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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5 2/5 3/5 4/5 5/5
Text card ratings Rarity Changes  Visual Spoiler Card spoiler Improved Effects

Invasion: Vengeance (Page 4)

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.