RATE-EN099 |
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Dark Contract with the Entities
Continuous Spell
When a "D/D/D" monster of the below card type is Special Summoned from
the Extra Deck to your field: You can activate the appropriate effect
once per turn;
● Fusion: Gain 1000 LP.
● Synchro: Your opponent cannot target that Special Summoned monster
with card effects.
● Xyz: Banish 1 card from the field or the Graveyard.
● Pendulum: Draw 1 card, then discard 1 card.
Once per turn, during your Standby Phase: Take 2000 damage.
ULTRA RARE |
Rating: |
2 |
Comments: |
Each of its bulleted effects offers a perk for
taking the time to achieve the required Special Summoning method but
it's still going to cost you heavily during your Standby Phases and is
useless if your Special Summoning method doesn't yield a D/D/D monster. |
RATE-EN098 |
|
Windwitch - Glass Bell
WIND / Spellcaster-Type Tuner / Level 4 / ATK 1500 / DEF 1500
If this card is Normal or Special Summoned: You can add 1 "Windwitch"
monster from your Deck to your hand, except "Windwitch - Glass Bell",
also you cannot Special Summon monsters for the rest of this turn,
except WIND monsters. You can only use this effect of "Windwitch - Glass
Bell" once per turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
A new Level 4 Tuner monster that can fetch a
second Windwitch monster just for Summoning it but as usual, you won't
be Special Summoning non-WIND monsters that turn. |
RATE-EN097 |
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Delta The Magnet Warrior
EARTH / Rock / Level 4 / ATK 1600 / DEF 1400
If this card is Normal or Special Summoned: You can send 1 Level 4 or
lower "Magnet Warrior" monster from your Deck to the Graveyard. If this
card is sent to the Graveyard: You can banish 3 Level 4 or lower "Magnet
Warrior" monsters from your Graveyard, except "Delta The Magnet
Warrior"; Special Summon 1 "Valkyrion the Magna Warrior" from your hand
or Deck, ignoring its Summoning conditions. You can only use each effect
of "Delta The Magnet Warrior" once per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
It can get the Magnet Warriors into the
Graveyard for retrieval later but I wouldn't recommend Special Summoning
Valkyrion by this guy's effect. |
RATE-EN096 |
|
Symphonic Warrior Miccs
WIND / Machine-Type Pendulum / Level 5 / ATK 2300 / DEF 1100 / Scale 1
Unless you have a "Symphonic Warrior"
card in your other Pendulum Zone, this card's Pendulum Scale becomes 4.
Once per turn, during your End Phase: You can target 1 of your banished
"Symphonic Warrior" monsters; add it to your hand.
You can Special Summon this card (from
your hand) by removing 3 Symphonic Counters from your field. After you
Normal or Special Summon this card, you can Normal Summon 1 monster
during your Main Phase this turn, in addition to your Normal Summon/Set.
(You can only gain this effect once per turn.)
COMMON |
Rating: |
2 |
Comments: |
Much like Timegazer Magician, this guy will
raise its Scale if you don't have a certain monster in your other
Pendulum Zone but since Symph Amplifier is little more than a faint
noise, you won't be using those Symphonic Counters to Special Summon
this guy right away. |
RATE-EN095 |
|
Lightsworn Judgment
Normal Trap
Place this card on top of the Deck. If this card is sent from the Deck
to the Graveyard by a "Lightsworn" monster's effect: You can add 1
"Judgment Dragon" from your Deck to your hand.
COMMON |
Rating: |
2 |
Comments: |
Judgment Dragon is certainly the strongest
monster to get from a Lightsworn Deck but you probably won't have met
the requirements to get it on the field and thus it will be clear to
your opponent that you plan to Summon it later. |
RATE-EN094 |
|
Mekanikal Arkfiend
DARK / Fiend / Level 4 / ATK 100 / DEF 2100
When this card inflicts battle damage to your opponent: You can Special
Summon 1 Normal Monster from your hand or Graveyard.
COMMON |
Rating: |
2 |
Comments: |
2100 DEF can hold back some monsters but it can
only bring out or revive Normal Monsters. |
RATE-EN093 |
|
Rocket Hand
Normal Trap
Target 1 Attack Position monster you control with 800 or more ATK; equip
this card to that target. It gains 800 ATK. You can send this equipped
card to the Graveyard, then target 1 face-up card on the field; destroy
it, then change the ATK of the monster this card was equipped to, to 0,
also its battle position cannot be changed. You can only use 1 "Rocket
Hand" effect per turn, and only once that turn.
COMMON |
Rating: |
1 |
Comments: |
Girag would be disappointed that this card is so
lame because while its ATK boost and activation requirements aren't that
bad, should you choose to use the other effect, the affected monster
loses any ATK it had prior to using this and is forced to stay in the
battle position it was in before activation. |
RATE-EN092 |
|
Symph Amplifire
Field Spell
Each time an effect of a "Symphonic Warrior" card is activated, place 1
Symphonic Counter on this card when that effect resolves. All "Symphonic
Warrior" monsters on the field gain 100 ATK for each Symphonic Counter
on this card. Once per turn: You can remove 5 or 7 Symphonic Counters
from your field; apply this effect, depending on the number of Symphonic
Counters removed.
● 5 Counters: Inflict 300 damage to your opponent for each "Symphonic
Warrior" card on the field.
● 7 Counters: Banish cards your opponent controls and/or in their
Graveyard, up to the number of "Symphonic Warrior" cards on the field.
COMMON |
Rating: |
1 |
Comments: |
The boost is weak and it will take several
counters accumulated for you to be able to use either effect, which in
turn will cost them the ATK boost this card provides. |
RATE-EN091 |
|
Symphonic Warrior Synthess
WIND / Machine-Type Flip / Level 4 / ATK 1200 / DEF 1900
FLIP: You can add 1 "Symphonic Warrior" monster from your Deck to your
hand, except "Symphonic Warrior Synthess".
Once per turn: You can target 1 monster you control or in your Graveyard
whose original name includes "Symphonic Warrior", except "Symphonic
Warrior Synthess"; until the End Phase, this card's name becomes that
monster's original name, and replace this effect with that monster's
original effects. You can banish this card from your Graveyard, then
target 1 of your banished "Symphonic Warrior" monsters, except
"Symphonic Warrior Synthess"; Special Summon it.
COMMON |
Rating: |
2 |
Comments: |
It has 1900 DEF and can copy some of the better
Symphonic Warriors for a turn but having a Symphonic Warrior be banished
isn't that likely and you have to banish this card from the Graveyard to
bring that banished Symphonic Warrior back to your field. |
RATE-EN090 |
|
Symphonic Warrior Guitaar
WIND / Machine-Type Pendulum / Level 3 / ATK 1500 / DEF 100 / Scale 7
You can discard 1 card; Special Summon 1
"Symphonic Warrior" monster from your Deck, except "Symphonic Warrior
Guitaar". You can only use this effect of "Symphonic Warrior Guitaar"
once per turn.
When this card is Normal Summoned: You
can target 1 "Symphonic Warrior" monster in your Graveyard; Special
Summon it.
COMMON |
Rating: |
2 |
Comments: |
Should more Symphonic Warriors get made, this
won't be too bad but at the moment, I've only found one Symphonic
Warrior monster to be worthwhile. |
RATE-EN089 |
|
SPYRAL MISSION - Recapture
Continuous Trap
Destroy this card during your 3rd End Phase after activation. Once per
turn, if a "SPYRAL" monster is Special Summoned to your field (except
during the Damage Step): You can target 1 monster your opponent
controls; take control of it until the End Phase, but it cannot attack
directly this turn. If a "SPYRAL" monster(s) you control would be
destroyed by battle or card effect, you can banish this card from your
Graveyard instead of destroying 1 of those "SPYRAL" monsters.
RARE |
Rating: |
2 |
Comments: |
SPYRAL monsters have ended their run as cards
but only a few of them are actually worthwile, which means this card
doesn't have a whole lot of uses either. |
RATE-EN088 |
|
SPYRAL GEAR - Utility Wire
Normal Trap
If you control "SPYRAL Super Agent": Target 1 face-up card your opponent
controls; place it on top of the Deck. You can only activate 1 "SPYRAL
GEAR - Utility Wire" per turn.
SUPER RARE |
Rating: |
1 |
Comments: |
It may look like it's effective in the artwork
but I'd bet that's just what the SPYRALs envision it to do rather than
what it actually does because this card's effect is anything but
effective. |
RATE-EN087 |
|
SPYRAL Tough
WIND / Warrior / Level 4 / ATK 1900 / DEF 1500
This card's name becomes "SPYRAL Super Agent" while it is on the field
or in the Graveyard. Once per turn: You can declare 1 card type
(Monster, Spell, or Trap) and target 1 card your opponent controls;
reveal the top card of your opponent's Deck, and if you do, destroy the
targeted card if the revealed card is the declared type.
RARE |
Rating: |
3 |
Comments: |
He can probably show SPYGAL Misty a thing or two
about being playable thanks to his 1900 ATK and low Level. |
RATE-EN086 |
|
SPYGAL Misty
DARK / Spellcaster / Level 4 / ATK 1500 / DEF 1600
If this card is Normal or Special Summoned: You can declare 1 card type
(Monster, Spell, or Trap); reveal the top card of your opponent's Deck,
and if you do, draw 1 card if it is a card of that type. Once per turn,
during either player's turn: You can target 1 "SPYRAL Super Agent" you
control and 1 monster your opponent controls; return both monsters to
the hand.
ULTRA RARE |
Rating: |
1 |
Comments: |
She certainly looks like she's dressed to be a
professional but her effect makes her more like a rookie. |
RATE-EN085 |
|
Subterror Cave Clash
Continuous Spell
All "Subterror" monsters you control gain 500 ATK and DEF for each Set
monster on the field. Once per turn, when a "Subterror" monster you
control inflicts battle damage to your opponent: You can target 1
"Subterror" card in your Graveyard, except "Subterror Cave Clash"; add
it to your hand.
SUPER RARE |
Rating: |
2 |
Comments: |
You could probably use this with the previous
monsters that flip themselves face-down but monsters that are Set are
generally not that way for long. |
RATE-EN084 |
|
Subterror Behemoth Voltelluric
EARTH / Thunder-Type Flip / Level 9 / ATK 1900 / DEF 3000
FLIP: You can target 1 Set monster your opponent controls; take control
of it until your next End Phase. You can only use this effect of
"Subterror Behemoth Voltelluric" once per turn.
When a face-up monster you control is flipped face-down, if you control
no face-up monsters: You can Special Summon this card from your hand in
Defense Position. Once per turn: You can change this card to face-down
Defense Position.
RARE |
Rating: |
2 |
Comments: |
With 3000 DEF, it's bound to survive being
attacked by an opponent's monster and will likely cost your opponent LP
too but both effects are pretty mediocre. |
RATE-EN083 |
|
Subterror Behemoth Dragossuary
EARTH / Zombie-Type Flip / Level 6 / ATK 2400 / DEF 1600
FLIP: You can activate this effect; this turn, "Subterror" cards you
control cannot be destroyed by your opponent's card effects. You can
only use this effect of "Subterror Behemoth Dragossuary" once per turn.
When a face-up monster you control is flipped face-down, if you control
no face-up monsters: You can Special Summon this card from your hand in
Defense Position. Once per turn: You can change this card to face-down
Defense Position.
SUPER RARE |
Rating: |
3 |
Comments: |
Beatsticks are always worthwhile so long as they
don't have any drawbacks and this one is also a Zombie-Type monster,
making it ideal with Call of the Mummy. |
RATE-EN082 |
|
Subterror Nemesis Defender
EARTH / Beast-Warrior / Level 2 / ATK 100 / DEF 2000
During either player's turn, when your opponent activates a card or
effect that targets exactly 1 Set monster you control (and no other
cards), or when a Set monster you control is targeted for an attack by
an opponent's monster: You can send this card from your hand or face-up
from your field to the Graveyard, then target another monster you
control that would be an appropriate target; that card/effect/attack now
targets the new target. While you control a Set monster, this card
cannot be destroyed by battle or card effects.
RARE |
Rating: |
2 |
Comments: |
It can be used to defend your LP or save a
monster you control from harm but neither option is particularly that
good. |
RATE-EN081 |
|
Sea Monster of Theseus
WATER / Zombie-Type Fusion-Type Tuner / Level 5 / ATK 2200 / DEF 1800
2 Tuners
SECRET RARE |
Rating: |
1 |
Comments: |
Konami overhyped this like no tomorrow but it's
a huge letdown since it's only viable use is with Instant Fusion and
there are better Tuner monsters that don't have such restraints. |
RATE-EN080 |
|
Massivemorph
Normal Trap
Target 1 face-up monster your opponent controls; its ATK and DEF become
double its current ATK and DEF, but it cannot attack directly.
COMMON |
Rating: |
1 |
Comments: |
Not being able to attack directly is a small
drawback when the opponent's monster is twice as strong. Stick to
Darkworld Shackles instead as it's much easier to activate and doesn't
benefit your opponent at all. |