Along with a list of major or notable text changes, compiled by our friend, Noah.

The European Facebook Page has released an Album for Shadows in Valhalla, the new reprint set that also introduces new Ninja, new Entities, a new Aleister, and Zigfried’s Valkyrie strategy. Due to a large number of changed texts, we’ll be listing them here for players’ awareness.

Strike Ninja

OLD:

Once per turn, during either player’s turn: You can banish 2 DARK monsters from your Graveyard; banish this face-up card until the End Phase.

NEW:

(Quick Effect): You can banish 2 DARK monsters from your GY; banish this face-up card until the End Phase. You can only use this effect of “Strike Ninja” once per turn.

Upstart Golden Ninja

OLD:

Once per turn: You can send 1 Trap Card from your hand to the Graveyard; Special Summon 1 Level 4 or lower “Ninja” monster from your Deck in face-up Defense Position or face-down Defense Position.

NEW:

Once per turn: You can send 1 Trap from your hand to the GY; Special Summon 1 Level 4 or lower “Ninja” monster from your Deck in face-up Defense Position or face-down Defense Position.

White Dragon Ninja

OLD:

Cannot be Special Summoned, except with a “Ninjitsu Art” card’s effect. Spell/Trap Cards you control cannot be destroyed by card effects.

NEW:

Cannot be Special Summoned, except with a “Ninjitsu Art” card’s effect. Spells/Traps you control cannot be destroyed by card effects.

Red Dragon Ninja

OLD:

When this card is Summoned: You can banish 1 “Ninja” or “Ninjitsu Art” card from your Graveyard to target 1 Set card your opponent controls; reveal that Set card, then return it to either the top or bottom of the Deck. Your opponent cannot activate the targeted card in response to this effect’s activation. You can only use the effect of “Red Dragon Ninja” once per turn.

NEW:

When this card is Summoned: You can banish 1 “Ninja” or “Ninjitsu Art” card from your GY, then target 1 Set card your opponent controls; reveal that Set card, then return it to either the top or bottom of the Deck. Your opponent cannot activate the targeted card in response to this effect’s activation. You can only use this effect of “Red Dragon Ninja” once per turn.

Twilight Ninja Jogen

OLD:

Pendulum Effect:

If your “Ninja” monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Monster Effect:

You can reveal 1 “Ninjitsu Art” card in your hand; Special Summon this card from your hand. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

NEW:

Pendulum Effect:

If your “Ninja” monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Monster Effect:

You can reveal 1 “Ninjitsu Art” card in your hand; Special Summon this card from your hand. If this card attacks a Defense Position monster, inflict piercing battle damage.

Armor Ninjitsu Art of Alchemy

OLD:

If you control 1 face-up “Ninjitsu Art” card: Destroy all face-up “Ninjitsu Art” cards you control, then draw 2 cards.

NEW:

If you control a “Ninjitsu Art” card: Destroy as many other “Ninjitsu Art” cards you control as possible, then draw 2 cards.

Ninjitsu Art of Transformation

OLD:

Activate this card by Tributing 1 face-up “Ninja” monster; Special Summon 1 Beast, Winged Beast, or Insect-Type monster from your hand or Deck whose Level is less than or equal to the Level the Tributed monster had on the field +3. When this card leaves the field, destroy that monster.

NEW:

Activate this card by Tributing 1 face-up “Ninja” monster; Special Summon 1 Beast, Winged Beast, or Insect monster from your hand or Deck whose Level is less than or equal to the Level the Tributed monster had on the field +3. When this card leaves the field, destroy that monster.

Ninjitsu Art of Super-Transformation

OLD:

Activate this card by targeting 1 “Ninja” monster you control and 1 face-up monster your opponent controls; send them to the Graveyard, then Special Summon 1 Dragon, Dinosaur, or Sea Serpent-Type monster from your Deck whose Level is less than or equal to the combined original Levels of the sent monster(s). When this card leaves the field, banish that monster.

NEW:

Activate this card by targeting 1 “Ninja” monster you control and 1 face-up monster your opponent controls; send them to the GY, then Special Summon 1 Dragon, Dinosaur, or Sea Serpent monster from your Deck whose Level is less than or equal to the combined original Levels of the sent monster(s). When this card leaves the field, banish that monster.

Armor Ninjitsu Art of Rust Mist

OLD:

When a monster(s) is Special Summoned to your opponent’s side of the field, if you control a face-up “Ninja” monster: Halve the ATK of that Special Summoned monster(s).

NEW:

When a monster(s) is Special Summoned to your opponent’s field, if you control a “Ninja” monster: Halve the current ATK of that Special Summoned monster(s).

Neo-Spacian Glow Moss

OLD:

When this card attacks or is attacked: Your opponent draws 1 card. Reveal it, and based on its type apply this effect.

Monster: End the Battle Phase.

Spell: If this card is attacking, you can change it to a direct attack instead.

Trap: Change this card to Defense Position.

NEW:

If this card attacks or is attacked: Your opponent draws 1 card and shows it, then based on its type apply this effect.

Monster: End the Battle Phase of this turn.

Spell: If this card is attacking, you can change it to a direct attack instead.

Trap: Change this card to Defense Position.

Neo-Spacian Flare Scarab

OLD:

This card gains 400 ATK for each Spell/Trap Card your opponent controls.

NEW:

Gains 400 ATK for each Spell/Trap your opponent controls.

Elemental HERO Magma Neos

OLD:

“Elemental HERO Neos” + “Neo-Spacian Flare Scarab” + “Neo-Spacian Grand Mole”

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) This card gains 400 ATK for each card on the field. During the End Phase: Shuffle this card into the Extra Deck. When this card is shuffled into the Extra Deck this way: Return all cards on the field to the hand.

NEW:

“Elemental HERO Neos” + “Neo-Spacian Flare Scarab” + “Neo-Spacian Grand Mole”

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”.) This card gains 400 ATK for each card on the field. Once per turn, during the End Phase: Shuffle this card into the Extra Deck. If this card is shuffled into the Extra Deck this way: Return all cards on the field to the hand.

Elemental HERO Chaos Neos

OLD:

“Elemental HERO Neos” + “Neo-Spacian Dark Panther” + “Neo-Spacian Glow Moss”

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”). During the End Phase: Shuffle this card into the Extra Deck, then Set all face-up monsters on the field. Once per turn, during your Main Phase 1: You can toss a coin 3 times.

3 Heads: Destroy all monsters your opponent controls.

2 Heads: For the rest of the turn, the effects of all face-up monsters your opponent controls are negated.

1 Head: Return all monsters you control to the hand.

NEW:

“Elemental HERO Neos” + “Neo-Spacian Dark Panther” + “Neo-Spacian Glow Moss”

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”). Once per turn, during the End Phase: Shuffle this card into the Extra Deck, and if you do, Set all face-up monsters on the field. Once per turn, during your Main Phase 1: You can toss a coin 3 times.

3 Heads: Destroy all monsters your opponent controls.

2 Heads: For the rest of this turn, the effects of all face-up monsters your opponent controls are negated.

1 Head: Return all monsters you control to the hand.

Vision HERO Trinity

OLD:

3 “HERO” monsters

During the turn this card was Fusion Summoned, its ATK is double its original ATK. This Fusion Summoned card can attack 3 times during each Battle Phase. This card cannot attack your opponent directly.

NEW:

3 “HERO” monsters

After this card is Fusion Summoned, for the rest of this turn, this card’s ATK becomes double its original ATK. This Fusion Summoned card can make a second and third attack during each Battle Phase. Cannot attack directly.

Mermail Abyssmegalo

OLD:

You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 “Abyss-” Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase that turn.

NEW:

You can discard 2 other WATER monsters to the GY; Special Summon this card from your hand. When Summoned this way: You can add 1 “Abyss-” Spell/Trap from your Deck to your hand. You can Tribute 1 other Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.

Mermail Abyssleed

OLD:

You can discard 3 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can target 1 “Abyss-” Spell/Trap Card in your Graveyard; add that target to your hand. You can Tribute 1 other face-up Attack Position “Mermail” monster; send 1 random card from your opponent’s hand to the Graveyard. You can only use this effect of “Mermail Abyssleed” once per turn.

NEW:

You can discard 3 other WATER monsters to the GY; Special Summon this card from your hand. When Summoned this way: You can target 1 “Abyss-” Spell/Trap in your GY; add that target to your hand. You can Tribute 1 other Attack Position “Mermail” monster; send 1 random card from your opponent’s hand to the GY. You can only use this effect of “Mermail Abyssleed” once per turn.

Mermail Abyssteus

OLD:

You can discard 1 other WATER monster to the GY; Special Summon this card from your hand. If Summoned this way: Add 1 Level 4 or lower “Mermail” monster from your Deck to your hand. You can only use this effect of “Mermail Abyssteus” once per turn.

NEW:

You can discard 1 other WATER monster to the GY; Special Summon this card from your hand. When Summoned this way: You can add 1 Level 4 or lower “Mermail” monster from your Deck to your hand. You can only use this effect of “Mermail Abyssteus” once per turn.

Aleister the Invoker

OLD:

During either player’s turn: You can send this card from your hand to the Graveyard, then target 1 Fusion Monster you control; it gains 1000 ATK and DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 “Invocation” from your Deck to your hand.

NEW:

(Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 “Invocation” from your Deck to your hand.

Invoked Mechaba

OLD:

“Aleister the Invoker” + 1 LIGHT monster

Once per turn, during either player’s turn, when a Spell/Trap Card, or monster effect, is activated: You can send the same type of card (Monster, Spell, or Trap) from your hand to the Graveyard; negate the activation, and if you do, banish that card.

NEW:

“Aleister the Invoker” + 1 LIGHT monster

Once per turn, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can send the same type of card (Monster, Spell, or Trap) from your hand to the GY; negate the activation, and if you do, banish that card.

Mist Valley Apex Avian

OLD:

When an effect is activated, you can select 1 face-up “Mist Valley” card you control. Return that “Mist Valley” card to its owner’s hand, negate the effect’s activation, and destroy the card whose effect was activated.

NEW:

Once per chain, when a card or effect is activated (Quick Effect): You can target 1 “Mist Valley” card you control; return that target to the hand, and if you do, negate the activation, and if you do that, destroy it.

El Shaddoll Winda

OLD:

1 “Shaddoll” monster + 1 DARK monster

Must first be Fusion Summoned. Cannot be destroyed by an opponent’s card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the Graveyard: You can target 1 “Shaddoll” Spell/Trap Card in your Graveyard; add it to your hand.

NEW:

1 “Shaddoll” monster + 1 DARK monster

Must first be Fusion Summoned. Cannot be destroyed by an opponent’s card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the GY: You can target 1 “Shaddoll” Spell/Trap in your GY; add it to your hand.

Dragunity Knight – Vajrayana

OLD:

1 Dragon-Type Tuner + 1 or more non-Tuner Winged Beast-Type monsters

When this card is Synchro Summoned: You can target 1 Level 3 or lower Dragon-Type “Dragunity” monster in your Graveyard; equip that target to this card. Once per turn: You can send 1 Equip Card equipped to this card to the Graveyard; double this card’s ATK until the End Phase.

NEW:

1 Dragon-Type Tuner + 1+ non-Tuner Winged-Beast monsters

When this card is Synchro Summoned: You can target 1 Level 3 or lower Dragon “Dragunity” monster in your GY; equip that target to this card. Once per turn: You can send 1 Equip Card equipped to this card to the GY; double this card’s ATK until the end of this turn.

Hi-Speedroid Chanbara

OLD:

1 Tuner + 1 or more non-Tuner monsters

This card can make a second attack during each Battle Phase. At the start of the Damage Step, if this card battles: It gains 200 ATK. If this card is sent to the Graveyard: You can target 1 of your banished “Speedroid” cards; add it to your hand. You can only Special Summon “Hi-Speedroid Chanbara(s)” once per turn.

NEW:

1 Tuner + 1+ non-Tuner monsters

This card can make a second attack during each Battle Phase. At the start of the Damage Step, if this card battles: It gains 200 ATK. If this card is sent to the GY: You can target 1 of your banished “Speedroid” cards; add it to your hand. You can only Special Summon “Hi-Speedroid Chanbara(s)” once per turn.

Cyberdark Impact!

OLD:

Return 1 “Cyberdark Horn”, “Cyberdark Edge” and “Cyberdark Keel” from your side of the field, hand, or Graveyard to your Deck. Special Summon 1 “Cyberdark Dragon” from your Extra Deck. (This Special Summon is treated as a Fusion Summon.)

NEW:

Fusion Summon 1 “Cyberdark Dragon” from your Extra Deck, by returning 1 each of “Cyberdark Horn”, “Cyberdark Edge” and “Cyberdark Keel” from your hand, GY, and/or anywhere on your field, to the Deck, as Fusion Material.

Golden Bamboo Sword

OLD:

Activate only if you control a “Bamboo Sword” Equip Spell Card. Draw 2 cards.

NEW:

If you control a “Bamboo Sword” Equip Spell: Draw 2 cards.

Magic Planter

OLD:

Send 1 face-up Continuous Trap Card you control to the Graveyard; draw 2 cards.

NEW:

Send 1 face-up Continuous Trap you control to the GY; draw 2 cards.

Advanced Dark

OLD:

All “Crystal Beast” monsters on the field and in the Graveyard become DARK. If an “Ultimate Crystal” monster attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a “Crystal Beast” monster you control battles and you would take damage: You can send 1 “Crystal Beast” monster from your Deck to the Graveyard; you take no Battle Damage from that battle.

NEW:

All “Crystal Beast” monsters on the field and in the GY become DARK. If an “Ultimate Crystal” monster attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a “Crystal Beast” monster you control battles and you would take damage: You can send 1 “Crystal Beast” monster from your Deck to the GY; you take no Battle Damage from that battle.

Shaddoll Fusion

OLD:

Fusion Summon 1 “Shaddoll” Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 “Shaddoll Fusion” per turn.

NEW:

Fusion Summon 1 “Shaddoll” Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 “Shaddoll Fusion” per turn.

Gateway to Chaos

OLD:

When this card is activated: Add 1 “Black Luster Soldier” Ritual Monster or 1 “Gaia The Fierce Knight” monster from your Deck to your hand. Each time a Monster Card(s) is sent from the hand or field to the Graveyard, place 1 Spell Counter on this card for each of those cards (max. 6). Once per turn: You can remove 3 Spell Counters from this card; add 1 Ritual Spell Card from your Deck to your hand. You can only activate 1 “Gateway to Chaos” per turn.

NEW:

When this card is activated: Add 1 “Black Luster Soldier” Ritual Monster or 1 “Gaia The Fierce Knight” monster from your Deck to your hand. Each time a Monster Card(s) is sent from the hand or field to the GY, place 1 Spell Counter on this card for each of those cards (max. 6). Once per turn: You can remove 3 Spell Counters from this card; add 1 Ritual Spell from your Deck to your hand. You can only activate 1 “Gateway to Chaos” per turn.

Twin Twisters

OLD:

Discard 1 card, then target up to 2 Spell/Trap Cards on the field; destroy them.

NEW:

Discard 1 card, then target up to 2 Spells/Traps on the field; destroy them.

Urgent Ritual Art

OLD:

If you control no Ritual Monsters: Banish 1 Ritual Spell Card from your hand or Graveyard; this card’s effect becomes that card’s effect that Ritual Summons a monster when the card is activated.

NEW:

If you control no Ritual Monsters: Banish 1 Ritual Spell from your hand or GY; this card’s effect becomes that card’s effect that Ritual Summons a monster when the card is activated.