*Ratings below are based on when the product was released and NOT today's Yu-Gi-Oh format*
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Learn to play the TCG.   DCR-EN Card Spoiler

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
TRAP / Counter Trap
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)
Pros: Easy to play, potent effects
Cons: Only negates Spell Cards
Dark Crisis (DCR-104)
Blast Held by a Tribute
TRAP / Normal Trap
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)
Pros: Easy to play, counters Tribute Summons
Cons: Requires an opponent's attack, doesn't work against other Summons
Dark Crisis (DCR-103)
Ray of Hope
TRAP / Normal Trap
Select 2 LIGHT monsters from your Graveyard and add them to your Deck. Then shuffle your Deck.
(Common)
Pros: Easy to play, supports LIGHT Decks
Cons: Doesn't add the monsters to the hand, no other effects
Dark Crisis (DCR-102)
Sakuretsu Armor
TRAP / Normal Trap
You can only activate this card when your opponent declares an attack. Destroy the attacking monster.
(Common)
Pros: Easy to play
Cons: Requires an opponent's attack, no other effects
Dark Crisis (DCR-101)
Spell Vanishing
TRAP / Counter Trap
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)
Pros: Easy to play
Cons: Only counters Spell Cards
Dark Crisis (DCR-100)
Dice Re-Roll
TRAP / Normal Trap
After this card is activated, for the rest of this turn you can negate 1 six-sided die roll and re-roll it.
(Common)
Pros: Easy to play, supports die roll effects
Cons: Only lasts 1 turn, no other effects
Dark Crisis (DCR-099)
Archfiend's Roar
TRAP / Normal Trap
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)
Pros: Easy to play, supports Archfiend Decks
Cons: Bad effects
Dark Crisis (DCR-098)
Dark Scorpion Combination
TRAP / Normal Trap
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)
Pros: Supports Dark Scorpion Decks
Cons: Poor effects, strict activation requirments
Dark Crisis (DCR-097)
Battle-Scarred
TRAP / Continuous Trap
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)
Pros: Easy to play, supports Archfiend Decks
Cons: Doesn't negate the cost to keep Archfiends out
Dark Crisis (DCR-096)
Frozen Soul
TRAP / Normal Trap
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)
Pros: Easy to play, supports Stall Decks
Cons: Strict activation requirement, no other effects
Dark Crisis (DCR-095)
Altar for Tribute
TRAP / Normal Trap
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)
Pros: Easy to play
Cons: Costs a monster to gain LP
Dark Crisis (DCR-094)
Pandemonium
SPELL / Field Spell
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)
Pros: Easy to play, searchable, supports Archfiend Decks
Cons: Applies to both players
Dark Crisis (DCR-093)
Mustering of the Dark Scorpions
SPELL / Normal Spell
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)
Pros: Easy to play, searchable, supports Dark Scorpion Decks
Cons: Can't Special Summon multiple copies of the same member
Dark Crisis (DCR-092)
Archfiend's Oath
SPELL / Continuous Spell
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)
Pros: Easy to play
Cons: Only effect is a gamble
Dark Crisis (DCR-091)
Final Countdown
SPELL / Normal Spell
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)
Pros: Easy to play, Instant Win
Cons: Costly to activate
Dark Crisis (DCR-090)
Cestus of Dagla
SPELL / Equip Spell
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)
Pros: Easy to play, supports Fairy Decks
Cons: Low ATK boost
Dark Crisis (DCR-089)
Checkmate
SPELL / Normal Spell
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)
Pros: Easy to play, supports Archfiend Decks
Cons: Costs a monster
Dark Crisis (DCR-088)
Falling Down
SPELL / Equip Spell
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)
Pros: Easy to play, supports Archfiend Decks, low burn damage
Cons: Destroys itself if you control no Archfiends
Dark Crisis (DCR-087)
Contract with the Dark Master
SPELL / Ritual Spell
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)
Pros: Easy to play
Cons: Can't Ritual Summon other Rituals, no other effects
Dark Crisis (DCR-086)
Contract with the Abyss
SPELL / Ritual Spell
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)
Pros: Easy to play
Cons: Can't exceed Ritual Monster's Level with Tributes
Dark Crisis (DCR-085)
Incandescent Ordeal
SPELL / Ritual Spell
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)
Pros: Easy to play
Cons: Can't Ritual Summon other Rituals, no other effects
Dark Crisis (DCR-084)
Dragged Down into the Grave
SPELL / Normal Spell
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)
Pros: Easy to play
Cons: Risky to play, no other effects
Dark Crisis (DCR-083)
Spell Reproduction
SPELL / Normal Spell
Send 2 Spell Cards from your hand to the Graveyard. Select 1 Spell Card from your Graveyard and add it to your hand.
(Common)
Pros: Easy to play
Cons: Costs 2 Spell Cards
Dark Crisis (DCR-082)
Dark Master - Zorc
DARK / Ritual Monster / Level 8 / ATK 2700 / DEF 1500
(Fiend / Ritual / Effect)

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)
Pros: Easy to play, somewhat useful effect
Cons: Main effect is a gamble, low stats for its Level
Dark Crisis (DCR-081)
Legendary Flame Lord
FIRE / Ritual Monster / Level 7 / ATK 2400 / DEF 2000
(Spellcaster / Ritual / Effect)

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)
Pros: Easy to play, somewhat potent effect
Cons: Slow to use main effect, poor stats for its Level
Dark Crisis (DCR-080)
Agido
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1300
(Fairy / Effect)

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)
Pros: Easy to play, searchable, supports Fairy Decks
Cons: Low DEF, only effect is a gamble
Dark Crisis (DCR-079)
Zolga
EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 1200
(Fairy / Effect)

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)
Pros: Easy to play, supports LP Gain Decks
Cons: Poor stats, only effect is a gamble
Dark Crisis (DCR-078)
Kelbek
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1800
(Fairy / Effect)

Any monster that attacks this card is returned to its owner's hand. Damage calculation is applied normally.
(Common)
Pros: Easy to play, searchable, high DEF
Cons: Minimal effect, no other effects
Dark Crisis (DCR-077)
Keldo
EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 1600
(Fairy / Effect)

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)
Pros: Easy to play, searchable
Cons: Minimal effect, no other effects
Dark Crisis (DCR-076)
Mudora
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1800
(Fairy / Effect)

The ATK of this card increases by 200 points for every Fairy-Type monster in your Graveyard.
(Super Rare)
Pros: Easy to play, searchable, high DEF, supports Fairy Decks
Cons: Low ATK boost, no other effects
Dark Crisis (DCR-075)
Tsukuyomi
DARK / Effect Monster / Level 4 / ATK 1100 / DEF 1400
(Spellcaster / Spirit / Effect)

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)
Pros: Easy to play, searchable
Cons: Poor stats and effects
Dark Crisis (DCR-074)
Metallizing Parasite - Lunatite
WATER / Effect Monster / Level 7 / ATK 1000 / DEF 500
(Aqua / Union / Effect)

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)
Pros: Easy to play, searchable
Cons: Must be on the field to be equipped, very low DEF for its Level, minimal effects
Dark Crisis (DCR-073)
Skull Archfiend of Lightning
DARK / Effect Monster / Level 6 / ATK 2500 / DEF 1200
(Fiend / Effect)

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)
Pros: Easy to play, high ATK
Cons: Low DEF, poor effects
Dark Crisis (DCR-072)
Terrorking Archfiend
DARK / Effect Monster / Level 4 / ATK 2000 / DEF 1500
(Fiend / Effect)

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)
Pros: Easy to play, high ATK for its Level
Cons: Low DEF, poor effects
Dark Crisis (DCR-071)
Infernalqueen Archfiend
FIRE / Effect Monster / Level 3 / ATK 900 / DEF 1300
(Fiend / Effect)

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)
Pros: Easy to play, searchable, somewhat useful last effect
Cons: Low DEF, poor effects overall
Dark Crisis (DCR-070)
Desrook Archfiend
LIGHT / Effect Monster / Level 3 / ATK 1100 / DEF 1800
(Fiend / Effect)

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)
Pros: Easy to play, searchable, high DEF, somewhat useful last effect
Cons: Low DEF, poor effects overall
Dark Crisis (DCR-069)
Darkbishop Archfiend
WATER / Effect Monster / Level 3 / ATK 300 / DEF 1400
(Fiend / Effect)

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)
Pros: Easy to play, searchable
Cons: Low DEF, poor effects
Dark Crisis (DCR-068)
Shadowknight Archfiend
WIND / Effect Monster / Level 4 / ATK 2000 / DEF 1600
(Fiend / Effect)

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)
Pros: Easy to play, high ATK
Cons: Low DEF, poor effects
Dark Crisis (DCR-067)
Vilepawn Archfiend
WIND / Effect Monster / Level 2 / ATK 1200 / DEF 200
(Fiend / Effect)

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)
Pros: Easy to play, searchable
Cons: Low DEF, poor effects
Dark Crisis (DCR-066)
Mefist the Infernal General
DARK / Effect Monster / Level 5 / ATK 1800 / DEF 1700
(Fiend / Effect)

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)
Pros: Easy to play, somewhat useful effets
Cons: Poor stats for its Level
Dark Crisis (DCR-065)
Goblin of Greed
EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1800
(Fiend / Effect)

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)
Pros: Easy to play, searchable, high DEF, somewhat useful effect
Cons: Appies to both players, no other effects
Dark Crisis (DCR-064)
Iron Blacksmith Kotetsu
FIRE / Effect Monster / Level 2 / ATK 500 / DEF 500
(Beast-Warrior / Flip / Effect)

FLIP: Select 1 Equip Spell Card from your Deck and add it to your hand.
(Common)
Pros: Easy to play, searchable, somewhat useful effect
Cons: Low DEF, must be Set to apply effect, no other effects
Dark Crisis (DCR-063)
Great Maju Garzett
DARK / Effect Monster / Level 6 / ATK 0 / DEF 0
(Fiend / Effect)

The ATK of this card becomes twice the original ATK of the Tribute Monster you used to Tribute Summon this card.
(Rare)
Pros: Easy to play, searchable, potent effect
Cons: 0 DEF, no other effects
Dark Crisis (DCR-062)
Outstanding Dog Marron
LIGHT / Effect Monster / Level 1 / ATK 100 / DEF 100
(Beast / Effect)

When this card is sent to your Graveyard, it is returned to your Deck. Then shuffle your Deck.
(Common)
Pros: Easy to play, searchable
Cons: Low DEF, poor effect, no other effects
Dark Crisis (DCR-061)
Dark Scorpion - Meanae the Thorn
DARK / Effect Monster / Level 4 / ATK 1000 / DEF 1800
(Warrior / Effect)

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)
Pros: Easy to play, searchable, high DEF, supports Dark Scorpion Decks
Cons: Only adds the moster to the hand
Dark Crisis (DCR-060)
Dark Scorpion - Gorg the Strong
DARK / Effect Monster / Level 5 / ATK 1800 / DEF 1500
(Warrior / Effect)

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)
Pros: Easy to play, supports Dark Scorpion Decks
Cons: Poor stats for its Level and poor effects
Dark Crisis (DCR-059)
Sasuke Samurai #2
WIND / Effect Monster / Level 1 / ATK 200 / DEF 300
(Warrior / Effect)

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)
Pros: Easy to play, searchable, somewhat useful effect
Cons: Low DEF, applies to you as well, lasts only 1 turn, no other effects
Dark Crisis (DCR-058)
Pandemonium Watchbear
DARK / Effect Monster / Level 4 / ATK 1300 / DEF 1800
(Beast / Effect)

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)
Pros: Easy to play, searchable, high DEF, supports Archfiend Decks
Cons: No other effects
Dark Crisis (DCR-057)
Archfiend Soldier
DARK / Normal Monster / Level 4 / ATK 1900 / DEF 1500
(Fiend / Normal)

An expert at battle who belongs to a crack diabolical unit. He's famous because he always gets the job done.
(Rare)
Pros: Easy to play, high ATK
Cons: Low DEF, is a Normal Monster
Dark Crisis (DCR-056)
Ojama Green
LIGHT / Normal Monster / Level 2 / ATK 0 / DEF 1000
(Beast / Normal)

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)
Pros: Easy to play, searchable
Cons: Low DEF, is a Normal Monster
Dark Crisis (DCR-055)
D. D. Trainer
DARK / Normal Monster / Level 1 / ATK 100 / DEF 2000
(Fiend / Normal)

A poor goblin that was sucked into a different dimension. However, he's doing his best with his new destiny.
(Common)
Pros: Easy to play, searchable, high DEF
Cons: Is a Normal Monster
Dark Crisis (DCR-054)
Gagagigo
WATER / Normal Monster / Level 4 / ATK 1850 / DEF 1000
(Reptile / Normal)

This young evildoer used to have an evil heart, but by meeting a special person, he discovered justice.
(Common)
Pros: Easy to play, high ATK
Cons: Low DEF, is a Normal Monster
Dark Crisis (DCR-053)
Cost Down
SPELL / Normal Spell
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)
Pros: Easy to play, pretty useful effect. low activation cost
Cons: Last only 1 turn, no other effects
Dark Crisis (DCR-052)
Interdimensional Matter Transporter
TRAP / Normal Trap
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)
Pros: Easy to play
Cons: Bad effect, no other effects
Dark Crisis (DCR-051)
Kaiser Glider
LIGHT / Effect Monster / Level 6 / ATK 2400 / DEF 2200
(Dragon / Effect)

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)
Pros: Easy to play, high ATK for its Level, useful first effect
Cons: Poor last effect, low DEF
Dark Crisis (DCR-050)
Really Eternal Rest
TRAP / Normal Trap
Destroy all monsters equipped with Equip Cards.
(Common)
Pros: Easy to play, counters Guardian Decks
Cons: No other effects, doesn't counter other cards
Dark Crisis (DCR-049)
Skill Drain
TRAP / Continuous Trap
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)
Pros: Easy to play, counters Effect Monsters, low activation fee
Cons: No other effects, doesn't counter other cards, includes your Effect Monsters
Dark Crisis (DCR-048)
Arsenal Robber
TRAP / Normal Trap
Your opponent selects 1 Equip Spell Card from his/her Deck and sends it to the Graveyard.
(Common)
Pros: Easy to play
Cons: Poor effect, no other effects
Dark Crisis (DCR-047)
Ojama Trio
TRAP / Normal Trap
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)
Pros: Easy to play, opponent can't use Tokens for Tribute Summons
Cons: Low burn damage
Dark Crisis (DCR-046)
Staunch Defender
TRAP / Normal Trap
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)
Pros: Easy to play, somewhat useful effect
Cons: Not useful for redirrecting attacks unless to stronger monsters
Dark Crisis (DCR-045)
Final Attack Orders
TRAP / Continuous Trap
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)
Pros: Easy to play, counters low-Level Decks
Cons: Includes your monsters
Dark Crisis (DCR-044)
Different Dimension Gate
SPELL / Continuous Spell
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)
Pros: Easy to play
Cons: Requires you to banish a monster, returns the monsters once destroyed
Dark Crisis (DCR-043)
Non-Spellcasting Area
SPELL / Continuous Spell
All face-up Monster Cards on the field, except for Effect Monsters, are unaffected by any Spell Card (excluding this card).
(Common)
Pros: Easy to play, supports Normal Monster Decks
Cons: Does nothing for Effect Monsters
Dark Crisis (DCR-042)
Morale Boost
SPELL / Continuous Spell
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)
Pros: Easy to play, supports Guardian and LP Gain Decks
Cons: Deals damage if the Equip Spells are destroyed
Dark Crisis (DCR-041)
Token Thanksgiving
SPELL / Normal Spell
Destroy all tokens on the field. Increase your Life Points by the number of tokens destroyed x 800 points.
(Common)
Pros: Easy to play, supports LP Gain Decks
Cons: Only destroys Tokens, no other effects
Dark Crisis (DCR-040)
Fairy of the Spring
SPELL / Normal Spell
Select 1 Equip Spell Card from your Graveyard and add it to your hand. You cannot activate that Equip Spell Card this turn.
(Common)
Pros: Easy to play, supports Guardian Decks
Cons: Can't use the retrieved Equip Spell that rurn
Dark Crisis (DCR-039)
Rod of the Mind's Eye
SPELL / Equip Spell
When a monster equipped with this card inflicts Battle Damage to your opponent, the damage becomes 1000 points.
(Common)
Pros: Easy to play
Cons: Could make battle damage worse than original amount
Dark Crisis (DCR-038)
Precious Cards from Beyond
SPELL / Continuous Spell
When you successfully Tribute Summon or Set a monster that required 2 or more Tributes, draw 2 cards from your Deck.
(Common)
Pros: Easy to play
Cons: Does nothing for single Tribute Summons
Dark Crisis (DCR-037)
Twin Swords of Flashing Light - Tryce
SPELL / Equip Spell
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)
Pros: Easy to play
Cons: Poor effects
Dark Crisis (DCR-036)
Rod of Silence - Kay'est
SPELL / Equip Spell
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)
Pros: Easy to play
Cons: Low DEF boost, doesn't protect from other cards
Dark Crisis (DCR-035)
Wicked-Breaking Flamberge - Baou
SPELL / Equip Spell
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)
Pros: Easy to play
Cons: Low ATK boost, doesn't block other effects
Dark Crisis (DCR-034)
Gravity Axe - Grarl
SPELL / Equip Spell
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)
Pros: Easy to play, somewhat potent other effect
Cons: Low ATK boost
Dark Crisis (DCR-033)
Shooting Star Bow - Ceal
SPELL / Equip Spell
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)
Pros: Easy to play
Cons: Very poor effects
Dark Crisis (DCR-032)
Butterfly Dagger - Elma
SPELL / Equip Spell
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)
Pros: Easy to play, returns itself to the hand
Cons: Very low ATK boost, must be equipped to return itself to the hand
Dark Crisis (DCR-031)
Contract with Exodia
SPELL / Normal Spell
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)
Pros: Relatively easy to play
Cons: Doesn't Special Summon from the Deck
Dark Crisis (DCR-030)
A Deal with Dark Ruler
SPELL / Quick-Play Spell
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)
Pros: Is a Quick-Play Spell
Cons: Strict activation requirement
Dark Crisis (DCR-029)
Shinato's Ark
SPELL / Ritual Spell
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)
Pros: Easy to play
Cons: Can't Ritual Summon other Rituals (#1)
Dark Crisis (DCR-028)
Thousand Needles
EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1800
(Beast / Effect)

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)
Pros: Easy to play, searchable, high DEF
Cons: Does nothing unless attacked while in Defense Mode
Dark Crisis (DCR-027)
D. D. Warrior Lady
LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1600
(Warrior / Effect)

When this card battles another monster, after Damage Calculation you can remove the opponent's monster and this card from play.
(Super Rare)
Pros: Easy to play, searchable, somewhat useful effect
Cons: Banishes itself
Dark Crisis (DCR-026)
Dark Scorpion - Chick the Yellow
DARK / Effect Monster / Level 3 / ATK 1000 / DEF 1000
(Warrior / Effect)

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)
Pros: Easy to play, searchable
Cons: Low DEF, poor effects
Dark Crisis (DCR-025)
Fear from the Dark
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 1500
(Zombie / Effect)

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)
Pros: Easy to play
Cons: Low DEF, does nothing on the field
Dark Crisis (DCR-024)
Maju Garzett
DARK / Effect Monster / Level 7 / ATK ? / DEF 0
(Fiend / Effect)

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)
Pros: Easy to play, relatively potent effect
Cons: 0 DEF, no other effects
Dark Crisis (DCR-023)
Despair from the Dark
DARK / Effect Monster / Level 8 / ATK 2800 / DEF 3000
(Zombie / Effect)

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)
Pros: Easy to play
Cons: Does nothing on the field, no other effects
Dark Crisis (DCR-022)
Blindly Loyal Goblin
EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 1500
(Warrior / Effect)

As long as this card remains face-up on the field, control of this card cannot switch.
(Common)
Pros: Easy to play, high ATK, can't be stolen
Cons: Low DEF, no other effects
Dark Crisis (DCR-021)
Gyaku-Gire Panda
EARTH / Effect Monster / Level 3 / ATK 800 / DEF 1600
(Beast / Effect)

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)
Pros: Easy to play, searchable, high ATK potential
Cons: Low DEF, needs high ATK to deal piercing damage
Dark Crisis (DCR-020)
Exodia Necross
DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0
(Spellcaster / Effect)

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)
Pros: Easy to play, high ATK, somewhat useful effects
Cons: 0 DEF, Summon requirement, destroys itself if any of the pieces are not in the Grave
Dark Crisis (DCR-019)
Berserk Dragon
DARK / Effect Monster / Level 8 / ATK 3500 / DEF 0
(Zombie / Effect)

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)
Pros: Easy to play, high ATK, somewhat useful effects
Cons: 0 DEF, Summon requirement, loses ATK at your End Phases
Dark Crisis (DCR-018)
Mirage Knight
LIGHT / Effect Monster / Level 8 / ATK 2800 / DEF 2000
(Warrior / Effect)

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)
Pros: Easy to play, high ATK, somewhat useful effects
Cons: Summon requirement, banishes itself at the End Phase if battling, low DEF for its Level
Dark Crisis (DCR-017)
Dark Flare Knight
DARK / Fusion Monster / Level 6 / ATK 2200 / DEF 800
(Warrior / Fusion / Effect)

"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)
Pros: Easy to play, somewhat useful effects
Cons: Strict Fusion Materials
Dark Crisis (DCR-016)
Shinato, King of a Higher Plane
LIGHT / Ritual Monster / Level 8 / ATK 3300 / DEF 3000
(Fairy / Ritual / Effect)

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)
Pros: Easy to play, high stats, very potent effect
Cons: Doesn't deal effect damage if destroying Attack Position monsters
Dark Crisis (DCR-015)
Different Dimension Dragon
LIGHT / Effect Monster / Level 5 / ATK 1200 / DEF 1500
(Dragon / Effect)

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)
Pros: Easy to play, searchable, pretty useful effects
Cons: Low DEF for its Level, not protected by monster effects
Dark Crisis (DCR-014)
Des Feral Imp
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1800
(Reptile / Flip / Effect)

FLIP: Select 1 card from your Graveyard and add it to your Deck. Then shuffle your Deck.
(Rare)
Pros: Easy to play, high DEF
Cons: Doesn't add the card to the hand, low ATK, no other effects, must be Set to apply effect
Dark Crisis (DCR-013)
Little-Winguard
WIND / Effect Monster / Level 4 / ATK 1400 / DEF 1800
(Warrior / Effect)

Once during each of your End Phases, you can change the battle position of this card.
(Common)
Pros: Easy to play, searchable, high DEF
Cons: Minimal effect, no other effects
Dark Crisis (DCR-012)
Reflect Bounder
LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1000
(Machine / Effect)

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)
Pros: Easy to play, relatively potent 1st effect
Cons: Low stats, must be attacked while in Attack Mode, destroys itself afterwards
Dark Crisis (DCR-011)
Cyber Raider
DARK / Effect Monster / Level 4 / ATK 1400 / DEF 1000
(Machine / Effect)

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)
Pros: Easy to play, searchable, supports and counters Equip Spells
Cons: Low DEF, minimal effects
Dark Crisis (DCR-010)
Guardian Tryce
LIGHT / Effect Monster / Level 5 / ATK 1900 / DEF 1700
(Thunder / Effect)

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)
Pros: Somewhat easy to play
Cons: Poor stats and effects
Dark Crisis (DCR-009)
Guardian Kay'est
WATER / Effect Monster / Level 4 / ATK 1000 / DEF 1800
(Sea Serpent / Effect)

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)
Pros: Somewhat easy to play, searchable, high DEF, somewhat useful effects
Cons: Not unaffected by other effects
Dark Crisis (DCR-008)
Guardian Baou
DARK / Effect Monster / Level 4 / ATK 800 / DEF 800
(Fiend / Effect)

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)
Pros: Somewhat easy to play, searchable, somewhat useful last effect
Cons: Low DEF, must win battles to gain ATK
Dark Crisis (DCR-007)
Guardian Grarl
EARTH / Effect Monster / Level 5 / ATK 2500 / DEF 1000
(Dinosaur / Effect)

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)
Pros: Somewhat easy to play, high ATK, somewhat useful last effect
Cons: Low DEF, does nothing on the field
Dark Crisis (DCR-006)
Guardian Ceal
FIRE / Effect Monster / Level 4 / ATK 1700 / DEF 1400
(Pyro / Effect)

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)
Pros: Somewhat easy to play, somewhat useful last effect
Cons: Costs an Equip Spell, poor stats
Dark Crisis (DCR-005)
Guardian Elma
WIND / Effect Monster / Level 3 / ATK 1300 / DEF 1200
(Fairy / Effect)

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)
Pros: Somewhat easy to play, searchable, somewhat useful last effect
Cons: Costs an Equip Spell, poor stats
Dark Crisis (DCR-004)
Arsenal Summoner
WIND / Effect Monster / Level 4 / ATK 1600 / DEF 1600
(Spellcaster / Flip / Effect)

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)
Pros: Easy to play, supports Guardian Decks
Cons: Poor stats, must be Set to apply effect, can't select certain monsters from the Deck
Dark Crisis (DCR-003)
Acrobat Monkey
EARTH / Normal Monster / Level 3 / ATK 1000 / DEF 1800
(Machine / Normal)

An autonomous monkey type robot which was developed with cutting-edge technology. It moves very acrobatically.
(Common)
Pros: Easy to play, searchable, high DEF
Cons: Is a Normal Monster
Dark Crisis (DCR-002)
Nin-Ken Dog
EARTH / Normal Monster / Level 4 / ATK 1800 / DEF 1000
(Beast-Warrior / Normal)

Ninja dog who has mastered extreme Ninjitsu. Through hard training, it learned the technique to metamorphose into a human being.
(Common)
Pros: Easy to play, high ATK
Cons: Low DEF, is a Normal Monster
Dark Crisis (DCR-001)
Battle Footballer
FIRE / Normal Monster / Level 4 / ATK 1000 / DEF 2100
(Machine / Normal)

A cyborg with high defense power. Originally it was invented for a football machine.
(Common)
Pros: Easy to play, searchable, high DEF
Cons: Is a Normal Monster
Dark Crisis (DCR-000)
Vampire Lord
DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1500
(Zombie / Effect)

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)
Pros: Easy to play, revives itself
Cons: Poor stats for its Level, must be destroyed by an opponent's effect, otherwise poor effects