PHSW-EN079 |
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Eisbahn
Continuous Trap
When a monster with an Attribute other than WATER is Normal or Special
Summoned (including face-down Summons), and you control a face-up WATER
monster: That Summoned monster is changed to Defense Position.
RARE |
Rating: |
1 |
Comments: |
Why not instead banish the
monster via Bottomless Trap Hole or heck Deep Dark Trap Hole over this
pitiful excuse of a card? |
PHSW-EN078 |
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Deep Dark Trap Hole
Normal Trap
When a Level 5 or higher Effect Monster(s) is Special Summoned: Banish
that Level 5 or higher Effect Monster(s).
RARE |
Rating: |
2 |
Comments: |
This stops a fair bit of
monsters out there but their effects still resolve. |
PHSW-EN077 |
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Sound the Retreat!
Normal Trap
Return all monsters you control to the hand.
COMMON |
Rating: |
1 |
Comments: |
You're pretty desperate if
using a card this bad. |
PHSW-EN076 |
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Tyrant's Throes
Continuous Trap
Activate by Tributing 2 Normal Monsters you control (except Tokens).
Neither player can Normal or Special Summon Effect Monsters.
RARE |
Rating: |
2 |
Comments: |
The activation requirements
right off the bat hurt this card's rating because only 3 decks won't get
hurt by this and that's Geminis, Normal Monsters or a mix. |
PHSW-EN075 |
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Darklight
Normal Trap
Tribute 1 DARK monster with 1500 or more ATK; destroy all monsters that
were Special Summoned this turn.
SUPER RARE |
Rating: |
2 |
Comments: |
There are some decent options
but generally you'd want to tribute a bad or opponent's monster for this
yet it only destroys Special Summoned monsters. |
PHSW-EN074 |
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Champion's Vigilance
Counter Trap
If you control a face-up Level 7 or higher Normal Monster, when a
monster would be Summoned OR a Spell/Trap Card is activated: Negate the
Summon or activation, and destroy that card.
COMMON |
Rating: |
2 |
Comments: |
Getting BEWD or the necessary
non-Gemini Summoned Gemini monster on the field isn't hard and you get a
free Solemn Judgment out of the deal. |
PHSW-EN073 |
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Wattcancel
Counter Trap
When your opponent would Normal or Special Summon a monster: Discard 1
"Watt" monster; negate the Summon and destroy it.
COMMON |
Rating: |
2 |
Comments: |
Simply toss out an unneeded
Watt monster to stop virtually any type of summoning from your opponent
but it's specific to Watt monsters. |
PHSW-EN072 |
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Zenmairch
Normal Trap
Target 1 face-up Level 4 or lower "Wind-Up" monster you control: Return
that target to the hand (no matter its Level), then Special Summon 1
"Wind-Up" monster from the hand with the same Level as the returned
monster's.
COMMON |
Rating: |
2 |
Comments: |
You could return the Wind-Up
monster to the hand and bring out the exact same one (given no ruling to
prevent that) but other than that, pretty bad. |
PHSW-EN071 |
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Evolutionary Bridge
Normal Trap
When a monster you control is targeted for an attack: Target 1 "Evoltile"
monster in your Graveyard; Special Summon that target, then switch the
attack target to that monster and conduct damage calculation.
COMMON |
Rating: |
2 |
Comments: |
You basically get a slower
Decoy Dragon effect for Evoltile monsters instead of Dragon-Type
monsters. In the very least, you can choose any Evoltile monster in your
Grave that you want. |
PHSW-EN070 |
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Lumenize
Normal Trap
When an opponent's monster declares an attack: Target the attacking
monster; negate the attack, and 1 face-up LIGHT monster you control
gains ATK equal to that target's ATK, until your next End Phase.
COMMON |
Rating: |
2 |
Comments: |
You have to wait until your opponent attacks and
while your LIGHT monster gains ATK equal to the attacking monster's ATK,
it doesn't last long and this is a Trap Card so it's slower. |
PHSW-EN069 |
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Icy Crevasse
Normal Trap
When exactly 1 monster you control is destroyed and sent to the
Graveyard by an opponent's card effect: Target 1 monster your opponent
controls; send that target to the Graveyard and inflict damage to your
opponent equal to its original ATK in the Graveyard.
COMMON |
Rating: |
3 |
Comments: |
Your lost monster just has to
be destroyed and sent to the Grave by an opponent's card, which'll
happen quite often and you get to hurt them back with the original ATK
of the monster they lose this way! |
PHSW-EN068 |
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Fish Rain
Normal Trap
When a face-up Fish, Sea Serpent, or Aqua-Type monster on the field is
banished: Special Summon 1 Level 3 or lower Fish, Sea Serpent, or
Aqua-Type monster from your hand. (The banished monster(s) must be Fish,
Sea Serpent, or Aqua-Type even after being banished.)
COMMON |
Rating: |
2 |
Comments: |
It doesn't have to be your
Fish, Sea Serpent or Aqua-Type monster that gets banished but the
banished monster must have its printed type while banished. |
PHSW-EN067 |
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Mirror Mail
Normal Trap
When a face-up monster you control is targeted for an attack: Its ATK
becomes equal to that of the attacking monster.
COMMON |
Rating: |
3 |
Comments: |
It forces both monsters to
suicide, which can come in handy if your opponent discards Honest or has
that pesky Stardust Dragon or Prime Material Dragon in play! |
PHSW-EN066 |
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Copy Knight
Continuous Trap
When a Level 4 or lower Warrior-Type monster is Normal Summoned to your
side of the field: Special Summon this card as a Normal Monster Card
with the same name and Level as the Normal Summoned monster
(Warrior-Type/LIGHT/ATK 0/
DEF 0). (This card is still treated as a Trap
Card.)
RARE |
Rating: |
2 |
Comments: |
It must be activated when you
Normal Summon a Level 4 Warrior-Type monster, which hurts it when other
Trap Monsters can be activated anytime after the turn they are set. |
PHSW-EN065 |
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Damage Diet
Normal Trap
Halve all damage you take this turn. You can banish this card from your
Graveyard; halve all effect damage you take this turn. (You cannot halve
the same damage twice with this effect.)
COMMON |
Rating: |
2 |
Comments: |
If you don't have Prime
Material Dragon out, which is the better card, then you might be able to
save yourself unless halving the damage isn't enough. |
PHSW-EN064 |
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Fiery Fervor
Normal Trap
Target 1 face-up monster you control; equip this card to that target. If
your opponent controls a monster with ATK higher than that same
monster's original ATK, the ATK of the equipped monster becomes double
the equipped monster's original ATK, during the Damage Step only.
COMMON |
Rating: |
3 |
Comments: |
Since your opponent will always
try to have the stronger monster, this'll definitely get some use and
will come in handy most of the time! |
PHSW-EN063 |
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Heartfelt Appeal
Normal Trap
When you take Battle Damage from your opponent's direct attack: Take
control of the 1 face-up monster your opponent controls with the highest
DEF, until your next End Phase. (If it's a tie, you get to choose.) Its
effect(s) is negated and it cannot declare an attack.
COMMON |
Rating: |
1 |
Comments: |
More like Heartbroken Appeal
because you won't likely have anything good to take from your opponent
and even when you do, you can't do much with that monster and it doesn't
stay yours for long. |
PHSW-EN062 |
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Poisonous Winds
Continuous Trap
WIND monsters cannot be Special Summoned. All face-up WIND monsters on
the field lose 500 ATK.
COMMON |
Rating: |
2 |
Comments: |
It'll stop Dark Simorgh from
being easily Special Summoned because its attribute is also WIND but
Harpie Lady decks will destroy this in no time via Harpie's Hunting
Ground. |
PHSW-EN061 |
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Space Cyclone
Quick-Play Spell
Detach 1 Xyz Material from a monster.
COMMON |
Rating: |
2 |
Comments: |
At least it's Quick-Play but
that doesn't change its playability much because it's really just a
minimal anti-Xyz card. |
PHSW-EN060 |
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One Day of Peace
Normal Spell
Each player draws 1 card, and neither player takes damage until the end
of the opponent's next turn.
COMMON |
Rating: |
2 |
Comments: |
This is a pretty situational
card given that your opponent draws an extra card just so you can save
yourself from damage for the next two turns. You also draw 1 card
though. |