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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

Raging Tempest (Page 4)

RATE-EN079
Switcheroroo
Normal Trap
If you control the same number of monsters as your opponent, switch control of all those monsters.
RARE
Rating: 2
Comments: If your monsters are outmatched, this'd help you out pretty nicely or you could just play a weaker monster on purpose, then switch it with your opponent's lone monster but you both need to control the same number of monsters.
RATE-EN078
Full Force Virus
Normal Trap
Tribute 1 DARK monster with 2000 or more DEF; check your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less DEF.
SECRET RARE
Rating: 2
Comments: This could hit more powerful monsters like any of the Monarchs or Jinzo but I think you'd want to keep that DARK monster instead of getting rid of it for little or no benefit.
RATE-EN077
Purushaddoll Aeon
Normal Trap
Target 1 "Shaddoll" monster you control; send 1 "Shaddoll" card from your hand to the Graveyard, and if you do, the targeted monster gains 1000 ATK and DEF, but is changed to face-down Defense Position during the End Phase.
COMMON
Rating: 1
Comments: Having to ditch a Shaddoll card to give the monster 1000 ATK and DEF isn't all that bad but that's for nothing in the end thanks to its side-effect.
RATE-EN076
Void Feast
Normal Trap
Send 1 "Void" Spell/Trap Card from your hand or face-up from your field to the Graveyard; Special Summon up to 3 "Infernoid" monsters from your Deck, whose total Levels exactly equal 8, ignoring their Summoning conditions.
COMMON
Rating: 2
Comments: It's a small cost to bring out 3 monsters but Void monsters have only proven to me that they're pretty poor.
RATE-EN075
Majespector Gust
Normal Trap
Target 1 "Majespecter" card in your Pendulum Zone; Special Summon it.
COMMON
Rating: 2
Comments: It can help if you don't have any other monsters to play but it doesn't do anything else.
RATE-EN074
Shiranui Style Samsara
Continuous Trap
This card's name becomes "Shiranui Style Synthesis" while it is in the Spell & Trap Zone. Once per turn: You can activate 1 of these effects.
● Banish 1 face-up Zombie-Type monster you control; you take no damage this turn (even if this card leaves the field).
● Target 2 of your banished Zombie-Type monsters with 0 DEF; shuffle them both into the Deck, then draw 1 card.
COMMON
Rating: 2
Comments: Any of your Zombies will work with this and some of the good ones have 0 DEF to retrieve later.
RATE-EN073
Beginning of Heaven and Earth
Normal Trap
Reveal 3 Warrior-Type monsters from your Deck, including at least 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, and have your opponent randomly pick 1. If they picked a "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, add it to your hand and send the rest to the Graveyard. Otherwise, send them all to the Graveyard. You can only activate 1 "Beginning of Heaven and Earth" per turn.
COMMON
Rating: 1
Comments: The artwork looks like a much more promising outcome than this'd ever do because this is a huge risk unless you pick 3 of the same monster but only the Effect Black Luster Soldier and Super Soldier are any good.
RATE-EN072
Shinobird Salvation
Continuous Trap
If a face-up Spirit monster(s) you control returns to your hand while this card is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. When an opponent's monster declares an attack: You can banish 1 Spirit monster from your Graveyard; negate the attack, then end the Battle Phase. You can only use each effect of "Shinobird Salvation" once per turn.
COMMON
Rating: 2
Comments: Spirit monsters are pretty well guaranteed to return to the hand and thus you'll take out an opponent's threat but the other effect is only going to cost you resources.
RATE-EN071
Zoodiac Combo
Normal Trap
Target 1 "Zoodiac" Xyz Monster you control; attach 1 "Zoodiac" monster from your Deck to that Xyz Monster as Xyz Material. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 5 "Zoodiac" cards in your Graveyard with different names; shuffle all 5 into the Deck, then draw 1 card.
COMMON
Rating: 2
Comments: It'll help power up the feeble Zoodiac Xyz Monsters but with their best monster at the moment having only 1600 ATK, it'd be best if that Xyz Monster already has a Zoodiac Xyz Material.
RATE-EN070
Ancient Gear Reborn
Continuous Trap
Once per turn, if you control no monsters: You can target 1 "Ancient Gear" monster in your Graveyard; Special Summon it, and if you do, it gains 200 ATK (even if this card leaves the field). You can only control 1 "Ancient Gear Reborn".
RARE
Rating: 2
Comments: Not all Ancient Gear monsters can be revived but unlike the more versatile Call of the Haunted, this doesn't have a preference for the monster's battle position and does make it a bit stronger.
RATE-EN069
Cipher Spectrum
Normal Trap
If a "Cipher" Xyz Monster(s) you control that has Xyz Material is destroyed by battle or an opponent's card effect and sent to your Graveyard: Target 1 of those monsters; Special Summon it, and if you do, Special Summon 1 Xyz Monster from your Extra Deck with the same name as that Xyz Monster.
COMMON
Rating: 1
Comments: You do get 2 monsters for the price of one but neither of them will do you much good without their Xyz Materials.
RATE-EN068
Lost Wind
Normal Trap
Target 1 face-up Special Summoned monster on the field; it has its effects negated, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in the Graveyard (except during the Damage Step): You can Set this card, but banish it when it leaves the field.
RARE
Rating: 2
Comments: Fiendish Chain is actually a better card since it can affect more monsters and stops it from attacking whereas this is just a watered down version of Shrink.
RATE-EN067
Terminal World NEXT
Continuous Spell
Activate this card if your opponent controls 3 or fewer monsters and 3 or fewer Spell/Trap Cards, while you control no other cards. Cards cannot be placed on the field if it would give any player more than 3 monsters or more than 3 Spell/Trap Cards on their field.
SHORT PRINT COMMON
Rating: 1
Comments: A supposed lock-down card but its activation requirements are kinda strict and you may eventually be locked out of any way to get rid of this later.
RATE-EN066
That Grass Looks Greener
Normal Spell
If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent.
SECRET RARE
Rating: 1
Comments: Even if you're just dumping cards that could benefit you, you're still increasing your odds of Decking out first.
RATE-EN065
Foolish Burial Goods
Normal Spell
Send 1 Spell/Trap Card from your Deck to the Graveyard. You can only activate 1 "Foolish Burial Goods" per turn.
SECRET RARE
Rating: 2
Comments: Since some Spell/Trap Cards benefit from being in the Graveyard, this isn't too bad but only one copy can be activated per turn.
RATE-EN064
Ritual Beast Return
Quick-Play Spell
Banish 1 "Ritual Beast" monster from your hand, then target 1 of your "Ritual Beast" monsters, that is banished or is in your Graveyard; Special Summon it.
COMMON
Rating: 2
Comments: Ritual Beasts never really impressed me but you'll probably be reviving a better Ritual Beast than the one you banish from your hand.
RATE-EN063
Super Quantal Alphan Spike
Normal Spell
If you control 3 or more "Super Quantum" monsters with different names: Shuffle as many cards your opponent controls as possible into the Deck, then your opponent Special Summons 1 monster from their Extra Deck, ignoring its Summoning conditions. You can banish this card and 1 "Super Quantal Fairy Alphan" from your Graveyard; activate 1 "Super Quantal Mech Ship Magnacarrier" from your Deck.
COMMON
Rating: 1
Comments: Why bother using this when you're just giving your opponent possibly something better for free after you get the work of actually getting the Super Quantum monsters out on your field?
RATE-EN062
Super Soldier Synthesis
Ritual Spell
This card can be used to Ritual Summon any "Black Luster Soldier" Ritual Monster from your hand or Graveyard. You must also send 1 LIGHT and 1 DARK monster (1 from your hand and 1 from your Deck) to the Graveyard, whose total Levels exactly equal 8. You can only activate 1 "Super Soldier Synthesis" per turn.
COMMON
Rating: 1
Comments: It sounds good until you read that you need a LIGHT and DARK monster from different locations to use for the Ritual Summon.
RATE-EN061
Shinobird Power Spot
Continuous Spell
Spirit monsters you control gain 500 ATK and DEF. If a face-up WIND monster(s) you control returns to your hand (except during the Damage Step): You can add 1 Spirit monster or Ritual Spell Card from your Deck to your hand. You can only use this effect of "Shinobird Power Spot" once per turn.
COMMON
Rating: 2
Comments: At least not all of the effects are restrained to WIND monsters but it's still pretty poor.
RATE-EN060
Shinobird's Calling
Ritual Spell
This card is used to Ritual Summon "Shinobaroness Peacock" or "Shinobaron Peacock". You must also Tribute monsters from your hand or field and/or banish Spirit monsters from your Graveyard, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon.
COMMON
Rating: 1
Comments: Both Ritual Monsters it brings out are just horrible so one shouldn't expect the Ritual Summon linked to them to be any good either.