SJ2-001
BABY DRAGON
Wind/Dragon/3/1200/400
Normal Monster
SJ2-002
Wyvern Warrior
Earth/Beast/4/1500/1200
Normal Monster
SJ2-003
Landstar Swordsman
Earth/Warrior/3/500/1200
Normal Monster
SJ2-004
Axe Raider
Earth/Warrior/4/1700/1150
Normal Monster
SJ2-005
Great Angus
Fire/Beast/4/1800/600
Normal Monster
SJ2-006
Battle Football Player
Fire/Machine/4/1000/2100
Normal Monster
SJ2-007
Red Eyes Black Dragon
Dark/Dragon/7/2400/2000
Normal Monster
SJ2-008
Gilford the Lightning
Light/Warrior/8/2800/1400
When you sacrifice 3 cards as sacrifice summon for this card, destroy all opponent's
monsters on the field.
SJ2-009
Android - Psycho Shocker
Dark/Machine/6/2400/1500
When this card is on the field, Trap cards cannot be activate, and all effect of Traps
are negated.
SJ2-010
Little Winguard
Wind/Warrior/4/1400/1800
This Monster can change its mode once during your End Phase.
SJ2-011
Igzarion Universe
Dark/Beast-Warrior/4/1800/1900
This effect can be activate during your battle phase. Lower this card's attack strength
by 400, when this card attacks a monster in defense position, and this card's attack is
higher than that defense, do battle damages to your opponent equal to the difference. This
effect only last on the turn the effect is activate.
SJ2-012
Metal Knight - Gearfreed
Earth/Warrior/4/1800/1600
When this card is equipped with cards, destroy that equipment card.
SJ2-013
Time Magician
Light/Spellcaster/2/500/400
Flip a coin and guess the result. If it's correct, destroy all monsters on opponent's
field. If failed, destroy all monsters on your field, and you lose lifepoints equal
to halved of those monsters attack strength.
SJ2-014
Hoodlum Mercenary Troops
Earth/Warrior/4/1000/1000
Sacrifice this card, destroy a monster on the field.
SJ2-015
Warrior from Another Dimension
Earth/Warrior/4/1200/1000
When monster attack this card or this card attack a monster, remove both this card and
that monster from the game.
SJ2-016
Troop Commander
Earth/Warrior/3/1200/400
When this card is face-up on the field, your opponent cannot choose other Warrior
sub-type on your field as target of battle. When this card is successfully Summon,
special summon a monster with Level 4 or less to the field.
SJ2-017
Tornado Bird
Wind/Bird/4/1100/1000
Return two Magic/Trap cards on the field to owner's hand.
SJ2-018
Killer Snake
Water/Reptile/1/300/250
When there're [Killer Snake] in your Graveyard during your Standby phase, you may add
[Killer Snake] to your hand.
SJ2-019
Roulette Bomber
Light/Machine/4/1000/2000
During your Main Phase, you can roll 2 six-sided dice. Choose 1 of those dice, and
destroy 1 face-up Monster on the field with a level equal to the die roll.
SJ2-020
Severing Samurai
Wind/Warrior/2/500/800
When this card attack a monster in face-down defense mode, destroy that monster without
going into Damage Step.
SJ2-021
Dice of Angel
Magic - Quickplay
Roll a Dice. During this turn, the attack strength of all monster on your field would
increase by the roll * 100.
SJ2-022
Hurricane
Magic - Normal
Return all Magic/Trap cards on the field to its owner's hand.
SJ2-023
Shield of Right Hand, Sword of Left Hand
Until the end of turn, the attack and defense strength of all face-up mosnters on the field
when this card is activate would be switch.
SJ2-024
Quiz
Magic - Normal
During this card's activation, your opponent cannot look through your Graveyard. The
opponent guesses the bottom-most Monster card in your Graveyard, if he/she is correct,
remove that Monster card from the game. If he/she is incorrect, Special Summon that
Monster to its owner's Field.
SJ2-025
Reinforcement
Magic - Normal
Put a level 4 or lower Warrior sub-type monster from your deck to hand. Shuffle the deck
afterward.
SJ2-026
Cyclone
Magic - Quickplay
Destroy a Magic/Trap card on the field.
SJ2-027
Early Burial
Magic - Equipment
Pay 800 lifepoints, choose a monster in your Graveyard and special summon it to your field
in attack mode. When this card is destroy, the equipped monster would be destroy also.
SJ2-028
Scapegoat
Magic - Quickplay
During the turn this card is activate, you cannot Normal Summoned, Reversed
Summon, or Special Summon. Put 4 [Goat Token] (Beast.Earth.Level 1.Attack 0.Defense
0) in defense mode. (They cannot be sacrificed for a sacrifice summon).
SJ2-029
Foolish Burial
Magic - Normal
Choose a monster card in your deck and put it into your Graveyard. Shuffle your deck
afterward.
Ultra Rare
SJ2-030
Dice of Demon
Trap - Normal
Roll a Dice. The attack and defense strength of all face-up monster on the field
when this card is activate would decrease by the number on the roll *100.
SJ2-031
Reserves (Supplement of Important Members)
This card can only be activate when you have 5 or more monsters in your Graveyard. Choose
3 Normal monster with attack strength 1500 or lower and add it to your hand.
SJ2-032
Sub-Space Matter Transfer Device
Trap - Normal
Choose 1 of the face-up Monsters on your Field and remove it from the game until the
End Phase of that turn.
SJ2-033
Monster BOX
Trap - Continuous
When your opponent's monster attack, you flip a coin and guess the result. If it's correct,
that monster's attack strength would become 0. Pay 500 lifepoints during each standby phase,
or destroy this card.
SJ2-034
Magic Arm Shield
Trap - Normal
This card can only be activate when your opponent declare atack. You gain the control of one
of opponent's face-up monster other than the attacking one and substitute as the attack
target of the attack. Return that monster to your opponent's field at the end of battle
phase.
SJ2-035
Cost of Blood
Trap - Continuous
This card can be activate during your Main Phase or opponent's Battle Phase. You may pay
500 lifepoints, you gain a extra chance of Normal Summon.
SJ2-036
Chained Boomerang
Trap - Normal
This card can be activate when your opponent's monster attack, switch that monster to
defense mode. You may put this card as an equipment card and equip on one of your monster.
Increase the attack of that monster by 500. You may activate one or both effect.
SJ2-037
Chained Explosives
Trap - Normal
This card would become a Equipment card and increase the attack strength of 500 of the
equipped monster, and equipped this card to a monster card on your field. When this
card is desroy by other card's effect while equiped, choose a card on the field and
destroy it.
SJ2-038
Hopeless Pit Trap
Trap - Normal
When your opponent Summon, Reverse Summon, or Special Summon a monster with attack strength
of 1500 or more, destroy that card and remove that card from the game.
SJ2-039
Gamble
Trap - Normal
This card can only be activate when your opponent have 6 or more cards in his/her hand
and you have less than 2. Flip a coin and guess, if correct, draw cards until you have
five cards in your hand. Otherwise, skip your next turn.
SJ2-040
Grave Scavenger
Choose a Magic card in your opponent's Graveyard, and you may use that card during this
turn as if it is in your hand. You lost 2000 lifepoints when you activate that Magic
card.
SJ2-041
Acrobat Monkey
Earth/Machine/3/1000/1800
Normal Monster
SJ2-042
Armor Lizard
Earth/Reptile/4/1500/1200
Normal Monster
SJ2-043
Demon Hunter
Earth/Warrior/4/1500/1200
Normal Monster
SJ2-044
Dice Pod
Light/Rock/3/200/300
Flip: Both player roll a dice. THe player that have lesser number would have lifepoint
damages equal to the roll of opponent's *500. But when the roll is 6, that damage would
become 6000. Reroll the dice if the result is a draw.
SJ2-045
Wall of Illusion
Dark/Demon/4/1000/1850
Monsters that have attack [Wall of Illusion] would return to its owner's hand. Damage
Calculation still apply.
SJ2-046
Goddess of Healing - Dian Keto
Magic - Normal
Gain 1000 lifepoints.
SJ2-047
Decoy Doll
Magic - Normal
Force to activate a face-down Trap card. If the activate timing is not correct, negate
that Trap card and destroy it. After this card is activate successfully, this card would
return to deck instead of going to Graveyard, shuffle the deck afterward.
SJ2-048
Second Chance
Magic - Continuous
When this card is on the field, you may choose to negate a Coin Flip and flip again. This
effect can only be used once per turn.
SJ2-049
Flag of Courage
Magic - Continuous
During your Battle Phase, increase the attack strength of all of the your monsters on the
field by 200.
SJ2-050
Field of Normalcy
Magic - Continuous
If you draw a Normal Monster during your Draw Phase, you can show
that card to your opponent and draw 1 more card.
SJ2-051
Power Strengthing Medicine - Super Z
Trap - Normal
When you receive a battle damages by your opponent in this turn's damage step that is
more than 2000, before that damage you gain 4000 lifepoints.
SJ2-052
Needle Wall
Trap - Continuous
Roll a dice during each of your standby phase. From the right side of your opponent's
monster zone from 1-5, destroy the monster on that space. If the roll is 6, roll again.
SJ2-053
Indescrimative Destruction
Trap - Continuous
During each of your standby phase, roll a dice. All monster with the same level as
the roll would be destroy (if the roll is 6, that include all monsters that have level
6 or higher)
SJ2-054
Vase of Greed
Trap - Normal
Draw a card from your deck.
SJ2-055
Reverse Dice
Trap - Normal
Once during the turn, you may choose to invalid a dice roll, and roll the dice again.
2006-12-10
12:47:47
·
1 answers
·
asked by
jr1991
1