← Back to Yu-Gi-Oh Card Ratings | Return to Index | Forward to RGBT-EN Ratings → | |||
Learn to play the TCG. | More on these ratings | CRMS-EN Card Spoiler | |||
0/5 | 1/5 | 2/5 | 3/5 | 4/5 | 5/5 |
Crimson Crisis (CRMS-EN) Card Ratings
1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Crimson_Crisis_(TCG-EN-1E) |
Crimson Crisis
(CRMS-EN099) Armoroid EARTH / Effect Monster / Level 8 / ATK 2700 / DEF 2000 (Machine / Effect) When you Tribute Summon this card by Tributing at least 1 "roid" monster, remove from play all Spell and Trap Cards on the field. (Super Rare) |
Rating: 1 out of 5 Transformers movies are on a strict budget of $10 this year. |
Crimson Crisis
(CRMS-EN098) Greed Quasar DARK / Effect Monster / Level 7 / ATK ? / DEF ? (Fiend / Effect) This card's original ATK and DEF are each equal to its Level x 300. This monster's Level is increased by the Level of monsters it destroys by battle. (Secret Rare) |
Rating: 3 out of 5 The stats can only grow unless it's turned face-down and the more successful it is, the stronger it'll get. |
Crimson Crisis
(CRMS-EN097) Violet Witch DARK / Effect Monster / Level 4 / ATK 1100 / DEF 1200 (Spellcaster / Effect) When this card is destroyed by battle and sent to the Graveyard, add 1 Plant-Type monster with 1500 or less DEF from your Deck to your hand. (Ultra Rare) & (Ultimate Rare) |
Rating: 2 out of 5 Basically get Lonefire Blossom or you'll probably lose, and even that doesn't have many good options. |
Crimson Crisis
(CRMS-EN096) Ido the Supreme Magical Force DARK / Effect Monster / Level 6 / ATK 2200 / DEF 800 (Fiend / Effect) You cannot Summon monsters. You can only control 1 "Ido the Supreme Magical Force". If this card is destroyed by a card effect and sent to the Graveyard, Special Summon it from your Graveyard during the next turn's Standby Phase and destroy all other monsters you control. (Secret Rare) |
Rating: 1 out of 5 The Level 6 version of Ultimate Obedient Fiend. |
Crimson Crisis
(CRMS-EN095) Tethys, Goddess of Light LIGHT / Effect Monster / Level 5 / ATK 2400 / DEF 1800 (Fairy / Effect) When you draw a Fairy-Type monster(s), you can reveal 1 of those monsters to draw 1 more card. (Secret Rare) |
Rating: 3 out of 5 Having extra Fairies in your hand can help, but they won't be on the field any sooner. This is still a good card. |
Crimson Crisis
(CRMS-EN094) Zeta Reticulant DARK / Effect Monster / Level 7 / ATK 2400 / DEF 2100 (Fairy / Effect) You can Tribute 1 "Eva Token" to Special Summon this card from your hand. While this card is in your Graveyard, each time a monster(s) your opponent controls is removed from play, Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500). (Secret Rare) |
Rating: 1 out of 5 A pretty bad Level 7 monster with a slow effect to boot. |
Crimson Crisis
(CRMS-EN093) Puppet King EARTH / Effect Monster / Level 7 / ATK 2800 / DEF 2600 (Warrior / Effect) When your opponent adds a Monster Card(s) to their hand, except by drawing, you can Special Summon this card from your hand. If you do, destroy it during your next turn's End Phase. (Secret Rare) |
Rating: 1 out of 5 Someone needs to pull a few strings to make this actually useful. |
Crimson Crisis
(CRMS-EN092) Assault Armor SPELL / Equip Spell Equip only to a Warrior-Type monster that is the only monster you control. It gains 300 ATK. During your Main Phase, you can send this equipped card to the Graveyard. If you do, the equipped monster can attack twice during the Battle Phase this turn. (Rare) |
Rating: 1 out of 5 A much weaker assault than using Mage Power or Axe of Despair. |
Crimson Crisis
(CRMS-EN091) Makiu, the Magical Mist SPELL / Normal Spell Select 1 "Summoned Skull" or Thunder-Type monster you control. Destroy all monsters your opponent controls whose DEF is lower than the ATK of the selected monster. You cannot conduct your Battle Phase the turn you activate this card. (Rare) |
Rating: 1 out of 5 This card has mist the chance to succeed as UDE drained much of its potency from the anime. |
Crimson Crisis
(CRMS-EN090) Multiply SPELL / Quick-Play Spell Tribute 1 face-up "Kuriboh". Special Summon as many "Kuriboh Token" (Fiend-Type/ DARK/Level 1/ATK 300/DEF 200) as possible in Defense Position. These Tokens cannot be Tributed for a Tribute Summon. (Super Rare) |
Rating: 1 out of 5 Kuriboh is better off being discarded to prevent damage from an attack than leaving behind useless Tokens. |
Crimson Crisis
(CRMS-EN089) Synchro Change SPELL / Normal Spell Remove from play 1 face-up Synchro Monster you control. Special Summon 1 Synchro Monster from your Extra Deck whose Level is the same as the removed monster's. Its effect(s) is negated. (Rare) |
Rating: 1 out of 5 You're losing a Synchro that already can do much more than the one you replace it with. |
Crimson Crisis
(CRMS-EN088) Code A Ancient Ruins SPELL / Continuous Spell Each time a face-up "Alien" monster(s) is destroyed, place 1 A-Counter on this card. Once per turn, you can remove 2 A-Counters from anywhere on the field to Special Summon 1 "Alien" monster from your Graveyard. (Super Rare) |
Rating: 1 out of 5 A card that confirms Aliens are indeed dead as an Archetype. |
Crimson Crisis
(CRMS-EN087) Submarine Frog WATER / Effect Monster / Level 2 / ATK 1200 / DEF 600 (Aqua / Effect) During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. (Common) |
Rating: 1 out of 5 Easily the weakest monster with the ability to deal piercing damage, and it's a total waste. |
Crimson Crisis
(CRMS-EN086) Royal Swamp Eeel WATER / Effect Monster / Level 4 / ATK 1700 / DEF 1200 (Fish / Tuner / Effect) If this card is used as a Synchro Material Monster, all the other Synchro Material Monsters must be Fish-Type. (Super Rare) |
Rating: 0 out of 5 No Synchro is worth bringing out with this. |
Crimson Crisis
(CRMS-EN085) Totem Dragon EARTH / Effect Monster / Level 2 / ATK 400 / DEF 200 (Dragon / Effect) This card can be treated as 2 Tributes for the Tribute Summon of a Dragon-Type monster. If this card is in your Graveyard during your Standby Phase and you control no monsters, you can Special Summon this card in Attack Position. You cannot activate this effect if there are any monsters in your Graveyard that are not Dragon-Type. If this card is Special Summoned with this effect, remove it from play when it is removed from the field. (Super Rare) |
Rating: 2 out of 5 Almost not even worth using, but it has more uses than Kaiser Sea Horse, which is nearly 5 times as strong. |
Crimson Crisis
(CRMS-EN084) Alien Kid LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 700 (Reptile / Effect) Place 1 A-Counter on all monsters Special Summoned to your opponent's side of the field. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.) (Super Rare) |
Rating: 1 out of 5 Must be the newest recruit. Too bad it has just as much "potential" as the other rejects. |
Crimson Crisis
(CRMS-EN083) Bone Crusher EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 200 (Zombie / Effect) When this card is Special Summoned from your Graveyard by the effect of a Zombie-Type monster, you can destroy 1 Spell or Trap Card your opponent controls. Destroy this card during the End Phase of the turn it was Special Summoned. (Ultra Rare) & (Ultimate Rare) |
Rating: 1 out of 5 It's more like a Halloween decoration. |
Crimson Crisis
(CRMS-EN082) Prime Material Falcon WIND / Effect Monster / Level 5 / ATK 2200 / DEF 800 (Winged Beast / Effect) When an Effect Monster's effect to destroy a Spell or Trap Card(s) on the field is activated, you can send 1 card from your hand to the Graveyard to negate its activation and destroy the card. (Secret Rare) |
Rating: 1 out of 5 Prime bookmark or drink coaster material perhaps. |
Crimson Crisis
(CRMS-EN081) Dark Voltanis DARK / Effect Monster / Level 8 / ATK 2800 / DEF 1400 (Fairy / Effect) After 1 Counter Trap Card you control has been activated and has resolved, you can Tribute 1 DARK monster to Special Summon this card from your hand. If this card is Special Summoned in this way, destroy 1 card on the field. (Secret Rare) |
Rating: 1 out of 5 The original was quite bad in itself. Now it's gone to the dark side with nothing to show for it. |
Crimson Crisis
(CRMS-EN080) Planet Pollutant Virus TRAP / Normal Trap Tribute 1 "Alien" monster. Destroy all face-up monsters without A-Counters your opponent controls. Until the end of your opponent's 3rd turn after this card's activation, place 1 A-Counter on each monster they Summon. (Rare) |
Rating: 1 out of 5 Only affects the monsters currently on the field, making it much less useful than Crush Card Virus. |
Crimson Crisis
(CRMS-EN079) Wall of Thorns TRAP / Normal Trap Activate only when a face-up Plant-Type monster you control is selected as an attack target. Destroy all Attack Position monsters your opponent controls. (Rare) |
Rating: 2 out of 5 Plants get their own Mirror Force, but it'll never be as good. |
Crimson Crisis
(CRMS-EN078) Trojan Gladiator Beast TRAP / Normal Trap Special Summon 1 "Gladiator Beast" from your hand to your opponent's side of the field. Then, draw 1 card. (Common) |
Rating: 0 out of 5 Bad even for the intended Deck. |
Crimson Crisis
(CRMS-EN077) Metaphysical Regeneration TRAP / Normal Trap Activate only during the End Phase. Gain 1000 Life Points for each Psychic-Type monster sent to the Graveyard this turn. (Common) |
Rating: 2 out of 5 This time you're actually gaining 1000 points per card sent, which is okay, but not great. |
Crimson Crisis
(CRMS-EN076) Psychic Tuning TRAP / Continuous Trap Select 1 Psychic-Type monster in your Graveyard and Special Summon it in Attack Position. It is treated as a Tuner monster. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card. When this card is sent to the Graveyard, take damage equal to that monster's Level x 400. (Rare) |
Rating: 1 out of 5 Just revive a Psychic Tuner monster like Krebons with Call of the Haunted. |
Crimson Crisis
(CRMS-EN075) Assault Counter TRAP / Counter Trap Activate only while you control an "/Assault Mode" monster. Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect and destroy it. (Common) |
Rating: 1 out of 5 There are better Counter Traps that don't need a mostly bad Archetype member on the field. |
Crimson Crisis
(CRMS-EN074) Assault Slash TRAP / Normal Trap Activate only while you control an "/Assault Mode" monster. Destroy all face-up monsters on the field. (Common) |
Rating: 1 out of 5 Even takes down your own monster just to replace it. Lightning Vortex is far better. |
Crimson Crisis
(CRMS-EN073) Morphtronic Mix-up TRAP / Normal Trap If you control 2 or more face-up "Morphtronic" monsters, select 2 cards your opponent controls. Destroy 1 card of your opponent's choice from those 2. (Common) |
Rating: 1 out of 5 You're lucky to keep 1 Morphtronic on the field, and then your opponent chooses the destroyed card. |
Crimson Crisis
(CRMS-EN072) Morphtronic Forcefield TRAP / Counter Trap Negate the activation of a Spell or Trap Card that would destroy a face-up "Morphtronic" monster you control and destroy it. Add 1 "Morphtronic" card from your Deck to your hand. (Common) |
Rating: 1 out of 5 Morphtronics are the type of technology found at the Dollar Store. |
Crimson Crisis
(CRMS-EN071) Fake Explosion TRAP / Normal Trap Activate only when an opponent's monster declares an attack. Monsters cannot be destroyed by this battle. After damage calculation, Special Summon 1 "Summon Reactor・SK" from your hand or Graveyard. (Common) |
Rating: 1 out of 5 Not much of a countermeasure when SK is just as bad as YFI and RE |
Crimson Crisis
(CRMS-EN070) Ivy Shackles TRAP / Continuous Trap While it is your turn, all face-up monsters your opponent controls become Plant-Type monsters. When this face-up card on the field is destroyed and sent to the Graveyard by an opponent's card effect, draw 1 card. (Common) |
Rating: 1 out of 5 DNA Surgery can do better. |
Crimson Crisis
(CRMS-EN069) Ebon Arrow TRAP / Normal Trap Select 1 face-up monster you control. Until the End Phase, it loses 500 ATK and during battle between that attacking monster and a Defense Position monster whose DEF is lower than the selected monster's ATK, inflict the difference as Battle Damage to your opponent. When the selected monster destroys a monster by battle and sends it to the Graveyard this turn, inflict damage to your opponent equal to the destroyed monster's original DEF. (Common) |
Rating: 1 out of 5 Anyone using this hasn't heard of Fairy Meteor Crush. |
Crimson Crisis
(CRMS-EN068) Nightmare Archfiends TRAP / Normal Trap Tribute 1 monster. Special Summon 3 "Nightmare Archfiend Tokens" (Fiend-Type/DARK/ Level 6/ATK 2000/DEF 2000) to your opponent's side of the field in Attack Position. When a "Nightmare Archfiend Token" is destroyed, its controller takes 800 damage. (Common) |
Rating: 1 out of 5 Ojama Trio now gives your opponent stronger monsters and you lose a monster. |
Crimson Crisis
(CRMS-EN067) Half or Nothing TRAP / Normal Trap Activate only during your opponent's Battle Phase. Your opponent selects 1 of the following effects: ● Halve the ATK of all monsters they control until the end of the Battle Phase. ● End the Battle Phase. (Common) |
Rating: 1 out of 5 Choose nothing on your end by not using this at all. |
Crimson Crisis
(CRMS-EN066) Shining Silver Force TRAP / Counter Trap Activate only when your opponent activates a Trap Card that inflicts damage. Negate the activation of that card and destroy it and all face-up Spell and Trap Cards your opponent controls. (Rare) |
Rating: 1 out of 5 Prime Material Dragon offers the better way to counter effect damage, and can protect your monsters too. |
Crimson Crisis
(CRMS-EN065) Descending Lost Star TRAP / Normal Trap Select 1 Synchro Monster in your Graveyard and Special Summon it in face-up Defense Position. Its effect is negated, its Level is reduced by 1 and its DEF becomes 0. Its battle position cannot be changed. (Common) |
Rating: 1 out of 5 Beyond desperate. |
Crimson Crisis
(CRMS-EN064) Spirit Force TRAP / Normal Trap Activate only during damage calculation during your opponent's turn. You take no Battle Damage from that battle. Then, you can add 1 Warrior-Type Tuner monster with 1500 or less DEF from your Graveyard to your hand. (Super Rare) |
Rating: 2 out of 5 Waboku for 1 attack, and then you might even get a Tuner back. |
Crimson Crisis
(CRMS-EN063) Assault Mode Activate TRAP / Normal Trap Tribute 1 Synchro Monster. Special Summon 1 "/Assault Mode" monster whose name includes the Tributed monster's name from your Deck in Attack Position. (Common) |
Rating: 1 out of 5 Deactivate them all because they only assault your strategy. |
Crimson Crisis
(CRMS-EN062) Mysterious Triangle SPELL / Quick-Play Spell Destroy 1 monster on the field with an A-Counter. Then, you can Special Summon 1 Level 4 "Alien" monster from your Deck. Destroy it during the End Phase. (Common) |
Rating: 1 out of 5 This is more like the real Bermuda Triangle. |
Crimson Crisis
(CRMS-EN061) Arcane Barrier SPELL / Continuous Spell Each time a Spellcaster-Type monster(s) on the field is destroyed, place 1 Spell Counter on this card (max. 4). You can send this card and 1 face-up Spellcaster-Type monster you control to the Graveyard to draw 1 card for each Spell Counter on this card. (Rare) |
Rating: 1 out of 5 You have to lose quite a bit just to draw up to 4 cards in return. |
Crimson Crisis
(CRMS-EN060) Verdant Sanctuary SPELL / Continuous Spell When a face-up Insect-Type monster is destroyed and sent to the Graveyard, its controller can add 1 Insect-Type monster with the same Level as the destroyed monster from their Deck to their hand. (Common) |
Rating: 1 out of 5 Insects are highly undersupported so it doesn't really matter which one you pick. |
Crimson Crisis
(CRMS-EN059) Six Scrolls of the Samurai SPELL / Quick-Play Spell Tribute 2 face-up "Six Samurai" monsters. Special Summon 1 "Great Shogun Shien" from your Deck. (Common) |
Rating: 1 out of 5 You're still paying the same number of Tributes so it's not really a benefit at all. |
Crimson Crisis
(CRMS-EN058) Super Solar Nutrient SPELL / Continuous Spell Tribute 1 Level 2 or lower Plant-Type monster. Special Summon 1 Plant-Type monster whose Level is equal to or lower than the Tributed monster's Level +3 from your hand or Deck. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card. (Common) |
Rating: 1 out of 5 Plants that weak are generally not worth the effort, especially with an effect like this. |
Crimson Crisis
(CRMS-EN057) Seed Cannon SPELL / Continuous Spell Each time a Plant-Type monster(s) is Summoned, place 1 Plant Counter on this card (max. 5). You can send this card to the Graveyard to inflict 500 damage to your opponent for each Plant Counter on it. (Common) |
Rating: 1 out of 5 I'll bet it gets destroyed before anything more than 2 counters are on it. |
Crimson Crisis
(CRMS-EN056) Indomitable Gladiator Beast SPELL / Quick-Play Spell Target face-up "Gladiator Beast" monster you control gains 500 ATK until the End Phase. While this card is in your Graveyard, you can return 2 "Gladiator Beast" monsters from your Graveyard to the Deck to return this card to your hand. (Common) |
Rating: 1 out of 5 500 ATK doesn't make any monster indomitable. |
Crimson Crisis
(CRMS-EN055) Telekinetic Power Well SPELL / Quick-Play Spell Special Summon any number of Level 2 or lower Psychic-Type monsters from your Graveyard. You take damage equal to the total Levels of those monsters x 300. (Common) |
Rating: 1 out of 5 That's up to 600 damage per monster, and that'll add up quickly. Quite poor just to Synchro Summon. |
Crimson Crisis
(CRMS-EN054) Psychic Sword SPELL / Equip Spell Equip only to a Psychic-Type monster. If your Life Points are lower than your opponent's, the equipped monster gains ATK equal to the difference (max. 2000). (Common) |
Rating: 1 out of 5 Nowhere near as versatile as Megamorph. |
Crimson Crisis
(CRMS-EN053) Assault Revival SPELL / Quick-Play Spell Remove from play 1 "Assault Mode Activate" from your Graveyard. Destroy all monsters you control and Special Summon 1 "/Assault Mode" monster from your Graveyard, ignoring its Summoning conditions. Its effect(s) is negated, and it cannot be Tributed. If it is removed from the field, remove it from play. (Common) |
Rating: 1 out of 5 What kind of revival destroys all the monsters on your field? Even Earthbound Immortals aren't this bad. |
Crimson Crisis
(CRMS-EN052) Assault Teleport SPELL / Normal Spell Return 1 "/Assault Mode" monster from your hand to the Deck. Draw 2 cards. (Common) |
Rating: 1 out of 5 Even if this IS to use Assault Mode Activate, you can use Magical Mallet instead. |
Crimson Crisis
(CRMS-EN051) Assault Overload SPELL / Quick-Play Spell Tribute 1 "/Assault Mode" monster. Inflict damage to both players equal to its Level x 200. (Common) |
Rating: 1 out of 5 Not really an improvement over Dark Strike Fighter's effect. |
Crimson Crisis
(CRMS-EN050) Morphtronic Map SPELL / Field Spell Each time a monster's battle position is changed, place 1 Morph Counter on this card. All "Morphtronic" monsters gain 300 ATK for each Morph Counter on this card. When this card is destroyed and sent from the field to the Graveyard, you can Special Summon 1 "Morphtronic" monster from your Graveyard. (Common) |
Rating: 1 out of 5 They'd need like 5 counters to find out where they are. |
Crimson Crisis
(CRMS-EN049) Morphtronic Rusty Engine SPELL / Equip Spell Equip only to a "Morphtronic" monster. If the equipped monster is destroyed, inflict damage to each player equal to its original ATK. (Common) |
Rating: 1 out of 5 No need to get it started when it probably doesn't even work. |
Crimson Crisis
(CRMS-EN048) Raptor Wing Strike SPELL / Normal Spell Return 1 face-up "Blackwing" monster you control to the Deck. Add 1 "Blackwing" monster from your Deck to your hand. (Common) |
Rating: 1 out of 5 Black Whirlwind can get a new one just by Summoning a Blackwing. There's no need for this at all. |
Crimson Crisis
(CRMS-EN047) Star Blast SPELL / Normal Spell Pay any number of Life Points in multiples of 500. Reduce the Level of 1 monster you control or that is in your hand by 1 for each 500 Life Points you paid, until the End Phase. (Rare) |
Rating: 1 out of 5 Cost Down can make all monsters in your hand 2 Levels lower for practically nothing. |
Crimson Crisis
(CRMS-EN046) Vengeful Servant SPELL / Equip Spell When control of the equipped monster changes, inflict damage equal to its original ATK to its new controller. (Common) |
Rating: 1 out of 5 There's only a few cards capable of doing it legally. |
Crimson Crisis
(CRMS-EN045) Prevention Star SPELL / Equip Spell Equip only to a monster you control, if it was changed from face-up Attack Position to face-up Defense Position this turn. Select 1 monster your opponent controls. That monster cannot attack or change its battle position. When the equipped monster is destroyed and this card is sent to the Graveyard, remove from play the selected monster. (Common) |
Rating: 1 out of 5 So you can't likely even use it right away, even with a monster on your field. |
Crimson Crisis
(CRMS-EN044) Cosmic Fortress Gol'gar LIGHT / Synchro Monster / Level 5 / ATK 2600 / DEF 1800 (Reptile / Synchro / Effect) "Alien Ammonite" + 1 or more non-Tuner "Alien" monsters Once per turn, you can select any number of face-up Spell or Trap Cards. Return those cards to their owners' hands, and distribute new A-Counters among monsters on the field equal to the number of cards returned. Once per turn, you can remove 2 A-Counters from anywhere on the field to destroy 1 card your opponent controls. (Ultra Rare) & (Ultimate Rare) |
Rating: 1 out of 5 They're late to the Synchro Party and won't be able to make much of an impact at all. |
Crimson Crisis
(CRMS-EN043) Arcanite Magician LIGHT / Synchro Monster / Level 7 / ATK 400 / DEF 1800 (Spellcaster / Synchro / Effect) 1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters When this card is Synchro Summoned, place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. You can remove 1 Spell Counter from a card you control to destroy 1 card your opponent controls. (Super Rare) |
Rating: 2 out of 5 Don't get too attached to the starting ATK. It's going to go down, and those stats aren't very good at all. |
Crimson Crisis
(CRMS-EN042) Hyper Psychic Blaster EARTH / Synchro Monster / Level 9 / ATK 3000 / DEF 2500 (Psychic / Synchro / Effect) 1 Tuner + 1 or more non-Tuner Psychic-Type Monsters During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks a Defense Position monster whose DEF is lower than the ATK of this card, gain Life Points equal to the difference at the end of the Damage Step. (Ultra Rare) & (Ultimate Rare) |
Rating: 3 out of 5 Pretty good, even with the non-Tuner requirement. |
Crimson Crisis
(CRMS-EN041) Blackwing Armor Master DARK / Synchro Monster / Level 7 / ATK 2500 / DEF 1500 (Winged Beast / Synchro / Effect) 1 "Blackwing" Tuner + 1 or more non-Tuner monsters This card cannot be destroyed by battle, and you take no Battle Damage from battles involving this card. If this card attacks a monster, you can place 1 Wedge Counter on that monster at the end of the Damage Step (max. 1). You can remove all Wedge Counters from your opponent's monsters to reduce the ATK and DEF of each monster that had a Wedge Counter to 0, until the End Phase. (Ultra Rare) & (Ultimate Rare) |
Rating: 4 out of 5 Easily one of the best Synchros so far. It could have 0 ATK and DEF and still earn such a high rating. |
Crimson Crisis
(CRMS-EN040) Dark Strike Fighter DARK / Synchro Monster / Level 7 / ATK 2600 / DEF 1800 (Machine / Synchro / Effect) 1 Tuner + 1 or more non-Tuner monsters You can Tribute 1 monster to inflict damage to your opponent equal to its Level x 200. (Super Rare) |
Rating: 2 out of 5 I guess it's better than Cannon Soldier, but not by much. |
Crimson Crisis
(CRMS-EN039) Alien Ammonite LIGHT / Effect Monster / Level 1 / ATK 500 / DEF 2000 (Reptile / Tuner / Effect) When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower "Alien" monster from your Graveyard. Destroy it during the End Phase.. (Rare) |
Rating: 2 out of 5 Nomal Summoning it makes it and you quite vulnerable so use the DEF. |
Crimson Crisis
(CRMS-EN038) Alien Overlord LIGHT / Effect Monster / Level 6 / ATK 2200 / DEF 1600 (Reptile / Effect) You can remove 2 A-Counters from anywhere on the field to Special Summon this card from your hand. Once per turn, you can place 1 A-Counter on each face-up monster your opponent controls. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.) You can only control 1 face-up "Alien Overlord". (Rare) |
Rating: 1 out of 5 Aliens are back, but they're not going to be any more successful than before. |
Crimson Crisis
(CRMS-EN037) Hydra Viper WATER / Effect Monster / Level 4 / ATK 1800 / DEF 400 (Reptile / Effect) Each time this card declares an attack, you must Tribute 1 Aqua-Type monster. This card can attack 3 times during each Battle Phase. (Common) |
Rating: 1 out of 5 Multiple attacks doesn't mean anything if it costs you a monster for each attack. |
Crimson Crisis
(CRMS-EN036) Bee List Soldier WIND / Effect Monster / Level 1 / ATK 500 / DEF 400 (Insect / Effect) You can Tribute this card and 1 face-up Insect-Type monster, except "Bee List Soldier", to draw 2 cards. (Common) |
Rating: 1 out of 5 Definitely a soldier for the front line so nothing of value is lost. |
Crimson Crisis
(CRMS-EN035) Cross-Sword Beetle WIND / Effect Monster / Level 4 / ATK 1800 / DEF 1200 (Insect / Effect) While you control another Insect-Type monster, during battle between an attacking Insect-Type monster you control and a Defense Position monster whose DEF is lower than the ATK of the Insect-Type monster, inflict the difference as Battle Damage to your opponent. (Common) |
Rating: 3 out of 5 Good on its own, but two copies will give both piercing damage. |
Crimson Crisis
(CRMS-EN034) Desert Protector EARTH / Effect Monster / Level 4 / ATK 800 / DEF 1000 (Insect / Effect) This card gains 300 DEF for each Spell and Trap Card on the field. If an Insect-Type monster you control would be destroyed, you can destroy this card instead. (Common) |
Rating: 1 out of 5 Spell & Trap Cards don't stay out for long, so neither will the tiny bonus it does get. |
Crimson Crisis
(CRMS-EN033) Dimension Fortress Weapon DARK / Effect Monster / Level 4 / ATK 1700 / DEF 200 (Machine / Effect) Cards cannot be sent from the Deck to the Graveyard. (Super Rare) |
Rating: 1 out of 5 Approximately 2 Decks are affected by this, and both can avoid it by taking it out in battle. |
Crimson Crisis
(CRMS-EN032) Scanner LIGHT / Effect Monster / Level 1 / ATK ? / DEF ? (Machine / Effect) Once per turn, you can select 1 of your opponent's monsters that is removed from play. Until the End Phase, this card's name is treated as the selected monster's name, and this card has the same Attribute, Level, ATK, and DEF as the selected monster. If this card is removed from the field while this effect is applied, remove it from play. (Super Rare) |
Rating: 1 out of 5 This is actually a toy scanner like for 3-year olds. |
Crimson Crisis
(CRMS-EN031) Inmato DARK / Effect Monster / Level 3 / ATK 1400 / DEF 800 (Plant / Effect) When 1 other face-up Plant-Type monster is targeted by the effect of a Spell or Trap Card your opponent controls, you can Tribute this card to draw 2 cards. (Rare) |
Rating: 1 out of 5 Jailed likely for its bad attempt at drawing cards. |
Crimson Crisis
(CRMS-EN030) B.E.S. Big Core MK-2 FIRE / Effect Monster / Level 6 / ATK 2400 / DEF 1100 (Machine / Effect) If you control no monsters, you can Normal Summon this card without Tributing. When this card is Special Summoned, place 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. (Rare) |
Rating: 1 out of 5 Where's the improvement over MK-1? |
Crimson Crisis
(CRMS-EN029) Flip Flop Frog WATER / Effect Monster / Level 2 / ATK 500 / DEF 200 (Aqua / Effect) Once per turn, you can flip this card into face-down Defense Position. When this card is flipped face-up, you can return monsters your opponent controls to their owners' hand up to the number of face-up "Frog" monsters you control, except "Frog the Jam". (Common) |
Rating: 1 out of 5 A flop indeed. Not even useful for Frog Decks. |
Crimson Crisis
(CRMS-EN028) Dupe Frog WATER / Effect Monster / Level 2 / ATK 100 / DEF 2000 (Aqua / Effect) This card's name is treated as "Des Frog" while it is face-up on the field. Your opponent cannot select another monster as an attack target. When this card is sent from the field to the Graveyard, you can add 1 "Frog" monster except "Dupe Frog" or "Frog the Jam" from your Deck or Graveyard to your hand. (Common) |
Rating: 2 out of 5 The better Des Frog, but only because of the DEF and low Level. |
Crimson Crisis
(CRMS-EN027) Gladiator Beast Samnite EARTH / Effect Monster / Level 3 / ATK 1600 / DEF 1200 (Beast / Effect) If this card was Special Summoned by the effect of a "Gladiator Beast" monster, when this card destroys an opponent's monster by battle and sends it to the Graveyard, you can add 1 "Gladiator Beast" card from your Deck to your hand. At the end of the Battle Phase, if this card attacked or was attacked, you can return it to the Deck to Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Samnite". (Rare) |
Rating: 1 out of 5 Like most Gladiator Beasts, it won't survive long enough to "tag out". |
Crimson Crisis
(CRMS-EN026) Lifeforce Harmonizer WIND / Effect Monster / Level 2 / ATK 800 / DEF 400 (Psychic / Effect) When your opponent activates a card's effect that inflicts damage, you can discard this card to negate its activation and destroy it. (Ultra Rare) & (Ultimate Rare) |
Rating: 1 out of 5 So how does anything here make this worth a higher Rarity than Hanewata? |
Crimson Crisis
(CRMS-EN025) Night Wing Sorceress WIND / Effect Monster / Level 3 / ATK 1300 / DEF 1200 (Spellcaster / Effect) You can activate "Assault Mode Activate" the turn it is Set. (Common) |
Rating: 1 out of 5 Might as well allow activating it from the hand then. |
Crimson Crisis
(CRMS-EN024) Assault Beast EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 1200 (Beast-Warrior / Effect) You can discard this card to the Graveyard to add 1 "Assault Mode Activate" from your Deck to your hand. (Rare) |
Rating: 3 out of 5 Supports those giant hunks of junk, but it isn't one of them and literally doesn't even nee them. |
Crimson Crisis
(CRMS-EN023) Assault Mercenary EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 300 (Beast / Effect) Once per turn, you can return 1 "Assault Mode Activate" from your hand or Graveyard to the Deck to destroy 1 Spell or Trap Card your opponent controls. (Common) |
Rating: 3 out of 5 Pretty bad to use the effect, but not its ATK and low Level. |
Crimson Crisis
(CRMS-EN022) Arcane Apprentice FIRE / Effect Monster / Level 2 / ATK 1000 / DEF 400 (Spellcaster / Tuner / Effect) If this card is sent to the Graveyard for a Synchro Summon, you can add 1 "Assault Mode Activate" from your Deck to your hand. (Rare) |
Rating: 2 out of 5 Okay as a regular Tuner at least. |
Crimson Crisis
(CRMS-EN021) Arcanite Magician/Assault Mode LIGHT / Effect Monster / Level 9 / ATK 900 / DEF 2300 (Spellcaster / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". When this card is Special Summoned, place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. You can remove 2 Spell Counters from this card to destroy all cards your opponent controls. When this card on the field is destroyed, you can Special Summon 1 "Arcanite Magician" from your Graveyard. (Ultra Rare) & (Ultimate Rare) |
Rating: 1 out of 5 These are like Toon versions of existing monsters. Very little has changed, and it's not enough to make this good. |
Crimson Crisis
(CRMS-EN020) Hyper Psychic Blaster/Assault Mode EARTH / Effect Monster / Level 11 / ATK 3500 / DEF 3000 (Psychic / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". If this card battles a monster, at the end of the Damage Step, inflict damage to your opponent equal to that monster's DEF and gain Life Points equal to its ATK. When this card on the field is destroyed, you can Special Summon 1 "Hyper Psychic Blaster" from your Graveyard. (Ultra Rare) & (Ultimate Rare) |
Rating: 2 out of 5 Almost like a stronger Shinato, but only by a small amount. |
Crimson Crisis
(CRMS-EN019) Doomkaiser Dragon/Assault Mode FIRE / Effect Monster / Level 8 / ATK 2900 / DEF 2000 (Zombie / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". When this card is Special Summoned, Special Summon any number of Zombie-Type monsters from either player's Graveyard(s) to your side of the field. Those monsters' effects are negated, and they are destroyed during the End Phase this turn. When this card on the field is destroyed, you can Special Summon 1 "Doomkaiser Dragon" from your Graveyard. (Ultra Rare) & (Ultimate Rare) |
Rating: 2 out of 5 Zombie World is one of the very few uses with this. |
Crimson Crisis
(CRMS-EN018) Morphtronic Slingen WIND / Effect Monster / Level 4 / ATK 1200 / DEF 800 (Machine / Effect) ● While in Attack Position: Once per turn, you can Tribute 1 "Morphtronic" monster, except "Morphtronic Slingen", to destroy 1 card on the field. ● While in Defense Position: If this card would be destroyed, you can destroy another "Morphtronic" monster you control instead. (Common) |
Rating: 1 out of 5 You're losing a monster either way, and this doesn't have the stats to survive on its own. |
Crimson Crisis
(CRMS-EN017) Morphtronic Boarden EARTH / Effect Monster / Level 3 / ATK 500 / DEF 1800 (Machine / Effect) ● While in Attack Position: "Morphtronic" monsters you control can attack your opponent directly. ● While in Defense Position: Other "Morphtronic" monsters you control cannot be destroyed by battle. (Common) |
Rating: 2 out of 5 Collectively, they'll only probably amount to 2000 damage if you're lucky. The DEF is okay though. |
Crimson Crisis
(CRMS-EN016) Flying Fortress SKY FIRE WIND / Effect Monster / Level 8 / ATK 3000 / DEF 2500 (Machine / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Summon Reactor・SK". Once per turn, you can send 1 card from your hand to the Graveyard to destroy 1 card your opponent controls. Once during each of your opponent's turns, you can activate 1 of the following effects: ● When your opponent Normal Summons or Special Summons a monster, destroy it and inflict 800 damage to your opponent. ● When your opponent Sets a card, destroy it and inflict 800 damage to your opponent. (Rare) |
Rating: 2 out of 5 The anime sure made it seem deveastating, but that's because Leo was Greiger's opponent. It's quite bad overall. |
Crimson Crisis
(CRMS-EN015) Black Salvo DARK / Effect Monster / Level 3 / ATK 100 / DEF 1100 (Machine / Tuner / Effect) When this card is Normal Summoned, you can Special Summon 1 Level 4 DARK Machine-Type monster from your Graveyard in face-up Defense Position. Its effect(s) is negated. (Super Rare) |
Rating: 2 out of 5 Greiger's last monster before SKY FIRE, but it's hardly anything to talk about. |
Crimson Crisis
(CRMS-EN014) Spell Reactor • RE DARK / Effect Monster / Level 3 / ATK 1200 / DEF 900 (Machine / Effect) Once per turn, when your opponent activates a Spell Card, you can destroy the Spell Card and inflict 800 damage to your opponent. (Common) |
Rating: 1 out of 5 Hardly a "reaction" when all it does is deal your opponent 800 damage without negating the Spell Card. |
Crimson Crisis
(CRMS-EN013) Trap Reactor • Y FI DARK / Effect Monster / Level 4 / ATK 800 / DEF 1800 (Machine / Effect) Once per turn, when your opponent activates a Trap Card, you can destroy the Trap Card and inflict 800 damage to your opponent. (Common) |
Rating: 2 out of 5 Unlike Summon Reactor, there's a tiny amount of usefulness with this. |
Crimson Crisis
(CRMS-EN012) Summon Reactor • SK DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1400 (Machine / Effect) The first time a monster(s) is Summoned to your opponent's side of the field each turn, inflict 800 damage to your opponent. During the Battle Phase of the turn this effect is activated, you can negate the attack of 1 monster your opponent controls. You can send 1 face-up "Trap Reactor・Y FI", 1 face-up "Spell Reactor・RE" and this face-up card you control to the Graveyard to Special Summon 1 "Flying Fortress SKY FIRE" from your hand, Deck, or Graveyard. (Common) |
Rating: 1 out of 5 Summon Reactor SUCKs. |
Crimson Crisis
(CRMS-EN011) Twilight Rose Knight DARK / Effect Monster / Level 3 / ATK 1000 / DEF 1000 (Warrior / Tuner / Effect) Your opponent cannot select a Plant-Type monster as an attack target. When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower Plant-Type monster from your hand. (Super Rare) |
Rating: 2 out of 5 Plant Decks may have grown over the years, but they aren't very good with this. |
Crimson Crisis
(CRMS-EN010) Blackwing - Sirocco the Dawn DARK / Effect Monster / Level 5 / ATK 2000 / DEF 900 (Winged Beast / Effect) If your opponent controls a monster and you control no monsters, you can Normal Summon or Set this card without Tributing. Once per turn, you can select 1 face-up "Blackwing" monster you control. It gains ATK equal to the total ATK of all face-up "Blackwing" monsters on the field except itself. Monsters other than the selected monster cannot attack the turn you activate this effect. (Common) |
Rating: 3 out of 5 Thankfully, it's much more than a knockoff of Swift Gaia, and that makes it decent. |
Crimson Crisis
(CRMS-EN009) Blackwing - Bora the Spear DARK / Effect Monster / Level 4 / ATK 1700 / DEF 800 (Winged Beast / Effect) If you control a "Blackwing" monster other than "Blackwing - Bora the Spear", you can Special Summon this card from your hand. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. (Common) |
Rating: 2 out of 5 A weaker Spear Dragon that doesn't change modes and has uses with the next and previous cards. |
Crimson Crisis
(CRMS-EN008) Blackwing - Gale the Whrilwind DARK / Effect Monster / Level 3 / ATK 1300 / DEF 400 (Winged Beast / Tuner / Effect) If you control a "Blackwing" monster other than "Blackwing - Gale the Whirlwind", you can Special Summon this card from your hand. Once per turn, you can halve the ATK and DEF of 1 face-up monster your opponent controls. (Rare) |
Rating: 3 out of 5 Cuts just about any strong monster down to size, and doubles as Tuner with a bonus effect. |
Crimson Crisis
(CRMS-EN007) Dark Tinker DARK / Effect Monster / Level 2 / ATK 1000 / DEF 1300 (Fiend / Tuner / Effect) When this card you control is sent to the Graveyard, look at the top card of your Deck. Return that card to either the top or the bottom of the Deck. (Common) |
Rating: 2 out of 5 The effect is just stupid, but it's also a Tuner at least. |
Crimson Crisis
(CRMS-EN006) Twin-Sword Marauder DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Warrior / Effect) Once per turn, after this card attacks a Defense Position monster, it can attack once more. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. (Common) |
Rating: 1 out of 5 1600 ATK is too weak for either effect to be meaningful. It'll be a one-strike blunderer instead. |
Crimson Crisis
(CRMS-EN005) Trap Eater DARK / Effect Monster / Level 4 / ATK 1900 / DEF 1600 (Fiend / Tuner / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 1 face-up Trap Card your opponent controls to the Graveyard. (Common) |
Rating: 2 out of 5 Sure wish it had a bonus effect because it barely gets the 2-star rating. |
Crimson Crisis
(CRMS-EN004) Red Dragon Archfiend/Assault Mode DARK / Effect Monster / Level 10 / ATK 3500 / DEF 2500 (Dragon / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". If this card attacks, destroy all other monsters after damage calculation. When this card on the field is destroyed, you can Special Summon 1 "Red Dragon Archfiend" from your Graveyard. (Ultra Rare), (Ultimate Rare) & (Ghost Rare) |
Rating: 2 out of 5 Leagues better over the Sneak Preview card, but only warrants a 2. |
Crimson Crisis
(CRMS-EN003) Hyper Synchron LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 800 (Machine / Tuner / Effect) If this card is sent to the Graveyard for the Synchro Summon of a Dragon-Type Synchro Monster, that monster gains 800 ATK. Remove it from play during the End Phase. (Rare) |
Rating: 2 out of 5 A Level 4 Tuner that can be useful if not used for a Dragon-Type Synchro. |
Crimson Crisis
(CRMS-EN002) Debris Dragon WIND / Effect Monster / Level 4 / ATK 1000 / DEF 2000 (Dragon / Tuner / Effect) When this card is Normal Summoned, you can Special Summon 1 monster with 500 or less ATK from your Graveyard in Attack Position. That monster's effect(s) is negated. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Dragon-Type Synchro Monster. The other Synchro Material Monster(s) cannot be Level 4. (Rare) |
Rating: 2 out of 5 Only a Rare for this guy, and thank goodness, because it's a pretty bad Tuner monster. |
Crimson Crisis
(CRMS-EN001) Turret Warrior EARTH / Effect Monster / Level 5 / ATK 1200 / DEF 2000 (Warrior / Effect) You can Tribute 1 Warrior-Type monster to Special Summon this card from your hand. If you do, it gains ATK equal to the Tributed monster's original ATK. (Super Rare) |
Rating: 3 out of 5 A Special Summon worth being the same number of Tributes since it'll likely be as strong as a Level 8 monster. |
Crimson Crisis
(CRMS-EN004) Colossal Fighter/Assault Mode DARK / Effect Monster / Level 10 / ATK 3300 / DEF 1500 (Warrior / Effect) This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". When this card is Special Summoned, you can send up to 2 Warrior-Type monsters from your Deck to the Graveyard. All monsters your opponent controls lose 100 ATK for every Warrior-Type monster in your Graveyard. When this card on the field is destroyed, you can Special Summon 1 "Colossal Fighter" from your Graveyard. (Secret Rare) |
Rating: 0 out of 5 The original is WAY better off without this. |