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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

Phantom Darkness (Page 4)

PTDN-EN079
Transmigration Break
Continuous Trap
Any cards that would be returned to the Deck from the Graveyard are removed from play instead.
COMMON
Rating: 1
Comments: Bad for basically any deck except RFG decks.
PTDN-EN078
Cry Havoc!
Continuous Trap
You can remove from play 1 monster from your Graveyard to Normal Summon or Set 1 Normal Monster from your hand. You can only activate this effect during your Main Phase.
RARE
Rating: 2
Comments: With monsters that Special Summon themselves when removed from play, they do have uses with this card but that's about it.
PTDN-EN077
Offering to the Snake Deity
Normal Trap
Destroy 1 Reptile-Type monster you control and 2 cards your opponent controls.
RARE
Rating: 2
Comments: The only reason I rate this card 2/5 is because it can power up your Vennominon/Vennominaga but that's it.
PTDN-EN076
Double Tag Team
Normal Trap
Activate only when you successfully Special Summon a "Gladiator Beast" monster. Special Summon 1 Level 4 or lower "Gladiator Beast" monster from your hand or Deck.
COMMON
Rating: 1
Comments: Hmm, where should you run this...? Oh yeah in GB decks only so do that.
PTDN-EN075
All-Out Attacks
Continuous Trap
All monsters that are Special Summoned are changed to face-up Attack Position and must attack, if able, during the turn they are Special Summoned.
COMMON
Rating: 1
Comments: This card can't touch a Special Summoned Jinzo or Wildheart and it applies to your monsters too, which hurts it even more. Don't run this card.
PTDN-EN074
Drastic Drop Off
Counter Trap
Activate only when your opponent adds a card(s) from their Deck to their hand, including drawing a card(s). Your opponent discards 1 of those cards.
ULTRA RARE
Rating: 1
Comments: The drop off isn't very drastic since it only drops one of the cards your opponent drew, which might be a Dark World monster and giving them the chance to summon it! A poor card, for an Ultra Rare.
PTDN-EN073
Gemini Trap Hole
Normal Trap
Activate only when a Gemini Monster that is treated as an Effect Monster is destroyed by battle. Destroy all monsters your opponent controls.
COMMON
Rating: 2
Comments: For Gemini monster decks, this card isn't too bad but elsewhere, it's just horrible.
PTDN-EN072
Escape from the Dark Dimension
Continuous Trap
Select 1 of your removed from play DARK monsters and Special Summon it. When this card is removed from the field, destroy and remove from play that monster. When that monster is destroyed, destroy this card.
SUPER RARE
Rating: 2
Comments: If your opponent is running Dimensional Fissure or your monster was sent there with Dimensional Prison, this card is okay to use but other than that, use Call of the Haunted instead.
PTDN-EN071
Dark Illusion
Counter Trap
Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that targets a face-up DARK monster, and destroy that card.
RARE
Rating: 1
Comments: Run only in DARK decks as there is no use for it elsewhere.
PTDN-EN070
Dark Spirit Art - Greed
Normal Trap
Tribute 1 DARK monster. Draw 2 cards. Your opponent can negate this effect by revealing 1 Spell Card in their hand.
RARE
Rating: 1
Comments: First of all, you have to wait to activate it. Second, you must tribute a monster and all your opponent has to do to negate it is show a Spell Card. Truly horrible!
PTDN-EN069
Cybernetic Hidden Technology
Continuous Trap
When an opponent's monster declares an attack, you can send 1 "Cyber Dragon" you control, or a Fusion Monster you control that lists "Cyber Dragon" as a Fusion Material Monster to the Graveyard. Destroy the attacking monster.
COMMON
Rating: 1
Comments: Good, this "technology" can stay hidden as the TCG doesn't need "technology" this bad to stay alive.
PTDN-EN068
Alchemy Cycle
Normal Trap
The original ATK of all face-up monsters you control becomes 0, until the End Phase. Each time a monster that had its original ATK reduced to 0 by this effect is destroyed by battle and sent to the Graveyard, draw 1 card.
COMMON
Rating: 1
Comments: Even in Exodia decks this card is bad as all it takes is a Final Attack Orders and you'll be taking major damage odds are.
PTDN-EN067
Chain Material
Normal Trap
Any time you Fusion Summon a monster this turn, you can remove from play, from your side of the field, Deck, hand or Graveyard, Fusion Material Monsters that are listed on the Fusion Monster Card, and use them as Fusion Material Monsters. You cannot attack during the turn this card is activated. If you used this effect for a Fusion Summon, the Summoned Fusion Monster is destroyed during the End Phase.
COMMON
Rating: 1
Comments: Chain material? This card isn't even deck material! Use Polymerization, etc instead.
PTDN-EN066
Hate Buster
Normal Trap
Activate only when a face-up Fiend-Type monster you control is selected as an attack target. Destroy the attacking monster and the attack target monster, and inflict damage to your opponent equal to the original ATK of the attacking monster.
RARE
Rating: 2
Comments: It can be useful for a monster that is going to be destroyed by battle and deal major damage but other than that, pretty bad to use.
PTDN-EN065
Sinister Seeds
Normal Trap
Activate only when a face-up Attack Position monster you control is destroyed by battle. Special Summon 1 "Sinister Seed Token" (Plant-Type/DARK/Level 1/
ATK 100/DEF 100) for every 500 points of Battle Damage you took from that battle.
COMMON
Rating: 1
Comments: Special Summoning a mediocre token whose stats won't keep you from taking damage, are weaker than the damage you took and cards like TT can leave you defenseless!
PTDN-EN064
Rainbow Life
Normal Trap
Discard 1 card. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead.
RARE
Rating: 3
Comments: The ultimate defense against burn decks! A decent card for almost any deck, especially Life Point gain!
PTDN-EN063
Rainbow Path
Normal Trap
Activate only by sending 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard when an opponent's monster declares an attack. Negate the attack, then, you can add 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck to your hand.
COMMON
Rating: 3
Comments: A must for Crystal Beast decks as it makes sure that your Rainbow Dragon makes its debut onto your field!
PTDN-EN062
Dark World Grimoire
Continuous Spell
During your End Phase, if you discard a Monster Card(s) to the Graveyard because you had more than 6 cards in your hand, you can Special Summon 1 of those monsters.
COMMON
Rating: 1
Comments: With all the powerful cards out there, there is no room for such a mediocre card like this one since DW monsters just have to be discarded to the Grave by an effect to trigger their effects.
PTDN-EN061
Gladiator Proving Ground
Normal Spell
Add 1 Level 4 or lower "Gladiator Beast" monster from your Deck to your hand.
COMMON
Rating: 1
Comments: Same as PTDN-EN060's comments.
PTDN-EN060
Gladiator Beast's Battle Archfiend Shield
Equip Spell
Equip only to a "Gladiator Beast" monster. If the equipped monster would be destroyed, this card is destroyed instead. When the equipped monster is returned from your side of the field to the Deck and this card is sent to the Graveyard, return this card to your hand.
COMMON
Rating: 1
Comments: Like I said with Six Samurai United, keep this card only in Gladiator Beast decks.