The 2002 Yu-Gi-Oh! Metal Raiders release features the Time Wizard (MRD-EN065), an Ultra Rare Effect Monster. This card is a staple for Spellcaster archetype collectors and set builders.
Time Wizard
2002 • Yu-Gi-Oh! • Metal Raiders
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Description
Among these additions is the Time Wizard, identified by the card number MRD-EN065. This card holds an Ultra Rare status, distinguished by its holo finish which adds visual appeal for display and collection purposes. As an Effect Monster with the Spellcaster type, Time Wizard belongs to the Light attribute at Level 2. Its classification within the Magician archetype makes it a relevant piece for collectors who focus on specific monster lineages or complete the entire Metal Raiders roster. The card’s design and rarity make it a sought-after item for enthusiasts of early 2000s TCGs. Collectors often target this card to round out their Metal Raiders collection or to build themed decks centered around Spellcaster strategies. The combination of its vintage 2002 origin and its Ultra Rare treatment ensures it remains a significant entry in any serious Yu-Gi-Oh! Archive. Whether for archival purposes or strategic deck building, this card represents a distinct era of the game's history. The Time Wizard card stands as a testament to the game's rich lore and mechanical depth during its formative years.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
The subject, team, league, and sport context tied to this card.
Featured
Time Wizard
Game
Yu-Gi-Oh!
TCG Attributes
Rarity, print treatment, and game-specific stats for this card.
Ultra Rare
Card Stock
English
Holo
Light
Spellcaster
2
500 / 400
Magician
Card Text
Abilities, attacks, oracle text, and flavor text printed on the card.
Once per turn: You can toss a coin and call it. If you call it right, destroy all monsters your opponent controls. If you call it wrong, destroy as many monsters you control as possible, and if you do, take damage equal to half the total ATK those destroyed monsters had while face-up on the field.
