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 >>Deckmaster effects<<

Dark Magician: pay 1000 lp to use a Magic Card twice during the same turn.

Dark magician girl: Once per duel during your turn, you may pick up (not draw) cards from the top of your deck equal to the number of monsters in your graveyard and look at them. Pick 1 of them to add to your hand, the rest go to the Graveyard

Flame Swordsman: You can transfer his attack power to another monster on the field he will come on the field after you use his affect 2 times then he will come out into the field but you can still use his affect (the monster whose atk power was increased does not go back down).

Jinzo: Your opponent can't activate any trap cards at any time. This effect does not apply to the player using Jinzo as a deck master.

Deepsea Warrior: You can tribute 2 monsters on your side of the field to negate an attack to your monster and your opponent will receive damage to his/her life points equal to the ATK of the monster your opponent attacked with. Note that this affect will not work if your opponent is attacking your life points.

Sanga of the Thunder: All of your opponent's Machine-type monsters ATK and DEF will be reduced by 500 points when summoned. This does not affect face-down monsters. All THUNDER type monsters levels will be decreased by 1 star.

Suijin: All of your Water monsters ATK and DEF will be increased by 400 points when summoned. This does not affect face-down monsters. All WATER type monsters levels will be decreased by 1 star.

Kazejin: All of your opponent's Machine and Rock type monsters cannot attack "Kazejin". All WIND type monsters levels will be decreased by 1 star.

Lord of D.: by paying 500 Life Points, you may Normal Summon any Dragon-type monster to the field as long as you have the necessary monsters on your side of the field to tribute. You may use this effect at any time during your turn and even if you've already made a Normal Summon in the same turn.

Injection Fairy Lily: Once per turn, during either players damage step, you may pay any number of life points to increase your monster's attack by the amount played, to a maximum of 2000 per turn (the monster whose atk power was increased does not go back down).

Blue Eyes White Dragon: All opponents’ monsters that are not winged or winged beast type monster cannot attack monsters on your side of the field monsters. Also, when the deck master Blue Eyes is placed on your side of the field on the monster card zone, no monster can ever attack the Blue Eyes that is on your side of the field if they: 

*Are Level 7 or lower

*Do are not winged or winged - beast type monster (and both of those affects apply). 

Also no dragon type monster on your side of the field can be affected by any magic, traps or monster effects.

Deckmaster affects are the only monster card affects that will be able to affect the dragons, winged and winged - beast monsters.

Dark Necrofear: You may control 1 of your opponent’s monster on the field for the remaining of the duel; the monster can’t be destroyed by any card effect.

Labyrinth Wall: After summoning (Normal/Special/Fusion/etc.) a monster, it must remain in the position it was summoned for the rest of the duel until they are destroyed or removed from play. An exception to this rule will be from cards that force their etc.)

Robotic Knight: send 3 machine monsters from your hand to the graveyard to inflict 500 points of direct damage to your opponent (or opponents if your dueling more than 1 person)

Catapult Turtle: sacrifice one monster from your side of the field and inflict damage equal to half of the monsters original atk to your opponent (or one of your opponents)

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