"Ra Yellow Mega-Pack" Card List and Spoiler

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Set Decks:

RYMP Deck List

Card # Card Name Type ATR Sub Type LVL ATK DEF Rarity Card Text Buy It
RYMP-EN001 Elemental HERO Avian Normal Monster WIND Warrior 3 1000 1000 Common A winged Elemental HERO who wheels through the sky and manipulates the wind. His signature move, Featherbreak, gives villainy a blow from sky-high.
RYMP-EN002 Elemental HERO Burstinatrix Normal Monster FIRE Warrior 3 1200 800 Common A flame manipulator who was the first Elemental HERO woman. Her Burstfire burns away villainy.
RYMP-EN003 Elemental HERO Sparkman Normal Monster LIGHT Warrior 4 1600 1400 Common An Elemental HERO and a warrior of light who proficiently wields many kinds of armaments. His Static Shockwave cuts off the path of villainy.
RYMP-EN004 Elemental HERO Neos Normal Monster LIGHT Warrior 7 2500 2000 Common A new Elemental HERO has arrived from Neo-Space! When he initiates a Contact Fusion with a Neo-Spacian his unknown powers are unleashed.
RYMP-EN005 Elemental HERO Necroshade Effect Monster DARK Warrior 5 1600 1800 Common Once, while this card is in the Graveyard, you can Normal Summon 1 Level 5 or higher "Elemental HERO" monster from your hand without Tributes.
RYMP-EN006 Card Trooper Effect Monster EARTH Machine 3 400 400 Common Once per turn: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the GY; this card gains 500 ATK for each card sent to the GY this way, until the end of this turn. If this card you control is destroyed and sent to your GY: Draw 1 card.
RYMP-EN007 Neo-Spacian Grand Mole Effect Monster EARTH Rock 3 900 300 Super Rare At the start of the Damage Step, if this card battles an opponent's monster: You can return both the opponent's monster and this card to the hand.
RYMP-EN008 Elemental HERO Stratos Effect Monster WIND Warrior 4 1800 300 Common When this card is Normal or Special Summoned: You can activate 1 of these effects;
  • Destroy Spells/Traps on the field, up to the number of "HERO" monsters you control, except this card.
  • Add 1 "HERO" monster from your Deck to your hand.
  • RYMP-EN009 Necro Gardna Effect Monster DARK Warrior 3 600 1300 Secret Rare During your opponent's turn: You can banish this card from your Graveyard; negate the next attack this turn from a monster your opponent controls (this is a Quick Effect).
    RYMP-EN010 Elemental HERO Neos Alius Gemini Monster LIGHT Warrior 4 1900 1300 Secret Rare 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.
  • This card's name becomes "Elemental HERO Neos" while on the field.
  • RYMP-EN011 Card Ejector Effect Monster EARTH Spellcaster 3 400 400 Common Once per turn: You can target 1 card in your opponent's Graveyard; banish that target.
    RYMP-EN012 Elemental HERO Prisma Effect Monster LIGHT Warrior 4 1700 1100 Common Once per turn: You can reveal 1 Fusion Monster from your Extra Deck, then send 1 of the Fusion Materials whose name is mentioned on that card from your Deck to the GY; this card's name becomes the sent monster's name until the End Phase.
    RYMP-EN013 Gallis the Star Beast Effect Monster EARTH Beast 3 800 800 Common You can reveal this card in your hand; send the top card of your Deck to the Graveyard, then, if it was a monster, inflict damage to your opponent equal to its Level x 200 and Special Summon this card from your hand, otherwise destroy this card.
    RYMP-EN014 Winged Kuriboh LV9 Effect Monster LIGHT Fairy 9 ? ? Rare During either player's turn, as Chain Link 3 or higher: You can Special Summon this card from your hand. Spell Cards that have been activated are banished instead of being sent to the Graveyard. The ATK and DEF of this card are each equal to the number of Spell Cards in your opponent's Graveyard x 500. You can only control 1 face-up "Winged Kuriboh LV9".
    RYMP-EN015 Card Blocker Effect Monster EARTH Warrior 3 400 400 Common When this card is Summoned: Change it to Defense Position. When a face-up monster you control is targeted for an attack: You can change the target to this card. When this card is targeted for an attack: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 DEF for each card sent, until the End Phase.
    RYMP-EN016 Elemental HERO Flame Wingman Fusion/Effect Monster WIND Warrior 6 2100 1200 Rare Elemental HERO Avian + "Elemental HERO Burstinatrix"
    Must be Fusion Summoned. When this card destroys a monster by battle and sends it to the GY: Inflict damage to your opponent equal to the ATK of the destroyed monster in the GY.
    RYMP-EN017 Elemental HERO Electrum Fusion/Effect Monster LIGHT Warrior 10 2900 2600 Common "Elemental HERO Avian" + "Elemental HERO Burstinatrix" + "Elemental HERO Clayman" + "Elemental HERO Bubbleman"
    Must be Fusion Summoned. While face-up on the field, this card is also WIND, WATER, FIRE, and EARTH Attribute. When this card is Fusion Summoned: Shuffle all banished cards into the Deck(s). Gains 300 ATK for each monster your opponent controls with the same Attribute as this card.
    RYMP-EN018 Elemental HERO Mudballman Fusion/Effect Monster EARTH Warrior 6 1900 3000 Common Elemental HERO Bubbleman + "Elemental HERO Clayman"
    Must be Fusion Summoned and cannot be Special Summoned by other ways
    RYMP-EN019 Rainbow Neos Fusion/Effect Monster LIGHT Warrior 10 4500 2500 Common Elemental HERO Neos + "Rainbow Dragon" or "Rainbow Dark Dragon"
    Must be Fusion Summoned with the above Fusion Material Monsters and cannot be Special Summoned by other ways. Once per turn: You can activate 1 of these effects.
  • Send 1 monster you control to the Graveyard; shuffle all monsters your opponent controls into the Deck.
  • Send 1 Spell/Trap Card you control to the Graveyard; shuffle all Spell and Trap Cards your opponent controls into the Deck.
  • Send 1 card from the top of your Deck to the Graveyard; shuffle all cards in your opponent's Graveyard into the Deck.
  • RYMP-EN020 Elemental HERO Divine Neos Fusion/Effect Monster LIGHT Warrior 12 2500 2500 Common Must be Fusion Summoned using any 5 "Neos", "Neo Space", "Neo-Spacian", or "HERO" monsters, including at least 1 "Neos" or "Neo Space" monster, 1 "Neo-Spacian" monster, and 1 "HERO" monster, and cannot be Special Summoned by other ways.
    Once per turn: You can banish 1 "Neos", "Neo Space", "Neo-Spacian", or "HERO" monster from your Graveyard; this card gains 500 ATK, and until the End Phase it also gains the banished monster's effects
    RYMP-EN021 Miracle Fusion Spell Normal Ultra Rare Fusion Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your field or GY.
    RYMP-EN022 The Flute of Summoning Kuriboh Spell Quick-Play Common Add 1 "Kuriboh" or 1 "Winged Kuriboh" from your Deck to your hand, OR Special Summon 1 "Kuriboh" or 1 "Winged Kuriboh" from your Deck.
    RYMP-EN023 H - Heated Heart Spell Normal Secret Rare Target 1 face-up monster you control; until the end of this turn, it gains 500 ATK, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.
    RYMP-EN024 E - Emergency Call Spell Normal Secret Rare Add 1 "Elemental HERO" monster from your Deck to your hand.
    RYMP-EN025 R - Righteous Justice Spell Normal Secret Rare Destroy Spell/Traps on the field equal to the number of "Elemental HERO" cards you control.
    RYMP-EN026 O - Oversoul Spell Normal Secret Rare Target 1 "Elemental HERO" Normal Monster in your GY; Special Summon that target.
    RYMP-EN027 Hero Flash!! Spell Normal Secret Rare Banish "H - Heated Heart", "E - Emergency Call", "R - Righteous Justice" and "O - Oversoul" from your Graveyard; Special Summon 1 "Elemental HERO" Normal Monster from your Deck. All "Elemental HERO" Normal Monsters you currently control can attack your opponent directly this turn.
    RYMP-EN028 Instant Fusion Spell Normal Ultra Rare Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also it is destroyed during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn.
    RYMP-EN029 Super Polymerization Spell Quick-Play Secret Rare Discard 1 card: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. Neither player can activate cards or effects in response to this card's activation.
    RYMP-EN030 Hero Mask Spell Normal Common Target 1 face-up monster you control; send 1 "Elemental HERO" monster from your Deck to the Graveyard, then that target's name becomes the sent monster's name, until the End Phase.
    RYMP-EN031 Hero Signal Trap Normal Super Rare When a monster you control is destroyed by battle and sent to the GY: Special Summon 1 Level 4 or lower "Elemental HERO" monster from your hand or Deck.
    RYMP-EN032 Hero Blast Trap Normal Super Rare Target 1 "Elemental HERO" Normal Monster in your GY; add that target to your hand, then if your opponent controls any monsters with ATK less than or equal to that target's ATK, destroy 1 of them.
    RYMP-EN033 Destiny HERO - Diamond Dude Effect Monster DARK Warrior 4 1400 1600 Common Once per turn: You can reveal the top card of your Deck, and if it is a Normal Spell Card, send it to the Graveyard, otherwise place it on the bottom of your Deck. During the Main Phase of your next turn, you can activate the effect of that Spell Card in your Graveyard (even if you no longer control this face-up card).
    RYMP-EN034 Destiny HERO - Malicious Effect Monster DARK Warrior 6 800 800 Secret Rare You can banish this card from your GY; Special Summon 1 "Destiny HERO - Malicious" from your Deck.
    RYMP-EN035 Destiny HERO - Disk Commander Effect Monster DARK Warrior 1 300 300 Rare Cannot be Special Summoned from the GY the turn this card was sent to the GY. If this card is Special Summoned from the GY: You can draw 2 cards. You can only use this effect of "Destiny HERO - Disk Commander" once per Duel.
    RYMP-EN036 Destiny HERO - Plasma Effect Monster DARK Warrior 8 1900 600 Common Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by Tributing 3 monsters you control, and cannot be Special Summoned by other ways. Negate the effects of all face-up monsters your opponent controls. Once per turn: You can target 1 monster your opponent controls; equip that target to this card, and this card gains ATK equal to half the ATK of that equipped monster (you can only equip 1 monster at a time to this card with this effect).
    RYMP-EN037 Destiny Draw Spell Normal Secret Rare Discard 1 "Destiny HERO" card; draw 2 cards.
    RYMP-EN038 Destiny Signal Trap Normal Super Rare When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand or Deck.
    RYMP-EN039 Destiny Mirage Trap Normal Common When a "Destiny HERO" monster you control is destroyed and sent to the Graveyard by an opponent's card effect: Special Summon, to your side of the field, all "Destiny HERO" monsters that were destroyed and sent to either Graveyard this turn.
    RYMP-EN040 Crystal Beast Ruby Carbuncle Effect Monster LIGHT Fairy 3 300 300 Super Rare When this card is Special Summoned: You can Special Summon as many "Crystal Beast" Monster Cards as possible from your Spell & Trap Zones. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
    RYMP-EN041 Crystal Beast Amethyst Cat Effect Monster EARTH Beast 3 1200 400 Super Rare This card can attack your opponent directly, but when it uses this effect, any Battle Damage it inflicts to your opponent is halved. If this face-up card is destroyed while it is in a Monster Card, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
    RYMP-EN042 Crystal Beast Emerald Tortoise Effect Monster WATER Aqua 3 600 2000 Super Rare Once per turn: You can target 1 monster you control that attacked this turn; change that target to Defense Position. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
    RYMP-EN043 Crystal Beast Topaz Tiger Effect Monster EARTH Beast 4 1600 1000 Super Rare If this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
    RYMP-EN044 Crystal Beast Amber Mammoth Effect Monster EARTH Beast 4 1700 1600 Super Rare When another "Crystal Beast" monster you control is targeted for an attack: You can change the attack target to this card. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
    RYMP-EN045 Crystal Beast Cobalt Eagle Effect Monster WIND Winged Beast 4 1400 800 Super Rare Once per turn: You can target 1 "Crystal Beast" card you control; place that target on top of the Deck. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
    RYMP-EN046 Crystal Beast Sapphire Pegasus Effect Monster LIGHT Beast 4 1800 1200 Common When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
    RYMP-EN047 Rainbow Dragon Effect Monster LIGHT Dragon 10 4000 0 Common (This card is always treated as an "Ultimate Crystal" card.)
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field and/or GY. This card cannot activate the following effects the turn it is Special Summoned. (Quick Effect): You can send all "Crystal Beast" monsters you control to the GY; this card gains 1000 ATK for each monster sent to the GY. You can banish all "Crystal Beast" monsters from your GY; shuffle all cards on the field into the Deck.
    RYMP-EN048 Crystal Beacon Spell Normal Secret Rare Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect.
    RYMP-EN049 Rare Value Spell Normal Common If you control 2 or more "Crystal Beast" cards in your Spell & Trap Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Zone, you send it to the GY, and if you do, you draw 2 cards.
    RYMP-EN050 Crystal Blessing Spell Normal Secret Rare Target up to 2 "Crystal Beast" monsters in your GY; place those targets face-up in your Spell & Trap Zone as Continuous Spells.
    RYMP-EN051 Crystal Abundance Spell Normal Secret Rare Send 4 "Crystal Beast" cards from your Spell & Trap Zone to the GY; send as many cards on the field as possible to the GY, then Special Summon as many "Crystal Beast" monsters as possible from your GY, up to the number of cards sent from your opponent's field to the GY by this card's effect.
    RYMP-EN052 Crystal Promise Spell Normal Secret Rare Target 1 "Crystal Beast" card in your Spell & Trap Zone; Special Summon that target.
    RYMP-EN053 Ancient City - Rainbow Ruins Spell Field Common You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and resolve these effects:
  • 1+: This card cannot be destroyed by card effects.
  • 2+: Once per turn, you can halve the Battle Damage you take.
  • 3+: When a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the Graveyard; negate the activation and destroy it.
  • 4+: Once per turn, during your Main Phase: You can draw 1 card.
  • 5+: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
  • RYMP-EN054 Crystal Release Spell Equip Common Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the GY: You can place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Zone as a Continuous Spell.
    RYMP-EN055 Crystal Raigeki Trap Normal Super Rare Send 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard to target 1 card your opponent controls; destroy that target.
    RYMP-EN056 Rainbow Path Trap Normal Common When an opponent's monster declares an attack: Send 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard to target the attacking monster; negate the attack, then you can add 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck to your hand.
    RYMP-EN057 Rainbow Gravity Trap Normal Common If you have 7 "Crystal Beast" cards with different names on the field or in your Graveyard: Special Summon 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck or Graveyard, ignoring the Summoning conditions.
    RYMP-EN058 Cyber Dragon Effect Monster LIGHT Machine 5 2100 1600 Common If only your opponent controls a monster, you can Special Summon this card (from your hand).
    RYMP-EN059 Cyber Dragon Effect Monster LIGHT Machine 5 2100 1600 Common If only your opponent controls a monster, you can Special Summon this card (from your hand).
    RYMP-EN060 Cyber End Dragon Fusion/Effect Monster LIGHT Machine 10 4000 2800 Rare "Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon"
    A Fusion Summon of this card can only be done with the above Fusion Materials. If this card attacks a Defense Position monster, inflict piercing battle damage.
    RYMP-EN061 Chimeratech Overdragon Fusion/Effect Monster DARK Machine 9 ? ? Rare "Cyber Dragon" + 1+ Machine monsters
    Must be Fusion Summoned. If this card is Fusion Summoned: Send all other cards you control to the GY. The original ATK/DEF of this card each become equal to the number of Fusion Materials used for its Fusion Summon x 800. This card can attack your opponent's monsters a number of times each Battle Phase, up to the number of Fusion Materials used for its Fusion Summon.
    RYMP-EN062 Power Bond Spell Normal Common Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Machine-Type Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck, and it gains ATK equal to its original ATK. (This Special Summon is treated as a Fusion Summon.) During the End Phase of this turn, the player who activated this card takes damage equal to the original ATK of the monster (at the time it was Summoned).
    RYMP-EN063 Overload Fusion Spell Normal Common Fusion Summon 1 DARK Machine Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your field or GY.
    RYMP-EN064 Future Fusion Spell Continuous Ultra Rare During your 1st Standby Phase after this card's activation: Show 1 Fusion Monster in your Extra Deck and send the Fusion Materials listed on it from your Main Deck to the GY. During your 2nd Standby Phase after this card's activation: Fusion Summon 1 Fusion Monster from your Extra Deck with the same name as the monster you showed, and target it with this card. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
    RYMP-EN065 Magical Mallet Spell Normal Common Shuffle any number of cards from your hand into the Deck, then draw that same number of cards.
    RYMP-EN066 Dark End Dragon Synchro/Effect Monster DARK Dragon 8 2600 2100 Super Rare 1 Tuner + 1+ non-Tuner DARK monsters
    Once per turn: You can target 1 monster your opponent controls; this card loses exactly 500 ATK/DEF, and if it does, send that target to the GY.
    RYMP-EN067 Light End Dragon Synchro/Effect Monster LIGHT Dragon 8 2600 2100 Super Rare 1 Tuner + 1 or more non-Tuner LIGHT monsters
    At attack declaration, if this card battles another monster: You can have this card lose 500 ATK and DEF (permanently), and the monster this card is battling loses 1500 ATK and DEF until the End Phase.
    RYMP-EN068 Vennominaga the Deity of Poisonous Snakes Effect Monster DARK Reptile 10 0 0 Rare Cannot be Normal Summoned or Set. Must first be Special Summoned with "Rise of the Snake Deity" and cannot be Special Summoned by other ways except by its own effect. This card gains 500 ATK for each Reptile-Type monster in your Graveyard. This card cannot be targeted by, and is unaffected by, Spell/Trap effects and other Effect Monsters' effects. When this card is destroyed by battle and sent to the Graveyard: You can banish 1 other Reptile-Type monster from your Graveyard; Special Summon this card. When this card inflicts Battle Damage to your opponent: Place 1 Hyper-Venom Counter on it. When 3 Hyper-Venom Counters are on this card, you win the Duel.
    RYMP-EN069 Vennominon the King of Poisonous Snakes Effect Monster DARK Reptile 8 0 0 Common Cannot be Special Summoned by another Effect Monster's effect. This card is unaffected by "Venom Swamp". This card gains 500 ATK for each Reptile-Type monster in your Graveyard. When this card is destroyed by battle and sent to the Graveyard: You can banish 1 other Reptile-Type monster from your Graveyard; Special Summon this card.
    RYMP-EN070 Yubel Effect Monster DARK Fiend 10 0 0 Rare Cannot be destroyed by battle. You take no battle damage from battles involving this card. Before damage calculation, if this face-up Attack Position card is targeted for an attack: Inflict damage to your opponent equal to that attacking monster's ATK. Once per turn, during your End Phase: Tribute 1 other monster or destroy this card. When this card is destroyed, except by its own effect: Its owner can Special Summon 1 "Yubel - Terror Incarnate" from their hand, Deck or GY.
    RYMP-EN071 Yubel - Terror Incarnate Effect Monster DARK Fiend 11 0 0 Rare Cannot be Normal Summoned or Set. Must be Special Summoned by "Yubel". Cannot be destroyed by battle. You take no battle damage from battles involving this card. Before damage calculation, if this face-up Attack Position card is targeted for an attack: Inflict damage to your opponent equal to that attacking monster's ATK. Once per turn, during your End Phase: Destroy all other monsters on the field. When this face-up card leaves the field: You can Special Summon 1 "Yubel - The Ultimate Nightmare" from your hand, Deck or GY.
    RYMP-EN072 Yubel - The Ultimate Nightmare Effect Monster DARK Fiend 12 0 0 Rare Cannot be Normal Summoned or Set. Must be Special Summoned by "Yubel - Terror Incarnate". Cannot be destroyed by battle. You take no battle damage from battles involving this card. At the end of the Damage Step, if this face-up Attack Position card battled an opponent's monster: Inflict damage equal to that monster's ATK to your opponent, also destroy that monster.
    RYMP-EN073 Mezuki Effect Monster DARK Fiend 4 1700 800 Common You can banish this card from your GY, then target 1 Zombie monster in your GY; Special Summon that target.
    RYMP-EN074 Thunder King Rai-Oh Effect Monster LIGHT Thunder 4 1900 800 Common Neither player can add cards from their Deck to their hand except by drawing them. When your opponent would Special Summon exactly 1 monster (Quick Effect): You can send this face-up card to the GY; negate the Special Summon, and if you do, destroy it.
    RYMP-EN075 Kasha Effect Monster EARTH Zombie 8 ? 1000 Common Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by controlling 2 or more Zombie-Type monsters, and cannot be Special Summoned by other ways. When this card is Special Summoned: Shuffle all other monsters on the field into the Deck, and if you do, this card's ATK becomes 1000 x the number of face-up Zombie-Type monsters shuffled into the Deck this way.
    RYMP-EN076 Shutendoji Effect Monster EARTH Zombie 4 1500 800 Common Once per turn, you can activate 1 of these effects.
  • Banish 2 Zombie-Type monsters from your Graveyard; draw 1 card.
  • Target 1 of your banished Zombie-Type monsters; return that target to the top of your Deck.
  • RYMP-EN077 Darklord Desire Effect Monster DARK Fairy 10 3000 2800 Common Cannot be Special Summoned. You can Tribute Summon this card by Tributing 1 Fairy-Type monster. Once per turn: You can target 1 monster your opponent controls; this card loses exactly 1000 ATK, and if it does, send that target to the Graveyard.
    RYMP-EN078 Fusion Recovery Spell Normal Common Target 1 "Polymerization", and 1 Fusion Material Monster that was used for a Fusion Summon, in your Graveyard; add them to your hand.
    RYMP-EN079 System Down Spell Normal Common Pay 1000 Life Points; banish all face-up Machine-Type monsters your opponent controls and in their Graveyard.
    RYMP-EN080 Grand Convergence Spell Quick-Play Common If you control "Macro Cosmos": Inflict 300 damage to your opponent, and if you do, destroy all monsters on the field.
    RYMP-EN081 Dimensional Fissure Spell Continuous Secret Rare Any monster sent to the GY is banished instead.
    RYMP-EN082 Macro Cosmos Trap Continuous Ultra Rare When this card is activated: You can Special Summon 1 "Helios - The Primordial Sun" from your hand or Deck. While this card is face-up on the field, any card sent to the GY is banished instead.
    RYMP-EN083 Rise of the Snake Deity Trap Normal Common When a face-up "Vennominon the King of Poisonous Snakes" you control is destroyed, except by battle: Special Summon 1 "Vennominaga the Deity of Poisonous Snakes" from your hand or Deck.
    RYMP-EN084 Dimensional Prison Trap Normal Ultra Rare When an opponent's monster declares an attack: Target that monster; banish that target.
    RYMP-EN085 Offering to the Snake Deity Trap Normal Common Target 1 face-up Reptile-Type monster you control and 2 cards your opponent controls; destroy all three targets.
    RYMP-EN086 D.D. Survivor Effect Monster DARK Warrior 4 1800 200 Common During the End Phase, if this card was banished while face-up on your field, this turn: Special Summon this banished card. This effect can only activate once per turn.
    RYMP-EN087 Grandmaster of the Six Samurai Effect Monster EARTH Warrior 5 2100 800 Common You can only control 1 "Grandmaster of the Six Samurai". If you control a "Six Samurai" monster, you can Special Summon this card (from your hand). If this card in your possession is destroyed by an opponent's card effect: Target 1 "Six Samurai" monster in your GY; add that target to your hand.
    RYMP-EN088 The Six Samurai - Yaichi Effect Monster WATER Warrior 3 1300 800 Ultra Rare Once per turn: You can target 1 Set Spell/Trap Card; destroy that target. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. This card cannot declare an attack during the turn this effect is activated. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
    RYMP-EN089 The Six Samurai - Kamon Effect Monster FIRE Warrior 3 1500 1000 Ultra Rare Once per turn: You can target 1 face-up Spell/Trap Card; destroy that target. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. This card cannot declare an attack during the turn this effect is activated. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
    RYMP-EN090 The Six Samurai - Yariza Effect Monster EARTH Warrior 3 1000 500 Ultra Rare While you control a face-up "Six Samurai" monster with a different name, this card can attack your opponent directly. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
    RYMP-EN091 The Six Samurai - Nisashi Effect Monster WIND Warrior 4 1400 700 Ultra Rare While you control a face-up "Six Samurai" monster with a different name, this card can attack twice during each Battle Phase. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
    RYMP-EN092 The Six Samurai - Zanji Effect Monster LIGHT Warrior 4 1800 1300 Ultra Rare At the end of the Damage Step, if this card attacked: Destroy the monster this card attacked. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
    RYMP-EN093 The Six Samurai - Irou Effect Monster DARK Warrior 4 1700 1200 Ultra Rare At the start of the Damage Step, if this card attacked a face-down Defense Position monster: Destroy that monster. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
    RYMP-EN094 Great Shogun Shien Effect Monster FIRE Warrior 7 2500 2400 Common If you control 2 or more face-up "Six Samurai" monsters, you can Special Summon this card (from your hand). Your opponent can only activate 1 Spell/Trap Card each turn. If this card would be destroyed, you can destroy a face-up "Six Samurai" monster you control instead.
    RYMP-EN095 D.D. Crow Effect Monster DARK Winged Beast 1 100 100 Super Rare (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.
    RYMP-EN096 Gladiator Beast Laquari Effect Monster FIRE Beast-Warrior 4 1800 400 Secret Rare If this card was Special Summoned by the effect of a "Gladiator Beast" monster, its original ATK becomes 2100. At the end of the Battle Phase, if this card attacked or was attacked: You can shuffle it into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Laquari".
    RYMP-EN097 Enishi, Shien's Chancellor Effect Monster LIGHT Warrior 6 2200 1200 Common Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by banishing 2 "Six Samurai" monsters from your Graveyard, and cannot be Special Summoned by other ways. Once per turn: You can target 1 face-up monster; destroy that target. This card cannot declare an attack the turn you activate this effect.
    RYMP-EN098 Test Tiger Effect Monster EARTH Beast 3 600 300 Common If you control a face-up "Gladiator Beast" monster, you can Special Summon this card (from your hand). You can Tribute this card to target 1 face-up "Gladiator Beast" monster you control; shuffle that target into the Deck, then Special Summon 1 "Gladiator Beast" from your Deck, and treat it as if it was Special Summoned by the effect of a "Gladiator Beast" monster.
    RYMP-EN099 Rainbow Dark Dragon Effect Monster DARK Dragon 10 4000 0 Common (This card is always treated as an "Ultimate Crystal" card.)
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 7 DARK monsters with different names from your GY. You can banish all other DARK monsters from your field and GY; this card gains 500 ATK for each card banished this way.
    RYMP-EN100 Jain, Lightsworn Paladin Effect Monster LIGHT Warrior 4 1800 1200 Ultra Rare If this card attacks an opponent's monster, it gains 300 ATK during the Damage Step only. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.
    RYMP-EN101 Garoth, Lightsworn Warrior Effect Monster LIGHT Warrior 4 1850 1300 Rare If a card(s) is sent from your Deck to the GY by the effect of a "Lightsworn" monster you control, except "Garoth, Lightsworn Warrior": Send the top 2 cards of your Deck to the GY, then draw 1 card for each "Lightsworn" monster sent to the GY by this effect.
    RYMP-EN102 Lumina, Lightsworn Summoner Effect Monster LIGHT Spellcaster 3 1000 1000 Ultra Rare Once per turn: You can discard 1 card, then target 1 Level 4 or lower "Lightsworn" monster in your GY; Special Summon it. Once per turn, during your End Phase: Send the top 3 cards of your Deck to the GY.
    RYMP-EN103 Wulf, Lightsworn Beast Effect Monster LIGHT Beast-Warrior 4 2100 300 Ultra Rare Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is sent from your Deck to the GY: Special Summon it.
    RYMP-EN104 Judgment Dragon Effect Monster LIGHT Dragon 8 3000 2600 Common Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 4 or more "Lightsworn" monsters with different names in your GY. You can pay 1000 LP; destroy all other cards on the field. Once per turn, during your End Phase: Send the top 4 cards of your Deck to the GY.
    RYMP-EN105 Aurkus, Lightsworn Druid Effect Monster LIGHT Beast-Warrior 3 1200 1800 Common Lightsworn monsters (everywhere) cannot be targeted by Spells, Traps, or card effects. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.
    RYMP-EN106 Gladiator Beast Lanista Effect Monster WIND Winged Beast 4 1800 1200 Common When this card is Special Summoned by the effect of a "Gladiator Beast" monster: Target 1 "Gladiator Beast" monster from your Graveyard; banish that target, and this card's name becomes the target's name until the End Phase. At the end of the Battle Phase, if this card attacked or was attacked: You can shuffle this card into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Lanista".
    RYMP-EN107 Gladiator Beast's Respite Spell Normal Common Shuffle 2 "Gladiator Beast" cards from your hand into the Deck, then draw 3 cards.
    RYMP-EN108 Gladiator's Return Spell Normal Common Target 3 "Gladiator Beast" cards in your Graveyard; shuffle all 3 targets into the Deck, then draw 1 card.
    RYMP-EN109 Cunning of the Six Samurai Spell Quick-Play Common Send 1 face-up "Six Samurai" monster you control to the Graveyard, then target 1 "Six Samurai" monster in either player's Graveyard; Special Summon that target.
    RYMP-EN110 Gladiator Proving Ground Spell Normal Ultra Rare Add 1 Level 4 or lower "Gladiator Beast" monster from your Deck to your hand.
    RYMP-EN111 Gateway of the Six Spell Continuous Common Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your field to activate these effects.
  • 2 Counters: Target 1 "Six Samurai" or "Shien" Effect Monster; that target gains 500 ATK until the end of this turn.
  • 4 Counters: Add 1 "Six Samurai" monster from your Deck or GY to your hand.
  • 6 Counters: Target 1 "Shien" Effect Monster in your GY; Special Summon that target.
  • RYMP-EN112 Double-Edged Sword Technique Trap Normal Ultra Rare Target 2 "Six Samurai" monsters in your Graveyard; Special Summon those targets in face-up Attack Position. During the End Phase of this turn, destroy them, and if you do, take damage equal to those destroyed monsters' ATK.
    RYMP-EN113 Gladiator Beast War Chariot Trap Counter Rare When an Effect Monster's effect is activated, if you control a face-up "Gladiator Beast" monster: Negate the activation and destroy it.

    RYMP-ENS Deck List

    Card # Card Name Type ATR Sub Type LVL ATK DEF Rarity Card Text Buy It
    RYMP-ENSE1 Legendary Six Samurai - Shi En Synchro/Effect Monster DARK Warrior 5 2500 1400 Super Rare 1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters
    Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.

    This set contains 114 cards.

    Release Date: 2012-02-21