CROS-EN019 |
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Yosenju Oyam
WIND / Beast / Level 6 / ATK ? / DEF ?
When an opponent's monster declares a direct attack: You can send 1 "Yosenju"
monster from your hand to the Graveyard, except "Yosenju Oyam"; Special
Summon this card from your hand. You can only use this effect of "Yosenju
Oyam" once per turn. At the start of the Damage Step, if this card
battles an opponent's face-up monster: You can make this card's ATK and
DEF become equal to the original ATK of the opponent's monster it is
battling, until the end of this turn. When this card is destroyed by
battle and sent to the Graveyard: You can add 1 "Yosenju" card from your
Deck to your hand.
RARE |
Rating: |
1 |
Comments: |
What's the point in bringing this
guy out when the best he can do is commit suicide with the other monster
and that's if his effect is activated, not to mention Copycat handles
this better by also being an Honest target and adapting ATK and DEF
whenever it's Summoned? |
CROS-EN018 |
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Yosenju Kodam
WIND / Beast-Warrior / Level 1 / ATK 0 / DEF 0
You can Tribute this card, then target 1 "Yosen Training Grounds" you
control; place 3 Yosen Counters on it. You can only use this effect of "Yosenju
Kodam" once per turn. You can banish this card from your Graveyard; you
can Normal Summon 1 "Yosenju" monster during your Main Phase this turn,
in addition to your Normal Summon/Set. (You can only gain this effect
once per turn.)
COMMON |
Rating: |
2 |
Comments: |
I'm unfamiliar with Yosen Training Grounds and that
may be in this set or previously released but regardless, the best this
has to offer is an additional Normal Suimmon/Set, even if that can be
done more easily with Double Summon. |
CROS-EN017 |
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Raidraptor - Mimicry Lanius
DARK / Winged Beast / Level 4 / ATK 1100 / DEF 1900
Once per turn, during your Main Phase, if this card was Normal or
Special Summoned this turn: You can increase the Levels of all "Raidraptor"
monsters you currently control by 1. During your Main Phase, if this
card is in the Graveyard because it was sent there this turn: You can
banish this card; add 1 "Raidraptor" card from your Deck to your hand,
except "Raidraptor - Mimicry Lanius". You can only use this effect of "Raidraptor
- Mimicry Lanius" once per turn.
COMMON |
Rating: |
2 |
Comments: |
It can help with Xyz Summoning, especially since its
first effect applies to itself and not only can fetch a copy of its
friends except itself by banishing it from your Graveyard, but it has
1900 DEF to hold its own for a little while. |
CROS-EN016 |
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Raidraptor - Sharp Lanius
DARK / Winged Beast / Level 4 / ATK 1700 / DEF 1000
Once per turn, during your Main Phase, if this card was Normal or
Special Summoned this turn: You can target 1 face-up Attack Position
monster on the field; change it to face-up Defense Position. During your
Main Phase 2, if this card attacked this turn: You can target 1 "Raidraptor"
monster in your Graveyard; Special Summon it. You can only use this
effect of "Raidraptor - Sharp Lanius" once per turn.
COMMON |
Rating: |
2 |
Comments: |
Both effects might help you take out a monster and
thus increase your army on the field but 1700 ATK won't likely get it
too far and your opponent may want you to attack. |
CROS-EN015 |
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Edge Imp Frightfuloid
DARK / Fiend / Level 4 / ATK 1300 / DEF 1300
(This card is always treated as a "Frightfur" card.)
You can target 1 "Frightfur" Fusion Monster you control or in your
Graveyard; this card's ATK and DEF each become equal to the original ATK
and DEF of that monster, until the end of this turn. You can only use
this effect of "Edge Imp Frightfuloid" once per turn.
COMMON |
Rating: |
2 |
Comments: |
It'll probably get a somewhat decent ATK and DEF
exchange for the turn but once that turn is up, it won't be able to stay
long on the field and it doesn't offer much else. |
CROS-EN014 |
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Edge Imp Tomahawk
DARK / Fiend / Level 4 / ATK 1800 / DEF 800
You can send 1 "Edge Imp" monster from your hand to the Graveyard;
inflict 800 damage to your opponent. You can send 1 "Edge Imp" monster
from your Deck to the Graveyard, except "Edge Imp Tomahawk"; this card's
name becomes the sent monster's name, until the End Phase. You can only
use each effect of "Edge Imp Tomahawk" once per turn.
RARE |
Rating: |
3 |
Comments: |
Perhaps the first decent Edge Imp monster since
Sabres as it's strong enough to go head-to-head with most monsters its
Level and of course can either inflict minor burn damage or help you
Fusion Summon a Frightfur monster. |
CROS-EN013 |
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Edge Imp Chain
DARK / Fiend / Level 4 / ATK 1200 / DEF 1800
When this card declares an attack: You can add 1 "Edge Imp Chain" from
your Deck to your hand. If this card is sent from the hand or field to
the Graveyard: You can add 1 "Frightfur" card from your Deck to your
hand. You can only use 1 "Edge Imp Chain" effect per turn, and only once
that turn.
COMMON |
Rating: |
2 |
Comments: |
Mostly it's the effect that activates when it's sent
from the hand or field to the Graveyard by any means that gives this
card 2 out of 5 stars because having it attack with only 1200 ATK is
pretty risky and all it does is add another copy of itself to your hand. |
CROS-EN012 |
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Edge Imp Saw
DARK / Fiend / Level 3 / ATK 500 / DEF 1000
When this card is Normal Summoned: You can send 1 "Fluffal" monster from
your hand to the Graveyard; draw 2 cards, then place 1 card from your
hand on either the top or bottom of your Deck. You can only use this
effect of "Edge Imp Saw" once per turn.
COMMON |
Rating: |
1 |
Comments: |
You'll know what the returned card is but you'll
need to send a Fluffal monster from your hand to the Graveyard first and
either way, it's not a great trade-off. |
CROS-EN011 |
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Fluffal Sheep
EARTH / Fairy / Level 2 / ATK 400 / DEF 800
If you control a "Fluffal" monster, except "Fluffal Sheep", you can
Special Summon this card (from your hand). You can return 1 other "Fluffal"
monster you control to the hand; Special Summon 1 "Edge Imp" monster
from your hand or Graveyard. You can only use this effect of "Fluffal
Sheep" once per turn.
COMMON |
Rating: |
2 |
Comments: |
A Fluffal Deck might want this for its Special
Summon effect and while the other effect will need you to run Edge Imp
monsters, it's not good anyway. |
CROS-EN010 |
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Soprano the Melodious Songstress
LIGHT / Fairy / Level 4 / ATK 1400 / DEF 1400
When this card is Special Summoned: You can target 1 "Melodious" monster
in your Graveyard, except "Soprano the Melodious Songstress"; add it to
your hand. You can only use this effect of "Soprano the Melodious
Songstress" once per turn. Once per turn: You can Fusion Summon 1
"Melodious" Fusion Monster from your Extra Deck, using monsters you
control as Fusion Materials, including this card.
COMMON |
Rating: |
2 |
Comments: |
It doesn't care what Melodious monster you retrieve
with its effect, meaning you could get Mozarta but you have to Special
Summon it to get the effect and Fusion Summoning with its effect isn't
great either. |
CROS-EN009 |
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Superheavy Samurai Soulbuster Gauntlet
EARTH / Machine / Level 1 / ATK 0 / DEF 400
You can target 1 "Superheavy Samurai" monster you control; equip this
monster from your hand or your side of the field to that target. It
gains 400 DEF. During either player's Damage Step, when a Defense
Position "Superheavy Samurai" monster you control battles an opponent's
monster, and you have no Spell/Trap Cards in your Graveyard: You can
send this card from your hand to the Graveyard; your battling monster's
DEF becomes double its original DEF until the end of this turn.
COMMON |
Rating: |
2 |
Comments: |
Since it won't do any good on the field with its
pitiful stats and +400 DEF to one of its comrades, discarding it by its
other effect will help to add to the hurt your opponent takes but it
could also add to the hurt you take if you encounter Magic Cylinder, not
to mention this guy also requires you not to have any Spell or Trap
Cards in your Graveyard. |
CROS-EN008 |
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Superheavy Samurai Battleball
DARK / Machine-Type Tuner / Level 2 / ATK 100 / DEF 800
If all monsters you control are "Superheavy Samurai" monsters, and you
have no Spell/Trap Cards in your Graveyard: You can target 1 face-up
monster your opponent controls that has a Level; send both it and this
card from the field to the Graveyard, then Special Summon from your
Extra Deck 1 "Superheavy Samurai" Synchro Monster whose Level equals the
total original Levels of those 2 monsters in the Graveyard. (This
Special Summon is treated as a Synchro Summon.) You can only use this
effect of "Superheavy Samurai Battleball" once per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
If you can manage to Synchro Summon with it, it's
not all that bad since it you'll take away from your opponent's field
without really changing your own field's lineup but you must have no
Spell or Trap Cards in your Graveyard first, which'll likely only occur
on the first turn in which case you won't be able to attack. While the
Summon counts as a Synchro Summon, if you don't get the effect off, this
guy can't hold his own on the field and you're probably going to take a
fair bit of battle damage. |
CROS-EN007 |
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Superheavy Samurai Gigagloves
EARTH / Machine / Level 3 / ATK 100 / DEF 1000
If this card is sent to the Graveyard, and you have no Spell/Trap Cards
in your Graveyard: You can look at 5 cards from the top of your Deck,
then place them on the top of the Deck in any order. When an opponent's
monster declares a direct attack: You can banish this card from your
Graveyard; excavate the top card of your Deck, and if it is a "Superheavy
Samurai" monster, add it to your hand, and if you do, the attacking
monster's ATK becomes 0. Otherwise, send it to the Graveyard.
COMMON |
Rating: |
2 |
Comments: |
Sending it to the Graveyard any old way will get you
set-up to activate its effect but that's only if it's in a Superheavy
Samurai Deck and you beat the 1 in 3 odds. |
CROS-EN006 |
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Superheavy Samurai Big Waraji
EARTH / Machine / Level 5 / ATK 800 / DEF 1800
If you have no Spell/Trap Cards in your Graveyard, you can Special
Summon this card (from your hand). After this card was Special Summoned
this way, you cannot Special Summon monsters for the rest of this turn,
except "Superheavy Samurai" monsters. This card can be treated as 2
Tributes for the Tribute Summon of a Machine-Type monster.
COMMON |
Rating: |
2 |
Comments: |
You don't have to Tribute Summon it, which is good
because its stats are not high enough to make that worthwhile but unless
this is used for Superheavy Samurai Decks, it won't be much use. |
CROS-EN005 |
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Performapal Springoose
WIND / Winged Beast / Level 5 / ATK 1100 / DEF 2400
You can banish this card from your Graveyard, then target 2 cards among
the Pendulum Monsters you control and/or the "Magician" and "Performapal"
cards in your Pendulum Zone; return both to the hand. You can only use
this effect of "Performapal Springoose" once per turn.
COMMON |
Rating: |
1 |
Comments: |
There are better ways to return cards to the hand
than this. |
CROS-EN004 |
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Performapal Lizardraw
EARTH / Reptile-Type Pendulum / Level 3 / ATK 1200 / DEF 600 / Scale 6
If you have a "Performapal" card in your
other Pendulum Zone, except "Performapal Lizardraw": You can destroy
this card, and if you do, draw 1 card. You can only use this effect of "Performapal
Lizardraw" once per turn.
If another face-up monster you control is
destroyed by your opponent's attack or card effect: You can draw cards
equal to the number of "Performapal" monsters you currently control. You
can only use this effect of "Performapal Lizardraw" once per turn.
COMMON |
Rating: |
2 |
Comments: |
This seems like a viable option for Performapal
Decks as it requires them to be of any use and it isn't bad for what you
get in that Deck and its scale isn't too bad if you want to use it
elsewhere. |
CROS-EN003 |
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Performapal Bowhopper
EARTH / Insect / Level 4 / ATK 1500 / DEF 1000
You can Tribute 1 "Performapal" monster; inflict damage to your opponent
equal to the Level it had on the field x 100 (original Level, if
face-down). You can Tribute 1 "Performapal" monster, then target 1 "Performapal"
monster in your Graveyard other than the Tributed monster; add it to
your hand. You can only use each effect of "Performapal Bowhopper" once
per turn.
COMMON |
Rating: |
1 |
Comments: |
You're wasting your offense and/or defense just to
deal minimal damage to your opponent or retrieve one of its friends that
wasn't Tributed by its effect, all for a weakling like this. |
CROS-EN002 |
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Performapal Elphammer
EARTH / Beast / Level 6 / ATK 2600 / DEF 1800
If you control 2 or more "Performapal" cards, you can Normal Summon this
card without Tributing. Cannot attack unless you control another "Performapal"
card. When this card declares an attack: You can return all Spell and
Trap Cards your opponent controls to the hand.
RARE |
Rating: |
2 |
Comments: |
It's a strong Level 6 monster but its uses are
hindered by needing one of its friends to be out in order to attack and
in doing so, you'll temporarily clear your opponent of their Spell and
Trap threats. |
CROS-EN001 |
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Phantom Gryphon
WIND / Winged Beast / Level 4 / ATK 2000 / DEF 0
A legendary monster that dwells secretly in the mountains, fighting
with the harpies over hunting grounds. A single wingbeat is said to
cause the fiercest of storms.
SHORT PRINT COMMON |
Rating: |
3 |
Comments: |
Its DEF makes it a little shy of being in the ranks
of Alexandrite Dragon and Gene-Warped Warwolf but is still no worse a
choice for your Deck! |
CROS-EN000 |
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Sea Dragoons of Draconia
WATER / Sea Serpent-Type Pendulum / Level 3 / ATK 200 / DEF 2100 / Scale
7
When a monster is destroyed by battle:
You can Special Summon 1 Normal Monster from your hand. You can only use
this effect of "Sea Dragoons of Draconia" once per turn.
Silently creeping in from the deep
sea, elite black ops marine troops of the Draconia Empire wage an
endless battle against the hated Principality of Dinon on the sea's
opposite shores.
RARE |
Rating: |
2 |
Comments: |
A new vanilla Pendulum Monster has emerged with no
ill effects for using it how you want and it has some DEF to last a
period on the field but it's limited to Normal Monsters for its Pendulum
text. |