MFC-059 |
|
Amazoness Paladin
EARTH / Warrior / Level 4
/ ATK 1700 / DEF 300
Increase the ATK of this monster by 100
points for each monster on your side of the field that includes
"Amazoness" in its card name, or is named "Amazon Archer".
COMMON |
Rating: |
2 |
Comments: |
A 1700 ATK monster with
potential to rise to 2200 ATK; not too bad but not great either as you
won't likely have 4 other Amazoness or Amazon Archers monsters on the
field. |
MFC-058 |
|
Luster Dragon
WIND / Dragon / Level 4
/ ATK 1900 / DEF 1600
A very beautiful dragon covered with
sapphire. It does not like fights, but has incredibly high
attack power.
ULTRA RARE |
Rating: |
4 |
Comments: |
UDE had every right to make
this card hard to get because most monsters in prior sets cannot match
it, or even come close to it! Perfect for just about any deck! |
MFC-057 |
|
Sonic Duck
WIND / Winged Beast / Level 3
/ ATK 1700 / DEF 700
A duck which can walk at a sonic speed.
Sometimes, he cannot deal with his incredible pace and loses
control.
COMMON |
Rating: |
2 |
Comments: |
1700 ATK barely cuts it at this
point in the game and won't last too long on the field without proper
support. |
MFC-056 |
|
Aitsu
FIRE / Fairy / Level 5
/ ATK 100 / DEF 100
He seems to be very unreliable, but he
might have incredible potential.
COMMON |
Rating: |
1 |
Comments: |
He may be a 5-star monster but
he's not getting a 5-star rating, in fact I gave him 1/5
and he's well-deserving of it too because it's a waste of a tribute and
he has no potential, contrary to his flavor text. |
MFC-055 |
|
Great Angus
FIRE / Beast / Level 4
/ ATK 1800 / DEF 600
A very violent beast, it is always
berserk. People say that they have never seen it silent.
COMMON |
Rating: |
4 |
Comments: |
With so few 1900 ATK monsters,
getting strong monsters like this one are no problem and are sure to
devastate your opponent! |
MFC-054 |
|
YZ-Tank Dragon
LIGHT / Machine-Type Fusion / Level 6
/ ATK 2100 / DEF 2200
"Y-Dragon Head" + "Z-Metal Tank"
This monster can only be Special Summoned by removing from play
the above monsters on your side of the field. You do not use
"Polymerization" to Special Summon this monster from your Fusion
Deck. Discard one card from your hand to destroy one face-down
Monster Card on your opponent's side of the field.
SUPER RARE |
Rating: |
2 |
Comments: |
The weakest of the XYZ Fusion
monsters and perhaps the one with the weakest effect. For Kaiba decks,
this card isn't too bad but I'd rather use XYZ or XZ than this card
elsewhere. |
MFC-053 |
|
XZ-Tank Cannon
LIGHT / Machine-Type Fusion / Level 6
/ ATK 2400 / DEF 2100
"X-Head Cannon" + "Z-Metal Tank"
This monster can only be Special Summoned by removing from play
the above monsters on your side of the field. You do not use
"Polymerization" to Special Summon this monster from your Fusion
Deck. Discard one card from your hand to destroy one face-down
Spell Card or Trap Card on your opponent's side of the field.
SUPER RARE |
Rating: |
3 |
Comments: |
A solid 2400 ATK monster! The
only downside is that unlike its counterpart, which can destroy any
Spell or Trap Card, this one can only destroy face down ones. |
MFC-052 |
|
XYZ-Dragon Cannon (original artwork)
LIGHT / Machine-Type Fusion / Level 8
/ ATK 2800 / DEF 2600
"X-Head Cannon" + "Y-Dragon Head" + "Z-Metal
Tank"
This monster can only be Special Summoned by removing from play
the above monsters on your side of the field. You do not use
"Polymerization" to Special Summon this monster from your Fusion
Deck. Discard one card from your hand to destroy one card on
your opponent's side of the field.
ULTRA RARE |
Rating: |
4 |
Comments: |
A very strong monster! Not only
does its effect target and destroy any card on the field but it can be
used multiple times per turn! Its summoning requirement keeps its rating
from reaching 5/5. |
MFC-051 |
|
XY-Dragon Cannon
LIGHT / Machine-Type Fusion / Level 6
/ ATK 2200 / DEF 1900
"X-Head Cannon" + "Y-Dragon Head"
This monster can only be Special Summoned by removing from play
the above monsters on your side of the field. You do not use
"Polymerization" to Special Summon this monster from your Fusion
Deck. Discard 1 card from your hand to destroy one face-up
Spell Card or Trap Card on your opponent's side of the field.
ULTRA RARE |
Rating: |
2 |
Comments: |
Not sure why this card should
be an Ultra Rare except for maybe the effect can be used multiple times
but this card is easily susceptible to Bottomless Trap Hole. |
MFC-050 |
|
Adhesion Trap Hole
Normal Trap
You can only activate this card when your
opponent successfully Normal Summons, Flip Summons, or Special
Summons a monster. As long as that monster remains face-up on
the field, the original ATK of that monster is halved.
COMMON |
Rating: |
2 |
Comments: |
This card isn't too bad against
most monsters (except Jinzo), however the monster stays on the field and
that brings this card's rating to 2/5. |
MFC-049 |
|
Formation Union
Normal Trap
Select and activate 1 of the following
effects:
● Equip 1 Union Monster on your side of the field to an
appropriate monster on your side of the field as an Equip Spell
Card.
● Change 1 equipped Union Monster on your
side of the field back into a monster in face-up Attack
Position.
COMMON
|
Rating: |
1 |
Comments: |
Don't use this card and instead
just use the Union monster's effect. |
MFC-048 |
|
Rivalry of Warlords
Continuous Trap
Each player must send monsters from his/her
side of the field to the Graveyard so that he/she
only controls 1 Type of face-up monster. As long as this card
remains face-up on the field each player can only Summon or
control 1 Type of face-up monster at a time.
COMMON |
Rating: |
1 |
Comments: |
If you're running only one type
of monster in your deck, this card is okay but that reason alone won't
raise this card's rating any higher for me. |
MFC-047 |
|
Physical Double
Normal Trap
You can only activate this card during your
opponent's turn. Select 1 monster on your opponent's side of the
field and Special Summon 1 "Mirage Token" in face-up Attack or
Defense Position on your side of the field. The "Mirage Token"
has the same Level Type, Attribute, ATK, and DEF as the selected
monster. Destroy the "Mirage Token" at the end of the turn.
COMMON |
Rating: |
1 |
Comments: |
Your opponent won't be seeing double because the token dies at the End
Phase. Don't bother with this card. |
MFC-046 |
|
Secret Barrel
Normal Trap
Inflict Direct Damage to your opponent's Life
Points equal to the total number of cards on your opponent's
side of the field and in your opponent's hand x 200 points.
COMMON |
Rating: |
2 |
Comments: |
Most of the time the damage this card deals will be minimal but, there
will probably be times where this card deals a reasonable amount of
damage. |
MFC-045 |
|
Pineapple Blast
Normal Trap
You can only activate this card when you
Normal Summon a monster successfully. If there are more
monsters on your opponent's side of the field then your side,
destroy your opponent's monsters so that your opponent controls
the same number of monsters as you. Your opponent selects which
monsters are destroyed.
COMMON |
Rating: |
1 |
Comments: |
Not worth the effort or the deck space to use. |
MFC-044 |
|
Meteorain
Normal Trap
During this turn, when your monsters attack
with an ATK that is higher then the DEF of your opponent's
Defense Position monster, inflict the difference as Battle
Damage to your opponent's Life Points.
COMMON |
Rating: |
1 |
Comments: |
A poor excuse not to use Fairy Meteor Crush. Use FMC instead. |
MFC-043 |
|
Spell
Shield Type-8
Counter Trap
Select and activate 1 of the following
effects:
●
Negate the activation and the effect of a Spell Card that
designates 1 monster on the field as a target and destroy the
Spell Card.
●
Send 1 card from your hand to the Graveyard to negate the
activation and the effect of a Spell Card and destroy it.
SUPER
RARE
|
Rating: |
1 |
Comments: |
Use Magic Jammer instead. |
MFC-042 |
|
Thunder of Ruler
Normal Trap
You can only activate this card during your
opponent's Standby Phase. During the turn this card is activated
your opponent cannot perform his/her Battle
Phase.
COMMON |
Rating: |
3 |
Comments: |
A nice substitute if you don't
have Negate Attack, especially since you can use it before the Battle
Phase! Since it can only be activated at your opponent's Standby Phase,
its rating is 3/5. |
MFC-041 |
|
Huge Revolution
Normal Trap
This card can only be activated during your
Main Phase when "People Running About", "Oppressed People", and
"United Resistance" are face-up on your side of the field. Send
all cards in your opponents hand to the Graveyard and destroy
all cards your opponent controls on the field.
COMMON |
Rating: |
2 |
Comments: |
Another situational card. You
must have all 3 of its components face up on the field but in return,
all your opponent's cards, including in the hand, goes to the Graveyard which is why this card's rating is 2/5. |
MFC-040 |
|
Wave-Motion Cannon
Continuous Spell
Send this card on the field to the Graveyard
during your Main Phase. Inflict Direct Damage to your opponent's
Life Points equal to the number of your Standby Phases that have
passed after this card was activated x 1000 points.
COMMON |
Rating: |
2 |
Comments: |
It can inflict major damage but
the card must be on the field and if destroyed before hand, it doesn't
deal damage. This is why its rating is 2/5.
|