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Learn to play the TCG. Yu-Gi-Oh TCG Terms MFC-EN Card Spoiler

Magician's Force (MFC-EN) Card Reviews

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Magician's_Force

Magician's Force (MFC-107)
Diffusion Wave-Motion
SPELL / Normal Spell
Pay 1000 Life Points. Select 1 Level 7 or higher Spellcaster-Type monster on your side of the field. During this turn, only the selected monster can attack and it attacks all monsters on your opponent's side of the field. The effects of Effect Monsters destroyed by the selected monster in battle cannot be activated.
~Rarities: Secret Rare
Pros: Partly easily played, supports Level 7+ Spellcasters, counters Effect Monsters
Cons: Prevents your other attacks that turn
Magician's Force (MFC-106)
Double Spell
SPELL / Normal Spell
Discard 1 Spell Card from your hand. Select 1 Spell Card from your opponent's Graveyard and activate it from the Graveyard as your Spell Card.
~Rarities: Ultra Rare
Pros: Easily played, supports Spell Cards
Cons: Costs Spell to retrieve, can't retrieve your own Spells, no other effects
Magician's Force (MFC-105) *initially misprinted with DMG artwork
Dark Paladin (1st art*)
DARK / Fusion Monster / Level 8 / ATK 2900 / DEF 2400
(Spellcaster / Fusion / Effect)

"Dark Magician" + "Buster Blader"
This monster can only be Special Summoned by Fusion Summon. As long as this card remains face-up on the field, you can negate the activation of 1 Spell Card and destroy the Spell Card by discarding 1 card from your hand. The ATK of this card increases by 500 points for each Dragon-Type monster on the field and in either player's Graveyard.
~Rarities: Ultra Rare
Pros: Easily played, high ATK, counters Spell Cards and Dragons
Cons: Low DEF for Level, low boost, must be Fusion Summoned
Magician's Force (MFC-104)
The Spell Absorbing Life
TRAP / Normal Trap
Flip all face-down Defense Position Monster Cards on the field face-up. Flip Effects are not activated at this time. Increase your Life Points by 400 points for each Effect Monster Card on the field.
~Rarities: Common
Pros: Easily played, counters Stall and Flip Monsters, supports LP Gain
Cons: Includes your monsters, no other effects
Magician's Force (MFC-103)
Anti-Spell
TRAP / Counter Trap
Remove 2 Spell Counters on your side of the field. Negate the activation of a Spell Card and destroy it.
~Rarities: Common
Pros: Easily played, partly supports Spell Counters, counters Spell Cards
Cons: Costs 2 Spell Counters to negate, can't remove opponent's Spell Counters, no other effects
Magician's Force (MFC-102)
Disarmament
TRAP / Normal Trap
Destroy all Equip Spell Cards on the field.
~Rarities: Common
Pros: Easily played, counters Equip Spells
Cons: Includes your Equip Spells, no other effects
Magician's Force (MFC-101)
Remove Brainwashing
TRAP / Continuous Trap
As long as this card remains face-up on the field, the control of all monsters on the field returns to the original owners.
~Rarities: Common
Pros: Easily played, counters stealing effects
Cons: Can't steal opponent's monsters, no other effects
Magician's Force (MFC-100)
Miracle Restoring
TRAP / Normal Trap
Remove 2 Spell Counters on your side of the field. Special Summon 1 "Dark Magician" or "Buster Blader" from your Graveyard in face-up Attack or Defense Position.
~Rarities: Common
Pros: Easily played, supports Dark Magician and Buster Blader
Cons: Costs 2 Spell Counters to Special Summon, no other effects
Magician's Force (MFC-099)
Hidden Book of Spell
TRAP / Normal Trap
You can only activate this card during your turn. Select 2 Spell Cards from your Graveyard and add them to your Deck. Your Deck is then shuffled.
~Rarities: Common
Pros: Easily played, supports Spell Cards
Cons: Can't use during opponent's turn, doesn't return to hand, no other effects
Magician's Force (MFC-098)
Exhausting Spell
TRAP / Normal Trap
Remove all Spell Counters on both sides of the field.
~Rarities: Common
Pros: Easily played, counters Spell Counters
Cons: Removes your Spell Counters, no other effects
Magician's Force (MFC-097)
Dramatic Rescue
TRAP / Normal Trap
You can only activate this card when a monster on your side of the field that includes "Amazoness" in its card name, or is named "Amazon Archer", is specifically designated as a target by a card. Return the targeted Monster Card to its owner's hand and Special Summon another monster from your hand in face-up Attack or Defense Position.
~Rarities: Rare
Pros: Easily played, supports Amazoness
Cons: Must return targeted monster, can't use if monster is attacked
Magician's Force (MFC-096)
Amazoness Archers
TRAP / Normal Trap
You can only activate this card when your opponent declares an attack and if there is a
monster(s) on your side of the field that includes "Amazoness" in its card name, or is named "Amazon Archer". All monsters on your opponent's side of the field are changed to face-up Attack Position (Flip Effects are not activated), and as long as they remain face-up on the field, their ATK(s) are decreased by 500 points. Your opponent must attack with all of his/her monsters.
~Rarities: Super Rare
Pros: Easily played, supports Amazoness, counters Stall and Flip Monsters, partly useful effect
Cons: Low loss, no other effects
Magician's Force (MFC-095)
Pitch-Black Power Stone
TRAP / Continuous Trap
After activation, put 3 Spell Counters on this card. During each of your turns, you can move 1 of this card's Spell Counters to another face-up card on the field that you can put a Spell Counter on. When there are no Spell Counters on this card, this card is destroyed.
~Rarities: Common
Pros: Easily played, supports Spell Counters
Cons: Destroys itself if out of Spell Counters
Magician's Force (MFC-094)
Mega Ton Magical Cannon
SPELL / Normal Spell
Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field.
~Rarities: Rare
Pros: Partly easily played, potent effect, partly supports Spell Counters
Cons: Costs 10 Spell Counters to destroy, no other effects
Magician's Force (MFC-093)
Pigeonholing Books of Spell
SPELL / Quick-Play Spell
See the 3 cards from the top of your opponent's Deck, arrange them in any order desired, and replace them on top of the Deck. Your opponent cannot see the cards.
~Rarities: Common
Pros: Easily played, supports declaring effects
Cons: Minimal effect, no other effects
Magician's Force (MFC-092)
My Body as a Shield
SPELL / Quick-Play Spell
When your opponent activates a card that has the effect that destroys 1 or more monsters on the field, pay 1500 Life Points to negate the activation of the card and destroy it.
~Rarities: Common
Pros: Easily played, partly useful effect
Cons: Costly to use, no other effects
Magician's Force (MFC-091)
Jar Robber
SPELL / Quick-Play Spell
You can only activate this card when "Pot of Greed" is activated. Negate the effect of the "Pot of Greed". You draw 1 card from your Deck.
~Rarities: Common
Pros: Easily played, counters Pot of Greed
Cons: Minimal effect, no other effects
Magician's Force (MFC-090)
Emblem of Dragon Destroyer
SPELL / Normal Spell
Add 1 "Buster Blader" from your Deck or your Graveyard to your hand.
~Rarities: Common
Pros: Easily played, supports Buster Blader
Cons: Doesn't Special Summon, no other effects
Magician's Force (MFC-089)
Senri Eye
SPELL / Continuous Spell
During each of your Standby Phases, you can see 1 card on the top of your opponent's Deck and return it to its original position by paying 100 Life Points. Your opponent cannot see the card.
~Rarities: Common
Pros: Easily played, supports declaring effects
Cons: Minimal effect, no other effects, can't use effect outside Standby Phase
Magician's Force (MFC-088)
Mass Driver
SPELL / Continuous Spell
Offer 1 monster on your side of the field as a Tribute to inflict 400 points of Direct Damage to your opponent's Life Points.
~Rarities: Common
Pros: Easily played
Cons: Costs monster for burn damage, low burn amount, no other effects
Magician's Force (MFC-087)
Gather Your Mind
SPELL / Normal Spell
Add 1 "Gather Your Mind" card from your Deck to your hand. Your Deck is then shuffled. You can only use 1 "Gather Your Mind" per turn.
~Rarities: Common
Pros: Easily played, Deck thinner
Cons: Minimal effect, no other effects
Magician's Force (MFC-086)
Big Bang Shot
SPELL / Equip Spell
A monster equipped with this card increases its ATK by 400 points. When the equipped monster attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as battle damage to your opponent's Life Points. When this card is destroyed or removed from the field, the equipped monster is removed from play.
~Rarities: Rare
Pros: Easily played, supports Banished
Cons: Low boost, piercing effectiveness depends on monster's ATK
Magician's Force (MFC-085)
Continuous Destruction Punch
SPELL / Continuous Spell
When the ATK of an attacking monster on your opponent's side of the field is lower than the DEF of the attacked Defense Position monster on your side of the field, destroy the attacking monster. Damage calculation is applied normally.
~Rarities: Rare
Pros: Easily played, supports Stall
Cons: Minimal effect, no other effects, doesn't apply if ATK and DEF are equal
Magician's Force (MFC-084)
Amazoness Spellcaster
SPELL / Normal Spell
Until the end of this turn, switch the original ATK of 1 face-up monster on your side of the field that includes "Amazoness" in its card name or is named "Amazon Archer", with the original ATK of 1 face-up monster on your opponent's side of the field.
~Rarities: Common
Pros: Easily played, supports Amazoness, partly useful effect
Cons: Lasts 1 turn, largely copies Shield & Sword, no other effects
Magician's Force (MFC-083)
Dark Cat with White Tail
EARTH / Effect Monster / Level 2 / ATK 800 / DEF 500
(Beast / Flip / Effect)

FLIP: Select 2 Monster Cards on your opponent's side of the field and 1 Monster Card on your side of the field and return them to their owners' hands.
~Rarities: Common
Pros: Easily played, searchable, partly counters Swarming
Cons: Very low DEF, must Set for effect, must return 1 monster you control, no other effects
Magician's Force (MFC-082)
Ultimate Obedient Fiend
FIRE / Effect Monster / Level 10 / ATK 3500 / DEF 3000
(Fiend / Effect)

This card can only attack when there are no other cards on your side of the field, and you also have no hand. Negate the effects of Effect Monsters destroyed by this card.
~Rarities: Common
Pros: Easily played, high stats, counters Effect Monsters
Cons: Can't attack if you control other cards or have card(s) in hand
Magician's Force (MFC-081)
Cat's Ear Tribe
EARTH / Effect Monster / Level 1 / ATK 200 / DEF 100
(Beast-Warrior / Effect)

During the Damage Step of your opponent's turn, the original ATK of his/her monster(s) that attack this monster becomes 200 points.
~Rarities: Rare
Pros: Easily played, searchable, counters high ATK
Cons: Very low DEF, can't apply effect during your turn, doesn't prevent destruction in battle, no other effects
Magician's Force (MFC-080)
Koitsu
WATER / Effect Monster / Level 10 / ATK 200 / DEF 100
(Fairy / Union / Effect)

Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Aitsu" as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 3000 points, and when it attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead).
~Rarities: Common
Pros: Easily played, searchable, supports Aitsu, partly useful effects
Cons: Very low DEF, must be equipped for effects, can't equip with multiple Unions, must destroy itself to prevent destruction
Magician's Force (MFC-079)
Magical Merchant
LIGHT / Effect Monster / Level 1 / ATK 200 / DEF 700
(Insect / Flip / Effect)

FLIP: Pick up (not draw) cards from the top of your Deck until a Spell Card or Trap Card is picked up. Add that card to your hand. Any other cards picked up are sent to the Graveyard.
~Rarities: Common
Pros: Easily played, searchable, supports Spells and Traps
Cons: Low DEF, must Set for effect, gamble effect, no other effects
Magician's Force (MFC-078)
Cliff the Trap Remover
DARK / Effect Monster / Level 3 / ATK 1200 / DEF 1000
(Warrior / Effect)
When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1 of the following effects:
● Destroy 1 Spell Card or Trap Card on the field.
● Send 2 cards from the top of your opponent's Deck to his/her Graveyard.
~Rarities: Common
Pros: Easily played, searchable, supports Deck Destruction, counters Spells and Traps
Cons: Low DEF, must deal battle damage for bullet effect, can't use both effects in same turn
Magician's Force (MFC-077)
Des Koala
DARK / Effect Monster / Level 3 / ATK 1100 / DEF 1800
(Beast / Flip / Effect)
FLIP: Inflict 400 points of Direct Damage to your opponent's Life Points for each card in your opponent's hand.
~Rarities: Rare
Pros: Easily played, searchable, high DEF, supports Burn
Cons: Must be Set for effect, low burn amount, no other effects
Magician's Force (MFC-076)
Tribe-Infecting Virus
WATER / Effect Monster / Level 6 / ATK 1600 / DEF 1000
(Aqua / Effect)
Discard 1 card from your hand and declare 1 Type of monster to destroy all face-up monsters of the declared Type on both sides of the field.
~Rarities: Super Rare
Pros: Easily played, partly decent effect
Cons: Low DEF, costs card to declare, only destroys declared Type, includes your monsters, no other effects
Magician's Force (MFC-075)
Armor Exe
LIGHT / Effect Monster / Level 4 / ATK 2400 / DEF 1400
(Rock / Effect)
This card cannot attack in the same turn it is Normal Summoned, Flip Summoned, or Special Summoned. During each of your opponent's Standby Phases, remove 1 Spell Counter on your side of the field. If you do not do so, this card is destroyed.
~Rarities: Rare
Pros: Easily played, high ATK for Level, supports Spell Counters
Cons: Low DEF, can't attack the turn  it is Summoned, costs Spell Counter to stay out, no actual effects
Magician's Force (MFC-074)
Royal Magical Library
LIGHT / Effect Monster / Level 4 / ATK 0 / DEF 2000
(Spellcaster / Effect)
Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card
(max 3). You can remove 3 Spell Counters from this card to draw 1 card from your Deck.
~Rarities: Common
Pros: Easily played, searchable, high DEF, supports Spell Counters
Cons: Costs 3 Spell Counters to draw card, max of 3 Spell Counters
Magician's Force (MFC-073)
Magical Scientist
DARK / Effect Monster / Level 1 / ATK 300 / DEF 300
(Spellcaster / Effect)
Pay 1000 Life Points to Special Summon 1 Level 6 or lower Fusion Monster from your Fusion Deck in face-up Attack or Defense Position. That Fusion Monster cannot attack your opponent's Life Points directly, and is returned to your Fusion Deck at the end of the turn.
~Rarities: Common
Pros: Easily played, searchable, supports Fusions
Cons: Very low DEF, not a Fusion Summon, prevents Fusion's direct attacks, returns Fusion at End Phase
Magician's Force (MFC-072)
Magical Plant Mandragola
DARK / Effect Monster / Level 2 / ATK 500 / DEF 200
(Spellcaster / Flip / Effect)
FLIP: Put 1 Spell Counter on each face-up card on the field that you can put a Spell Counter on.
~Rarities: Common
Pros: Easily played, searchable, supports Spell Counters
Cons: Very low DEF, must Set for effect, no other effects
Magician's Force (MFC-071)
Breaker the Magical Warrior
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1000
(Spellcaster / Effect)
When this card is successfully Normal Summoned, put 1 Spell Counter on it (max 1). Increase the ATK of this monster by 300 points for each Spell Counter on this card. Also, you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field.
~Rarities: Ultra Rare
Pros: Easily played, supports Spell Counters
Cons: Low stats, costs Spell Counter to destroy, max of 1 Spell Counter, low boost
Magician's Force (MFC-070)
Pixie Knight
LIGHT / Effect Monster / Level 2 / ATK 1300 / DEF 200
(Spellcaster / Effect)
When this card is sent to the Graveyard as a result of battle, your opponent selects 1 Spell Card from your Graveyard, and that card is placed on top of your Deck.
~Rarities: Common
Pros: Easily played, searchable, supports Spells
Cons: Very low DEF, doesn't add to hand, opponent choses retrieved card, no other effects
Magician's Force (MFC-069)
Magical Marionette
DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1000
(Spellcaster / Effect)
Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card. Increase the ATK of this monster by 200 points for each Spell Counter on this card. Also, you can remove 2 Spell Counters from this card to destroy 1 monster on the field.
~Rarities: Common
Pros: Easily played, supports Spell Counters
Cons: Low stats for Level, low boost, costs 2 Spell Counters to destroy
Magician's Force (MFC-068)
Chaos Command Magician
DARK / Effect Monster / Level 6 / ATK 2400 / DEF 1900
(Spellcaster / Effect)
Negate the effect of a Monster Card that specifically designates this 1 card as a target.
~Rarities: Ultra Rare
Pros: Easily played, high ATK, counters Effect Monsters
Cons: Low DEF for Level, no other effects
Magician's Force (MFC-067)
Old Vindictive Magician
DARK / Effect Monster / Level 2 / ATK 450 / DEF 600
(Spellcaster / Flip / Effect)
FLIP: Destroys 1 monster on the field (regardless of position).
~Rarities: Common
Pros: Easily played, searchable, partly useful effect
Cons: Low DEF, must Set for effect, no other effects
Magician's Force (MFC-066)
Apprentice Magician
DARK / Effect Monster / Level 2 / ATK 400 / DEF 800
(Spellcaster / Effect)
When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, put 1 Spell Counter on a face-up card on the field that you can put a Spell Counter on. If this card is destroyed in battle, you can select 1 Spellcaster-Type monster Level 2 or lower from your Deck and Special Summon it on the field in face-down Defense Position.
~Rarities: Rare
Pros: Easily played, searchable, supports Spell Counters and low-Level Spellcasters
Cons: Low DEF, minimal effects
Magician's Force (MFC-065)
Skilled Dark Magician
DARK / Effect Monster / Level 4 / ATK 1900 / DEF 1700
(Spellcaster / Effect)
Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max 3). You can Special Summon 1 "Dark Magician" from your hand, Deck, or Graveyard in face-up Attack or Defense Position by offering this monster with 3 Spell Counters as a Tribute during your Main Phase.
~Rarities: Super Rare
Pros: Easily played, high ATK, supports Dark Magician and Spell Counters
Cons: Low DEF, largely copies Skilled White Magician
Magician's Force (MFC-064)
Skilled White Magician
LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1900
(Spellcaster / Effect)
Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max 3). You can Special Summon 1 "Buster Blader" from your hand, Deck, or Graveyard in face-up Attack or Defense Position by offering this monster with 3 Spell Counters as a Tribute during your Main Phase.
~Rarities: Super Rare
Pros: Easily played, high DEF, supports Buster Blader and Spell Counters
Cons: Low ATK, max of 3 Spell Counters, costs itself with 3 Spell Counters to Special Summon
Magician's Force (MFC-063)
Amazoness Tiger
EARTH / Effect Monster / Level 4 / ATK 1100 / DEF 1500
(Beast / Effect)
Only 1 "Amazoness Tiger" can exist on your side of the field at a time. Increase the ATK of this monster by 400 points for each monster on your side of the field that includes "Amazoness" in its name, or is named "Amazon Archer". As long as this card remains face-up on the field, your opponent cannot select another monster on your side of the field that includes "Amazoness" in its name, or is named "Amazon Archer", as an attack target.
~Rarities: Rare
Pros: Easily played,s earchable, supports Amazoness
Cons: Low DEF and boost, can't control multiple copies, minimal effects
Magician's Force (MFC-062)
Amazoness Blowpiper
EARTH / Effect Monster / Level 3 / ATK 800 / DEF 1500
(Warrior / Effect)
Select 1 face-up monster on your opponent's side of the field during each of your Standby Phases. Decrease the ATK of the selected monster by 500 points until the end of this turn.
~Rarities: Common
Pros: Easily played, searchable
Cons: Low DEF and loss, loss lasts 1 turn, no other effects, can't use effect outside Standby Phase
Magician's Force (MFC-061)
Amazoness Swords Woman
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1600
(Warrior / Effect)
The opponent takes all Battle Damage to this card's controller that he/she takes from a battle involving this monster.
~Rarities: Ultra Rare
Pros: Easily played, searchable, potent effect
Cons: Low DEF, no other effects
Magician's Force (MFC-060) *Printed with the wrong ATK
Amazoness Fighter
EARTH / Effect Monster / Level 4 / ATK 1300* / DEF 1300
(Warrior / Effect)
All Battle Damage to this card's controller that he/she takes from a battle involving this monster becomes 0.
~Rarities: Common
Pros: Easily played, searchable, decent effect
Cons: Low DEF, no other effects
Magician's Force (MFC-059)
Amazoness Paladin
EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 300
(Warrior / Effect)
Increase the ATK of this monster by 100 points for each monster on your side of the field that includes "Amazoness" in its card name, or is named "Amazon Archer".
~Rarities: Common
Pros: Easily played, supports Amazoness
Cons: Low stats, very low boost, noo ther effects
Magician's Force (MFC-058)
Luster Dragon
WIND / Normal Monster / Level 4 / ATK 1900 / DEF 1600
(Dragon / Normal)

A very beautiful dragon covered with sapphire. It does not like fights, but has incredibly high attack power.
~Rarities: Ultra Rare
Pros: Easily played, high ATK
Cons: Low DEF, Normal Monster
Magician's Force (MFC-057)
Sonic Duck
WIND / Normal Monster / Level 3 / ATK 1700 / DEF 700
(Winged Beast / Normal)

A duck which can walk at a sonic speed. Sometimes, he cannot deal with his incredible pace and loses control.
~Rarities: Common
Pros: Easily played
Cons: Low stats, Normal Monster
Magician's Force (MFC-056)
Aitsu
FIRE / Normal Monster / Level 5 / ATK 100 / DEF 100
(Fairy / Normal)

He seems to be very unreliable, but he might have incredible potential.
~Rarities: Common
Pros: Easily played, searchable
Cons: Very low DEF for Level, Normal Monster
Magician's Force (MFC-055)
Great Angus
FIRE / Normal Monster / Level 4 / ATK 1800 / DEF 600
(Beast / Normal)

A very violent beast, it is always berserk. People say that they have never seen it silent.
~Rarities: Common
Pros: Easily played, high ATK
Cons: Low DEF, Normal Monster
Magician's Force (MFC-054)
YZ-Tank Dragon
LIGHT / Fusion Monster / Level 6 / ATK 2100 / DEF 2200
(Machine / Fusion / Effect)

"Y-Dragon Head" + "Z-Metal Tank"
This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard one card from your hand to destroy one face-down monster card on your opponent's side of the field.
~Rarities: Super Rare
Pros: Partly easily played, counters high DEF and Stall
Cons: Low stats, largely copies XZ
Magician's Force (MFC-053)
XZ-Tank Cannon
LIGHT / Fusion Monster / Level 6 / ATK 2400 / DEF 2100
(Machine / Fusion / Effect)

"X-Head Cannon" + "Z-Metal Tank"
This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard one card from your hand to destroy one face-down Spell or Trap card on your opponent's side of the field.
~Rarities: Super Rare
Pros: Partly easily played, high ATK, counters Spells and Traps
Cons: Low DEF, largely copies XYZ-Dragon Cannon
Magician's Force (MFC-052)
XYZ-Dragon Cannon (1st art)
LIGHT / Fusion Monster / Level 8 / ATK 2800 / DEF 2600
(Machine / Fusion / Effect)

"X-Head Cannon" + "Y-Dragon Head" + "Z-Metal Tank" 
This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard one card from your hand to destroy one card on your opponent's side of the field.
~Rarities: Ultra Rare
Pros: Partly easily played, high ATK, partly useful effect
Cons: Low DEF for Level, largely copies XY-Dragon Cannon
Magician's Force (MFC-051)
XY-Dragon Cannon (1st art)
LIGHT / Fusion Monster / Level 6 / ATK 2200 / DEF 1900
(Machine / Fusion / Effect)

"X-Head Cannon" + "Y-Dragon Head"
This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard 1 card from your hand to destroy one face-up Spell or Trap card on your opponent's side of the field.
~Rarities: Ultra Rare
Pros: Partly easily played, counters Spells and Traps
Cons: Low stats, costs card to destroy, no other effects
Magician's Force (MFC-050)
Adhesion Trap Hole
TRAP / Normal Trap
You can only activate this card when your opponent successfully Normal Summons, Flip Summons, or Special Summons a monster. As long as that monster remains face-up on the field, the original ATK of that monster is halved.
~Rarities: Common
Pros: Easily played, counters high ATK
Cons: No other effects
Magician's Force (MFC-049)
Formation Union
TRAP / Normal Trap
Select and activate 1 of the following effects:
● Equip 1 Union Monster on your side of the field to an appropriate monster on your side of the field as an Equip Spell Card.
● Change 1 equipped Union Monster on your side of the field back into a monster in face-up Attack Position.
~Rarities: Common
Pros: Easily played, supports Unions
Cons: Minimal effects
Magician's Force (MFC-048)
Rivalry of Warlords
TRAP / Continuous Trap
Each player must send monsters from his/her side of the field to the Graveyard so that he/she only controls 1 Type of face-up monster. As long as this card remains face-up on the field each player can only Summon or control 1 Type of face-up monster at a time.
~Rarities: Common
Pros: Easily played, supports Archetypes
Cons: Applies to both players' fields, no other effects
Magician's Force (MFC-047)
Physical Double
TRAP / Normal Trap
You can only activate this card during your opponent's turn. Select 1 monster on your opponent's side of the field and Special Summon 1 "Mirage Token" in face-up Attack or Defense Position on your side of the field. The "Mirage Token" has the same Level Type, Attribute, ATK, and DEF as the selected monster. Destroy the "Mirage Token" at the end of the turn.
~Rarities: Common
Pros: Easily played
Cons: Destroys Token at end of turn, can't use during your turn, no other effects
Magician's Force (MFC-046)
Secret Barrel
TRAP / Normal Trap
Inflict Direct Damage to your opponent's Life Points equal to the total number of cards on your opponent's side of the field and in your opponent's hand x 200 points.
~Rarities: Common
Pros: Easily played, supports Burn
Cons: Low burn amount, no other effects
Magician's Force (MFC-045)
Pineapple Blast
TRAP / Normal Trap
You can only activate this card when you Normal Summon a monster successfully. If there are more monsters on your opponent's side off the field then your side, destroy your opponent's monsters so that your opponent controls the same number of monsters as you. Your opponent selects which monsters are destroyed.
~Rarities: Common
Pros: Easily played, counters Swarming
Cons: Opponent chooses destroyed monster(s), no other effects
Magician's Force (MFC-044)
Meteorain
TRAP / Normal Trap
During this turn, when your monsters attack with an ATK that is higher then the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.
~Rarities: Common
Pros: Easily played, partly useful effect
Cons: Lasts 1 turn, effectiveness depends on monster(s) ATK(s), no other effects
Magician's Force (MFC-043)
Spell Shield Type-8
TRAP / Counter Trap
Select and activate 1 of the following effects:
● Negate the activation and the effect of a Spell Card that designates 1 monster on the field as a target and destroy the Spell Card.
● Send 1 card from your hand to the Graveyard to negate the activation and the effect of a Spell Card and destroy it.
~Rarities: Super Rare
Pros: Easily played, counters Spell Cards
Cons: Costs card to negate any Spell Card
Magician's Force (MFC-042)
Thunder of Ruler
TRAP / Normal Trap
You can only activate this card during your opponent's Standby Phase. During the turn this card is activated your opponent cannot perform his/her Battle Phase.
~Rarities: Common
Pros: Easily played, supports Stall
Cons: Lasts 1 turn, no other effects
Magician's Force (MFC-041)
Huge Revolution
TRAP / Normal Trap
This card can only be activated during your Main Phase when "People Running About", "Oppressed People", and "United Resistance" are face-up on your side of the field. Send all cards in your opponent's hand to the Graveyard and destroy all cards your opponent controls on the field.
~Rarities: Common
Pros: Easily played, potent effect
Cons: No other effects, can't use during opponent's turn
Magician's Force (MFC-040)
Wave-Motion Cannon
SPELL / Continuous Spell
Send this card on the field to the Graveyard during your Main Phase. Inflict Direct Damage to your opponent's Life Points equal to the number of your Standby Phases that have passed after this card was activated x 1000 points.
~Rarities: Common
Pros: Easily played, partly useful effect, supports Burn
Cons: Costs itself to deal damage, must remain on field before being sent, no other effects, can't send during opponent's turn
Magician's Force (MFC-039)
Tribute Doll
SPELL / Normal Spell
Activate this card by offering a monster on your side of the field as a Tribute. Special Summon 1 Level 7 monster from your hand. That monster cannot attack this turn.
~Rarities: Rare
Pros: Easily played, supports Level 7
Cons: Prevents monster's attacks that turn, costs monster to Special Summon
Magician's Force (MFC-038)
Kishido Spirit
SPELL / Continuous Spell
Monsters on your side of the field cannot be destroyed in a battle if the monsters' ATK are equal.
~Rarities: Common
Pros: Easily played, supports equal ATK
Cons: Minimal effect, no other effects
Magician's Force (MFC-037)
Metalsilver Armor
SPELL / Equip Spell
As long as you control the monster equipped with this card, your opponent cannot use the effect of a Spell, Trap, or Monster Card that specifically designates 1 monster, including monsters in the Graveyard, other than the equipped monster as a target.
~Rarities: Common
Pros: Easily played, partly counters targeting effects
Cons: Minimal effect, no other effects
Magician's Force (MFC-036)
Raregold Armor
SPELL / Equip Spell
As long as you control the monster equipped with this card, your opponent cannot attack other monsters other than the equipped monster.
~Rarities: Common
Pros: Easily played, partly supports Stall
Cons: Minimal effect, no other effects
Magician's Force (MFC-035)
Dark Core
SPELL / Normal Spell
Discard 1 card from your hand to the Graveyard to remove 1 face-up Monster Card on the field from play.
~Rarities: Rare
Pros: Easily played, supports Banished
Cons: Costs card to banish, no other effects, can't banish Spells or Traps
Magician's Force (MFC-034)
Ante
SPELL / Normal Spell
Each Player selects 1 card from his/her hand, then sees the Level Stars of the selected cards. The card with more Level Stars than the other returns to the hand of player who selected it. The player who selected the card with fewer Level Stars takes 1000 Life Points damage and sends the card he/she selected to the Graveyard. Selected cards that are not Monster Cards are treated as Level 0. If both players chose cards with equal Level Stars, return both cards to the hands of players who selected them.
~Rarities: Rare
Pros: Easily played
Cons: Gamble effect, no other effects
Magician's Force (MFC-033)
Poison of the Old Man
SPELL / Quick-Play Spell
Select and activate 1 of the following effects:
● Increases your Life Points by 1200 points.
● Inflict 800 points of Direct Damage to your opponent's Life Points.
~Rarities: Common
Pros: Easily played, supports Burn and LP Gain
Cons: Low burn damage, can't use both bullets
Magician's Force (MFC-032)
Autonomous Action Unit
SPELL / Equip Spell
Pay 1500 Life Points. Select 1 Monster Card from your opponent's Graveyard. Special Summon it on your side of the field in face-up Attack Position, and equip it with this card. When this card is destroyed or removed from the field, the equipped monster is destroyed.
~Rarities: Common
Pros: Easily played, partly useful effect
Cons: Costly to revive, destroys monster if destroyed or removed
Magician's Force (MFC-031)
Kaiser Colosseum
SPELL / Continuous Spell
When there is 1 or more monsters on the field of the controller of this card, his/her opponent cannot place a monster on the field if the opponent would then have more monsters on the field than the controller of this card.
~Rarities: Common
Pros: Easily played, counters Swarming
Cons: Must control at least 1 monster
Magician's Force (MFC-030)
Combination Attack
SPELL / Quick-Play Spell
During a Battle Phase, you can use this effect on 1 monster that has attacked this turn and is equipped with a Union Monster. Change the Union Monster back to a monster in face-up Attack or Defense Position. Also, the monster that was equipped with the Union Monster may attack again this turn.
~Rarities: Rare
Pros: Easily played, supports Unions
Cons: Can't use outside Battle Phase or on monsters that didn't attack, minimal effect, no other effects
Magician's Force (MFC-029)
Demotion
SPELL / Equip Spell
Downgrade the monster equipped with this card by 2 Levels.
~Rarities: Common
Pros: Easily played, partly counters Stall
Cons: Minimal effect, no other effects
Magician's Force (MFC-028)
Frontline Base
SPELL / Continuous Spell
Once per turn during your Main Phase you can Special Summon 1 Union monster of Level 4 or lower from your hand.
~Rarities: Common
Pros: Easily played, supports Unions
Cons: Can't Special Summon Level 5+, no other effects
Magician's Force (MFC-027)
White Dragon Ritual
SPELL / Ritual Spell
This card is used to Ritual Summon "Paladin of White Dragon". You must also offer monsters whose total Level Stars equal 4 or more as a Tribute from the field or your hand.
~Rarities: Common
Pros: Easily played
Cons: Generic Ritual Spell, no actual effects
Magician's Force (MFC-026)
Paladin of White Dragon
LIGHT / Ritual Monster / Level 4 / ATK 1900 / DEF 1200
(Dragon / Ritual / Effect)

This monster can only be Ritual Summoned with the Ritual Spell Card, "White Dragon Ritual." You must also offer monsters whose total Level Stars equal 4 or more as a Tribute from the field or your hand. When this monster attacks a face-down Defense Position monster, destroy the face-down monster immediately with this card's effect without flipping it face-up or damage calculations. You can Special Summon 1 "Blue-Eyes White Dragon" from your hand or your Deck by offering this card as a Tribute during your Main Phase. (Blue-Eyes White Dragon cannot attack during that turn.)
~Rarities: Ultra Rare
Pros: Easily played, high ATK, supports Blue-Eyes White Dragon, counters Stall
Cons: Low DEF, costs itself to Special Summon, prevents Blue-Eyes' attacks that turn
Magician's Force (MFC-025)
Roulette Barrel
LIGHT / Effect Monster / Level 4 / ATK 1000 / DEF 2000
(Machine / Effect)
Once per turn, during your Main Phase, you can roll a six-sided die twice. Select one result and destroy 1 face-up monster on the field whose Level is equal to the result.
~Rarities: Common
Pros: Easily played, searchable, high DEF
Cons: Gamble effect, no other effects
Magician's Force (MFC-024)
Great Phantom Thief
EARTH / Effect Monster / Level 3 / ATK 1000 / DEF 1000
(Spellcaster / Effect)
Each time this card inflicts Battle Damage to your opponent's Life Points, declare the name of 1 card. Then see your opponent's hand and discard all copies of the declared card in his/her hand to the Graveyard.
~Rarities: Rare
Pros: Easily played, searchable, supports Hand Destruction
Cons: Low DEF, gamble effect, no othe effects
Magician's Force (MFC-023)
Dimension Jar
DARK / Effect Monster / Level 2 / ATK 200 / DEF 200
(Machine / Flip / Effect)
FLIP: Both players can remove from play up to 3 monsters from their opponent's Graveyard.
~Rarities: Common
Pros: Easily played, searchable, supports Banished
Cons: Very low DEF, must Set for effect, applies to both players, no other effects
Magician's Force (MFC-022)
Helping Robo for Combat
LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 0
(Machine / Effect)
Each time this monster destroys 1 of your opponent's monsters in battle, you draw 1 card and then select and return 1 card from your hand to the bottom of your Deck.
~Rarities: Rare
Pros: Easily played, partly useful effect
Cons: Low stats, must win battle to draw card, costs card to draw, no other effects
Magician's Force (MFC-021)
Neko Mane King
EARTH / Effect Monster / Level 1 / ATK 0 / DEF 0
(Beast / Effect)
During your opponent's turn, when this card is sent to the Graveyard by the effect of your opponent's Spell, Trap or Monster Card, your opponent's turn ends.
~Rarities: Common
Pros: Easily played, searchable, suports Stall
Cons: 0 DEF, must be destroyed by opponent's effect, no other effects
Magician's Force (MFC-020)
Spell Canceller
WIND / Effect Monster / Level 5 / ATK 1800 / DEF 1600
(Machine / Effect)
As long as this card remains face-up on the field, all Spell Cards cannot be activated. The Effects of all face-up Spell cards are also negated.
~Rarities: Ultra Rare
Pros: Easily played, counters Spell Cards
Cons: Low stats for Level, affects both players, no other effects
Magician's Force (MFC-019)
D. D. Crazy Beast
EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 1400
(Beast / Effect)
A monster destroyed by this card in battle is removed from play.
~Rarities: Rare
Pros: Easily played, searchable, supports Banished
Cons: Low DEF, no other effects, must win battle to banish
Magician's Force (MFC-018)
Union Rider
WIND / Effect Monster / Level 2 / ATK 1000 / DEF 1000
(Machine / Effect)
You can take a Union Monster that is currently a monster on your opponent's side of the field and equip it to this card. This monster can only be equipped with 1 Union Monster as at a time. The Union Monster that is equipped to this card cannot be changed back to a monster by its own effect.
~Rarities: Common
Pros: Easily played, searchable, counters Unions
Cons: Low DEF, minimal effects
Magician's Force (MFC-017)
Freezing Beast
WATER / Effect Monster / Level 4 / ATK 1500 / DEF 1000
(Aqua / Union / Effect)
Once per turn during your Main Phase, if you control this monster on the field, you can equip it to your "Burning Beast" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, each time that monster inflicts Battle Damage to your opponent, destroy 1 face-down Spell or Trap Card. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle this card is destroyed instead).
~Rarities: Common
Pros: Easly playe, searchable, supports Burning Beast
Cons: Low DEF, largely copies Burning Beast
Magician's Force (MFC-016)
Burning Beast
FIRE / Effect Monster / Level 4 / ATK 1500 / DEF 1000
(Pyro / Union / Effect)
Once per turn during your Main Phase, if you control this monster on the field, you can equip it to your "Freezing Beast" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, each time that monster inflicts Battle Damage to your opponent, destroy 1 face-up Spell or Trap Card. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle this card is destroyed instead).
~Rarities: Common
Pros: Easly playe, searchable, supports Freezing Beast
Cons: Low DEF, minimal effects
Magician's Force (MFC-015)
Des Dendle
EARTH / Effect Monster / Level 4 / ATK 300 / DEF 2000
(Plant / Union / Effect)
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Vampire Orchis" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, each time that monster destroys 1 of your opponent's monsters Special Summon 1 "Wicked Plant Token" (Plant-Type/
EARTH/1 Star/ATK 800/DEF 800) in Attack or Defense Position. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead).
~Rarities: Common
Pros: Easily played, searchable, high DEF, supports Vampire Orchis
Cons: Summons weak Token, minimal effects
Magician's Force (MFC-014)
Vampire Orchis
EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 1000
(Plant / Effect)
When this monster is Normal Summoned successfully, you can Special Summon 1 "Des Dendle" from your hand.
~Rarities: Common
Pros: Easily played, supports Des Dendle
Cons: Low stats, minimal effect, no other effects
Magician's Force (MFC-013)
Second Goblin
DARK / Effect Monster / Level 1 / ATK 100 / DEF 100
(Fiend / Union / Effect)
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Giant Orc" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, you can change that monster's battle position once per turn during your Main Phase. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead).
~Rarities: Common
Pros: Easily played, searchable, suppots Giant Orc
Cons: Very low DEF, minimal effect, no other effects
Magician's Force (MFC-012)
Giant Orc
DARK / Effect Monster / Level 4 / ATK 2200 / DEF 0
(Fiend / Effect)
When this card attacks, it is changed to Defense Position at the end of the Battle Phase. This position cannot be changed until the end of your next turn.
~Rarities: Common
Pros: Easily played, high ATK for Level
Cons: 0 DEF, changes to Defense Mode after attacking, no other effects
Magician's Force (MFC-011)
Zombie Tiger
EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 1600
(Zombie / Union / Effect)
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Decayed Commander" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 500 points, and each time it destroys 1 of your opponent's monsters, 1 card is randomly selected from your opponent's hand and discarded to the Graveyard. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead).
~Rarities: Common
Pros: Easily played, searchable, supports Decayed Commander
Cons: Low DEF, minimal effects
Magician's Force (MFC-010)
Decayed Commander
EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1500
(Zombie / Effect)
When this monster is Normal Summoned successfully, you can Special Summon 1 "Zombie Tiger" from your hand. When this card attacks your opponent's Life Points directly 1 card is randomly selected from your opponent's hand and discarded to the Graveyard.
~Rarities: Common
Pros: Easily played, searchable, supports Zombie Tiger and Hand Destruction
Cons: Low DEF, minimal effects
Magician's Force (MFC-009)
Kiryu
DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1500
(Dragon / Union / Effect)
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Dark Blade" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 900 points, and you can offer this card as a Tribute to allow the equipped monster to attack the opponent's Life Points directly this turn. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead).
~Rarities: Common
Pros: Easily played, supports Dark Blade, partly useful effects
Cons: Low stats and boost, largely copies Pitch-Dark Dragon
Magician's Force (MFC-008)
Pitch-Dark Dragon
DARK / Effect Monster / Level 3 / ATK 900 / DEF 600
(Dragon / Union / Effect)
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Dark Blade" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monsters ATK/DEF is increased by 400 points, and when it attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead).
~Rarities: Common
Pros: Easily played, searchable, supports Dark Blade, partly useful effects
Cons: Low DEF, minimal effects
Magician's Force (MFC-007)
Dark Blade
DARK / Normal Monster / Level 4 / ATK 1800 / DEF 1500
(Warrior / Normal)

They say he is a dragon manipulating warrior from the dark world. His attack is tremendous, using his great swords with vicious power.
~Rarities: Rare
Pros: Easily played, high ATK
Cons: Low DEF, Normal Monster, identical to X-Head Cannon
Magician's Force (MFC-006)
Z-Metal Tank
LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1300
(Machine / Union / Effect)
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "X-Head Cannon" or "Y-Dragon Head" as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 600 points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.)
~Rarities: Super Rare
Pros: Easily played, searchable, supports X-Head Cannon and Y-Dragon Head
Cons: Low DEF, largely copies Y-Dragon Head
Magician's Force (MFC-005)
Y-Dragon Head
LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1600
(Machine / Union / Effect)
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "X-Head Cannon" as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 400 points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.)
~Rarities: Super Rare
Pros: Easily played, searchable, supports X-Head Cannon
Cons: Low DEF and boost, minimal effects
Magician's Force (MFC-004)
X-Head Cannon
LIGHT / Normal Monster / Level 4 / ATK 1800 / DEF 1500
(Machine / Normal)

A monster with a mighty cannon barrel, it is able to integrate its attacks. It attacks in many ways by combining and separating with other monsters.
~Rarities: Super Rare
Pros: Easily played, high ATK
Cons: Low DEF, Normal Monster
Magician's Force (MFC-003)
United Resistance
WIND / Normal Monster / Level 3 / ATK 1000 / DEF 600
(Thunder / Normal)

The people that gather to swear to fight their oppressors. A revolution is coming.
~Rarities: Common
Pros: Easily played, searchable
Cons: Low DEF, Normal Monster
Magician's Force (MFC-002)
Oppressed People
WATER / Normal Monster / Level 1 / ATK 400 / DEF 2000
(Aqua / Normal)

They are oppressed, but believe they will have their freedom someday.
~Rarities: Common
Pros: Easily played, searchable, high DEF
Cons: Normal Monster
Magician's Force (MFC-001)
People Running About
FIRE / Normal Monster / Level 2 / ATK 600 / DEF 600
(Pyro / Normal)

Although they always suffer in silence, they swear an oath to inevitably revolt.
~Rarities: Common
Pros: Easily played, searchable
Cons: Low DEF, Normal Monster
Magician's Force (MFC-000)
Dark Magician Girl (1st art)
EARTH / Effect Monster / Level 6 / ATK 2000 / DEF 1700
(Spellcaster / Effect)
Increase the ATK of this card by 300 points for each "Dark Magician" or "Magician of Black Chaos" in either player's Graveyard.
~Rarities: Secret Rare
Pros: Easily played, supports Dark Magician and Magician of Black Chaos
Cons: Low stats and boost, Black Chaos not yet in TCG, no other effects