MACR-EN099 |
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Onikuji
Continuous Trap
Once per turn, during your Standby Phase: Your opponent declares 1 card
type (Monster, Spell, or Trap). Excavate the top card of your Deck, then
if it is that type of card, your opponent draws 1 card. Otherwise,
discard 1 random card from their hand. Place the excavated card on the
bottom of your Deck.
COMMON |
Rating: |
1 |
Comments: |
Either way, you lose out on the gamble because
your opponent either draws a free card or they lose a random card from
their hand but you get nothing either way. |
MACR-EN098 |
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Primal Cry
Ritual Spell
This card is used to Ritual Summon "Vennu, Bright Bird of Divinity". You
must also Tribute monsters from your hand or field whose total Levels
equal 8 or more. During your End Phase: You can banish this card from
your Graveyard, then target 1 Ritual Monster in your Graveyard that was
sent there from the field this turn; Special Summon it.
COMMON |
Rating: |
2 |
Comments: |
The 2nd effect works on any Ritual Monster sent
to the Graveyard that turn but unless that monster has no restraints and
was Summoned properly first, that's not going to help you. |
MACR-EN097 |
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Vennu, Bright Bird of Divinity
LIGHT / Fairy-Type Ritual / Level 8 / ATK 2800 / DEF 2000
You can Ritual Summon this card with "Primal Cry". Once per turn: You
can reveal 1 monster in your hand, then target 1 face-up monster on the
field; that target's Level becomes equal to the Level the revealed
monster had, until the end of this turn. Once per turn, if another
monster is Tributed from your hand or field (except during the Damage
Step): You can target 1 monster in your Graveyard; add it to your hand.
COMMON |
Rating: |
2 |
Comments: |
It can help with Xyz Summons (and Synchro
Summons to an extent) but for the most part it won't do you much good on
the field. |
MACR-EN096 |
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Ghost Beef
DARK / Beast-Type Pendulum / Level 7 / ATK 2000 / DEF 1000 / Scale 4
Once per turn: You can roll a six-sided
die. Until the end of this turn, increase this card's Pendulum Scale by
that number (max. 10).
The Ghost of Christmas Dinner.
COMMON |
Rating: |
2 |
Comments: |
It's getting the low end of the rating because
those stats are rather poor for a Level 7 monster and it has a maximum
amount its Scale can be raised. |
MACR-EN095 |
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Mild Turkey
FIRE / Winged Beast-Type Pendulum / Level 4 / ATK 1000 / DEF 2000 /
Scale 7
Once per turn: You can roll a six-sided
die. Until the end of this turn, reduce this card's Pendulum Scale by
that number (min. 1).
The taste of victory will bowl you
over.
COMMON |
Rating: |
2 |
Comments: |
It's meant to work with Ghost Beef in that they
alter their Scales to increase your options for Pendulum Summoning but
both cards aren't any better than Bujin Hiruko. |
MACR-EN094 |
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Artifact Vajra
LIGHT / Fairy / Level 5 / ATK 1800 / DEF 1900
You can Set this card from your hand to your Spell & Trap Zone as a
Spell Card. During your opponent's turn, if this Set card in the Spell &
Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If
this card is Special Summoned during your opponent's turn: Destroy all
cards in your Spell & Trap Zones. When an opponent's monster declares a
direct attack: You can Special Summon this card from your hand.
COMMON |
Rating: |
2 |
Comments: |
Haven't seen any Artifact Decks these days so
this guy may be too late to be of use. However, it's not all that bad if
the effect works, though that's only if the bottom half of your field
benefits from being destroyed or sent to the Grave. |
MACR-EN093 |
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Sylvan Princessprite
LIGHT / Plant-Type Xyz / Rank 1 / ATK 1800 / DEF 100
2 Level 1 monsters
You can detach 1 Xyz Material from this card; excavate the top card of
your Deck, and if it is a Spell/Trap Card, add it to your hand.
Otherwise, send it to the Graveyard. You can send 1 other Plant-Type
monster from your hand or face-up from your field to the Graveyard, then
target 1 "Sylvan" monster in your Graveyard; Special Summon it. You can
only use each effect of "Sylvan Princessprite" once per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
Certain Decks can win both ways with the effect
as they rely on cards in the Graveyard, though needing 2 Level 1
monsters for a monster with only 1800 ATK isn't that great. |
MACR-EN092 |
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Bujin Hiruko
LIGHT / Beast-Warrior-Type Pendulum / Level 4 / ATK 1000 / DEF 2000 /
Scale 3
You can banish this card in your
Pendulum Zone, then target 1 "Bujin" Xyz Monster you control; Special
Summon from your Extra Deck, 1 "Bujin" Xyz Monster with a different
name, by using that target as the Xyz Material. (This Special Summon is
treated as an Xyz Summon. Xyz Materials attached to it also become Xyz
Materials on the Summoned monster.)
Imprisoned after a showdown with
"Bujin Hirume" over the Sky Throne, this master schemer eventually
escaped by manipulating Hirume and creating the sinister "Bujinki
Amaterasu", then went on to almost engulf the world in darkness, but was
finally defeated by Yamato and his allies.
RARE |
Rating: |
2 |
Comments: |
The Scale is low enough to use it as a regular
Pendulum Monster and it has high enough DEF to ward off most monsters of
its Level but it's really not a whole lot better than other Pendulum
Monsters like it. |
MACR-EN091 |
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Kaiser Sea Snake
WATER / Sea Serpent / Level 8 / ATK 2500 / DEF 1000
If your opponent controls a monster and you control no monsters, you can
Special Summon this card (from your hand). You can only Special Summon
"Kaiser Sea Snake" once per turn this way. When Summoned this way: You
can Special Summon 1 Level 8 Sea Serpent-Type monster from your hand or
Graveyard, but its ATK and DEF become 0. If this card is Special
Summoned, its Level becomes 4 and original ATK becomes 0.
COMMON |
Rating: |
1 |
Comments: |
It looked like it was going to be a better Cyber
Dragon until you read the last line of text that takes all of that away. |
MACR-EN090 |
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Gift Exchange
Normal Spell
Both players banish 1 card from their Decks, face-down, and if they do,
during the End Phase of this turn, both players add to their hands the
card their opponent banished by this effect.
COMMON |
Rating: |
1 |
Comments: |
Knowing your opponent, they'll give you a crappy
card they can't use at the time and youi'd probably do the same to them,
which makes this entire card pointless, especially given how slow it is. |
MACR-EN089 |
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SPYRAL MISSION - Rescue
Continuous Trap
Destroy this card during your 3rd End Phase after activation. Once per
turn: You can target 1 "SPYRAL" monster in your Graveyard; return it to
the hand. You can banish this card from your Graveyard, then target 1
"SPYRAL" monster in your Graveyard; Special Summon it. You can only
control 1 "SPYRAL MISSION - Rescue".
COMMON |
Rating: |
2 |
Comments: |
Not all SPYRAL cards are useful but some of the
monsters are and they'd be good choices with this but the effect only
lasts 3 turns and adds the monster to your hand instead of Special
Summoning it. |
MACR-EN088 |
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SPYRAL GEAR - Fully Armed
Equip Spell
Equip only to "SPYRAL Super Agent". It gains 1000 ATK. If it destroys
your opponent's monster by battle: You can banish both the opponent's
destroyed monster and 1 other card your opponent controls. When this
face-up card on the field is destroyed and sent to the Graveyard: You
can target 1 "SPYRAL Super Agent" in your Graveyard; Special Summon it.
ULTRA RARE |
Rating: |
3 |
Comments: |
A card that supports an already worthwhile
monster by making it even stronger and taking out two threats for the
price of one attack. Plus it revives a 2nd copy of Super Agent from your
Graveyard once it's destroyed and sent to the Grave. |
MACR-EN087 |
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SPYRAL GEAR - Last Resort
EARTH / Machine / Level 4 / ATK 1000 / DEF 1000
You can target 1 "SPYRAL" monster you control; equip this monster from
your hand or field to that target. While this card is equipped to a
monster by this effect, the equipped monster cannot be destroyed by
battle or card effects, also your opponent cannot target it with card
effects. Once per turn, if this card is equipped to a monster by this
effect: You can send 1 other card you control to the Graveyard; the
equipped monster can attack directly this turn.
RARE |
Rating: |
2 |
Comments: |
The affected monster is safe from any harm
including battle or card effects but this guy really doesn't have
anything else going for it since its stats are poor. |
MACR-EN086 |
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SPYRAL Sleeper
LIGHT / Fiend / Level 8 / ATK 2800 / DEF 1200
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand)
by banishing 3 "SPYRAL" cards from your Graveyard, and cannot be Special
Summoned by other ways. Once per turn, during either player's turn: You
can target 1 "SPYRAL" card you control and up to 2 cards your opponent
controls; destroy them. If this card on the field is destroyed by battle
or card effect and sent to the Graveyard: Destroy as many cards you
control as possible, and if you do, Special Summon 1 "SPYRAL Super
Agent" from your hand, Deck, or Graveyard.
SUPER RARE |
Rating: |
2 |
Comments: |
Its summoning requirement isn't too steep,
needing just 3 SPYRAL cards in your Graveyard to be banished and can get
rid of other threats by taking out one of its comrades in the process
but unless that's a weak SPYRAL monster, I don't see much of a point in
doing so, and even then, it seems like a poor choice. |
MACR-EN085 |
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Subterror Final Battle
Normal Trap
Activate 1 of these effects, also, after that, Set this card face-down
instead of sending it to the Graveyard.
● Change 1 Set "Subterror" monster on the field to face-up Attack or
Defense Position.
● Change 1 face-up "Subterror" monster on the field to face-down Defense
Position.
● ATK and DEF of 1 "Subterror" monster on the field become equal to its
combined original ATK and DEF until the end of this turn.
● This turn, activated effects of "Subterror" cards cannot be negated.
RARE |
Rating: |
2 |
Comments: |
A reusable Subterror support card is certainly a
step in the right direction but it's probably too little too late
because there won't be any more cards for them to use in the future. |
MACR-EN084 |
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Subterror Behemoth Speleogeist
EARTH / Fiend-Type Flip / Level 11 / ATK 3000 / DEF 1400
FLIP: You can target 1 monster on the field; change it to face-up Attack
Position if it is in Defense Position, also change its ATK to 0. You can
only use this effect of "Subterror Behemoth Speleogeist" once per turn.
When a face-up monster you control is flipped face-down, if you control
no face-up monsters: You can Special Summon this card from your hand in
Defense Position. Once per turn: You can change this card to face-down
Defense Position.
COMMON |
Rating: |
2 |
Comments: |
At least it doesn't have a summoning requirement
like most Level 11 monsters do but those stats are kinda underwhelming
for being such a high-Level monster and its effects aren't much better. |
MACR-EN083 |
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Subterror Behemoth Phospheroglacier
EARTH / Aqua-Type Flip / Level 8 / ATK 2600 / DEF 2500
FLIP: You can send 1 card from your Deck to the Graveyard. You can only
use this effect of "Subterror Behemoth Phospheroglacier" once per turn.
When a face-up monster you control is flipped face-down, if you control
no face-up monsters: You can Special Summon this card from your hand in
Defense Position. Once per turn: You can change this card to face-down
Defense Position.
COMMON |
Rating: |
2 |
Comments: |
A Common Subterror monster this strong is pretty
rare and since they're ending the support for them in this set, it's
likely to be one of the few. However, it's pretty easy to see why given
the effects are both sub-par as are its stats. |
MACR-EN082 |
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Subterror Fiendess
EARTH / Spellcaster / Level 1 / ATK 800 / DEF 500
During either player's turn, when your opponent activates a card or
effect: You can send this card from your hand or field to the Graveyard,
then target 1 "Subterror" monster you control; negate the activation,
then change the targeted monster to face-down Defense Position. You can
target 1 face-up monster you control; change it to face-down Defense
Position, and if you do, Special Summon 1 "Subterror" monster from your
hand or Graveyard, in face-up or face-down Defense Position. You can
only use each effect of "Subterror Fiendess" once per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
Being as weak as it is, it won't do you any good
on the field so using its effect to reset a Subterror monster's effect
isn't all that bad, though its DEF and other info will be still easily
remembered by your opponent. The other effect isn't much better. |
MACR-EN081 |
|
Tornado Dragon
WIND / Wyrm-Type Xyz / Rank 4 / ATK 2100 / DEF 2000
2 Level 4 monsters
Once per turn, during either player’s turn: You can detach 1 Xyz
Material from this card, then target 1 Spell/Trap Card on the field;
destroy it.
SECRET RARE |
Rating: |
2 |
Comments: |
Not a whole lot better than Unending Nightmare
but the only thing the effect costs you is an Xyz Material, which it
doesn't have many of. Its ATK and DEF aren't that good either. |
MACR-EN080 |
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Diamond Duston
Normal Trap
When a card(s) on the field is destroyed by battle or card effect:
Special Summon "Duston" monsters from your Deck to anywhere on the
field, equal to the number of those destroyed cards. If this card is in
your Graveyard: You can banish 1 "Duston" monster from your Graveyard;
Special Summon this card in Defense Position as a Normal Monster
(Fiend-Type/DARK/Level 1/ATK 0/DEF 1000) to your opponent's field. (This
card is NOT treated as a Trap Card.) This effect can only be used once
while this card is in the Graveyard. If Summoned this way, it cannot be
Tributed, or be used as Material for a Fusion, Synchro, or Xyz Summon.
SHORT PRINT COMMON |
Rating: |
1 |
Comments: |
Duston monsters proved to me that they're not
worth being so hard to get as they're just a mediocre means of stalling
when you don't have a better answer to your opponent's strategy and this
only adds to that poor choice. |