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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 |
Rising Rampage (Page 4)
For info on how these ratings are
determined, click
here. *Also a Prismatic Secret Rare card. |
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RIRA-EN079 | |
Dwimmered Glimmer Continuous Trap Activate this card by banishing 1 face-up monster you control or 1 monster in your GY; Special Summon this card as a Normal Monster (Spellcaster/LIGHT/ATK 0/ DEF 0) with the same Level as that banished monster. (This card is also still a Trap.) You can only activate 1 "Dwimmered Glimmer" per turn. COMMON |
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Rating: | 1 |
Comments: | Seriously? Now I have to lose a monster just for a mediocre Trap Monster effect? There isn't a glimmer of hope for using this. |
RIRA-EN078 | |
Setuppercut Normal Trap When a monster you control is destroyed by battle: Special Summon 1 monster from your hand or Deck with ATK less than or equal to that destroyed monster, in face-down Defense Position. You can only activate 1 "Setuppercut" per turn. COMMON |
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Rating: | 1 |
Comments: | Not much of an uppercut when you consider it's an easily seen strategy unlike a real uppercut. |
RIRA-EN077* | |
Storm Dragon's Return Normal Trap Target 1 banished monster; Special Summon it to your field, but return it to the hand during the End Phase. You can only activate 1 "Storm Dragon's Return" per turn. SUPER RARE |
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Rating: | 1 |
Comments: | Regardless of which Storm Dragon is returning, this isn't worth it. |
RIRA-EN076 | |
Get Out! Normal Trap Target 2 monsters your opponent controls that were Special Summoned from the Extra Deck; shuffle them into the Deck. You can only activate 1 "Get Out!" per turn. SECRET RARE |
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Rating: | 3 |
Comments: | It doesn't negate their Summons but will undo likely pretty substantial progress your opponent made to get them out. |
RIRA-EN075 | |
The Return to the Normal Normal Trap When exactly 1 monster is Normal or Special Summoned face-up (except during the Damage Step): Destroy all monsters on the field with less ATK than that monster. You can only activate 1 "The Return to the Normal" per turn. COMMON |
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Rating: | 2 |
Comments: | It won't do you any good to use this for an opponent's monster but it may help with yours. |
RIRA-EN074 | |
World Legacy Bestowal Normal Trap Activate 1 of the following effects. ● Send 1 Link Monster your opponent controls to the GY. ● Banish 7 "World Legacy" cards from your GY; add 1 Cyberse monster from your Deck to your hand. You can only activate 1 "World Legacy Bestowal" per turn. COMMON |
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Rating: | 2 |
Comments: | Link Monsters are seeing a lot of play these days so your best bet is the 1st bulleted effect as the other one just isn't very good. |
RIRA-EN073 | |
Simorgh Sky Battle Continuous Trap Winged Beast monsters you control cannot be targeted by your opponent's card effects, or their monsters' attacks, except your Winged Beast monster(s) with the highest ATK. You can send to the GY, this card and 2 "Simorgh" monsters you control with different original Attributes whose original Levels are 7 or higher; return as many cards on the field to the hand as possible, and if you do, take 500 damage for each card returned to the hand, then inflict damage to your opponent equal to the damage you took. You can only use this effect of "Simorgh Sky Battle" once per turn. COMMON |
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Rating: | 1 |
Comments: | The only good thing this does is prevent your opponent's attacks from targeting your weaker Winged Beasts and we have better options for that. |
RIRA-EN072 | |
Fists of the Unrivaled Tenyi Counter Trap When a Spell/Trap Card, or monster effect, is activated while you control a face-up non-Effect Monster: Negate the activation. If this Set card you control is destroyed by your opponent's card effect: You can Special Summon 1 non-Effect Monster from your Extra Deck. RARE |
|
Rating: | 2 |
Comments: | More support for monsters without effects but that's a very small minority. |
RIRA-EN071 | |
Yosenjus' Sword Sting Normal Trap If you control no monsters: Reveal up to 2 "Yosenju" monsters with different names in your hand, then target the same number of face-up cards your opponent controls; return them to the hand. You can only activate 1 "Yosenjus' Sword Sting" per turn. COMMON |
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Rating: | 1 |
Comments: | Not only do you reveal part of your strategy but you're not getting rid of the cards you targeted with the effect, which makes it pointless. |
RIRA-EN070 | |
Fortune Lady Rewind Normal Trap Target any number of your banished "Fortune Lady" monsters with different names; Special Summon them, but shuffle them into the Deck during the End Phase. You can only activate 1 "Fortune Lady Rewind" per turn. RARE |
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Rating: | 1 |
Comments: | A rewind isn't going to help Fortune Ladies here unless it goes back to when they were first created. |
RIRA-EN069 | |
Marincess Current Normal Trap When a "Marincess" Link Monster you control destroys an opponent's monster by battle: Inflict damage to your opponent equal to the Link Rating of that monster you control x 400, then, if you destroyed an opponent's Link Monster by that battle while you controlled a Link-2 or higher "Marincess" monster, inflict damage to your opponent equal to that destroyed monster's Link Rating x 500. You can only activate 1 "Marincess Current" per turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand. COMMON |
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Rating: | 1 |
Comments: | Most Marincess Link Monsters are too weak to have any chance of winning a battle during a Duel, which means this card has little-to-no chance of doing anything as well. |
RIRA-EN068 | |
Marincess Wave Normal Trap If you control a "Marincess" Link Monster: Target 1 face-up monster your opponent controls; negate that face-up monster's effects until the end of this turn, then, if you control a Link-2 or higher "Marincess" monster, all face-up monsters you currently control are unaffected by your opponent's card effects until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand. ULTRA RARE |
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Rating: | 1 |
Comments: | Marincess Link Monsters have already proven to be mediocre at best so this card really just isn't worth using, or being Ultra Rare. |
RIRA-EN067 | |
Draw Discharge Normal Trap When your opponent draws a card(s) by their own card effect: Look at those cards, and if any are monsters, inflict damage to your opponent equal to their combined ATK, and if you do that, banish all cards you looked at. You can only activate 1 "Draw Discharge" per turn. COMMON |
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Rating: | 2 |
Comments: | Though it's a 1-in-3 chance of getting a Monster Card, you can potentially deal some pretty big damage for free and get rid of everything they drew. |
RIRA-EN066 | |
Sextet Summon Normal Spell Banish from your hand, GY, and/or face-up field, 6 monsters (1 each Ritual, Fusion, Synchro, Xyz, Pendulum, and Link), each with the same original Type, then Special Summon 1 monster from your Deck or Extra Deck, with the same original Type as those banished monsters. You can only activate 1 "Sextet Summon" per turn. COMMON |
|
Rating: | 1 |
Comments: | This has to be the worst Spell Card in this set. It's so strict as a whole that it's just about impossible to meet the activation requirements. It doesn't even prevent the monster from biting the dust before it can do anything. |
RIRA-EN065 | |
Blockout Curtain Continuous Spell If a card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead of 1 of those cards. If a card(s) your opponent controls would be destroyed by battle or card effect, you can banish this card from your GY instead of 1 of those cards. You can only use each effect of "Blockout Curtain" once per turn. COMMON |
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Rating: | 1 |
Comments: | If it doesn't save all of my cards or multiple cards, why even bother? Plus, that's all it has to offer so it's not much a curtain or a blockout. |
RIRA-EN064 | |
Psychic Fervor Quick-Play Spell During the Battle Phase: Target 1 face-up monster you control; you lose LP equal to its ATK, and if you do, that monster's ATK is doubled until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Psychic Fervor" per turn. COMMON |
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Rating: | 1 |
Comments: | There's no point in doubling any monster's ATK when you take damage first and that's without even attacking with it. I'd rather pay 500-1000 LP instead. |
RIRA-EN063 | |
Hypernova Burst Normal Spell Banish, face-down, from your hand and/or face-up field, 2 monsters that cannot be Normal Summoned; draw 2 cards. You can only activate 1 "Hypernova Burst" per turn. SUPER RARE |
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Rating: | 1 |
Comments: | This basically implies monsters with a summoning requirement and very few are even worth running, let alone with this. This is really only viable if your hand is bad to start with. |
RIRA-EN062 | |
Simorgh Repulsion Normal Spell Discard 1 Winged Beast monster; return all cards in your opponent's Spell & Trap Zones to the hand. You can banish this card from your GY; reveal 1 Winged Beast monster in your hand, and if you do, reduce the Levels of monsters in your hand with that name by 1 for the rest of this turn (even after they are Summoned). You can only activate 1 "Simorgh Repulsion" per turn. COMMON |
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Rating: | 2 |
Comments: | This is a bit better than Simorgh Onslaught in that it's pretty one-sided but it's only a 1 turn delay for the 1st effect. |
RIRA-EN061 | |
Simorgh Onslaught Normal Spell Discard 1 Winged Beast monster; add 2 "Simorgh" monsters with different Attributes from your Deck to your hand. You can banish this card from your GY; reveal 1 Winged Beast monster in your hand, and if you do, reduce the Levels of monsters in your hand with that name by 1 for the rest of this turn (even after they are Summoned). You can only activate 1 "Simorgh Onslaught" per turn. COMMON |
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Rating: | 2 |
Comments: | Honestly, the 2nd effect is the only viable one as the first has no good members apart from Dark Simorgh. |
RIRA-EN060 | |
Elborz, the Sacred Lands of Simorgh Field Spell All WIND Winged Beast monsters on the field gain 300 ATK/DEF. You can only use each of the following effects of "Elborz, the Sacred Lands of Simorgh" once per turn. ● You can reveal 1 Level 5 or higher WIND Winged Beast monster in your hand; this turn, you can Normal Summon Winged Beast monsters for 1 less Tribute (even if this card leaves the field). ● If you control a WIND Winged Beast monster, you can: Immediately after this effect resolves, Normal Summon 1 Winged Beast monster. COMMON |
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Rating: | 2 |
Comments: | It's not entirely support for the new Simorgh monsters but most Winged Beasts aren't good enough to use with this. |