Structure Deck: Yugi Volume 2

SY2-001 Super Magical Swordsman - Black Paladin Dark/Spellcaster - Fusion/8/2900/2400 [Black Magician] + [Buster Blader] This Monster can only be Special Summoned by a Fusion Summon. When this card is face-up on the Field, you may discard 1 card from your hand to negate an activation of a Magic Card and destroy it. Increase this card's attack strength by 500 for each Dragon Sub-Type Monster on all Fields and in all Graveyards. Ultra Rare

SY2-002 Black Magician Dark/Spellcaster/7/2500/2100 Normal Monster

SY2-003 Gremlin Dark/Demon/4/1300/1400 Normal Monster

SY2-004 Rock Soldier Earth/Rock/3/1300/2000 Normal Monster

SY2-005 Illusion Beast King - Gazelle Earth/Beast/4/1500/1200 Normal Monster

SY2-006 Holy Elf Light/Spellcaster/4/800/2000 Normal Monster

SY2-007 Ruiz Earth/Beast-Warrior/4/1200/1500 Normal Monster

SY2-008 Fortress Guard Wing Dragon Wind/Dragon/4/1400/1200 Normal Monster

SY2-009 Dark Realm Warrior - Dark Sword Dark/Warrior/4/1800/1500 Normal Monster

SY2-010 Buster Blader Earth/Warrior/7/2600/2300 For each Dragon Sub-Type monster on opponent's field and opponent's Graveyard, increase this card's attack strength by 500.

SY2-011 Black Magician Girl Dark/Spellcaster/6/2000/1700 For each [Black Magician] or [Magician of Black Chaos] in your or your opponent's Graveyard, increase this card's attack strength by 300.

SY2-012 Kuriboh Dark/Demon/1/300/200 Discard this card from your hand. Reduce a battle damage done to you to 0. This effect can only be activate during your opponent's Battle Phase.

SY2-013 Big Shield Guarder Earth/Warrior/4/100/2600 Negate an activation of Magic card that target this one card when in face-down defense mode. At this time, this card is change to face-up defense mode. When this card is attacked, change this card to attack mode in end of damage calculation.

SY2-014 Retrained Elven Swordsman Earth/Warrior/4/1400/1200 Monster with attack strength of 1900 or more cannot destroy this card as a result of battle. (Damage Calculation is done as normal)

SY2-015 Skilled Black Magician Dark/Spellcaster/4/1900/1700 For each time you or your opponent activates a Magic card, put one "Magic Counter" on this card (to a maximum of 3). You can sacrifice this card when it have 3 "Magic COunters" on it, special summon a [Black Magician] from your hand, deck, or Graveyard.

SY2-016 Critter Dark/Demon/3/1000/600 When this card is sent to Graveyard from the field, search your deck for a monster with attack strength 1500 or less, reveal it, and put it into your hand. Shuffle your deck afterward.

SY2-017 Saint Magician Light/Spellcaster/1/300/400 Reversed: Choose a Magic card from your Graveyard and put it into your hand.

SY2-018 Tenacious Old Magician Dark/Spellcaster/2/450/600 Reversed: Destroy one monster on opponent's field.

SY2-019 Dark Hero - Zombire Dark/Warrior/4/2100/500 This card cannot attack opponent's lifepoints directly. When this card destroy a monster as a result of battle, lower this card's attack strength by 200.

SY2-020 Giant Rat Earth/Beast/4/1400/1450 When this card is sent to the Graveyard as a result of battle, special summon a Earth Main-Type monster with attack strength of 1500 or less from your deck to the field in attack mode. Shuffle your deck afterward.

SY2-021 Royal Magic Librarian Light/Spellcaster/4/0/2000 For each time you or your opponent activates a Magic card, put 1 "Magic Counter" on this card (to a maximum of 3). Remove 3 "Magic Counters" from this card, draw one card from your deck.

SY2-022 Dimensional Magic Magic - Quickplay This card can be activate if you have a face-up Spellcaster sub-type monster on your field. Sacrifice one monster on your field, special summon a Spellcaster sub-type monster from your hand. Afterward, you may destroy a monster on the field. Ultra Rare

SY2-023 Fusion Magic - Normal Choose the Fusion materials from your hand and your field and sent them to Graveyard, special summon the Fusion monster from your Fusion deck.

SY2-024 Master of Fusion Magic - Normal Put a [Fusion] card from your deck into your hand. Shuffle your deck afterward.

SY2-025 Raise Dead Magic - Normal Choose a monster from your or your opponent's Graveyard, special summon the chosen monster to your field.

SY2-026 Jar of Greed Magic - Normal Draw two cards from your deck.

SY2-027 Magical Box of Death Magic - Normal Destory one monster on opponent's field, gave the control of one of your monster to your opponent.

SY2-028 Monster Recollection Magic - Quickplay Shuffle one of your monster on the field and your hand into your deck. Draw cards from your deck equal to the number of cards originally in your hand.

SY2-029 Power of Teamwork Magic - Equipment For each face-up monster on your field, increase the attack and defense strength of the equipped monster by 800. SY2-030 Cyclone Magic - Quickplay Destroy a Magic or Trap card on the field.

SY2-031 Magical Scripture Magic - Quickplay Look at the top 3 cards of your deck, and replace them in any order. Your opponent cannot look at those cards.

SY2-032 Broken Earth Magic - Normal Destroy the opponent's monster with the lowest attack.

SY2-033 Proof of Dragon Destruction Put a [Buster Blader] from your deck or Graveyard into your hand.

SY2-034 Trap Remover Magic - Normal Choose a face-up Trap card on the field and destroy it.

SY2-035 Magic Cylinder Trap - Normal This card can be activate when your opponent declare attack. Negate an attack from an opponent's monster, do damages to opponent's lifepoints equal to the atack strength of that monster.

SY2-036 Hexagram Curse Trap - Continuous When this card is on the field, one of target opponent's monster cannot attack, nor change its mode. When the target monster is destroy, so is this card.

SY2-037 Holy Barrier - Mirror Force - Trap - Normal This card can only be activate when your opponent declare attack. Destroy all monsters in attack mode on opponent's field.

SY2-038 Hand-Sealing Sword of Light Trap - Normal Select one card from your opponent's hand, and remove it from play face-down. During the opponent's next three turn, that card cannot be use. At the standby phase of the fourth turn, return that card to opponent's hand.

SY2-039 Magic Jammer Trap - Counter Discard one card from your hand. Negate an activation of Magic card and destroy it.

SY2-040 Thunder Break Trap - Normal Discard one card from your hand. Destroy one card on the field.

SY2-041 Sand Tornado Trap - Normal Destroy one Magic or Trap card on opponent's field. You may set a Magic/Trap card from your hand to your field afterward.

SY2-042 Escaping Citizens Fire/Pyro/2/600/600 Normal Monster

SY2-043 Oppressed Citizens Water/Aqua/2/400/2000 Normal Monster

SY2-044 United Resistance Wind/Thunder/3/1000/400 Normal Monster

SY2-045 Thousand Knives Magic - Normal This card can only be activate if you have a [Black Magician] on the field. Destroy 1 of opponent's monsters on the field.

SY2-046 Curtain of Black Magic Magic - Normal During the turn this card is activate, the player cannot Normal Summon, Reverse Summon, or Special Summon any other monsters. Pay half of your lifepoints, special summon a [Black Magician] from your deck.

SY2-047 Revolution Magic - Normal Do 200 damages to your opponent for each card he/she have in his/her hand.

SY2-048 Fusion Cancel Magic - Quickplay Return one Fusion monster on the field to the Fusion deck. Then, if the Fusion material for the Fusion monster returned during Fusion summon is in your Graveyard, you may special summon the set of monsters to the field.

SY2-049 Fusion Gate Magic - Field When this card is on the field, Fusion Summon do not need the [Fusion] card. The Fusion material would be remove from game instead of sending to Graveyard.

SY2-050 Welcome For The Dead Magic - Normal Discard one card from your hand, destroy one monster card on the field.

SY2-051 Eye of Truth Trap - Continuous When this card is face-up on the field, opponent's must play with his/her hand revealed. During your opponent's Standby Phase, if he/she have Magic card in his/her hand, he gain 1000 lifepoints.

SY2-052 Pit Trap Trap - Normal This card can only be activate when your opponent Summon or Reverse Summon. If that monster's attack strength is higher than 1000, that monster is destroy.

SY2-053 Royal Control Trap - Continuous Negate all effect of Trap cards on the field except this card.

SY2-054 Chain Destruction Trap - Normal This card can only be activate when a monster with attack strength of 2000 or lower is Normal Summon, Reverse Summon, or Special Summon. Destroy all cards in opponent's hand and deck that have the same name as that card. Shuffle that deck afterward.

SY2-055 Shift Change Trap - Normal This card can only be activate when your opponent use effect of Magic, Trap that target a monster, or during attack. You may change that target to another monster on your field.

SY2-056 Strong Revolution Trap - Normal This card can only be activate during your standby when all [Escaping Citizens],[Oppressed Citizens], and [United Resisitance] are face-up on your field. Put all cards in his/her hand to Graveyard, and destroy all cards on your opponent's field.