SAST-EN079 |
 |
Witch's Strike
Normal Trap
If your opponent negates the Normal or Special Summon of a monster(s) or
the activation of a card or effect: Destroy all cards your opponent
controls and in their hand.
SECRET RARE |
Rating: |
4 |
Comments: |
We don't have Solemn Judgment to respond to
with this but we do have alternatives and even if they won't be in
abundance in Duels, they will likely be crippling for your opponent when
this card is successful. |
SAST-EN078 |
 |
Dark Factory of More Production
Continuous Trap
You can send 1 monster from your hand or field to the GY; draw 1 card.
You can only use this effect of “Dark Factory of More Production” once
per turn.
RARE |
Rating: |
2 |
Comments: |
You can certainly use monster effects or other
cards that benefit from being in the Grave but it's still just another
1-for-1 deal. |
SAST-EN077 |
 |
Subterror Succession
Normal Trap
Activate 1 of these effects, also, after that, Set this card face-down
instead of sending it to the GY.
● Send 1 monster from your hand or face-up field to the GY, and if you
do, add 1 Flip monster from your Deck to your hand with the same
Attribute, but a different name, as that monster before it was sent to
the GY.
● Send 1 Flip Monster from your hand or face-up field to the GY, and if
you do, add 1 monster from your Deck to your hand with the same
Attribute but a lower original Level, as that monster before it was sent
to the GY.
You can only activate 1 "Subterror Succession" per turn.
COMMON |
Rating: |
2 |
Comments: |
While not restrained to Subterrors, they'll
probably be the easiest candidates to use both effecs for as the others
tend to be low Level. |
SAST-EN076 |
 |
Orcustrated Release
Normal Trap
Tribute 2 Machine monsters, then target 1 monster in your GY; Special
Summon it. If your opponent controls a Link Monster, you can target to 2
monsters, instead. You can only activate 1 "Orcustrated Release" per
turn.
COMMON |
Rating: |
2 |
Comments: |
Your opponent will probably have a Link Monster
out so you're bound to revive 2 monsters from your Grave but it's
basically restrained to Machine Decks. |
SAST-EN075 |
 |
Fateful Hour
Normal Trap
Target 1 monster that cannot be Normal Summoned/Set in either GY;
Special Summon it.
SUPER RARE |
Rating: |
1 |
Comments: |
Most monsters that can't be Normal Summoned or
Set also can't be Special Summoned outside of the method in their text
so it's basically just a crappy alternative to Call of the Haunted and
Monster Reborn. |
SAST-EN074 |
 |
Shiranui Style Synthesis
Normal Trap
Special Summon 1 Zombie monster from your hand, but banish it when it
leaves the field. You can banish this card from your GY, then target 1
Zombie monster you control; that Zombie monster is unaffected by card
effects this turn, except its own. You can only use 1 “Shiranui Style
Success” effect per turn, and only once that turn.
COMMON |
Rating: |
2 |
Comments: |
Both effects can get you out of a pinch but the
1st is already done better as Call of the Mummy. |
SAST-EN073 |
 |
Guardragon Cataclysm
Normal Trap
Tribute 1 Dragon monster, then target 2 cards on the field; destroy
them. You can only activate 1 "Guardragon Cataclysm" per turn.
RARE |
Rating: |
2 |
Comments: |
Icarus Attack for Dragons basically and
thankfully it's not restrained to Guardragons. |
SAST-EN072 |
 |
Guardragon Corewakening
Continuous Trap
You can send 1 Effect Monster from your hand to the GY; Special Summon 1
Level 4 or lower Dragon Normal Monster from your hand, Deck, or GY, in
Defense Position. You can only use this effect of "Guardragon
Corewakening" once per turn.
COMMON |
Rating: |
2 |
Comments: |
It probably won't be very strong but if you
can't use the monster in your hand anyway, then it's not a bad
trade-off. |
SAST-EN071 |
 |
NEXT
Normal Trap
Special Summon any number of monsters with different names from your
hand and/or GY, in Defense Position, that are all “Neo-Spacian” monsters
or “Elemental HERO Neos”, but negate their effects, and as long as you
control any of those Special Summoned monsters face-up, you cannot
Special Summon monsters from the Extra Deck, except Fusion Monsters. You
can only activate 1 "NEXT" per turn. If you control no cards, you can
activate this card from your hand.
SUPER RARE |
Rating: |
2 |
Comments: |
You'll probably bring out a few by this effect
and thus can either Tribute Summon or use Contact Fusion but it allso
needs Neos if you're going to use Contact Fusion and he's not all that
good. |
SAST-EN070 |
 |
Summon Over
Field Spell
Each time a monster(s) is Special Summoned, place 1 Summon Counter on
this card (max. 6). This card with 6 Summon Counters cannot be destroyed
by card effects. At the start of each Main Phase 1, if this card has 6
Summon Counters: The turn player can activate this effect; they send
this card to the GY, and if they do, they send all Special Summoned
monsters their opponent controls to the GY.
COMMON |
Rating: |
1 |
Comments: |
What's the point when you may not get the
chance to use it and your opponent basically did nothng to clear out
your Special Summoned monsters? It's also pretty slow to get counters
and can easily be taken care of without being destroyed. |
SAST-EN069 |
 |
Child's Play
Continous Spell
Each time your opponent Summons a monster(s), gain 300 LP. Your monsters
cannot be destroyed by battle while you have 10,000 or more LP.
COMMON |
Rating: |
2 |
Comments: |
This can be especially useful in LP Gain Decks
as they'll very likely meet the requirements and will continue to climb
up over time. 300 LP isn't much to gain per Summoned monster(s) though. |
SAST-EN068 |
 |
Edge of the Ring
Quick-Play Spell
If your LP is lower than your opponent’s: Target 1 face-up monster your
opponent controls; inflict damage to your opponent equal to half of the
original ATK of that monster, also, for the rest of this turn after this
card resolves, your opponent takes no damage.
COMMON |
Rating: |
1 |
Comments: |
It's just a desperate attempt to make a
comeback and it doesn't deal what'll likely be nearly enough to win. |
SAST-EN067 |
 |
Pot of Extravagance
Normal Spell
At the start of your Main Phase 1: Banish 3 or 6 random face-down cards
from your Extra Deck, face-down; draw 1 card from every 3 cards
banished. For the rest of this turn after this card resolves, you cannot
draw any cards by card effects.
SECRET RARE |
Rating: |
1 |
Comments: |
As usual, the Pot card is pretty bad. We
haven't had a good one of these since Pot of Avarice, which is still
banned in the TCG. |
SAST-EN066 |
 |
Uni-Song Tuning
Quick-Play Spell
Target 1 Tuner in either GY and 1 face-up monster on the field; banish
that Tuner in the GY, then, until the end of this turn, the Level of the
targeted monster on the field becomes the Level of the banished Tuner,
also it is treated as a Tuner. You can only activate 1 "Uni-Song Tuning"
once per turn.
COMMON |
Rating: |
2 |
Comments: |
It doesn't require you to banish your Tuner in
the Grave or target your own monster on the field and it's a Quick-Play
Spell so it's a bit more versatile but I doubt you'll get a monster with
a Level to use this on all that often. |
SAST-EN065 |
 |
Impcantation Inception
Ritual Spell
This card can be used to Ritual Summon any Ritual Monster. You must also
Tribute “Impcantation” monsters from your hand or field whose total
Levels equal or exceed the Level of the Ritual Monster you Ritual
Summon. If this card is in your GY: You can send 1 “Impcantation” card
from your hand or face-up field to the GY, except “Impcantation
Inception”; Special Summon 1 “Impcantation” monster from your Deck, then
add this card from the GY to your hand. You can only use this effect of
“Impcantation Inception” once per turn.
COMMON |
Rating: |
2 |
Comments: |
It was looking like it might be at least a good
card but then I read the bit about sending Impcantation monsters and
knew it wasn't anywhere close. Unfortunately, it's not very good at all,
even if better Impcantation monsters arrive later. |
SAST-EN064 |
 |
Shiranui Style Solemnity
Continuous Spell
This card's name becomes "Shiranui Style Synthesis" while in the Spell &
Trap Zone. Once per turn, you can activate 1 of these effects.
● Banish 1 Zombie monster from your GY; the Normal and Special Summons
of your Zombie monsters cannot be negated for the rest of this turn.
● Target 1 Zombie monster you control; banish it, then you can send 1
Zombie monster with 0 DEF from your Deck to the GY.
COMMON |
Rating: |
2 |
Comments: |
I don't need Shiranuis to use either of this
card's effects but only the first bulleted effect is any good, though it
costs me a Zombie-Type monster in my Graveyard. |
SAST-EN063 |
 |
Ghost Meets Girl - A Shiranui's Story
Quick-Play Spell
If your opponent controls a monster: Discard 1 Zombie monster; Special
Summon 1 “Shiranui” monster with a different name from your Deck or GY,
also you cannot Special Summon monsters, except Zombie monsters for the
rest of this turn after this card resolves. You can only activate 1
"Ghost Meets Girl - A Shiranui's Story" per turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
Though Shiranuis don't impress me yet, that
stilll leaves time for better cards to be released, though I'm not
holding my breath. |
SAST-EN062 |
 |
World Legacy Guardragon
Continuous Spell
When this card is activated: You can target 1 Level 4 or lower Dragon
monster in your GY; add it to your hand or Special Summon it. Once per
turn: You can target 1 Dragon monster you control; move that monster you
control to another of your Main Monster Zones. You can only activate 1
"World Legacy Guardragon" per turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
It's not much better than say Monster Reborn or
Call of the Haunted because it only revives Level 4 or lower Dragon-Type
monsters, or add them to your hand from the Grave. Neither effect
justifies this card's high rarity, though. |
SAST-EN061 |
 |
Guardragon Shield
Field Spell
You can target 1 Dragon monster you control; it gains ATK/DEF equal to
the total Link Rating of the Link Monsters currently on the field x 100,
until the end of the opponent's turn. You can only use this effect of
"Guardragon Shield" once per turn. Once per turn, if exactly 1 Dragon
monster you control would be destroyed by battle or card effect, you can
send 1 Normal Monster from your hand or Deck to the GY instead.
RARE |
Rating: |
2 |
Comments: |
The ATK and DEF boost is not going to be much
of any relevance and doesn't even last long. The 2nd effect at least
prevents your Dragons's destruction once per turn but only by sending
Normal Monsters. |
SAST-EN060 |
 |
Neos Fusion
Normal Spell
Special Summon 1 Fusion Monster from your Extra Deck that lists exactly
2 monsters as material, including “Elemental HERO Neos”, by sending
those monsters from your hand, Deck, or field, ignoring its Summoning
conditions. For the rest of this turn after this card resolves, you
cannot Special Summon monsters. If a Fusion Monster(s) you control that
lists “Elemental HERO Neos” as material would be destroyed by battle or
card effect, or shuffled into the Extra Deck by its own effect, you can
banish this card from your GY instead.
SUPER RARE |
Rating: |
1 |
Comments: |
Unfortunately, this card doesn't keep the Neos
Fusions on the field any longer than if you used Contact Fusion. Plus,
it doesn't even work for the ones with 3 Fusion Materials so what's the
point? |