| 4th | Top United States Marine Corps MOS |
A musician is a person who plays or writes music. Musicians can be classified by their roles in creating or performing music:
* An instrumentalist plays a musical instrument. * A singer (or vocalist) uses his/her voice as his/her instrument. * Composers, songwriters and arrangers create musical compositions, songs and arrangements. These may be transcribed in music notation, performed or recorded. * A conductor leads a musical ensemble. A conductor can simultaneously act as an instrumentalist in the ensemble. * A recording artist creates recorded music, such as CDs and MP3 files.
Music was an aural art form, involving the arrangement of sounds of differing pitch and tone in a variety of combinations. Music played an important role in the cultures of many races, including Humans, Klingons, Vulcans, and Bajorans.

A Musician enters Mopatop's Shop in the episode "Musical Sounds", looking for some sounds for his music. Luckily for him, Puppyduck has just dropped a box of musical sounds, so the shop is filled with sounds. The Musician captures all the sounds in his hat.
The puppet was recycled from Tug Monster, originally used on Little Muppet Monsters.
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Musician is a Perk from TORN, a cancelled fantasy game using the SPECIAL system.
The character may play musical instruments, including those enchanted to weave spells with their music.
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Musicians can be found during the Festival of Lyss, trying to entertain the guests.
The song "Freemoabird" is very likely a reference to the American rock group Lynyrd Skynyrd's hit song "Free Bird".

S1 - S2 - S3 - MP - S4 - S5 - S6
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The Musician refers to the person who programmed the Looking Glass communications jammer deactivation code. He/she designed the code to be a sequence of notes from The Beach Boys' "Good Vibrations".
Bonnie told Charlie that only three people know the code - herself, Greta, and Ben. As the musician was not specifically identified by name, it could be assumed that the musician is dead, or no longer on the Island, or is one of the three mentioned.
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| Release date | 9 June 2009 (Update) |
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| Race | Human/Ghost/Goblin/Elf |
| Members NPC? | No |
| Quest NPC? | Yes/No |
| Location | All across Gielinor |
| Sells items? | No |
| Skill requirement? | None |
| Quest requirement? | Yes/No |
| Gender | Male/Female |
| Examine |
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| Notable features | Listening to their music restores run energy and hitpoints at a faster rate. |
Musicians (also known as buskers or bards) are NPCs who play music all across Gielinor. You can listen to their music by right-clicking on them and choosing "listen-to" or by resting within 3 squares of the musician. While you listen to their music, your run energy and hitpoints restore quickly. For example, with 75 agility it takes only 18 seconds to restore run energy from 0 to 100. The hitpoints restore rate is 3 times the regular, as said by the musicians. Different musicians have different instruments, with which they play different music. Those who play the lute play a rendition of Harmony. Violinists play a rendition of Spirit. The lyre players in the Fremennik realm play a rendition of Rellekka. Flute Players in the Desert play a rendition of Arabian. The Elf Musician plays a rendition of Forest.
Musicians were beings who sang or played music with any number of instruments.
The Musician was born on the planet of Jkalth, located in Wild Space, in 19 ABY. He grew up to be a renowned bounty hunter and the creator of the Gray Guard. He was intelligent and always striving to learn more, as well as an accomplished inventor, martial artist, and science student.
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His home planet was mostly water, with a single landmass in the center. The people were very violent, so The Musician learned how to fight at a young age. The authoritarian government knew about civilization on other planets, but kept it a secret from the public, fearing that they would want to integrate the planet. So the Musician lived his life wondering about the stars. Being a curious boy, he was ridiculed by government officials by his constant questioning.
On his 18th birthday,in 37 ABY, a Galactic Alliance X-wing crashed in his town. This sparked a national uprising against the government. Luckily, the Musician was able to pilot the X-wing, which he called the Sleeping Freshman, away from his planet. From there, he watched with horror as the planet was annihilated by its own weapons. He then set the navi computer for Coruscant. Luckily for him, he was a skilled hacker, and was able to withdraw 5 billion dollars, or 10 billion Republic credits, ensuring his survival. He escaped with all that money, a high tech sniper rifle, and some supplies. On Coruscant, he bought a custom made dual-barreled blaster rifle. He also hired a construction company to build him a base in his planet's moon, so he could watch over his destroyed planet. He bought a planetary shield,and four throwing knives coated in cortosis. Two of them were poisoned in a special mixture the Musician created. He had the only antidote too. Fast moving, this poison caused the stop of vital fluids, like blood, from going through a person. Most people would die in a minute. He also purchased a M-3PO droid, which he nicknamed Munch and a R8 series asrtomech droid, R8-C4, which he nicknamed Crunch. Crunch was very valuable with assissting the Musician in his X-wing.
While on Coruscant, he amassed the history of the galaxy, from the very beginning to the present day. He was very interested in the jedi, and wondered if he too was Force-sensitive. So during the time that his home was being built, he traveled the galaxy to the homes of many famous jedi, like Kit Fisto, Mace Windu, Aayla Secura, Yoda, and to the Jedi Temple. At the areas of birth of Mace and Kit, he found a holocron. He was able to acces these holocrons, learning more about the Jedi and growing in his Force abilities. He was able to construt a curved hilt purple bladed lightsaber, which he used to preform a mix of Makashi and Vaapod lightsaber techniques. The lightsaber was like Kit Fisto's, as it worked underwater. He also developed decent telekenisis skills.
Although he admired many of the Jedi values, The Musician believed that he couldn't be a true Jedi. He decided to go about the galaxy honing his skills and became a bounty hunter. During his work, he would respect the Jedi Code and avoid violence when neccesary. He primarily would locate items or people that had been stolen or lost. From this, he grew to resent pirates and slavers.
The last assignment of his short career brought him to a star system along the Unknown Regions, but near the Imperial Remnant, in 38 ABY. The star system was unaffiliated to any government except its own. He was called to Eskline, the sister planet of Erathei. Warlord Xannif ruled Eskline, and essentially, Erathei. He asked the musician to locate the leader of the peasant class of workers on Erathei. Apparently the leader, Marcu Holth, had fled off planet with nearly three million credits.
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Entertainers are the spice that adds interest to the game. They carry the glory of the galaxy and interrupt the mindless slaughter of the galactic wars. They play to the crowd that they gain their substance from and acquire great fame and wealth along the way. Take care of the crowd and they will take care of you in return. This is considered by some to be the "fun" profession. It requires listening to people, understanding what they desire, and getting what you want from them. A few entertainers decide that showing a little skin can be involved too.
Entertainers have many practical abilities. From inspiring the other profession to perform better, to changing one's appearance, and just plain making the game fun. The most notable ability in terms of the necessity of the profession to others is in giving out 'buffs' or inspirations. This allows for profession specific increase in abilities and an increase in the amount of experience gained. They also have the ability to modify any character's appearance. This at the higher levels is everything from height & weight to hair & skin color. This allows appearances that are not initially available at character creation. For example, you can make a Wookie with green fur or a bright blue Ithorian. This is how many players get interesting hair color and how you can make a character that closely resembles Darth Maul as well as many other possibilities. Finally, entertainers are usually fun loving groups that socialize and encourage other just to relax and take a break from the fast paced galactic war. It’s not uncommon to stroll into a busy cantina to find it packed with entertainers chatting away with themselves and others alike.
Anyone will tell you the most important thing to remember when dealing with any person who is giving a service is, ‘Always Tip’ - this applies equally to entertainers. To take advantage of the entertainers all one needs to do is walk into a busy cantina and ask for a buff. You must the chose to ‘watch’ or ‘listen to’ the entertainer that responds and let the effect-time build up. This is mutually beneficial, but its still protocol to tip. Entertainers currently have no other way of gaining credits. The command to tip is '/tip [amount]'.
Entertainer Base Statistics
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The important thing when starting an entertainer is to complete the tutorial on Tansari Station. Otherwise you will not receive a musical instrument. You can also earn some credits to get yourself started. Once you arrive in Mos Eisley you will be given a few basic quests and then sent to the terminals. These are really a waste as you gain no extra experience and little extra money. It's pretty much begging from here on out. You should find an angle and work it hard. Be it sexy dancer, cool musician or whatever your flavor, stick with it. Don't be afraid to let your recent arrival be known or the fact that you have next to no credits. Other characters often will help you out in the beginning.
After you attain a bit of experience, you can visit the nearby theater for a new series of quests from the theater manager. At first, you'll be judged by a panel of three NPCs, telling you what flourishes or songs to play for your audition. After a successful audition, you'll have to get 10 players to watch or listen to your performance. When you've done that, visit the theater manager again for more quests of similar nature. When you're done with one theater, you can complete a few other mission available in the cantina. Once you complete the missions, the choice is really yours to either pack up and move along to the next major city, where a familiar form of quest will be waiting, or settle in and build some regulars.
For more on this visit Entertainer buffs.
Another thing to remember: Good entertainers are likeable! No one likes an entertainer who is AFK for extended amounts of time. Another thing you want to avoid: having your macro set to saying something every ten seconds. You'll be on everyone's ignore lists, and you cant be very social then, huh? Remember, being in a group not only helps you get experience, but also can help you with boredom on a slow day. So remember: Never do anything that you wouldn't want an entertainer to do!
If, for some reason, you really want to grind while away from keyboard (perhaps you're going downtown for a while or something and would like your character to keep gaining XPs), it is recommended that you do it at some "remote" location not often visited by other players. If you own a house, or have access to a house, you can AFK grind as much as you want there safely without annoying other players. There is, in principle, nothing wrong with this in an RPG perspective, because it simply corresponds to practising at home. Of course, you will not be able to make any money giving buffs and IDs, as there are no other players present (but you wouldn't anyway since you'd be AFK).
Many theatre style guild halls will offer a series of quests and a reward. Most of these are helpful items but there are a couple that offer more. Examples of them are,
The Theater Hall In Mos Eisley (Theater Manager (Quest));
Which gives you a series of quests for either music or dance, The rewards for these are some credits, plus the 'Western' song for the music quest, and the 'Theatrical' dance for the (you guessed it) dance quest.
You can also aquire a dance and song from Mustafar in the cantina simply by talking to two people to the left as soon as you enter.
You receive: Calypso - Song Pei Yi - Dance
Timing varies between flourishes and song or dance. There is a trend for musical flourishes to last about 4-6 pauses and dance flourishes to last 6-10 pauses. See the List of Dances for all of the dances available including flourish timing. See Music Timing for song timing.
There is a strong tendancy for entertains to stay in the cantinas. Those entertainers who can engage in combat might want to have a change from the daily cantina grind and gain some notoriety by PvPing with groups. If possible play at the cloning terminals on adventure planets. One thing to avoid is going AFK in cloning stations, as it does not cure cloning sickness (I need to test but believe it only happens in cantinas, except on Mustafar)( You can not cure cloning sickness in the hospitals in restuss). Roadside concerts with the band's van sitting out, is always one way to draw a crowd. There are also player run cities that have performance venues in them. Many of these would be happy to have some new performers.
Entertainer is the only profession in the game that allows players to create artistic content. Entertainers have tens of thousands of combinations of songs, dances, instruments, effects, props, etc., all of which can be combined into truly creative performances. Because of this freedom to create unique content, entertainer is the most difficult profession to truly master (we're not talking about merely getting a Master entertainer title now) and the most complex profession in the game. The fact that it is so complex is one reason why there aren't many truly competent entertainers around.
Becoming a Master Musician is only a first step, and sadly there are many master musicians who have not truly created their own musical content in the game. There are also many players who get to Master and then quit because they don't see the advantage that can be taken of the game's musical content. Making music in SWG takes a bit of work, but the sounds that can be created truly become the player's own compositions. Outside of a true sandbox-type game such as Second Life, Star Wars Galaxies is the only MMORPG that gives players the ability to create content that actually relies on the player's artistry, and in SWG musicians and dancers are the only professions that are given this great artistic potential.
There are some basic things that can help us in crafting a truly great and unique sound. Listed below are the basic building blocks of our profession and the ways we can use them:
1. The instruments. Figure out which instruments have a unique sound. Some of them sound exactly the same as others, but some are unique. When one instrument sounds exactly like another it becomes a matter of looks. So in cases where two instruments sound alike (i.e. the Slitherhorn and the Fanfar) use the instrument whose appearance appeals to you the most.
2. The songs. Try using each instrument in conjunction with each song. You'll find some songs sound amazing when used with certain instruments, and some combinations of instruments give a pleasing sound when used with certain songs. Experiment to find songs and instruments that are pleasing or interesting to listen to. The audience will respond favourably to a sound they've rarely heard before, so the more unusual the sound the better (assuming that you can make a nice melody from it).
3. The flourishes. When you've found an instrument (or a mixture of instruments) that you feel suits a particular song, mix together certain flourishes and start to build a macro for your song. Find the way music flows when certain flourishes are used in conjunction. Choose flourishes and melodies that give the song a beginning, a middle and an end. Omit certain flourishes if they don't fit with the feel of the song that you want to convey. Repeat certain flourish combinations so that they become the song's chorus. In this way you make the song your own, you give it a mood and enable it to tell a story that works subconsciously on the listener's emotions. Yes, we only have eight flourishes for each song (plus a startmusic and stopmusic flourish), but if we spend the time to appreciate how to build an effective piece of music they are enough to allow you to do all the things I've suggested.
4. Visual effects and holoemotes. Place visual effects macros in your song macro to punctuate parts of the song that are particularly stirring or melodious. The audience will appreciate a melody all the more if it's accompanied by a light show that enhances the tune. For example, in my show I have a song that is meant to tell the story of the destruction of Alderaan by the Death Star. The song develops as a melody (accompanied by the 'holonotes' holoemote) meant to evoke the peacefulness of Alderaan; at the song's zenith light effects combine with the music's darkest tones to bring the song to a crescendo; and then the song's softest flourishes bring the piece to a close.
5. Droids. Don't underestimate the usefulness of a backup or effects droid. Program your droid so that he accompanies you on songs that work best with accompaniment. Use bandflourishes to create a duet. Use an effects droid when playing in a venue which is dark and when you want your performance to be more of a sound and light show.
6. Bands. If you can get a band together you can create a real stir on a server. Eight musicians playing music that actually sounds good, with instruments that are carefully chosen to create a unique sound, is something that is rarely seen anywhere in the game. If you can't find other players, use the holoband feature - these holographic entertainers are great for practicing and can be an asset in a performance too, if a little time is spent making them look and sound good.
7. Macros. There are many macros that can be used to enhance a musical performance, from the /macro command itself to the /pause command. Study the macros in the game and find out how to use them to your best advantage.
8. Beginnings and endings. On beginning a show, always remember to speak to your audience. Welcome them to the show. At the end, thank them. You can write these announcements into macros. When transitioning from one song to the next, don't just use the /changemusic macro. In a real performance the artist completes a song, thanks the audience, perhaps he says a few words, introduces bandmembers, etc. So do this - pretend you're a live band - use the /stopband command, then thank the audience, introduce the next song, etc. Use correctly timed pauses so that the music actually stops before your speech bubble appears - if you're playing a wind instrument it's going to look a bit silly if you're talking while the instrument is still playing.
9. The show. Remember to create a flow between songs so that when one song ends the next starts up on a note that is similar in tone or feel to the ending of the previous song. Alternatively, a purposefully jarring beginning to a song can punctuate different parts of your show. The idea is for a show to have a sort of storyline so that listeners are drawn along. Just as a song has a beginning, a middle and an end, so should your show. As the show begins the music should make the audience interested to hear more; in the middle the audience should be enjoying the heart of the music, with its most melodious and emotional tunes, and at the end they should leave with the sense that they have been taken on an emotional and satisfying musical journey. Perhaps your bio can tell the meaning of the show; perhaps each song can be introduced with a word or two about its meaning.
10. Tour! Take your show on the road. Perform at special events, or just take your show to a place where you know people hang out. Let people on the forums know when your show is coming to a venue, then play at the allotted time. At first you may not see many people showing up, but if we advertise and give people something more than AFKers to listen to, people will eventually start looking out for real entertainers and the cantinas will start to come back to life. Inspire folks to follow your lead. We have the abilities to make entertaining fun again for everyone.
11. Make your music about something. Read up on Star Wars lore and give your music titles and themes that refer to things in the Star Wars canon. Make the references subtle so that players have to seek out their meanings. For example, I have a song called "The Glimmerfish" that refers to a little-known aquatic creature native to Alderaan, while another is called "The Castle Lands", referring to ancient structures of alien origin. Sure, many players won't get the references, but it will give the music a nice sense of depth for those who are knowledgeable about Star Wars canon.
12. Finally, have fun! Make sure your music pleases you. Don't make music in the hope that a good show will bring in lots of credits. What's important is that your music is unique, artistic, and that it's enjoyable for you. If you want to make just one perfect song, do it; if you want to make a virtual SWG opera, four hours in length, do that. It's up to you, and the only one you have to satisfy is yourself. If you like what you've done the joy of it will come through in your music, and others will like it too. Even a modest effort, when done with enthusiasm, will entertain.
By using the above tools we can truly create a performance that's truly entertaining and truly unique. When we create a show that's truly our own it gives a sense of accomplishment second to none in the game (or in any other game for that matter). Hopefully this little guide can motivate new players and illustrate that there's more to the musician professions than first meets the eye.
This article is originally from the Yu-Gi-Oh! Wiki. You can find the original content here.
Types are a means to split monsters into groups (in a broader way to what Attributes do) in order to enable Support Cards granting various effects, to a specific order of monsters.
Each monster has 1 Type, and there are 21 different legal Types in the OCG & TCG (and a few made up) so far.

See the main article, Aqua.
A notable made-up card is "Majesty of Ice", when a notable made-up Archetype is the Slime monsters.

See the main article, Beast.
Some notable made-up Beast-Type monsters are "Ali Kangaroo" and "Arceus".

See the main article, Beast-Warrior.
Some notable made-up cards are "Blaziken", and "Lucario".

See the main article, Dinosaur.

See the main article, Dragon.
Noteable Dragon Archetypes include the "Elemental Dragons" and "Darkness Dragons" .

See the main article, Fairy.

See the main article, Fiend.
The made-up "Doomforce" and "Apocalyptic Dragon" cards are all also Fiends.

See the main article, Fish.

See the main article, Insect.

See the main article, Machine.
Some notable made-up Machine's weakness cards are "Combat War Lost" and "Short-Circuit Cyber", when a notable made-up Machine-Type monster is "Ultra Cyber Dragon".

See the main article, Plant.

See the main article, Psychic.
Some notable made-up cards are:

See the main article, Pyro.

See the main article, Reptile.

See the main article, Rock.

See the main article, Sea Serpent.
However, the advent of made-up Project Sea Serpent caused a lot of new Sea Serpents to be created, and now their main strategy is to power each other's ATK points and destroy opposing monsters. Some notable made-up monster cards are "Leviathan - Serpent of the Depths" and "Justice Hydra", when some notable made-up support cards are "Depths of the Ocean" and "Water Shield."

See the main article, Spellcaster.
The only notable made-up Spellcaster so far is Magic Hero Galaxica.

See the main article, Thunder.
A notable made-up cards is Raijin, the God of the Thunder, and some noteable made-up support cards are Static Fusion Ball and Aura of Lightning.

See the main article, Warrior.
A notable made-up warrior monster card is Cannibal Warlord.

See the main article, Winged Beast.

See the main article, Zombie.
A notable made-up weakness card is Talisman of Banishing Souls.

See the main article, Divine-Beast.
Some notable made-up monsters:
See the main article, Immortal.
See the main article, Character Cards.
Cryptid monsters are creatures that are based on animals and unknown creatures that are known as UMA (Unidentified Mysterious Animals). These monsters first appeared in the booster pack, Crimson Beasts.
Notable Monsters include:
Support Cards include:
Weakness Cards include:

Demon-Vassal monsters that are normally low in level, they have exceptional strong effects, and fairly good ATK and DEF. These monsters are also derived from the Makai Series. These monsters are used to normal summon Overlord-Type monsters.
Some notable monsters include:
Monsters that resembly the devil or demons. They are usually low leveled but can have stronger forms.
Some notable monsters include :
Esper monsters are a new Co-type, with the advent of the Rise of the Summoners. The strategy of Esper monsters is to summon a "Summoner" monster who can summon "Esper" cards from your Hand or Deck by paying life points x100 of the LV of the "Esper" you want to Summon. The summoner cards can level up the more they Summon, becoming Stronger and able to summon Stronger "Esper" cards.
Notable Monsters include:
Support cards include:
These monsters are from the anime series Neon Genesis Evangelion. They work great against the Servents of God cards.
Some notable monster cards:
You can put these monsters on 1 of the card or cards that it says to. These are usually stronger forms of other monsters.
Notable Cards:
Food monster are monsters and trap monsters that have images of food and included in the Food-Type. Some of these have the ability to heal the summoner at at a loss of there attack points or by destroying it.
Support:
Ghost monsters are a new type, with the advent of the Undead Realms. The strategy of Ghost monsters is to either pair up with Spirits or to swarm in the sense Zombies do. Ghost monsters usually represent Spirits, but are not Spirit monsters. They are a little Zombie-like, but they do not really fit in the Zombie-type category. They are usually spirits, souls, and other Ghost-like things.
Notable Monsters include:
Support cards include:
Weakness cards include:
Hell monsters are Dark, but some have Fire, also. their ability is they can get some Normal monster Dark Fiend or Earth, (but non-Rock monsters) monsters that sent to graveyard and special summon it into Hell monsters with "Phantom" in the beginning of its name, then the original ATK and DEF will switch together.
Horror Monsters are usually DARK or HELL attribute monsters. They have effects that involve cards of their type being removed from play, sometimes removing one just to use the effect as its cost. They work well with cards Like "Soul Absorbtion" or decks that involve cards being removed from play.
These monsters are legos. When they are destroyed you special summon a Lego Token.
Some notable monsters include:
Some support for these cards include:
Lunar Monsters are made in the tide of the moon.
Notable Monsters:
Military monsters are mostly soldiers and vehicles for modern warfare.
Some notable monsters include:
Some support for these cards include:
Some weakness cards include:
Musician monsters are singers, bards, guitarists, drummers, harpists and other beings that attack with music or sound, monsters that would previously have been put in either the Spellcaster or Fairy category. The Type was introduced in Age of Dark Awakening and followed up in Forbidden Reflections. Most support for Musician monsters comes from other Musician monsters rather than Spell or Trap cards, reinforcing the "band" element to their persona.
Notable monsters include:
Support cards include:
Mythical-Beast monsters are those drawn from mythology or legends, or at least partly derived from them. Notable monsters can be seen in Thunderboom's Pokémon cards.
Notable monster cards:
Nyan Nyan is the monster type that specially used to negate the effect of all "Thunder Nyan Nyan"s.
Notable Card:
Other Worldy monsters are mainly beings from outer space, most of these cards are aliens. This type is still a very unsupported type. Some notable monsters:
Some support cards:

Overlord monsters that are derived from the Makai Seies, that is a game developed by NIS America & Nippon Ichi Software. These monsters are normally high in level, and have outstandingly strong effects but has a backfire ability that do harm to the controller. These type of monsters can only be normally summoned by tributing Demon-Vassal - type monsters.
Some notable monsters include:
Some support cards include:

This type is based on things that look similar to Pencils and Pens. Most of them are Earth Attribute though they are a few exceptions.
Notable Monster include:
Pokemon are monsters that are derived from the Pokémon World. These creatures contain their default types such as "Plant", "Fish", "Pyro", etc, however they also contain the "Pokemon" type to establish that certain cards may only work with them, although most of these only need to have a Pokémon Name for most cards to work with them. Notable cards can be seen in World King's Project: The Pokémon..
Some notable monsters include:
Some notable support cards include:
Rebels are monsters that usually represent bikers, angels, wild people, demonic people and soldiers. There attributes are Fire, Dark and Light. Their effects usually involve destroying, drawing, or attacking more than once.
Some notable monsters are :
Shapeshifter Monsters are a unique type of monster that be treated as any type of monster.
Notable Monsters:
Shy Guys are a new type of card made by Mick used for the Mario enemies Shy Guys
Notable Monsters:
Solar Monsters are monsters that are created by the suns rays.
Notable Monsters:
Symbiote Monsters are a special type of Effect monsters that are stored in your Extra Deck, wich leaves room for a suitable strategy to your deck, but in order to summon them you must equip them with a monster of the same level on your side of the field. Symbiote monsters have wery low ATK and DEF, but they gain the ATK and DEF of the monster they are equipped with and in addition have an effect of their own. For more details on rulings see: Symbiote Monster Rulings.
Notable Monsters and Cards:
??? Monsters are Monsters with the Type:??? and when Summoned, it becomes whatever Type you call out.
Notable monsters:
Ancient monsters are monsters far stronger then any other types they have more devastating abilities then anyother monsters
Notable Monsters:
Notable Spell Cards:
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Monster Cards - Spell Cards - Trap Cards Types of Monster Cards Effect - Fusion - Normal - Ritual - Synchro - Dark Synchro - Hybrid(FCG Only) Types of Spell Cards Continuous - Field - Equip Types of Trap Cards Continuous - Counter - Normal Other Types of Card Turn Phases Draw Phase - Standby Phase - Main Phase 1 |
ATK - DEF - Level - Attribute - Type Playing Field Zones Monster Zones - Spell/Trap Zones Types of Summon Flip - Normal - Tribute |
Activate - Chain - Cost - Counters - Destroy Types of Monster Effects Continuous - Flip - Ignition - Quick Compulsory - Optional - Lingering Types of Effect Monsters Flip - Gemini - Spirit - Toon - Tuner - Union - Dark Tuner Types of Spell Speed Spell Speed 1 |
Tournament Guidelines Duel - Infinite Loop - Maintenance Costs Double Tributer - Victory Conditions Attributes DARK - EARTH - FIRE - LIGHT - WATER - WIND Types Aqua - Beast - Beast-Warrior - Dinosaur - Dragon |
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