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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter Y » Yu-Gi-Oh! Duel Monsters 6: Expert 2 - Strategy Guide (Page 01)

Yu-Gi-Oh! Duel Monsters 6: Expert 2 - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Yu-Gi-Oh! Duel Monsters 6: Expert 2 - Strategy Guide (Page 01).

*********************************************************************
Yu-Gi-Oh! Duel Monsters 6 Expert 2
for Game Boy Advance
English-language FAQ/Walkthrough, ver. 2.0

by Michael Click (gamer012@yahoo.com)
This document Copyright 2002 by Michael Click (sad gamer01)
Yu-Gi-Oh! anime, manga, characters, etc. Copyright Kazuki Takahashi
Yu-Gi-Oh! Duel Monsters 6 EX 2 Copyright Konami of Japan
This guide is best viewed with a screen resolution of 800x600 or
1024x768.
*********************************************************************

Revision History:


ver. 2.0 (7/10/2002): Added Map & Sub-Screen section, added How to
Play the Game section, added Rishid's deck list, updated card
listings through Labyrinth of Nightmare, made a change to the
Introduction, changed the Pack Listings section in preparation of
the tournament packs and magazines, made some corrections to some
card names and effects. Also decided to throw in Pegasus' deck
list and Yugi's Grandfather's deck list at the last minute for good
measure.

ver. 1.7 (6/20/2002): Added all the cards in Pharaoh's Servant and
Curse of Anubis to the card listings. Thousand-Eyes Bible is in R&D
right now, in its final stages. Expect to see the card listings
updated through, at least, Labyrinth of Nightmare in the next update.

ver. 1.6 (6/10/2002): Corrections, added more deck lists, finished
the pack listings, updated the ten symbols section, added
descriptions to the characters list, and made a very slight update to
the card listings. I have more cards to test, so you won't see a huge
update in the card listings section for a while.

ver. 1.3 (5/23/2002): Made some more corrections, added Pandora's
and Rare Hunter's deck lists, updated the pack listings with Spell
of Mask and Labyrinth of Nightmare. Due to high demand because of
the upcoming Yu-Gi-Oh! episode, I'll add the details and codes to
both Toon World and all the toon monsters, but otherwise hold off on
updating the card listings until next week. I personally test each
card code and effect to make sure that they work, and that takes
time. Fortunately, I don't have too many cards to test. See you
next week! (BTW, check the pack listings under Pharaoh's Servant
to find the numbers for the toon monsters.)

ver. 1.2 (5/15/2002): Made some card name corrections, made a serious
update to the card listings section (about 1/3 of the total cards in
the game have been documented), added Seto Kaiba's deck list.

ver. 1.0 (4/20/2002): Just getting started! Added table of contents,
introduction, starting decks, character info, etc. Just the basics.
Started on the booster list and finished up to Thousand-Eyes Bible.

---------------------------------------------------------------------


TABLE OF CONTENTS

1.) Introduction

2.) How to Play the Game

3.) Choose Your Deck!

4.) The Map and Sub-screen

5.) The Characters

6.) Tournaments & Events

7.) The Phantom Pyramid

8.) 10 Symbols

9.) Booster Packs

10.) Numerical Card Listings and Codes

11.) Frequently Asked Questions

12.) Credits


---------------------------------------------------------------------


INTRODUCTION


Welcome to my first official FAQ! The game I will be covering in
this guide is Yu-Gi-Oh! Duel Monsters 6 EX 2. Since the entire
game is in Japanese, this document is aimed at English speakers
(like myself) who aren't gifted with the ability to speak or
read Japanese. Yes, I as I have just stated and have stated on
this game's message board, I DON'T KNOW A SINGLE WORD OF JAPANESE!
Shameful, I admit, but it's true. How am I able to write up
something like this? Well, for one, I've learned to deduce my way
through most of this game just by playing it. Second, I've had
quite some help in translating the cards (and FULL credit is given
in the credits section!!), thanks to friends/penpals of mine
(and the English version anime/CCG ^_^). Third, I will be adding
things that people on the GameFAQs message boards submit to me
(and credit will be given in both the exact spot where their info
goes as well as the credits section) if I find it useful.

Oh, and I only want to see this FAQ/walkthrough on this site
(cheatcc.com and gamefaqs.com) unless I give my express permission! So, no books,
magazines, etc. This FAQ/walkthrough (or any part of it) is not to
be sold or profited off of, period! Information should be free and
available to all. If you want to contact me with questions or
whatnot, just post a message on the Yu-Gi-Oh! DM6 EX2 message board
at gamefaqs.com. You can also email me at gamer012@yahoo.com with
your questions and such. All I ask is that you read the guide first
and see if the answer to your question is there. Also, put something
like "DM6 question" in the subject line so I won't delete it by
mistake.

I wrote this guide from the perspective of the game. I wouldn't
suggest using this guide to play the real-life card game. I also
am writing this as in-depth and as simple as possible so that
begginers can understand the game if they have a hard time. I
would appreciate feedback on this document (as long as it's not
insulting/flaming--use constructive criticism instead, it's much
more polite) so I can give you, the reader, the best guide I can
write. I may not always reply to your emails, but I do read them
all and take your comments under consideration. I also really want to
thank all the readers out there who have offered their praise about
my work. It is a real encouragement for me to keep working and make
sure I keep doing the best that I can. As a fellow gamer, I would
expect no less from any other guide/author. This isn't the best
guide for this game, and it most likely won't make FAQ of the month,
but as long as it's helpful, that's what counts. Alright, enough of
that.... Let's get on with this thing!


---------------------------------------------------------------------


HOW TO PLAY THE GAME


This game is basically a sim of the OCG in real-life and follows the
same rules (more or less, anyway). Once you have challenged an
opponent, you will play a quick game of Rock-Paper-Scissors; the
winner of this mini-game gets to decide who goes first. The marker
on the right is your opponent, while the marker on the left is you.
Once the starting player has been established, the actual duel begins.

Here is what the duel field screen roughly looks like:


                  Opponent's Hand


 -----  -----  -----  -----  -----  -----  -----
| O.D.|| O.M/|| O.M/|| O.M/|| O.M/|| O.M/|| O.F.|
|     || T.Z.|| T.Z.|| T.Z.|| T.Z.|| T.Z.|| D.  |
 -----  -----  -----  -----  -----  -----  -----
 -----  -----  -----  -----  -----  -----  -----
| O.G.|| O.M.|| O.M.|| O.M.|| O.M.|| O.M.|| O.F.|
|     || Z.  || Z.  || Z.  || Z.  || Z.  || M.Z.|
 -----  -----  -----  -----  -----  -----  -----
 ----- 
| O.A.|
|     | ----------------  ----------------
 ----- |      Your      || Your Opponent's|
       |     Status     ||     Status     |
        ----------------  ---------------- -----
                                          |Abyss|
                                          |     |
                                           -----
 -----  -----  -----  -----  -----  -----  -----
|Field||Mons.||Mons.||Mons.||Mons.||Mons.||Grave|
|Magic|| Zone|| Zone|| Zone|| Zone|| Zone|| yard|
 -----  -----  -----  -----  -----  -----  -----
 -----  -----  -----  -----  -----  -----  -----
| Fuse||M./T.||M./T.||M./T.||M./T.||M./T.|| Deck|
| Deck|| Zone|| Zone|| Zone|| Zone|| Zone||     |
 -----  -----  -----  -----  -----  -----  -----


                      Your Hand


Key:

Opponent's Hand: This is the space where your opponent keeps the cards
they have in their hand.

O.D.: Opponent's Deck Zone.

O.M/T.Z.: Opponent's Magic/Trap Zone. There are five slots for magic
and trap cards.

O.F.D.: Opponent's Fusion Deck Zone. If your opponent plays with
fusion monsters, this is where they will go when not in play/destroyed.

O.G.: Opponent's Graveyard. Your opponent's discard pile.

O.M.Z.: Opponent's Monster Zone. There are five slots for monster cards.

O.F.M.Z.: Opponent's Field Magic Zone. If your opponent uses a field
magic card, this is where it will be played to.

O.A.: Opponent's Abyss. Cards removed from the game or temporarily
removed from play go here. F.Y.I.: Because you usually can't recover
cards from this slot, I named this space as the Abyss.

Your Status: Contains your Life Points as well as a display for what
turn phase you are currently in (if it's your turn).

Your Opponent's Status: Exact same thing as above, but for your
opponent.

Abyss: This space is to hold your cards that are removed from the
game (you'll never get them back) or removed from play temporarily.

Field Magic Zone: If you use a field magic card, it is played here.

Monster Zone: This is where you play your monster cards. There are
five slots for monster cards.

Graveyard: Your discard pile. You can recover cards from here by means
of specific effects.

Fusion Deck: This is where your fusion monster cards go. Fusion
monsters are NOT a part of your main deck! Remember that.

Magic/Trap Zone: When you use a magic card or a trap card, it will be
played in this area. There are five slots for magic and trap cards.

Deck Zone: This is where your main deck goes. You draw cards from
it.



Now I'll explain how this game is played.


How to win a duel:

Victory is yours if:
   a.) Your opponent has zero Life Points.
   b.) Your opponent has no cards to draw when they are required to
draw a card.
   c.) You possess all five parts of Exodia in your hand.
   d.) You complete all five parts of the Ouija Board on the field.


Duel Procession:

Both players start with 8000 Life Points and a hand of five cards.
The player who was chosen to go first begins with their Draw Phase.
Here is a rundown of what to do during each phase:

Draw Phase: Press "R" to draw one card. You then go to your Standby
Phase.

Standby Phase: This is where certain card effects will play out. If
you don't have a card on the field or in your graveyard with a Standby
Phase effect, nothing will happen. You then move to Main 1 Phase.

Main 1 Phase: Alright, now you have some options here! You can start
using the cards in your hand and do the following:
   a.) Summon a monster.
   b.) Place a magic/trap card onto the field.
   c.) Look at whatever face-up cards there are on the field (including
looking through graveyards and such). Anything face-up to you is
viewable. To look at a card, move the pointer over the desired card and
push the accept button. The card will move to the center of the screen
and you will at least see an icon below it depicting a magnifying glass.
Push the accept button to go to the view card screen. You can look at
the picture, read the description, etc. To leave the view screen, just
pust the accept button or the cancel button. You can also do this during
your Draw Phase.
   d.) Change the modes of the monsters you have on the field. This is
the only phase you can normally do this. Once you change a monster's
mode, you cannot change it again until your next turn. Move the pointer
over the monster you wish to change modes and push the accept button.
The card will move to the center of the screen and a little menu will
appear. The icon that is just to the right of the magnifying glass is
the mode change icon.
   e.) Enter your Battle Phase. Keep in mind that no one can enter
this phase during the very first turn of the game and that you can
only choose to enter this phase if you have a monster on the field in
attack mode. Once you do, push the cancel button and a menu with three
options will appear:

            1.) Enter Battle Phase
            2.) End your turn
            3.) Cancel this menu and go back

   f.) End your turn if you don't have a monster on the field in attack
mode. Pushing the cancel button brings up a simple Yes or No asking if
you really wish to end your turn.
   g.) Surrender. Move the pointer over your deck and push the accept
button. An icon of a white flag will appear. Push accept again and a
yes or no box will appear asking if you are sure you wish to surrender.
Selecting "Yes" and you will surrender, ending the duel. Your Life Points
immediately drop to zero and you lose.

Battle Phase: The player who goes first cannot enter this phase during
their first turn, so keep that in mind. Just move the pointer over the
monster you wish to attack with and push the accept button. Then, you
choose the little sword icon and then move the pointer over the opponent's
monster you want to attack. Push the accept button to launch the assualt.
If your opponent has no monsters on the field, you will be attacking your
opponent directly. In that case, just choose the sword icon on the monster
you want to attack with and that's it. If you want to end this phase, push
the cancel button. A menu of three options will appear:

            1.) Enter Main 2 Phase
            2.) End your turn
            3.) Cancel this menu and go back

You also have the option to surrender during this phase.

  Some more things you should know about the Battle Phase:

The exact phase is divided into four steps:

   a.) The Start Step--This is the screen where you see the word "Battle"
       in the middle of the screen to announce that this phase is taking
       place.
   b.) The Battle Step--This is where you choose your attacking monster
       as well as your target, as explained above. After you choose your
       target, you will see some text flash in the middle of the screen.
       Trap Cards and Instant Magic Cards can be activated at this time
       (you'll see a mini-screen with "Yes" or "No" asking if you want
       to activate something, provided you have something to activate).
   c.) The Damage Step--This is the screen where the attacking card and
       the target card show up. Depending on what mode each monster is in,
       you'll get different effects. Damage is also given to a player where
       applicable. Here's how damage is figured out:

         1.) Attacking monster (let's say, Curse of Dragon (2000 atk))
             attacks a Legendary Swordsman Masaki in attack mode (1100 atk).
             Since the dragon's attack power is higher than Masaki's,
             Masaki will be destroyed and its controller receives damage to
             their Life Points equal to the difference between the two
             numbers (in this case, 900 damage to Masaki's controller).
         2.) Same monsters, but Masaki is in defense mode (def 1100).
             The defending monster is destroyed, but its controller doesn't
             take damage. Keep in mind that if a target monster is in
             defense mode, you use its defensive power during this step
             and its attacking power if it is in attack mode.
         3.) A Dark Magician (atk 2500) attacks a Blue-Eyes White Dragon in
             attack mode (atk 3000). The Dark Magician loses the battle and
             is destroyed. The Dark Magician's controller loses 500 Life
             Points (the difference between the two numbers). Please do try
             to avoid this scenario if you're the attacker, unless you have
             a good reason.
         4.) A Dark Magician attacks a Millennium Shield in defense mode
             (def 3000). The attack fails, but neither monster is destroyed
             because the target was in defense mode with a higher defense
             than the attacker. The Dark Magician's controller loses 500
             Life Points for the attempt.
         5.) A Dark Magician attacks a Dark Magician in attack mode. Both
             monsters are destroyed, but neither player receives damage
             (because the difference is zero). I should note that the
             monster you attack with must have an attack power that exceeds
             or is equal to the target's attack power to destroy it if it
             is in attack mode. If the target is in defense mode, your
             monster's attack power must exceed the defender's defense power
             to destroy it.
         6.) A Blue-Eyes White Dragon attacks a Millennium Shield in defense
             mode. Neither monster is destroyed and neither player receives
             damage.

*******************
NOTE: If any of this is confusing you, just play the game--it does all of the
complex stuff above for you. Just keep this simple advice to heart: higher is
usually better! Sorry for the confusion. I'll try and keep the rest of this
as short and sweet as possible.
*******************

   d.) End Step--This is where you end your Battle Phase, short and simple.

Main 2 Phase: You can only enter this phase from your Battle Phase.
You can do the following:
   a.) Summon a monster (if you haven't already).
   b.) Place a magic/trap card onto the field.
   c.) Look at cards on the field.
   d.) End your turn. Pushing the cancel button will bring up a simple
Yes or No asking if you want to end your turn.
   e.) Surrender.

End Phase: This is mainly here to announce that your turn is over, but
some card's effects take place here too. Once you reach this phase, it
becomes your opponent's turn.


How each of the cards work:

Monster Cards:

These cards are divided up into four monster card types, then further divided
by element and monster type. There are six elements:

Fire
Water
Wind
Earth
Light
Dark

...And 20 monster types:

Dragon
Zombie
Demon
Fire
Sea Serpent
Rock
Machine
Fish
Dinosaur
Insect
Beast
Beast-Warrior
Plant
Water
Warrior
Bird
Angel
Magician
Lightning
Reptile

Besides card effects, deck themes, and organization, these elements and types
don't have much use in the game. Now I should go into what each card type is
and how to use them...

General Monster Card rules--

1.) You are only allowed one normal summon per turn. That includes putting
a monster on the field in face-up attack mode or reverse defense mode
(face-down). On the other side of the coin, you are allowed as many special
summons as you are able (more on that later).
2.) Normal summoned monsters that possess a power level of four or less
can be sent to the field with no problems. If the monster has a power level
of five or six, you need to sacrifice one of your monsters on the field in
order to summon the desired monster. If its level is seven or higher, you
must sacrifice two monsters. You will get a Y/N box asking if you wish to
sacrifice monsters to summon one (where applicable).
3.) If a monster can be summoned, you will see a little face-down card icon
(reverse defense) and a face-up card icon with a thumb over it (attack mode).
If it cannot be summoned, you will just see the magnifying glass icon.
4.) Special summoned monster are almost always sent to the field face-up (with
some exceptions).
5.) If all five of your monster card slots are filled, you cannot summon
any more monsters until at least one slot opens up.


Normal Monster Cards:

These cards are yellow in color. The only thing you normally need to pay
attention to is the monster's attack and defense power (unless another card's
effect says you need to pay attention to something else).


Effect Monster Cards:

These cards are orange in color. Besides attack and defense, you also
need to pay attention to its effect. Some effect-types I should mention
here are:

Reverse Effect: To use this type of effect, you need to place the monster
onto the field in reverse defense mode. If the monster is turned face-up
either during your opponent's turn or your next turn, its effect will
activate.

Summon Requirement Effect: This effect requires you to fulfill specific
requirements before you can summon the monster with this effect. The
requirements are listed on the card. If the monster is sent to your
graveyard without having been summoned normally (i.e. by its effect),
it will not be allowed to be summoned to the field. Summoning a monster
with this effect counts as a special summon (unless otherwise noted).

Toon Effect: Monsters with this effect require the Toon World card to
summon to the field. Read the descriptions of the toon monsters in the
card listing section for their exact effects. Summoning this type of
monster is a "semi-special" summon. You must follow normal sacrifice
requirements, but you may summon as many toons as you are able to.


Fusion Monster Cards:

These cards are purple in color. They are put into a seperate pile
outside your deck and DO NOT count toward the 40 card deck minimum.
Summoning this type of monster requires you to have a Fusion magic
card along with the required component monsters either in your hand
or on the field (just check to see if Fusion is playable to keep
this simple). Just play Fusion, pick the monster you want to summon,
sacrifice the required component monsters and off you go! This counts
as a special summon. You can also special summon fusion monsters
without having to fuse anything (e.g. the case with Devil Franken),
but the monster cannot be revived if it is sent to the graveyard.
You can only revive a fusion monster is it was properly summoned.
Fusion monsters returned to your hand are returned to your fusion
deck instead.


Ritual Monster Cards:

These cards are dark-blue in color. You can only summon this type
of monster if you have the required ritual magic card in your
hand or set on the field (as well as have the ritual monster in
your hand). You must sacrifice your monsters on the field or in
your hand that possess power levels that add up to or exceed that
of the monster you wish to summon (don't sacrifice the ritual
monster!). You will see a window with the required stars (the
monster's power level) appear on the screen. The stars will light
up as you sacrifice monsters. Once the bar is full, the monster
can be summoned in the face-up mode of your choice. Ritual monsters
in the graveyard that weren't properly summoned cannot be revived.


Magic Cards:

These cards are cyan in color. These cards can usually be played
straight to the field with their effects taking place immediately
(with some exceptions). Magic cards are divided up into these
types by the little symbol that appears on the card:

Normal Magic Card (no symbol) - Once the effect is used up, the
card goes straight to the Graveyard. Nothing special to describe.

Permanent Magic Card (infinity symbol) - These stay on the field
until they are destroyed by an effect.

Instant Magic Card (lightning bolt symbol) - Prepare to be bugged
by a lot of activation windows with these. These are the only type
of magic that can be played outside your turn. To do that, place
it on the field face-down. It will function like a Trap Card
during your opponent's Battle Phase.

Field Magic Card (star/compass symbol) - Only one of this type can
be active on the field at any time. This card type always effects
both players.

Ritual Magic Card (a little flame symbol) - This card can only be
used if you have its corresponding monster in your hand. Once you
play it, you need to sacrifice your monsters on the field and in
your hand to fill up the bar in the window that appears.

Equipment Magic Card (plus symbol) - This card stays on the field
until it or the card its effect currently targets is destroyed.



Trap Cards:

These cards are magenta in color. These cards cannot be played
directly from your hand. You must set it face-down on the field
first and wait until your turn ends before activating it is even
possible. The game will tell you when you may activate the trap
by displaying a "Yes or No" option window. Choosing the yes option
allows you to go to the card and choose to turn it face-up. Like
Magic cards, Trap cards are divided into different types. Look at
the card for any symbol that tells you what kind of trap it is.

Normal Trap Card (no symbol) - Once the effect activates and is
used, this card goes to the Graveyard. Nothing special here.

Counter Trap Card (curved arrow symbol) - Only activated when
specific cards are activated. As the name says, it counters
cards. It's the only card type that possesses a chain speed of
three (the highest speed possible).

Permanent Trap Card (infinity symbol) - Once activated, these
cards stay on the field until destroyed. As long as the card
is in play, its effect remains active.

Equipment Trap Card (plus symbol) - Once activated, this card
stays on the field until it or the card it is currently targeting
is destroyed.


Chains:

Sometimes, when you play a magic/trap card, you or your opponent
will be allowed to activate a face-down magic/trap card on the field
in response to it. This is a chain. When an effect normally activates,
you will always see a screen with a blue bar at the top with the card
you are activating in a slot marked "Block 1." Once that goes away,
another screen appears that looks the same with the exception that
the bar at the top is green. These are the chain (blue) and resolve
(green) screens. If a card is played in response to certain cards,
a chain happens. You will recognize it by seeing two cards in the
center of the screen linked by two chains when your opponent causes
a chain to happen. The card played in response to the first appears
in the "Block 2" slot, and any more cards added to the chain appear
in ascending slot numbers. The card's effects take place in decending
slot number order back to Slot 1's card. Again, if this is confusing,
you will see what I mean when you play the game. You can either chain
with your opponent or with yourself. Just watch the chain/resolve
screens and you should figure things out fairly quickly. Different
cards also have different chain speeds (there are three total). The
higher the number, the faster the effect. Also, only certain chain
speeds can be used against others. Here's the chart:


Chain Level 1:
Card types in this category: All Magic Cards except Instant Magic.
Can be used against: Nothing.

Chain Level 2:
Card types in this category: All Trap Cards except Counter Traps,
Instant Magic.
Can be used against: Chain levels 1 and 2.

Chain Level 3:
Card types in this category: Counter Trap Cards.
Can be used against: Chain levels 1, 2, and 3.

Suffice to say, only Counter Trap Cards can be used against one
another, so watch out.

Well, those are the basics to playing this game. If I confused
you too much, just play the game. It's fairly easy to understand
anyway because the game does all the complex stuff for you. If
you still need a better explanation, I would suggest going to and look at the Japanese OCG rules
there. I think they explain things better than I do.


---------------------------------------------------------------------


CHOOSE YOUR DECK!


As soon as you start a new game, you'll be asked to select one of
three decks to begin your dueling adventures. The choices are a
black deck, a red deck, and a green deck. The three decks have the
same total amount of cards each and are pretty much the same, except
for a few cards here and there. Here's a list of what's in each of
them, so choose according to your playing style (check the Card
Listings section to find out each card's specific attributes):



Black Deck (40 card deck + 1 fusion-monster card)
-------------------------------------------------

Monster Cards:

#32  Gaia, the Fierce Knight
#98  Elf Swordsman
#186  Giant Soldier of Stone
#186  Giant Soldier of Stone
#218  Huge Mouse
#218  Huge Mouse
#251  Kuribo
#277  Gazelle, the King of Illusionary Beasts
#320  Cyber Pod
#358  Magnet Warrior Valkyrion
#418  Silver Fang
#583  Summoned Demon
#717  Buster Blader
#726  Baffomet
#805  Dark Magician
#805  Dark Magician
#807  Dark Magician Girl
#840  Penguin Soldier
#843  Holy Elf
#886  Magnet Warrior Alpha
#887  Magnet Warrior Gamma
#888  Magnet Warrior Beta
#892  Magician of Black Chaos
#1069  Beaver Warrior


Magic Cards:

#143  Ritual of the Magician of Black Chaos
#300  Change of Heart
#316  Cyclone
#359  Revive Dead
#419  Fissure
#492  Multiply
#613  Angel's Gift
#730  Hurricane
#803  Black Hole
#917  Remove Magic
#1009  Dark
#1027  Fusion


Trap Cards:

#120  Pit Trap
#468  Mirror Force/Holy Barrier
#555  Compensation for Blood
#894  Magic Jammer


Fusion Deck:

#1032  Winged Phantom Chimera



Red Deck (40 card deck + 1 fusion-monster card)
-----------------------------------------------


Monster Cards:

#32  Gaia, the Fierce Knight
#98  Elf Swordsman
#186  Giant Soldier of Stone
#186  Giant Soldier of Stone
#218  Huge Mouse
#218  Huge Mouse
#251  Kuribo
#277  Gazelle, the King of Illusionary Beasts
#418  Silver Fang
#583  Summoned Demon
#717  Buster Blader
#726  Baffomet
#805  Dark Magician
#805  Dark Magician
#807  Dark Magician Girl
#840  Penguin Soldier
#843  Holy Elf
#892  Magician of Black Chaos
#1069  Beaver Warrior


Magic Cards:

#143  Ritual of the Magician of Black Chaos
#300  Change of Heart
#316  Cyclone
#359  Revive Dead
#419  Fissure
#492  Multiply
#613  Angel's Gift
#730  Hurricane
#803  Black Hole
#917  Remove Magic
#1009  Dark
#1027  Fusion


Trap Cards:

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