INOV-EN079 |
|
Summon Gate
Continuous Trap
Each player can Special Summon a maximum of 3 monsters from the Extra
Deck each turn.
COMMON |
Rating: |
2 |
Comments: |
Won't stop Pendulum Summons except ones placed
face-up on the Extra Deck but if you don't do much Special Summoning
from there anyway, this may prove more useful to you. |
INOV-EN078 |
|
Dimensional Barrier
Normal Trap
Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum);
for the rest of this turn, neither player can Special Summon monsters of
the declared type, also negate the effects of all monsters of that type
while they are on the field. You can only activate 1 "Dimensional
Barrier" per turn.
SECRET RARE |
Rating: |
2 |
Comments: |
Only useful if you have a strong disdain for
Special Summons because that's all this card works against, though
you're better off negating the Special Summon with Black Horn of Heaven
in most cases. |
INOV-EN077 |
|
Nine Pillars of Yang Zing
Counter Trap
When a Spell/Trap Card, or monster effect, is activated, and you control
a "Yang Zing" card: Negate the activation, and if you do, shuffle that
card into the Deck, then destroy 1 other "Yang Zing" card you control.
RARE |
Rating: |
2 |
Comments: |
You don't even have to control a Yang Zing
monster but since the support cards rely on them, you kinda do but this
is also a free activation like Graydle Combat and will then let you
bring out another Yang Zing by destroying one you already have out. |
INOV-EN076 |
|
Qlife's End
Normal Trap
Special Summon this card as an Effect Monster (Machine-Type/EARTH/Level
4/
ATK 1800/DEF 1000). (This card is NOT treated as a Trap Card.) During
the turn this card was Summoned this way, "Qli" Spell/Trap Cards you
control cannot be destroyed by card effects. If Summoned this way, this
card can be treated as 3 Tributes for the Tribute Summon of an
"Apoqliphort" monster.
RARE |
Rating: |
2 |
Comments: |
A stronger Trap Monster than Embodiment of
Apophis and it won't be harmed by Jinzo or Royal Decree, not to mention
it could prove useful for Apoqliphort Towers but the effect that
protects itself and other Qli Spell/Trap cards from destruction lasts
only one turn. |
INOV-EN075 |
|
Graydle Combat
Counter Trap
When a Spell/Trap Card, or monster effect, that targets exactly 1
"Graydle" monster you control (and no other cards) is activated:
Activate 1 of these effects;
● The activated effect becomes "Destroy that monster".
● Negate the activation, and if you do, destroy that card.
COMMON |
Rating: |
2 |
Comments: |
I have seen some decent Graydle monsters and
this doesn't cost you anything to activate it but it won't work unless
only the Graydle monster is being threatened. |
INOV-EN074 |
|
PSY-Frame Accelerator
Continuous Trap
Once per turn: You can pay 500 LP, then target 1 "PSY-Frame" monster you
control; banish it until your next Standby Phase. Once per turn, if
another face-up "PSY-Frame" card you control leaves the field (except
during the Damage Step): You can Special Summon 1 "PSY-Frame" monster
from your hand.
COMMON |
Rating: |
2 |
Comments: |
Driver is the only good PSY-Frame monster to my
recollection but since this can mean there's room for better ones later
on, I'll still rate this 2 out of 5. |
INOV-EN073 |
|
Burnout
Normal Trap
Banish 1 face-up "Chemicritter" monster you control; Special Summon 2
"Chemicritter" monsters from your Deck, with different names from each
other. When your opponent declares a direct attack, except the turn this
card was sent to the Graveyard: You can banish this card from your
Graveyard, then target 1 of your banished Gemini monsters; Special
Summon it, and if you do, it becomes an Effect Monster and gains its
effects. You can only activate 1 "Burnout" per turn.
RARE |
Rating: |
2 |
Comments: |
While you'll have to use Chemicritters for the
first effect, the last effect is much less strict so you could have both
this and the Gemini monster in your Graveyard without using any
Chemicritters at all. |
INOV-EN072 |
|
Crystron Impact
Normal Trap
Target 1 of your banished "Crystron" monsters; Special Summon it, and if
you do, if your opponent controls any face-up monsters, change their DEF
to 0. During either player's turn, except the turn this card was sent to
the Graveyard, when a card or effect is activated that targets a
"Crystron" monster you control: You can banish this card from your
Graveyard; negate that effect.
COMMON |
Rating: |
2 |
Comments: |
There's no restraints on the banished Crystron
you can Special Summon but changing the DEF of opponent's monsters to 0
is pretty well pointless unless they're in Defense Mode. The last effect
isn't too bad either though. |
INOV-EN071 |
|
Crystron Entry
Normal Trap
Special Summon 2 "Crystron" Tuners (1 from your hand and 1 from your
Graveyard). During either player's turn, except the turn this card was
sent to the Graveyard: You can banish this card from your Graveyard,
then target 1 "Crystron" monster you control; send 1 "Crystron" monster
from your Deck to the Graveyard whose Level is different from that
monster, and if you do, that monster becomes the Level of that monster
sent to the Graveyard. You can only use this effect of "Crystron Entry"
once per turn.
COMMON |
Rating: |
2 |
Comments: |
You probably can't use both Tuners as Synchro
Material for the same Synchro Monster but you'll have other options with
this card's effect or otherwise. |
INOV-EN070 |
|
Fraud Freeze
Continuous Trap
Once per turn, when your opponent Special Summons a monster(s) from the
hand (except during the Damage Step): You can return to the hand all
monsters your opponent controls that were Special Summoned from the
hand. If neither player controls a "Flower Cardian" Synchro Monster,
send this card to the Graveyard.
COMMON |
Rating: |
1 |
Comments: |
It was looking good until it mentioned that one
of the two players has to control a Flower Cardian Synchro Monster,
which pretty well leaves this for Flower Cardian Decks only. |
INOV-EN069 |
|
Cipher Bit
Normal Trap
Target 1 "Galaxy-Eyes" or "Cipher" Xyz Monster you control; attach this
card to it as an Xyz Material, and if you do, the next time it would be
destroyed by battle or card effect this turn, it is not destroyed.
COMMON |
Rating: |
2 |
Comments: |
This is better given that it becomes Xyz
Material to your Galaxy-Eyes or Cipher Xyz Monster and will prevent its
destruction from the next battle or card effect but still not much
better. |
INOV-EN068 |
|
Double Cipher
Normal Trap
If your opponent controls a monster with the highest ATK on the field
(even if tied): Target 1 "Galaxy-Eyes" or "Cipher" Xyz Monster you
control that has Xyz Material; detach all Xyz Materials from that Xyz
Monster, and if you do, Special Summon 1 monster from your Extra Deck
with the same name as that Xyz Monster.
COMMON |
Rating: |
1 |
Comments: |
The only good thing you get out of that is a 2nd
copy of the Xyz Monster you robbed of Xyz Materials and this is also
after you wait until your opponent has the strongest monster out, making
this an absolutely horrible idea. |
INOV-EN067 |
|
King's Synchro
Normal Trap
When your opponent's monster declares an attack on a Synchro Monster you
control: Negate the attack, then you can apply the rest of this card's
effect. Banish that Synchro Monster you control and 1 Tuner from your
Graveyard, and if you do, Special Summon from your Extra Deck 1 Synchro
Monster whose Level equals the total Levels the banished monsters had.
(This Special Summon is treated as a Synchro Summon.)
SUPER RARE |
Rating: |
1 |
Comments: |
This involves using your opponent's Battle Phase
to Synchro Summon but it's a big risk since you'll have very few ways of
bringing out other monsters should your new one get destroyed. You're
better off waiting for your own turn. |
INOV-EN066 |
|
Quarantine
Continuous Spell
Once per turn, during the End Phase: You can target 1 Set Spell/Trap
Card your opponent controls; reveal it, then return it to its original
position.
SHORT PRINT COMMON |
Rating: |
1 |
Comments: |
Why is this short printed? Seeing 1 face-down
card your opponent has isn't going to be much of a game changer,
especially if you have no answers to it. |
INOV-EN065 |
|
Pot of Acquisitiveness
Quick-Play Spell
Target 3 banished monsters; shuffle all 3 into the Deck, then draw 1
card. You can only activate 1 "Pot of Acquisitiveness" per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
The latest Pot card has arrived and it has uses
for both players' banished monsters but while only you draw the 1 card,
you won't be activating another copy that turn. |
INOV-EN064 |
|
Sprite's Blessing
Ritual Spell
This card can be used to Ritual Summon any LIGHT Ritual Monster. You
must also Tribute monsters from your hand or field whose total Levels
exactly equal the Level of the Ritual Monster you Ritual Summon.
COMMON |
Rating: |
2 |
Comments: |
Finally we get a LIGHT version of Dark Contract
with the Abyss but this is literally no better than that card. |
INOV-EN063 |
|
"A" Cell Recombination Device
Quick-Play Spell
Target 1 face-up monster on the field; send 1 "Alien" monster from your
Deck to the Graveyard, and if you do, place A-Counters on that monster
equal to the Level of the sent monster. During your Main Phase, except
the turn this card was sent to the Graveyard: You can banish this card
from your Graveyard; add 1 "Alien" monster from your Deck to your hand.
COMMON |
Rating: |
2 |
Comments: |
Aliens continue to get support even though their
invasion was nothing more than a big dud as no one is using them today
and one lone new support card isn't going to bring them back. |
INOV-EN062 |
|
Tellarknight Genesis
Quick-Play Spell
Destroy Spell/Trap Cards on the field equal to the number of other
"tellarknight" cards you control.
SUPER RARE |
Rating: |
2 |
Comments: |
Basically, it's 'tellarknights' version of R -
Righteous Justice, which is not quite as versatile as this, nor does it
have that many strong Main Deck monsters. |
INOV-EN061 |
|
Igknights Unite
Quick-Play Spell
Target 1 "Igknight" card you control; destroy it, and if you do, Special
Summon 1 "Igknight" monster from your Deck. You can only activate 1
"Igknights Unite" per turn.
COMMON |
Rating: |
2 |
Comments: |
If you need more monsters, this'll let you get
one at a cost of destroying another one, though you'd be better off
destroying one of your activated Igknights. |
INOV-EN060 |
|
Red-Eyes Insight
Normal Spell
Send 1 "Red-Eyes" monster from your hand or Deck to the Graveyard; add 1
"Red-Eyes" Spell/Trap Card from your Deck to your hand, except "Red-Eyes
Insight". You can only activate 1 "Red-Eyes Insight" per turn.
RARE |
Rating: |
2 |
Comments: |
The suppoort for Red-Eyes isn't entirely
terrible but you still don't have a whole lot to pick from and will lose
a Red-Eyes monster from your Deck in the process. |