yu gi oh translation
curse of anubis
Home
starter box
volume 1
volume 2
volume 3
volume 4
volume 5
volume 6
volume 7
magic ruler
pharaoh's servant
curse of anubis
thousand eyes bible
spell of mask
labyrinth of nightmare
struggle of chaos
mythological age

 
Curse of Anubis (CA)
No. Name Attribute Type Level Attack Defense Special Effects Rarity
00 Android Psycho Shocker Dark Machine/Effect 6 2400 1500 When this card is face-up on the field, Trap cards cannot be played, and the effects of already face-up Trap cards are nullified. Secret Rare
01 Iron Golem Earth Machine 6 1900 2200 Normal
02 Two-Headed Gila Dark Demon 4 1200 1400 Normal
03 Parasite Earth Insect 2 500 300 FLIP: Shuffle this card into your opponent's deck. When your opponent draws this card, they must instantly Special Summon it to the field in face-up Defense mode. All of your opponent's monsters on the field become Insect-Type monsters and your opponent takes 1000 damage. Ultra Rare
04 7 Card Magic Equipment Increase the Attack or Defense of a Machine-Type monster by 700. Normal
05 Hand Stopping Sword of Light Trap Chose a card at random from your opponent's hand and place it off of the field. Your opponent cannot use that card for three of their turns. On the fourth Standby Phase, your opponent returns that card to their hand. Super Rare
06 Linked Destruction Trap You may activate this card when your opponent summons, flip summons, or special summons a monster with an Attack of 2000 or less. Destroy all monsters with the same name in its controller's hand and deck. Shuffle that deck afterwards. Ultra Rare
07 Time Seal Trap Your opponent skips their next Draw Phase. Normal
08 Grave Digger Trap Until the end of the turn, you may use Magic cards in your opponent's graveyard as if they were yours. For each Magic card you use in this way, you receive 2000 damage. Normal
09 Holy Elf's Blessing Trap Gain 300 Life Points for each Monster on the field. Normal
10 Truth's Eye Trap Continuous While this card is in effect, your opponent must play so that you can see their hand. During your opponent's Standby Phase, if your opponent has any Magic Cards in his hand, he gains 1000 Life Points. Normal
11 Dust Tornado Trap Destroy 1 card in your opponent's Magic/Trap zone. Afterward, you may set 1 Magic or Trap card from your hand onto the field. Normal
12 Call of Undead Trap Continuous Choose 1 monster card in your graveyard and Special Summon it to the field in attack mode. If this card is no longer on the field, destroy that monster. If the chosen monster is destroyed, so is this card. Rare
13 Solomon's Law Trap Skip your Standby Phase. Rare
14 Land Shift Trap Chose two monster Main-Types. Your opponent choses one of those Main-Types. Destroy all monsters of that Main-Type. Normal
15 Divine Javelin Trap Gain Life Points equal to the Attack of 1 of your opponent's attacking monsters. Normal
16 Reflective Silver Wall Trap Continuous During your Standby Phase, you must either pay 2000 Life Points or destroy this card. Reduce the Attack of all of your opponent's monsters by half. Super Rare
17 Raging Wind Trap You may activate this card only when one of your Magic cards is destroyed. Destroy 1 Magic card on the field. Normal
18 Blizzard Trap You may activate this card only when one of your Trap cards is destroyed. Destroy 1 Trap card on the field. Normal
19 Glass Armor Trap You may activate this card only when an Equipment card is attached to a monster. Negate the effects of all Equipment cards until the end of the turn. Normal
20 World Peace Trap You may activate this card only when a Field Effect card is played. Negate the effects of the Field Effect card until the end of the turn. Normal
21 Magical Runes Tablet Trap You may activate this card when a Continuous Magic card is played onto the field. Negate the effects of all Continuous Magic cards until the end of the turn. Normal
22 Divine Golden Rod Trap You may activate this card when a Continuous Trap card is played onto the field. Negate the effects of all Continous Trap cards until the end of the turn. Normal
23 Unfirom Angel Trap You may activate this card when your Life Points take damage. You gain 1000 Life Points. Then gain an additional 500 Life Points for each copy of this card in your graveyard. Normal
24 Share the Wealth Trap Continuous You may activate this card only when your opponent draws cards outside of the Draw Phase. Draw two cards. Normal
25 Pressured Collection Trap Continuous You may activate this card only when you discard cards from your hand. Your opponent discards the same amount of cards from his hand. Normal
26 DNA Surgery Trap Continuous Chose 1 monster Type. While this card is on the field, all face-up monsters on the Field become the chosen Type. Normal
27 Imperial Law Trap Continuous Chose 1 monster Type. Monsters of that Type cannot attack. During your Standby Phase, sacrifice 1 monster or destroy this card. Normal
28 Reserves Trap You may activate this card only if your graveyard has 5 or more monster cards in it. Chose up to three monster cards without effects in your graveyard with 1500 Attack or less and put them into your hand. Normal
29 Strong Panic Trap You may activate this card only when one of your monsters is returned to your hand. Return all monsters on the field to their owner's hands. Then each player can put a number of monsters down in defense mode equal to the number of cards returned to his hand. Normal
30 Treaty Trap Turn all face-down monsters face-up. Flip effects are not activated. Do 500 damage to your opponent for each Effect monster on the field. Normal
31 Divine Light Trap Continuous When a monster is played, it cannot be played face-down. When monsters are set in Defense mode, they are turned face-up. Flip effects are not activated. Normal
32 Playing Fair Trap Continuous Both players must play with their hands so the other player can see it. Normal
33 Imperial Decree Trap Continuous While this card is in effect, all effects of Magic cards are negated. You must pay 700 Life Points during your Standby Phase or destroy this card. Super Rare
34 Silk Hat of Magic Trap Select 1 monster card on the field and two cards from your deck. Shuffle your deck and mix the chosen cards together. Set them on the field in face-down defense mode. They are treated as monster cards with Attack and Defense of 0 and are destroyed at the end of the Combat Phase. This effect can only be used during your opponent's Combat Phase. Super Rare
35 Emissary of Obliteration Magic Destroy a face-down monster and remove it from the game. If that monster is a Flip Effect monster, search both player's decks for every copy of that card and destroy them, removing them from the game. Shuffle all decks afterwards. Rare
36 Emissary of Destruction Magic Destroy 1 face-down card in a Magic/Trap card zone and remove it from the game. If that card is a Trap card, search both player's decks for every copy of that card and destroy them, removing them from the game. Shuffle all decks afterwards. Rare
37 Shallow Grave Magic Both players Special Summon a monster in their graveyard to the field in defense mode. Rare
38 Premature Burial Magic Equipment You must pay 800 Life Points. Select a monster in your graveyard and summon it to the field in attack mode as a Special Summon with this card attached to it. If this card is destroyed, so is the monster it is equipped to. Rare
39 Inspection Magic Continuous You may pay 500 Life Points during your Standby Phase. If you do, look at one card at random in your opponent's hand. Rare
40 Order of Prohibiting Trap Continuous Name a card when you play this one. While this card is in effect, that card cannot be played. Rare
41 Pod of Chaos Earth Rock/Effect 3 800 700 Both players shuffle their monsters on the field into their decks. Then, each player continues to reveal the top card of their deck until they have revealed a number of monsters equal to the number of monsters they shuffled into their deck. If any of those revealed monsters are level 4 or under, they are Special Summoned onto the field in face-down defense mode. Else discard those monsters. Shuffle all decks afterwards. Normal
42 Killer of the Flame Fire Pyro 4 1900 1300 Normal
43 Big Bang Dragon Fire Pyro 6 2200 1700 Normal
44 Burn Soldier Fire Pyro 4 1700 1150 Normal
45 Mr. Volcano Fire Pyro 5 2100 1300 Normal
46 Fire Duelist Fire Pyro 4 1700 1100 Normal
47 Parasite of the Soul Dark Fiend/Effect 2 300 800 When this monster attacks a face-down defense monster, this card becomes an equipment card to that monster. During all of your Standby Phases, you gain Life Points equal to half the Attack of the monster this card is equipped to. Normal
48 Mech Falcon Wind Machine 4 1400 1200 Normal
49 Flying Mantis Wind Insect 4 1500 800 Normal
50 Birdman Wind Bird 4 1800 600 Normal
51 Buster Blader Earth Warrior/Effect 7 2600 2300 This monster's Attack is increased by 500 for each Dragon-Type monster your opponent has on the field or in their graveyard. Ultra Rare