DOCS-EN079 |
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Grand Horn of Heaven
Counter Trap
During your opponent's Main Phase, when they would Special Summon a
monster(s): Negate the Summon, and if you do, destroy that monster, then
your opponent draws 1 card, then end the Main Phase.
COMMON |
Rating: |
1 |
Comments: |
Use Black Horn of Heaven instead because your
opponent gets nothing in return for their loss and you won't likely see
more than one monster Special Summoned in a single turn anyway. |
DOCS-EN078 |
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Urgent Ritual Art
Normal Trap
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.
SECRET RARE |
Rating: |
1 |
Comments: |
If the Ritual Spell is in your hand, why would
you wait to activate this card and if it's in your Graveyard, you'd be
better off shuffling it into the Deck. |
DOCS-EN077 |
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Pendulum Area
Normal Trap
If all monsters you control are Pendulum Monsters (min. 1): Target 2
cards in your Pendulum Zones; destroy both cards, and if you do, neither
player can Special Summon monsters for the rest of this turn, except by
Pendulum Summon.
RARE |
Rating: |
1 |
Comments: |
This'd only hurt you, not only because you'll
only be able to Pendulum Summon whereas your opponent will still have
any cards they have out and have little to worry about since they didn't
waste their time and effort using this jank card. |
DOCS-EN076 |
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Blazing Mirror Force
Normal Trap
When an opponent's monster declares an attack: Destroy as many Attack
Position monsters your opponent controls as possible, and if you do,
take damage equal to half the combined original ATK of those destroyed
monsters, then inflict damage to your opponent equal to the damage you
took.
SECRET RARE |
Rating: |
1 |
Comments: |
Yes because it's totally a good idea to put
yourself in a lose-lose situation whereby if the card succeeeds, you're
taking damage but if not, you're probably still taking damage and losing
a monster. The original Mirror Force will always triumph over this Trash
Rare. |
DOCS-EN075 |
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Graydle Split
Normal Trap
Target 1 face-up monster you control; equip this card to it. It gains
500 ATK. During your Main Phase: You can send this card equipped to a
monster by this effect to the Graveyard; destroy the monster this card
was equipped to, and if you do, Special Summon 2 "Graydle" monsters with
different names from your Deck, but destroy them during the End Phase.
You can only use this effect of "Graydle Split" once per turn.
COMMON |
Rating: |
1 |
Comments: |
Much like Graydle Impact, you're not going to be
able to equip them as the last thing to happen will be Special Summoning
the new Graydle monsters that don't stay very long. |
DOCS-EN074 |
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Graydle Parasite
Continuous Trap
When an opponent's monster declares a direct attack: You can Special
Summon 1 "Graydle" monster from your Deck in Attack Position, if you
control no monsters. When a "Graydle" monster you control declares a
direct attack: You can target 1 monster in your opponent's Graveyard;
Special Summon that target to their side of the field, if they control
no monsters. You can only use each effect of "Graydle Parasite" once per
turn.
SUPER RARE |
Rating: |
1 |
Comments: |
You won't get much out of it if you're waiting
to take a direct attack because your new monster probably won't be
strong enough to survive and why would you bother giving your opponent a
monster if you're attacking them directly? |
DOCS-EN073 |
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Majespecter Tempest
Counter Trap
When a monster(s) would be Special Summoned, or a monster effect is
activated: Tribute 1 WIND Spellcaster-Type monster; negate the Summon or
activation, and if you do, destroy that card.
COMMON |
Rating: |
1 |
Comments: |
Even Black Horn of Heaven and Divine Wrath are
better options than this because they're more versatile. |
DOCS-EN072 |
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Majespecter Tornado
Normal Trap
Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your
opponent controls; banish it.
ULTRA RARE |
Rating: |
1 |
Comments: |
The first of only two Majespector support cards
and as I said earlier, it's not all that good to say the least. |
DOCS-EN071 |
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Super Soldier Shield
Counter Trap
When a Spell/Trap Card, or monster effect, is activated that targets a
monster(s) on the field, while you control a "Black Luster Soldier"
monster: Negate the activation, and if you do, destroy that card. If
this card is in your Graveyard: You can remove 1 Spell Counter from your
side of the field; Set this card, but banish it when it leaves the
field.
ULTRA RARE |
Rating: |
2 |
Comments: |
All it needs is a Black Luster Soldier monster,
which includes Envoy of the Beginning and Evening Twilight but resetting
it by its effect will only prevent you from retrieving it later. |
DOCS-EN070 |
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Super Soldier Rebirth
Normal Trap
Target 1 "Black Luster Soldier" monster you control; send it to the
Graveyard, and if you do, Special Summon 1 "Black Luster Soldier"
monster from your hand with a different name from that monster, ignoring
its Summoning conditions. During your Main Phase, except the turn this
card was sent to the Graveyard: You can banish this card from your
Graveyard, then target 1 "Black Luster Soldier" monster in your
Graveyard; add it to your hand. You can only activate 1 "Super Soldier
Rebirth" per turn.
COMMON |
Rating: |
1 |
Comments: |
You might as well leave the one you already have
out right where it is because your new monster won't be summoned
properly and thus will be easier to get rid of. |
DOCS-EN069 |
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Dark Contract with Errors
Continuous Trap
Once per turn, if you control a "D/D" monster: You can negate all Trap
Card effects on the field (other than this card's) for the rest of this
turn (even if this card leaves the field). Once per turn, during your
Standby Phase: Take 1000 damage.
COMMON |
Rating: |
1 |
Comments: |
See what I mean? This only negates the downsides
of the Dark Contract cards during your turn and by then, you'll have
taken the 1000 damage anyway. Errors indeed because you'll be making one
by using this card for any dueling purpose. |
DOCS-EN068 |
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D/D/D Contract Change
Normal Trap
When an opponent's monster declares an attack: Activate 1 of these
effects;
● Banish 1 "D/D/D" monster from your Graveyard, and if you do, the
attacking monster loses ATK equal to the banished monster's ATK.
● Add 1 Level 4 or lower "D/D" Pendulum Monster from your Deck to your
hand.
COMMON |
Rating: |
2 |
Comments: |
Take note. This is one of the few remotely
playable D/D/D support cards as it doesn't deal you damage each turn. |
DOCS-EN067 |
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Frightfur March
Counter Trap
When an opponent's Spell/Trap Card, or monster effect, is activated that
targets a "Frightfur" monster(s) you control: Negate the activation, and
if you do, destroy that card, then you can send 1 of the targeted
"Frightfur" monsters to the Graveyard, and if you do, Special Summon 1
Level 8 or higher "Frightfur" Fusion Monster from your Extra Deck. (This
Special Summon is treated as a Fusion Summon.) During your next End
Phase, banish the monster Special Summoned by this effect.
COMMON |
Rating: |
1 |
Comments: |
What's the point in negating the card if you're
just going to send the monster to the Graveyard anyway, even if you do
get a new Fusion Monster out of the deal? Besides, you need a Frightfur
out just to even activate this and there are better options that have
similar results. |
DOCS-EN066 |
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Super Rush Headlong
Quick-Play Spell
Target 1 face-up monster you control and declare 1 Attribute; if that
target battles an opponent's monster with that Attribute this turn,
destroy that opponent’s monster at the start of the Damage Step.
SHORT PRINT COMMON |
Rating: |
1 |
Comments: |
You should never rush headlong into anything
without knowing what you're getting into and this card does what Ally of
Justice Catastor does for virtually any monster. |
DOCS-EN065 |
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Painful Decision
Normal Spell
Send 1 Level 4 or lower Normal Monster from your Deck to the Graveyard,
and if you do, add 1 monster with the same name as that card from your
Deck to your hand. You can only activate 1 "Painful Decision" per turn.
SECRET RARE |
Rating: |
2 |
Comments: |
The best use for this is in a straight-up Normal
Monster Deck as Geminis aren't Normal Monsters while in the Deck and
thus are not valid targets for this. You'd practically be better off
using Unexpected Dai to instantly bring out your Normal Monster without
having to dispose of one first. |
DOCS-EN064 |
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Psychic Blade
Equip Spell
Pay LP in multiples of 100 (max. 2000); equip this card to a monster. It
gains that much ATK and DEF. You can only activate 1 "Psychic Blade" per
turn.
COMMON |
Rating: |
1 |
Comments: |
You'd be better off with cards like Axe of
Despair, Mage Power and United We Stand, which can boost the ATK of any
monster for free and likely even go over the amount this one can. |
DOCS-EN063 |
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Odd-Eyes Fusion
Normal Spell
Fusion Summon 1 Dragon-Type Fusion Monster from your Extra Deck, using
monsters from your hand or your side of the field as Fusion Materials.
If your opponent controls 2 or more monsters and you control no
monsters, you can also use up to 2 "Odd-Eyes" monsters in your Extra
Deck as Fusion Materials. You can only activate 1 "Odd-Eyes Fusion" per
turn.
SECRET RARE |
Rating: |
2 |
Comments: |
You're not restrained to Odd-Eyes Fusion
Monsters but it's basically Polymerization with a bonus effect that only
occurs if the conditions are met and even then, you only get to use
Odd-Eyes monsters from your Extra Deck. |
DOCS-EN062 |
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Graydle Impact
Continuous Spell
You can target 1 other "Graydle" card you control and 1 card your
opponent controls; destroy them. During your End Phase: You can add 1
"Graydle" card from your Deck to your hand. You can only use 1 "Graydle
Impact" effect per turn, and only once that turn.
COMMON |
Rating: |
2 |
Comments: |
Obviously designed to trigger the effects of
Graydle monsters, though I'd think it'd miss the timing to equip them so
I don't really see the point and the 2nd effect is pretty slow, not to
mention you won't be using the new card right away. |
DOCS-EN061 |
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Igknight Reload
Quick-Play Spell
Reveal any number of Pendulum Monsters from your hand and shuffle them
into the Deck, then draw cards equal to the number of cards you shuffled
into the Deck +1, also you cannot draw cards by card effects for the
rest of this turn. You can only activate 1 "Igknight Reload" per turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
Thankfully, you can shuffle any Pendulum
Monsters in your hand into your Deck, not just Igknights and then you
draw more than what you returned into the Deck but I don't think that
fully warrants this being Ultra Rare. |
DOCS-EN060 |
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Majespecter Cyclone
Quick-Play Spell
Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your
opponent controls; destroy it.
SUPER RARE |
Rating: |
1 |
Comments: |
Specifics in activation and resolution make for
a terrible card of any rarity. |