*Ratings below are based on when the Deck was released and NOT today's Yu-Gi-Oh format* | |||||
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Champion Pack: Game Two (CP02-EN) Card Ratings
1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Champion_Pack:_Game_Two_(TCG-EN-UE) |
Game Two
(CP02-EN020) Stray Lambs SPELL / Normal Spell If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 2 "Lamb Tokens" (Beast-Type/EARTH/Level 1/ATK 0/ DEF 0) in Defense Position. (Common) |
Rating: 1 out of 5 Scapegoat gives you twice the Tokens as a Quick-Play Spell. |
Game Two
(CP02-EN019) Big Bang Shot SPELL / Equip Spell The equipped monster gains 400 ATK. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card is removed from the field, remove the equipped monster from play. (Common) |
Rating: 2 out of 5 Fairy Meteor Crush (#40) just gives the monster piercing. This can be useful on strong monsters. |
Game Two
(CP02-EN018) Terraforming SPELL / Normal Spell Add 1 Field Spell Card from your Deck to your hand. (Common) |
Rating: 2 out of 5 Not many decent Field Spells are available, and most apply to both players. |
Game Two
(CP02-EN017) Book of Taiyou SPELL / Normal Spell Flip 1 face-down monster on the field into face-up Attack Position. (Common) |
Rating: 1 out of 5 Welcome to Stop Defense (#31) without any regard for effects. |
Game Two
(CP02-EN016) Twin-Headed Behemoth WIND / Effect Monster / Level 3 / ATK 1500 / DEF 1200 (Dragon / Effect) If this card on the field is destroyed and sent to the Graveyard, Special Summon it during the End Phase of this turn with 1000 ATK and 1000 DEF. You can only use this effect once per Duel. (Common) |
Rating: 2 out of 5 The somewhat better Revival Jam (#210) as it costs nothing to revive itself, but only once per Duel. |
Game Two
(CP02-EN015) Thunder Dragon LIGHT / Effect Monster / Level 5 / ATK 1600 / DEF 1500 (Thunder / Effect) During your Main Phase, by discarding this card, add up to 2 "Thunder Dragons" from your Deck to your hand. (Common) |
Rating: 1 out of 5 Poor no matter what use it's made for. |
Game Two
(CP02-EN014) Ceasefire TRAP / Normal Trap Flip all face-down Defense Position monsters on the field face-up. Flip Effects are not activated at this time. Inflict 500 damage to your opponent for each Effect Monster on the field. (Common) |
Rating: 3 out of 5 With all the Effect Monsters out these days, this is bound to deal at least 1500 damage. |
Game Two
(CP02-EN013) Rush Recklessly SPELL / Quick-Play Spell Target face-up monster gains 700 ATK until the end of this turn. (Common) |
Rating: 1 out of 5 They keep reprinting it despite it having very little impact. |
Game Two
(CP02-EN012) Happy Lover LIGHT / Normal Monster / Level 2 / ATK 800 / DEF 500 (Fairy / Normal) Enemies become overjoyed when struck by the Heart Ray emitted from the forehead of this tiny cherub. (Common) |
Rating: 1 out of 5 Overjoyed is right because there's nothing this can do to any threat it faces. |
Game Two
(CP02-EN011) Magical Dimension SPELL / Quick-Play Spell Activate only while there is a face-up Spellcaster-Type monster(s) on your side of the field. Tribute 1 monster and Special Summon 1 Spellcaster-Type monster from your hand. Then you can destroy 1 monster on the field. (Rare) |
Rating: 2 out of 5 Spellcasters (#13) remain mostly mediocre, and you're losing a monster before any benefits kick in. |
Game Two
(CP02-EN010) Dark Master - Zorc DARK / Ritual Monster / Level 8 / ATK 2700 / DEF 1500 (Fiend / Ritual / Effect) This card can only be Ritual Summoned with the Ritual Spell Card "Contract with the Dark Master". During your Main Phase, you can roll 1 six-sided die. On a 1 or 2, destroy all monsters on your opponent's side of the field. On a 3, 4, or 5, destroy 1 monster on your opponent's side of the field. On a 6, destroy all monsters on your side of the field. (Rare) |
Rating: 2 out of 5 Risky, but less so than Time Wizard. (#15) |
Game Two
(CP02-EN009) Morphing Jar EARTH / Effect Monster / Level 2 / ATK 700 / DEF 600 (Rock / Flip / Effect) FLIP: Both players discard all cards in their hands. Then both players draw 5 cards. (Rare) |
Rating: 3 out of 5 A reusable Card Destruction is quite dangerous indeed. |
Game Two
(CP02-EN008) Ring of Destruction TRAP / Normal Trap Destroy 1 face-up monster and inflict damage to both players equal to its ATK. (Rare) |
Rating: 1 out of 5 A banned card wastes a Rare slot. |
Game Two
(CP02-EN007) Abyss Soldier WATER / Effect Monster / Level 4 / ATK 1800 / DEF 1300 (Aqua / Effect) Once per turn, by discarding 1 WATER monster to the Graveyard, return 1 card on the field to its owner's hand. (Rare) |
Rating: 3 out of 5 Those that missed out on the video game promo can now get a decent WATER monster. |
Game Two
(CP02-EN006) Kuriboh (3rd artwork) DARK / Effect Monster / Level 1 / ATK 300 / DEF 200 (Fiend / Effect) Discard this card. Make the Battle Damage inflicted to your Life Points by 1 of your opponent's monsters 0. You can only use this effect during your opponent's Battle Phase. (Rare) |
Rating: 2 out of 5 It's a bit like Waboku (#40), but for 1 attack. |
Game Two
(CP02-EN005) Smashing Ground SPELL / Normal Spell Destroy 1 face-up monster with the highest DEF on your opponent's side of the field. (If it's a tie, you get to choose.) (Super Rare) |
Rating: 3 out of 5 Likely to take down an opponent's monster, or even their only monster. |
Game Two
(CP02-EN004) Pyramid Turtle EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 1400 (Zombie / Effect) When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Zombie-Type monster with 2000 or less DEF from your Deck. (Super Rare) |
Rating: 3 out of 5 Bring out Ryu Kokki (SD2 #8) for a strong offense or Spirit Reaper for a solid defense. |
Game Two
(CP02-EN003) Magician of Faith LIGHT / Effect Monster / Level 1 / ATK 300 / DEF 400 (Spellcaster / Flip / Effect) FLIP: Select 1 Spell Card in your Graveyard. Add it to your hand. (Super Rare) |
Rating: 2 out of 5 All the big Spells (#14) are out of reach, leaving only the less useful ones left. |
Game Two
(CP02-EN002) Nimble Momonga EARTH / Effect Monster / Level 2 / ATK 1000 / DEF 100 (Beast / Effect) When this card is destroyed by battle and sent to the Graveyard, gain 1000 Life Points. You can also Special Summon up to 2 "Nimble Momongas" from your Deck in face-down Defense Position. (Super Rare) |
Rating: 2 out of 5 Free Life Points and up to 2 other copies, but neither perk will last all that long. |
Game Two
(CP02-EN001) Magical Stone Excavation SPELL / Normal Spell Discard 2 cards. Add 1 Spell Card from your Graveyard to your hand. (Ultra Rare) |
Rating: 1 out of 5 Magician of Faith just has to be Set and turned face-up, making this a terrible alternative. |