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Millennium Items

This is where I'll be posting all the duel monster cards that come out, including monsters, magic cards, trap card, field cards, ritual cards, fusion cards and equip cards. I will try my best to post whatever cards there are, but I hope I have the information you will need! Some cards I don't have the full scoop on it, so be patient as I do some research. Some of them have words I cannot make out, and ones inside "[ ]"s tell you what the cards do, but it is not the exact description, as I can't figure all of it out. Too small.





Monsters


Name
Level
Type
ATK/DEF
Fusion/Ritual
Description
Airknight Parshath
5
Light/Fairy/Effect
1900/1400
------
When this card attacks with an ATK highed 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 inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck.
Ancient Elf
4
Light/Spellcaster
1450/1200
------
This elf is rumored to have lived for thousands of years. He leads an army of spirits against his enemies.
Ansatsu
5
Earth/Warrior
1700/1200
------
A silent and deadly warrior specializing in assassinations.
Asura Priest
4
Light/Fairy/Effect
1700/???
???
???
Baron of the Fiend Sword
4
Dark/Fiend
1550/800
------
An aristocrat who wields a sword possessed by a malicious spirit that preys on the weak.
Beaver Warrior
4
Earth/Beast-Warrior
1200/1500
------
What this creature lacks in size it makes up for in defense when battling in the prairie.
Blackland Fire Dragon
4
Dark/Dragon
1500/800
------
A dragon dwells in the depths of darkness, its vulnerability lies in its poor eyesight.
Blue-Eyes Toon Dragon
8
Light/Dragon/Toon
3000/2500
------
This card cannot be Summoned unless "Toon World" is on the field. This card cannot attack on the same turn that it is summoned. Pay 300 Life Points each time this monster attacks. When "Toon World" is destroyed, this card if also destroyed. If your opponent doesn't control a Toon monster on the field, this card may inflict Direct Damage to your opponent's Life Points. If a Toon monster is on your opponent's side of the field, your attacks must target the Toon monster.
Blue Eyes White Dragon
8
Light/Dragon
3000/2500
------
This legendary dragon is a powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale.
Byser Shock
5
Dark/Fiend/Effect
800/600
------
[Shock all set cards off the field and into their owners' hand with this electrifying fiend.]
Celtic Guardian
4
Earth/Warrior
1400/1200
------
An elf who learned to wield a sword, he baffles enemies with lightning swift attacks.
Ceremonial Bell
3
Light/Spellcaster/Effect
0/1850
------
As long as this card remains face-up on the field, you and your opponent must show your respective hands to each other.
Claw Reacher
3
Dark/Fiend
1000/800
------
Stretching arms and razor-sharp claws make this monster a formidable opponent.
Curse of Dragon
5
Dark/Dragon
2000/1500
------
A wicked dragon that taps into dark forces to execute a powerful attack.
Dark Balter the Terrible
5
Dark/Fiend/Fusion/Effect
???/1200
???
???
Dark Magician
7
Dark/Spellcaster
2500/2100
------
The ultimate wizard in terms of attack and defense.
Dark Necrofear
8
Dark/Fiend/Effect
2200/2800
------
This card can only be Special Summoned by removing 3 Fiend-Type monsters to your Graveyard from play. When this card is destroyed in battle or by your opponent's card effect, it is treated as an Equip Magic Card at the end of the turn. Equip 1 of your opponent's monsters with this card. As long as it is equipped with this card, you control the equipped monster.
Dark Ruler Ha Des
6
Dark/Fiend/Effect
2450/???
------
???
Dark Zebra
4
Earth/Beast/Effect
1800/400
------
If this is the only card in your control during your Standby Phase, it is automatically place in Defense Position. You cannot change the position of this card during the same turn.
Doma the Angel of Silence
5
Dark/Fairy
1600/1400
------
This fairy rules over the end of existence.
Don Zaloog
4
Dark/Warrior/Effect
1400/1500
-----
["Don Zaloog" let's you select a way to punish opponents: destroy one card from their hand or two from their Deck.]
Dragon Zombie
3
Dark/Zombie
1600/0
------
A dragon revived by sorcery. Its breath is higly corrosive.
Exiled Force
4
Earth/Warrior/Effect
1000/1000
------
???
Feral Imp
4
Dark/Fiend
1300/1400
------
A playful little fiend that lurks in the dark, waiting to attack an unwary enemy.
Fiber Jar
3
Earth/???/Effect
500/500
------
???
Fiend Skull Dragon
5
Wind/Dragon/Fusion/Effect
2000/???
------
???
Fire Princess
4
Fire/Pyro/Effect
1300/1500
------
Inflicts 500 points of Direct Damage to your opponent's Life Points each time you increase your own Life Points.
Flash Assailant
4
Dark/Fiend/Effect
2000/2000
------
Decrease the ATK and DEF of this card by 400 points for every card in your hand.
Freed the Matchless General
5
Earth/Warrior/Effect
2300/1700
------
Negate the effect of a Magic Card that specifically designates this card as a target and destroy it. As long as this card remains face-up on the field, you can add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand per turn instead of drawing 1 card during your Draw Phase. Your Deck is then shuffled.
Fushion Richie
7
Dark/Zombie/Effect
2600/2900
------
["Fushion Richie" is rich with DEF, but its effects are what make it stand out. Summon it with "Great Dezard."]
Gaia the Fierce Knight
7
Earth/Warrior
2300/2100
------
A knight whose horse travels faster than the wind. His battle-charge is a force to be reckoned with.
Giant Germ
2
Dark/Fiend/Effect
1000/100
------
When this card is sent to the Graveyard as a result of battle, inflict 500 points of Direct Damage to your opponent's Life Points. You can also take cards of the same name from your Deck and Special Summon them to the field in face-up Attack Position. The Deck is then shuffled.
Giant Soldier of Stone
3
Earth/Rock
1300/2000
------
A giant warrior made of stone. A punch from this creature has earth-shaking results.
Giant Turtle Who Feeds on Flames
5
Water/Aqua
1400/1800
------
A crimson-shelled totoise that feeds on flames.
Gravekeeper's Chief
5
Dark/Spellcaster/Effect
1900/1200
------
[If this card is face up, your opponent cannot use "Nercovalley" to control your Graveyard.]
Great Dezard
6
Dark/Spellcaster/Effect
1900/2300
-----
[If you destroy a monster with "Dezard," your opponent can't use Magic or Trap Cards against it.]
Great White
4
Water/Fish
1600/800
------
A giant white shark with razor-sharp teeth.
Guardian Sphinx
5
Earth/Rock/Effect
1700/2400
------
[The "Guardian Sphinx's" ATK goes up to 2400 when you use it to attack a card in Defense Position.]
Helpoemer
5
Dark/Fiend/Effect
2000/400
------
["Helpoemer" is most dangerous when it's in the Graveyard, where it makes your opponent discard one card each turn.]
High Tide Gyojin
4
Water/Aqua
1650/1300
------
A very agile half-fish warrior known for its relentless attacks.
Hino-Kagu-Tsuchi
8
Fire/Pyro/Spirit
2800/???
------
???
Jigen Bakudan
2
Fire/Pyro/Effect
200/1000
------
FLIP: After this card is flipped, offer it as a Tribute during your Standby Phase to destroy all monsters on your side of the field and inflict Direct Damage equal to half of the total ATK of the destroyed cards (excluding this monster) to your opponent's Life Points.
Karate Man
3
Earth/Warrior/Effect
1000/1000
------
Once per turn, the original ATK of this card can be doubled. When this effect is applied, the card is immediately destroyed at the end of the turn.
Kotodama
3
Earth/Fairy/Effect
0/1600
------
As long as this card remains face-up on the field, monsters of the same name cannot exist on the field at the same time (face-down cards not included). If a card of the same name is summoned in a later turn, that card is destroyed. If 2 cards of the same name are played at the same time, both cards are destroyed.
Luster Dragon
6
Wind/Dragon
2400/1400
------
???
Magical Ghost
4
Dark/Zombie
1300/1400
------
This creature casts a spell of terror and confusion just before attacking its enemies.
Mammoth Graveyard
3
Earth/Dinosaur
1200/800
------
A mammoth that protects the graves of its pack and is absolutely merciless when facing grave-robbers.
Man-Eater Bug
2
Earth/Insect/Effect
450/600
------
FLIP: Destroys 1 monster on the field (regardless of position).
Man-Eating Treasure Chest
4
Dark/Fiend
1600/1000
------
A monster disguised as a treasure chest that is known to attack the unwary adventurer.
Marauding Captain
3
Earth/Warrior/Effect
1200/400
------
As long as this monster remains face-up on the field, your opponent cannot select another Warrior-Type monster on your side of the field as an attack target. When this monster is Normal Summoned successfully, you can Special Summon 1 Level 4 or lower monster from your hand.
Millennium Shield
???
???
???
0/3000
------
???
Mystical Knight of Jackal
7
Light/Beast Warrior/Effect
2700/1200
------
[This card can send an opponent's card to the Graveyard, then return it to the top of his or her Deck.]
Mystical Elf
4
Light/Spellcaster
800/2000
------
A delicate elf that lacks offense, but has a terrific defense back by mystical power.
Mystic Clown
4
Dark/Fiend
1500/1000
------
Nothing can stop the mad attack of this powerful creature.
Mystic Lamp
1
Dark/Spellcaster/Effect
400/300
------
This monster may attack your opponent's Life Points directly.
Neo the Magic Swordsman
4
Light/Spellcaster
1700/1000
------
A dimensional drifter who not only practices sorcery, but is also a sword and martial arts master.
Nimble Momonga
2
Earth/Beast/Effect
1000/100
------
When this card is sent to the Graveyard as a result of battle, increase your Life Points by 1000 points. You can also take cards of the same name from your Deck and Special Summon them to the field in face-down Defense Position. The Deck is then shuffled.
Octoberser
5
Water/Aqua
1600/1400
------
With the head of a fish and the legs of an octopus, this strange creature attacks enemies by flinging spears.
Reaper of the Nightmare
5
Dark/ombie/Fusion/Effect
800/600
???
[The "Reaper" will bypass opponents' monsters and take a bite out of their Life Points.]
Ryu-Kishin
3
Dark/Fiend
1000/500
------
A very elusive creature that looks like a harmless statue until it attacks
Ryu Senshi
6
Earth/Warrior/Fusion/Effect
2000/1200
???
???
Sasuke Samurai
2
Wind/Warrior/Effect
500/800
------
[Any face-down monster will be destroyed by this monster's powerful effect.]
Serpent Knight Dragon
???
???
???
------
???
Silver Fang
3
Earth/Beast
1200/800
------
A snow wolf that's beautiful to the eye, but absolutely vicious in battle.
Sinister Serpent
1
Water/???/Effect
???/???
------
???
Sorcerer of the Doomed
4
Dark/Spellcaster
1450/1200
------
A slave of the dark arts, this sorcerer is a master of life-extinguishing spells.
Spear Dragon
4
Wind/Dragon/Effect
1900/0
------
???
Stone Ogre Grotto
5
Earth/Rock
1600/1500
------
A behemoth shaped by giant boulders.
Summoned Skull
6
Dark/Fiend
2500/1200
------
A fiend with dark powers for confusing the enemy. Among the Fiend-Type, this monster boasts considerable force.
The Forgiving Maiden
4
Light/Fairy/Effect
850/2000
------
Offer this face-up card as a Tribute to return 1 of your monsters destroyed in battle during this turn to your hand.
The Last Warrior from Another Planet
7
Earth/Warrior/Fusion/Effect
2350/2300
Zombyra the Dark - Maryokutai
When this card is Special Summoned, destroy all monsters on your side of the field except this card. As long as this card remains face-up on the field, both players cannot Summon (including Flip Summon or Special Summon) any monster.
The Masked Beast
8
Dark/Fiend/Ritual
3200/1800
Curse of the Masked Beast
This monster can only be Ritual Summoned with the Ritual Magic Card "Curse of the Masked Beast." You must also offer monsters whose total Level Stars equal 8 or more as a tribute from the field or your hand.
The Stern Mystic
4
Light/Spellcaster/Effect
1500/1200
------
FLIP: All face-down cards on the field are turned face-up, and then returned to their original positions. No card effects are activated when cards are turned face-up.
Trap Master
3
Earth/Warrior/Effect
500/1100
------
FLIP: Destroys 1 Trap Card on the field. If this card's target is face-down, flip it face-up. If the card is a Trap Card, it is destroyed. If not, it is returned to its face-down position. The flipped card is not activated.
Twin-Headed Behemoth
3
Wind/Dragon/Effect
1500/1200
------
If this monster is destroyed and sent to the Graveyard, this monster is Special Summoned with an ATK and Def of ____ during the End Phase of the ___. This effects can be used only once during the ______ ____.
Twin Long Rods #2
3
Water/Aqua
800/700
------
An amphibious creature with two whip-like tails.
Tyrant Dragon
8
Fire/Dragon/Effect
2900/2500
------
???
Valkyeon the Magna Warrior
8
Earth/???/Effect
???/???
------
???
Wall of Illusion
4
Dark/Fiend/Effect
1000/1850
------
The monster attacking this creature is returned to its owner's hand. Any damage resulting from the attack is calculated normally.
Wall Shadow
7
Dark/Warrior/Effect
1600/3000
------
You cannot Normal Summon this monster. This card can only be Special Summoned by offering "Labyrinth Wall" equipped with "Magical Labyrinth" as a Tribute. No other Tribute Monsters are necessary.
Weather Report
4
Water/Aqua/Effect
950/1500
------
FLIP: Destroys all opponent's face-up "Swords of Revealing Light" on the field. If "Swords of Revealing Light" is destroyed, you can perform your Battle Phase twice this turn for your next turn, if activated during your opponent's turn.
Winged Dragon, Guardian of the Fortress #1
4
Wind/Dragon
1400/1200
------
A dragon commonly found guarding mountain fortresses. Its signature attack is a sweeping dive from out of the blue.
Witch of the Black Forest
4
Dark/???
???/???
------
???
Witty Phantom
4
Dark/Fiend
1400/1300
------
Dressed in a night-black tuxedo, this creature presides over the darkness.
Yamata Dragon
7
Fire/Dragon/Spirit
2600/3100
------
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent's Life Points, draw card from your Deck until you have 5 cards in your hand.


Magic/Trap Cards


Name
Type
Description
Backup Soldier
Trap
???
Barrel Behind the Door
Trap/Continuous
[Effects that damage your Life Points will be redirected to your opponent's Life Points when you play this Trap Card.]
Book of Life
Magic
[This card brings life to a monster in your Graveyard and death to one of your opponent's monsters.]
Book of Secret Arts
Magic/Equip
A Spellcaster-Type monster equipped with this card increases its ATK and DEF by 300 points.
Card Destruction
Magic
Both players must discard their entire hands and draw the same number of cards that they discarded from their respective Decks.
Card of Safe Return
Magic/Continuous
When a monster is Special Summoned to the field from your Graveyard, you can draw 1 card from your Deck.
Castle Walls
Trap
Increase a selected monster's DEF by 500 points during the turn this card is activated.
Chain Energy
Magic/Continuous
As long as this card remains face-up on the field, both you and your opponent must pay 500 Life Points per card to play or Set cards from your respective hands.
Change of Heart
Magic
Select and control 1 opposing monster (regardless of position) on the field until the end of your turn.
Creature Swap
Magic
Both players select 1 monster on their respective fields and switch control of them to each other. The battle positions of these cards cannot change during the turn this card is activated.
Dark Hole
Magic
Destroys all monsters on the field.
Dark Room of Nightmare
Magic/Continuous
[Double-dip into your opponent's Life Points with this Magic Card's tortuous effect.]
De-Spell
Magic
Destroys 1 magic Card on the field. If this card's target is face-down, flip it face-up. If the card is a Magic Card, it is destroyed. If not, it is returned to its face-down position. The flipped card is not activated.
Destiny Board
Trap/Continuous
At the end of each of your opponent's turns, place 1 face-up "Spirit Message" card from your hand or your Deck face-up to the field. If it is from your Deck, then shuffle your Deck. If all "Spirit Message" card "I," "N," "A," and "L" are all on the field in this order, you are declared the winner. If any cards are destroyed or removed from the field while constructing the message, they are all sent to your Graveyard immediately.
Dian Keto the Cure Master
Magic
Increases your Life Points by 1000.
Dragon Capture Jar
Trap/Continuous
All Dragon-Type monsters on the field are switched to Defence Position and remain in this position as long as this card is active.
Drop Off
Trap
???
Fissure
Magic
Destroys 1 opponent's face-up monster with the lowest ATK.
Goblin's Secret Remedy
Magic
Increases a selected player's Life Points by 600 points.
Harpy's Feather Duster
Magic
???
Jar of Greed
Trap
???
Just Desserts
Trap
???
Last Turn
Trap
This card can only be activated during your opponent's turn when your Life Points are 1000 or less. Select 1 monster on your side of the field and send all other cards on the field and in their respective owner's hands to their respective Graveyards. Your opponent must then Special Summon 1 monster from his/her Deck in face-up Attack Position and attack your selected monster. Any Battle Damage from the battle is treated as 0. The player whose monster remains alone on the field at the End Phase of this turn wins the Duel. Any other case results in a DRAW.
Last Will
Magic
If a monster of yours is sent from the field to the Graveyard during the turn that you've played this card, you can select a monster with an ATK power of 1500 points or less from your Deck and play it as a Special Summon. Shuffle the Deck after playing the card. This card is active for 1 turn only.
Luminous Spark
Magic/Field
Increases the ATK of all LIGHT monsters by 500 points and decreases their DEF by 400 points.
Mask of Restrict
Trap/Continuous
No matter what the situation, neither player can offer a monster as a tribute.
Mage Power
Magic/Equip
For every Magic and Trap Card on your side of the field, increase the ATK and DEF of the equipped monster by 500 points.
Magical Labyrinth
Magic/Equip
Equip "Labyrinth Wall" with this card. If you offer "Labyrinth Wall" equipped with this card as a Tribute, you can Special Summon "Wall Shadow" from your Deck.
Miracle Dig
Magic
???
Mirage of Nightmare
Magic/Continuous
[You can draw up to four cards during your opponent's Standby Phase with this Magic Card.]
Monster Reborn
Magic
Select 1 Monster Card from either your opponent's or your own Graveyard and place it on the field under your control in Attack or Defense Position (face-up). This is considered a Special Summon.
Necrovalley
Magic/Equip
[Take control of the Graveyards when "Necrovalley" is in play. It negates all effects involving Graveyards.]
Nightmare Wheel
Trap/Continuous
[Tied to one monster on the field, this card inflicts 500 Life Points of damage until the monster is destroyed.]
Ookazi
Magic
Inflicts 800 points of Direct Damage to your opponent's Life Points.
Premature Buriai
Magic/Equip
???
Question
Magic
[The answer to a simple "Question" can either Summon a monster from your Graveyard, or destroy it.]
Reinforcement of the Army
Magic
???
Reinforcements
Trap
Increase 1 selected monster's ATK by 500 points during the turn this card is activated.
Remove Trap
Magic
Destroys 1 face-up Trap Card on the field.
Reverse Trap
Trap
All increases and decreases to ATK and DEF are reversed for the turn this card is activated.
Rope of Life
Trap
[Use "Rope of Life" to resurrect a monster from your Graveyard with an extra 800 points of ATK!]
Royal Command
Trap/Continuous
Negate the activation and effects of all Flip Effect monsters.
Soul Exchange
Magic
Select an opponent's monster and use it as a tribute in place of one of your own. You must skip your Battle Phase for the turn in which this card is activated.
Statue of the Wicked
Trap
[When this Trap Card is destroyed, "Wicked Token" is Special Summoned to exact some wicked damage.]
Sword of Dark Destruction
Magic/Equip
A DARK monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points.
Toon World
Magic/Continuous
This card if activated by paying 1000 of your Life Points.
Torrental Tribute
Trap
You can activate this card when a monster is Summoned (including Flip Summon and Special Summon). Destroy all monsters on the field.
Trap Hole
Trap
If the ATK of a monster summoned by your opponent (excluding Special Summon) is 1000 points or more, the monster is destroyed.
Trap of Board Eraser
Trap/Counter
[This Trap Card can help you protect your Life Points from damaging effects.]
Tremendous Five
Magic
Inflicts 1000 points of Direct Damage to your opponent's Life Points and 500 points of Direct Damage to your Life Points.
Turtle Oath
Magic/Ritual
This card is used to Ritual Summon "Crab Turtle". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand.
Two-Pronged Attack
Trap
Select and destroy 2 of your monsters and 1 of your opponent's monsters.
Ultimate Offering
Trap/Continuous
At the cost of 500 Life Points per monster, a player is allowed an extra Normal Summon or Set.
United We Stand
Magic/Equip
For every face-up monster you control, increase the ATK and DEF of the equipped monster by 800 points.
Waboku
Trap
Any damage inflicted by an opponent's monster is decreased to 0 during the turn this card is activated.
Yami
Magic/Equip
Increases the ATK and DEF of all Fiend and Spellcaster-Type monsters by 300 points. Also decreases the ATK and DEF of all Fairy-Type monsters by 200 points.