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. |