*Ratings below are based on when the product was released and NOT today's Yu-Gi-Oh format* | |||||
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Dark Crisis (DCR-EN) Card Ratings)
1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Dark_Crisis_(TCG-NA-1E) | ||||
Dark
Crisis (DCR-105) Judgment of Anubis |
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TRAP | Counter Trap | Level | ATK: DEF: |
Pendulum Scale: |
Discard 1 card from your hand to negate the
activation and the effect of a Spell Card controlled by your
opponent that includes the effect of destroying Spell and/or
Trap Card(s) on the field and destroy it. Then, you can destroy
1 face-up monster on your opponent's side of the field and
inflict damage to your opponent equal to the ATK of the
destroyed monster. (Secret Rare) |
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Rating: 4 out of 5 Not as strict as Cursed Seal of the Forbidden Spell and there's a nice bonus effect when successful. |
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Dark
Crisis (DCR-104) Blast Held by a Tribute |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
You can only activate this card when your
opponent declares an attack with a monster on his/her side of
the field that has been Tribute Summoned or Set. Destroy all
face-up Attack Position monsters on your opponent's side of the
field and inflict 1000 points of damage to your opponent's Life
Points. (Ultra Rare) |
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Rating: 1 out of 5 Basically, it's a watered down Mirror Force. |
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Dark
Crisis (DCR-103) Ray of Hope |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
Select 2 LIGHT monsters from your Graveyard
and add them to your Deck. Then shuffle your Deck. (Common) |
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Rating: 1 out of 5 The best choices aren't even going to help you that turn. |
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Dark
Crisis (DCR-102) Sakuretsu Armor |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
You can only activate this card when your
opponent declares an attack. Destroy the attacking monster. (Common) |
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Rating: 2 out of 5 Negate Attack does more, but this at least gets rid of the monster. |
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Dark
Crisis (DCR-101) Spell Vanishing |
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TRAP | Counter Trap | Level | ATK: DEF: |
Pendulum Scale: |
Discard 2 cards from your hand to negate the
activation of a Spell Card and destroy it. Also, check your
opponent's hand and Deck and if you find any Spell Cards of the
same name as the destroyed Spell Card, send all of them to the
Graveyard. (Super Rare) |
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Rating: 1 out of 5 More costly than Magic Jammer and less useful than Cursed Seal of the Forbidden Spell. |
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Dark
Crisis (DCR-100) Dice Re-Roll |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
After this card is activated, for the rest of
this turn you can negate 1 six-sided die roll and re-roll it. (Common) |
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Rating: 1 out of 5 Under no circumstances are dice roll effects any good. |
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Dark
Crisis (DCR-099) Archfiend's Roar |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
Pay 500 Life Points to activate this card.
Special Summon 1 Archfiend Monster Card from your Graveyard.
This monster cannot be offered as a Tribute under any conditions
and is destroyed during the End Phase of this turn. (Common) |
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Rating: 1 out of 5 Not even their own Call of the Haunted makes them viable. |
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Dark
Crisis (DCR-098) Dark Scorpion Combination |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
You can only activate this card when you have
"Don Zaloog", "Cliff the Trap Remover", "Dark Scorpion - Chick
the Yellow", "Dark Scorpion - Gorg the Strong", and "Dark
Scorpion - Meanae the Thorn" face-up on your side of the field.
During the turn this card is activated, any of these 5 cards can
attack your opponent's Life Points directly. In that case, the
Battle Damage inflicted by each of those cards (that attack your
opponent's Life Points directly) becomes 400 points. (Rare) |
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Rating: 1 out of 5 Talk about a bad combination, and not in a meaningful way. |
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Dark
Crisis (DCR-097) Battle-Scarred |
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TRAP | Continuous Trap | Level | ATK: DEF: |
Pendulum Scale: |
Select 1 Archfiend monster on your side of the
field when you activate this card. When the monster's controller
pays Life Points during the Standby Phase for the selected
monster, that player's opponent also must pay equal Life Points.
If this card is destroyed or removed from the field, destroy the
selected monster. When the selected monster is destroyed or
removed from the field, this card is also destroyed. (Common) |
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Rating: 1 out of 5 Good luck drawing this when you're paying rent on the Archetype. |
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Dark
Crisis (DCR-096) Frozen Soul |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
You can only activate this card when your
opponent's Life Points are at least 2000 points higher than
yours. Your opponent skips his/her next Battle
Phase. (Common) |
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Rating: 1 out of 5 Thunder of Ruler is already a better version of this. |
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Dark
Crisis (DCR-095) Altar for Tribute |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
Select 1 monster on your side of the field and
send it to the Graveyard. Increase your Life Points by an amount
equal to the original ATK of the monster. (Common) |
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Rating: 1 out of 5 A slower and less versatile Mystik Wok isn't what you need. |
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Dark
Crisis (DCR-094) Pandemonium |
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SPELL | Field Spell | Level | ATK: DEF: |
Pendulum Scale: |
Neither player has to
pay Life Points during the Standby Phase of Archfiend monsters.
Each time a players Archfiend Monster Card(s) are destroyed and
sent to the Graveyard, except as a result of battle, that player
can select 1 Archfiend Monster Card from his/her
Deck that has fewer Level Stars than the destroyed card and add
it to his/her
hand. (Common) |
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Rating: 1 out of 5 There isn't a single member that is worth using for this, making this useless too. |
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Dark
Crisis (DCR-093) Mustering of the Dark Scorpions |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
You can only activate this card when you have
"Don Zaloog" face-up on your side of the field. You can Special
Summon any of the cards from your hand that include "Dark
Scorpion" on the name, or are named "Cliff the Trap Remover".
You cannot Special Summon 2 cards with the same card name by the
effect of this card. (Common) |
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Rating: 1 out of 5 Their strongest member (Gorg) isn't really that strong at all so what's the point in this? |
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Dark
Crisis (DCR-092) Archfiend's Oath |
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SPELL | Continuous Spell | Level | ATK: DEF: |
Pendulum Scale: |
Once per turn you can pay 500 Life Points to
declare 1 card name. Pick up the top card from your Deck and if
the card name is the one you declared, add it to your hand. If
not, send the card you picked up to the Graveyard. (Common) |
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Rating: 1 out of 5 The ways to make this more in your favor are few and far between. |
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Dark
Crisis (DCR-091) Final Countdown |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
Pay 2000 Life Points. After 20 turns have
passed after you activate this card (counting the turn you
activate this card as the 1st turn), you win the Duel. (Common) |
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Rating: 2 out of 5 It comes down to 10 turns each, but there aren't many ways to stall during a Duel. |
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Dark
Crisis (DCR-090) Cestus of Dagla |
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SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
This card can only be equipped to Fairy-Type
monsters. A monster equipped with this card increases its ATK by
500 points. When this card inflicts Battle Damage to your
opponent's Life Points, increase your Life Points by an equal
amount. (Common) |
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Rating: 1 out of 5 The variants of Black Pendant are spreading like a virus. |
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Dark
Crisis (DCR-089) Checkmate |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
Offer 1 Archfiend monster on your side of the
field as a Tribute. During the turn this card is activated, 1
"Terrorking Archfiend" on your side of the field can attack your
opponents Life Points directly. (Common) |
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Rating: 1 out of 5 Terrorking can mostly only deal 1000 damage, which is just slightly more than you're paying each turn. |
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Dark
Crisis (DCR-088) Falling Down |
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SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
Destroy this card if there is no face-up
Archfiend card on your side of the field. Take control of 1 of
your opponent's face-up monsters. Inflict 800 points of damage to
your Life Points during each of your opponent's Standby Phases. (Common) |
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Rating: 1 out of 5 The most obvious alternatives are banned, and that leaves less options to use over this, but this is bad enough. |
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Dark
Crisis (DCR-087) Contract with the Dark Master |
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SPELL | Ritual Spell | Level | ATK: DEF: |
Pendulum Scale: |
This card is used to Ritual Summon "Dark
Master - Zorc". You must also offer monsters whose total Level
Stars equal 8 or more as a Tribute from the field or your hand. (Common) |
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Rating: 2 out of 5 No signature required, but the end result isn't much better. |
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Dark
Crisis (DCR-086) Contract with the Abyss |
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SPELL | Ritual Spell | Level | ATK: DEF: |
Pendulum Scale: |
This card is used to Ritual Summon any DARK
monster. You must also offer monsters from the field or your
hand whose total Level Stars equal the Level Stars of the Ritual
Monster you are attempting to Ritual Summon. (Rare) |
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Rating: 2 out of 5 When there's only like 2 possible choices, this isn't really going to impact the Duel much. |
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Dark
Crisis (DCR-085) Incandescent Ordeal |
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SPELL | Ritual Spell | Level | ATK: DEF: |
Pendulum Scale: |
This card is used to Ritual Summon "Legendary
Flame Lord". You must also offer monsters whose total Level
Stars equal 7 or more as a Tribute from the field or your hand. (Common) |
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Rating: 1 out of 5 The Legendary Flame Lord is really a dimly lit candle waiting to burn out. |
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Dark
Crisis (DCR-084) Dragged Down into the Grave |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
You and your opponent look at each other's
hands, select 1 card from each other's hands and discard them to
the Graveyard, and each draw 1 card. (Common) |
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Rating: 1 out of 5 Nothing really changes here. You're just hoping you have better luck than your opponent. |
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Dark
Crisis (DCR-083) Spell Reproduction |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
Send 2 Spell Cards from your hand to the
Graveyard. Select 1 Spell Card from your Graveyard and add it to
your hand. (Common) |
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Rating: 1 out of 5 Yikes, what a bad card. Magician of Faith just got a whole lot better. |
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Dark
Crisis (DCR-082) Dark Master - Zorc |
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DARK | Fiend / Ritual / Effect | Level 8 | ATK: 2700 DEF: 1500 |
Pendulum Scale: |
This card can only be Ritual Summoned with the
Ritual Spell Card, "Contract with the Dark Master". You must
also offer monsters whose total Level Stars equal 8 or more as a
Tribute from the field or your hand. During your turn you can
roll 1 six-sided die. If the result is 1 or 2, destroy all
monsters on your opponent's side of the field. If the result is
3, 4, or 5, destroy 1 monster on your opponent's side of the
field. If the result is 6, destroy all monsters on your side of
the field. (Super Rare) |
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Rating: 2 out of 5 At least they made the odds 33%, but your odds are actually higher to get the other effects. |
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Dark
Crisis (DCR-081) Legendary Flame Lord |
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FIRE | Spellcaster / Ritual / Effect | Level 7 | ATK: 2400 DEF: 2000 |
Pendulum Scale: |
This card can only be Ritual Summoned with the
Ritual Spell Card, "Incandescent Ordeal". You must also offer
monsters whose total Level Stars equal 7 or more as a Tribute
from the field or your hand. Each time you or your opponent
activates 1 Spell Card, put 1 Spell Counter on this card. Remove
3 Spell Counters from this card to destroy all monsters on the
field except this card. (Rare) |
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Rating: 1 out of 5 There aren't enough good Spell Cards to make this even remotely useful. |
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Dark
Crisis (DCR-080) Agido |
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EARTH | Fairy / Effect | Level 4 | ATK: 1500 DEF: 1300 |
Pendulum Scale: |
When this card is destroyed and sent to the
Graveyard as a result of battle, roll a six-sided die. You can
Special Summon 1 Fairy-Type monster from your Graveyard whose
Level Stars are equal to the number rolled. If the result is 6,
you can Special Summon a Level 6 or higher monster. (Common) |
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Rating: 1 out of 5 Why wait when you can use Call of the Haunted and revive your desired Fairy right then and there? |
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Dark
Crisis (DCR-079) Zolga |
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EARTH | Fairy / Effect | Level 4 | ATK: 1700 DEF: 1200 |
Pendulum Scale: |
The controller of this card increases his/her
Life Points by 2000 points when this monster is offered as a
Tribute for a successful Tribute Summon or Set. (Common) |
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Rating: 1 out of 5 Unfortunately, it's not limited to just you, and isn't going to do anything right away. |
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Dark
Crisis (DCR-078) Kelbek |
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EARTH | Fairy / Effect | Level 4 | ATK: 1500 DEF: 1800 |
Pendulum Scale: |
Any monster that attacks this card is returned
to its owner's hand. Damage calculation is applied normally. (Common) |
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Rating: 2 out of 5 A somewhat weaker Wall of Illusion, but that makes little difference here. |
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Dark
Crisis (DCR-077) Keldo |
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EARTH | Fairy / Effect | Level 4 | ATK: 1200 DEF: 1600 |
Pendulum Scale: |
When this card is destroyed and sent to the
Graveyard as a result of battle, select 2 cards from your
opponent's Graveyard and return them to your opponent's Deck. Your
opponent then shuffles his/her Deck. (Common) |
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Rating: 2 out of 5 It might've been better if the cards were removed from play, but this'll probably just help your opponent out. |
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Dark
Crisis (DCR-076) Mudora |
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EARTH | Fairy / Effect | Level 4 | ATK: 1500 DEF: 1800 |
Pendulum Scale: |
The ATK of this card increases by 200 points
for every Fairy-Type monster in your Graveyard. (Super Rare) |
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Rating: 1 out of 5 With only 1500 ATK to start, that extra ATK is going to make little difference. |
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Dark
Crisis (DCR-075) Tsukuyomi |
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DARK | Spellcaster / Spirit / Effect | Level 4 | ATK: 1100 DEF: 1400 |
Pendulum Scale: |
This card cannot be Special Summoned. This
card returns to the owner's hand during the End Phase of the
turn that it is Normal Summoned, Flip Summoned, or flipped
face-up. When this card is Normal Summoned, Flip Summoned, or
flipped face-up, flip 1 face-up monster on the field into
face-down Defense Position. (Rare) |
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Rating: 1 out of 5 Book of Moon can do this without wasting your Normal Summon. |
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Dark
Crisis (DCR-074) Metallizing Parasite - Lunatite |
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WATER | Aqua / Union / Effect | Level 7 | ATK: 1000 DEF: 500 |
Pendulum Scale: |
Once per turn, during your Main Phase, if you
control this monster on the field, you can equip it to a face-up
monster on your side of the field as an Equip Spell Card, OR
change it back to a monster in face-up Attack Position. When
equipped to a monster by this card's effect, that monster will
not be affected by the effects of Spell Cards controlled by your
opponent. (1 monster can only be equipped with 1 Union Monster
at a time. If the monster that this card is equipped to is
destroyed in battle, this card is destroyed instead.) (Rare) |
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Rating: 1 out of 5 Even after you equip it, the equipped monster is only safe from 1/3 of card effects. |
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Dark
Crisis (DCR-073) Skull Archfiend of Lightning |
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DARK | Fiend / Effect | Level 6 | ATK: 2500 DEF: 1200 |
Pendulum Scale: |
The controller of this card pays 500 Life
Points during each of his/her Standby Phases
(this is not optional). When this card is specifically
designated as a target of the effect of a card controlled by
your opponent, when resolving the effect, roll a six-sided die.
If the result is 1, 3, or 6, negate the effect and destroy the
opponent's card. (Ultra Rare) |
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Rating: 1 out of 5 First we had the Toon version and now this. Summoned Skull just can't seem to catch a break from the bad remakes. |
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Dark
Crisis (DCR-072) Terrorking Archfiend |
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DARK | Fiend / Effect | Level 4 | ATK: 2000 DEF: 1500 |
Pendulum Scale: |
You cannot Normal Summon or Flip Summon this
card unless you have an Archfiend Monster Card on your side of
the field. The controller of this card pays 800 Life Points
during each of his/her Standby Phases (this is
not optional). When this card is specifically designated as a
target of the effect of a card controlled by your opponent, when
resolving the effect, roll a six-sided die. If the result is 2
or 5, negate the effect and destroy the opponent's card. Also
negate the effect of an Effect Monster that is destroyed by this
monster in battle. (Super Rare) |
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Rating: 1 out of 5 Let's take an already bad card and make it worse. That's how you reach Archfiends like this one. |
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Dark
Crisis (DCR-071) Infernalqueen Archfiend |
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FIRE | Fiend / Effect | Level 3 | ATK: 900 DEF: 1300 |
Pendulum Scale: |
The controller of this card pays 500 Life
Points during each of his/her Standby Phases
(this is not optional). When this card is specifically
designated as a target of the effect of a card controlled by
your opponent, when resolving the effect, roll a six-sided die.
If the result is 2 or 5, negate the effect and destroy the
opponent's card. As long as this card remains on the field,
during each Standby Phase increase the ATK of 1 Archfiend
monster by 1000 points. (Rare) |
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Rating: 1 out of 5 You're expecting too much if you think this'll be around long enough to have any benefits. |
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Dark
Crisis (DCR-070) Desrook Archfiend |
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LIGHT | Fiend / Effect | Level 3 | ATK: 1100 DEF: 1800 |
Pendulum Scale: |
The controller of this card pays 500 Life
Points during each of his/her Standby Phases
(this is not optional). When this card is specifically
designated as a target of the effect of a card controlled by
your opponent, when resolving the effect, roll a six-sided die.
If the result is 3, negate the effect and destroy the opponent's
card. When a "Terrorking Archfiend" on your side of the field is
destroyed and sent to the Graveyard, you can send this card from
your hand to the Graveyard to Special Summon the "Terrorking
Archfiend". (Common) |
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Rating: 1 out of 5 In the game of Yu-Gi-Oh chess, cards with no maintenance costs beat cards with them. |
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Dark
Crisis (DCR-069) Darkbiship Archfiend |
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WATER | Fiend / Effect | Level 3 | ATK: 300 DEF: 1400 |
Pendulum Scale: |
The controller of this card pays 500 Life
Points during each of his/her Standby Phases
(this is not optional). When an Archfiend Monster Card on your
side of the field is specifically designated as a target of the
effect of a card controlled by your opponent, when resolving the
effect, roll a six-sided die. If the result is 1, 3, or 6,
negate the effect and destroy the opponent's card. (Rare) |
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Rating: 1 out of 5 Oh good so there's a 50-50 chance of succcess here. Like that makes a difference. |
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Dark
Crisis (DCR-068) Shadowknight Archfiend |
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WIND | Fiend / Effect | Level 4 | ATK: 2000 DEF: 1600 |
Pendulum Scale: |
The controller of this card pays 900 Life
Points during each of his/her Standby Phases
(this is not optional). When this card is specifically
designated as a target of the effect of a card controlled by
your opponent, when resolving the effect, roll a six-sided die.
If the result is 3, negate the effect and destroy the opponent's
card. The Battle Damage this card inflicts to your opponent's
Life Points is halved. (Common) |
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Rating: 1 out of 5 Terrorking should've been in this rarity too, and you'll see why. |
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Dark
Crisis (DCR-067) Vilepawn Archfiend |
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EARTH | Fiend / Effect | Level 2 | ATK: 1200 DEF: 200 |
Pendulum Scale: |
The controller of this card pays 500 Life
Points during each of his/her Standby Phases
(this is not optional). When this card is specifically
designated as a target of the effect of a card controlled by
your opponent, when resolving the effect, roll a six-sided die.
If the result is 3, negate the effect and destroy the opponent's
card. As long as this card remains face-up on the field, your
opponent cannot attack another face-up Archfiend Monster Card. (Common) |
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Rating: 1 out of 5 Here we go, the series of chess-themed monsters that are by no means a major selling point. |
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Dark
Crisis (DCR-066) Mefist the Infernal General |
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DARK | Fiend / Effect | Level 5 | ATK: 1800 DEF: 1700 |
Pendulum Scale: |
When this card attacks with an ATK that is
higher than the DEF of your opponent's Defense Position monster,
inflict the difference as Battle Damage to your opponent's Life
Points. When this card inflicts Battle Damage to your opponent's
Life Points, select 1 card from your opponent's hand randomly
and discard it. (Rare) |
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Rating: 1 out of 5 Want a better way to deal piercing damage? Stick to Fairy Meteor Crush. You're not missing anything. |
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Dark
Crisis (DCR-065) Goblin of Greed |
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EARTH | Fiend / Effect | Level 4 | ATK: 1000 DEF: 1800 |
Pendulum Scale: |
As long as this card remains face-up on your
side of the field, neither player can discard from his/her
hand as a cost. (Common) |
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Rating: 1 out of 5 So that eliminates only a handful of cards at this point. |
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Dark
Crisis (DCR-064) Iron Blacksmith Kotetsu |
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FIRE | Beast-Warrior / Effect | Level 2 | ATK: 500 DEF: 500 |
Pendulum Scale: |
FLIP: Select 1 Equip Spell
Card from your Deck and add it to your hand. (Common) |
||||
Rating: 2 out of 5 Thankfully there's at least a few good ones to get, but this won't stay on the field very long. |
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Dark
Crisis (DCR-063) Great Maju Garzett |
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DARK | Fiend / Effect | Level 6 | ATK: 0 DEF: 0 |
Pendulum Scale: |
The ATK of this card becomes twice the
original ATK of the Tribute Monster you used to Tribute Summon
this card. (Rare) |
||||
Rating: 3 out of 5 Anything with 1800 ATK or above is an ideal choice to use with this. It doesn't gain DEF though. |
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Dark
Crisis (DCR-062) Outstanding Dog Marron |
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LIGHT | Beast / Effect | Level 1 | ATK: 100 DEF: 100 |
Pendulum Scale: |
When this card is sent to your Graveyard, it
is returned to your Deck. Then shuffle your Deck. (Common) |
||||
Rating: 1 out of 5 What good is recycling a monster this weak, especially when that's all it does? |
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Dark
Crisis (DCR-061) Dark Scorpion - Meanae the Thorn |
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DARK | Warrior / Effect | Level 4 | ATK: 1000 DEF: 1800 |
Pendulum Scale: |
When this card inflicts Battle Damage to your opponent's Life
Points, you can select and activate one of the following
effects: ● Select 1 card that includes "Dark Scorpion" in its name, or is named "Cliff the Trap Remover", from your Deck and add it to your hand. ● Select 1 card that includes "Dark Scorpion" in its card name, or is named "Cliff the Trap Remover", from your Graveyard and add it to your hand. (Common) |
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Rating: 1 out of 5 From the not-so-strong to the tickle in my side. Hardly painful in the slightest. |
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Dark
Crisis (DCR-060) Dark Scorpion - Gorg the Strong |
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DARK | Warrior / Effect | Level 5 | ATK: 1800 DEF: 1500 |
Pendulum Scale: |
When this card inflicts Battle Damage to your
opponent's Life Points, you can select and activate 1 of the
following effects: ● Return 1 Monster Card on your opponent's side of the field to the top of its owner's Deck. ● Send 1 card from the top of your opponent's Deck to the Graveyard. (Common) |
||||
Rating: 1 out of 5 Strong by comparison to many monsters released before and since, maybe, but not compared to true threats. |
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Dark
Crisis (DCR-059) Sasuke Samurai #2 |
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WIND | Warrior / Effect | Level 1 | ATK: 200 DEF: 300 |
Pendulum Scale: |
Once per turn, during your Main Phase, you can
pay 800 Life Points. If you do this, until the End Phase, Spell
and Trap Cards cannot be activated. (Common) |
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Rating: 1 out of 5 Sure, spend more Life Points so that next turn when you take big damage, you'll be closer to losing the Duel. |
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Dark
Crisis (DCR-058) Pandemonium Watchbear |
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DARK | Beast / Effect | Level 4 | ATK: 1300 DEF: 1800 |
Pendulum Scale: |
As long as this card remains face-up on your side of the field,
"Pandemonium" on your side of the field cannot be destroyed by
your opponent's card effects. (Common) |
||||
Rating: 1 out of 5 The Archetype is so bad that the Field Spell is really the only "glue" holding it together. |
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Dark
Crisis (DCR-057) Archfiend Soldier |
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DARK | Fiend / Normal | Level 4 | ATK: 1900 DEF: 1500 |
Pendulum Scale: |
An expert at battle who belongs to a crack diabolical unit.
He's famous because he always gets the job done. (Rare) |
||||
Rating: 3 out of 5 I 1000% support using this Archfiend and not any of the other ones to come. |
||||
Dark
Crisis (DCR-056) Ojama Green |
||||
LIGHT | Beast / Normal | Level 2 | ATK: 0 DEF: 1000 |
Pendulum Scale: |
He's one of the Ojama Trio. It's said that he butts in by
any means necessary. It's also said that when the three are
together, something happens. (Common) |
||||
Rating: 1 out of 5 9 times out of 10, the only "something happens" will be it losing a battle. |
||||
Dark
Crisis (DCR-055) D. D. Trainer |
||||
DARK | Fiend / Normal | Level 1 | ATK: 100 DEF: 2000 |
Pendulum Scale: |
A poor goblin that was sucked into a
different dimension. However, he's doing his best with his new
destiny. (Common) |
||||
Rating: 2 out of 5 That dimension didn't take everything away. The DEF will certainly be a benefit. |
||||
Dark
Crisis (DCR-054) Gagagigo |
||||
WATER | Reptile / Normal | Level 4 | ATK: 1850 DEF: 1000 |
Pendulum Scale: |
This young evildoer used to have an evil
heart, but by meeting a special person, he discovered justice. (Common) |
||||
Rating: 3 out of 5 Having 50 extra ATK means taking down the other good Beatsticks released before it. |
||||
Dark
Crisis (DCR-053) Cost Down |
||||
SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
Discard 1 card from your hand. Downgrade all
Monster Cards in your hand by 2 Levels until the End Phase of
the turn this card is activated. (Ultra Rare) |
||||
Rating: 2 out of 5 If there were more decent high-Level monsters, this'd have more justification for its rarity and a higher rating. |
||||
Dark
Crisis (DCR-052) Interdimensional Matter Transporter |
||||
TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
Select 1 face-up monster on your side of the
field and remove it from play until the End Phase of the turn
this card is activated. (Ultra Rare) |
||||
Rating: 1 out of 5 This just ends up taking your monster out of play so that you have less to defend yourself. |
||||
Dark
Crisis (DCR-051) Kaiser Glider |
||||
LIGHT | Dragon / Effect | Level 6 | ATK: 2400 DEF: 2200 |
Pendulum Scale: |
This card is not destroyed as a result of
battle when this card battles with a monster with the same ATK.
When this card is destroyed and sent to the Graveyard, return 1
monster on the field to its owner's hand. (Ultra Rare) |
||||
Rating: 4 out of 5 Nearly equal stats for a Level 6 monster and packing a decent effect to boot. |
||||
Dark
Crisis (DCR-050) Really Eternal Rest |
||||
TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
Destroy all monsters equipped with Equip
Cards. (Common) |
||||
Rating: 1 out of 5 The odds of this being successful are Really Unlikely. |
||||
Dark
Crisis (DCR-049) Skill Drain |
||||
TRAP | Continuous Trap | Level | ATK: DEF: |
Pendulum Scale: |
Pay 1000 Life Points. As long as this card
remains face-up on the field, negate the effects of all face-up
Effect Monsters on the field. (Rare) |
||||
Rating: 2 out of 5 The fee I feel is rather steep considering both players' monsters are affected and it's just their monsters too. |
||||
Dark
Crisis (DCR-048) Arsenal Robber |
||||
TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
Your opponent selects 1 Equip Spell Card form
his/her Deck and sends it to the Graveyard. (Common) |
||||
Rating: 1 out of 5 That's assuming they have any, but even then, this may only make it easier to play. |
||||
Dark
Crisis (DCR-047) Ojama Trio |
||||
TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
Special Summon 3 "Ojama Tokens"
(Beast-Type/LIGHT/2 Stars/ATK
0/DEF 1000) in Defense Position on your
opponent's side of the field. The tokens cannot be used as a
Tribute for a Tribute Summon. When an "Ojama Token" is
destroyed, inflict 300 points of damage to the controller's Life
Points. (Common) |
||||
Rating: 2 out of 5 At this point in the game, there's little else for players to do so this will certainly have somewhat of an impact. |
||||
Dark
Crisis (DCR-046) Staunch Defender |
||||
TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
You can only activate this card when your
opponent declares an attack. Select 1 face-up monster on your
side of the field. During the turn this card is activated, your
opponent can only attack the monster you selected. Your opponent
must attack the selected monster with all face-up monsters on
his/her side of the field. (Common) |
||||
Rating: 2 out of 5 Not going to be that useful unless you have a strong monster to choose. |
||||
Dark
Crisis (DCR-045) Final Attack Orders |
||||
TRAP | Continuous Trap | Level | ATK: DEF: |
Pendulum Scale: |
As long as this card remains face-up on the
field, all face-up monsters on the field are changed to Attack
Position and their battle position cannot be changed. (Common) |
||||
Rating: 2 out of 5 It might seem like a good idea, but I'll bet after a while, you'll regret having it on the field. |
||||
Dark
Crisis (DCR-044) Different Dimension Gate |
||||
SPELL | Continuous Spell | Level | ATK: DEF: |
Pendulum Scale: |
Select 1 Monster Card each from you and your
opponent's sides of the field and remove them from play. When
this card is destroyed and sent to the Graveyard, return those
monsters to the field in the same battle position as when they
were removed from play. (Rare) |
||||
Rating: 1 out of 5 Vulnerable and does pretty much nothing while it's on the field. |
||||
Dark
Crisis (DCR-043) Non-Spellcasting Area |
||||
SPELL | Continuous Spell | Level | ATK: DEF: |
Pendulum Scale: |
All face-up Monster Cards on the field, except
for Effect Monsters, are unaffected by any Spell Card (excluding
this card). (Common) |
||||
Rating: 1 out of 5 Basically it's Normal Monster support without saying so, and most of those are pretty bad. |
||||
Dark
Crisis (DCR-042) Morale Boost |
||||
SPELL | Continuous Spell | Level | ATK: DEF: |
Pendulum Scale: |
Each time a player equips an Equip Spell Card,
that player's Life Points increase by 1000 points. Each time an
Equip Spell Card is destroyed or removed from the field, inflict
1000 damage to the Life Points of the controller of that Equip
Spell Card. (Common) |
||||
Rating: 1 out of 5 The morale of the story is don't use cards that affect both players. |
||||
Dark
Crisis (DCR-041) Token Thanksgiving |
||||
SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
Destroy all tokens on the field. Increase your
Life Points by the number of tokens destroyed x 800 points. (Common) |
||||
Rating: 1 out of 5 All Tokens, as in like one or two? |
||||
Dark
Crisis (DCR-040) Fairy of the Spring |
||||
SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
Select 1 Equip Spell Card from your Graveyard
and add it to your hand. You cannot activate that Equip Spell
Card this turn. (Common) |
||||
Rating: 1 out of 5 What's the point in getting it when your opponent now knows a card in your hand that you'll probably play? |
||||
Dark
Crisis (DCR-039) Rod of the Mind's Eye |
||||
SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
When a monster equipped with this card
inflicts Battle Damage to your opponent, the damage becomes 1000
points. (Common) |
||||
Rating: 1 out of 5 All it does is hold the stronger monsters back and give weak monsters powers that aren't worth it. |
||||
Dark
Crisis (DCR-038) Precious Cards from Beyond |
||||
SPELL | Continuous Spell | Level | ATK: DEF: |
Pendulum Scale: |
When you successfully Tribute Summon or Set a
monster that required 2 or more Tributes, draw 2 cards from your
Deck. (Common) |
||||
Rating: 1 out of 5 Not very redeeming when you just lost 2 monsters to add to your hand. |
||||
Dark
Crisis (DCR-037) Twin Sords of Flashing Light - Tryce |
||||
SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
You must send 1 card from your hand to your
Graveyard when you activate this card. A monster equipped with
this card decreases its ATK by 500 points. A monster equipped
with this card can attack twice during the same Battle Phase. (Common) |
||||
Rating: 1 out of 5 It should really say "A monster equipped with this card now has even lower odds of being successful in battle." |
||||
Dark
Crisis (DCR-036) Rod of Silence - Kay'est |
||||
SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
A monster equipped with this card increases
its DEF by 500 points. Negate the effect of a Spell Card
(excluding this card) that specifically designates a monster
equipped with this card as a target and destroy it. (Common) |
||||
Rating: 2 out of 5 Only the strongest and best monsters should get this. |
||||
Dark
Crisis (DCR-035) Wicked-Breaking Flamberge - Baou |
||||
SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
You must send 1 card from your hand to your
Graveyard when you activate this card. A monster equipped with
this card increases its ATK by 500 points. When a monster
equipped with this card destroys a monster with an effect on
your opponent's side of the field in battle, negate the effect
of that monster. (Rare) |
||||
Rating: 1 out of 5 Dark Ruler Ha Des does a much better job at negating effects without costing you anything from your hand. |
||||
Dark
Crisis (DCR-034) Gravity Axe - Grarl |
||||
SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
A monster equipped with this card increases
its ATK by 500 points. As long as this card remains face-up on
the field, monsters on your opponent's side of the field cannot
change their battle position. (Common) |
||||
Rating: 1 out of 5 So what if they can't change their battle positions? In most cases there's no need to. |
||||
Dark
Crisis (DCR-033) Shooting Star Bow - Ceal |
||||
SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
A monster equipped with this card decreases
its ATK by 1000 points. A monster equipped with this card can
attack your opponent's Life Points directly.. (Common) |
||||
Rating: 1 out of 5 Ceal this card up for all eternity. |
||||
Dark
Crisis (DCR-032) Butterfly Dagger - Elma |
||||
SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
A monster equipped with this card increases
its ATK by 300 points. When this card is destroyed and sent to
the Graveyard while equipped to a monster, this card can be
returned to the owner's hand. (Super Rare) |
||||
Rating: 1 out of 5 Surprisingly, this card is at 1, and for what? +300 ATK and the ability to be recycled? What good is that? |
||||
Dark
Crisis (DCR-031) Contract with Exodia |
||||
SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
You can only activate this card when you have
"Exodia the Forbidden One", "Right Arm of the Forbidden One",
"Left Arm of the Forbidden One", "Right Leg of the Forbidden
One", and "Left Leg of the Forbidden One" in your Graveyard.
Special Summon 1 "Exodia Necross" from your hand. (Common) |
||||
Rating: 1 out of 5 Sacrificing an instant win should give more than this has to offer. |
||||
Dark
Crisis (DCR-030) A Deal with Dark Ruler |
||||
SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
You can only activate this card during a turn
in which a monster with 8 or more Level Stars on your side of
the field was sent to the Graveyard. Special Summon 1 "Berserk
Dragon" from your hand or Deck. (Common) |
||||
Rating: 1 out of 5 The lack of an activation fee doesn't change anything about this card's lack of uses. |
||||
Dark
Crisis (DCR-029) Shinato's Ark |
||||
SPELL | Ritual Spell | Level | ATK: DEF: |
Pendulum Scale: |
This card is used to Ritual Summon "Shinato,
King of a Higher Plane". You must also offer monsters whose
total Level Stars equal 8 or more as a Tribute from the field or
your hand. (Common) |
||||
Rating: 4 out of 5 Relinquished has nothing on what this Ritual Spell brings out. |
||||
Dark
Crisis (DCR-028) Thousand Needles |
||||
EARTH | Beast / Effect | Level 4 | ATK: 1000 DEF: 1800 |
Pendulum Scale: |
When this Defense Position card is attacked
and the ATK of the attacking monster is lower than the DEF of
this card, after Damage Calculation destroy the attacking
monster. (Common) |
||||
Rating: 1 out of 5 You'd have to be pretty stupid to be running monsters with less than 1800 ATK. |
||||
Dark
Crisis (DCR-027) D. D. Warrior Lady |
||||
LIGHT | Warrior / Effect | Level 4 | ATK: 1500 DEF: 1600 |
Pendulum Scale: |
When this card battles another monster, after
Damage Calculation you can remove the opponent's monster and
this card from play. (Super Rare) |
||||
Rating: 2 out of 5 It could get rid of strong monsters, but it's really just bait to get itself out of play. |
||||
Dark
Crisis (DCR-026) Dark Scorpion - Chick the Yellow |
||||
DARK | Warrior / Effect | Level 3 | ATK: 1000 DEF: 1000 |
Pendulum Scale: |
When this card inflicts Battle Damage to your
opponent's Life Points, you can select and activate 1 of the
following effects: ● Return 1 card on the field to its owner's hand. ● See 1 card on the top of your opponent's Deck. Your opponent does not see the card. Then return it on the top or the bottom of your opponent's Deck. (Common) |
||||
Rating: 1 out of 5 The stats match the little shrimp of a monster that stands very little chance at triggering its effect. |
||||
Dark
Crisis (DCR-025) Fear from the Dark |
||||
DARK | Zombie / Effect | Level 4 | ATK: 1700 DEF: 1500 |
Pendulum Scale: |
When this card is sent directly from your hand
or Deck to your Graveyard by your opponent's card effect,
Special Summon this card to your side of the field. (Rare) |
||||
Rating: 1 out of 5 In this case, you have nothing to fear at all. |
||||
Dark
Crisis (DCR-024) Maju Garzett |
||||
DARK | Fiend / Effect | Level 7 | ATK: ? DEF: 0 |
Pendulum Scale: |
The ATK of this card becomes equal to the
combined original ATK of the 2 monsters you offered as a Tribute
to Tribute Summon this card. (Common) |
||||
Rating: 3 out of 5 Tribute Summoning this guy is one of the best moves you can make, with the right monsters Tributed. |
||||
Dark
Crisis (DCR-023) Despair from the Dark |
||||
DARK | Zombie / Effect | Level 8 | ATK: 2800 DEF: 3000 |
Pendulum Scale: |
When this card is sent directly from your hand
or Deck to your Graveyard by your opponent's card effect,
Special Summon this card to your side of the field. (Common) |
||||
Rating: 1 out of 5 Without the effect, it's just a high-Level monster with 3000 DEF. Labyrinth Wall and Millennium Shield are better. |
||||
Dark
Crisis (DCR-022) Blindly Loyal Goblin |
||||
EARTH | Warrior / Effect | Level 4 | ATK: 1800 DEF: 1500 |
Pendulum Scale: |
As long as this card remains face-up on the
field, control of this card cannot switch. (Common) |
||||
Rating: 3 out of 5 Searchable and locks your opponent out of stealing it, though that's hardly a perk. |
||||
Dark
Crisis (DCR-021) Gyaku-Gire Panda |
||||
EARTH | Beast / Effect | Level 3 | ATK: 800 DEF: 1600 |
Pendulum Scale: |
The ATK of this card increases by 500 points
for every monster on your opponent's side of the field. When
this card attacks with an ATK that is higher than the DEF of
your opponent's Defense Position monster, inflict the difference
as Battle Damage to your opponent's Life Points. (Common) |
||||
Rating: 1 out of 5 3300 ATK could be respectable as printed ATK, but it's through an effect and changes constantly. |
||||
Dark
Crisis (DCR-020) Exodia Necross |
||||
DARK | Spellcaster / Effect | Level 4 | ATK: 1800 DEF: 0 |
Pendulum Scale: |
This card can only be Special Summoned by the
effect of "Contract with Exodia". This card is not destroyed as
a result of battle at any time or by the effects of Spell or
Trap Cards. During each of your Standby Phases, increase the ATK
of this card by 500 points. This card is destroyed when you do
not have all 5 of these cards in your Graveyard: "Exodia the
Forbidden One", "Right Arm of the Forbidden One", "Left Arm of
the Forbidden One", "Right Leg of the Forbidden One", "Left Leg
of the Forbidden One". (Ultra Rare) |
||||
Rating: 1 out of 5 Why does it need to self-destruct at all? It's difficult enough just to get it out and it's hardly invincible. |
||||
Dark
Crisis (DCR-019) Berserk Dragon |
||||
DARK | Zombie / Effect | Level 8 | ATK: 3500 DEF: 0 |
Pendulum Scale: |
This card can only be Special Summoned by the
effect of "A Deal with Dark Ruler". This card can attack all
monsters on your opponent's side of the field once. You cannot
attack your opponent directly if you attack any monsters first.
Decrease the ATK of this card by 500 points during each of your
End Phases. (Super Rare) |
||||
Rating: 1 out of 5 You already lost a Level 8 monster and you'll lose this one soon enough. |
||||
Dark
Crisis (DCR-018) Mirage Knight |
||||
LIGHT | Warrior / Effect | Level 8 | ATK: 2800 DEF: 2000 |
Pendulum Scale: |
This card can only be Special Summoned by the
effect of "Dark Flare Knight". When this card battles another
monster, during damage calculation increase the ATK of this card
by the original ATK of the opponent's monster. During the End
Phase after this card was involved in battle, remove this card
from play. (Super Rare) |
||||
Rating: 1 out of 5 How likely are you to battle a strong monster? Not very likely at all, and that's what you get for your hard work. |
||||
Dark
Crisis (DCR-017) Dark Flare Knight |
||||
DARK | Warrior / Fusion / Effect | Level 6 | ATK: 2200 DEF: 800 |
Pendulum Scale: |
"Dark Magician" + "Flame Swordsman" Any damage to the controller of this card from battle involving this monster becomes 0. When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon 1 "Mirage Knight" from your hand or Deck. (Super Rare) |
||||
Rating: 1 out of 5 Requires a bad Fusion Monster and then the best it can do is make your battle damage 0 or bring out a worse monster. |
||||
Dark
Crisis (DCR-016) Shinato, King of a Higher Plane |
||||
LIGHT | Fairy / Ritual / Effect | Level 8 | ATK: 3300 DEF: 3000 |
Pendulum Scale: |
This card can only be Ritual Summoned with the
Ritual Spell Card, "Shinato's Ark". You must also offer monsters
whose total Level Stars equal 8 or more as a Tribute from the
field or your hand. When a Defense Position monster on your
opponent's side of the field is destroyed and sent to the
Graveyard by this card as a result of battle, inflict damage to
your opponent's Life Points equal to the original ATK of the
destroyed monster. (Ultra Rare) |
||||
Rating: 4 out of 5 With over 3000 ATK, you're likely going to knock down quite a few monsters in Defense Mode. It's a powerhouse. |
||||
Dark
Crisis (DCR-015) Different Dimension Dragon |
||||
LIGHT | Dragon / Effect | Level 5 | ATK: 1200 DEF: 1500 |
Pendulum Scale: |
The effect of a Spell of Trap Card cannot
destroy this card unless the Spell or Trap Card specifically
designates a target. This card is not destroyed as a result of
battle when this card battles with a monster with an ATK of 1900
or less. (Super Rare) |
||||
Rating: 2 out of 5 It is only marginally harder to take down than regular monsters, but that makes it okay to use. |
||||
Dark
Crisis (DCR-014) Des Feral Imp |
||||
DARK | Reptile / Effect | Level 4 | ATK: 1600 DEF: 1800 |
Pendulum Scale: |
FLIP: Select 1 card from your Graveyard and
add it to your Deck. Then shuffle your Deck. (Rare) |
||||
Rating: 2 out of 5 I don't know what you're going to return to the Deck, but it won't be in your hand for a while after that. |
||||
Dark
Crisis (DCR-013) Little-Winguard |
||||
WIND | Warrior / Effect | Level 4 | ATK: 1400 DEF: 1800 |
Pendulum Scale: |
Once during each of your End Phases, you can
change the battle position of this card. (Common) |
||||
Rating: 2 out of 5 You'll probably need that effect with such low ATK, but it can't do much more in Defense Mode. |
||||
Dark
Crisis (DCR-012) Reflect Bounder |
||||
LIGHT | Machine / Effect | Level 4 | ATK: 1700 DEF: 1000 |
Pendulum Scale: |
When this face-up Attack Position card is
attacked by a monster on your opponent's side of the field,
before damage calculation is resolved in the Damage Step, this
card inflicts damage to your opponent's Life Points equal to the
ATK of the attacking monster. Then, after damage calculation is
resolved, this card is destroyed. (Ultra Rare) |
||||
Rating: 1 out of 5 Shouldn't it NOT self-destruct when attacked to be an Ultra Rare? What a letdown this became from the anime. |
||||
Dark
Crisis (DCR-011) Cyber Raider |
||||
DARK | Machine / Effect | Level 4 | ATK: 1400 DEF: 1000 |
Pendulum Scale: |
When this card is Normal Summoned, Flip
Summoned, or Special Summoned successfully, select and activate
1 of the following effects: ● Select 1 equipped Equip Spell Card and destroy it. ● Select 1 equipped Equip Spell Card and equip it to this card. (Common) |
||||
Rating: 1 out of 5 What an oddly specific effect, and one that doesn't make the card any more useful. |
||||
Dark
Crisis (DCR-010) Guardian Tryce |
||||
LIGHT | Thunder / Effect | Level 5 | ATK: 1900 DEF: 1700 |
Pendulum Scale: |
This card can only be Normal Summoned, Flip
Summoned, or Special Summoned when there is a "Twin Swords of
Flashing Light - Tryce" on your side of the field. When this
card is destroyed and sent to the Graveyard, Special Summon the
monster that was offered as a Tribute for this card. (Rare) |
||||
Rating: 1 out of 5 They're so bad they might just rival the terribleness of another Archetype in this very set. |
||||
Dark
Crisis (DCR-009) Guardian Kay'est |
||||
WATER | Sea Serpent / Effect | Level 4 | ATK: 1000 DEF: 1800 |
Pendulum Scale: |
This card can only be Normal Summoned, Flip
Summoned, or Special Summoned when there is a "Rod of Silence -
Kay'est" on your side of the field. This card is unaffected by
any Spell Cards and cannot be attacked by your opponent's
monsters. (Common) |
||||
Rating: 1 out of 5 So once it's on the field, you're stuck with a weak monster that resists power boosts from Spell Cards. |
||||
Dark
Crisis (DCR-008) Guardian Baou |
||||
DARK | Fiend / Effect | Level 4 | ATK: 800 DEF: 800 |
Pendulum Scale: |
This card can only be Normal Summoned, Flip
Summoned, or Special Summoned when there is a "Wicked-Breaking
Flamberge - Baou" on your side of the field. Each time 1 of your
opponent's monsters is destroyed and sent to the Graveyard in
battle by this monster, increase the ATK of this card by 1000
points. Also negate the effect of an Effect Monster that is
destroyed by this monster in battle. (Rare) |
||||
Rating: 1 out of 5 It needs more than those lame effects to make the Summoning requirements actually necessary. |
||||
Dark
Crisis (DCR-007) Guardian Grarl |
||||
FIRE | Dinosaur / Effect | Level 5 | ATK: 2500 DEF: 1000 |
Pendulum Scale: |
This card can only be Normal Summoned, Flip
Summoned, or Special Summoned when there is a "Gravity Axe -
Grarl" on your side of the field. If this is the only card in
your hand, you can Special Summon it without offering Tributes. (Ultra Rare) |
||||
Rating: 1 out of 5 That's it? This is the effect that coincides with such a high rarity? You have got to be kidding me. It's pathetic. |
||||
Dark
Crisis (DCR-006) Guardian Ceal |
||||
FIRE | Pyro / Effect | Level 4 | ATK: 1700 DEF: 1400 |
Pendulum Scale: |
This card can only be Normal Summoned, Flip
Summoned, or Special Summoned when there is a "Shooting Star Bow
- Ceal" on your side of the field. Send an Equip Spell Card on
your side of the field equipped to this card to the Graveyard to
destroy 1 monster on your opponent's side of the field. (Ultra Rare) |
||||
Rating: 1 out of 5 XYZ-Dragon Cannon can do far better than this and is just as rare. |
||||
Dark
Crisis (DCR-005) Guardian Elma |
||||
WIND | Fairy / Effect | Level 3 | ATK: 1300 DEF: 1200 |
Pendulum Scale: |
This card can only be Normal Summoned, Flip
Summoned, or Special Summoned when there is a "Butterfly Dagger
- Elma" on your side of the field. When this card is Summoned
successfully, you can select 1 appropriate Equip Spell Card in
your Graveyard and equip it to this card. (Common) |
||||
Rating: 1 out of 5 Prepare to be disappointed when you find out what Butterfly Dagger - Elma is, if you haven't already. |
||||
Dark
Crisis (DCR-004) Arsenal Summoner |
||||
WIND | Spellcaster / Effect | Level 4 | ATK: 1600 DEF: 1600 |
Pendulum Scale: |
FLIP: Select 1 card that includes "Guardian" in
its card name from your Deck and add it to your hand. You cannot
select "Celtic Guardian", "Winged Dragon, Guardian of the
Fortress #1", "Winged Dragon Guardian of the Fortress #2",
"Guardian of the Labyrinth", or "The Reliable Guardian". (Common) |
||||
Rating: 1 out of 5 It exluded bad cards, but left several other bad ones out. Not much of an arsenal is it? |
||||
Dark
Crisis (DCR-003) Acrobat Monkey |
||||
EARTH | Machine / Normal | Level 3 | ATK: 1000 DEF: 1800 |
Pendulum Scale: |
An autonomous monkey type robot which was
developed with cutting-edge technology. It moves very
acrobatically. (Common) |
||||
Rating: 2 out of 5 Nothing cutting-edge here, just 1800 DEF. |
||||
Dark
Crisis (DCR-002) Nin-Ken Dog |
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EARTH | Beast-Warrior / Normal | Level 4 | ATK: 1800 DEF: 1000 |
Pendulum Scale: |
Ninja dog who has mastered extreme
Ninjitsu. Through hard training, it learned the technique to
metamorphose into a human being. (Common) |
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Rating: 3 out of 5 I'd have more faith in this ninja than the others I've seen as cards. |
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Dark
Crisis (DCR-001) Battle Footballer |
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FIRE | Machine / Normal | Level 4 | ATK: 1000 DEF: 2100 |
Pendulum Scale: |
A cyborg with high defense power.
Originally it was invented for a football machine. (Common) |
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Rating: 2 out of 5 It'll serve more purpose now than as a football machine at least. |
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Dark
Crisis (DCR-000) Vampire Lord |
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DARK | Zombie / Effect | Level 5 | ATK: 2000 DEF: 1500 |
Pendulum Scale: |
Each time this card inflicts Battle Damage to
your opponent, declare 1 card type (Monster, Spell, or Trap).
Your opponent selects 1 card of that type from his/her
Deck and sends it to the Graveyard. Also, when this card is
destroyed and sent to your Graveyard by your opponent's card
effect, it is Special Summoned to the field during your next
Standby Phase. (Secret Rare) |
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Rating: 2 out of 5 I don't really think either effect warrants it being a Secret Rare, but it could be far worse. |