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#ghost ogre and snow rabbit
mesugakl · 2 years
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negating effects is personal to me
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card-of-the-day · 2 years
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Today's Card Is: Ghost Ogre & Snow Rabbit
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strabius-berry · 2 years
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Continuing from my previous post, here are comparisons of the dateables with the yōkai they dressed as for the parade event.
Barbatos and the 手負い蛇 (teoi-hebi / wounded snake)
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Diavolo and the 鬼 (oni / ogre)
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Solomon and the 雪女 (yuki onna / snow woman)
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The yuki onna is actually described as having hair as white as the falling snow, but lots of visual depictions of her have dark hair that contrasts with the white snow, so I think Solomon actually has this illustration beat in terms of hair color accuracy. 😂
Simeon and the 幽霊 (yūrei / ghost)
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Yūrei aren't actually yōkai, since they are ghostly apparitions that use to be living people. Here's a great video on the differences between yūrei and yōkai!
Luke and the 月のウサギ (tsuki no usagi / moon rabbit)
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I saved Luke for last because i found his to be the most interesting and i have a lot to say about it. Interestingly, like Simeon, his is not actually a yōkai either, but is a being commonly shared in East Asian folklore as a rabbit using a mortar and pestle on the moon (as evidenced by the craters on the moon's surface forming the shape of a rabbit); and the purpose for it differs among cultures, sometimes it's making medicine, and sometimes it's making an elixir of life or immortality. In Japanese and Korean folklore, it's pounding steamed rice into mochi/tteok (rice cakes). This legend is found in many other cultures like in Vietnam, Sri Lanka, Cambodia, Thailand, Myanmar, and India. I just found that really heckin cool and wanted to share what I learned. :3
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gatheringgames · 3 months
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Burning Passion: Exploring the Strategy Behind Yugioh Fire Kings Decks
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Introduction:
In the vast realm of Yugioh, the Fire Kings archetype stands out as a fiery force to be reckoned with. Known for their explosive plays and strategic synergy, Fire Kings offer duelists a unique and powerful deck-building experience. This comprehensive guide will delve into the intricacies of Yugioh Fire Kings decks, exploring their strategy, key cards, and how to harness the burning passion that fuels their gameplay. Join us as we unravel the flames of this archetype, understanding the art of strategic dueling with Yugioh Fire Kings.
Understanding Fire Kings Archetype:
A. Core Theme: Fire Kings, as the name suggests, are centered around the fire attribute. This archetype is characterized by monsters that thrive on destruction and resurrection effects, creating a dynamic and aggressive playstyle. The primary strategy involves triggering destruction effects to gain advantages while maintaining board control.
B. Key Cards:
Fire King High Avatar Garunix: The heart of the archetype, Garunix is a powerful boss monster that resurrects itself during the next Standby Phase after being destroyed. This constant threat puts immense pressure on opponents and serves as the linchpin of Fire Kings strategies.
Fire King Island: This field spell not only provides a continuous source of destruction for the deck but also facilitates the graveyard setup crucial for Fire Kings' revival effects.
Fire King Avatar Yaksha: Yaksha contributes to the destruction theme, allowing you to destroy a Fire monster in your hand to trigger various effects, such as drawing cards or clearing the opponent's field.
Circle of the Fire Kings: This spell card enables targeted monster removal while simultaneously triggering the destruction effects of Fire King monsters.
Deck Building and Synergy:
A. Consistency through Destruction: To harness the true power of Fire Kings, a well-structured deck should focus on consistent destruction effects. Incorporating cards like "Onslaught of the Fire Kings" and "Generation Shift" allows you to trigger effects strategically, ensuring you have the necessary resources in the graveyard for revival effects.
B. Search and Draw Engines: Including search and draw engines enhances the deck's consistency. Cards like "Tenki" can search for Fire King monsters, while draw cards like "Allure of Darkness" and "Pot of Desires" help maintain hand advantage.
C. Supporting Fire Attributes: To strengthen the archetype, consider adding other Fire attribute monsters with destruction effects, like "Inferno" or "Brotherhood of the Fire Fist - Bear." These cards complement the core Fire Kings strategy and contribute to overall deck synergy.
Combos and Plays:
A. Garunix Loop: The cornerstone of Fire Kings' strategy revolves around the Garunix loop. By continually destroying and reviving Garunix, you create a recurring threat that punishes opponents turn after turn. Combining this with cards like "Circle of the Fire Kings" or "Rekindling" amplifies the deck's explosiveness.
B. Fire King Island Shenanigans: Fire King Island serves as a hub for various plays. You can use it to destroy your own monsters for strategic advantages while also providing a platform for summoning Fire King High Avatar Garunix or searching for Fire King monsters.
C. Yaksha Combos: Fire King Avatar Yaksha's effect can be utilized for both offensive and defensive plays. By destroying specific Fire monsters in your hand, you trigger effects that either disrupt your opponent's strategy or provide you with card advantage.
Side Deck Considerations:
A. Anti-Meta Choices: Tailor your side deck to counter prevalent strategies in the current meta. Cards like "Droll & Lock Bird" and "Ghost Ogre & Snow Rabbit" can disrupt opponent combos, giving you an edge in crucial matchups.
B. Backrow Removal: Since Fire Kings focus on board control, consider including cards like "Twin Twisters" or "Cosmic Cyclone" in your side deck to handle pesky backrow threats.
C. Extra Deck Options: While Fire Kings predominantly rely on their main deck monsters, having a well-rounded extra deck can provide additional options. Include generic Rank 4 and Level 8 Synchro monsters to adapt to various game states.
Conclusion:
In conclusion, mastering the strategic intricacies of Yugioh Fire Kings decks requires a deep understanding of their core theme, key cards, and synergy. By embracing the burning passion of this archetype, duelists can construct decks that deliver explosive plays, constant pressure, and relentless board control. Whether you're a seasoned duelist or a newcomer drawn to the fiery allure of Fire Kings, this guide provides the tools and insights needed to harness their power and set the battlefield ablaze.
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kamenstrikerace · 7 months
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REPRINTS:
Ghost Ogre & Snow Rabbit
Fairy Tail – Snow
Dinowrestler Pankratops
Dimension Shifter
Nibiru the Primal Being
Blue-Eyes Jet Dragon
Assault Synchron
Illusion of Chaos
Raidraptor – Revolution Falcon – Air Raid
Accesscode Talker
Splash Mage
Called by the Grave
Source: Yugioh jp
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cardarchive · 2 years
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GHOST OGRE & SNOW RABBIT
When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.
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yugiohcardsdaily · 5 years
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Ghost Ogre & Snow Rabbit
“When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of ‘Ghost Ogre & Snow Rabbit’ once per turn.”
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anim3core · 6 years
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iylisss · 7 years
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29. Traditions
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fyeahygocardart · 4 years
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Ghost Ogre & Snow Rabbit
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btns · 6 years
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A couple spooky, ghost-y Yugioh girls.
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kob131 · 2 years
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Okay, so if I remember that asshole Phantom Knight player at my locals’ combo right-
-Activate Rite of Aramasir -Special Summon Brave Token, then place Fateful Adventure. -Activate Fateful Adventure, Add Gryphon Rider -Special Summon Gryphon Rider, Activate Fateful Adventure eff to equip Dracoback -Summon 2 Level 3 monsters, use them to Summon Cheribini -Cheribini eff to send Graff. Graff eff to Summon Cir. Send Cheribini and Cir to summon Rusty Bardiche -Cir eff to summon back a monster. Then it gets hazy but I remember him always ending on Scythe through Dagda, Bardiche, a card in GY to summon a DARK Xyz to activate Bardiche to pop Scythe, 1-2 Fog Blades, a Gryphon Rider and a Dracobacck.
If I want to use my Prohibitions right, I would likely either declare Rite or Cheribini. Rite to shut down the Adventure engine or Cheribini to force out Break Sword which locks out Dagda.
If I don’t open Prohibition or I’m going second in Game 1 or 3, I need to consider my options for handtraps/removal.
Main Deck, I run 3 Raigeki, 3 Ghost Ogre and Snow Rabbit, 3 Effect Veiler, 3 Infinite Impermance and 1 Feather Duster.
If I open Raigeki and Ghost Ogre, I’d tried to use Ghost Ogre on Fateful Adventure so I can break the monsters with Raigeki.
If I open Raigeki and Effect Veiler/Imperm- I use the negate on Dagda to stop Scythe or Break Sword to stop extension.
If I open Ghost Ogre and Effect Veiler/Imperm- Destroy Adventure and negate Dagda.
If I open Double Veiler/Impernanace- Negate Bardiche and try to negate Gryphon Rider on my turn. If not, negate any extension.
If I open Feather Duster- Use Feather Duster first then Raigeki.
If I open anything else than a Ghost Ogre- I lose.
Side Deck in 3 Dimensional Barrier/There Can Only Be One and 3 Prohibition, Take out Effect Veiler and 3 Keeper Of Dragon Magic.
I think I got that right.
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stardustsynchro · 2 years
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[TCG] Full Contents for Structure Deck: Albaz Strike
You want some of Team Hero and some good stuff reprints? This is the Deck for you.
SDAZ-EN001 Tri-Brigade Mercourier SDAZ-EN002 Springans Kitt SDAZ-EN003 The Golden Swordsoul SDAZ-EN004 Fallen of Albaz SDAZ-EN005 Albion the Shrouded Dragon SDAZ-EN006 Dogmatika Fleurdelis, the Knighted SDAZ-EN007 Red-Eyes Darkness Metal Dragon SDAZ-EN008 Thunder King, the Lightningstrike Dragon SDAZ-EN009 Chaos Dragon Levianeer SDAZ-EN010 Radian, the Multidimensional Kaiju SDAZ-EN011 Artifact Scythe SDAZ-EN012 White Dragon Wyverburster SDAZ-EN013 Black Dragon Collapserpent SDAZ-EN014 Starliege Seyfert SDAZ-EN015 Keeper of Dragon Magic SDAZ-EN016 Summoner Monk SDAZ-EN017 Ghost Ogre & Snow Rabbit SDAZ-EN018 Effect Veiler SDAZ-EN019 Omni-Dragon Brotaur SDAZ-EN020 Branded Lost SDAZ-EN021 Branded Fusion SDAZ-EN022 Branded in White SDAZ-EN023 Branded Bond SDAZ-EN024 Fusion Gate SDAZ-EN025 Fusion Recycling Plant SDAZ-EN026 Fusion Substitute SDAZ-EN027 Gold Sarcophagus SDAZ-EN028 Pot of Extravagance SDAZ-EN029 Called by the Grave SDAZ-EN030 Dark Ruler No More SDAZ-EN031 Branded Sword SDAZ-EN032 Branded Retribution SDAZ-EN033 Screams of the Branded SDAZ-EN034 Judgment of the Branded SDAZ-EN035 Back to the Front SDAZ-EN036 Warning Point SDAZ-EN037 There Can Be Only One SDAZ-EN038 Dimensional Barrier SDAZ-EN039 Waking the Dragon SDAZ-EN040 Mirrorjade the Iceblade Dragon SDAZ-EN041 Lubellion the Searing Dragon SDAZ-EN042 Titaniklad the Ash Dragon SDAZ-EN044 Brigand the Glory Dragon SDAZ-EN045 Sprind the Irondash Dragon SDAZ-EN046 Albion the Branded Dragon SDAZ-EN047 Albaz the Shrouded SDAZ-EN048 Ecclesia the Exile SDAZ-EN049 Tri-Brigade SDAZ-EN050 The Virtuous Vestals SDAZ-EN051 Aluber the Dogmatic
There is one change. Ice Dragon’s Prison has been switched out with Warning Point.
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Note
#canonask Steven, what kind of deck do you use when you play yu-gi-oh?
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Steven: "A slightly modified version of the Zombie Horde deck."
Mod: The edit is the addition of a second zombie world, a terraforming a tutan mask, and swords of revealing light.
(edit 2, added Black rose dragon, Gaia saber, the lightning shadow, decode talker and decode talker extended, vampire sucker, saryuja skull dread to the extra deck... monster reborn, a 2nd anti spell fragrance, a solemn strike, Ash blossom and joyous spring, ghost Belle and haunted Mansion, ghost reaper and winter Cherries, and ghost sister and spooky dogwood to the main deck... and finally ghost ogre and snow rabbit, red blossoms from underroot, and obelisk the tormenter to the side deck)
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notspoondere · 5 years
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How to Scoop Less: Sky Strikers
I promised I'd make this in a banlist analysis post I never put into a public tag and which nobody remembers, but I'm nothing of not a man of my word.
[This has honestly been sitting in my drafts for months. Nats season has already come and gone. I don’t know how much longer this will be useful for, but better late than never.]
If you've played the game at all since the release of Dark Saviors, you might recognize this little old deck on account of it dominating the competitive scene for... a few formats here or there, sort of. It's hard to call this deck broken given that tournament results don't 100% agree with me (Gouki was arguably better until Firewall was banned, Sky Striker Trickstar only dominated for a few tournaments, and Hornet Drones dominates in every deck), but if you've played the matchup without teching against it, you probably know how impossible it feels. So let's fix that.
I've heard Sky Striker most often labelled a "tempo control" deck, which I believe means that it's a deck that has 1 card combos and multiple +1s but can't OTK you with them. Alternatively, you can view it as a deck that uses its inherent card advantage to back up a simple engine by accruing backrow. So you should be able to deal with it like any backrow deck, right? Not quite; the backrow is mostly quick-play spells, so Red Reboot is out of the window, and you can't easily OTK them because Kagari gets big and Shizuku debuffs everything and both can float into Raye who can tag into the other. Well, okay, those are Extra Deck monsters so I can just use Cherries, right? Well, you can, but you'd want to hit Kagari with that and Raye can tag out into Kagari in response, so their first turn is essentially impossible to stop with Cherries if they open Raye. And they play a hell of a lot of cards that get to Raye.
In short, a lot of the usual suspects are invalid here. That doesn't mean you don't have options. If you can view Sky Striker as a deck with two main components (monsters and backrow), one of the best ways to deal with it is to find a way that best disrupts both.
Before we begin properly, several Sky Striker cards are mentioned by name in this post. The Yugipedia page contains a list of all of them, so I won’t link them individually.
Going first, Shared Ride is such a common answer that it's become an occasional main deck choice. It is favored over Droll & Lock Bird because you will get to draw off of Engage, Kagari, and Shizuku, putting you in a good position to win the game after keeping up with their card advantage. It also can't be negated by Called By The Grave, but it can be negated with Ash Blossom.
Anti-Spell Fragrance, Secret Village of the Spellcasters and Imperial Order are similarly strong choices for hopefully obvious reasons. If they resolve, you will probably win the game, provided you kill them before they draw an answer.
If you're running a lot of floodgates, Gozen Match is the best versus Striker. Flip it before Raye hits field and they won't be able to summon anything else.
As for going second...
Starting with hand traps. Ash Blossom & Joyous Spring is obviously the best card ever and it's great here as well. If Multirole has resolved, you can't ash Engage, but if they use Multirole to send Area Zero to summon Raye, you can definitely Ash that. Droll & Lock Bird was mentioned above and it is decent as well. Ghost Ogre & Snow Rabbit is worth playing solely to interrupt Multirole. Effect Veiler is kind of meh, but playable--Infinite Impermanence is even better since it can stop their backrow once set. Ghost Belle & Haunted Mansion is actually better than both unless you really can’t afford to take hits from Hayate, since it can negate Kagari, Shark Cannon, and Called by the Grave. Speaking of which, Called is really good against Raye, so bring that in if you’ve got it in side instead of main for some reason.
Now that you aren't obliged by Gouki to run Sphere Mode or Cyber Dragon etc, you can safely start running Kaiju monsters. Any will work, but they get special mention because giving them a Kaiju will not trigger Raye and will actually prevent them from activating Sky Striker spells while they control it. Just tribute over Shizuku, deal with the backrow, then kill the Kaiju. (One of my all-time greatest moments in tournament was going to time vs a Sky Striker player who was slightly up on life with Kaina... With 5 seconds on clock, enter Main Phase, give you a Gameciel, give myself a Dogoran, declare Battle Phase, time called. Who needs engine cards when you see this much side?)
Speaking of making Raye not float, if you can make a Rank 4 undisrupted, Number 101: Silent Honor ARK can gobble up Shizuku and leave Raye alone in grave. This works because a monster isn't considered to have left the field once it becomes an Xyz material. That tech saw some minor play in Pendulum but has fallen out of favor as the deck has abandoned utility options for MORE COMBO. Other techs that function off of the same mechanic include Mind Control and Instant Fusion (summoning Thousand-Eyes Restrict, equipping the opponent’s Link Monster and linking it away).
Evenly Matched is also a decent choice, and if they don’t keep the monster, Raye will not float. The situation involving this card has become much more complex, though; seasoned players will play around it in games 2 and 3 if they haven’t seen their own sided-in copies of Solemn Judgment. The question then becomes whether it’s worth it to side Evenly Matched with the expectation that it’s there to bait Solemn Judgment... verdict’s still out, but I think it might be. Also worth mentioning: Sky Striker is not a deck that can kill you in a turn for leaving an empty board, so if you sae sided copies of Evenly Matched, but your opponent makes you go first, it might be worth passing turn without playing a card. Just play it off as though you bricked really hard. (smile)
Denko Sekka won't deal with the monsters, but it will totally shut off all of their other backrow (Shared Ride, Twin Twisters, etc). If you can spare the normal summon, she's worth it. Note that Denko is searchable off of Thunder Dragon Fusion.
Of course there’s a solid chance you’re not even losing to Sky Striker cards, but rather, Mystic Mine. This complete mess of a card absolutely demands answers by itself, so if you aren’t playing Twin Twisters or Cosmic Cyclone somewhere in your main or side, make sure to do that. Sky Striker typically ends up with one monster on board after breaking the Mine-induced stalemate, so intentionally linking your own board down to a single Knightmare Phoenix might be the play that saves your hide if it ever comes down to it.
All done. Hopefully the dust on this one doesn’t show through. I have some ideas cooking, but in order to avoid this situation happening again, I’ll keep them a secret for now. See you soon.
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darkshadowduelist · 5 years
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TCG: Duel Power - ( ie 20th Anniversary Box + a lot of OCG exclusives )
We are excited to share some information about an upcoming product release from Yu-Gi-Oh! TRADING CARD GAME:
Launching Friday, April 5, Duel Power celebrates Spring 2019 by rolling together a new 100-card Ultra Rare booster set alongside new Ultra Rare variant artwork of every Yu-Gi-Oh! TV series ace monster (from Dark Magician to Decode Talker), and a new double-sided Gameboard celebrating Yu-Gi-Oh!’s history.
Each Duel Power box contains:
6 Duel Power booster packs, each with 5 Ultra Rare cards per pack
6 new Ultra Rare variant art cards
1 Gameboard
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Duel Power Fact Sheet:
Duel Power celebrates Spring 2019 by rolling together a new 100-card Ultra Rare booster set (including 40 brand-new cards) alongside new Ultra Rare variant artwork of every Yu-Gi-Oh! TV series ace monster (from Dark Magician to Decode Talker), and a new double-sided Gameboard celebrating Yu-Gi-Oh!’s history.
Each box of Duel Power contains 6 new Duel Power booster packs with 5 Ultra Rare cards per pack. Duel Power’s booster set includes 40 new cards and 60 hot reprints, including the 4 popular “discard” effect monsters (from Ghost Ogre & Snow Rabbit to Ghost Belle & Haunted Mansion); popular Spells and Traps like Infinite Impermanence, Card of Demise, and Evenly Matched; Link Monsters from Borreload Dragon to Trickstar Holly Angel; and out-of-print cards like Naturia Beast, High Priestess of Prophecy, and 2015’s “Nekroz” Ritual Monsters.
Duel Power’s new cards span the whole history of Yu-Gi-Oh! by revisiting the main monsters from each anime series’ history. Start with powered-up versions of your Dark Magician like Magician of Chaos (a new Dark Magician Ritual Monster). Use Cyber Dragon Nachster to power up your most famous Machines from the GX era. Revisit high-speed Duel Wheeling from 5D’s with the brand-new Synchro Monster Signal Warrior. Flood your field with Xyz Materials using the new Zexal-themed Utopic Onomatopeia and Xyz Summon Number 39: Utopia Double. Pump up your ARC-V Pendulum Deck with Odd-Eyes Advance Dragon to burn your opponent’s Life Points and Summon back more monsters. And finally, for the latest anime series, Yu-Gi-Oh! VRAINS Decks get new cards like Gouki Cage Match, Trickstar Foxglove Witch, and Booster Dragon.
Besides new cards for Decks directly seen on TV, Duel Power also provides new cards for favorites old AND new from the Yu-Gi-Oh! TCG tournament scene, like Platinum Gadget,Thunder Dragon Thunderstormech, Beat Cop from the Underworld, Hieratic Seal of the Heavenly Spheres, Aromaseraphy Jasmine, Security Dragon, and Crowley, the First Propheseer.
No matter which Yu-Gi-Oh! anime series is your favorite, Duel Power has something for you. And the more of it you like, the more you’ll find in this special commemorative booster set!
Each Duel Power box contains:
6 Duel Power booster packs, each with 5 Ultra Rare cards per pack
6 new Ultra Rare variant art cards, showing off new art versions of the main monsters from each Yu-Gi-Oh! anime series (Dark Magician, Elemental HERO Neos, Stardust Dragon, Number 39: Utopia, Odd-Eyes Pendulum Dragon, and Decode Talker)
and 1 Gameboard.
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