Grepher Deck Breakdown

Cards Usage Statistic

Main Deck

Dark Grepher
Dark Grepher
Dark Grepher
DARK 4
Dark Grepher
  • ATK:

  • 1700

  • DEF:

  • 1600


You can Special Summon this card (from your hand) by discarding 1 Level 5 or higher DARK monster. Once per turn: You can discard 1 DARK monster; send 1 DARK monster from your Deck to the GY.

Dystopia the Despondent
Dystopia the Despondent
Dystopia the Despondent
DARK 12
Dystopia the Despondent
  • ATK:

  • 5000

  • DEF:

  • 5000


Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by sending 4 face-up Level 1 monsters you control to the Graveyard, and cannot be Special Summoned by other ways. Other monsters you control cannot attack. During either player's Battle Step, once per battle involving this card: You can banish 1 Level 1 monster from your Graveyard; until the end of the Damage Step, this card is unaffected by other cards' effects, also it cannot be destroyed by battle.

Elemental HERO Shadow Mist
Elemental HERO Shadow Mist
Elemental HERO Shadow Mist
DARK 4
Elemental HERO Shadow Mist
  • ATK:

  • 1000

  • DEF:

  • 1500


If this card is Special Summoned: You can add 1 "Change" Quick-Play Spell Card from your Deck to your hand. If this card is sent to the GY: You can add 1 "HERO" monster from your Deck to your hand, except "Elemental HERO Shadow Mist". You can only use 1 "Elemental HERO Shadow Mist" effect per turn, and only once that turn.

Evil HERO Adusted Gold
Evil HERO Adusted Gold
Evil HERO Adusted Gold
LIGHT 4
Evil HERO Adusted Gold
  • ATK:

  • 2100

  • DEF:

  • 800


You can discard this card; add 1 "Dark Fusion", or 1 card that specifically lists "Dark Fusion" in its text, from your Deck to your hand, except "Evil HERO Adusted Gold". You can only use this effect of "Evil HERO Adusted Gold" once per turn. Cannot attack unless you control a Fusion Monster.

Evil HERO Infernal Gainer
Evil HERO Infernal Gainer
Evil HERO Infernal Gainer
EARTH 4
Evil HERO Infernal Gainer
  • ATK:

  • 1600

  • DEF:

  • 0


During your Main Phase 1: You can banish this card from the field, then target 1 Fiend monster you control; that target can make a second attack during each Battle Phase while you control it face-up. Once per turn, during your second Standby Phase after this card was banished to activate this effect: Special Summon this card in Attack Position.

Evil HERO Infernal Prodigy
Evil HERO Infernal Prodigy
Evil HERO Infernal Prodigy
DARK 2
Evil HERO Infernal Prodigy
  • ATK:

  • 300

  • DEF:

  • 600


If you control no monsters, you can Special Summon this card (from your hand) in Attack Position. Once per turn, during the End Phase, if this card was Tributed this turn to Tribute Summon a "HERO" monster: Draw 1 card.

Evil HERO Malicious Edge
Evil HERO Malicious Edge
Evil HERO Malicious Edge
EARTH 7
Evil HERO Malicious Edge
  • ATK:

  • 2600

  • DEF:

  • 1800


If your opponent controls a monster, you can Tribute Summon this card face-up with 1 Tribute. If this card attacks a Defense Position monster, inflict piercing battle damage.

Evil HERO Sinister Necrom
Evil HERO Sinister Necrom
Evil HERO Sinister Necrom
DARK 5
Evil HERO Sinister Necrom
  • ATK:

  • 1600

  • DEF:

  • 1800


You can banish this card from your GY; Special Summon 1 "Evil HERO" monster from your hand or Deck, except "Evil HERO Sinister Necrom". You can only use this effect of "Evil HERO Sinister Necrom" once per turn.

Lord of the Heavenly Prison
Lord of the Heavenly Prison
Lord of the Heavenly Prison
DARK 10
Lord of the Heavenly Prison
  • ATK:

  • 3000

  • DEF:

  • 3000


During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.

Elemental HERO Avian
Elemental HERO Avian
Elemental HERO Avian
WIND 3
Elemental HERO Avian
  • ATK:

  • 1000

  • DEF:

  • 1000


A winged Elemental HERO who wheels through the sky and manipulates the wind. His signature move, Featherbreak, gives villainy a blow from sky-high.

Elemental HERO Burstinatrix
Elemental HERO Burstinatrix
Elemental HERO Burstinatrix
FIRE 3
Elemental HERO Burstinatrix
  • ATK:

  • 1200

  • DEF:

  • 800


A flame manipulator who was the first Elemental HERO woman. Her Burstfire burns away villainy.

Elemental HERO Clayman
Elemental HERO Clayman
Elemental HERO Clayman
EARTH 4
Elemental HERO Clayman
  • ATK:

  • 800

  • DEF:

  • 2000


An Elemental HERO with a clay body built-to-last. He'll preserve his Elemental HERO colleagues at any cost.

Elemental HERO Sparkman
Elemental HERO Sparkman
Elemental HERO Sparkman
LIGHT 4
Elemental HERO Sparkman
  • ATK:

  • 1600

  • DEF:

  • 1400


''An Elemental HERO and a warrior of light who proficiently wields many kinds of armaments. His Static Shockwave cuts off the path of villainy.''

A Hero Lives
A Hero Lives
A Hero Lives
Spell Normal
A Hero Lives

    If you control no face-up monsters: Pay half your LP; Special Summon 1 Level 4 or lower "Elemental HERO" monster from your Deck.

    Allure of Darkness
    Allure of Darkness
    Allure of Darkness
    Spell Normal
    Allure of Darkness

      Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.

      Dark Calling
      Dark Calling
      Dark Calling
      Spell Normal
      Dark Calling

        Fusion Summon 1 Fusion Monster from your Extra Deck, that must be Special Summoned with "Dark Fusion", by banishing the Fusion Materials listed on it from your hand and/or GY. (This is treated as a Fusion Summon with "Dark Fusion".)

        Dark Fusion
        Dark Fusion
        Dark Fusion
        Spell Normal
        Dark Fusion

          Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. Your opponent cannot target it with card effects this turn.

          E - Emergency Call
          E - Emergency Call
          E - Emergency Call
          Spell Normal
          E - Emergency Call

            Add 1 "Elemental HERO" monster from your Deck to your hand.

            Evil Mind
            Evil Mind
            Evil Mind
            Spell Normal
            Evil Mind

              If you control a Fiend monster: Activate 1 of these effects, based on the number of monsters in your opponent's GY; ● 1+: Draw 1 card. ● 4+: Add 1 "HERO" monster or 1 "Dark Fusion" from your Deck to your hand. ● 10+: Add 1 "Polymerization" Spell or 1 "Fusion" Spell from your Deck to your hand. You can only activate 1 "Evil Mind" per turn.

              Foolish Burial
              Foolish Burial
              Foolish Burial
              Spell Normal
              Foolish Burial

                Send 1 monster from your Deck to the GY.



                Tag(s):

                Mask Change
                Mask Change
                Mask Change
                Spell Quick
                Mask Change

                  Target 1 "HERO" monster you control; send it to the GY, also, after that, if it left the field by this effect, Special Summon 1 "Masked HERO" monster from your Extra Deck with the same Attribute that the sent monster had when it was on the field (its original Attribute, if face-down).

                  Monster Reborn
                  Monster Reborn
                  Monster Reborn
                  Spell Normal
                  Monster Reborn

                    Target 1 monster in either GY; Special Summon it.



                    Tag(s):

                    Pot of Greed
                    Pot of Greed
                    Pot of Greed
                    Spell Normal
                    Pot of Greed

                      Draw 2 cards.



                      Tag(s):

                      Reinforcement of the Army
                      Reinforcement of the Army
                      Reinforcement of the Army
                      Spell Normal
                      Reinforcement of the Army

                        Add 1 Level 4 or lower Warrior monster from your Deck to your hand.

                        Super Polymerization
                        Super Polymerization
                        Super Polymerization
                        Spell Quick
                        Super Polymerization

                          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.



                          Tag(s):

                          Supreme King's Castle
                          Supreme King's Castle
                          Supreme King's Castle
                          Spell Field
                          Supreme King's Castle

                            You can Fusion Summon Fusion Monsters that must be Special Summoned with "Dark Fusion", with effects other than "Dark Fusion". Once per turn, during damage calculation, if your Fiend monster battles an opponent's monster: You can send 1 "Evil HERO" monster from your Deck or Extra Deck to the GY; your monster gains ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn (even if this card leaves the field).

                            Call of the Haunted
                            Call of the Haunted
                            Call of the Haunted
                            Trap Continuous
                            Call of the Haunted

                              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.

                              Skill Drain
                              Skill Drain
                              Skill Drain
                              Trap Continuous
                              Skill Drain

                                Activate by paying 1000 LP. Negate the effects of all face-up monsters while they are face-up on the field (but their effects can still be activated).

                                Torrential Tribute
                                Torrential Tribute
                                Torrential Tribute
                                Trap Normal
                                Torrential Tribute

                                  When a monster(s) is Summoned: Destroy all monsters on the field.

                                  Extra Deck

                                  Evil HERO Dark Gaia
                                  Evil HERO Dark Gaia
                                  Evil HERO Dark Gaia
                                  EARTH 8
                                  Evil HERO Dark Gaia
                                  • ATK:

                                  • -1

                                  • DEF:

                                  • 0


                                  1 Fiend-Type monster + 1 Rock-Type monster Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. The original ATK of this card is equal to the combined original ATK of the Fusion Material Monsters used to Fusion Summon it. When this card declares an attack: You can change all Defense Position monsters your opponent controls to face-up Attack Position. (Flip Effects are not activated at this time.)

                                  Evil HERO Infernal Sniper
                                  Evil HERO Infernal Sniper
                                  Evil HERO Infernal Sniper
                                  FIRE 6
                                  Evil HERO Infernal Sniper
                                  • ATK:

                                  • 2000

                                  • DEF:

                                  • 2500


                                  "Elemental HERO Clayman" + "Elemental HERO Burstinatrix" Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. This card cannot be destroyed by Spell Cards. During each of your Standby Phases: Inflict 1000 damage to your opponent. This card must be in face-up Defense Position to activate and to resolve this effect.

                                  Evil HERO Inferno Wing
                                  Evil HERO Inferno Wing
                                  Evil HERO Inferno Wing
                                  FIRE 6
                                  Evil HERO Inferno Wing
                                  • ATK:

                                  • 2100

                                  • DEF:

                                  • 1200


                                  "Elemental HERO Avian" + "Elemental HERO Burstinatrix" Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to either the ATK or DEF (whichever is higher) of the destroyed monster in the Graveyard.

                                  Evil HERO Lightning Golem
                                  Evil HERO Lightning Golem
                                  Evil HERO Lightning Golem
                                  LIGHT 6
                                  Evil HERO Lightning Golem
                                  • ATK:

                                  • 2400

                                  • DEF:

                                  • 1500


                                  "Elemental HERO Sparkman" + "Elemental HERO Clayman" Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. Once per turn: You can target 1 monster on the field; destroy that target.

                                  Evil HERO Malicious Bane
                                  Evil HERO Malicious Bane
                                  Evil HERO Malicious Bane
                                  DARK 8
                                  Evil HERO Malicious Bane
                                  • ATK:

                                  • 3000

                                  • DEF:

                                  • 3000


                                  1 "Evil HERO" monster + 1 Level 5 or higher monster Must be Special Summoned with "Dark Fusion". Cannot be destroyed by battle or card effects. During your Main Phase: You can destroy all monsters your opponent controls with ATK less than or equal to this card's, also this card gains 200 ATK for each monster destroyed this way, also you cannot declare an attack for the rest of this turn, except with "HERO" monsters. You can only use this effect of "Evil HERO Malicious Bane" once per turn.

                                  Evil HERO Malicious Fiend
                                  Evil HERO Malicious Fiend
                                  Evil HERO Malicious Fiend
                                  FIRE 8
                                  Evil HERO Malicious Fiend
                                  • ATK:

                                  • 3500

                                  • DEF:

                                  • 2100


                                  "Evil HERO Malicious Edge" + 1 Level 6 or higher Fiend monster Must be Special Summoned with "Dark Fusion". During your opponent's Battle Phase, all monsters they control are changed to face-up Attack Position, and each monster they control must attack this card, if able.

                                  Masked HERO Dark Law
                                  Masked HERO Dark Law
                                  Masked HERO Dark Law
                                  DARK 6
                                  Masked HERO Dark Law
                                  • ATK:

                                  • 2400

                                  • DEF:

                                  • 1800


                                  Must be Special Summoned by "Mask Change". Any card sent to your opponent's GY is banished instead. Once per turn, if your opponent adds a card(s) from their Deck to their hand (except during the Draw Phase or the Damage Step): You can banish 1 random card from your opponent's hand.

                                  Main: 59 Extra: 7

                                  3 cardSpirit Ryu 3 cardSpirit Ryu
                                  Spirit Ryu
                                  WIND 4
                                  Spirit Ryu
                                  • ATK:

                                  • 1000

                                  • DEF:

                                  • 1000


                                  During your Battle Step, if this card battles (Quick Effect): You can discard 1 Dragon monster to the GY; this card gains 1000 ATK/DEF until the end of the Battle Phase.


                                  2 cardMagician of Faith 2 cardMagician of Faith
                                  Magician of Faith
                                  LIGHT 1
                                  Magician of Faith
                                  • ATK:

                                  • 300

                                  • DEF:

                                  • 400


                                  FLIP: Target 1 Spell in your GY; add that target to your hand.


                                  3 cardAlligator's Sword 3 cardAlligator's Sword
                                  Alligator's Sword
                                  EARTH 4
                                  Alligator's Sword
                                  • ATK:

                                  • 1500

                                  • DEF:

                                  • 1200


                                  ey, dis mighty lissard man can swing his sword so fast, dat it's more dan da speed a sound!


                                  3 cardBaby Dragon 3 cardBaby Dragon
                                  Baby Dragon
                                  WIND 3
                                  Baby Dragon
                                  • ATK:

                                  • 1200

                                  • DEF:

                                  • 700


                                  Much more than just a child, this dragon is gifted with untapped power.


                                  3 cardThe Dragon Dwelling in the Cave 3 cardThe Dragon Dwelling in the Cave
                                  The Dragon Dwelling in the Cave
                                  WIND 4
                                  The Dragon Dwelling in the Cave
                                  • ATK:

                                  • 1300

                                  • DEF:

                                  • 2000


                                  A huge dragon dwelling in a cave. It is horrible when it gets angry, although it is usually quiet. It is said to preserve certain treasures.


                                  3 cardWarrior Dai Grepher 3 cardWarrior Dai Grepher
                                  Warrior Dai Grepher
                                  EARTH 4
                                  Warrior Dai Grepher
                                  • ATK:

                                  • 1700

                                  • DEF:

                                  • 1600


                                  The warrior who can manipulate dragons. Nobody knows his mysterious past.


                                  3 cardWinged Dragon, Guardian of the Fortress #1 3 cardWinged Dragon, Guardian of the Fortress #1
                                  Winged Dragon, Guardian of the Fortress #1
                                  WIND 4
                                  Winged Dragon, Guardian of the Fortress #1
                                  • ATK:

                                  • 1400

                                  • DEF:

                                  • 1200


                                  A dragon commonly found guarding mountain fortresses. Its signature attack is a sweeping dive from out of the blue.


                                  3 cardWinged Dragon, Guardian of the Fortress #2 3 cardWinged Dragon, Guardian of the Fortress #2
                                  Winged Dragon, Guardian of the Fortress #2
                                  WIND 4
                                  Winged Dragon, Guardian of the Fortress #2
                                  • ATK:

                                  • 1200

                                  • DEF:

                                  • 1000


                                  This monster's wings are capable of generating tornadoes.


                                  1 cardAyers Rock Sunrise 1 cardAyers Rock Sunrise
                                  Ayers Rock Sunrise
                                  Spell Normal
                                  Ayers Rock Sunrise

                                    Target 1 Beast-Type monster in your Graveyard; Special Summon that target, and if you do, all face-up monsters your opponent currently controls lose 200 ATK for each Beast, Plant, and Winged Beast-Type monster currently in your Graveyard, until the end of this turn. You can only activate 1 "Ayers Rock Sunrise" per turn.


                                    3 cardHeart of the Underdog 3 cardHeart of the Underdog
                                    Heart of the Underdog
                                    Spell Continuous
                                    Heart of the Underdog

                                      During your Draw Phase, when you draw a Normal Monster(s): You can reveal it; draw 1 more card.


                                      3 cardMessenger of Peace 3 cardMessenger of Peace
                                      Messenger of Peace
                                      Spell Continuous
                                      Messenger of Peace

                                        Monsters with 1500 or more ATK cannot declare an attack. Once per turn, during your Standby Phase, pay 100 LP or destroy this card.


                                        1 cardOne Day of Peace
                                        1 cardOne Day of Peace
                                        One Day of Peace
                                        Spell Normal
                                        One Day of Peace

                                          Each player draws 1 card, and neither player takes damage until the end of the opponent's next turn.


                                          3 cardPolymerization 3 cardPolymerization
                                          Polymerization
                                          Spell Normal
                                          Polymerization

                                            Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.


                                            3 cardPrevention Star 3 cardPrevention Star
                                            Prevention Star
                                            Spell Equip
                                            Prevention Star

                                              Equip only to a monster you control, if it was changed from face-up Attack Position to face-up Defense Position this turn. Select 1 monster your opponent controls. That monster cannot attack or change its battle position. When the equipped monster is destroyed and this card is sent to the Graveyard, remove from play the selected monster.


                                              2 cardRe-Fusion 2 cardRe-Fusion
                                              Re-Fusion
                                              Spell Equip
                                              Re-Fusion

                                                Activate this card by paying 800 LP, then target 1 Fusion Monster in your GY; Special Summon it and equip it with this card. When this card is destroyed, banish the equipped monster.


                                                3 cardSpring 3 cardSpring
                                                Spring
                                                Spell Field
                                                Spring

                                                  Once per turn: You can choose any number of your unused Main Monster Zones, and if you do, place that number of Season Counters on this card, also those zones cannot be used while this card is on the field. Monsters you control gain 400 ATK for each Season Counter on this card. Once per turn, during your opponent's End Phase: You can take 1 Field Spell from your Deck that you can place a Season Counter on, and place it face-up on your field (but neither player can activate its effects this turn), and if you do, place all Season Counters on this card on that card.


                                                  1 cardSummer 1 cardSummer
                                                  Summer
                                                  Spell Field
                                                  Summer

                                                    Once per turn: You can place Season Counters on this card equal to the number of your opponent's unused Main Monster Zones. Once per turn, when your monster declares an attack: You can inflict damage to your opponent equal to the total number of Season Counters on this card and "Spring" in your GY x 400. Once per turn, during your opponent's End Phase: You can take 1 Field Spell from your hand or Deck that you can place a Season Counter on, and place it face-up on your field (but neither player can activate its effects this turn), and if you do, place all Season Counters on this card on that card.


                                                    3 cardArmory Call 3 cardArmory Call
                                                    Armory Call
                                                    Trap Normal
                                                    Armory Call

                                                      Add 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn.


                                                      2 cardCommon Charity 2 cardCommon Charity
                                                      Common Charity
                                                      Trap Normal
                                                      Common Charity

                                                        Draw 2 cards, then banish 1 Normal Monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.


                                                        1 cardD.D. Post 1 cardD.D. Post
                                                        D.D. Post
                                                        Trap Continuous
                                                        D.D. Post

                                                          Monsters you control gain 300 ATK for each card type (Monster, Spell, or Trap) among your banished cards. Once per turn, during the Main Phase: You can banish 1 card from your hand or GY, then you can shuffle 1 of your banished cards into the Deck. If this card is banished: You can place it face-up on your field. You can only use this effect of "D.D. Post" once per turn.


                                                          1 cardFuhma Wave 1 cardFuhma Wave
                                                          Fuhma Wave
                                                          Trap Normal
                                                          Fuhma Wave

                                                            Target 1 face-up monster on the field; destroy 1 monster on the field with the same Attribute, but a different name, as that monster.


                                                            3 cardImpenetrable Attack 3 cardImpenetrable Attack
                                                            Impenetrable Attack
                                                            Trap Normal
                                                            Impenetrable Attack

                                                              During the Battle Phase, activate 1 of these effects. ● Target 1 monster on the field; it cannot be destroyed by battle or by card effects during this Battle Phase. ● You take no battle damage during this Battle Phase.


                                                              3 cardSuper Team Buddy Force Unite! 3 cardSuper Team Buddy Force Unite!
                                                              Super Team Buddy Force Unite!
                                                              Trap Normal
                                                              Super Team Buddy Force Unite!

                                                                Target 1 face-up monster on the field; Special Summon 1 monster from your hand or GY, with the same original Type as that monster's, but with a different original name. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Set 1 "Super Team Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone.


                                                                3 cardWaboku 3 cardWaboku
                                                                Waboku
                                                                Trap Normal
                                                                Waboku

                                                                  You take no battle damage from your opponent's monsters this turn. Your monsters cannot be destroyed by battle this turn.


                                                                  3 cardAlligator's Sword Dragon 3 cardAlligator's Sword Dragon
                                                                  Alligator's Sword Dragon
                                                                  WIND 5
                                                                  Alligator's Sword Dragon
                                                                  • ATK:

                                                                  • 1700

                                                                  • DEF:

                                                                  • 1500


                                                                  "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.


                                                                  3 cardRyu Senshi 3 cardRyu Senshi
                                                                  Ryu Senshi
                                                                  EARTH 6
                                                                  Ryu Senshi
                                                                  • ATK:

                                                                  • 2000

                                                                  • DEF:

                                                                  • 1200


                                                                  "Warrior Dai Grepher" + "Spirit Ryu" A Fusion Summon of this card can only be done with the above Fusion Materials. When a Normal Trap Card is activated (Quick Effect): You can pay 1000 LP; negate that effect. This card must be face-up on the field to activate and to resolve this effect. Negate the effects of any Spell Card that targets this card and destroy it.


                                                                  1 cardNumber 49: Fortune Tune 1 cardNumber 49: Fortune Tune
                                                                  Number 49: Fortune Tune
                                                                  LIGHT
                                                                  Number 49: Fortune Tune
                                                                  • ATK:

                                                                  • 400

                                                                  • DEF:

                                                                  • 900


                                                                  2 Level 3 monsters During each of your Standby Phases: Gain 500 Life Points. This card cannot be targeted by card effects. If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead. When this card is sent from the field to the Graveyard: Target 2 Level 3 monsters in your Graveyard; shuffle them both into the Deck, and if you do, return this card from your Graveyard to the Extra Deck. You can only use this effect of "Number 49: Fortune Tune" once per turn.


                                                                  tcg
                                                                  Grepher
                                                                  5







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