| SECE-EN079 | 
	
		|  | Echo Oscillation Continuous Trap
 You can target 1 card in your Pendulum Zone; destroy it, then draw 1 
		card. You can only use this effect of "Echo Oscillation" once per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | If it could work for either players' Pendulum Zones, 
		then it wouldn't be all that bad but since it's only on your side, it's 
		more of a desperate card at best. | 
	
		| SECE-EN078 | 
	
		|  | Soul Transition Normal Trap
 If you control no Special Summoned monsters: Tribute 1 face-up Level 4 
		Normal Summoned/Set monster; draw 2 cards. You can only activate 1 "Soul 
		Transition" per turn. You cannot Special Summon monsters the turn you 
		activate this card.
 SECRET RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | If your Deck is mostly Level 4 monsters, then you 
		can get some use out of this but you need no Special Summoned monsters 
		and cannot Special Summon that turn. | 
	
		| SECE-EN077 | 
	
		|  | Blaze Accelerator Reload Continuous Trap
 This card's name becomes "Tri-Blaze Accelerator" while in the Spell & 
		Trap Zone. During either player's Main Phase: You can send 1 "Volcanic" 
		card from your hand to the Graveyard, and if you do, draw 1 card. You 
		can only use this effect of "Blaze Accelerator Reload" once per turn. 
		During either player's Main Phase: You can banish this card from your 
		Graveyard; send 1 "Volcanic" card from your Deck to the Graveyard.
 COMMON
 | 
	
		| Rating: | 3 | 
	
		| Comments: | A perfect substitute for the original Tri-Blaze 
		Accelerator, which takes more effort to be activated and thus more 
		effort to bring out Volcanic Doomfire but this skips a step and is the 
		better option because it offers more for less. | 
	
		| SECE-EN076 | 
	
		|  | Unpossessed Continuous Trap
 "Charmer" monsters you control cannot be destroyed by battle. If a 
		"Familiar-Possessed" monster you control attacks an opponent's monster, 
		it gains 800 ATK during damage calculation only. If a monster(s) you 
		control is destroyed by battle or card effect: You can Special Summon 1 
		Spellcaster-Type monster with 1500 DEF from your Deck, whose Attribute 
		is different from at least 1 of those destroyed monsters' original 
		Attributes on the field, in Attack Position or face-down Defense 
		Position. You can only use this effect of "Unpossessed" once per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Charmers need more help than this card but if all 
		else fails, you can get a Familiar-Possessed monster or another decent 
		Spellcaster-Type monster out of the deal. | 
	
		| SECE-EN075 | 
	
		|  | Zenmaiday Continuous Trap
 Once per turn: You can target 1 Machine-Type Xyz Monster you control; 
		attach 1 "Wind-Up" monster from your hand or field to that monster as an 
		Xyz Material. You can send this face-up card from the field to the 
		Graveyard, then target 1 "Wind-Up" Xyz Monster you control; Special 
		Summon, from your Extra Deck, 1 "Wind-Up" monster that is 1 Rank higher 
		than that target, by using that target as Xyz Material. (This Special 
		Summon is treated as an Xyz Summon. Xyz Materials attached to it also 
		become Xyz Materials on the Summoned monster.) You cannot activate these 
		effects in the same chain.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | This may help Wind-Up Decks out a bit but without 
		their loop, they don't have the consistency or popularity they once had. | 
	
		| SECE-EN074 | 
	
		|  | Ritual Beast Ambush Normal Trap
 Target 1 of your "Ritual Beast Tamer" monsters and 1 of your "Spiritual 
		Beast" monsters that are banished and/or in your Graveyard; Special 
		Summon them in Defense Position. After this card is activated, you 
		cannot Special Summon monsters, except "Ritual Beast" monsters, for the 
		rest of this turn. You can only activate 1 "Ritual Beast Ambush" per 
		turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | An archetype that isn't even released yet so I'll 
		have to give the benefit of the doubt as they do not seem to be as 
		restrained as Qli monsters. | 
	
		| SECE-EN073 | 
	
		|  | Re-qliate Continuous Trap
 If monster is Normal or Flip Summoned, and it is a Level 4 or lower 
		monster: Negate its effects until the end of this turn. If a monster is 
		Special Summoned, and it is a Level 5 or higher monster: Negate its 
		effects until the end of this turn, also banish it when it leaves the 
		field. If there is no "Qli" card on the field, except "Re-qliate", send 
		this card to the Graveyard.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | You could run this in hopes that your opponent is 
		running a Qli Deck and even though there's a good chance of that, it's 
		not the only popular Deck out there right now. | 
	
		| SECE-EN072 | 
	
		|  | Void Launch Continuous Trap
 During each of your Standby Phases: You can send up to 2 "Infernoid" 
		monsters from your Deck to the Graveyard. If you control a monster that 
		is not an "Infernoid" monster, send this card to the Graveyard.
 SUPER RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | What good does it do to send monsters to the 
		Graveyard that cannot be Special Summoned outside of their effects? 
		Unless some new support card allows this to occur, this card is 
		completely useless. | 
	
		| SECE-EN071 | 
	
		|  | Eye of the Void Normal Trap
 Special Summon 1 "Infernoid" monster from your hand, ignoring its 
		Summoning conditions, but its effects are negated until the end of this 
		turn.
 ULTRA RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It's somewhat better than A Wild Monster Appears! 
		but it's slower to activate and your monster cannot use any of its 
		effects that turn. | 
	
		| SECE-EN070 | 
	
		|  | Raidraptor - Readiness Normal Trap
 This turn, "Raidraptor" monsters you control cannot be destroyed by 
		battle. If you have a "Raidraptor" monster in your Graveyard: You can 
		banish this card from your Graveyard; you take no damage this turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | This is also probably helpful for Raidraptors as it 
		can save you from direct attacks and/or big damage. | 
	
		| SECE-EN069 | 
	
		|  | Last Minute Cancel Normal Trap
 When an opponent's monster declares an attack while you control an 
		Attack Position monster(s): Change all monsters you control to Defense 
		Position. Until the end of this turn, after this card is activated, 
		return any face-up "Performapal" monster you control that is destroyed 
		by battle or card effect to the hand instead of sending it to the 
		Graveyard.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | You'll get the most out of it in a Performapal Deck 
		but it isn't restrained to one. | 
	
		| SECE-EN068 | 
	
		|  | Wall of Disruption Normal Trap
 When an opponent's monster declares an attack: All Attack Position 
		monsters your opponent controls lose 800 ATK for each monster they 
		control.
 COMMON
 | 
	
		| Rating: | 3 | 
	
		| Comments: | This is especially useful against Stardust Dragon 
		because unlike Mirror Force, which'd get stopped and you'd take some 
		hits, this'd weaken it considerably and you're more likely to weaken 
		them by a lot under most conditions. | 
	
		| SECE-EN067 | 
	
		|  | Performapal Call Normal Trap
 When an opponent's monster declares a direct attack: Target that 
		attacking monster; negate the attack, and if you do, add up to 2 "Performapal" 
		monsters from your Deck to your hand, whose total DEF is less than or 
		equal to the ATK of the targeted monster. Until the end of your next 
		turn after this card is activated, you cannot Special Summon monsters 
		from the Extra Deck.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Regardless of what reason you choose to use this, 
		it's no good because even without using Performapals, you still can't 
		Special Summon from the Extra Deck until your next turn's End Phase. | 
	
		| SECE-EN066 | 
	
		|  | Extra Net Field Spell
 If a monster(s) is Special Summoned from the Extra Deck: The opponent of 
		the player that conducted the Special Summon can apply this effect.
 ● Draw 1 card.
 SHORT PRINT COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It benefits the opponent every time the turn player 
		Special Summons from the Extra Deck and perhaps can prevent them from 
		drawing by its effect if you don't Special Summon in that manner but 
		it's not great overall. | 
	
		| SECE-EN065 | 
	
		|  | Pendulum Shift Quick-Play Spell
 Target 1 card in either player's Pendulum Zone, and declare a Pendulum 
		Scale from 1 to 10; this turn that card becomes that Pendulum Scale.
 COMMON
 | 
	
		| Rating: | 3 | 
	
		| Comments: | Even the higher scales can help you out thanks to 
		this card and it's a Quick-Play Spell so you can throw your opponent for 
		a bit of a loop and doesn't care how many you activate per turn! | 
	
		| SECE-EN064 | 
	
		|  | A Wild Monster Appears! Normal Spell
 If your opponent controls a monster and you control no monsters: Special 
		Summon from your hand, 1 monster with an original Level of 10 or lower 
		that cannot be Normal Summoned/Set, ignoring its Summoning conditions. 
		It is unaffected by the effects of your cards, except for its own 
		effects and this card's, also shuffle it into the Deck during your 
		opponent's next End Phase. For the rest of this turn, you cannot Normal 
		Summon/Set or Special Summon monsters, and your opponent takes no 
		damage.
 SECRET RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It seemed like a good card to me at first but now 
		that I see it written in English and thanks to rulings of other cards, 
		your options are limited and you can't even use the new monster as a 
		means to Summon and even if you could, you can't damage your opponent 
		that turn anyway. | 
	
		| SECE-EN063 | 
	
		|  | Pot of Riches Normal Spell
 Shuffle 3 Pendulum Monsters into the Deck, from your Graveyard and/or 
		face-up in your Extra Deck, then draw 2 cards. You can only activate 1 
		"Pot of Riches" per turn. You cannot Special Summon the turn you 
		activate this card, except by Pendulum Summon.
 SECRET RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Even with Pot of Avarice still banned, Pot of 
		Dichotomy is perhaps the better card because you can still make other 
		plays other than attacking. | 
	
		| SECE-EN062 | 
	
		|  | Dragunity Divine Lance Equip Spell
 Equip only to a "Dragunity" monster. It gains ATK equal to its Level x 
		100, also it is unaffected by Trap effects. During your Main Phase: You 
		can equip 1 Dragon-Type "Dragunity" Tuner monster from your Deck to the 
		monster equipped with this card. You can only use this effect of "Dragunity 
		Divine Lance" once per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | In spite of the fact that Dragunities are 
		practically or completely off the radar, Konami has decided to give them 
		a bit more support and while it helps, 100 ATK times its Level isn't 
		going to be very much, even with the strongest members but you do get to 
		give it a bit of further support with its other effects though. | 
	
		| SECE-EN061 | 
	
		|  | Tenacity of the Monarchs Normal Spell
 Reveal 1 monster in your hand with 2400 ATK & 1000 DEF, or 2800 ATK & 
		1000 DEF; add 1 "Monarch" Spell/Trap Card from your Deck to your hand, 
		except "Tenacity of the Monarchs". You can only activate 1 "Tenacity of 
		the Monarchs" per turn.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | You could pick up The Monarchs Stormforth and then 
		Tribute Summon your revealed monster but then your opponent will know 
		what you're planning and may have a counter waiting. | 
	
		| SECE-EN060 | 
	
		|  | Nekroz Cycle Ritual Spell
 This card can be used to Ritual Summon any "Nekroz" Ritual Monster. 
		Tribute monsters from your hand or field, then Ritual Summon 1 "Nekroz" 
		Ritual Monster from your hand or Graveyard whose Level exactly equals 
		the total Levels of those monsters. You can only use this effect of "Nekroz 
		Cycle" once per turn. If you control no monsters: You can banish this 
		card and 1 "Nekroz" monster from your Graveyard; add 1 "Nekroz" Spell 
		Card from your Deck to your hand.
 RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | It can also Ritual Summon from the Graveyard but why 
		would you when most Rituals can be Special Summoned with the likes of 
		Call of the Haunted afterwards? |