times per turn |
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The Infinite Forbidden
(INFO-EN045) Hieratical Phobos Covos DARK / Xyz Monster / Rank 4 / ATK 2100 / DEF 1500 (Illusion / Xyz / Effect) 2 Level 4 monsters You can target 1 Effect Monster your opponent controls; negate its effects, then if it battled this turn, you can take control of it until the End Phase. This is a Quick Effect if this card has an Illusion monster as material. You can only use this effect of "Heretical Phobos Covos" once per turn. If this card battles a monster, neither can be destroyed by that battle. ~Rarities: Super Rare |
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Pros: Easily played, counters Effect
Monsters, helps
Illusions Cons: Low stats for Level, can't steal monster that didn't battle, must use Illusion as material to become Quick Effect |
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The Infinite Forbidden
(INFO-EN044) Madolche Queen Tiarafraise EARTH / Xyz Monster / Rank 5 / ATK 2600 / DEF 2500 (Fairy / Xyz / Effect) 3 Level 5 "Madolche" monsters Once per turn, you can also Xyz Summon "Madolche Queen Tiarafraise" by using "Madolche Queen Tiaramisu" you control. (Transfer its materials to this card.) Once per opponent's turn (Quick Effect): You can detach 1 material from this card, then target up to 2 "Madolche" cards in your GY; shuffle them into the Deck, also shuffle up to the same number of cards your opponent controls into the Deck. If this card in your possession is destroyed by an opponent's card and sent to your GY: Return this card to the Extra Deck. ~Rarities: Super Rare |
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Pros: Easily played, helps
Madolches Cons: Low stats for Rank, can't revive or Summon |
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The Infinite Forbidden
(INFO-EN043) CXyz Gimmick Puppet Fanatix Machinix DARK / Xyz Monster / Rank 9 / ATK 3100 / DEF 1500 (Machine / Xyz / Effect) 3 Level 9 monsters If this card is Special Summoned: You can add 1 "Puppet" Trap from your Deck to your hand. You can detach 1 material from this card; Special Summon 1 monster from either GY to your opponent's field in Defense Position. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 of them; destroy it, and if you do, inflict damage to your opponent equal to half its original ATK. You can only use each effect of "CXyz Gimmick Puppet Fanatix Machinix" once per turn. ~Rarities: Super Rare |
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Pros: Partly easily played, high
ATK, helps Puppet Traps and
Burn Cons: Low DEF for Rank, can't Summon to your field, deals half destroyed monster's ATK, can't destroy Normal or Flip Summoned monsters |
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The Infinite Forbidden
(INFO-EN042) Gimmick Puppet Fantasix Machinix DARK / Xyz Monster / Rank 8 / ATK 1500 / DEF 3100 (Machine / Xyz / Effect) 2 Level 8 monsters You can detach 1 material from this card; add 1 "Rank-Up-Magic" Spell from your Deck to your hand, also, you can Normal Summon 1 Machine monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If you Special Summon a "Gimmick Puppet" Xyz Monster(s) (except during the Damage Step): You can Special Summon this card from your GY to either field in Defense Position, then you can add 1 "Rank-Up-Magic" Spell from your GY to your hand. You can only use each effect of "Gimmick Puppet Fantasix Machinix" once per turn. ~Rarities: Super Rare |
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Pros: Partly easily played, high
DEF, helps
multiple Decks Cons: Low ATK for Link Rating, must control Xyz to revive or retrieve |
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The Infinite Forbidden
(INFO-EN041) DPH Gendamoore FIRE / Synchro Monster / Level 8 / ATK 2000 / DEF 2800 (Cyberse / Synchro / Tuner / Effect) 1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 4 Cyberse monster from your GY in Defense Position, but negate its effects, also you cannot Special Summon for the rest of this turn, except Cyberse monsters. When your Cyberse monster battles an opponent's monster and inflicts battle damage to them: You can banish this card from your GY; inflict that much damage to your opponent. You can only use each effect of "DPH Gendamoore" once per turn. ~Rarities: Common |
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Pros: Easily played, high DEF, Tuner
monster, helps low-Level
Cyberses Cons: Low ATK for Level, can't Summon Level 5+, costs itself for burn effect |
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The Infinite Forbidden
(INFO-EN040) Diabell, Queen of the White Forest LIGHT / Synchro Monster / Level 8 / ATK 2500 / DEF 2000 (Illusion / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned using a Tuner Synchro Monster: You can target 1 Spell/Trap in your GY; add it to your hand. When your opponent activates a card or effect (Quick Effect): You can send 1 Spell/Trap from your hand or field to the GY; Special Summon 1 Level 7 or lower Tuner Synchro Monster from your Extra Deck, GY, or banishment. You can only use each effect of "Diabell, Queen of the White Forest" once per turn. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps
Tuner Synchros Cons: Low stats for Level, requires Tuner Synchro for effects |
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The Infinite Forbidden
(INFO-EN039) Rciela, Sinister Soul of the White Forest LIGHT / Synchro Monster / Level 6 / ATK 2000 / DEF 1500 (Spellcaster / Synchro / Tuner / Effect) 1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can send 1 Spell/Trap from your hand or field to the GY; add 1 "White Forest" card or 1 LIGHT Spellcaster monster from your Deck to your hand. You can only use this effect of "Rciela, Sinister Soul of the White Forest" once per turn. Illusion and Spellcaster Synchro Monsters you control gain 500 ATK, also they cannot be destroyed by your opponent's card effects. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, Tuner monster,
helps multiple
Decks Cons: Low stats for Level, costs Spell or Trap to add, can't Summon, very low ATK boost |
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The Infinite Forbidden
(INFO-EN038) Silvera, Wolf Tamer of the White Forest LIGHT / Synchro Monster / Level 6 / ATK 1900 / DEF 2400 (Spellcaster / Synchro / Tuner / Effect) 1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can change all face-up monsters your opponent controls to face-down Defense Position. Illusion and Spellcaster Synchro Monsters you control gain 500 ATK, also if they attack a Defense Position monster, inflict double piercing battle damage to your opponent. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, Tuner monster,
counters high ATK Cons: Low stats for Level, very low ATK boost, must Set monster(s) for boost and piercing |
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The Infinite Forbidden
(INFO-EN037) Memetomictlan Tecutlica - Creation King EARTH / Fusion Monster / Level 9 / ATK 3000 / DEF 2000 (Illusion / Fusion / Effect) 3 "Memento" monsters You can banish this card from your GY; add 1 "Mementomictlan" from your Deck to your hand. You cannot activate the following effects of "Mementomictlan Tecuhtlica - Creation King" in the same Chain. If this card is Fusion Summoned: You can send 3 "Memento" cards from your Deck and/or Extra Deck to the GY. (Quick Effect): You can target an equal number of "Memento" monsters you control and cards your opponent controls; destroy them. You can only use each effect of "Mementomictlan Tecuhtlica - Creation King" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Mementos Cons: Low DEF for Level, costs itself to add, can't use effects in same chain, costs monsters to destroy |
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The Infinite Forbidden
(INFO-EN036) Fiendsmith's Desirae LIGHT / Fusion Monster / Level 9 / ATK 2800 / DEF 2400 (Fiend / Fusion / Effect) "Fiendsmith Engraver" + 2 LIGHT Fiend monsters (Quick Effect): You can negate the effects of a number of face-up cards on the field, up to the total Link Rating of Link Monsters equipped to this card, until the end of this turn. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck, then target 1 card on the field; send it to the GY. You can only use each effect of "Fiendsmith's Desirae" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
LIGHT Fiends Cons: Low DEF for Level, must equip with Links to negate, costs Light Fiend to send card on field |
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The Infinite Forbidden
(INFO-EN035) Fiendsmith's Lacrima LIGHT / Fusion Monster / Level 6 / ATK 2400 / DEF 2400 (Fiend / Fusion / Effect) 2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent. ~Rarities: Common |
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Pros: Easily played, helps LIGHT
Fiends and
Burn Cons: Low stats for Level, low ATK loss, costs LIGHT Fiend for burn effect |
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The Infinite Forbidden
(INFO-EN034) Light and Darkness Dragonlord LIGHT / Fusion Monster / Level 10 / ATK 3400 / DEF 3000 (Dragon / Fusion / Effect) 1 Level 8 LIGHT Dragon monster + 1 Level 8 DARK Dragon monster Must be Fusion Summoned. While face-up on the field, this card is also DARK-Attribute. Once per Chain, if a Spell/Trap Card, or monster effect, is activated (Quick Effect): This card loses exactly 1000 ATK/DEF, and if it does, negate the activation. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 Dragon monster in your GY; Special Summon it. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, high stats,
helps Dragons and
Chaos Cons: Can't be revived, loses ATK to negate, can't revive unless destroyed |
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The Infinite Forbidden
(INFO-EN033) The Unstoppable Exodia Incarnate DARK / Fusion Monster / Level 10 / ATK ? / DEF 0 (Spellcaster / Fusion / Effect) 5 "Forbidden One" monsters Cannot be destroyed by an opponent's card effects. Once per turn, if this card battles, during damage calculation: You can make this card gain ATK equal to your LP. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can negate that activation. Once per turn, during the End Phase: You can Set 1 "Exodd" or "Obliterate!!!" Spell/Trap from your Deck. Once per turn, during your Standby Phase: Lose 1000 LP. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps
Exodia cards Cons: ? ATK, 0 DEF, must battle to have ATK, ATK depends on your LP, drains 1000 LP at your Standby Phases |
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The Infinite Forbidden
(INFO-EN032) Drytron Meteonis DA Draconids LIGHT / Ritual Monster / Level 12 / ATK 5000 / DEF 5000 (Machine / Ritual / Effect) You can Ritual Summon this card with "Meteonis Drytron". Other "Drytron" monsters you control cannot be destroyed by your opponent's card effects. Twice per turn, when your opponent activates a monster effect (Quick Effect): You can banish "Drytron" monsters (min. 1) from your GY whose total ATK equal or exceed the original ATK of that monster; negate the activation, and if you do, destroy it. If this Ritual Summoned card in its owner's control is destroyed by an opponent's card: You can Special Summon 1 Ritual Monster with 4000 ATK from your hand or Deck. (This is treated as a Ritual Summon.) ~Rarities: Super Rare |
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Pros: Easily ploayed, very high
stats, helps
Drytrons and Rituals, counters Effect Monsters Cons: Can't protect itself from destruction or negate Spells or Traps, can't Summon Rituals with other ATK |
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The Infinite Forbidden
(INFO-EN031) Depresspard LIGHT / Effect Monster / Level 2 / ATK 100 / DEF 100 (Beast / Effect) If this is the only card in your hand: You can Special Summon this card. If you do: This card's ATK becomes 2500 until the end of your opponent's turn. If this card battles an opponent's monster, you take any battle damage your opponent would have taken from that battle. If you take damage from battles involving this card: This card's ATK becomes 0, then if your LP are 2000 or less, this card's ATK becomes 5000. ~Rarities: Common |
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Pros: Easily played, searchable Cons: Very low DEF, must Summon itself for 2500 ATK, must have 2000 or less LP for 5000 ATK, deals you opponent's battle damage when battling, has 0 ATK if you take battle damage from its battles |
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The Infinite Forbidden
(INFO-EN030) Bettan Bat EARTH / Effect Monster / Level 1 / ATK 0 / DEF 0 (Winged Beast / Tuner / Effect) Up to thrice per turn, if your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can target 1 of them; toss a coin and if the result is heads, change it to face-up Attack Position, or if the result is tails, change it to face-down Defense Position. Once per turn, if another monster(s) on the field is flipped face-up, or a face-up monster(s) is changed to face-down Defense Position, even during the Damage Step: You can target 1 of them; change it to face-up Attack Position or face-down Defense Position. ~Rarities: Common |
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Pros: Easily played, searchable
Tuner, partly counters high ATK and Flip Summons or
resets Cons: 0 DEF, gamble effect against Summons |
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The Infinite Forbidden
(INFO-EN029) Broomy LIGHT / Effect Monster / Level 2 / ATK 700 / DEF 700 (Spellcaster / Tuner / Effect) Cannot be used as Synchro Material, except for the Synchro Summon of a Level 8 or lower monster. You can reveal this card and 1 monster in your hand; Special Summon 1 of the 2, and if you do, banish the other, also for the rest of this turn, you cannot Special Summon from the Extra Deck, except Synchro Monsters, and can only declare an attack with Synchro Monsters. You can only use this effect of "Broomy" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable
Tuner, helps Synchro Summons Cons: Low DEF, can't be Synchro Material for other Levels, can't attack with non-Synchros |
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The Infinite Forbidden
(INFO-EN028) Dora Dora FIRE / Effect Monster / Level 3 / ATK 400 / DEF 200 (Dragon / Effect) If this card is Normal Summoned: You can add 1 Level 4 or lower FIRE Dragon monster from your Deck to your hand. You can only use this effect of "Dora Dora" once per turn. Once per turn, during your Main Phase: You can excavate the top card of your Deck, and if it is a FIRE Dragon monster, send it to the GY, and if you do, this card gains 1000 ATK for each "Dora Dora" you control. Otherwise, place the excavated card on the bottom of your Deck. ~Rarities: Common |
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Pros: Easily played, searchable,
helps
FIRE Dragons Cons: Very low DEF, can't Summon or add Level 5, must control other copies for ATK boost, gamble effect for boost |
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The Infinite Forbidden
(INFO-EN027) Mulcharmy Purulia WATER / Effect Monster / Level 4 / ATK 100 / DEF 600 (Aqua / Effect) If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played, searchable,
helps Exodia Cons: Low DEF, largely copies others |
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The Infinite Forbidden
(INFO-EN026) Disablaster the Negation Fortress LIGHT / Pendulum Monster / Level 5 / ATK 500 / DEF 2000 Pendulum Effect(s) / Pendulum Scale 5 Negate any card effects activated in this card's column. (Machine / Pendulum / Effect) If there is a column with no cards, you can Special Summon this card (from your hand) to your zone in that column. You can only Special Summon "Disablaster the Negation Fortress" once per turn this way. Negate any card effects activated in this card's column. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, searchable,
counters cards in
columns Cons: Low DEF for Level, can't Summon itself unless a column is empty, must be destroyed to move to Pendulum Zone, poor Pendulum Scale |
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The Infinite Forbidden
(INFO-EN025) Paralyzing Mushroom LIGHT / Effect Monster / Level 5 / ATK 1400 / DEF 0 (Thunder / Effect) If a monster(s) that was originally Thunder is sent from your hand or field to the GY, even during the Damage Step: You can Special Summon this card from your hand. If a Thunder monster's effect is activated in the hand, while this card is in the Monster Zone (except during the Damage Step): You can Special Summon 1 "Paralyzing Token" (Thunder/DARK/Level 1/ ATK 0/DEF 0). You can only use each effect of "Paralyzing Mushroom" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps Thunders Cons: 0 DEF, costs Thunder to Summon itself, Summons weak Token, can't Summon Token for other effects |
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The Infinite Forbidden
(INFO-EN024) Cosmo Queen the Queen of Prayers DARK / Effect Monster / Level 8 / ATK 2900 / DEF 2450 (Spellcaster / Effect) If a Field Spell Card is activated: You can Special Summon this card from your hand in Defense Position. You can target 1 face-up card in the Field Zone, then activate the appropriate effect, based on which player controls that card; ● You: Destroy it, and if you do, add 1 Field Spell from your Deck to your hand with a different name. ● Your opponent: Negate its effects (until the end of this turn), and if you do, add 1 Field Spell from your Deck to your hand. You can only use each effect of "Cosmo Queen the Queen of Prayers" once per turn. ~Rarities: Common |
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Pros: Easily played, high ATK,
retrain
version, partly counters Field Spells Cons: Low DEF for Level, must destroy your Field Spell to add, can't add other copy, 1-turn negation |
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The Infinite Forbidden
(INFO-EN023) Lord of the Missing Barrows LIGHT / Effect Monster / Level 10 / ATK 3100 / DEF 2900 (Fiend / Effect) You can Special Summon this card (from your hand) by banishing 3 cards from your GY (1 monster, 1 Spell, and 1 Trap). If this card is Special Summoned from the hand: You can banish 1 monster and 2 Spells/Traps from your opponent's field and/or GY. You can only use this effect of "Lord of the Missing Barrows" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, high stats,
helps
Banished Cons: Costs 3 cards of different Types to Summon itself, can't banish 3 of 1 Type, can't banish if Summoned from other places |
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The Infinite Forbidden
(INFO-EN022) Drytron Nu II LIGHT / Effect Monster / Level 1 / ATK 2000 / DEF 0 (Machine / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. If a "Drytron" card is on the field: You can Special Summon this card from your hand or GY, but banish it when it leaves the field. If this card is Special Summoned: You can add 1 "Drytron" monster from your Deck to your hand, except "Drytron Nu II". You can only use each effect of "Drytron Nu II" once per turn, also you cannot Ritual Summon the turn you activate either of this card's effects, except Machine monsters. ~Rarities: Common |
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Pros: Easily played, high ATK for
Level, helps Drytrons and
Machines Cons: 0 DEF, banishes itself if Summoned by its effect and removed, otherwise can't Summon |
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The Infinite Forbidden
(INFO-EN021) Centur-Ion Atrii DARK / Effect Monster / Level 4 / ATK 1800 / DEF 1400 (Dragon / Tuner / Effect) If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. You can only use each of the following effects of "Centur-Ion Atrii" once per turn. If this card is Normal or Special Summoned, and you have both an "Emblema" card and a "Centur-Ion" card in your GY: You can draw 1 card, also you cannot Special Summon "Centur-Ion Atrii" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, Tuner
monster, helps Centur-Ions and
Emblemas Cons: Low DEF, can't draw card if needed cards are in your hand, can't Summon itself if treated as a Spell |
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The Infinite Forbidden
(INFO-EN020) Mementotlan Shleepy EARTH / Effect Monster / Level 3 / ATK 800 / DEF 1000 (Beast / Effect) During the turn a monster(s) in your possession was destroyed by card effect (Quick Effect): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Fusion Summon 1 "Memento" Fusion Monster from your Extra Deck, using monsters from your hand or field. If this card is destroyed by battle or card effect: You can send 1 "Memento" card from your Deck to the GY, except "Mementotlan Shleepy". You can only use each effect of "Mementotlan Shleepy" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps
Mementos Cons: Low DEF, largely just Fusion Summons |
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The Infinite Forbidden
(INFO-EN019) Tenpai Dragon Genroku FIRE / Effect Monster / Level 3 / ATK 0 / DEF 1000 (Dragon / Effect) If this card is added to your hand, except by drawing it: You can Special Summon this card as a Tuner, then you can increase its Level by 1. (Quick Effect): You can Tribute this card; Special Summon 1 "Tenpai Dragon" monster from your Deck, except "Tenpai Dragon Genroku", also you cannot Special Summon for the rest of this turn, except Dragon monsters. You can only use each effect of "Tenpai Dragon Genroku" once per turn. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, searchable,
helps Tempai Dragons and Extra Deck Summons Cons: Low DEF, can't Summon itself if drawn or retrieved, can't revive |
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The Infinite Forbidden
(INFO-EN018) Ragnaraika Wicked Butterfly EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 0 (Insect / Effect) You can discard this card; Special Summon 1 Insect, Plant, or Reptile monster from your hand. If this card is banished from the hand or GY: You can draw cards during the End Phase of this turn, equal to the number of different Monster Types among the monsters you control that are Insect, Plant, or Reptile. You can only use each effect of "Ragnaraika Wicked Butterfly" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
multiple
Decks Cons: 0 DEF, costs itself to Summon, can't Summon from other places, slow to draw cards, can't draw cards if banished from Deck |
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The Infinite Forbidden
(INFO-EN017) Fiendsmith Engraver LIGHT / Effect Monster / Level 6 / ATK 1800 / DEF 2400 (Fiend / Effect) You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps
Fiendsmiths and
LIGHT Fiends Cons: Low stats for Level, costs LIGHT Fiend to Summon itself, costs itself to add |
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The Infinite Forbidden
(INFO-EN016) Rucia of the White Forest LIGHT / Effect Monster / Level 4 / ATK 800 / DEF 1500 (Spellcaster / Tuner / Effect) If you control a "White Forest" monster: You can Special Summon this card from your hand. You can send 1 Spell/Trap from your hand or field to the GY; draw 1 card. If this card is in your GY (Quick Effect): You can target 1 "White Forest" Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, Special Summon this card, but negate its effects. You can only use each effect of "Rucia of the White Forest" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable
Tuner, helps
White Forests Cons: Low DEF, largely copies Silvy |
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The Infinite Forbidden
(INFO-EN015) Silvy of the White Forest LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 200 (Spellcaster / Tuner / Effect) If this card is Normal or Special Summoned: You can add 1 "White Forest" Spell/Trap from your Deck to your hand. If this card is in your GY (Quick Effect): You can target 1 "White Forest" Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, Special Summon this card, but negate its effects. You can only use each effect of "Silvy of the White Forest" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable
Tuner, helps White Forests Cons: Very low DEF, costs Synchro to revive itself without its effects, can't Summon others |
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The Infinite Forbidden
(INFO-EN014) Elzette of the White Forest LIGHT / Effect Monster / Level 2 / ATK 0 / DEF 0 (Spellcaster / Effect) You can send 1 Spell/Trap from your hand or field to the GY; Special Summon this card from your hand, then add 1 "White Forest" monster from your Deck to your hand, except "Elzette of the White Forest". During your opponent's turn, if a LIGHT Spellcaster Tuner is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Elzette of the White Forest" once per turn. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played, searchable,
helps White Forests and
LIGHT Spellcasters Cons: 0 DEF, largely copies Astellar |
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The Infinite Forbidden
(INFO-EN013) Astellar of the White Forest LIGHT / Effect Monster / Level 2 / ATK 0 / DEF 0 (Spellcaster / Effect) You can send 1 Spell/Trap from your hand or field to the GY; Special Summon 1 LIGHT Spellcaster Tuner from your Deck. If a Spell/Trap(s) is sent to your GY to activate a monster's effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Astellar of the White Forest" once per turn. ~Rarities: Secret Rare and Quarter Century Secret Rare |
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Pros: Easily played,
searchable, helps LIGHT Spellcasters Cons: 0 DEF, costs Spell or Trap to Summon, can't Summon from hand or non-Tuners |
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The Infinite Forbidden
(INFO-EN012) Knight Armed Dragon, the Armored Knight Dragon WIND / Effect Monster / Level 3 / ATK 1400 / DEF 1900 (Dragon / Effect) If you Special Summon a Level 5 or higher Dragon monster(s): You can Special Summon this card from your hand. If this card is Special Summoned: You can make this card's Attribute and Level become the same as 1 of your banished Dragon monsters'. If this card is sent to the GY: You can target 1 Dragon monster you control; it gains 1000 ATK. Neither player can activate cards or effects in response to this effect's activation. You can only use each effect of "Knight Armed Dragon, the Armored Knight Dragon" once per turn. ~Rarities: Common |
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Pros: Easily played, searchable,
high DEF, helps
Dragons and Extra Deck Summons Cons: Low ATK boost, can't adapt properties from Dragons in other places, can't respond to property change |
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The Infinite Forbidden
(INFO-EN011) Dark End Evaporation Dragon DARK / Effect Monster / Level 8 / ATK 2600 / DEF 2100 (Dragon / Effect) You can banish 1 Level 8 Dragon monster from your Extra Deck; Special Summon this card from your hand, also you cannot Special Summon for the rest of this turn, except Dragon monsters. You can activate 1 of these effects; ● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field. ● Target 1 other Attack Position monster on the field; make this card lose exactly 500 ATK/DEF, and if you do, destroy that monster. You can only use each effect of "Dark End Evaporation Dragon" once per turn. ~Rarities: Common |
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Pros: Easily played, helps Dragons
and Banished,
retrained version Cons: Low stats for Level, largely copies Sublimation Dragon |
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The Infinite Forbidden
(INFO-EN010) Light End Sublimation Dragon LIGHT / Effect Monster / Level 8 / ATK 2600 / DEF 2100 (Dragon / Effect) You can banish 1 Level 8 Dragon monster from your Extra Deck; Special Summon this card from your hand, also you cannot Special Summon for the rest of this turn, except Dragon monsters. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field. When an opponent's monster declares an attack: You can make this card lose exactly 500 ATK/DEF, and if you do, that opponent's monster loses 1500 ATK. You can only use each effect of "Light End Sublimation Dragon" once per turn. ~Rarities: Common |
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Pros: Easily played, helps Dragons
and Banished, retrained
version Cons: Low stats for Level, costs Dragon to Summon itself, can't banish from other places or other Levels, largely just Fusion Summons, loses ATK and DEF to lower ATK |
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The Infinite Forbidden
(INFO-EN009) Gimmick Puppet Cattle Scream DARK / Effect Monster / Level 8 / ATK 2000 / DEF 2000 (Machine / Effect) You can detach 1 material from an Xyz Monster you control; Special Summon this card from your hand or GY, but banish it when it leaves the field. You can only use this effect of "Gimmick Puppet Cattle Scream" once per turn. A "Gimmick Puppet" Xyz Monster that has this card as material gains this effect. ● Once per turn: You can target 1 monster in your opponent's GY; Special Summon it to your opponent's field in Defense Position. ~Rarities: Common |
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Pros: Easily played, helps Gimmick
Puppets and
Xyz Cons: Low stats for Level, banishes itself if Summoned by effect and remove, largely just Xyz Material |
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The Infinite Forbidden
(INFO-EN008) Gimmick Puppet Rouge Doll DARK / Effect Monster / Level 8 / ATK 400 / DEF 1400 (Machine / Effect) If this card is in your hand: You can reveal 1 "Gimmick Puppet" Xyz Monster in your Extra Deck; Special Summon both this card, and 1 "Gimmick Puppet" monster with the same Level as the revealed monster's Rank from your Deck. If this card is sent to the GY, except from the hand: You can add it to your hand. You can only use each effect of "Gimmick Puppet Rouge Doll" once per turn, also you cannot Special Summon from the Extra Deck the turn you activate either of this card's effects, except "Gimmick Puppet" monsters. ~Rarities: Common |
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Pros: Easily played, searchable,
helps Gimmick Puppets and Xyz Cons: Low DEF, can't Summon from other places, must match Levels to Xyz's Rank |
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The Infinite Forbidden
(INFO-EN007) Gimmick Puppet Little Soldiers DARK / Effect Monster / Level 4 / ATK 0 / DEF 0 (Machine / Effect) If this card is Normal or Special Summoned: You can send 1 "Gimmick Puppet" monster with a different Level than this card from your Deck to the GY; this card's Level becomes that monster's. You can only use this effect of "Gimmick Puppet Little Soldiers" once per turn. You can banish this card from your GY, then target up to 2 "Gimmick Puppet" monsters you control; increase their Levels by 4 until the end of this turn. ~Rarities: Common |
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Pros: Easily played, searchable,
helps Gimmick Puppets and Xyz Summons Cons: 0 DEF, costs Gimmick Puppet to change Level, costs itself for 1-turn Level boost |
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The Infinite Forbidden
(INFO-EN006) Dark Magician the Magician of Black Magic DARK / Effect Monster / Level 7 / ATK 2500 / DEF 2100 (Spellcaster / Effect) This card's name becomes "Dark Magician" while on the field. You can only use each of the following effects of "Dark Magician the Magician of Black Magic" once per turn. If "Shining Sarcophagus" is on the field: You can Special Summon this card from your hand. If this card is destroyed by card effect and a Level 5 or higher monster is on the field: You can Special Summon this card, then you can Set 1 Spell/Trap from your Deck that mentions "Dark Magician". ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, helps Shining
Sarc cards Cons: Low stats for Level, can't revive itself if Level 4 or less monster is out, largely copies Dark Magician |
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The Infinite Forbidden
(INFO-EN005) Fiend Reflection of the Millennium WIND / Effect Monster / Level 4 / ATK 1300 / DEF 1400 (Illusion / Effect) If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Fiend Reflection of the Millennium" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. If your opponent activates a card or effect, while this card is a Continuous Spell (except during the Damage Step): You can Special Summon this card, then you can gain LP equal to half the ATK of 1 monster on the field. ~Rarities: Common |
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Pros: Easily played, searchable,
retrained version, helps LP Gain Cons: Low DEF, can't gain LP of full ATK, largely copies others |
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The Infinite Forbidden
(INFO-EN004) Maiden of the Millennium Moon LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1300 (Illusion / Effect) If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Maiden of the Millennium Moon" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. If your opponent activates a card or effect, while this card is a Continuous Spell (except during the Damage Step): You can Special Summon this card, and if you do, for the rest of this turn, your opponent cannot target Level 5 or higher Illusion or Spellcaster monsters you control with card effects. ~Rarities: Common |
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Pros: Easily played, searchable,
helps Shining Sarc cards, retrained
version Cons: Low DEF, largely copies others |
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The Infinite Forbidden
(INFO-EN003) Shield of the Millennium Dynasty EARTH / Effect Monster / Level 5 / ATK 0 / DEF 3000 (Warrior / Effect) Cannot be destroyed by Spell/Trap effects. You can only use each of the following effects of "Shield of the Millennium Dynasty" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Millennium Ankh" from your Deck to your hand. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played, searchable,
high DEF, helps
Shining Sarc cards and Stall, retrained version Cons: Must pay LP or reveal itself to add, largely copies Golem that Guards |
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The Infinite Forbidden
(INFO-EN002) Golem that Guards the Millennium Treasures EARTH / Effect Monster / Level 6 / ATK 2000 / DEF 2200 (Rock / Effect) The activation of your "Millennium Ankh" cannot be negated. You can only use each of the following effects of "Golem that Guards the Millennium Treasures" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Wedju Temple" from your Deck to your hand. ~Rarities: Common |
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Pros: Easily played, helps Shining
Sarc cards, retrained
version Cons: Low stats for Level, largely copies Sengenin Wakes |
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The Infinite Forbidden
(INFO-EN001) Sengenjin Wakes from a Millennium EARTH / Effect Monster / Level 8 / ATK 2750 / DEF 2500 (Beast-Warrior / Effect) Cannot be destroyed by monster effects. You can only use each of the following effects of "Sengenjin Wakes from a Millennium" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Millennium" monster from your Deck to your hand. ~Rarities: Ultra Rare and Quarter Century Secret Rare |
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Pros: Easily played,
counters Effect Monsters, helps Shining Sarc cards,
retrained version Cons: Low stats for Level, must be Continuous Spell to add or reveal itself |
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The Infinite Forbidden
(INFO-EN000) Dragon of Pride and Soul DARK / Effect Monster / Level 8 / ATK 2500 / DEF 2500 (Dragon / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) while your opponent has 25 or more cards in their GY. While you have 25 or more cards in your GY, this card gains 2500 ATK/DEF. Quarter Century Secret Rare |
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Pros: Partly easily played, partly
counters
Lightsworns Cons: Low stats for Level, Nomi Monster, requires 25+ cards in opponent's Grave for stat boost, no other effects |