CORE-EN099 |
|
Secret Blast
Normal Trap
Inflict 300 damage to your opponent for each card they control. If this
card you control is destroyed by an opponent's card and sent to your
Graveyard: Inflict 1000 damage to your opponent.
COMMON |
Rating: |
1 |
Comments: |
By the time you draw this card and activate it, your opponent
probably won't have much out and the most damage you'll likely deal with
this card is with its bonus effect but that's only if your opponent
destroys it. |
CORE-EN098 |
|
Tatsunoko
WATER / Wyrm-Type Synchro-Type Tuner / Level 3 / ATK 1700 / DEF 500
1 Tuner + 1 or more non-Tuner monsters
If this Synchro Summoned monster would be used as a Synchro Material, 1
monster in your hand can be used as 1 of the other Synchro Materials.
Unaffected by other monsters' effects.
SECRET RARE |
Rating: |
2 |
Comments: |
Its stats are poor but in the very least it's a
Tuner and does allow you to use a monster in your hand as Synchro
Material if it becomes Synchro Material after being Synchro Summoned but
even that doesn't give it much use or a high rating. |
CORE-EN097 |
|
Mandragon
EARTH / Plant-Type Pendulum / Level 5 / ATK 2500 / DEF 1000 / Scale 2
No Pendulum Text
This mandragora harbors the soul of a
sorrowful dragon. The cursed tones of its wailing cause both fear and
despair.
RARE |
Rating: |
4 |
Comments: |
A beatstick that has multiple search options and no
side-effects. |
CORE-EN096 |
|
Dragong
EARTH / Machine-Type Pendulum / Level 4 / ATK 500 / DEF 2100 / Scale 7
No Pendulum Text
This gong harbors the soul of an
untamed dragon. It soars though the skies with an incredible roar,
marshaling all those who hear this call to battle.
RARE |
Rating: |
3 |
Comments: |
It's not strong enough to attack with but strong
enough to defend and with no side-effects to offset its high scale,
you're free to do with it what you will. |
CORE-EN095 |
|
Hi-Speedroid Kendama
WIND / Machine-Type Synchro / Level 6 / ATK 2200 / DEF 1600
1 Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster, inflict piercing battle
damage to your opponent. You can only use each of the following effects
of "Hi-Speedroid Kendama" once per turn.
● You can banish 1 Machine-Type monster from your Graveyard; inflict 500
damage to your opponent.
● If this card is in your Graveyard and you control no cards: You can
Special Summon this card. You cannot Normal Summon/Set the turn you
activate this effect.
ULTRA RARE |
Rating: |
2 |
Comments: |
Generic Synchro Materials but while it also can
inflict piercing Battle Damage, neither of its bulleted effects are all
that good, especially since they can only be used once per turn and the
2nd effe3ct prevents you from Normal Summoning/Setting that turn. |
CORE-EN094 |
|
Superheavy Samurai Ogre Shutendoji
EARTH / Machine-Type Synchro / Level 6 / ATK 500 / DEF 2500
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters
This card can attack while in face-up Defense Position. If it does,
apply its DEF for damage calculation. When this card is Synchro
Summoned, while you have no Spell/Trap Cards in your Graveyard: You can
destroy all Spell and Trap Cards your opponent controls.
SUPER RARE |
Rating: |
3 |
Comments: |
While its ATK and DEF are weaker than the more
easily playable Big Benkei, it's still able to attack while in Defense
Position and apply its DEF as its ATK, which in itself is already good
and it can help clear the way for Big Benkei |
CORE-EN093 |
|
Performapal Salutiger
EARTH / Beast / Level 4 / ATK 1700 / DEF 500
When this card destroys an opponent's monster by battle and sends it to
the Graveyard: You can add 1 "Performapal" Pendulum Monster from your
Deck to your hand. You can only use this effect of "Performapal
Salutiger" once per turn.
COMMON |
Rating: |
2 |
Comments: |
Luckily Performapal Pendulum Monsters exist, even in
this very set but that still limits your options as they aren't all that
good and this guy still has to defeat a monster and send it to the
Graveyard first, which isn't easy when you have only 1700 ATK and 500
DEF. |
CORE-EN092 |
|
Absorb Fusion
Normal Spell
Add 1 "Gem-Knight" card from your Deck to your hand, then you can apply
this effect.
● Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by
banishing Fusion Materials listed on it from your hand or your side of
the field.
You can only activate 1 "Absorb Fusion" per turn. You cannot Special
Summon monsters the turn you activate this card, except "Gem-Knight"
monsters.
ULTRA RARE |
Rating: |
2 |
Comments: |
You get any Gem-Knight card you want from your Deck
but while you then get to Fusion Summon a Gem-Knight Fusion Monster,
it's little more than a Miracle Fusion copy and you can only Special
Summon Gem-Knights the turn it's activated. |
CORE-EN091 |
|
Escher the Frost Vassal
WATER / Aqua / Level 4 / ATK 800 / DEF 1000
If your opponent controls 2 or more cards in their Spell & Trap Zone,
you can Special Summon this card (from your hand).
RARE |
Rating: |
2 |
Comments: |
It's pretty weak but you could play up to three
copies in a single turn because all it cares about is that your opponent
has 2 or more cards in their Spell and Trap Card Zones, though unless
you use them for something, it's pretty well just a bad stall tactic. |
CORE-EN090 |
|
Performapal Silver Claw
DARK / Beast-Type Pendulum / Level 4 / ATK 1800 / DEF 700 / Scale 5
All "Performapal" monsters you control
gain 300 ATK.
If this card declares an attack: All "Performapal"
monsters you currently control gain 300 ATK until the end of the Battle
Phase.
COMMON |
Rating: |
3 |
Comments: |
Its scale isn't low enough to be as useful as some
of the others but at least it has an ATK and Level that are decent to
use on its own and includes itself with its Pendulum Text. |
CORE-EN089 |
|
Kyoutou Waterfront
Field Spell
Each time a card(s) is sent from the field to the Graveyard, place 1
Kaiju Counter on this card for each sent card (max. 5). Once per turn,
while 3 or more Kaiju Counters are on this card: You can add 1 "Kaiju"
monster from your Deck to your hand. If this card would be destroyed,
you can remove 1 Kaiju Counter from this card instead.
COMMON |
Rating: |
2 |
Comments: |
It's the only card currently that provides Kaiju
Counters so you can use the other Kaiju monsters' effects and has
protection with Field Barrier but will need more than this to make Kaiju
monsters worthwhile. |
CORE-EN088 |
|
Kumongous, the Sticky String Kaiju
EARTH / Insect / Level 7 / ATK 2400 / DEF 2500
You can Special Summon this card (from your hand) to your opponent's
side of the field in Attack Position, by Tributing 1 monster they
control. If your opponent controls a "Kaiju" monster, you can Special
Summon this card (from your hand) in Attack Position. You can only
control 1 "Kaiju" monster. When your opponent Normal or Special Summons
a monster(s): You can remove 2 Kaiju Counters from anywhere on the
field; until the end of the next turn, that monster(s) cannot attack and
its effects are negated.
RARE |
Rating: |
2 |
Comments: |
Like Dogoran, this guy has a multitude of ways it
can be Summoned but prevents you from controlling more than one Kaiju
monster. The other effect and this guy's stats also aren't great. |
CORE-EN087 |
|
Dogoran, the Mad Flame Kaiju
FIRE / Dinosaur / Level 8 / ATK 3000 / DEF 1200
You can Special Summon this card (from your hand) to your opponent's
side of the field in Attack Position, by Tributing 1 monster they
control. If your opponent controls a "Kaiju" monster, you can Special
Summon this card (from your hand) in Attack Position. You can only
control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju
Counters from anywhere on the field; destroy all monsters your opponent
controls. This card cannot attack the turn you activate this effect.
RARE |
Rating: |
2 |
Comments: |
You probably won't want to Special Summon such a
powerful monster to your opponent's field as it really has no drawbacks
unlike Lava Golem, though you can still Normal or Special Summon it to
your own field and clear out your opponent's monsters but you can only
control 1 Kaiju monster and using this effect prevents it from attacking
that turn. |
CORE-EN086 |
|
Kozmotown
Field Spell
Once per turn: You can target 1 of your banished "Kozmo" monsters;
return it to the hand, and if you do, lose LP equal to its original
Level x 100. Once per turn: You can reveal any number of "Kozmo"
monsters in your hand and shuffle them into the Deck, then draw cards
equal to the number of cards you shuffled into the Deck. If this card in
the Field Zone is destroyed by a card effect: You can add 1 "Kozmo" card
from your Deck to your hand.
RARE |
Rating: |
2 |
Comments: |
If Kozmo gets better support, this won't be all that
bad but for now, the best you can do with it is shuffle Kozmo monsters
into the Deck and draw cards. |
CORE-EN085 |
|
Kozmo Forerunner
LIGHT / Machine / Level 7 / ATK 2800 / DEF 1400
Cannot be targeted by an opponent's card effects. During your Standby
Phase: Gain 1000 LP. If this card is destroyed by battle or card effect
and sent to the Graveyard: You can banish this card from your Graveyard;
Special Summon 1 Level 6 or lower "Kozmo" monster from your Deck.
RARE |
Rating: |
2 |
Comments: |
The strongest and least vulnerable of the Kozmo
monsters so far and you can get some extra LP each turn but you don't
have many options for using its last effect, which also requires you to
banish itself from your Graveyard. |
CORE-EN084 |
|
Kozmo Sliprider
LIGHT / Machine / Level 5 / ATK 2300 / DEF 800
If this card is Normal or Special Summoned: You can target 1 Spell/Trap
Card on the field; destroy it. If this card is destroyed by battle or
card effect and sent to the Graveyard: You can banish this card from
your Graveyard; Special Summon 1 Level 4 or lower "Kozmo" monster from
your Deck.
RARE |
Rating: |
2 |
Comments: |
So far, the Kozmo archetype hasn't presented much
good and this guy doesn't really add to that but the archetype is still
young. |
CORE-EN083 |
|
Kozmo Goodwitch
LIGHT / Psychic / Level 4 / ATK 1800 / DEF 1000
During either player's turn: You can banish this card; Special Summon 1
Level 5 or higher "Kozmo" monster from your hand. You can only use this
effect of "Kozmo Goodwitch" once per turn. Once per turn: You can pay
500 LP, then target 1 face-up monster your opponent controls; change it
to face-down Defense Position.
SUPER RARE |
Rating: |
3 |
Comments: |
Good is the right word for this card as you have
plenty of options to use it for without any side-effects. |
CORE-EN082 |
|
Kozmo Farmgirl
LIGHT / Psychic / Level 3 / ATK 1500 / DEF 1000
During either player's turn: You can banish this card; Special Summon 1
Level 4 or higher "Kozmo" monster from your hand. You can only use this
effect of "Kozmo Farmgirl" once per turn. When this card inflicts battle
damage to your opponent: You can pay 500 LP; add 1 "Kozmo" card from
your Deck to your hand.
ULTRA RARE |
Rating: |
2 |
Comments: |
You'll have to banish it from the field since it
doesn't state anywhere else it can be banished and thus do get access to
any high-level Kozmo monster but so far only 2 exist and she's too
feeble to trigger her other effect on her own, which costs 500 LP, so
her rarity isn't yet justified. |
CORE-EN081 |
|
Extinction on Schedule
Normal Trap
During the Main Phase: Pay 2000 LP; make both players send all cards
they control to the Graveyard at the end of the 3rd Battle Phase after
this card's activation.
COMMON |
Rating: |
1 |
Comments: |
You're mostly hurting yourself because you're down
2000 LP before any of its effects take hold and by the time they do, you
may have more cards out than your opponent but even if not, you're still
losing more than your opponent. |
CORE-EN080 |
|
Side Effects?
Normal Trap
Your opponent draws 1 to 3 cards, then you gain 2000 LP for each card
they drew with this effect.
SHORT PRINT COMMON |
Rating: |
2 |
Comments: |
You could get some use out of this in a LP Gain Deck
but it'd be best to use this during your turn as your opponent will
otherwise have additional options they can use right away. |