| SOFU-EN079 | 
	
		|  | The Revenge of the Normal Normal Trap
 Special Summon Level 4 or lower monsters from your hand, up to the 
		number of monsters your opponent controls. You can only activate 1 "The 
		Revenge of the Normal" per turn.
 COMMONs
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It has its uses with a fair number of monsters 
		but it's restrained to Normal Monsters and only up to the number of 
		monsters your opponent controls. | 
	
		| SOFU-EN078 | 
	
		|  | Trap Trick Normal Trap
 Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card 
		with the same name directly from your Deck, also it can be activated 
		this turn. You can only activate 1 Trap Card for the rest of this turn 
		after this card resolves. You can only activate 1 "Trap Trick" per turn.
 SECRET RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Halloween may be around the corner but this card 
		is going to be the trick instead of the treat thanks to its bad 
		effect. | 
	
		| SOFU-EN077 | 
	
		|  | Toll Hike Continuous Trap
 Each player must send 1 card from their hand to the GY to declare an 
		attack.
 RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | This is probably going to cost you more than it 
		costs your opponent. Plus, even if things are even, the duel will be 
		long and dull. Even Stall Decks should reconsider using this. | 
	
		| SOFU-EN076 | 
	
		|  | Invincibility Barrier Continuous Trap
 Once per turn: You can banish 1 face-up Ritual, Fusion, Synchro, Xyz, 
		Pendulum, or Link Monster you control; this turn, the effects of 
		monsters with the same card type as that banished monster (Ritual, 
		Fusion, Synchro, Xyz, Pendulum, or Link) are negated.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Talk about situational and your hard work goes 
		out the window just to negate effects of the same Monster Card Type that 
		was banished for one turn. | 
	
		| SOFU-EN075 | 
	
		|  | Necro Fusion Normal Trap
 Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion 
		Materials listed on it from your GY face-down, but it cannot attack this 
		turn.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | It's not only slower but more restrained than 
		Polymerization. Even Dragon's Mirror has more uses than this. | 
	
		| SOFU-EN074 | 
	
		|  | Crusadia Krawler Continuous Trap
 Special Summon this card as an Effect Monster (Insect/EARTH/Level 2/ATK 
		300/
 DEF 2100). (This card is also still a Trap.) If this card is Special 
		Summoned by this effect to a zone a Link Monster points to: You can add 
		1 "World Legacy" card from your Deck to your hand.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | The 2100 DEF will do nicely on the field but the 
		effect is restrained to World Legacy cards and only if this card is 
		Special Summoned to a zone designated by a Link Monster. | 
	
		| SOFU-EN073 | 
	
		|  | Thunder Dragon Discharge Continuous Trap
 The activation of your Thunder monsters' effects cannot be negated. Once 
		per turn, if a "Thunder Dragon" monster(s) is Normal or Special Summoned 
		to your field: You can target 1 Spell/Trap on the field; banish 1 
		Thunder monster from your Deck, and if you do, destroy that target.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It not only protects Thunder-Type monsters you 
		own from having their effects blocked but also isn't restrained to the 
		Thunder Dragon Archetype. The 2nd effect isn't very good, though. | 
	
		| SOFU-EN072 | 
	
		|  | Thunder Dragons' Hundred Thunders Normal Trap
 Target 1 Thunder monster in your GY; Special Summon it, then you can 
		Special Summon as many monsters with that same name as possible from 
		your GY. The monster(s) Special Summoned by this effect are banished 
		when they leave the field, also while they are face-up on the field, you 
		cannot Special Summon monsters, except Thunder monsters. You can only 
		activate 1 "Thunder Dragons' Hundred Thunders" per turn.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | You can still do mostly what you want with them 
		and can revive any Thunder-Type monster in your Grave but it's entirely 
		restrained to Thunder-Type monsters and the side-effects reduce your 
		options for using them. Plus, they're banishd when they leave the field. | 
	
		| SOFU-EN071 | 
	
		|  | Orcustrated Core Continuous Trap
 Once per turn: You can banish 1 monster from your field or GY, then 
		target 1 "Orcust" or "World Legacy" card you control, except 
		"Orcustrated Core"; neither player can target it with card effects this 
		turn (even if this card leaves the field). If other "Orcust" and/or 
		"World Legacy" card(s) you control would be destroyed by battle or card 
		effect, you can send this card to the GY instead.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | This is not a well-orcustrated core by 
		any stretch because you're losing a monster just to prevent another 
		monster on your field from being targeted by card effects (including 
		yours) and then it also has medocre destruction protection by sending 
		itself to the Grave. | 
	
		| SOFU-EN070 | 
	
		|  | Orcustrated Attack Normal Trap
 When a monster declares an attack: Tribute 1 "Orcust" or "World Legacy" 
		monster, then target 1 monster your opponent controls; banish it.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Dimensional Prison works way better than this as 
		while you have to wait until your opponent's monster attacks, it costs 
		you nothing in return, nor do you need to control any monsters. | 
	
		| SOFU-EN069 | 
	
		|  | Eternal Galaxy Normal Trap
 If you control a "Photon" or "Galaxy" monster: Target 1 Xyz Monster you 
		control; Special Summon from your Extra Deck, 1 "Photon" or "Galaxy" Xyz 
		Monster that is 4 Ranks higher than that target, by using that target as 
		material. (This is treated as an Xyz Summon. Transfer its materials to 
		the Summoned monster.) You can only activate 1 "Eternal Galaxy" per 
		turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It's entirely restrained to Photon and Galaxy 
		Decks but for those Decks, it's not that bad. | 
	
		| SOFU-EN068 | 
	
		|  | Necrovalley Temple Continuous Trap
 While a "Gravekeeper's" monster(s) and "Necrovalley" are both on the 
		field, monsters your opponent controls lose 500 ATK/DEF. Once per turn, 
		during the Main Phase, if you control no card in your Field Zone: You 
		can activate 1 "Necrovalley" directly from your hand or GY. If this card 
		in your possession is destroyed by an opponent's effect and sent to your 
		GY: You can Set 1 "Necrovalley" Spell/Trap directly from your Deck, 
		except "Necrovalley Temple".
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | The ATK and DEF loss is pretty minimal and 
		probably not going to be much of a factor but being able to activate 
		Necrovalley from the Graveyard isn't all that bad. The other effect will 
		be plainly obvious to your opponent, though. | 
	
		| SOFU-EN067 | 
	
		|  | Salamangreat Gift Continuous Trap
 You can discard 1 "Salamangreat" monster; send 1 "Salamangreat" monster 
		from your Deck to the GY, then draw 1 card. If you control a 
		"Salamangreat" Link Monster that was Link Summoned using a monster with 
		its same name as material: You can discard 1 "Salamangreat" monster; 
		draw 2 cards. You can only use 1 "Salamangreat Gift" effect per turn, 
		and only once that turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It only gets credit for the 1st effect as the 
		2nd is just as bad as the other Salamangreat support cards. | 
	
		| SOFU-EN066 | 
	
		|  | Parallel Panzer Equip Spell
 Equip only to a Link Monster. Once per turn: You can move the equipped 
		monster to a Main Monster Zone it points to on its controller's field. 
		You can send this Equip Card to the GY; destroy 1 card in the same 
		column as the monster that was equipped with this card. You can only use 
		this effect of "Parallel Panzer" once per turn.
 SHORT PRINT COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | What's the pont in this? Nether effect makes it 
		worthwhile, especially since the player still owns the Link Monster. All 
		you did was move it. | 
	
		| SOFU-EN065 | 
	
		|  | Extra-Foolish Burial Normal Spell
 Pay half your LP; send 1 monster from your Extra Deck to the GY. You can 
		only activate 1 "Extra-Foolish Burial" per turn. You cannot Set 
		Spells/Traps during the turn you activate this card.
 SUPER RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | The name hits the nail right on the head. It's 
		literally just a Spell Card version of Gale Dogra but with a generally 
		higher activation fee. No one uses Gale Dogra (or shouldn't if they do) 
		so this card shouldn't see any play either. | 
	
		| SOFU-EN064 | 
	
		|  | Concentrating Current Quick-Play Spell
 Target 1 face-up monster you control; it gains ATK equal to its current 
		DEF, until the end of this turn. Other monsters you control cannot 
		attack during the turn you activate this card.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Ordinarily, I'd not recommend using this but 
		you'll probably just use it during your opponent's turn anyway so the 
		restraint is meaningless. Still, the ATK boost doesn't last long and not 
		every monster can benefit from this. | 
	
		| SOFU-EN063 | 
	
		|  | Herald of the Abyss Normal Spell
 Pay 1500 LP and declare 1 Monster Type and 1 Attribute; your opponent 
		must send 1 face-up monster with the declared Type and Attribute from 
		their field to the GY, if possible. For the rest of this turn, your 
		opponent cannot activate the effects of monsters with that sent 
		monster's name. You can only activate 1 "Herald of the Abyss" per turn.
 SUPER RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | That's a pretty harsh activation fee just to 
		send 1 monster your opponent controls to the Grave, especially since it 
		doesn't stop them fron doing much afterwards. They can still revive the 
		monster you just forced them to send to the Grave. | 
	
		| SOFU-EN062 | 
	
		|  | Giant Ballpark Field Spell
 During damage calculation, if a player would take battle damage: You can 
		make neither player take any battle damage from that battle, and if you 
		do, send 1 Level 4 or lower Insect monster from your Deck to the GY, 
		then, if you sent a Normal Monster this way, you can Special Summon any 
		number of monsters with the same name as that monster, from your hand, 
		Deck, and/or GY. If a monster(s) you control is sent to the GY by an 
		opponent's card effect (except during the Damage Step): You can Special 
		Summon 1 Insect Normal Monster from your GY. You can only use each 
		effect of "Giant Ballpark" once per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | There are very few options to use with this as 
		most Insect-Type Normal Monsters are awful and thus don't really justify 
		bringing out with this. Still, the likes of Insect Knight makes this 
		somewhat worthwhile, though still situational. | 
	
		| SOFU-EN061 | 
	
		|  | Sky Striker Maneuver - Vector Blast Normal Spell
 If you control no monsters in your Main Monster Zone: Each player sends 
		the top 2 cards of their Deck to the GY (or as many as possible, if less 
		than 2), then, if you sent at least 1 card to the GY, and have 3 or more 
		Spells in your GY, you can shuffle all your opponent's monsters from the 
		Extra Monster Zones into the Deck.
 SUPER RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Highly risky and with very little benfit. | 
	
		| SOFU-EN060 | 
	
		|  | Thunder Dragon Fusion Normal Spell
 Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by 
		shuffling the Fusion Materials listed on it into the Deck, from among 
		your cards on the field, in your GY, and/or your face-up banished cards. 
		During your Main Phase, except the turn this card was sent to the GY: 
		You can banish this card from your GY; add 1 Thunder monster from your 
		Deck to your hand. You can only use each effect of "Thunder Dragon 
		Fusion" once per turn.
 ULTRA RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It's not specific to the Thunder Dragon Fusions, 
		though I'm not too sure thare are all that many to choose from anyway. 
		The other effect is certainly helpful, though. |