PTDN-EN079 |
|
Transmigration Break
Continuous Trap
Any cards that would be returned to the Deck from the Graveyard are
removed from play instead.
COMMON |
Rating: |
1 |
Comments: |
Bad for basically any deck
except RFG decks. |
PTDN-EN078 |
|
Cry Havoc!
Continuous Trap
You can remove from play 1 monster from your Graveyard to Normal Summon
or Set 1 Normal Monster from your hand. You can only activate this
effect during your Main Phase.
RARE |
Rating: |
2 |
Comments: |
With monsters that Special
Summon themselves when removed from play, they do have uses with this
card but that's about it. |
PTDN-EN077 |
|
Offering to the Snake Deity
Normal Trap
Destroy 1 Reptile-Type monster you control and 2 cards your opponent
controls.
RARE |
Rating: |
2 |
Comments: |
The only reason I rate this
card 2/5 is because it can power up your Vennominon/Vennominaga
but that's it. |
PTDN-EN076 |
|
Double Tag Team
Normal Trap
Activate only when you successfully Special Summon a "Gladiator Beast"
monster. Special Summon 1 Level 4 or lower "Gladiator Beast" monster
from your hand or Deck.
COMMON |
Rating: |
1 |
Comments: |
Hmm, where should you run
this...? Oh yeah in GB decks only so do that. |
PTDN-EN075 |
|
All-Out Attacks
Continuous Trap
All monsters that are Special Summoned are changed to face-up Attack
Position and must attack, if able, during the turn they are Special
Summoned.
COMMON |
Rating: |
1 |
Comments: |
This card can't touch a Special
Summoned Jinzo or Wildheart and it applies to your monsters too, which
hurts it even more. Don't run this card. |
PTDN-EN074 |
|
Drastic Drop Off
Counter Trap
Activate only when your opponent adds a card(s) from their Deck to their
hand, including drawing a card(s). Your opponent discards 1 of those
cards.
ULTRA RARE |
Rating: |
1 |
Comments: |
The drop off isn't very drastic
since it only drops one of the cards your opponent drew, which might be a Dark World monster and giving them the chance to summon it! A
poor card, for an Ultra Rare. |
PTDN-EN073 |
|
Gemini Trap Hole
Normal Trap
Activate only when a Gemini Monster that is treated as an Effect Monster
is destroyed by battle. Destroy all monsters your opponent controls.
COMMON |
Rating: |
2 |
Comments: |
For Gemini monster decks, this
card isn't too bad but elsewhere, it's just horrible. |
PTDN-EN072 |
|
Escape from the Dark Dimension
Continuous Trap
Select 1 of your removed from play DARK monsters and Special Summon it.
When this card is removed from the field, destroy and remove from play
that monster. When that monster is destroyed, destroy this card.
SUPER RARE |
Rating: |
2 |
Comments: |
If your opponent is running
Dimensional Fissure or your monster was sent there with Dimensional
Prison, this card is okay to use but other than that, use Call of the
Haunted instead. |
PTDN-EN071 |
|
Dark Illusion
Counter Trap
Negate the activation of a Spell Card, Trap Card, or Effect Monster's
effect that targets a face-up DARK monster, and destroy that card.
RARE |
Rating: |
1 |
Comments: |
Run only in DARK decks as there
is no use for it elsewhere. |
PTDN-EN070 |
|
Dark Spirit Art - Greed
Normal Trap
Tribute 1 DARK monster. Draw 2 cards. Your opponent can negate this
effect by revealing 1 Spell Card in their hand.
RARE |
Rating: |
1 |
Comments: |
First of all, you have to wait
to activate it. Second, you must tribute a monster and all your opponent
has to do to negate it is show a Spell Card. Truly horrible! |
PTDN-EN069 |
|
Cybernetic Hidden Technology
Continuous Trap
When an opponent's monster declares an attack, you can send 1 "Cyber
Dragon" you control, or a Fusion Monster you control that lists "Cyber
Dragon" as a Fusion Material Monster to the Graveyard. Destroy the
attacking monster.
COMMON |
Rating: |
1 |
Comments: |
Good, this "technology" can
stay hidden as the TCG doesn't need "technology" this bad to stay alive. |
PTDN-EN068 |
|
Alchemy Cycle
Normal Trap
The original ATK of all face-up monsters you control becomes 0, until
the End Phase. Each time a monster that had its original ATK reduced to
0 by this effect is destroyed by battle and sent to the Graveyard, draw
1 card.
COMMON |
Rating: |
1 |
Comments: |
Even in Exodia decks this card
is bad as all it takes is a Final Attack Orders and you'll be taking
major damage odds are. |
PTDN-EN067 |
|
Chain Material
Normal Trap
Any time you Fusion Summon a monster this turn, you can remove from
play, from your side of the field, Deck, hand or Graveyard, Fusion
Material Monsters that are listed on the Fusion Monster Card, and use
them as Fusion Material Monsters. You cannot attack during the turn this
card is activated. If you used this effect for a Fusion Summon, the
Summoned Fusion Monster is destroyed during the End Phase.
COMMON |
Rating: |
1 |
Comments: |
Chain material? This card isn't
even deck material!
Use Polymerization, etc instead. |
PTDN-EN066 |
|
Hate Buster
Normal Trap
Activate only when a face-up Fiend-Type monster you control is selected
as an attack target. Destroy the attacking monster and the attack target
monster, and inflict damage to your opponent equal to the original ATK
of the attacking monster.
RARE |
Rating: |
2 |
Comments: |
It can be useful for a monster
that is going to be destroyed by battle and deal major damage but other
than that, pretty bad to use. |
PTDN-EN065 |
|
Sinister Seeds
Normal Trap
Activate only when a face-up Attack Position monster you control is
destroyed by battle. Special Summon 1 "Sinister Seed Token"
(Plant-Type/DARK/Level 1/
ATK 100/DEF 100) for every 500 points of Battle
Damage you took from that battle.
COMMON |
Rating: |
1 |
Comments: |
Special Summoning a mediocre token whose stats won't
keep you from taking damage, are weaker than the damage you took and
cards like TT can leave you defenseless! |
PTDN-EN064 |
|
Rainbow Life
Normal Trap
Discard 1 card. Until the end of this turn, whenever you would take
damage you gain that amount of Life Points instead.
RARE |
Rating: |
3 |
Comments: |
The ultimate defense against
burn decks! A decent card for almost any deck, especially Life Point
gain! |
PTDN-EN063 |
|
Rainbow Path
Normal Trap
Activate only by sending 1 "Crystal Beast" card from your Spell & Trap
Card Zone to the Graveyard when an opponent's monster declares an
attack. Negate the attack, then, you can add 1 "Rainbow Dragon" or
"Rainbow Dark Dragon" from your Deck to your hand.
COMMON |
Rating: |
3 |
Comments: |
A must for Crystal Beast decks
as it makes sure that your Rainbow Dragon makes its debut onto your
field! |
PTDN-EN062 |
|
Dark World Grimoire
Continuous Spell
During your End Phase, if you discard a Monster Card(s) to the Graveyard
because you had more than 6 cards in your hand, you can Special Summon 1
of those monsters.
COMMON |
Rating: |
1 |
Comments: |
With all the powerful cards out
there, there is no room for such a mediocre card like this one since
DW monsters just have to be discarded to the Grave by an effect to
trigger their effects. |
PTDN-EN061 |
|
Gladiator Proving Ground
Normal Spell
Add 1 Level 4 or lower "Gladiator Beast" monster from your Deck to your
hand.
COMMON |
Rating: |
1 |
Comments: |
Same as PTDN-EN060's comments. |
PTDN-EN060 |
|
Gladiator Beast's Battle Archfiend Shield
Equip Spell
Equip only to a "Gladiator Beast" monster. If the equipped monster would
be destroyed, this card is destroyed instead. When the equipped monster
is returned from your side of the field to the Deck and this card is
sent to the Graveyard, return this card to your hand.
COMMON |
Rating: |
1 |
Comments: |
Like I said with Six Samurai
United, keep this card only in Gladiator Beast decks. |