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Enhance Monsters are a Type of Monster Card that has a military green colored frame. It was made by The Nepfessor. There are two versions of Enhance Monsters, one for Master Duel and one for Rush Duel.

Shared Characteristics[]

They start the Duel in the Extra Deck:

  • They cannot exist in the hand or the Main Deck; if an Enhance Monster would be moved to the hand or Main Deck, it is returned to the Extra Deck instead.
  • If an Enhance Monster is not properly Special Summoned by Enhance Summon before being sent to the Graveyard or banished, it cannot be Special Summoned from there (even by effects that ignore Summoning conditions).

Enhance Summoning[]

To perform an Enhance Summon, during your Main Phase 1 or 2, you must send 1 monster, that is equipped with an Equip Card listed in the text of the Enhance Monster you wish to Summon, from your field to the GY.

Equip Cards refer not just to Equip Spell Cards, but also Union monsters, monsters that can equip on other monsters via their effect (see "Armory Arm") and/or Normal Trap Cards that can be treated as Equip Spell Cards (like "Metalmorph".)

Arming[]

Enhance Monsters in Master Duel have a built-in mechanic called Arming. To Arm, the turn player can, once per turn, place exactly 1 Equip Spell from your GY underneath the appropriate Enhance Monster. A monster that is Armed gains all the of the effects of the card it is Armed with. For example, if you Arm a monster with "Gravity Axe - Grarl", it will gain 500 ATK and prevents your opponent's monsters from changing their battle positions. Arming can also be performed by card effects.

Disarming[]

Enhance Monsters in Master Duel have another mechanic called Disarming. To Disarm, you need to send an Equip Spell that is Armed to an Enhance Monster you control to the GY. Armed Equip Spells cannot be Disarmed as a cost to activate cards or effects.

Burden[]

Enhance Monsters in Rush Duel have an extra stat known as "Burden", visualized as glowing green cracks at the end of the ATK/DEF bar with a red number. Burden indicates how many Enhance Monsters of varying strength they are able to control at a time. By default, the Burden cap is 5: Players cannot Enhance Summon anything that would cause their total Burden to exceed 5, and if they already control a total Burden of 5, they cannot Enhance Summon at all. A monster's Burden can be raised or lowered like its Level, and the player themselves can have their Burden cap raised or lowered by card effects.

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