SOFU-EN079 |
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The Revenge of the Normal
Normal Trap
Special Summon Level 4 or lower monsters from your hand, up to the
number of monsters your opponent controls. You can only activate 1 "The
Revenge of the Normal" per turn.
COMMONs |
Rating: |
2 |
Comments: |
It has its uses with a fair number of monsters
but it's restrained to Normal Monsters and only up to the number of
monsters your opponent controls. |
SOFU-EN078 |
 |
Trap Trick
Normal Trap
Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card
with the same name directly from your Deck, also it can be activated
this turn. You can only activate 1 Trap Card for the rest of this turn
after this card resolves. You can only activate 1 "Trap Trick" per turn.
SECRET RARE |
Rating: |
1 |
Comments: |
Halloween may be around the corner but this card
is going to be the trick instead of the treat thanks to its bad
effect. |
SOFU-EN077 |
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Toll Hike
Continuous Trap
Each player must send 1 card from their hand to the GY to declare an
attack.
RARE |
Rating: |
1 |
Comments: |
This is probably going to cost you more than it
costs your opponent. Plus, even if things are even, the duel will be
long and dull. Even Stall Decks should reconsider using this. |
SOFU-EN076 |
 |
Invincibility Barrier
Continuous Trap
Once per turn: You can banish 1 face-up Ritual, Fusion, Synchro, Xyz,
Pendulum, or Link Monster you control; this turn, the effects of
monsters with the same card type as that banished monster (Ritual,
Fusion, Synchro, Xyz, Pendulum, or Link) are negated.
COMMON |
Rating: |
1 |
Comments: |
Talk about situational and your hard work goes
out the window just to negate effects of the same Monster Card Type that
was banished for one turn. |
SOFU-EN075 |
 |
Necro Fusion
Normal Trap
Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion
Materials listed on it from your GY face-down, but it cannot attack this
turn.
COMMON |
Rating: |
1 |
Comments: |
It's not only slower but more restrained than
Polymerization. Even Dragon's Mirror has more uses than this. |
SOFU-EN074 |
 |
Crusadia Krawler
Continuous Trap
Special Summon this card as an Effect Monster (Insect/EARTH/Level 2/ATK
300/
DEF 2100). (This card is also still a Trap.) If this card is Special
Summoned by this effect to a zone a Link Monster points to: You can add
1 "World Legacy" card from your Deck to your hand.
COMMON |
Rating: |
2 |
Comments: |
The 2100 DEF will do nicely on the field but the
effect is restrained to World Legacy cards and only if this card is
Special Summoned to a zone designated by a Link Monster. |
SOFU-EN073 |
 |
Thunder Dragon Discharge
Continuous Trap
The activation of your Thunder monsters' effects cannot be negated. Once
per turn, if a "Thunder Dragon" monster(s) is Normal or Special Summoned
to your field: You can target 1 Spell/Trap on the field; banish 1
Thunder monster from your Deck, and if you do, destroy that target.
RARE |
Rating: |
2 |
Comments: |
It not only protects Thunder-Type monsters you
own from having their effects blocked but also isn't restrained to the
Thunder Dragon Archetype. The 2nd effect isn't very good, though. |
SOFU-EN072 |
 |
Thunder Dragons' Hundred Thunders
Normal Trap
Target 1 Thunder monster in your GY; Special Summon it, then you can
Special Summon as many monsters with that same name as possible from
your GY. The monster(s) Special Summoned by this effect are banished
when they leave the field, also while they are face-up on the field, you
cannot Special Summon monsters, except Thunder monsters. You can only
activate 1 "Thunder Dragons' Hundred Thunders" per turn.
RARE |
Rating: |
2 |
Comments: |
You can still do mostly what you want with them
and can revive any Thunder-Type monster in your Grave but it's entirely
restrained to Thunder-Type monsters and the side-effects reduce your
options for using them. Plus, they're banishd when they leave the field. |
SOFU-EN071 |
 |
Orcustrated Core
Continuous Trap
Once per turn: You can banish 1 monster from your field or GY, then
target 1 "Orcust" or "World Legacy" card you control, except
"Orcustrated Core"; neither player can target it with card effects this
turn (even if this card leaves the field). If other "Orcust" and/or
"World Legacy" card(s) you control would be destroyed by battle or card
effect, you can send this card to the GY instead.
COMMON |
Rating: |
1 |
Comments: |
This is not a well-orcustrated core by
any stretch because you're losing a monster just to prevent another
monster on your field from being targeted by card effects (including
yours) and then it also has medocre destruction protection by sending
itself to the Grave. |
SOFU-EN070 |
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Orcustrated Attack
Normal Trap
When a monster declares an attack: Tribute 1 "Orcust" or "World Legacy"
monster, then target 1 monster your opponent controls; banish it.
COMMON |
Rating: |
1 |
Comments: |
Dimensional Prison works way better than this as
while you have to wait until your opponent's monster attacks, it costs
you nothing in return, nor do you need to control any monsters. |
SOFU-EN069 |
 |
Eternal Galaxy
Normal Trap
If you control a "Photon" or "Galaxy" monster: Target 1 Xyz Monster you
control; Special Summon from your Extra Deck, 1 "Photon" or "Galaxy" Xyz
Monster that is 4 Ranks higher than that target, by using that target as
material. (This is treated as an Xyz Summon. Transfer its materials to
the Summoned monster.) You can only activate 1 "Eternal Galaxy" per
turn.
COMMON |
Rating: |
2 |
Comments: |
It's entirely restrained to Photon and Galaxy
Decks but for those Decks, it's not that bad. |
SOFU-EN068 |
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Necrovalley Temple
Continuous Trap
While a "Gravekeeper's" monster(s) and "Necrovalley" are both on the
field, monsters your opponent controls lose 500 ATK/DEF. Once per turn,
during the Main Phase, if you control no card in your Field Zone: You
can activate 1 "Necrovalley" directly from your hand or GY. If this card
in your possession is destroyed by an opponent's effect and sent to your
GY: You can Set 1 "Necrovalley" Spell/Trap directly from your Deck,
except "Necrovalley Temple".
RARE |
Rating: |
2 |
Comments: |
The ATK and DEF loss is pretty minimal and
probably not going to be much of a factor but being able to activate
Necrovalley from the Graveyard isn't all that bad. The other effect will
be plainly obvious to your opponent, though. |
SOFU-EN067 |
 |
Salamangreat Gift
Continuous Trap
You can discard 1 "Salamangreat" monster; send 1 "Salamangreat" monster
from your Deck to the GY, then draw 1 card. If you control a
"Salamangreat" Link Monster that was Link Summoned using a monster with
its same name as material: You can discard 1 "Salamangreat" monster;
draw 2 cards. You can only use 1 "Salamangreat Gift" effect per turn,
and only once that turn.
COMMON |
Rating: |
2 |
Comments: |
It only gets credit for the 1st effect as the
2nd is just as bad as the other Salamangreat support cards. |
SOFU-EN066 |
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Parallel Panzer
Equip Spell
Equip only to a Link Monster. Once per turn: You can move the equipped
monster to a Main Monster Zone it points to on its controller's field.
You can send this Equip Card to the GY; destroy 1 card in the same
column as the monster that was equipped with this card. You can only use
this effect of "Parallel Panzer" once per turn.
SHORT PRINT COMMON |
Rating: |
1 |
Comments: |
What's the pont in this? Nether effect makes it
worthwhile, especially since the player still owns the Link Monster. All
you did was move it. |
SOFU-EN065 |
 |
Extra-Foolish Burial
Normal Spell
Pay half your LP; send 1 monster from your Extra Deck to the GY. You can
only activate 1 "Extra-Foolish Burial" per turn. You cannot Set
Spells/Traps during the turn you activate this card.
SUPER RARE |
Rating: |
1 |
Comments: |
The name hits the nail right on the head. It's
literally just a Spell Card version of Gale Dogra but with a generally
higher activation fee. No one uses Gale Dogra (or shouldn't if they do)
so this card shouldn't see any play either. |
SOFU-EN064 |
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Concentrating Current
Quick-Play Spell
Target 1 face-up monster you control; it gains ATK equal to its current
DEF, until the end of this turn. Other monsters you control cannot
attack during the turn you activate this card.
COMMON |
Rating: |
2 |
Comments: |
Ordinarily, I'd not recommend using this but
you'll probably just use it during your opponent's turn anyway so the
restraint is meaningless. Still, the ATK boost doesn't last long and not
every monster can benefit from this. |
SOFU-EN063 |
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Herald of the Abyss
Normal Spell
Pay 1500 LP and declare 1 Monster Type and 1 Attribute; your opponent
must send 1 face-up monster with the declared Type and Attribute from
their field to the GY, if possible. For the rest of this turn, your
opponent cannot activate the effects of monsters with that sent
monster's name. You can only activate 1 "Herald of the Abyss" per turn.
SUPER RARE |
Rating: |
1 |
Comments: |
That's a pretty harsh activation fee just to
send 1 monster your opponent controls to the Grave, especially since it
doesn't stop them fron doing much afterwards. They can still revive the
monster you just forced them to send to the Grave. |
SOFU-EN062 |
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Giant Ballpark
Field Spell
During damage calculation, if a player would take battle damage: You can
make neither player take any battle damage from that battle, and if you
do, send 1 Level 4 or lower Insect monster from your Deck to the GY,
then, if you sent a Normal Monster this way, you can Special Summon any
number of monsters with the same name as that monster, from your hand,
Deck, and/or GY. If a monster(s) you control is sent to the GY by an
opponent's card effect (except during the Damage Step): You can Special
Summon 1 Insect Normal Monster from your GY. You can only use each
effect of "Giant Ballpark" once per turn.
COMMON |
Rating: |
2 |
Comments: |
There are very few options to use with this as
most Insect-Type Normal Monsters are awful and thus don't really justify
bringing out with this. Still, the likes of Insect Knight makes this
somewhat worthwhile, though still situational. |
SOFU-EN061 |
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Sky Striker Maneuver - Vector Blast
Normal Spell
If you control no monsters in your Main Monster Zone: Each player sends
the top 2 cards of their Deck to the GY (or as many as possible, if less
than 2), then, if you sent at least 1 card to the GY, and have 3 or more
Spells in your GY, you can shuffle all your opponent's monsters from the
Extra Monster Zones into the Deck.
SUPER RARE |
Rating: |
1 |
Comments: |
Highly risky and with very little benfit. |
SOFU-EN060 |
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Thunder Dragon Fusion
Normal Spell
Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by
shuffling the Fusion Materials listed on it into the Deck, from among
your cards on the field, in your GY, and/or your face-up banished cards.
During your Main Phase, except the turn this card was sent to the GY:
You can banish this card from your GY; add 1 Thunder monster from your
Deck to your hand. You can only use each effect of "Thunder Dragon
Fusion" once per turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
It's not specific to the Thunder Dragon Fusions,
though I'm not too sure thare are all that many to choose from anyway.
The other effect is certainly helpful, though. |