EXFO-EN079 |
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Parthian Shot
Counter Trap
At the end of the Battle Phase: It becomes the End Phase of this turn.
COMMON |
Rating: |
2 |
Comments: |
It has no activation cost or requirement so you
can use Negate Attack, then put your opponent's turn to a quick end.
Still, it's not all that great. |
EXFO-EN078 |
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Showdown of the Secret Sense Scroll Techniques
Counter Trap
When your opponent activates a Spell/Trap Card, or monster effect, with
the same name as a card in their GY: Negate the activation, and if you
do, destroy that card.
COMMON |
Rating: |
2 |
Comments: |
Some cards are good enough to run multiples of
but unless you can recall a card in your opponent's Grave that has the
same name as the one they're activating, this won't be much use to you. |
EXFO-EN077 |
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Dai Dance
Normal Trap
Choose 1 opponent's unused Main Monster Zones; if your opponent would
Normal Summon/Set or Special Summon a monster to their Main Monster
Zone, and the chosen zone can be used, they must use that zone. (They
cannot Summon multiple monsters to their Main Monster Zones while this
effect is applied.) This effect is applies until the zone is occupied or
becomes unusable. You can only apply the effect of "Dai Dance" once per
Duel.
COMMON |
Rating: |
1 |
Comments: |
The artwork already portrays D.D. Warrior Lady
uninterested in dancing with Warrior Dai Grepher and rightfully so
considering this card's effects are horrible. |
EXFO-EN076 |
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There Can Be Only One
Continuous Trap
Each player can only control 1 monster of each Type. If a player
controls 2 or more monsters of the same Type, they must send some to the
GY so they control no more than 1 monster of that Type.
SUPER RARE |
Rating: |
1 |
Comments: |
The only Decks this goes against are Decks with
multiple types of monsters and that already is handled better with cards
like Rivalry of Warlords. |
EXFO-EN075 |
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Call of the Archfiend
Continuous Trap
You can target 1 Level 5 or higher Fiend monster in your GY; discard 1
Fiend monster, and if you do, Special Summon the targeted monster. You
can only use this effect of "Call of the Archfiend" once per turn.
COMMON |
Rating: |
2 |
Comments: |
It's limited to Fiend-Type monsters but it only
costs you 1 Fiend-Type monster and that can be one you can revive later. |
EXFO-EN074 |
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Ghostrick Renovation
Normal Trap
Target 1 "Ghostrick" Field Spell you control; return it to the hand,
then you can activate 1 Field Spell from your hand or Deck. You can
banish this card from your GY, then target 1 "Ghostrick" Xyz Monster you
control; Special Summon 1 "Ghostrick" Xyz Monster from your Extra Deck
with a different name, by using that target as material. (This is
treated as an Xyz Summon. Transfer that target's materials to the
Summoned monster.) You can only use this effect of "Ghostrick
Renovation" once per turn.
COMMON |
Rating: |
2 |
Comments: |
Not much going for this either since replacing
one Field Spell for another isn't all that useful but Xyz Summoning a
Ghostrick Xyz Monster using the 1st one as Xyz Material is perhaps the
better effect. |
EXFO-EN073 |
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Mythical Bestiamorph
Continuous Trap
Each time an opponent's monster activates its effect, place 1 Spell
Counter on this card when that effect resolves. You can send this card
with 6 or more Spell Counters to the GY; add 1 Spell from your Deck to
your hand. You can only use this effect of "Mythical Bestiamorph" once
per turn.
RARE |
Rating: |
2 |
Comments: |
It'll probably take a while to rack up enough
Spell Counters to get that Spell Card but it's not specific at least.
Plus you can make that happen a little quicker with other Spell Counter
support. |
EXFO-EN072 |
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World Legacy's Secret
Continuous Trap
When this card is activated: You can target 1 Level 5 or higher monster
in your GY; Special Summon it. When this card leaves the field, destroy
that monster. Negate any opponent's monster effect that activates in the
same column as a "Mekk-Knight" monster you control.
ULTRA RARE |
Rating: |
2 |
Comments: |
Similarly with World Legacy Whispers, this card
is also already outclassed, this time by Monster Reborn (which just
became legal again) and Call of the Haunted but the other effect isn't
too bad either, though it is rather limited. |
EXFO-EN071 |
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World Legacy Whispers
Continuous Trap
When this card is activated: You can target 1 Level 5 or higher monster
on the field; it gains 1000 ATK/DEF until the end of this turn. Negate
any opponent's Spell Card effect that activates in the same column as a
"Mekk-Knight" monster you control.
RARE |
Rating: |
2 |
Comments: |
The last effect is the only reason this card is
any good because otherwise, we have far better cards that give at least
1000 ATK to any monster. |
EXFO-EN070 |
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Altergeist Manifestation
Normal Trap
Targeting 1 "Altergeist" monster in your GY; Special Summon it in Attack
Position and equip it with this card. When this card leaves the field,
destroy that monster. You can banish this card from your GY, then target
1 "Altergeist" Trap in your GY; add it to your hand. You can only use
this effect of "Altergeist Manifestation" once per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
Haven't seen too many good Altergeist monsters
so far but that doesn't mean there aren't any and won't be any in the
future. |
EXFO-EN069 |
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Tindangle Delaunay
Normal Trap
When you take battle damage from an opponent's attacking monster while
you have 3 or more "Tindangle" monsters with different names in your GY:
You can destroy the attacking monster, and if you do, Special Summon 1
"Tindangle Acute Cerberus" from your Extra Deck. If you control no
monsters in the Extra Monster Zone: You can banish this card from your
GY, then target 3 "Tindangle" monsters with different names in your GY;
Special Summon them in face-down Defense Position.
COMMON |
Rating: |
1 |
Comments: |
It's so situational Waboku outclasses it on
multiple accounts. |
EXFO-EN068 |
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Borrel Cooling
Normal Trap
Tribute 1 "Rokket" monster, then target 1 "Borrel" Link- Monster you
control; equip it with this card. If this card is equipped to a monster
by this effect, the equipped monster gains this effect.
● Once per turn (Quick Effect): You can target 1 monster you control; it
cannot be destroyed by battle or card effects this turn.
COMMON |
Rating: |
1 |
Comments: |
Talk about situational because it's restrained
to two different types of monsters and only offers mediocre protection
for a monster. |
EXFO-EN067 |
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Cynet Refresh
Normal Trap
When an opponent's Cyberse monster declares an attack: Destroy as many
monsters in the Main Monster Zones as possible, and if you do, during
the End Phase of this turn, Special Summon as many Cyberse Link- Monsters
among those destroyed monsters in the GY as possible to their owner's
fields. When your opponent activates a monster effect: You can banish
this card from your GY; Cyberse Link- Monsters you control are unaffected
by card effects (except their own) until the end of this turn.
COMMON |
Rating: |
1 |
Comments: |
Highly situational and there's no guarantee
you'll get more monsters back than your opponent. |
EXFO-EN066 |
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Parallel Port Armor
Normal Trap
Target 1 Link- Monster you control; equip it with this card. Your
opponent cannot target the equipped monster with card effects, also it
cannot be destroyed by battle. You can banish this card and 2 Link
Monsters from your GY, then target 1 Link- Monster you control; it can
make a second attack during each Battle Phase this turn.
COMMON |
Rating: |
2 |
Comments: |
Link Monsters probably need this card since not
all of them are strong, nor do they all have built-in protection and
can't be in Defense Mode. |
EXFO-EN065 |
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Trading Places
Quick-Play Spell
If your LP is higher than your opponent's, switch your LP with your
opponent.
COMMON |
Rating: |
1 |
Comments: |
Since when is it EVER a good idea to swap LP
when yours are higher? All that does is put you at a disdvantage over
your opponent, or a bigger disadvantage if you're already in one. |
EXFO-EN064 |
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Column Switch
Quick-Play Spell
Target 1 monster in your Main Monster Zone; move that target to another
of your Main Monster Zones.
COMMON |
Rating: |
1 |
Comments: |
Pointless considering there's no rule requiring
you to place monsters in a specific zone, only ones with card effects
allowing you to do so. |
EXFO-EN063 |
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Downbeat
Normal Spell
Tribute 1 face-up monster; Special Summon from your Deck, 1 monster with
the same original Type and Attribute, that the Tributed monster had on
the field but 1 Level lower. You can only activate 1 "Downbeat" per
turn.
SUPER RARE |
Rating: |
1 |
Comments: |
I'm not seeing the point in using this outside
of maybe activating some effect from a monster in your Deck. It won't
likely give you many options unless your Deck relies on using the same
Type and Attribute. |
EXFO-EN062 |
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Hey, Trunade!
Normal Spell
Return all Set Spells and Traps on the field to the hand.
SECRET RARE |
Rating: |
2 |
Comments: |
Clearly the watered down version of Giant
Trunade, which remains banned to this day but this isn't the worst
remake of a banned card. |
EXFO-EN061 |
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Pendulum Paradox
Normal Spell
Add 2 face-up Pendulum Monsters with the same Pendulum Scale but
different names, from your Extra Deck to your hand. You can only
activate 1 "Pendulum Paradox" per turn.
SECRET RARE |
Rating: |
2 |
Comments: |
Not really going to help you much unless you
either already have another Pendulum Monster with a different Scale in
place and/or those monsters can be Normal Summoned/Set. |
EXFO-EN060 |
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Power of the Guardians
Equip Spell
If an attack is declared involving the equipped monster: Place 1 Spell
Counter on this card. The equipped monster gains 500 ATK/DEF for each
Spell Counter on this card. If the equipped monster would be destroyed
by battle or card effect, you can remove 1 Spell Counter from your
field, instead.
SUPER RARE |
Rating: |
2 |
Comments: |
It won't do much for monsters that don't utilize
Spell Counters but for those that do, it's actually decent. |