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Champion Pack: Game Five (CP05-EN) Card Ratings
1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Champion_Pack:_Game_Five_(TCG-EN-UE) |
Game Five
(CP05-EN020) Spirit Barrier TRAP / Continuous Trap While you control a monster(s), you take no Battle Damage. (Common) |
Rating: 2 out of 5 Useful only when you have a monster that can't be destroyed in battle. |
Game Five
(CP05-EN019) Cursed Seal of the Forbidden Spell TRAP / Counter Trap Discard 1 Spell Card. Negate the activation and the effect of a Spell Card and destroy it. Your opponent cannot activate Spell Cards with that name during the rest of this Duel. (Common) |
Rating: 2 out of 5 It'd be much more potent if we still had the big names (#114). Not much left for it to block now. |
Game Five
(CP05-EN018) Thousand Knives SPELL / Normal Spell Activate only while you control a face-up "Dark Magician". Destroy 1 monster your opponent controls. (Common) |
Rating: 1 out of 5 You don't need a monster to use Tribute to the Doomed (#35), which also costs less. |
Game Five
(CP05-EN017) Hammer Shot SPELL / Normal Spell Destroy the 1 face-up Attack Position monster that has the highest ATK. (If it is a tie, you get to choose.) (Common) |
Rating: 2 out of 5 Not useful unless you don't have the strongest monster out. |
Game Five
(CP05-EN016) D.D. Crow DARK / Effect Monster / Level 1 / ATK 100 / DEF 100 (Winged Beast / Effect) During either player's turn, you can discard this card to the Graveyard to remove from play 1 card from your opponent's Graveyard. (Common) |
Rating: 1 out of 5 Why take only 1 card when you can take 5 out of play with Soul Release? (#36) |
Game Five
(CP05-EN015) Rescue Cat EARTH / Effect Monster / Level 4 / ATK 300 / DEF 100 (Beast / Effect) You can send this face-up card to the Graveyard to Special Summon 2 Level 3 or lower Beast-Type monsters from your Deck. Those monsters are destroyed during the End Phase. (Common) |
Rating: 1 out of 5 Worst life preserver for any monster ever. |
Game Five
(CP05-EN014) Double Coston DARK / Effect Monster / Level 4 / ATK 1700 / DEF 1650 (Zombie / Effect) This card can be treated as 2 Tributes for the Tribute Summon of a DARK monster. (Common) |
Rating: 2 out of 5 The stronger DARK monsters (SD2 #7) benefit from this, but so few are actually good. |
Game Five
(CP05-EN013) Protector of the Sanctuary EARTH / Effect Monster / Level 4 / ATK 1100 / DEF 1900 (Fiend / Effect) Your opponent cannot draw cards except during Draw Phases. (Common) |
Rating: 2 out of 5 Not bad for DEF as a Level 4 monster, but players already have limited options for drawing cards. |
Game Five
(CP05-EN012) Amazon of the Seas WATER / Normal Monster / Level 4 / ATK 1300 / DEF 1400 (Fish / Normal) A mermaid who serves as herald to the Ocean Lord. She protects the sacred domain of Atlantis. (Common) |
Rating: 1 out of 5 Must be Harpie Lady (#8) inside that costume. |
Game Five
(CP05-EN011) Anti-Spell Fragrance TRAP / Continuous Trap Both players must Set Spell Cards before activating them, and cannot activate them until their next turn. (Rare) |
Rating: 1 out of 5 You'll wish you could use Spell Cards not long after you activate it. |
Game Five
(CP05-EN010) Pulling the Rug TRAP / Counter Trap Negate the activation and effect of an Effect Monster whose effect activated when a monster was Normal Summoned (even itself), and destroy that Effect Monster. (Rare) |
Rating: 1 out of 5 A very limited time to block an effect when Divine Wrath (#50) doesn't care. |
Game Five
(CP05-EN009) Deck Devastation Virus TRAP / Normal Trap Tribute 1 DARK monster with 2000 or more ATK. Check your opponent's hand, all monsters your opponent controls, and all cards they draw (until the end of your opponent's 3rd turn after this card's activation), and destroy all monsters with 1500 or less ATK. (Rare) |
Rating: 1 out of 5 You're losing a stronger monster than this can hit. |
Game Five
(CP05-EN008) Dark Ruler Ha Des DARK / Effect Monster / Level 6 / ATK 2450 / DEF 1600 (Fiend / Effect) Negate the effects of Effect Monsters destroyed by battle with Fiend-Type monsters you control. This card cannot be Special Summoned from the Graveyard. (Rare) |
Rating: 4 out of 5 Best card of the pack so far, and only a Rare. |
Game Five
(CP05-EN007) Blowback Dragon DARK / Effect Monster / Level 6 / ATK 2300 / DEF 1200 (Machine / Effect) Once per turn, you can toss a coin 3 times. If at least 2 of the results are Heads, destroy 1 card your opponent controls. (Rare) |
Rating: 1 out of 5 Baby Barrel Dragon is even worse than the original. (#72) |
Game Five
(CP05-EN006) Dark Necrofear DARK / Effect Monster / Level 8 / ATK 2200 / DEF 2800 (Fiend / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 Fiend-Type monsters in your Graveyard. If this card is destroyed by battle or by your opponent's card effect while it is a Monster Card, equip it to a monster your opponent controls during the End Phase of this turn. Take control of the equipped monster. (Rare) |
Rating: 2 out of 5 The only effect is quite slow, but it's probably the best way to take a monster other than Creature Swap. |
Game Five
(CP05-EN005) Trap Dustshoot TRAP / Normal Trap Activate only when your opponent has 4 or more cards in their hand. Look at your opponent's hand, select 1 Monster Card in it, and return that card to its owner's Deck. (Super Rare) |
Rating: 1 out of 5 It's more of a Crapshoot because you don't have a clue what's in their hand. |
Game Five
(CP05-EN004) Wave-Motion Cannon SPELL / Continuous Spell During your Main Phase, you can send this card to the Graveyard to inflict 1000 damage to your opponent for each of your Standby Phases that have passed since this card was activated. (Super Rare) |
Rating: 1 out of 5 The slow-motion cannon is going to take decades to deal even 1000 damage. |
Game Five
(CP05-EN003) Magical Merchant LIGHT / Effect Monster / Level 1 / ATK 200 / DEF 700 (Insect / Flip / Effect) FLIP: Pick up cards from the top of your Deck until you pick up a Spell Card or Trap Card. Add that card to your hand. Send the remaining cards to the Graveyard. (Super Rare) |
Rating: 1 out of 5 This is half of Morphing Jar #2 (#92), where the downsides only affect you. |
Game Five
(CP05-EN002) Giant Germ DARK / Effect Monster / Level 2 / ATK 1000 / DEF 100 (Fiend / Effect) When this card is destroyed by battle and sent to the Graveyard, inflict 500 damage to your opponent. You can also Special Summon up to 2 "Giant Germs" from your Deck in face-up Attack Position. (Super Rare) |
Rating: 1 out of 5 Your extra monsters are going to cost you far more than their effects. |
Game Five
(CP05-EN001) Fiend's Sanctuary SPELL / Normal Spell Special Summon 1 "Metal Fiend Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0). It cannot attack. When this Token battles, the opponent takes any Battle Damage its controller would have taken. Pay 1000 Life Points during each of your Standby Phases. If you do not, destroy the "Metal Fiend Token". (Ultra Rare) |
Rating: 3 out of 5 Basically a free Token that can reverse battle damage to the opponent. Other ways don't have these perks. |