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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

Savage Strike (Page 1)

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?