Brain Hazard

Brain Hazard[ Trap Card ]

Select 1 of your removed from play Psychic-Type monsters, and Special Summon it. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.


Gimmick Box

Gimmick Box[ Trap Card ]

During damage calculation, if either player would take battle damage: Reduce that damage to 0, then Special Summon this card as a Monster Card (Machine-Type/DARK/Level8/ATK ?/DEF 0). (This card is also still treated as a Trap Card.) This card’s ATK is equal to the amount of damage reduced to 0 by this effect.

The Monarchs Erupt

The Monarchs Erupt[ Trap Card ]

Activate this card only if you have no cards in your Extra Deck and control a Tribute Summoned monster. Negate the effects of all face-up monsters on the field, while those monsters are face-up on the field, except Tribute Summoned monsters’. During your End Phase, if you control no Tribute Summoned monsters, send this card to the Graveyard.

Dice Crisis

[ Trap Card ]

When an opponent’s monster declares an attack: Activate this card by targeting the attacking monster; roll a six-sided die, and if the result is 6, equip this card to that target. Take control of it, also its ATK becomes 0. When this card leaves the field, return control of that target to its owner. When that monster leaves the field, destroythis card.

Kaiju Capture Mission

kaiju-capture-mission[ Trap Card ]

Once per turn, if there are less than 3 Kaiju Counters on this card: You can target 1 “Kaiju” monster on the field; change it to face-down Defense Position, then place 1 Kaiju Counter on this card (max. 3). If this card in your possession is destroyed by an opponent’s card and sent to your Graveyard: You can draw 2 cards. You can only use this effect of “Kaiju Capture Mission” once per turn.

Esprit Healing

esprit-healing[ Trap Card ]

If a face-up Spirit monster(s) you control is returned to your hand while you control thisface-up card (except during the Damage Step): You can target 1 card your opponent controls; destroy it. When an opponent’s monster declares an attack: You can banish 1 Spirit monster from your Graveyard; negate the attack, then end the Battle Phase. You can only use each effect of “Esprit Healing” once per turn.

Destiny Board

destiny-board[ Trap Card ]

At the end of each of your opponent’s turns, place 1 “Spirit Message” card from yourhand or your Deck face-up on the field. If you control the “Spirit Message” cards “I”, “N”, “A”, and “L” in the proper order, you win the Duel. If any “Spirit Message” card or “Destiny Board” you control is removed from the field, all “Spirit Message” cards and “Destiny Board” you control are sent to the Graveyard.