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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text card ratings DJCR DJCR Text  Visual spoiler Card spoiler

Maximum Crisis (Page 4)

MACR-EN079
Unending Nightmare
Continuous Trap
You can pay 1000 LP, then target 1 face-up Spell/Trap Card on the field; destroy it. You can only activate this effect of "Unending Nightmare" once per Chain.
SECRET RARE
Rating: 1
Comments: Each use of the effect costs you 1000 LP and that's pretty bad when you'll be left without much left in the end.
MACR-EN078
Waterfall of Dragon Souls
Normal Trap
Activate 1 of these effects;
● Add 1 Wyrm-Type monster from your Deck to your hand.
● Send any number of Wyrm-Type monsters from your hand and/or face-up from your field to the Graveyard; draw cards equal to the number of monsters you sent to the Graveyard +1.
SUPER RARE
Rating: 2
Comments: It has two almost-decent effects to pick from and there are some decent Wyrm monsters out there but there aren't enough good ones to make this card get a high rating.
MACR-EN077
Zefra War
Normal Trap
Target 1 other "Zefra" card you control and 1 card your opponent controls; destroy them. If you have 2 "Zefra" cards in your Pendulum Zones, you can activate this card from your hand. You can only activate 1 "Zefra War" per turn.
COMMON
Rating: 1
Comments: Another example where being able to activate it from your hand isn't good enough to warrant using the card because this time you need both your Pendulum Zones to be filled with a Zefra card. That's not worth the destruction of a card on each side of the field.
MACR-EN076
Dinomist Howling
Continuous Trap
When this card is activated: You can place 1 or 2 "Dinomist" Pendulum Monster(s) from your Deck in your Pendulum Zone, but you cannot Pendulum Summon monsters until the end of the next turn, except "Dinomist" monsters (even if this card leaves the field). Once per turn, if this card is already face-up in your Spell & Trap Zone: You can Tribute 1 "Dinomist" monster, then target 1 card your opponent controls; return it to the hand.
COMMON
Rating: 1
Comments: What good is setting up your Pendulum Scale to Pendulum Summon if you can't Pendulum Summon normally? Plus Dinomist monsters generally have mediocre Scales anyway. The last effect is pretty bad too.
MACR-EN075
Prologue of the Destruction Swordsman
Normal Trap
Send 1 "Destruction Sword" card and 1 "Buster Blader" monster from your Deck to the Graveyard, except "Prologue of the Destruction Swordsman"; Special Summon 1 "Buster Dragon" from your Extra Deck or Graveyard, but destroy it during the End Phase of the next turn. You can banish this card from your Graveyard; this turn, "Destruction Sword" cards you control cannot be destroyed by battle or card effects. You can only activate 1 "Prologue of the Destruction Swordsman" per turn.
COMMON
Rating: 1
Comments: It can bypass Buster Dragon's requirements or just revives it anyway but its not a very good card and you don't keep it that long anyway. Plus, protecting cards like the Destruction Sword cards is also pretty poor given how specific those cards are.
MACR-EN074
Phantasm Spiral Assault
Normal Trap
Target 1 "Phantasm Spiral Dragon" you control; when it destroys 3 Effect Monsters your opponent controls, by battle, while equipped with 3 or more "Phantasm Spiral" Equip Spell Cards with different names, you win the Duel. If "Umi" is on the field, you can activate this card from your hand. If a Normal Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead.
COMMON
Rating: 1
Comments: Being restrained to a specific poor excuse of a monster and having such a strict activation needs to claim the automatic victory, there really isn't a good reason to run this card.
MACR-EN073
Phantasm Spiral Power
Normal Trap
If all monsters you control are Normal Monsters (min. 1): Target 1 Effect Monster your opponent controls; until the end of this turn, it loses 1000 ATK and DEF, also it has its effects negated. If "Umi" is on the field, you can activate this card from your hand. You can banish this card from your Graveyard, then target 1 Normal Monster you control; equip 1 "Phantasm Spiral" Equip Spell Card from your hand or Graveyard to that Normal Monster.
COMMON
Rating: 1
Comments: This one is so bad that not even the ability to activate it from your hand is good enough because the requirements for the effect are higher than other cards that could drain that amount of ATK or more and are more versatile.
MACR-EN072
Phantasm Spiral Battle
Normal Trap
If all monsters you control are Normal Monsters (min. 1): Target 1 card your opponent controls; destroy it. If "Umi" is on the field, you can activate this card from your hand. You can banish this card from your Graveyard, then target 1 Normal Monster you control; equip that Normal Monster with all "Phantasm Spiral" Equip Spell Cards you control that can equip to it.
RARE
Rating: 2
Comments: Being able to activate it from the hand isn't that bad with Umi having more than one alias but it's restrained to Normal Monsters.
MACR-EN071
Zoodiac Gathering
Continuous Trap
If a "Zoodiac" Xyz Monster you control would detach its Xyz Material(s) to activate an effect, you can detach Xyz Material(s) from another Xyz Monster(s) you control instead. You can only use this effect of "Zoodiac Gathering" once per turn. You can banish this card from your Graveyard, then target 2 "Zoodiac" Xyz Monsters you control; attach 1 of those monsters to the other monster as Xyz Material.
COMMON
Rating: 2
Comments: Since Zoodiac Xyz Monsters seem to like having as few Xyz Materials as possible and have no regard for their ATK and DEF, they'd probably need a card like this to conserve their precious Xyz Materials for a more important situation but this still doesn't add much to their playability.
MACR-EN070
True Draco Apocalypse
Continuous Trap
If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True Draco Apocalypse" in the same Chain.
● You can target 1 other "True Draco" or "True King" card you control; destroy it, and if you do, the ATK and DEF of all face-up monsters your opponent controls become half their current ATK and DEF (even if this card leaves the field).
● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up.
You can only use each effect of "True Draco Apocalypse" once per turn.
COMMON
Rating: 2
Comments: The 2nd bulleted effect is the same as True King's Return and that means less playability for this card as a whole. The other effect isn't great either bit is a slight improvement as is the very first line of text.
MACR-EN069
True King's Return
Continuous Trap
If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True King's Return" in the same Chain.
● You can target 1 "True Draco" or "True King" monster in your Graveyard; Special Summon it in Defense Position, also for the rest of this turn, you cannot Special Summon.
● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up.
You can only use each effect of "True King's Return" once per turn.
ULTRA RARE
Rating: 2
Comments: For an Ultra Rare, it's rather situational, even with other True Dracos because the 1st bulleted effect locks you out of any Special Summons that turn and the 2nd effect will lock you out of many responses if your Tribute Summon fails.
MACR-EN068
Dark Contract with the Eternal Darkness
Continuous Trap
While you have 2 "D/D" cards in your Pendulum Zones, your opponent cannot target monsters on the field with Spell/Trap effects, Tribute them for a Tribute Summon, nor use them as Materials for a Fusion, Synchro, or Xyz Summon. Once per turn, during your Standby Phase: Take 1000 damage.
RARE
Rating: 2
Comments: It's reduced to D/D Decks but using their Pendulum Effects allows this to keep your monsters safe from most harmful methods for some small self-inflicted damage each turn.
MACR-EN067
The Phantom Knights of Wrong Magnetring
Normal Trap
When an opponent's monster declares an attack: Negate that attack, then Special Summon this card in Attack Position as an Effect Monster (Warrior-Type/DARK/
Level 2/ATK 0/DEF 0) with the following effect. (This card is NOT treated as a Trap Card.)
● During either player's turn: You can send this card and 1 face-up card you control to the Graveyard (either a "The Phantom Knights" monster or a "Phantom Knights" Continuous Spell/Trap Card); draw 2 cards.
COMMON
Rating: 1
Comments: Negating an attack only to present your opponent with a new attack target that will likely be weaker than any other monster you have out, then ditching it and another card to draw twice is pretty poor as a whole.
MACR-EN066
The Phantom Knights of Lost Vambrace
Normal Trap
Target 1 face-up monster on the field; if that target is still face-up on the field, "The Phantom Knights" monsters you control cannot be destroyed by battle, also that target loses 600 ATK, also its Level becomes 2. These effects last until the end of this turn. Then, Special Summon this card in Defense Position as a Normal Monster (Warrior-Type/DARK/Level 2/ATK 600/DEF 0). (This card is NOT treated as a Trap Card.)
COMMON
Rating: 1
Comments: With cards this bad, it's no wonder they're phantom knights. If you want ATK loss without being restrained, go with Darkworld Shackles.
MACR-EN065
Break Away
Normal Trap
During your opponent's Battle Phase: Send 1 Spell Card from your hand to the Graveyard; end the Battle Phase, then face-up monsters currently on the field have their effects negated until the end of this turn.
COMMON
Rating: 1
Comments: Yes, ditch a Spell Card and render each monster's effect useless, including yours just to end the Battle Phase when Negate Attack does this for free.
MACR-EN064
Set Rotation
Quick-Play Spell
Set 2 Field Spell Cards with different names from your Deck on the field (1 on your field, and 1 on your opponent's field). While either of those cards remain Set on the field, neither player can activate or Set other Field Spell Cards.
SHORT PRINT COMMON
Rating: 1
Comments: Whether you use this card or implement a format with the same name, it won't help you either way because both end up hurting you in the end.
MACR-EN063
Duelist Alliance
Normal Spell
If there is a card in the Pendulum Zone: Add 1 "Pendulum" Pendulum Monster or "Pendulum" Spell/Trap Card from your Deck to your hand. You can only activate 1 "Duelist Alliance" per turn.
SECRET RARE
Rating: 2
Comments: Only a handful of Pendulum Monsters meet this card's requirements but if it wasn't that specific, I could see why it's so rare but not as it is.
MACR-EN062
B.E.F. Zelos
Field Spell
When this card is activated: You can add 1 "Boss Rush" from your Deck to your hand. All "B.E.S." monsters you control gain 500 ATK and DEF, your opponent cannot target them with card effects, and they cannot be destroyed by your opponent's card effects. Once per turn: You can Special Summon 1 "B.E.S." monster from your hand. If a "B.E.S." monster(s) is Normal or Special Summoned to your field: Place 1 counter on it.
COMMON
Rating: 1
Comments: It's nice in theory but since B.E.S. monsters self-destruct not long after they hit the field, it's not going to be useful.
MACR-EN061
Zefra Providence
Normal Spell
Add 1 "Zefra" card from your Deck to your hand, except "Zefra Providence". If a "Zefra" card(s) you control would be destroyed, except the turn this card was sent to the Graveyard, you can banish this card from your Graveyard instead. You can only activate 1 "Zefra Providence" per turn.
RARE
Rating: 2
Comments: It's not very specific for what it searches, allowing for more plays than other cards of the archetype but being still specific to Zefras makes this card's rating stay at 2.
MACR-EN060
Bug Signal
Quick-Play Spell
Target 1 Insect-Type Xyz Monster you control; Special Summon from your Extra Deck, 1 Insect-Type monster that is 2 Ranks higher or lower than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) You can only activate 1 "Bug Signal" per turn.
COMMON
Rating: 2
Comments: It could even work on the Inzektor Xyz Monsters but there aren't very many and they haven't proven to me that they're useful. Of course, that doesn't mean we're not going to see others in the future. Plus this is a Quick-Play Spell.