Part 2 · Duel rules · Chapter 4

Anatomy of a card

Kinds, rarities, elements, constellations and what each number on the card means.

The parts of a card

Every card shows the name, the mythology, the rarity and the kind. Monsters also show the level, the ATK (attack, bottom left corner), the DEF (defense, on the right), the type, the element and their two constellations. The other cards show the effect text.

A legendary MYTHENOR card with numbered parts123456789
  1. 1 Mythology (the corner symbol)
  2. 2 Level (the diamonds)
  3. 3 Rarity
  4. 4 Card name
  5. 5 Type and element
  6. 6 The two constellations
  7. 7 Flavor text
  8. 8 ATK (attack)
  9. 9 DEF (defense)

The six kinds of card

Card kindCount
Monster540
Spell72
Trap48
Equipment30
Field6
Ritual24

The effects of spells, traps, equipment, fields and rituals are in the chapter Spells, traps and more.

Rarities

There are five rarities. The rarer, the fewer cards exist and the harder it is to open one in a pack. The frame changes color with the rarity.

RarityCount
Common288
Uncommon204
Rare132
Epic72
Legendary24

There are four legendaries per mythology. The strongest monsters in the game have 3,600 ATK.

Lake Texcoco SerpentCommon
Dragon of Tláloc's StormUncommon
Ancestral Quetzal of the Sacred PlumesRare
Huitzilopochtli, Hummingbird of the SouthEpic
Quetzalcóatl, the Feathered SerpentLegendary

Monsters: type, element and level

A monster has one of the 12 types (Dragon, Serpent, Warrior, Beast, Beast-Warrior, Spirit, Deity, Undead, Spellcaster, Machine, Insect-Plant and Bird) and one of the 7 elements (Fire, Water, Earth, Wind, Light, Darkness and Thunder). Type and element decide fusions and boosting effects.

Type \ ElementWaterFireLightEarthDarknessThunderWind
Bird210907812
Beast877181422
Beast-Warrior105191004
Deity73195885
Dragon7956681
Spirit8577806
Spellcaster551621102
Warrior521913317
Insect-Plant4078902
Machine3938091
Undead74652105
Serpent16536907

The level goes from 1 to 10 and is a reference: it is roughly the higher of ATK and DEF divided by 350. There is no tribute: monsters of any level enter the table directly. ATK and DEF are always multiples of 50, from 400 to 3,600.

Constellations

Every monster carries two constellations, one from each cycle. When you summon it you choose which one is active; it decides advantages in battle. See the chapter Constellations.

Special cards

  • Fusion-only: 76 monsters that do not come in packs, the showcase or crafting; they are born only from fusion (or from a drop).
  • Ritual-only: 24 ritual monsters, summoned only by the right Ritual card.
  • 1/1 card: an exclusive legendary card for whoever reaches the highest level of the Hall of Myths (Hall of Myths); it is bound to the account and does not enter packs or trades. Today none exists in the game.

The art

Each of the 720 cards has its own art. In the Codex you see the large art, the myth of origin and where to get the card.

The magnifier: inspecting a card

The magnifier button appears on cards in the collection, the deck editor, the Fusion Book and the Codex, and in the duel action bar when you select a card. It opens the card full screen: large art, name, rarity, type, element, level, ATK, DEF and constellations, plus a description in a legendary tone and, right below it, "In game terms", with what the card actually does. To close, tap the card or outside it, swipe down or press Esc (the hint sits right under the art, no scrolling needed). Scrolling the text does not close it.

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