| CORE-EN079 | 
	
	
		
		  | 
		Extra Buck 
		Continuous Trap 
		Each time a card(s) is added to your Extra Deck, place 1 Spell Counter 
		on this card (max. 3). You can send this card with 3 Spell Counters to 
		the Graveyard; draw 2 cards. 
		RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Since it gets Spell Counters, you might get some use 
		out of this with cards that put Spell Counters on them like Pitch-Black 
		Power Stone but even then, it won't speed things up much.  | 
	
	
		| CORE-EN078 | 
	
	
		
		  | 
		Balance of Judgment 
		Normal Trap 
		If your opponent controls more cards than the combined number of cards 
		in your hand and that you control: Draw cards equal to their surplus. 
		You can only activate 1 "Balance of Judgment" per turn. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		You might get to draw a few cards but most likely 
		you won't get more than one or two because unless you're like me and set 
		multiple cards to deal with your possible scenarios, you won't get much 
		out of this.  | 
	
	
		| CORE-EN077 | 
	
	
		
		  | 
		Ferret Flames 
		Normal Trap 
		If the combined ATK of all face-up monsters your opponent controls is 
		higher than your LP: Make your opponent shuffle monsters they control 
		into the Deck (their choice), so that the combined ATK of the remaining 
		monsters they control becomes less than or equal to your LP. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Activating this probably means you're going to lose 
		the Duel but since your opponent chooses what monsters they shuffle into 
		the Deck and still gets to keep monsters whose ATK combined is equal to 
		or less than your LP, this is another waste of Deck space.   | 
	
	
		| CORE-EN076 | 
	
	
		
		
		  | 
		Storming Mirror Force 
		Normal Trap 
		When an opponent's monster declares an attack: Return all face-up Attack 
		Position monsters your opponent controls to the hand. 
		SECRET RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Nothing more than a mediocre stall card because 
		you're not banishing the threats, you're returning them to the hand, 
		which unless those monsters can't be Summoned right away, which most 
		can, it's basically wasted effort.   | 
	
	
		| CORE-EN075 | 
	
	
		
		
		  | 
		Dried Winds 
		Continuous Trap 
		If you gain LP: Target 1 face-up monster your opponent controls; destroy 
		it. If you control an "Aroma" monster and your LP is at least 3000 
		higher than your opponent's: You can pay LP equal to the difference; 
		destroy face-up monsters your opponent controls whose combined ATK is 
		less than or equal to the LP you paid to activate this effect. You can 
		only use each effect of "Dried Winds" once per turn. 
		SUPER RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		A bit better than Humid winds since LP Gain Decks 
		like mine can make some use out of it but other than that, it's not 
		really worth using.  | 
	
	
		| CORE-EN074 | 
	
	
		
		  | 
		Humid Winds 
		Continuous Trap 
		You can pay 1000 LP; add 1 "Aroma" monster from your Deck to your hand. 
		If your LP is lower than your opponent's: You can gain 500 LP. You can 
		only use each effect of "Humid Winds" once per turn. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		In California, these are the Santa Ana winds that 
		aid in forest fires. In the TCG, this means you've gotten a bad draw.  | 
	
	
		| CORE-EN073 | 
	
	
		
		  | 
		Igknight Burst 
		Continuous Trap 
		Once per turn, during your Main Phase: You can destroy up to 3 other "Igknight" 
		cards you control, then return an equal number of cards your opponent 
		controls to the hand. If this card is sent to the Graveyard: You can add 
		1 face-up "Igknight" Pendulum Monster from your Extra Deck to your hand. 
		RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		To do anything with it, you need to control 2 
		Igknight cards, which'll generally be itself and 2 Pendulum Monsters and 
		for what? All you get in return is temporarily removing threats off the 
		field and the other effect isn't very good either.  | 
	
	
		| CORE-EN072 | 
	
	
		
		  | 
		Return of the Red-Eyes 
		Continuous Trap 
		If you control a "Red-Eyes" monster, except "Red-Eyes B. Chick": You can 
		target 1 Normal Monster in your Graveyard; Special Summon it. If this 
		card in your possession is destroyed by an opponent's card effect and 
		sent to your Graveyard: You can target 1 "Red-Eyes" monster in your 
		Graveyard, except "Red-Eyes B. Chick"; Special Summon it. You can only 
		use each effect of "Return of the Red-Eyes" once per turn. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		You need a Red-Eyes monster to even activate this 
		but it doesn't matter what Red-Eyes monster it is so even Darkness Metal 
		or Black Flare Dragon suffice but it's best to use it for its other 
		effect.  | 
	
	
		| CORE-EN071 | 
	
	
		
		  | 
		Trick Box 
		Normal Trap 
		If a face-up "Performage" monster(s) you control is destroyed by battle 
		or card effect and sent to the Graveyard: Target 1 monster your opponent 
		controls; take control of it until the End Phase, then Special Summon 1 
		"Performage" monster from your Graveyard to your opponent's side of the 
		field. During the End Phase of this turn, give control of the monster 
		Special Summoned by this effect to its owner. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		You first have to lose a Performage monster you own 
		and while you get an opponent's monster, you end up temporarily giving 
		your opponent one of your fallen Performage monsters, making your 
		opponent get a free monster while you lost and gained one. | 
	
	
		| CORE-EN070 | 
	
	
		
		  | 
		Raptor's Gust 
		Counter Trap 
		When a Spell/Trap Card is activated while you control a "Raidraptor" 
		card: Negate that activation, and if you do, destroy that card. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		This is probably another key component in a 
		Raidraptor Deck because all it needs is for you to control one to 
		negate any Spell/Trap Card. | 
	
	
		| CORE-EN069 | 
	
	
		
		  | 
		Raidraptor - Return 
		Normal Trap 
		If a "Raidraptor" monster you control is destroyed by battle: Target 1 "Raidraptor" 
		monster in your Graveyard; add it to your hand. If a face-up "Raidraptor" 
		monster(s) you control is destroyed by card effect: You can banish this 
		card from your Graveyard; add 1 "Raidraptor" card from your Deck to your 
		hand. You can only use this effect of "Raidraptor - Return" once per 
		turn. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		You get two options for using this and each one 
		depends on how your Raidraptor monster was destroyed but neither of them 
		will help you if you're out of monsters on the field. | 
	
	
		| CORE-EN068 | 
	
	
		
		  | 
		Brilliant Spark 
		Normal Trap 
		If a face-up "Gem-Knight" monster(s) you control is destroyed by your 
		opponent's attack or card effect: Target 1 of those destroyed monsters; 
		inflict damage to your opponent equal to its original ATK. If this card 
		is in your Graveyard: You can send 1 "Gem-Knight" card from your hand to 
		the Graveyard; add this card to your hand. You can only activate 1 
		"Brilliant Spark" per turn. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		The Gem-Knight monster just has to be destroyed and 
		you make your opponent pay with their LP but while you can also get this 
		card back, it costs you a Gem-Knight card. | 
	
	
		| CORE-EN067 | 
	
	
		
		  | 
		Chicken Game 
		Field Spell 
		The player with the lowest LP takes no damage. Once per turn, during the 
		Main Phase: The turn player can pay 1000 LP, then activate 1 of these 
		effects; 
		● Draw 1 card. 
		● Destroy this card. 
		● Your opponent gains 1000 LP. 
		Neither player can activate cards or effects in response to this 
		effect's activation. 
		SHORT PRINT COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		No reason this card should be short print or be used 
		because its effects are terrible.  | 
	
	
		| CORE-EN066 | 
	
	
		
		  | 
		Wavering Eyes 
		Quick-Play Spell 
		Destroy as many cards in each player's Pendulum Zones as possible, then 
		apply these effects, in sequence, depending on the number of cards 
		destroyed by this effect. 
		● 1 or more: Inflict 500 damage to your opponent. 
		● 2 or more: You can add 1 Pendulum Monster from your Main Deck to your 
		hand. 
		● 3 or more: You can banish 1 card on the field. 
		● 4: You can add 1 "Wavering Eyes" from your Deck to your hand. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		A Quick-Play Spell that gets better the more 
		Pendulum Monsters you destroy in the Pendulum Zones but regardless, it's 
		not all that great. | 
	
	
		| CORE-EN065 | 
	
	
		
		
		  | 
		Mistaken Arrest 
		Quick-Play Spell 
		Until the end of your next turn after this card resolves, neither player 
		can add cards from their Deck to their hand except by drawing them. 
		SECRET RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		It may be an okay alternative if you haven't drawn 
		or don't own Thunder King Rai-Oh but Rai-Oh will always be the better 
		card because it's also a beatstick and an Honest target. | 
	
	
		| CORE-EN064 | 
	
	
		
		  | 
		Back-Up Rider 
		Normal Spell 
		Target 1 face-up monster on the field; it gains 1500 ATK until the end 
		of this turn. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		A better version of Rising Energy as you don't have 
		to wait or pay a cost to activate it but the boost doesn't last long. | 
	
	
		| CORE-EN063 | 
	
	
		
		
		  | 
		Void Imagination 
		Continuous Spell 
		"Infernoid" monsters you control whose original Levels are 2 or higher 
		become Level 1 and all battle damage they inflict to your opponent is 
		halved. You can send this card to the Graveyard; Fusion Summon 1 "Infernoid" 
		Fusion Monster from your Extra Deck, using monsters from your hand or 
		your side of the field as Fusion Materials. If your opponent controls a 
		monster that was Special Summoned from the Extra Deck, and you do not, 
		you can also use up to 6 monsters in your Deck as Fusion Materials. 
		SUPER RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Infernoids are also bad as a whole and not even 
		their Level 11 Fusion Monster is all that great and that's much of the 
		point in using this card whereas the other points are even worse because 
		any affected Infernoids don't deal full battle damage. | 
	
	
		| CORE-EN062 | 
	
	
		
		  | 
		Aroma Garden 
		Field Spell 
		Once per turn, if you control an "Aroma" monster: You can gain 500 LP, 
		also all monsters you control gain 500 ATK and DEF until the end of your 
		opponent's next turn (even if this card leaves the field). If a face-up 
		"Aroma" monster you control is destroyed by battle or card effect and 
		sent to the Graveyard: Gain 1000 LP. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Aroma monsters are pretty bad as a whole and even if 
		they weren't, this card's best offer is 1000 LP when one of your Aroma 
		monsters is destroyed. | 
	
	
		| CORE-EN061 | 
	
	
		
		  | 
		Ignition Phoenix 
		Field Spell 
		All "Igknight" monsters on the field gain 300 ATK and DEF. Once per 
		turn: You can target 1 "Igknight" card you control; destroy it, and if 
		you do, add 1 "Igknight" card from your Deck to your hand. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Whether you're running it for the lousy ATK and DEF 
		boost or the ability to destroy your own card only to add another of the 
		same type to your hand, this is a terrible card to use. | 
	
	
		| CORE-EN060 | 
	
	
		
		
		  | 
		Cards of the Red Stone 
		Normal Spell 
		Send 1 Level 7 "Red-Eyes" monster from your hand to the Graveyard; draw 
		2 cards, then you can send 1 Level 7 "Red-Eyes" monster from your Deck 
		to the Graveyard. You can only activate 1 "Cards of the Red Stone" per 
		turn. 
		ULTRA RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		You'll end up with up to 2 Red-Eyes monsters in your 
		Graveyard and 2 extra cards in your hand but I don't think that warrants 
		making this card Ultra Rare. |