Yu-Gi-Oh Japanese TCG Translations!

Mythological Age!

Created By - Arthur Banaszak!

© yugiohgme.cjb.net

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MA - 01 MACHINE CORP Machine Fire LV. 4 Atk = 1600 Def = 1800 Common
 
MA - 02 BEOWULF Animal Warrior Earth LV. 4 Atk = 1650 Def = 1000 Common
 
MA - 03 MAGIC MENTOR - J Magic User Dark LV. 4 Atk = 1500 Def = 1600 Common
 
MA - 04 RAREMETAL LADY Machine Earth LV. 3 Atk = 450 Def = 900 Common
 
MA - 05 RAREMETAL SOLDIER Machine Earth LV. 3 Atk = 900 Def = 450 Common
 
MA - 06 FIBER POD Plant/Effect Earth LV. 3 Atk = 500 Def = 500 Common
Reverse: Each player shuffles his cards on the Field, hand and Cemetery into his or her deck.  Each player then draws 5 cards
MA - 07 NAGA Reptile/Effect Water LV. 4 Atk = 1400 Def = 2000 Common
If this Monster is face-up when returned to your deck, you may Special Summon 1 level 3 or lower Monster from your deck.
MA - 08 NOBLE DU NOIR Undead/Effect Dark LV. 5 Atk = 2000 Def = 1400 Common
While this card is on the Field, when your opponent's Monster attacks, this card's controller chooses the target
MA - 09 VOLT GIRL Electric/Effect Light LV. 4 Atk = 1900 Def = 800 Rare
If you have any non-Light Main-Type Monsters on your Field, this card cannot be put onto the Field.  Also, if this card is on the Field and any non-Light Main-Type Monsters are played to your Field, destroy this card.
MA - 10 OPTION Machine/Effect Light LV. 1 Atk = ? Def = ? Common
Choose 1 of your [Futuristic Fighter Vic Viper] on the Field and Special Summon this card.  This card's statistics are that same as the chosen card's.  If the chosen card leaves the Field, destroy this card.
 
MA - 11 INJECTION ANGEL LILY Magic User/Effect Earth LV. 3 Atk = 400 Def = 1500 Rare
Can only be activated during your or your opponent's Damage Step. Pay 2000 Life Points to increase this card's attack strength by 3000 for the Damage Step.
 
MA - 12 LEAF FAERIE Plant/Effect Earth LV. 3 Atk = 900 Def = 400 Common
Put 1 Equipment card equipped on this Monster in the Cemetery.  Do 500 damage to your opponent.
 
MA - 13 HEAVENLY KNIGHT PERSEUS Angel/Effect Light LV. 5 Atk = 1900 Def = 1400 Super Rare
When this card attacks a Monster in defense mode that has a lower defense that this Monster's attack strength, do Battle Damage to your opponent equal to the difference.  When this Monster does Battle Damage to your opponent, draw 1 card.
 
MA - 14 DOL DORA Dragon/Effect Air LV. 3 Atk = 1500 Def = 1200 Common
If this card is destroyed while on the Field and goes to the Cemetery, this card is Special Summoned at the end of the turn, with its attack and defense strengths set to 1000.  This effect can only happen once per duel
MA - 15 MAHARAGI "ILLUMINATING SPIRIT" Rock/Spirit Earth LV. 4 Atk = 1200 Def = 1700 Common
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it isSummoned or Reversed.  If this card is Summoned or Reversed, during your next Draw Phase, you may look at the top card of your deck, and return it to the top or bottom of your deck
MA - 16 INABANOSHIROUSAGI "PATHFINDING WHITE RABBIT SPIRIT" Animal/Spirit Earth LV. 3 Atk = 700 Def = 500 Common
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed.  This card attacks your opponent directly, even if he or she has Monsters on the Field.
 
MA - 17 YATAGARASU "EIGHT GIANT CROWS" Demon/Spirit Air LV. 2 Atk = 200 Def = 100 Common
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed.  If this card does damage to your opponent, he or she skips his or her next Draw Phase.
 
MA - 18 SUSANOO "THE DIVINE EMPEROR OF THUNDER" Electric/Spirit Earth LV. 4 Atk = 2000 Def = 1600 Ultra Rare
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed.  Damage that this card does to the opponent is reduced by half.
 
MA - 19 YAMATANODORAGON "EIGHT HEADED DRAGON" Dragon/Spirit Fire LV. 7 Atk = 2600 Def = 3100 Ultra Rare
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed.  If this card does damage to your opponent, draw cards until you have 5 cards in your hand.
 
MA - 20 GREAT TENGU Animal Warrior/ Spirit Dark LV. 5 Atk = 1900 Def = 1700 Common
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed.  If this card does damage to your opponent, he or she skips his or her next Battle Phase.
 
MA - 21 OTOHIME "DRAGON PRINCESS" Magic User/Spirit Light LV. 3 Atk = 0 Def = 100 Common
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed.  If this card is Summoned or Reversed, you may change the mode of 1 of your opponent's face-up Monsters
MA - 22 HINOKAGUTSUCHI "FIRE STARTER" Fire/Spirit Fire LV. 8 Atk = 2800 Def = 2900 Ultra Rare
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed.  If this card does damage to your opponent, your opponent discards his or her hand during the next turn.
 
MA - 23 ASURA Angel/Spirit Light LV. 4 Atk = 1700 Def = 1200 Super Rare
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed.  This card can attack each of your opponent's Monsters on the Field
MA - 24 FUSHINOTORI "FIREBIRD OF LIFE" Bird/Spirit Fire LV. 4 Atk = 1200 Def = 0 Common
This card cannot be Special Summoned.  Return this card to its owner's hand during the End Phase of a turn in which it is Summoned or Reversed.  If this card does damage to your opponent, you gain that many Life Points.
 
MA - 25 RAREMETAL VALKYRIE Machine/Fusion /Effect Earth LV. 6 Atk = 1200 Def = 500 Common
Fusion: [Rare Metal Lady] + [Rare Metal Soldier]
During the Damage Step when this Monster attacks your opponent directly, increase this Monster's attack strength by 1000.  If this card is on the Field, you may switch it with a [Raremetal Knight] from your Fusion deck.  (Not during the turn that this card is Special Summoned.)
 
MA - 26 RAREMETAL KNIGHT Machine/Fusion/ Effect Earth LV. 6 Atk = 1200 Def = 500 Common
Fusion: [Rare Metal Soldier] + [Rare Metal Lady]
During the Damage Step when this Monster battles another Monster, increase this Monster's attack strength by 1000.  If this card is on the Field, you may switch it with a [Raremetal Valkyrie] from your Fusion deck.  (Not during the turn that this card is Special Summoned.)
 
MA - 27 SPIRIT-SEALING MIRROR Normal Magic LV. Atk = Def = Common
Look at your opponent's hand, choose a Spirit Monster there, and discard it to the Cemetery.
 
MA - 28 ELEMENTAL SPRING Permanent Magic LV. Atk = Def = Common
Whenever a Monster on the Field is returned to a player's hand, you gain 500 Life Points
MA - 29 A MIND THAT REFLECTS AS WATER Equipment Magic LV. Atk = Def = Common
If the Equipped Monster's attack strength is 1300 or greater, destroy this card.  The Equipped Monster is not destroyed by Battle, or card effects that target Monsters.
MA - 30 THE LEGENDARY CITY ATLANTIS Field Magic LV. Atk = Def = Common
This card's name is treated as if it was [Sea].  The Level of Water Main-Type Monsters in a player's hand and on the Field arereduced by 1.  Increase the attack and defense strengths of all Water Main-Type Monsters on the Field by 200
MA - 31 THE FUSED WEAPON, MURASAME BLADE Equipment Magic LV. Atk = Def = Rare
Can only be Equipped on a Warrior Sub-Type.  Increase the Equipped Monster's attack strength by 800.  This card cannot be destroyed by the Effects of cards that destroy Magic cards
MA - 32 THIEVING SMOKE BOMB Equipment Magic LV. Atk = Def = Common
If this card is destroyed by another card effect while Equipped on a Monster, look at your opponent's hand and choose 1 card there to be discarded
MA - 33 FORCED TRANSFER Magic Normal LV. Atk = Def = Common
Each player chooses 1 of his or her Monsters on the Field, then exchanges control of those Monsters.  The chosen Monsters cannot change their modes during this turn.
 
MA - 34 SPIRIT FIXATION EQUIPMENT Permanent Magic LV. Atk = Def = Common
While this card is on the Field, Spirit Monsters remain on the Field.  During your End Phase, discard 1 card from your hand or destroy this card.
 
MA - 35 SECOND CHANCE Permanent Magic LV. Atk = Def = Rare
While this card is on the Field, once during a turn, if a coin is flipped, you can negate that flip and force it to be flipped again.
 
MA - 36 DISTURBANCE BETWEEN HEAVEN AND EARTH Permanent Magic LV. Atk = Def = Common
While this card is on the Field, each player plays with his or her deck face up
MA - 37 QUIET THEFT Normal Magic LV. Atk = Def = Common
Target a Monster.  If that Monster does any Battle Damage to your opponent during this turn, your opponent discards 1 card at random from his or her hand
MA - 38 GENOCIDE WAR Normal Magic LV. Atk = Def = Rare
Destroy all your Monsters and your opponent's Monsters during the End Step in which they went through the Damage Step during this
turn.
 
MA - 39 MAGIC GARDNER Normal Magic LV. Atk = Def = Super Rare
Choose 1 of your face-up Magic cards on the Field and put 1 counter on it.  If the chosen card would be destroyed, remove 1 counter from it instead
MA - 40 CHAINED DYNAMITE Normal Trap LV. Atk = Def = Rare
This card becomes an Equipment card, increasing the attack strength of 1 of your Monsters by 500.  If this card is destroyed by another card effect while it is an Equipment card, choose 1 card from the Field and destroy it.
 
MA - 41 LOST Normal Trap LV. Atk = Def = Common
Remove 1 card in your opponent's Cemetery from the game 
MA - 42 BUBBLE CRUSH Normal Trap LV. Atk = Def = Common
Each player chooses his or her cards from the Field and in his or her hand and discards them until each player has no more than 5  cards total on the Field and in his or her hand combined
MA - 43 IMPERIAL OPPRESSION Permanent Trap LV. Atk = Def = Rare
While this card is on the Field, each player may pay 800 Life Points to negate and destroy a Special Summon
MA - 44 BOTTOMLESS PIT TRAP Normal Trap LV. Atk = Def = Common
Destroy and remove from the game a Monster with an attack strength of 1500 or more that was Summoned, Reverse Summoned or Special Summoned.
 
MA - 45 ALLERGY TO SIMOCHI Permanent Trap LV. Atk = Def = Common
Effects that restore your opponent's Life Points become effects that do damage to your opponent.
 
MA - 46 ILL PREDICTION Permanent Trap LV. Atk = Def = Common
During your Standby Phase, choose 1 card from your opponent's hand.  Guess whether it is a Monster, Magic or Trap card, and if you are correct, do 700 damage to your opponent
MA - 47 GRASP OF THE SPIRITS Permanent Trap LV. Atk = Def = Common
When a Spirit Monster of yours is returned to your hand, your opponent chooses 1 of his or her Monsters on the Field and returns it to his or her hand.  Pay 500 Life Points during your Standby Phase or destroy this card.
 
MA - 48 BODY STRENGTHENING SUPPLEMENT SUPER Z Normal Trap LV. Atk = Def = Common
During this turn, if your opponent does 2000 or more damage to you at one time, before you reduce your Life Points, you gain 4000 Life Points.
 
MA - 49 LOST PROPERTY Normal Trap LV. Atk = Def = Common
Activate during your opponent's Draw Phase.  Your opponent puts 1 of the cards he would draw into his or her Cemetery
MA - 50 DEVIL COMEDIAN Normal Trap LV. Atk = Def = Common
Guessing whether a flipped coin is heads or tails.  If you are correct, remove all cards in your opponent's Cemetery from the game.  If you are incorrect, take a number of cards from the top of your deck equal to the number of cards in your opponent's Cemetery, and put them in your Cemetery
MA - 51 LAST BATTLE Normal Trap LV. Atk = Def = Super Rare
You can only activate this card if you have 1000 or less Life Points and only during your opponent's turn.  Choose 1 of your Monsters on the Field, and all other cards on the Field and in each player's hand are placed in the Cemetery.  Afterward, your opponent Special Summons a Monster from his or her deck, and both Battle (Battle Damage to players is negated).  At the end of the turn, the player with the remaining Monster wins the duel. Otherwise, it's a tie.
 
MA - 52 BLACK DEMON'S DRAGON Demon/Fusion Dark LV. 9 Atk = 3200 Def = 2500 Ultimate Rare
Fusion: [Demon Summon] + [Red Eyes Black Dragon].