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Magician's Force
(MFC-EN) Card Reviews
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1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Magician's_Force |
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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 |
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Pros: Partly easily played, supports
Level 7+ Spellcasters, counters Effect Monsters Cons: Prevents your other attacks that turn |
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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 |
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Pros: Easily played, supports Spell
Cards Cons: Costs Spell to retrieve, can't retrieve your own Spells, no other effects |
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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 |
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Pros: Easily played, high ATK,
counters Spell Cards and Dragons Cons: Low DEF for Level, low boost, must be Fusion Summoned |
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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 |
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Pros: Easily played, counters Stall
and
Flip Monsters, supports LP Gain Cons: Includes your monsters, no other effects |
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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 |
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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 |
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Magician's Force (MFC-102) Disarmament TRAP / Normal Trap Destroy all Equip Spell Cards on the field. ~Rarities: Common |
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Pros: Easily played, counters Equip
Spells Cons: Includes your Equip Spells, no other effects |
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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 |
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Pros: Easily played, counters
stealing effects Cons: Can't steal opponent's monsters, no other effects |
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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 |
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Pros: Easily played, supports Dark
Magician and
Buster Blader Cons: Costs 2 Spell Counters to Special Summon, no other effects |
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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 |
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Pros: Easily played, supports Spell
Cards Cons: Can't use during opponent's turn, doesn't return to hand, no other effects |
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Magician's Force (MFC-098) Exhausting Spell TRAP / Normal Trap Remove all Spell Counters on both sides of the field. ~Rarities: Common |
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Pros: Easily played, counters Spell
Counters Cons: Removes your Spell Counters, no other effects |
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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 |
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Pros: Easily played, supports
Amazoness Cons: Must return targeted monster, can't use if monster is attacked |
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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 |
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Pros: Easily played, supports
Amazoness, counters Stall and Flip Monsters, partly useful
effect Cons: Low loss, no other effects |
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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 |
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Pros: Easily played, supports Spell
Counters Cons: Destroys itself if out of Spell Counters |
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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 |
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Pros: Partly easily played, potent
effect, partly supports Spell Counters Cons: Costs 10 Spell Counters to destroy, no other effects |
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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 |
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Pros: Easily played, supports
declaring effects Cons: Minimal effect, no other effects |
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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 |
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Pros: Easily played, partly useful
effect Cons: Costly to use, no other effects |
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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 |
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Pros: Easily played, counters
Pot of Greed Cons: Minimal effect, no other effects |
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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 |
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Pros: Easily played, supports Buster
Blader Cons: Doesn't Special Summon, no other effects |
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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 |
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Pros: Easily played, supports
declaring effects Cons: Minimal effect, no other effects, can't use effect outside Standby Phase |
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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 |
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Pros: Easily played Cons: Costs monster for burn damage, low burn amount, no other effects |
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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 |
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Pros: Easily played,
Deck thinner Cons: Minimal effect, no other effects |
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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 |
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Pros: Easily played, supports
Banished Cons: Low boost, piercing effectiveness depends on monster's ATK |
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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 |
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Pros: Easily played, supports Stall Cons: Minimal effect, no other effects, doesn't apply if ATK and DEF are equal |
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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 |
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Pros: Easily played, supports
Amazoness, partly useful effect Cons: Lasts 1 turn, largely copies Shield & Sword, no other effects |
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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 |
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Pros: Easily played, searchable,
partly counters Swarming Cons: Very low DEF, must Set for effect, must return 1 monster you control, no other effects |
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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 |
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Pros: Easily played, high stats,
counters Effect Monsters Cons: Can't attack if you control other cards or have card(s) in hand |
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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 |
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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 |
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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 |
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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 |
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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 |
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Pros: Easily played, searchable,
supports Spells and Traps Cons: Low DEF, must Set for effect, gamble effect, no other effects |
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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 |
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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 |
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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 |
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Pros: Easily played, searchable,
high DEF, supports
Burn Cons: Must be Set for effect, low burn amount, no other effects |
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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 |
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Pros: Easily played, partly decent
effect Cons: Low DEF, costs card to declare, only destroys declared Type, includes your monsters, no other effects |
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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 |
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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 |
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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 |
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Pros: Easily played, searchable,
high DEF, supports
Spell Counters Cons: Costs 3 Spell Counters to draw card, max of 3 Spell Counters |
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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 |
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Pros: Easily played, searchable,
supports Fusions Cons: Very low DEF, not a Fusion Summon, prevents Fusion's direct attacks, returns Fusion at End Phase |
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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 |
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Pros: Easily played, searchable,
supports Spell Counters Cons: Very low DEF, must Set for effect, no other effects |
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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 |
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Pros: Easily played, supports Spell
Counters Cons: Low stats, costs Spell Counter to destroy, max of 1 Spell Counter, low boost |
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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 |
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Pros: Easily played, searchable,
supports Spells Cons: Very low DEF, doesn't add to hand, opponent choses retrieved card, no other effects |
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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 |
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Pros: Easily played, supports Spell
Counters Cons: Low stats for Level, low boost, costs 2 Spell Counters to destroy |
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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 |
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Pros: Easily played, high ATK,
counters Effect Monsters Cons: Low DEF for Level, no other effects |
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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 |
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Pros: Easily played, searchable,
partly useful effect Cons: Low DEF, must Set for effect, no other effects |
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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 |
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Pros: Easily played, searchable,
supports Spell Counters and low-Level Spellcasters Cons: Low DEF, minimal effects |
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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 |
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Pros: Easily played, high ATK,
supports
Dark Magician and Spell Counters Cons: Low DEF, largely copies Skilled White Magician |
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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 |
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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 |
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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 |
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Pros: Easily played,s earchable,
supports Amazoness Cons: Low DEF and boost, can't control multiple copies, minimal effects |
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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 |
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Pros: Easily played, searchable Cons: Low DEF and loss, loss lasts 1 turn, no other effects, can't use effect outside Standby Phase |
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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 |
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Pros: Easily played, searchable,
potent effect Cons: Low DEF, no other effects |
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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 |
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Pros: Easily played, searchable,
decent effect Cons: Low DEF, no other effects |
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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 |
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Pros: Easily played, supports
Amazoness Cons: Low stats, very low boost, noo ther effects |
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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 |
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Pros: Easily played, high ATK Cons: Low DEF, Normal Monster |
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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 |
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Pros: Easily played Cons: Low stats, Normal Monster |
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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 |
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Pros: Easily played, searchable Cons: Very low DEF for Level, Normal Monster |
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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 |
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Pros: Easily played, high ATK Cons: Low DEF, Normal Monster |
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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 |
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Pros: Partly easily played, counters
high DEF and Stall Cons: Low stats, largely copies XZ |
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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 |
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Pros: Partly easily played, high
ATK, counters Spells and Traps Cons: Low DEF, largely copies XYZ-Dragon Cannon |
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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 |
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Pros: Partly easily played, high
ATK, partly useful effect Cons: Low DEF for Level, largely copies XY-Dragon Cannon |
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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 |
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Pros: Partly easily played, counters
Spells and Traps Cons: Low stats, costs card to destroy, no other effects |
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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 |
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Pros: Easily played, counters
high ATK Cons: No other effects |
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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 |
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Pros: Easily played, supports Unions Cons: Minimal effects |
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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 |
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Pros: Easily played, supports
Archetypes Cons: Applies to both players' fields, no other effects |
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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 |
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Pros: Easily played Cons: Destroys Token at end of turn, can't use during your turn, no other effects |
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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 |
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Pros: Easily played, supports Burn Cons: Low burn amount, no other effects |
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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 |
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Pros: Easily played, counters
Swarming Cons: Opponent chooses destroyed monster(s), no other effects |
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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 |
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Pros: Easily played, partly useful
effect Cons: Lasts 1 turn, effectiveness depends on monster(s) ATK(s), no other effects |
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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 |
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Pros: Easily played, counters Spell
Cards Cons: Costs card to negate any Spell Card |
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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 |
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Pros: Easily played, supports Stall Cons: Lasts 1 turn, no other effects |
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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 |
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Pros: Easily played, potent effect Cons: No other effects, can't use during opponent's turn |
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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 |
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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 |
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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 |
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Pros: Easily played, supports Level
7 Cons: Prevents monster's attacks that turn, costs monster to Special Summon |
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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 |
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Pros: Easily played, supports equal
ATK Cons: Minimal effect, no other effects |
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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 |
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Pros: Easily played, partly counters
targeting effects Cons: Minimal effect, no other effects |
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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 |
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Pros: Easily played, partly supports
Stall Cons: Minimal effect, no other effects |
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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 |
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Pros: Easily played, supports
Banished Cons: Costs card to banish, no other effects, can't banish Spells or Traps |
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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 |
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Pros: Easily played Cons: Gamble effect, no other effects |
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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 |
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Pros: Easily played, supports Burn
and
LP Gain Cons: Low burn damage, can't use both bullets |
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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 |
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Pros: Easily played, partly useful
effect Cons: Costly to revive, destroys monster if destroyed or removed |
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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 |
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Pros: Easily played, counters
Swarming Cons: Must control at least 1 monster |
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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 |
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Pros: Easily played, supports Unions Cons: Can't use outside Battle Phase or on monsters that didn't attack, minimal effect, no other effects |
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Magician's Force (MFC-029) Demotion SPELL / Equip Spell Downgrade the monster equipped with this card by 2 Levels. ~Rarities: Common |
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Pros: Easily played, partly counters
Stall Cons: Minimal effect, no other effects |
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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 |
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Pros: Easily played, supports Unions Cons: Can't Special Summon Level 5+, no other effects |
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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 |
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Pros: Easily played Cons: Generic Ritual Spell, no actual effects |
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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 |
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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 |
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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 |
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Pros: Easily played, searchable,
high DEF Cons: Gamble effect, no other effects |
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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 |
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Pros: Easily played, searchable,
supports Hand Destruction Cons: Low DEF, gamble effect, no othe effects |
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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 |
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Pros: Easily played, searchable,
supports
Banished Cons: Very low DEF, must Set for effect, applies to both players, no other effects |
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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 |
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Pros: Easily played, partly useful
effect Cons: Low stats, must win battle to draw card, costs card to draw, no other effects |
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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 |
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Pros: Easily played, searchable,
suports Stall Cons: 0 DEF, must be destroyed by opponent's effect, no other effects |
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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 |
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Pros: Easily played, counters Spell
Cards Cons: Low stats for Level, affects both players, no other effects |
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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 |
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Pros: Easily played, searchable,
supports Banished Cons: Low DEF, no other effects, must win battle to banish |
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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 |
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Pros: Easily played, searchable,
counters
Unions Cons: Low DEF, minimal effects |
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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 |
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Pros: Easly playe, searchable,
supports Burning Beast Cons: Low DEF, largely copies Burning Beast |
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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 |
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Pros: Easly playe, searchable,
supports Freezing Beast Cons: Low DEF, minimal effects |
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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 |
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Pros: Easily played, searchable,
high DEF, supports Vampire Orchis Cons: Summons weak Token, minimal effects |
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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 |
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Pros: Easily played, supports Des
Dendle Cons: Low stats, minimal effect, no other effects |
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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 |
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Pros: Easily played, searchable,
suppots Giant Orc Cons: Very low DEF, minimal effect, no other effects |
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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 |
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Pros: Easily played, high ATK for
Level Cons: 0 DEF, changes to Defense Mode after attacking, no other effects |
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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 |
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Pros: Easily played, searchable,
supports Decayed Commander Cons: Low DEF, minimal effects |
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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 |
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Pros: Easily played, searchable,
supports Zombie Tiger and
Hand Destruction Cons: Low DEF, minimal effects |
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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 |
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Pros: Easily played, supports Dark
Blade, partly useful effects Cons: Low stats and boost, largely copies Pitch-Dark Dragon |
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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 |
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Pros: Easily played, searchable,
supports Dark Blade, partly useful effects Cons: Low DEF, minimal effects |
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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 |
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Pros: Easily played, high ATK Cons: Low DEF, Normal Monster, identical to X-Head Cannon |
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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 |
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Pros: Easily played, searchable,
supports X-Head Cannon and Y-Dragon Head Cons: Low DEF, largely copies Y-Dragon Head |
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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 |
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Pros: Easily played, searchable,
supports X-Head Cannon Cons: Low DEF and boost, minimal effects |
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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 |
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Pros: Easily played, high ATK Cons: Low DEF, Normal Monster |
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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 |
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Pros: Easily played, searchable Cons: Low DEF, Normal Monster |
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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 |
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Pros: Easily played, searchable,
high DEF Cons: Normal Monster |
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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 |
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Pros: Easily played, searchable Cons: Low DEF, Normal Monster |
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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 |
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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 |