| CROS-EN079 | 
	
		|  | Monster Rebone Continuous Trap
 If your opponent Special Summoned a monster this turn: Activate this 
		card by targeting 1 monster in your opponent's Graveyard; Special Summon 
		it to your side of the field in Defense Position. When this card leaves 
		the field, banish that monster. When that monster leaves the field, 
		destroy this card.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Special Summoning is quite common these days and 
		you'll get a monster out of the deal but it's Special Summoned in 
		Defense Mode, which may not be what you want and Call of the Haunted may 
		be the better choice as it's more versatile. | 
	
		| CROS-EN078 | 
	
		|  | Statue of Anguish Pattern Continuous Trap
 Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 
		7/
 ATK 0/DEF 2500). (This card is also still a Trap Card.) If Summoned 
		this way, this card cannot be targeted by an opponent's card effects 
		while you control another Trap Card that is a monster. If a card is 
		Special Summoned from your Spell & Trap Zone to the Monster Zone while 
		this card is a monster: You can target 1 card on the field; destroy it.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It'll have 2500 DEF as a Monster Card and that'll 
		hold back most monsters of its soon-to-have Level and lower but it'd be 
		much better if it too had indestructibility to battle as being unable to 
		be the target of card effects doesn't help you or it much, though you 
		might get some use out of the last effect. | 
	
		| CROS-EN077 | 
	
		|  | Abyss Stungray Continuous Trap
 Special Summon this card as an Effect Monster (Thunder-Type/LIGHT/Level 
		5/
 ATK 1900/DEF 0). (This card is also still a Trap Card). If Summoned 
		this way, this card cannot be destroyed by battle.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | A free 1900 beatstick that is an Honest target and 
		can't be destroyed in battle isn't all that bad but it has all the 
		weaknesses of Trap Cards so you'd better Tribute it or use it for 
		something better. | 
	
		| CROS-EN076 | 
	
		|  | Fiend Griefing Normal Trap
 Target 1 monster in your opponent's Graveyard; shuffle it into the Deck, 
		then you can send 1 Fiend-Type monster from your Deck to the Graveyard.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Griefing is right because let's face it, this is a 
		terrible way to prevent your opponent from having their desired 
		monster(s) in the Graveyard or dump a Fiend-Type monster from your Deck 
		to the Graveyard. | 
	
		| CROS-EN075 | 
	
		|  | Lose 1 Turn Normal Trap
 Activate this card only if you currently control no Special Summoned 
		monsters. During the turn a monster is Special Summoned, negate its 
		effects. If an Effect Monster(s) is Special Summoned in Attack Position: 
		Change it to Defense Position.
 ULTRA RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Little more than a feeble stall card and there are 
		better ones than that like Ceasefire and in the very least Curse of 
		Anubis, neither of which are this Rare nor do they really need anything 
		for their activation. | 
	
		| CROS-EN074 | 
	
		|  | Jar of Avarice Normal Trap
 Target 5 cards in your Graveyard, except "Jar of Avarice"; shuffle all 5 
		into the Deck, then draw 1 card. You can only activate 1 "Jar of 
		Avarice" per turn.
 SECRET RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Clearly a replacement for the banned Pot of Avarice 
		as it does virtually the same thing only it doesn't care what 5 cards 
		you shuffle into the Deck as long as it's not another copy and of course 
		you only draw half the cards PoA gives you in return, not to mention 
		this is a Trap Card. | 
	
		| CROS-EN073 | 
	
		|  | Void Purification Continuous Trap
 If you control a monster that is not an "Infernoid" monster, send this 
		card to the Graveyard. You can only use each of these effects of "Void 
		Purification" once per turn.
 ● During each of your opponent's Standby Phases: You can target 1 "Infernoid" 
		monster in your Graveyard; add it to your hand.
 ● During each of your Standby Phases: You can target 1 of your banished 
		"Infernoid" monsters; return it to the Graveyard.
 RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | It's this card that needs to be purified of 
		its terribleness as its effects do you little good unless you're 
		desperate to bring an Infernoid monster out. | 
	
		| CROS-EN072 | 
	
		|  | Zefra Divine Strike Counter Trap
 When a Spell/Trap Card, or monster effect, is activated: Banish 1 
		face-up "Zefra" monster in your Extra Deck; negate the activation, and 
		if you do destroy it.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Easy enough to activate but needs you to banish a 
		Zefra monster in your Extra Deck first and you may not have any when you 
		need to use this card. | 
	
		| CROS-EN071 | 
	
		|  | Chosen of Zefra Continuous Trap
 This card gains these effects depending on the number of face-up "Zefra" 
		monsters with different names in your Extra Deck.
 ● 3 or more: Monsters you control gain 100 ATK for each face-up monster 
		in any Extra Deck.
 ● 5 or more: Monsters you control cannot be destroyed by an opponent's 
		card effects.
 ● 8 or more: Monsters you control cannot be targeted by an opponent's 
		card effects.
 ● 10: You can send this card to the Graveyard; shuffle all cards from 
		your opponent's hand, field, and Graveyard into the Deck.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | I'm sure Zefras aren't actually all that bad 
		considering their high scale Pendulum Monsters and the more you have 
		stockpiled in your Extra Deck, the more of this card's effects you can 
		use. | 
	
		| CROS-EN070 | 
	
		|  | Dizzying Winds of Yosen Village Continuous Trap
 Activate this card only if you control a Level 6 or higher "Yosenju" 
		monster. While you have a "Yosenju" card in your Pendulum Zone, if a 
		monster would be returned from the field to the hand by a card effect, 
		shuffle it into the Deck instead, unless it is a "Yosenju" monster.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | It asks for you to control a Level 6 or higher 
		Yosenju monster and doesn't even return Yosenjus to the Deck if they'd 
		return to the hand, which makes this card completely pointless. | 
	
		| CROS-EN069 | 
	
		|  | Designer Frightfur Normal Trap
 Target 1 "Edge Imp" or "Fluffal" monster in your Graveyard; Special 
		Summon it, and if you do, it can be treated as a "Frightfur" monster for 
		a Fusion Summon.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Only Sabres is good enough to use with this but 
		it'll count as a Frightfur monster for a Fusion Summon and other better 
		Edge Imp or Fluffal monsters may get released down the road. | 
	
		| CROS-EN068 | 
	
		|  | Fluffal Crane Normal Trap
 When a face-up "Fluffal" monster(s) you control is destroyed by your 
		opponent's attack or card effect and sent to your Graveyard: Target 1 of 
		those destroyed monsters; add it to your hand, and if you do, draw 1 
		card.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | You get the lost Fluffal monster back as well as an 
		extra card but it'd be better if you Special Summoned the lost Fluffal 
		monster instead. | 
	
		| CROS-EN067 | 
	
		|  | Melodious Illusion Normal Trap
 Target 1 "Melodious" monster you control; this turn, that face-up 
		monster you control is unaffected by your opponent's Spell/Trap effects, 
		and it can make a second attack during each Battle Phase.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Not all Melodious monsters are good but the ones 
		that are will only get better with this. | 
	
		| CROS-EN066 | 
	
		|  | Performapal Pinch Helper Continuous Trap
 Once per turn, when an opponent's monster declares a direct attack: You 
		can negate the attack, and if you do, Special Summon 1 "Performapal" 
		monster from your Deck, but its effects are negated. When an attack is 
		declared involving a monster you control and an opponent's monster: You 
		can send this card to the Graveyard; you take no battle damage from that 
		battle.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | This can help save you from direct damage but your 
		new monster loses its effects and sending itself to the Graveyard only 
		saves you from battle damage during the battle your monster is involved 
		in. | 
	
		| CROS-EN065 | 
	
		|  | Unexpected Dai Normal Spell
 If you control no monsters: Special Summon 1 Level 4 or lower Normal 
		Monster from the Deck.
 SUPER RARE
 | 
	
		| Rating: | 3 | 
	
		| Comments: | Although you need to control no monsters, you can 
		activate this card the first turn of the duel, where you'll always have 
		no monsters and there are plenty of strong Level 4 or lower Normal 
		Monsters to choose from and you can use the new monster for whatever 
		Summon you'd like! | 
	
		| CROS-EN064 | 
	
		|  | Pendulum Rising Normal Spell
 Send 1 monster you control to the Graveyard; Special Summon from your 
		Main Deck, 1 Pendulum Monster with the same Level as the sent monster's 
		original Level, but destroy it during the End Phase. You can only 
		activate 1 "Pendulum Rising" per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | You can do what you want with the Pendulum Monster 
		but it has to be the same Level as the sent monster's Level. | 
	
		| CROS-EN063 | 
	
		|  | Harmonic Oscillation Normal Spell
 If your opponent has 2 cards in their Pendulum Zones: Target those 2 
		cards; while both targets are in their Pendulum Zones, you can Pendulum 
		Summon monsters using their Pendulum Scales this turn, but only from the 
		Extra Deck.
 SHORT PRINT COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | It'd be great if I could Pendulum Summon from my 
		hand using those two scales but I'm limited to the Extra Deck, which 
		doesn't help much at all, nor is it good enough to justify making this 
		card short printed. | 
	
		| CROS-EN062 | 
	
		|  | Galaxy Cyclone Normal Spell
 Target 1 Set Spell/Trap Card on the field; destroy it. During your Main 
		Phase, except the turn this card was sent to the Graveyard: You can 
		banish this card from your Graveyard, then target 1 face-up Spell/Trap 
		Card on the field; destroy it. You can only use this effect of "Galaxy 
		Cyclone" once per turn.
 SECRET RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Nothing beats the good old Mystical Space Typhoon 
		because that card can get rid of any Spell or Trap on the field and is a 
		Quick-Play, which is better than this card's effects combined. | 
	
		| CROS-EN061 | 
	
		|  | Void Vanishment Continuous Spell
 You can discard 1 card; add 1 "Void" Spell/Trap Card from your Deck to 
		your hand, except "Void Vanishment" or "Null and Void", also you cannot 
		Normal or Special Summon monsters for the rest of this turn, except "Infernoid" 
		monsters. You can only use this effect of "Void Vanishment" once per 
		turn. If an "Infernoid" monster you control battles an opponent's 
		monster, after damage calculation: You can send this card to the 
		Graveyard; banish those monsters.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Though most Infernoid monsters and their support are 
		pretty bad, there might be better support down the road, though you 
		don't get to Normal Summon or Special Summon anything else if the first 
		effect is used. | 
	
		| CROS-EN060 | 
	
		|  | Oracle of Zefra Field Spell
 When this card is activated: Add 1 "Zefra" monster from your Deck to 
		your hand. When you Ritual Summon using a "Zefra" monster, or Special 
		Summon using a "Zefra" monster as Material, you can activate these 
		effects depending on the monster Summoned, once per turn per effect.
 ● Ritual: Shuffle 1 monster on the field into the Deck.
 ● Fusion: Special Summon 1 monster from your hand.
 ● Synchro: Choose 1 monster from your Deck and place it on top of your 
		Deck.
 ● Xyz: Draw 1 card, then discard 1 card.
 You can only activate 1 "Oracle of Zefra" per turn.
 SECRET RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | It relies solely on Zefras either being Summoned or 
		being used for a Summon and you don't really get much out of it, 
		especially since you can only get each bullet once per turn. |