The Lost Millennium Spoiler

 

ygo_lost_mill_2_2005.jpg

 

 

Common Rare Super Rare/Ultimate Ultra Rare/Ultimate

 

TLM-JP001 E-Hero Featherman

Wind/Warrior/3/1000/1000

 

TLM-JP002 E-Hero Burst Lady

Fire/Warrior/3/1200/800

 

TLM-JP003 E-Hero Clayman

Earth/Warrior/4/800/2000

 

TLM-JP004 E-Hero Sparkman

Light/Warrior/4/1600/1400

 

TLM-JP005 Hane Kuriboh

Light/Angel/1/300/200

This effect would be activated when this card is destroyed and sent to the Graveyard from the field. After activation, all battle damage done to this card’s controller is reduced to 0 until the end of the turn.

 

TLM-JP006 Antique Gear Golem

Earth/Machine/8/3000/3000

This card cannot be Special Summoned. When this card attacks a monster in defense mode, if this card’s ATK is higher than that monster’s DEF, inflict battle damage to your opponent equal to the difference. When this card attacks, your opponent cannot activate Spell or Trap cards until the end of the Damage Step.

 

TLM-JP006 Antique Gear Beast

Earth/Machine/6/2000/2000

This card cannot be Special Summoned. Negate the effect of effect monsters this card destroyed in battle. When this card attacks, your opponent cannot activate Spell or Trap cards until the end of the Damage Step.

 

TLM-JP008 Antique Gear Soldier

Earth/Machine/4/1300/1300

When this card attacks, your opponent cannot activate Magic/Trap cards until the end of Damage Step.

 

TLM-JP009 Millennium Scorpion

Earth/Insect/5/2000/1800

When this card destroys and sends an opponent’s monster to the Graveyard as a result of battle, increase the ATK of this card by 500.

 

TLM-JP010 Ultimate Insect LV7

Wind/Insect/7/2600/1200

When this card is Special Summoned by the effect of [Ultimate Insect LV5], when this card is face-up on the field, the ATK and DEF of all opponent’s monsters is decreased by 700.

 

TLM-JP011 Lost Guardian

Earth/Rock/4/100/?

This cards original DEF is equal to the number of your Rock sub-type monsters removed from game x700.

 

TLM-JP012 Hieracosphinx

Earth/Rock/6/2400/1200

When this card is face-up on the field, your opponent cannot choose monsters on your field that are in face-down DEF mode as a target of battle.

 

TLM-JP013 Criosphinx

Earth/Rock/6/1200/2400

When this card is face-up on the field, whenever a monster card is sent from the field to the owner’s hand, the owner of that monster must chose one card from his/her hand and discard it.

 

TLM-JP014 Moai Reflect Cannon

Earth/Rock/4/1100/2000

This card can change to face-down DEF mode once per turn

 

TLM-JP015 Megarock Dragon

Earth/Rock/7/?/?

This card cannot be Normal Summoned. This card can only be Special Summoned by removing Rock sub-type monsters from your Graveyard from Play. This card’s ATK and DEF are equal to the number of monsters you remove x700

 

TLM-JP016 Dummy Golem

Earth/Rock/2/800/800

FLIP: Choose a monster on your opponent’s field. Switch the control of this card, and the chosen monster.

 

TLM-JP017 Grave Oyja

Earth/Rock/4/1600/1500

When there’s a monster on your field in face-down defense mode, this card cannot be the target of battle. Whenever a monster on your field is successfully Flip Summoned, inflict 300 points of direct damage to your opponent.

 

TLM-JP018 Mine Golem

Eath/Rock/3/1000/1900

When this card is sent to the Graveyard from the field as a result of battle, inflict 500 points of direct damage to your opponent.

 

TLM-JP019 Monk Fighter

Earth/Rock/3/1300/1000

Battle damage to this card’s controller as a result of battle becomes 0.

 

TLM-JP020 Master Monk

Earth/Rock/5/1900/1000

This card cannot be Normal Summoned, This card can only be Special Summoned by sacrificing 1 [Monk Fighter] on your field. This card can attack twice in one turn.

 

TLM-JP021 Guardian Statue

Earth/Rock/4/800/1400

This card can changed to face-down defense mode once per turn.  When this card is successfully Flip Summoned, return a monster card on opponent's field to owner's hand.

 

TLM-JP022 Medusa Worm

Earth/Rock/2/500/600

This card can change to face-down defense mode once per turn.  When this card is successfully Reverse Summon, destroy an opponent's monster on the field.

 

TLM-JP023 Survivor of Another Dimension

Dark/Warrior/4/1800/1200

When this card is face-up on your field and it is removed from game from the field, special summon this card to the field at the end of turn.

 

TLM-JP024 Middle Shield Guarder

Earth/Warrior/4/100/1800

This card can be change to face-down defense mode once per turn. When this card is target of Magic cards while in face-down defense mode, negate that Magic card, and this card would turn to face-up attack mode.

 

TLM-JP025 White Ninja

Light/Warrior/4/1500/800

FLIP: Destroy a monster in defense position.

 

TLM-JP026 Earth Spirit User – Aos

Earth/Spellcaster/3/500/1500

FLIP: When this card is face-up on the field, gain control of an Earth main-type monster on your opponent’s field.

 

TLM-JP027 Water Spirit User – Eriea

Water/Spellcaster/3/500/1500

FLIP: When this card is face-up on the field, gain control of an Water main-type monster on your opponent’s field.

 

TLM-JP028 Fire Spirit User – Heater

Fire/Spellcaster/3/500/1500

FLIP: When this card is face-up on the field, gain control of an Fire main-type monster on your opponent’s field.

 

TLM-JP029 Wind Spirit User – Wynn

Wind/Spellcaster/3/500/1500

FLIP: When this card is face-up on the field, gain control of an Wind main-type monster on your opponent’s field.

 

TLM-JP030 Battery Men – Three Single Type

Light/Thunder/3/0/0

When all of your [Battery Men - Three Single Type] on your field are in attack mode, for each [Battery Men - Three Single Type] on the field, increase this card's attack strength by 1000.  When all of your [Battery Men - Three Single Type] on your field are in defense mode, for each [Battery Men - Three Single Type] on the field, increase this card's defense strength by 1000.

 

TLM-JP031 Death Wombat

Earth/Beast/3/1600/300

When this card is face-up on the field, all damages done by card's effects to this card's controller would become 0.

 

TLM-JP032  Wight King

Dark/Undead/1/?/0

This card's original attack strength is equal to number of [Wight] and [Wight King] in your Graveyard * 1000.  When this card is destroy as a result of battle and sent to Graveyard, you may remove a [Wight] or [Wight King] from your Graveyard from the game, and special summon this card to the field

 

TLM-JP034 Wicked God – Reshef

Light/Demon-Ritual/8/2500/1500

This card can only be Ritual Summon by [Ritual of Wicked God]. Discard a Magic card from your hand and choose a monster on opponent's field, you gain control of that monster until the end of turn. This effect can only be use once per turn.

 

TLM-JP035 E-Hero Flame Wingman

Wind/Warrior-Fusion/6/2100/1200

[E-Hero Feather Man] + [E-Hero Burst Lady]
This card can only be Special Summoned by Fusion Summon. When this card destroys and send opponent's monster to Graveyard, do life point damage to your opponent equal to the attack strength of the destroyed monster

 

TLM-JP036 E-Hero Thunder Giant

Light/Warrior-Fusion/6/2400/1500

[E-Hero Spark Man] + [E-Hero Clay Man]

This card can only be special summoned by fusion summon. Discard one card from your hand to destroy one face-up monster whose attack strength is lower than this card's attack strength. This effect can only be activated once per turn, during your main phase.

 

TLM-JP037 Treasure Gifts from the Heaven

Normal Spell

Remove all cards in your hand and your field from the game, and draw 2 cards from the deck.

 

TLM-JP038 Brainwash

Normal Spell

Pay 800 Life Points. Choose a face-up monster on your opponent’s field. Gain control of that monster until the End Phase.

 

TLM-JP039

 

TLM-JP040 Double Attack

Normal Spell

Discard a monster card from your hand.  Choose a monster on your field with level lower than the monster you discarded.  The chosen monster can attack 2 times during this turn.

 

TLM-JP041 Battery Charger

Normal Spell

Pay 800 Life Points. Special Summon a monster with [Battery Men] in it’s name from the Graveyard.

 

TLM-JP042 God Hand Smash

Normal Spell

This card can only be activate when you have a face-up [Fighting Nezumi - Chucho], [Monk Fighter], or [Master Monk] on your field. During this turn, all monsters that have battle with any of the above monsters would be destroy at Damage Step.

 

TLM-JP043 Prayer of Dryad

Ritual Spell

This card is use to Ritual Summon [Elemental Master Dryad].  Sacrifice cards worth level 3 or more from your field and/or your hand for the Ritual Summon.

 

TLM-JP044 Ritual of Wicked God

Ritual Spell

This card is use to Ritual Summon [Wicked God - Reshef].  Sacrifice cards worth level 8 or more from your field and/or your hand for the Ritual Summon.

 

TLM-JP045 Legendary Black Belt

Equip Spell

This card can only be equipped on [Fighter Nezumi Chucoo], [Monk Fighter], or [Master Monk]. When the equipped monster destroy an opponent's monster as a result of battle for first timeand sent it to Graveyard, do damages to opponent's lifepoints equal to the defense strength of that monster.

 

TLM-JP046 Nitro Unit

Equip Spell

This card can be equipped on an opponent's monster. When the equipped monster is destroyed
and sent to the Graveyard, do damages to your opponent equal to the attack strength of the
equipped monster.

 

TLM-JP047 Wiggling Shadow

Continuous Spell

Pay 300 lifepoints. Shuffle all of your monsters on the field that are in face-down defense mode,
then place it to the field in face-down defense mode again.  This effect can only be activate
once per turn.

 

TLM-JP048 Iron Wall Formation

Continuous Spell

When you have 2 or monsters on the field and all monsters are in defense mode, increase
the defense strength of a chosen monster by 700.  Destroy this card when the chosen
monster leaves the field.

 

TLM-JP049 Hero’s Signal

Normal Trap

This card can only be activate when one of your monster on the field is destroyed.  Special
summon a monster with [E-Hero] in its name that is Level 4 or lower from your hand or deck.

 

TLM-JP050 Pikeru’s Heart Reading Technique

Normal Trap

Until te end of your opponent’s second turn, your opponent must reveal the cards he/she draws before adding them to the hand.

 

TLM-JP051 Rock Explosion

Normal Trap

For each [Mine Golem] on your field, do 1000 damages to opponent's lifepoints.  Destroy all
face-up [Mine Golem] on your field afterward.

 

TLM-JP052 Kozaky’s Self Exploding Device

Normal Trap

Do 1000 lifepoint damages to the player that destroy this card while this card is face down on
the field.

 

TLM-JP053 Fusion Fail

Normal Trap

This card can only be activate when a Fusion monster is special summon. Return all Fusion
monsters on the field back to owner's Fusion deck.

 

TLM-JP054 Level Changing Laboratory

Normal Trap

Choose a monster card in your hand and reveal it to your opponent, roll a dice.  If the roll
is 1, discard the chosen monster.  If it's 2-6, that monster's level would become the rolled
number until the end of turn.

 

TLM-JP055 Rock Throwing Attack

Normal Trap

Put a Rock sub-type monsters from your deck to Graveyard, do 500 damages to your opponent.
Shuffle your deck afterward.

 

TLM-JP056 Invitation from Graveyard

Normal Trap

Turn the top card on opponent's deck face-up, then shuffle opponent's deck.  When your opponent
would draw that card, that card is sent to Graveyard instead.

 

TLM-JP057 Token Thanking Meat Harvest

Normal Trap

This card can only be activate when a token is special summon to the field. Destroy all Tokens
on the field, and for each Token destroy this way, do 300 damages to opponent's life points.

 

TLM-JP058 Magic Power Ending Declaration

Counter Trap

This card can only be activate when your opponent activate a continuous Magic card. Negate the
activation and destroy it.

 

TLM-JP059 Royal Collapse

Counter Trap

This card can only be activate when your opponent activate a continuous Magic card. Negate the
activation and destroy it.

 

TLM-JP060 Arrogant Wrestler

Continuous Trap

Choose a face-up [Nezumi Fighter - Chucoo], [Monk Fighter], or [Master Monk] on your
field.  That monster cannot be destroyed in battle, nor it is affected by effects of
opponent's monsters.