"Legendary Collection 4: Mega-Pack" Card List and Spoiler

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Card # Card Name Type ATR Sub Type LVL ATK DEF Rarity Card Text Buy It
LCJW-EN001 Flame Manipulator Normal Monster FIRE Spellcaster 3 900 1000 Common This Spellcaster attacks enemies with fire-related spells such as Sea of Flames" and "Wall of Fire"."
LCJW-EN002 Masaki the Legendary Swordsman Normal Monster EARTH Warrior 4 1100 1100 Common Legendary swordmaster Masaki is a veteran of over 100 battles.
LCJW-EN003 Red-Eyes Black Dragon Normal Monster DARK Dragon 7 2400 2000 Ultra Rare A ferocious dragon with a deadly attack.
LCJW-EN004 Rude Kaiser Normal Monster EARTH Beast-Warrior 5 1800 1600 Common With an axe in each hand, this monster delivers heavy damage.
LCJW-EN005 Rock Ogre Grotto #1 Normal Monster EARTH Rock 3 800 1200 Common Protected by a solid body of rock, this monster throws a bone-shattering punch.
LCJW-EN006 Baby Dragon Normal Monster WIND Dragon 3 1200 700 Super Rare Much more than just a child, this dragon is gifted with untapped power.
LCJW-EN007 Axe Raider Normal Monster EARTH Warrior 4 1700 1150 Common An axe-wielding monster of tremendous strength and agility.
LCJW-EN008 Tiger Axe Normal Monster EARTH Beast-Warrior 4 1300 1100 Common A fast and powerful axe-wielding beast-warrior.
LCJW-EN009 Garoozis Normal Monster FIRE Beast-Warrior 5 1800 1500 Common An axe-swinging beast-warrior with the head of a dragon.
LCJW-EN010 Swordsman of Landstar Normal Monster EARTH Warrior 3 500 1200 Common An amateur with a sword, this fairy warrior relies on its mysterious powers.
LCJW-EN011 Cyber-Tech Alligator Normal Monster WIND Machine 5 2500 1600 Common Originally a pterodactyl, he was viciously attacked by a dragon. Using the newest technologies, his keeper saved him from near-fatal wounds and brought him back as a powerful Cyborg.
LCJW-EN012 Alligator's Sword Normal Monster EARTH Beast 4 1500 1200 Common 'ey, dis mighty lissard man can swing his sword so fast, dat it's more dan da speed a sound!
LCJW-EN013 Meotoko Normal Monster EARTH Beast 2 700 600 Common Dis big ol' guy wit' a big ol' eye shoots a nasty ray beam right atcha!
LCJW-EN014 Kageningen Normal Monster DARK Warrior 2 800 600 Common He yoozes both a physical form and a shadow form ta attack. So he's a tough monstah ta beat!
LCJW-EN015 Stone Armadiller Normal Monster EARTH Rock 3 800 1200 Common Dis stone crittah's got rock-hahd fur. Dat gives him some really good dee-fense!
LCJW-EN016 Anthrosaurus Normal Monster EARTH Dinosaur 3 1000 850 Common Dis man-like dinosawz gotta high I.Q., even tho he's lackin' in da strength depawtment. (Kinda like yooz, if ya had a high I.Q.! Nyaah!)
LCJW-EN017 Skull Stalker Normal Monster DARK Warrior 3 900 800 Common Foist he's gonna grab yer monstah wit' his claws, den attack again wit' his poizin stingah!
LCJW-EN018 Wolf Normal Monster EARTH Beast 3 1200 800 Common Dis alpha wolf yoozes his sense a smell ta find da enemy. 'ey, quit sniffing at my socks!
LCJW-EN019 Hero of the East Normal Monster EARTH Warrior 3 1100 1000 Common Feel da strength ah dis sword-swinging samurai from da Far East.
LCJW-EN020 Swamp Battleguard Effect Monster EARTH Warrior 5 1800 1500 Common This card gains 500 ATK for each "Lava Battleguard" you control.
LCJW-EN021 Time Wizard Effect Monster LIGHT Spellcaster 2 500 400 Common Once per turn: You can toss a coin and call it. If you call it right, destroy all monsters your opponent controls. If you call it wrong, destroy all monsters you control, and if you do, you take damage equal to half the total ATK that those destroyed monsters had on the field.
LCJW-EN022 Lava Battleguard Effect Monster EARTH Warrior 5 1550 1800 Common This card gains 500 ATK for each "Swamp Battleguard" you control.
LCJW-EN023 Jinzo Effect Monster DARK Machine 6 2400 1500 Rare Trap Cards, and their effects on the field, cannot be activated. Negate all Trap Card effects on the field.
LCJW-EN024 The Legendary Fisherman Effect Monster WATER Warrior 5 1850 1600 Common While "Umi" is on the field, this card is unaffected by Spell effects and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly.
LCJW-EN025 Sword Hunter Effect Monster EARTH Warrior 7 2450 1700 Common At the end of the Battle Phase, if this card destroyed a monster(s) by battle and sent it to the Graveyard this Battle Phase: Equip all those monsters from the Graveyard to this card as an Equip Spell Card(s) with this effect.
  • The equipped monster gains 200 ATK.
  • LCJW-EN026 Hayabusa Knight Effect Monster EARTH Warrior 3 1000 700 Common This card can make a second attack during each Battle Phase.
    LCJW-EN027 Mad Sword Beast Effect Monster EARTH Dinosaur 4 1400 1200 Common If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
    LCJW-EN028 Goblin Attack Force Effect Monster EARTH Warrior 4 2300 0 Common If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the End Phase of your next turn.
    LCJW-EN029 The Fiend Megacyber Effect Monster DARK Warrior 6 2200 1200 Common If your opponent controls at least 2 more monsters than you do, you can Special Summon this card (from your hand).
    LCJW-EN030 Gearfried the Iron Knight Effect Monster EARTH Warrior 4 1800 1600 Common When an Equip Card(s) is equipped to this card:, Destroy the Equip Card(s).
    LCJW-EN031 Red-Eyes Black Metal Dragon Effect Monster DARK Machine 8 2800 2400 Common Cannot be Normal Summoned/Set. Must first be Special Summoned (from your Deck) by Tributing "Red-Eyes B. Dragon" equipped with "Metalmorph".
    LCJW-EN032 Marauding Captain Effect Monster EARTH Warrior 3 1200 400 Common Monsters your opponent controls cannot target Warrior monsters for attacks, except this one. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand.
    LCJW-EN033 Fiber Jar Flip/Effect Monster EARTH Plant 3 500 500 Common FLIP: Each player shuffles all cards from their hand, field, and Graveyard into the Deck, then draws 5 cards.
    LCJW-EN034 Sasuke Samurai Effect Monster WIND Warrior 2 500 800 Common At the start of the Damage Step, if this card attacks a face-down Defense Position monster: Destroy that face-down monster.
    LCJW-EN035 Neko Mane King Effect Monster EARTH Beast 1 0 0 Common During your opponent's turn, when this card in your possession is sent to your Graveyard by an opponent's card effect: It becomes the End Phase of this turn.
    LCJW-EN036 Little-Winguard Effect Monster WIND Warrior 4 1400 1800 Common Once per turn, during your End Phase. You can change the battle position of this card.
    LCJW-EN037 Insect Queen Effect Monster EARTH Insect 7 2200 2400 Common This card cannot declare an attack unless you Tribute 1 monster. This card gains 200 ATK for each Insect-Type monster on the field. During the End-Phase, if this card destroyed an opponent's monster by battle this turn: Special Summon 1 "Insect Monster Token" (Insect-Type/EARTH/Level 1/ATK 100/DEF 100) in Attack Position.
    LCJW-EN038 Black Dragon's Chick Effect Monster DARK Dragon 1 800 500 Super Rare You can send this face up card you control to the GY; Special Summon 1 "Red-Eyes Black Dragon" from your hand.
    LCJW-EN039 Red-Eyes Darkness Dragon Effect Monster DARK Dragon 9 2400 2000 Common Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 "Red-Eyes Black Dragon". Gains 300 ATK for each Dragon monster in your GY.
    LCJW-EN040 Gearfried the Swordmaster Effect Monster LIGHT Warrior 7 2600 2200 Common Cannot be Normal Summoned/Set. Must be Special Summoned with "Release Restraint" and cannot be Special Summoned by other ways. When an Equip Card(s) is equipped to this card: Target 1 monster your opponent controls; destroy that target.
    LCJW-EN041 Gilford the Lightning Effect Monster LIGHT Warrior 8 2800 1400 Common You can Tribute 3 monsters to Tribute Summon (but not Set) this card. If you do: Destroy all monsters your opponent controls.
    LCJW-EN042 Rocket Warrior Effect Monster LIGHT Warrior 4 1500 1300 Common During your Battle Phase, this card cannot be destroyed by battle, also you take no battle damage from attacks involving this card. If this card attacks a monster, after damage calculation: That attack target loses 500 ATK until the End Phase.
    LCJW-EN043 Panther Warrior Effect Monster EARTH Beast-Warrior 4 2000 1600 Common This card cannot declare an attack unless you Tribute 1 monster.
    LCJW-EN044 Gilford the Legend Effect Monster EARTH Warrior 8 2600 2000 Common Cannot be Special Summoned. When this card is Normal Summoned: You can equip as many Equip Spell Cards from your Graveyard as possible to Warrior-Type monster(s) you control.
    LCJW-EN045 Copycat Effect Monster LIGHT Spellcaster 1 0 0 Common When this card is Summoned: Target 1 face-up monster your opponent controls; this card's ATK and DEF become equal to that monster's original ATK and DEF.
    LCJW-EN046 Divine Knight Ishzark Effect Monster LIGHT Warrior 6 2300 1800 Common After damage calculation, when this card destroys a monster by battle. Banish that monster.
    LCJW-EN047 Maximum Six Effect Monster EARTH Warrior 6 1900 1600 Common When this card is Tribute Summoned, roll a six-sided die. This card gains ATK equal to the result of the die roll x 200.
    LCJW-EN048 Comrade Swordsman of Landstar Tuner Monster EARTH Warrior 3 500 1200 Common All Warrior-Type monsters you control gain 400 ATK.
    LCJW-EN049 Red-Eyes Wyvern Effect Monster WIND Dragon 4 1800 1600 Common Once per turn, during your End Phase: You can banish this card from your GY, then target 1 "Red-Eyes" monster in your GY; Special Summon that target. You cannot Normal Summon/Set during the turn you activate this effect.
    LCJW-EN050 Red-Eyes Darkness Metal Dragon Effect Monster DARK Dragon 10 2800 2400 Secret Rare You can Special Summon this card (from your hand) by banishing 1 face-up Dragon monster you control. You can only Special Summon "Red-Eyes Darkness Metal Dragon" once per turn this way. During your Main Phase: You can Special Summon 1 Dragon monster from your hand or GY, except "Red-Eyes Darkness Metal Dragon". You can only use this effect of "Red-Eyes Darkness Metal Dragon" once per turn.
    LCJW-EN051 Phoenix Gearfried Gemini Monster FIRE Warrior 8 2800 2200 Common This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
  • If your opponent activates a Spell Card: You can target 1 Gemini monster in your Graveyard: Special Summon that target. During either player's turn, when a Spell/Trap Card is activated that targets a monster(s) on the field: You can send 1 face-up Equip Card you control to the Graveyard; negate the activation, and if you do, destroy it.
  • LCJW-EN052 Lightray Gearfried Effect Monster LIGHT Warrior 8 2800 2200 Common Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 5 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn, when a Spell/Trap Card is activated: You can banish 1 Warrior-Type monster from your Graveyard; negate the activation, and if you do, destroy it. All face-up monsters you control must be Warrior-Type to activate and to resolve this effect.
    LCJW-EN053 Flame Swordsman Fusion Monster FIRE Warrior 5 1800 1600 Common "Flame Manipulator + "Masaki the Legendary Swordsman"
    LCJW-EN054 B. Skull Dragon Fusion Monster DARK Dragon 9 3200 2500 Rare "Summoned Skull" + "Red-Eyes B. Dragon"
    LCJW-EN055 Thousand Dragon Fusion Monster WIND Dragon 7 2400 2000 Common "Time Wizard" + "Baby Dragon"
    LCJW-EN056 Alligator's Sword Dragon Fusion/Effect Monster WIND Dragon 5 1700 1500 Common Baby Dragon + "Alligator's Sword"
    This card can attack your opponent directly if the only face-up monsters they control are EARTH, WATER, or FIRE.
    LCJW-EN057 Raigeki Spell Normal Secret Rare Destroy all monsters your opponent controls.
    LCJW-EN058 Hinotama Spell Normal Common Inflict 500 damage to your opponent.
    LCJW-EN059 Polymerization Spell Normal Super Rare Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials.
    LCJW-EN060 Monster Reborn Spell Normal Ultra Rare Target 1 monster in either GY; Special Summon it.
    LCJW-EN061 Pot of Greed Spell Normal Secret Rare Draw 2 cards.
    LCJW-EN062 Salamandra Spell Equip Common Equip only to a FIRE monster; it gains 700 ATK.
    LCJW-EN063 Giant Trunade Spell Normal Common Return all Spell and Trap Cards on the field to the hand.
    LCJW-EN064 Premature Burial Spell Equip Common Activate this card by paying 800 LP, then target 1 monster in your GY; Special Summon it in Attack Position and equip it with this card. When this card is destroyed, destroy the equipped monster.
    LCJW-EN065 Graceful Dice Spell Quick-Play Common Roll a six-sided die. All monsters you currently control gain ATK and DEF equal to the result x 100, until the End Phase.
    LCJW-EN066 Scapegoat Spell Quick-Play Secret Rare Special Summon 4 "Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. They cannot be Tributed for a Tribute Summon. You cannot Summon other monsters the turn you activate this card (but you can Normal Set).
    LCJW-EN067 The Warrior Returning Alive Spell Normal Common Target 1 Warrior-Type monster in your GY; add that target to your hand.
    LCJW-EN068 Meteor of Destruction Spell Normal Common If your opponent's Life Points are higer than 300: Inflict 1000 damage to your opponent.
    LCJW-EN069 Release Restraint Spell Normal Common Tribute 1 "Gearfried the Iron Knight"; Special Summon 1 "Gearfried the Swordmaster" from your hand or Deck.
    LCJW-EN070 Foolish Burial Spell Normal Secret Rare Send 1 monster from your Deck to the GY.
    LCJW-EN071 Silent Doom Spell Normal Super Rare Target 1 Normal Monster in your Graveyard; Special Summon it in face-up Defense Position. It cannot attack.
    LCJW-EN072 Dangerous Machine Type-6 Spell Continuous Common During each of your Standby Phases, roll a six-sided die and apply the result.
  • 1: Discard 1 card.
  • 2: Your opponent discards 1 card.
  • 3: Draw 1 card.
  • 4: Your opponent draws 1 card.
  • 5: Destroy 1 monster your opponent controls.
  • 6: Destroy this card.
  • LCJW-EN073 Trap Hole Trap Normal Common When your opponent Normal or Flip Summons a monster with 1000 or more ATK: Target that monster; destroy that target.
    LCJW-EN074 Skull Dice Trap Normal Common Roll a six-sided die. All monsters your opponent currently controls lose ATK and DEF equal to the result x 100, until the End Phase.
    LCJW-EN075 Metalmorph Trap Normal Common Target 1 face-up monster on the field; equip this card to that target. It gains 300 ATK and DEF. If it attacks, it gains ATK equal to half the ATK of the attack target, during damage calculation only.
    LCJW-EN076 Fairy Box Trap Continuous Common When your opponent's monster declares an attack: Toss a coin and call it. If you call it right, the attacking monster's ATK becomes 0 until the end of the Battle Phase. During each of your Standby Phases, pay 500 Life Points or destroy this card.
    LCJW-EN077 Collected Power Trap Normal Common Target 1 face-up monster on the field, equip it with all Equip Magic Cards on the field. If any of those Equip Cards is now equipped to an incorrect target, destroy that Equip Card.
    LCJW-EN078 Bottomless Trap Hole Trap Normal Secret Rare When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.
    LCJW-EN079 Drop Off Trap Normal Common When your opponent draws for their normal draw in their Draw Phase: Your opponent discards 1 card they just drew.
    LCJW-EN080 Magical Arm Shield Trap Normal Common When your opponent declares an attack while you control a monster: Target 1 face-up monster your opponent controls, except the attacking monster; take control of that target until the end of the Battle Phase, and if you do, it is attacked instead, and you proceed to damage calculation.
    LCJW-EN081 Kunai with Chain Trap Normal Common Activate 1 or both of these effects (simultaneously).
  • When an opponent's monster attacks: Target the attacking monster; change that target to Defense Position.
  • Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK.
  • LCJW-EN082 Harpie Lady Normal Monster WIND Winged Beast 4 1300 1400 Super Rare This human-shaped animal with wings is beautiful to watch but deadly in battle.
    LCJW-EN083 Harpie Girl Normal Monster WIND Winged Beast 2 500 500 Common A Harpie chick who aspires to flit about beautifully and gorgeously, but attack sharply.
    LCJW-EN084 Dunames Dark Witch Normal Monster LIGHT Fairy 4 1800 1050 Ultra Rare Even when all odds are against this brave fairy, she will press onwards in battle and never retreat.
    LCJW-EN085 Harpie Lady Sisters Effect Monster WIND Winged Beast 6 1950 2100 Common Cannot be Normal Summoned/Set. Must first be Special Summoned with "Elegant Egotist".
    LCJW-EN086 Harpie's Pet Dragon Effect Monster WIND Dragon 7 2000 2500 Ultra Rare This card gains 300 ATK and DEF for each "Harpie Lady" on the field.
    LCJW-EN087 Amazoness Paladin Effect Monster EARTH Warrior 4 1700 300 Super Rare Gains 100 ATK for each "Amazoness" monster you control.
    LCJW-EN088 Amazoness Fighter Effect Monster EARTH Warrior 4 1500 1300 Common You take no battle damage from attacks involving this card.
    LCJW-EN089 Amazoness Tiger Effect Monster EARTH Beast 4 1100 1500 Ultra Rare You can only control 1 "Amazoness Tiger". Gains 400 ATK for each "Amazoness" monster you control. Your opponent's monsters cannot attack "Amazoness" monsters, except this one.
    LCJW-EN090 Harpie Lady 1 Effect Monster WIND Winged Beast 4 1300 1400 Super Rare (This card's name is always treated as "Harpie Lady".) All WIND monsters gain 300 ATK.
    LCJW-EN091 Harpie Lady 2 Effect Monster WIND Winged Beast 4 1300 1400 Super Rare (This card's name is always treated as "Harpie Lady".) Negate the effects of Flip Effect Monsters this card destroys by battle.
    LCJW-EN092 Harpie Lady 3 Effect Monster WIND Winged Beast 4 1300 1400 Super Rare (This card's name is always treated as "Harpie Lady".) An opponent's monster that battle this card cannot declare an attack during your opponent's next 2 turns.
    LCJW-EN093 Harpie's Pet Baby Dragon Effect Monster WIND Dragon 4 1200 600 Common This card gains effects based on the number of "Harpie" monsters you control, except "Harpie's Pet Baby Dragon".
  • 1 or more: Your opponent cannot target "Harpie" monsters you control for attacks, except "Harpie's Pet Baby Dragon".
  • 2 or more: Double the original ATK and DEF of this card.
  • 3 or more: Once per turn: You can target 1 card your opponent controls; destroy that target.
  • LCJW-EN094 Harpie Queen Effect Monster WIND Winged Beast 4 1900 1200 Ultra Rare You can discard this card to the Graveyard; add 1 "Harpies' Hunting Ground" from your Deck to your hand. This card's name becomes "Harpie Lady" while it is on the field or in the Graveyard.
    LCJW-EN095 Amazoness Scouts Effect Monster EARTH Warrior 2 500 1100 Common (Quick Effect): You can Tribute this card; this turn, neither player can target "Amazoness" monsters you currently control with monster effects, also they cannot be destroyed by card effects.
    LCJW-EN096 Cyber Harpie Lady Effect Monster WIND Winged Beast 4 1800 1300 Common This card's name is treated as "Harpie Lady".
    LCJW-EN097 Harpie Dancer Effect Monster WIND Winged Beast 4 1200 1000 Ultra Rare You can target 1 WIND monster you control; return it to the hand, then you can Normal Summon 1 WIND monster. You can only use this effect of "Harpie Dancer" once per turn. This card's name becomes "Harpie Lady" while it is on the field or in the Graveyard.
    LCJW-EN098 Elegant Egotist Spell Normal Super Rare If "Harpie Lady" is on the field: Special Summon 1 "Harpie Lady" or "Harpie Lady Sisters" from your hand or Deck.
    LCJW-EN099 Harpie's Feather Duster Spell Normal Secret Rare Destroy all Spell and Trap Cards your opponent controls.
    LCJW-EN100 Amazoness Spellcaster Spell Normal Common Target 1 "Amazoness" monster you control and 1 face-up monster your opponent controls; switch the original ATK of those targets until the end of this turn.
    LCJW-EN101 Spell Reproduction Spell Normal Common Send 2 Spell Cards from your hand to the Graveyard, then target 1 Spell Card in your Graveyard; add that target to your hand.
    LCJW-EN102 Harpies' Hunting Ground Spell Field Super Rare All Winged Beast-Type monsters gain 200 ATK and DEF. When any "Harpie Lady" or "Harpie Lady Sisters" are Normal or Special Summoned: The player who conducted the Summon targets 1 Spell/Trap Card on the field; destroy that target.
    LCJW-EN103 Triangle Ecstasy Spark Spell Normal Common Until the End Phase, the ATK of all "Harpie Lady Sisters" currently on the field becomes 2700 your opponent cannot activate any Trap Cards, also negate all your opponent's Trap Card effects on the field.
    LCJW-EN104 Amazoness Village Spell Field Common All "Amazoness" monsters gain 200 ATK. Once per turn, when an "Amazoness" monster is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Amazoness" monster from your Deck with a Level less than or equal to that "Amazoness" monster in the GY.
    LCJW-EN105 Cyber Shield Spell Equip Common Equip only to "Harpie Lady" or "Harpie Lady Sisters". It gains 500 ATK.
    LCJW-EN106 Fairy's Hand Mirror Trap Normal Common When your opponent activates a Spell Card that targets exactly 1 monster (and no other cards) on the field: Target another card that would be an appropriate target; that Spell now targets the new target.
    LCJW-EN107 Mirror Wall Trap Continuous Common Each of your opponent's monsters that conducted an attack while this card was face-up on the field has its ATK halved as long as this card remains on the field. During each of your Standby Phases, pay 2000 Life Points or destroy this card.
    LCJW-EN108 Gravity Bind Trap Continuous Common Level 4 or higher monsters cannot attack.
    LCJW-EN109 Shadow of Eyes Trap Normal Common When a monster(s) is set on your opponent's side of the field: Target 1 of those Set monsters; change that Set monster to face-up Attack Position. (Flip Effects are not activated.)
    LCJW-EN110 Gryphon Wing Trap Normal Common When your opponent activates "Harpie's Feather Duster": Negate its effect, and if you do, destroy all Spell and Trap Cards your opponent controls.
    LCJW-EN111 Trap Jammer Trap Counter Secret Rare When your opponent activates a Trap Card during the Battle Phase: Negate the activation, and if you do, destroy it.
    LCJW-EN112 Hysteric Party Trap Continuous Super Rare Activate this card by discarding 1 card: Special Summon as many copies of "Harpie Lady" as possible from your Graveyard. When this face-up card leaves the field, destroy those monsters.
    LCJW-EN113 Revival Jam Effect Monster WATER Aqua 4 1500 500 Common When this card is destroyed by battle and sent to the Graveyard: You can pay 1000 Life Points; Special Summon it in face-up Defense Position during your next turn's Standby Phase.
    LCJW-EN114 Dark Jeroid Effect Monster DARK Fiend 4 1200 1500 Common When this card is Summoned: Target 1 face-up monster on the field; it loses 800 ATK.
    LCJW-EN115 Newdoria Effect Monster DARK Fiend 4 1200 800 Common When this card is destroyed by battle and sent to the Graveyard: Target 1 monster on the field; destroy that target.
    LCJW-EN116 Helpoemer Effect Monster DARK Fiend 5 2000 1400 Common Cannot be Special Summoned from the Graveyard. If this card was destroyed by battle and sent to the Graveyard, this effect activates at the end of each of your opponent's Battle Phases: Discard 1 random card from your opponent's hand. This card must be in the Graveyard to activate and to resolve this effect.
    LCJW-EN117 Lava Golem Effect Monster FIRE Fiend 8 3000 2500 Rare Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's side of the field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. During each of the controller's Standby Phases: The controller takes 1000 damage.
    LCJW-EN118 Drillago Effect Monster DARK Machine 4 1600 1100 Common If the only cards on your opponent's side of the field are face-up monsters with ATK 1600 or more, this monster can attack your opponent's Life Points directly.
    LCJW-EN119 Lekunga Effect Monster WATER Plant 4 1700 500 Common You can banish 2 WATER monsters from your Graveyard: Special Summon 1 "Lekunga Token" (Plant-Type/WATER/Level2/ATK 700/DEF 700) in Attack Position.
    LCJW-EN120 Lord Poison Effect Monster WATER Plant 4 1500 1000 Common When this card is destroyed by battle and sent to the Graveyard: Target 1 Plant-Type monster in your Graveyard, except "Lord Poison"; Special Summon that target.
    LCJW-EN121 Makyura the Destructor Effect Monster DARK Warrior 4 1600 1200 Common If this card is sent from the Monster Zone to the GY: You can activate 1 Trap Card from your hand this turn. You can only use this effect of "Makyura the Destructor" once per turn.
    LCJW-EN122 Legendary Fiend Effect Monster DARK Fiend 6 1500 1800 Common During each of your Standby Phases, this card gains 700 ATK.
    LCJW-EN123 Black Pendant Spell Equip Common The equipped monster gains 500 ATK. When this card is sent from the field to the Graveyard, inflict 500 damage to your opponent.
    LCJW-EN124 Jam Breeding Machine Spell Continuous Common During each of your Standby Phases, Special Summon 1 Slime Token" (Aqua-Type/WATER/LEVEL 1/ATK 500/DEF 500) in Attack Position. You cannot Summon any monsters, except "Slime Tokens" (but you can Set).
    LCJW-EN125 Vengeful Bog Spirit Spell Continuous Common Monsters cannot attack the turn they are Summoned.
    LCJW-EN126 Card of Sanctity Spell Normal Common Banish all other cards you control and in your hand (min. 1 from each); draw until you have 2 cards in your hand.
    LCJW-EN127 Magical Stone Excavation Spell Normal Common Discard 2 cards, then target 1 Spell Card in your Graveyard; add it to your hand.
    LCJW-EN128 Spell of Pain Spell Quick-Play Common When your opponent activates a card or effect that would inflict effect damage to you: Your opponent takes the effect damage from that card or effect, instead.
    LCJW-EN129 Magic Jammer Trap Counter Common When a Spell Card is activated: Discard 1 card; negate the activation, and if you do, destroy it.
    LCJW-EN130 Mirror Force Trap Normal Secret Rare When an opponent's monster declares an attack: Destroy all your opponent's Attack Position monsters.
    LCJW-EN131 Jam Defender Trap Continuous Common When an opponent's monster declares an attack on a monster you control: You can target 1 "Revival Jam" you control; switch the attack target to that target.
    LCJW-EN132 Coffin Seller Trap Continuous Common Each time Monster Card(s) are sent to your opponent's Graveyard, inflict 300 points of damage to your opponent's Life Points.
    LCJW-EN133 Rope of Life Trap Normal Common When a monster(s) is destroyed by battle and sent to your Graveyard: Discard your entire hand to target 1 of those monsters; Special Summon it, and if you do, it gains 800 ATK.
    LCJW-EN134 Nightmare Wheel Trap Continuous Common Activate this card by targeting 1 monster your opponent controls; it cannot attack or change its battle position. When it leaves the field, destroy this card. Once per turn, during your Standby Phase: Inflict 500 damage to your opponent. That monster must be on the field to activate and to resolve this effect.
    LCJW-EN135 Judgment of Anubis Trap Counter Common When your opponent activates a Spell Card that would destroy a Spell/Trap(s) on the field: Discard 1 card; negate the activation, and if you do, destroy it, then you can destroy 1 face-up monster your opponent controls, and if you do that, inflict damage to your opponent equal to the destroyed monster's ATK on the field.
    LCJW-EN136 Malevolent Catastrophe Trap Normal Common When an opponent's monster declares an attack: Destroy all Spell and Trap Cards on the field.
    LCJW-EN137 Relieve Monster Trap Normal Common Activate only when your opponent declares an attack. Return 1 monster you control to its owner's hand, then Special Summon 1 Level 4 monster from your hand.
    LCJW-EN138 Metal Reflect Slime Trap Continuous Common Special Summon this card in Defense Position as an Effect Monster (Aqua/WATER/Level 10/ATK 0/DEF 3000). (This card is also still a Trap.) If Summoned this way, this card cannot attack.
    LCJW-EN139 Serpent Night Dragon Normal Monster DARK Dragon 7 2350 2400 Common A dragon created from the soul of a wicked knight.
    LCJW-EN140 Two-Headed King Rex Normal Monster EARTH Dinosaur 4 1600 1200 Common A powerful monster whose two heads attack as one.
    LCJW-EN141 Crawling Dragon #2 Normal Monster EARTH Dinosaur 4 1600 1200 Common A powerful dragon with teeth that can grind almost anything to dust.
    LCJW-EN142 Kabazauls Normal Monster WATER Dinosaur 4 1700 1500 Secret Rare A huge monster in the shape of a hippopotamus. The sneezing from his gigantic body is so fierce that people mistake it for a hurricane.
    LCJW-EN143 Sabersaurus Normal Monster EARTH Dinosaur 4 1900 500 Secret Rare This normally gentle dinosaur enjoys relaxing in its nest in the prairies. If it becomes angered, it turns terribly ferocious.
    LCJW-EN144 Tomozaurus Normal Monster EARTH Dinosaur 2 500 400 Common Small but vicious, this monster even attacks its own kind.
    LCJW-EN145 Little D Normal Monster EARTH Dinosaur 3 1100 700 Common Yo, this tyrannosaurus tot's got a terrible temper.
    LCJW-EN146 Sword Arm of Dragon Normal Monster EARTH Dinosaur 6 1750 2030 Common This Jurrasic juggernaut has a spine covered in sword-like plates, and a tail to split open skulls.
    LCJW-EN147 Megazowler Normal Monster EARTH Dinosaur 6 1800 2000 Common Nothing stands in the way of this spike-covered dinosaur!
    LCJW-EN148 Gilasaurus Effect Monster EARTH Dinosaur 3 1400 400 Common You can Special Summon this card (from your hand). If Summoned this way: Activate this effect; your opponent can Special Summon 1 monster from their GY.
    LCJW-EN149 Tyrant Dragon Effect Monster FIRE Dragon 8 2900 2500 Common During your Battle Phase, if your opponent controls a monster after this card's first attack, this card can attack once again. Negate the effect of any Trap Card that targets this card, and destroy that Trap Card. If this card is Special Summoned from the Graveyard by another card's effect, you must Tribute 1 Dragon-Type monster.
    LCJW-EN150 Dark Driceratops Effect Monster EARTH Dinosaur 6 2400 1500 Common If this card attacks a Defense Position monster, inflict piercing battle damage.
    LCJW-EN151 Hyper Hammerhead Effect Monster EARTH Dinosaur 4 1500 1200 Common At the end of the Damage Step, if an opponent's monster that battled this monster is not destroyed: Return that opponent's monster to the hand.
    LCJW-EN152 Black Tyranno Effect Monster EARTH Dinosaur 7 2600 1800 Common If you opponent Controls no cards except Defense Position Monster Cards, this card can attack your opponent directly.
    LCJW-EN153 Tyranno Infinity Effect Monster EARTH Dinosaur 4 ? 0 Common The original ATK of this card becomes the number of your banished Dinosaur monsters X 1000.
    LCJW-EN154 Black Ptera Effect Monster WIND Dinosaur 3 1000 500 Common When this card is sent from the field to the Graveyard, except when destroyed by battle, it is returned to the owner's hand.
    LCJW-EN155 Black Stego Effect Monster EARTH Dinosaur 4 1200 2000 Common When this card is selected as an attack target by your opponent's Monster, this card is changed to Defense Position.
    LCJW-EN156 Miracle Jurassic Egg Effect Monster EARTH Dinosaur 2 0 2000 Common While this card is face-up on your side of the field, this card cannot be removed from play. Place 2 counters on this card each time a Dinosaur-Type Monster card is sent to your Graveyard. By Tributing this card, select and Special Summon 1 Dinosaur-Type Monster from your deck whose Level is equal to or lower than the number of counters on this card when it was Tributed.
    LCJW-EN157 Babycerasaurus Effect Monster EARTH Dinosaur 2 500 500 Common If this card is destroyed by card effect and sent to the GY: Special Summon 1 Level 4 or lower Dinosaur monster from your Deck.
    LCJW-EN158 Destroyersaurus Effect Monster EARTH Dinosaur 4 1800 1100 Secret Rare You can discard this card to the GY; add 1 "Jurassic World" from your Deck to your hand.
    LCJW-EN159 Bracchio-Raidus Fusion Monster WATER Dinosaur 6 2200 2000 Common "Two-Headed King Rex" + "Crawling Dragon #2"
    LCJW-EN160 Ultra Evolution Pill Spell Normal Common Tribute 1 Reptile-Type monster on your side of the field. Special Summon 1 Dinosaur-Type Monster from your hand.
    LCJW-EN161 Big Evolution Pill Spell Normal Common After this card's activation, it remains on the field, but destroy it during your opponent's 3rd End Phase. Tribute 1 Dinosaur monster to activate this card; while this card is face-up on the field, you can Normal Summon Level 5 or higher Dinosaur monsters without Tributing.
    LCJW-EN162 Tail Swipe Spell Normal Common Target 1 face-up Level 5 or higher Dinosaur monster you control; if that Dinosaur monster is still face-up on the field, choose up to 2 monsters your opponent controls that have a lower Level than it, or are face-down, and return the chosen monsters to the hand.
    LCJW-EN163 Jurassic World Spell Field Common All Dinosaur monsters on the field gain 300 ATK/DEF.
    LCJW-EN164 Fossil Dig Spell Normal Common Add 1 Level 6 or lower Dinosaur monster from your Deck to your hand.
    LCJW-EN165 Fossil Excavation Trap Continuous Common Discard 1 card from your hand. Select 1 Dinosaur-Type monster in your Graveyard and Special Summon it. An Effect Monster Special Summoned this way has its effect negated. When this card is removed from the field, destroy that monster. When the monster is destroyed, destroy this card.
    LCJW-EN166 Hunting Instinct Trap Normal Common Activate only when a monster is Special Summoned to your opponent's side of the field. Special Summon 1 Dinosaur-Type monster from your hand.
    LCJW-EN167 Survival Instinct Trap Normal Common Banish any number of Dinosaur monsters from your GY; gain 400 LP for each Dinosaur monster you banished to activate this card.
    LCJW-EN168 Volcanic Eruption Trap Normal Common (This card is not treated as a "Volcanic" card.)
    During your End Phase, if you control "Jurassic World". Destroy all cards on the field.
    LCJW-EN169 Seismic Shockwave Trap Continuous Common Activate only when a Dinosaur-Type monster on your side of the field is destroyed and sent to the Graveyard. Select 3 of your opponent's Spell & Trap Card Zones. You cannot select a Zone if a card is already in it. The selected Zones cannot be used. Destroy this card during your third Standby Phase after activation. Then you can return 1 Dinosaur-Type monster from your Graveyard to your hand.
    LCJW-EN170 Seiyaryu Normal Monster LIGHT Dragon 7 2500 2300 Common A mystical dragon that burns away the unworthy with its mystic flames.
    LCJW-EN171 Launcher Spider Normal Monster FIRE Machine 7 2200 2500 Common A mechanical spider with rocket launchers capable of random fire.
    LCJW-EN172 Slot Machine Normal Monster DARK Machine 7 2000 2300 Common The machine's ability is said to vary according to its slot results.
    LCJW-EN173 Zoa Normal Monster DARK Fiend 7 2600 1900 Common A monster whose full potential can be achieved when outfitted with "Metalmorph"
    LCJW-EN174 Ancient Tool Normal Monster DARK Machine 5 1700 1400 Common A destructive machine discovered in the Ruins of the Ancients.
    LCJW-EN175 Giganto Normal Monster DARK Machine 5 1700 1800 Common A massive steel ball that mows down anything in its path.
    LCJW-EN176 Sword Slasher Normal Monster DARK Machine 5 1450 1500 Common A lethal engine of destruction that wields two well-honed blades.
    LCJW-EN177 Barrel Dragon Effect Monster DARK Machine 7 2600 2200 Common Toss a coin 3 times. If 2 out of 3 results are Heads, destroy 1 monster on your opponent's side of the field. This effect can only be used once per turn during your Main Phase.
    LCJW-EN178 Metalzoa Effect Monster DARK Machine 8 3000 2300 Common This monster can only be Special Summoned from your Deck to your side of the field by offering "Zoa" equipped with "Metalmorph" as a Tribute.
    LCJW-EN179 Machine King Effect Monster EARTH Machine 6 2200 2000 Common Increase the ATK of this card by 100 points for each face-up Machine-Type monster on the field.
    LCJW-EN180 Blast Sphere Effect Monster DARK Machine 4 1400 1400 Common If an opponent's monster attacks this face-down Defense Position card, this card becomes an Equip Card equipped to the attacking monster, before damage calculation. Destroy the equipped monster during your opponent's next Standby Phase, and inflict damage to your opponent equal to the destroyed monster's ATK.
    LCJW-EN181 Fiendish Engine O (Omega) Effect Monster DARK Machine 8 2800 2000 Common During your End Phase, Special Summon 1 "Engine Token" (Machine-Type/EARTH/Level 1/ATK 200/DEF 200) in Attack Position. Once per turn, you can have this card gain 1000 ATK. If you do, it is destroyed during the End Phase.
    LCJW-EN182 Solemn Judgment Trap Counter Secret Rare When a monster(s) would be Summoned, OR a Spell/Trap is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.
    LCJW-EN183 Dragon Zombie Normal Monster DARK Zombie 3 1600 0 Common A dragon revived by sorcery. Its breath is highly corrosive.
    LCJW-EN184 Armored Zombie Normal Monster DARK Zombie 3 1500 0 Common This warrior blindly swings a deadly blade with devastating force.
    LCJW-EN185 The Snake Hair Normal Monster DARK Zombie 4 1500 1200 Common A monster with a head of poison snakes. One look from this monster can turn an opponent to stone.
    LCJW-EN186 Vampire Baby Effect Monster DARK Zombie 3 700 1000 Common At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the GY this turn: You can Special Summon that monster to your field.
    LCJW-EN187 Patrician of Darkness Effect Monster DARK Zombie 5 2000 1400 Common You choose the attack targets for your opponent's attacks.
    LCJW-EN188 Dark Dust Spirit Effect Monster EARTH Zombie 6 2200 1800 Common This card cannot be Special Summoned. During the End Phase of the turn that this card is Normal Summoned or flipped face-up, return it to its owner's hand. When this card is Normal Summoned or flipped face-up, destroy all other face-up monsters.
    LCJW-EN189 Pyramid Turtle Effect Monster EARTH Zombie 4 1200 1400 Super Rare When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Zombie-Type monster with 2000 or less DEF from your Deck.
    LCJW-EN190 Spirit Reaper Effect Monster DARK Zombie 3 300 200 Ultra Rare Cannot be destroyed by battle. After resolving a card effect that targets this face-up card, destroy this card. If this card inflicts battle damage to your opponent by a direct attack: Discard 1 random card from their hand.
    LCJW-EN191 Vampire Lord Effect Monster DARK Zombie 5 2000 1500 Common If this card inflicts battle damage to your opponent: Declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the GY. Once per turn, during your next Standby Phase after this card in your possession was destroyed and sent to your GY by an opponent's card effect: Special Summon this card from the GY.
    LCJW-EN192 Despair from the Dark Effect Monster DARK Zombie 8 2800 3000 Common When this card is sent from your hand or Deck to your Graveyard by an opponent's card effect: Special Summon this card.
    LCJW-EN193 Fear from the Dark Effect Monster DARK Zombie 4 1700 1500 Common When this card is sent from your hand or Deck to your Graveyard by an opponent's card effect: Special Summon this card.
    LCJW-EN194 Ryu Kokki Effect Monster DARK Zombie 6 2400 2000 Common At the end of the Damage Step, if this card battled a Warrior or Spellcaster-Type monster: Destroy that monster.
    LCJW-EN195 Soul-Absorbing Bone Tower Effect Monster DARK Zombie 3 400 1500 Common While there is another Zombie-Type monster on your side of the field, your opponent cannot select this card as an attack target. Each time a Zombie-Type monster(s) is Special Summoned, send 2 cards from the top of your opponent's Deck to the Graveyard.
    LCJW-EN196 Vampire Lady Effect Monster DARK Zombie 4 1550 1550 Common If this card inflicts battle damage to your opponent: Declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the GY.
    LCJW-EN197 Regenerating Mummy Effect Monster DARK Zombie 4 1800 1500 Common When this card is sent from your hand to your Graveyard by an opponent's card effect: Return this card to the hand.
    LCJW-EN198 Vampire Genesis Effect Monster DARK Zombie 8 3000 2100 Common Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Vampire Lord" you control. Once per turn: You can discard 1 Zombie monster to the GY, then target 1 Zombie monster in your GY with a Level less than the discarded Zombie monster's; Special Summon that target.
    LCJW-EN199 Reborn Zombie Effect Monster DARK Zombie 4 1000 1600 Common While you have no cards in your hand, this card is not destroyed as a result of battle while in Attack Position. (Damage calculation is applied normally.)
    LCJW-EN200 Plague Wolf Effect Monster DARK Zombie 3 1000 1000 Common Once per turn: You can make this card's ATK become double its original ATK until the end of this turn. Once per turn, during the End Phase, if this effect was activated: Destroy this card.
    LCJW-EN201 Return Zombie Effect Monster DARK Zombie 4 1000 1600 Common During your Standby Phase, if this card is in your Graveyard and you have no cards in your hand, you can pay 500 Life Points to add this card to your hand.
    LCJW-EN202 Zombie Master Effect Monster DARK Zombie 4 1800 0 Common Once per turn: You can send 1 monster from your hand to the GY, then target 1 Level 4 or lower Zombie monster in either GY; Special Summon that target. This monster must be face-up on the field to activate and to resolve this effect.
    LCJW-EN203 Il Blud Gemini Monster DARK Zombie 6 2100 800 Common This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  • Once per turn: You can Special Summon 1 Zombie monster from your hand or either GY, but if this card leaves the field, destroy all Zombie monsters Special Summoned by this effect.
  • LCJW-EN204 Vampire's Curse Effect Monster DARK Zombie 6 2000 800 Common When this card is destroyed by battle and sent to the GY: You can pay 500 LP; Special Summon it during the Standby Phase of the next turn. If you do: It gains 500 ATK.
    LCJW-EN205 Goblin Zombie Effect Monster DARK Zombie 4 1100 1050 Common If this card inflicts battle damage to your opponent: Send the top card of their Deck to the GY. If this card is sent from the field to the GY: Add 1 Zombie monster with 1200 or less DEF from your Deck to your hand.
    LCJW-EN206 Red-Eyes Zombie Dragon Effect Monster DARK Zombie 7 2400 2000 Rare You can Tribute Summon this monster in face-up Attack Position by Tributing 1 Zombie-Type monster. When this card destroys a Zombie-Type monster by battle and sends it to the Graveyard, you can Special Summon it to your side of the field.
    LCJW-EN207 Malevolent Mech - Goku En Effect Monster LIGHT Zombie 6 2400 1400 Common You can Normal Summon this card without Tributing a monster. If you do, it is sent to the Graveyard during the End Phase if you control no other Zombie-Type monsters. When this card is sent to the Graveyard by this effect, you take damage equal to the ATK of this card.
    LCJW-EN208 Paladin of the Cursed Dragon Effect Monster LIGHT Zombie 4 1900 1200 Common Once per turn, during your Main Phase, you can Special Summon 1 Zombie-Type monster from your opponent's Graveyard that was destroyed by battle.
    LCJW-EN209 Skull Conductor Effect Monster DARK Zombie 4 2000 0 Common If this card is face-up on the field at the end of the Battle Phase, destroy it. You can send this card from your hand to the Graveyard to Special Summon up to 2 Zombie-Type monsters from your hand whose combined ATK is exactly 2000.
    LCJW-EN210 Great Mammoth of Goldfine Fusion Monster DARK Zombie 6 2200 1800 Common "The Snake Hair" + "Dragon Zombie"
    LCJW-EN211 Book of Life Spell Normal Ultra Rare Target 1 Zombie monster in your GY and 1 monster in your opponent's GY; Special Summon the first target, also banish the second target.
    LCJW-EN212 Call of the Mummy Spell Continuous Super Rare Once per turn: You can Special Summon 1 Zombie-Type monster from your hand. You must control no monsters to activate and to resolve this effect.
    LCJW-EN213 Zombie World Spell Field Ultra Rare All monsters on the field and in the GYs become Zombie monsters. Neither player can Tribute Summon monsters, except Zombie monsters.
    LCJW-EN214 Everliving Underworld Cannon Spell Continuous Common Once during each player's turn, when a Zombie-Type monster is Special Summoned to your side of the field inflict 800 damage to your opponent.
    LCJW-EN215 Pyramid of Wonders Spell Continuous Common All face-up Zombie-Type monsters you control gain 200 ATK for each monster your opponent controls. If exactly 1 face-up Zombie-Type monster you control (and no other cards) would be destroyed, you can send this card to the Graveyard instead.
    LCJW-EN216 Overpowering Eye Spell Normal Common Select 1 face-up Zombie-Type monster you control with 2000 or less ATK. It can attack your opponent directly this turn.
    LCJW-EN217 Call of the Haunted Trap Continuous Super Rare Activate this card by targeting 1 monster in your GY; Special Summon that target in Attack Position. When this card leaves the field, destroy that monster. When that monster is destroyed, destroy this card.
    LCJW-EN218 Tutan Mask Trap Counter Common Negate the activation and the effect of a Spell or Trap Card that targets 1 face-up Zombie-Type monster and destroy it.
    LCJW-EN219 Trap of the Imperial Tomb Trap Normal Common Activate only when a Zombie-Type monster(s) is Special Summoned from your opponent's Graveyard to your side of the field. Destroy 2 cards on the field.
    LCJW-EN220 Labyrinth Wall Normal Monster EARTH Rock 5 0 3000 Common These walls form a labyrinth with no exit for enemies.
    LCJW-EN221 Dungeon Worm Normal Monster EARTH Insect 5 1800 1500 Common Hidden under the floors of a labyrinth, it swallows any who pass above.
    LCJW-EN222 Monster Tamer Normal Monster EARTH Warrior 5 1800 1600 Common A master of monsters that exercises control over several creatures.
    LCJW-EN223 Gate Guardian Effect Monster DARK Warrior 11 3750 3400 Common Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Sanga of the Thunder", "Kazejin", and "Suijin".
    LCJW-EN224 Sanga of the Thunder Effect Monster LIGHT Thunder 7 2600 2200 Common Once while face-up on the field, during damage calculation in your opponent's turn, if this card is being attacked (Quick Effect): You can target the attacking monster; make the target's ATK 0 during damage calculation only.
    LCJW-EN225 Kazejin Effect Monster WIND Spellcaster 7 2400 2200 Common Once while face-up on the field, during damage calculation in your opponent's turn, if this card is being attacked (Quick Effect): You can target the attacking monster; make the target's ATK 0 during damage calculation only.
    LCJW-EN226 Suijin Effect Monster WATER Aqua 7 2500 2400 Common Once while face-up on the field, during damage calculation in your opponent's turn, if this card is being attacked (Quick Effect): You can target the attacking monster; make the target's ATK 0 during damage calculation only.
    LCJW-EN227 Jirai Gumo Effect Monster EARTH Insect 4 2200 100 Common When this card declares an attack: Toss a coin and call it. If you call it wrong, lose half your LP.
    LCJW-EN228 Shadow Ghoul Effect Monster DARK Zombie 5 1600 1300 Common Gains 100 ATK for each monster in your GY.
    LCJW-EN229 Wall Shadow Effect Monster DARK Warrior 7 1600 3000 Common 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.
    LCJW-EN230 Labyrinth Tank Fusion Monster DARK Machine 7 2400 2400 Common "Giga Tech Wolf" + "Cannon Soldier"
    LCJW-EN231 Magical Labyrinth Spell Equip Common 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.
    LCJW-EN232 Fairy Meteor Crush Spell Equip Common If this equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.
    LCJW-EN233 Tribute Doll Spell Normal Common Tribute 1 monster; Special Summon 1 Level 7 monster from your hand that can be Normal Summoned/Set. It cannot attack this turn.
    LCJW-EN234 Riryoku Spell Normal Common Target 2 face-up monsters on the field; halve the ATK of 1 monster, and if you do, add that lost ATK to the other monster. These effects last until the end of this turn.
    LCJW-EN235 Summoned Skull Normal Monster DARK Fiend 6 2500 1200 Rare A fiend with dark powers for confusing the enemy. Among the Fiend-Type monsters, this monster boasts considerable force.
    (This card is always treated as an "Archfiend" card.)
    LCJW-EN236 Beast of Talwar Normal Monster DARK Fiend 6 2400 2150 Rare Only the master of the sword among Fiend-Type monsters is permitted to hold the Talwar.
    LCJW-EN237 Toon Summoned Skull Toon Monster DARK Fiend 6 2500 1200 Rare This card cannot be Normal Summoned or Set. This card can only be Special Summoned while you control "Toon World". You can Special Summon this card from your hand (but Tributes are required if it is Level 5 or higher). This card cannot attack during the turn it is Summoned. This card cannot attack unless you pay 500 Life Points. When "Toon World" is destroyed, destroy this card. If your opponent doesn't control a Toon Monster, this card can attack your opponent directly. If your opponent controls a face-up Toon Monster, you must select it as an attack target.
    LCJW-EN238 Lesser Fiend Effect Monster DARK Fiend 5 2100 1000 Rare As long as this monster remains face-up on the field, monsters destroyed by this monster as a result of battle are removed from play instead of being sent to the Graveyard.
    LCJW-EN239 Shadow Tamer Flip/Effect Monster EARTH Warrior 3 800 700 Rare FLIP: Take control of 1 face-up Fiend-Type monster on your opponent's side of the field until the end of the End Phase.
    LCJW-EN240 Fiend Skull Dragon Fusion/Effect Monster WIND Dragon 5 2000 1200 Rare "Cave Dragon" + "Lesser Fiend"
    A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters. As long as this card remains face-up on the field, negate the effects of Flip-Effect Monsters. Negate the effects of a Trap Card that targets this card and destroy it.
    LCJW-EN241 A Deal with Dark Ruler Spell Quick-Play Rare (This card is always treated as an "Archfiend" card.)
    If a Level 8 or higher monster under your control was sent to the Graveyard this turn; Special Summon 1 "Berserk Dragon" from your hand or Deck.
    LCJW-EN242 Beiige, Vanguard of Dark World Effect Monster DARK Fiend 4 1600 1300 Ultra Rare If this card is discarded to the GY by card effect: Special Summon this card.
    LCJW-EN243 Broww, Huntsman of Dark World Effect Monster DARK Fiend 3 1400 800 Secret Rare If this card is discarded to the GY by card effect: Draw 1 card, or, if it was discarded from your hand to your GY by an opponent's card effect, draw 2 cards instead.
    LCJW-EN244 Brron, Mad King of Dark World Effect Monster DARK Fiend 4 1800 400 Ultra Rare When this card inflicts battle damage to your opponent: You can discard 1 card.
    LCJW-EN245 Sillva, Warlord of Dark World Effect Monster DARK Fiend 5 2300 1400 Secret Rare If this card is discarded to the GY by card effect: Special Summon this card, then, if this card was discarded from your hand to your GY by an opponent's card effect, your opponent places exactly 2 cards from their hand on the bottom of their Deck, in any order.
    LCJW-EN246 Goldd, Wu-Lord of Dark World Effect Monster DARK Fiend 5 2300 1400 Secret Rare If this card is discarded to the GY by a card effect: If it was discarded from your hand to your GY by an opponent's card effect, you can target up to 2 cards your opponent controls; Special Summon this card, then destroy those targets (if any).
    LCJW-EN247 Scarr, Scout of Dark World Effect Monster DARK Fiend 2 500 500 Common If this card is destroyed by battle and sent to the GY: Add 1 Level 4 or lower "Dark World" monster from your Deck to your hand.
    LCJW-EN248 Snoww, Unlight of Dark World Effect Monster DARK Fiend 4 1700 0 Secret Rare If this card is discarded to the GY by card effect: If it was discarded from your hand to your GY by an opponent's card effect, you can target 1 monster in your opponent's GY; add 1 "Dark World" card from your Deck to your hand, then Special Summon that target (if any) in Defense Position.
    LCJW-EN249 Dark World Lightning Spell Normal Secret Rare Target 1 face-down card on the field; destroy that target, then discard 1 card.
    LCJW-EN250 Gateway to Dark World Spell Quick-Play Secret Rare Target 1 "Dark World" monster in your GY; Special Summon that target. You cannot Summon monsters the turn you activate this card, except by this effect (but you can Normal Set).
    LCJW-EN251 Dark World Dealings Spell Normal Super Rare Each player draws 1 card, then each player discards 1 card.
    LCJW-EN252 Dark World Grimoire Spell Continuous Common During your End Phase, if you discard a Monster Card(s) to the Graveyard because you had more than 6 cards in your hand, you can Special Summon 1 of those monsters.
    LCJW-EN253 The Gates of Dark World Spell Field Ultra Rare All Fiend monsters gain 300 ATK/DEF. Once per turn: You can banish 1 Fiend monster from your GY; discard 1 Fiend monster, then draw 1 card.
    LCJW-EN254 The Forces of Darkness Trap Normal Common Target 2 "Dark World" monsters in your GY; add those targets to your hand.
    LCJW-EN255 Gravekeeper's Spy Flip/Effect Monster DARK Spellcaster 4 1200 2000 Secret Rare FLIP: Special Summon 1 "Gravekeeper's" monster with 1500 or less ATK from your Deck.
    LCJW-EN256 Gravekeeper's Curse Effect Monster DARK Spellcaster 3 800 800 Common When this monster is Summoned, inflict 500 damage to your opponent.
    LCJW-EN257 Gravekeeper's Vassal Effect Monster DARK Spellcaster 3 700 500 Common The Battle Damage this card inflicts to your opponent's Life Points is treated as Effect Damage instead.
    LCJW-EN258 Gravekeeper's Priestess Effect Monster DARK Spellcaster 3 1000 1500 Rare The field is treated as "Necrovalley". If there is a face-up Field Spell Card, this effect is not applied. All face-up "Gravekeeper's" Monsters gain 200 ATK and DEF.
    LCJW-EN259 Gravekeeper's Visionary Effect Monster DARK Spellcaster 8 2000 1800 Rare You can Normal Summon this card by Tributing 1 "Gravekeeper's" monster. This card gains 200 ATK for each "Gravekeeper's" monster in your Graveyard. If this face-up card on the field would be destroyed, you can discard 1 "Gravekeeper's" monster instead.
    LCJW-EN260 Necrovalley Spell Field Common All "Gravekeeper's" monsters gain 500 ATK/DEF. Cards in the GY cannot be banished. Negate any card effect that would move a card in the GY to a different place. Negate any card effect that changes Types or Attributes in the GY.
    LCJW-EN261 Gravekeeper's Stele Spell Normal Ultra Rare Select 2 "Gravekeeper's" monsters in your Graveyard and add them to your hand. This effect cannot be negated by the effect of "Necrovalley".
    LCJW-EN262 Dice Jar Flip/Effect Monster LIGHT Rock 3 200 300 Common FLIP: Both players roll a six-sided die once. The player with the lowest result takes damage equal to their opponent's result x 500 Life Points. However, if a winner's result is 6, the loser takes 6000 points of damage. If the results are the same, both players roll again.
    LCJW-EN263 Roulette Barrel Effect Monster LIGHT Machine 4 1000 2000 Common 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.
    LCJW-EN264 Blowback Dragon Effect Monster DARK Machine 6 2300 1200 Common Once per turn: You can target 1 card your opponent controls; toss a coin 3 times and destroy that target if at least 2 of the results are heads.
    LCJW-EN265 Snipe Hunter Effect Monster DARK Fiend 4 1500 600 Common You can discard 1 card, then target 1 card on the field; roll a six-sided die, and destroy that target unless you roll a 1 or 6.
    LCJW-EN266 Twin-Barrel Dragon Effect Monster DARK Machine 4 1700 200 Common When this card is Summoned, select 1 card your opponent controls. Toss a coin twice, and if the result is 2 heads destroy the selected card.
    LCJW-EN267 Gatling Dragon Fusion/Effect Monster DARK Machine 8 2600 1200 Common "Barrel Dragon" + "Blowback Dragon"
    Toss a coin 3 times. Destroy a number of monsters on the field equal to the number of Heads. This effect can only be used once per turn, during your Main Phase.
    LCJW-EN268 Second Coin Toss Spell Continuous Common As long as this card remains face-up on the field, you can negate the effects of a card requiring a coin toss once per turn and redo the coin toss.
    LCJW-EN269 Blind Destruction Trap Continuous Common During your Standby Phase, roll 1 six-sided die once. Destroy any monsters whose Level is equal to the number rolled. (If the number is 6", destroy all face-up Level 6 or higher monsters on the field.)"
    LCJW-EN270 Needle Wall Trap Continuous Common Once per turn, during your Standby Phase: Roll a six-sided die. Treat your opponent's Monster Card Zones as numbers 1-5, counting from your right, and destroy the monster that is in the same Monster Card Zone as the result. If the result is 6, roll again.
    LCJW-EN271 Dice Re-Roll Trap Normal Common Once this turn, negate 1 six-sided die roll and re-roll it.
    LCJW-EN272 Dice Try! Trap Counter Common Negate the activation of an opponent's Spell Card, Trap Card or Effect Monster's effect that requires a die roll, and destroy that card.
    LCJW-EN273 Sixth Sense Trap Normal Common Declare 2 numbers from 1 to 6, then your opponent rolls a six-sided die, and if the result is one of the numbers you declared, you draw that many cards. Otherwise, send a number of cards from the top of your Deck to the Graveyard equal to the result.
    LCJW-EN274 Adhesion Trap Hole Trap Normal Common When your opponent Summons a monster(s): Halve that monster(s)'s original ATK.
    LCJW-EN275 D.D. Trap Hole Trap Normal Common You can only activate this card when your opponent Sets 1 monster in Defense Position. Destroy and remove from play the Set monster and 1 monster on your side of the field.
    LCJW-EN276 Giant Trap Hole Trap Normal Common When 2 or more monsters are Special Summoned at the same time: Destroy all monsters on the field.
    LCJW-EN277 Treacherous Trap Hole Trap Normal Common If you have no Traps in your GY: Target 2 monsters on the field; destroy those targets.
    LCJW-EN278 Chaos Trap Hole Trap Counter Common When a LIGHT or DARK monster(s) would be Summoned: Pay 2000 LP; negate the Summon of the LIGHT and DARK monster(s), and if you do, banish it.
    LCJW-EN279 Cave Dragon Effect Monster WIND Dragon 4 2000 100 Common If there is a monster on your side of the field, you cannot Normal Summon this monster. In addition, if there are no Dragon-Type monsters except this card on your side of the field, this card cannot declare an attack.
    LCJW-EN280 Injection Fairy Lily Effect Monster EARTH Spellcaster 3 400 1500 Common Once per battle, during damage calculation, if this card battles (Quick Effect): You can pay 2000 LP; this card gains 3000 ATK during that damage calculation only.
    LCJW-EN281 Berserk Dragon Effect Monster DARK Zombie 8 3500 0 Common Cannot be Normal Summoned/Set. Must be Special Summoned with "A Deal with Dark Ruler" and cannot be Special Summoned by other ways. This card can attack all monsters your opponent controls once each. During each of your End Phases, this card loses 500 ATK.
    LCJW-EN282 Strike Ninja Effect Monster DARK Warrior 4 1700 1200 Common (Quick Effect): You can banish 2 DARK monsters from your GY; banish this face-up card until the End Phase. You can only use this effect of "Strike Ninja" once per turn.
    LCJW-EN283 Dark Hole Spell Normal Secret Rare Destroy all monsters on the field.
    LCJW-EN284 Heavy Storm Spell Normal Ultra Rare Destroy all Spell and Trap Cards on the field.
    LCJW-EN285 Mystical Space Typhoon Spell Quick-Play Secret Rare Target 1 Spell/Trap on the field; destroy that target.
    LCJW-EN286 Reinforcement of the Army Spell Normal Ultra Rare Add 1 Level 4 or lower Warrior monster from your Deck to your hand.
    LCJW-EN287 Super Rejuvenation Spell Quick-Play Super Rare During the End Phase of the turn this card is activated, draw 1 card from your Deck for each Dragon-Type monster discarded from your hand and/or Tributed during this turn.
    LCJW-EN288 Book of Moon Spell Quick-Play Secret Rare Target 1 face-up monster on the field; change that target to face-down Defense Position.
    LCJW-EN289 Stray Lambs Spell Normal Ultra Rare If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 2 "Lamb Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position.
    LCJW-EN290 Pot of Avarice Spell Normal Secret Rare Target 5 monsters in your GY; shuffle all 5 into the Deck, then draw 2 cards.
    LCJW-EN291 Trade-In Spell Normal Ultra Rare Discard 1 Level 8 monster; draw 2 cards.
    LCJW-EN292 Horn of Heaven Trap Counter Ultra Rare Tribute 1 monster on your side of the field. Negate the Normal Summon / Flip Summon / Special Summon of a monster and destroy it.
    LCJW-EN293 Chain Destruction Trap Normal Rare When a monster(s) with 2000 or less ATK is Summoned: Target 1 of them; destroy all cards with that name in its controller's hand and Main Deck.
    LCJW-EN294 Torrential Tribute Trap Normal Secret Rare When a monster(s) is Summoned: Destroy all monsters on the field.
    LCJW-EN295 Compulsory Evacuation Device Trap Normal Secret Rare Target 1 monster on the field; return that target to the hand.
    LCJW-EN296 Spirit Barrier Trap Continuous Common While you control a monster(s), you take no Battle Damage.
    LCJW-EN297 Black Horn of Heaven Trap Counter Ultra Rare Negate the Special Summon of 1 of your opponent's monsters and destroy it.
    LCJW-EN298 Imperial Iron Wall Trap Continuous Ultra Rare Neither player can banish cards.

    This set contains 298 cards.

    Release Date: 2013-10-11