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Crimson Crisis (CRMS-EN) Card Ratings
| 1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Crimson_Crisis_(TCG-EN-1E) |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, supports Roid Cons: Low stats for Level, must be Tribute Summoned with roid(s) to do anything |
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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. ~Rarities: Secret Rare |
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Pros: Easy to play, pretty useful
effects Cons: Undefined stats, low stat definition amount, must destroy monsters in battle to gain ATK |
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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. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, searchable,
supports Plants Cons: Low DEF, doesn't Special Summon |
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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. ~Rarities: Secret Rare |
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Pros: Easy to play Cons: Poor stats for Level, can't Summon or control multiple copies, slow to Special Summon itself, does nothing if destroyed by battle |
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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. ~Rarities: Secret Rare |
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Pros: Easy to play, high stats,
supports Fairy Cons: Low DEF, no other effects |
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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). ~Rarities: Secret Rare |
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Pros: Easy to play Cons: Poor stats for Level, costs Eva Token to Special Summon itself, does nothing on the field |
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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. ~Rarities: Secret Rare |
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Pros: Easy to play, high ATK Cons: Low DEF for Level, destroys itself if Special Summoned by its effect, no other effects |
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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. ~Rarities: Rare |
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Pros: Easy to play, supports Warriors Cons: Very low ATK boost, costs itself to give Warrior an extra attack that turn |
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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. ~Rarities: Rare |
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Pros: Easy to play, somewhat potent
effect, suppports Summoned Skull and Thunder Cons: Prevents your Battle Phase that turn |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, Quick-Play Spell Cons: Special Summons weak Tokens that can't be used for Tribute Summons, costs Kuriboh (#6) for activation |
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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. ~Rarities: Rare |
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Pros: Easy to play Cons: Costs Synchro for activation, new Synchro's Level must match, not a Synchro Summon |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, supports
Alien
(#26) Cons: Costs 2 Alien Counters to revive an Alien |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable Cons: Low DEF, unlikely to apply effect without help, no other effects |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, Tuner monster,
supports Fish Cons: Poor stats, can't be used for non-Fish Synchros, no other effects |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
Tuner monster, supports Dragons, somewhat useful effects Cons: Very low DEf, can't revive itself unless all monsters in your Grave are Dragons |
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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.) ~Rarities: Super Rare |
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Pros: Easy to play, supports Aliens Cons: Poor stats, low stat loss, no other effects |
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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. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play Cons: Low stats, must be revived by Zombie effect to do anything, destroys itself if Special Summoned |
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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. ~Rarities: Secret Rare |
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Pros: Easy to play Cons: Low stats for Level, costs a card to negate monster effects, no other effects |
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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. ~Rarities: Secret Rare |
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Pros: Easy to play, high ATK Cons: Low DEF for Level, costs a DARK to Special Summon itself, must Special Summon itself to do anything |
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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. ~Rarities: Rare |
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Pros: Easy to play, supports Aliens, effect lasts more than 1 turn Cons: Costs an Alien for activation, no other effects |
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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. ~Rarities: Rare |
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Pros: Easy to play, supports Plants, pretty potent effect Cons: Requires an attack from opponent's monster, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
Gladiator Beasts Cons: Doesn't Special Summon to your field, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, supports Psychics
and LP Gain Cons: Can't be used during other turn phases |
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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. ~Rarities: Rare |
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Pros: Easy to play, supports Psychics Cons: Deals you revived monster's Level x 400 |
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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. ~Rarities: Common |
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Pros: Supports /Assault Mode Cons: Strict activation requirement, no other effects |
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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. ~Rarities: Common |
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Pros: Supports /Assault Mode, pretty potent effect Cons: Strict activation requirement, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
Morphtronics (#14) Cons: Your opponent chooses destroyed card, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
Morphtronics, not bad effects Cons: Only counters monster destruction |
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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. ~Rarities: Common |
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Pros: Easy to play, supports Summon
Reactor・SK Cons: Requires an attack from an opponent's monster, prevents destruction of both players' monsters |
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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. ~Rarities: Common |
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Pros: Easy to play, supports Plants Cons: Only treats opponent's monsters as Plants during your turn |
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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. ~Rarities: Common |
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Pros: Easy to play Cons: Temporary effects, low ATK boost |
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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. ~Rarities: Common |
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Pros: Easy to play Cons: Costs a monster for activation, opponent gets free strong Tokens, minimal burn damage |
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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. ~Rarities: Common |
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Pros: Easy to play Cons: Opponent chooses effect, can't be used outside Battle Phase, no other effects |
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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. ~Rarities: Rare |
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Pros: Easy to play, somewhat potent
effect Cons: Only counters Traps that deal damage |
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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. ~Rarities: Common |
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Pros: Easy to play, supports Synchros Cons: Compromises revived Synchro entirely |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, supports Warriors, relatively decent effects Cons: Can only retrieve 1500 or less DEF Warrior Tuners, can't be used during your turn |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
/Assault Mode Cons: Costs Synchro for activation, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, supports Aliens,
Quick-Play Spell Cons: Only destroys monsters with A-Counters, destroys Special Summoned monster at End Phase, can't Special Summon from the hand |
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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. ~Rarities: Rare |
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Pros: Easy to play, supports
Spellcasters Cons: Costs 2 cards to draw cards, slow effect, max of 4 Spell Counters |
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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. ~Rarities: Common |
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Pros: Easy to play, supports Insects Cons: Applies to both players |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
Six
Samurais (#11),
Quick-Play Spell Cons: Costs 2 Six Samurais for activation, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, supports Plants Cons: Costs a Plant for activation |
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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. ~Rarities: Common |
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Pros: Easy to play, supports Plant Cons: Max of 5 Plant Counters, low burn damage, costs itself to do so |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
Gladiator Beasts, Quick-Play Spell, recycles itself Cons: Low, temporary ATK boost |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
low-Level Psychics, Quick-Play Spell, recycles itself Cons: Deals you revived monsters' total Levels x 300 |
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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). ~Rarities: Common |
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Pros: Easy to play, supports Psychics Cons: Must have less LP for activation, can't gain more than 2000 ATK |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
/Assault Mode, Quick-Play Spell Cons: Pretty poor effects |
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Crimson Crisis
(CRMS-EN052) Assault Teleport SPELL / Normal Spell Return 1 "/Assault Mode" monster from your hand to the Deck. Draw 2 cards. ~Rarities: Common |
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Pros: Easy to play, supports
/Assault Mode Cons: Only shuffles /Assault Mode from the hand, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
/Assault Mode, Quick-Play Spell Cons: Costs an /Assault Mode for activation, low burn damage, both players take damage, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports
Morphtronics (#6) Cons: Low ATK boost, slow to gain Morph Counters |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
Morphtronics Cons: Deals monster's ATK to both players |
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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. ~Rarities: Common |
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Pros: Easy to play, supports
Blackwings (#41) Cons: Shuffles Blackwing into the Deck for activation, no other effects |
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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. ~Rarities: Rare |
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Pros: Easy to play Cons: Costly effect, only lasts 1 turn |
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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. ~Rarities: Common |
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Pros: Easy to play, potentially
potent effect Cons: Must shift control to other player to deal damage |
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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. ~Rarities: Common |
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Pros: Easy to play Cons: Mostly minimal effects |
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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. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, supports Aliens Cons: Low stats for Level, must return Spells or Traps to the hand to place counters, costs 2 counters to destroy a card, strict materials |
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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. ~Rarities: Super Rare |
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Pros: Easy to play Cons: Low stats for Level, needs Spell Counters to do anything, costs 2 Spell Counters to destroy cards |
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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. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, high ATK, pretty potent effects,
supports LP Gain and Psychics Cons: Low DEF for Level, effects only apply while attacking |
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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. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, very
useful effects Cons: Low stats for Level, must attack a monster to place Wedge Counter, only reduces ATK of monsters that lost counters |
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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. ~Rarities: Super Rare |
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Pros: Easy to play Cons: Low stats for Level, costs a monster for effect, low burn damage, no other effects |
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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. ~Rarities: Rare |
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Pros: Easy to play, high DEF,
supports Aliens, Tuner monster Cons: Destroys Special Summoned monster at the End Phase, no other effects |
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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". ~Rarities: Rare |
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Pros: Easy to play, can Special
Summon itself Cons: Low stats for Level, low stat loss, costs 2 counters to Special Summon itself, can't control more than 1 |
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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. ~Rarities: Common |
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Pros: Easy to play, high ATK,
relatively useful effect Cons: Very low DEF, costs an Aqua to attack |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable Cons: Very low DEF, costly effect, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, high ATK,
supports Insects, effect includes itself Cons: Low DEF, must control an Insect to apply piercing, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Insects Cons: Low DEF and DEF boost, costs itself to save an Insect, only gains DEF per Spell and Trap |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, counters
Lightsworn (#18) Cons: Low stats, no other effects |
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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. ~Rarities: Super Rare |
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Pros: Easy to play Cons: Undefined stats, doesn't gain monster's effect, banishes itself if it leaves with effect applied |
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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. ~Rarities: Rare |
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Pros: Easy to play, searchable,
supports Plants Cons: Low DEF, costs itself to draw cards, doesn't negate effects, no other effects, low DEF |
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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. ~Rarities: Rare |
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Pros: Easy to play, high ATK,
somewhat useful effects Cons: Low DEF for Level, can't Special Summon itself, destroys itself if battling without counters |
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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". ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Frogs Cons: Very low DEF, must be flipped face-up to do anything |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable, high
DEF, supports Frogs, somewhat useful effects Cons: Can't add copies of itself |
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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". ~Rarities: Rare |
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Pros: Easy to play, supports
Gladiator Beasts (#59) Cons: Low stats, largely must be Special Summoned with a Gladiator Beast's effect |
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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. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, searchable,
supports LP Gain, counters Burn,
Hand Trap Cons: Very low DEF, does nothing on the field, doesn't counter battle damage |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports /Assault Mode Cons: Low DEF, no other effects |
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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. ~Rarities: Rare |
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Pros: Easy to play, high ATK,
supports /Assault Mode Cons: Low DEF, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, high ATK,
supports /Assault Mode Cons: Very low DEF, no other effects, costs specific card to destroy a Spell or Trap |
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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. ~Rarities: Rare |
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Pros: Easy to play, searchable,
Tuner monster, supports /Assault Mode Cons: Very low DEF, must be Synchro Material, no other effects |
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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. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, searchable Cons: Summon requirement, low DEF for Level, costs 2 Spell Counters to destroy opponent's cards |
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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. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, high stats,
somewhat useful effects Cons: Summon requirement, must battle a monster to apply effects |
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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. ~Rarities: Ultra Rare and Ultimate Rare |
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Pros: Easy to play, high ATK,
somewhat useful effects, supports Zombies Cons: Low DEF for Level, Summon requirement, destroys revived monsters at End Phase and negates their effects |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable,
supports Morphtronics Cons: Low DEF, effects depend on battle position |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable, high
DEF, supports Morphtronics Cons: Effects depend on battle position |
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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. ~Rarities: Rare |
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Pros: High ATK Cons: Low DEF for Level, Summon requirement, minimal burn damage and effects |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
Tuner monster, supports Level 4 DARK Machines Cons: Low DEF, must be Normal Summoned, negates the monster's effects |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable Cons: Low DEF, minimal burn damage, only responds to Spells, doesn't negate Spell's effects, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable, high
DEF Cons: Minimal burn damage, only responds to Traps, doesn't negate Trap's effects, no other effects |
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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. ~Rarities: Common |
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Pros: Easy to play Cons: Poor stats for Level, low burn damage, costs itself and 2 other monsters to Special Summon SKY FIRE |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, searchable,
Tuner monster, supports low-Level
Plants
(#29) Cons: Low DEF, must be Normal Summoned to Special Summon |
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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. ~Rarities: Common |
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Pros: Easy to play, useful effects,
supports Blackwings, 2nd effect includes itself Cons: Poor stats for Level, can't Special Summon itself, prevents monsters not chosen from attacking that turn |
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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. ~Rarities: Common |
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Pros: Easy to play, relatively
useful effects, supports Blackwings Cons: Low stats, mostly otherwise deals piercing |
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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. ~Rarities: Rare |
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Pros: Easy to play, searchable, very
useful effects, supports Blackwings, Tuner monster Cons: Low DEF, only halves stats of opponent's monster |
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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. ~Rarities: Common |
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Pros: Easy to play, searchable,
Tuner monster Cons: Poor DEF and effect |
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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. ~Rarities: Common |
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Pros: Easy to play, relatively
useful effects Cons: Poor stats, effects only apply if attacking a monster in Defense Mode |
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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. ~Rarities: Common |
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Pros: Easy to play, high ATK,
relatively useful effect, Tuner monster Cons: Low DEF, Summon requirement, no other effects, can't send other opponent's cards |
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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. ~Rarities: Ultra Rare, (Ultimate Rare) & (Ghost Rare) |
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Pros: Easy to play, high ATK,
pretty potent effects Cons: Low DEF for Level, Summon requirement, must attack to destroy monsters, includes your other monsters |
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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. ~Rarities: Rare |
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Pros: Easy to play, Tuner monster,
supports Dragon Synchros Cons: Low stats, low ATK boost, banishes Synchro at End Phase |
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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. ~Rarities: Rare |
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Pros: Easy to play, searchable, high
DEF, Tuner monster, supports Dragon Synchros Cons: Very limited effects |
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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. ~Rarities: Super Rare |
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Pros: Easy to play, searchable, high
DEF, pretty potent effect, supports Warriors Cons: No other effects, must Special Summon itself to gain ATK |
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Crimson Crisis
(CRMS-EN000) 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. ~Rarities: Secret Rare |
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Pros: Easy to play, high ATK,
supports Warriors Cons: Low DEF for Level, Summon requirement, very low ATK boost, otherwise minimal effects |