RATE-EN079 |
|
Switcheroroo
Normal Trap
If you control the same number of monsters as your opponent, switch
control of all those monsters.
RARE |
Rating: |
2 |
Comments: |
If your monsters are outmatched, this'd help you
out pretty nicely or you could just play a weaker monster on purpose,
then switch it with your opponent's lone monster but you both need to
control the same number of monsters. |
RATE-EN078 |
|
Full Force Virus
Normal Trap
Tribute 1 DARK monster with 2000 or more DEF; check your opponent's
hand, all monsters they control, and all cards they draw until the end
of their 3rd turn after this card's activation, and destroy all those
monsters with 1500 or less DEF.
SECRET RARE |
Rating: |
2 |
Comments: |
This could hit more powerful monsters like any
of the Monarchs or Jinzo but I think you'd want to keep that DARK
monster instead of getting rid of it for little or no benefit. |
RATE-EN077 |
|
Purushaddoll Aeon
Normal Trap
Target 1 "Shaddoll" monster you control; send 1 "Shaddoll" card from
your hand to the Graveyard, and if you do, the targeted monster gains
1000 ATK and DEF, but is changed to face-down Defense Position during
the End Phase.
COMMON |
Rating: |
1 |
Comments: |
Having to ditch a Shaddoll card to give the
monster 1000 ATK and DEF isn't all that bad but that's for nothing in
the end thanks to its side-effect. |
RATE-EN076 |
|
Void Feast
Normal Trap
Send 1 "Void" Spell/Trap Card from your hand or face-up from your field
to the Graveyard; Special Summon up to 3 "Infernoid" monsters from your
Deck, whose total Levels exactly equal 8, ignoring their Summoning
conditions.
COMMON |
Rating: |
2 |
Comments: |
It's a small cost to bring out 3 monsters but
Void monsters have only proven to me that they're pretty poor. |
RATE-EN075 |
|
Majespector Gust
Normal Trap
Target 1 "Majespecter" card in your Pendulum Zone; Special Summon it.
COMMON |
Rating: |
2 |
Comments: |
It can help if you don't have any other monsters
to play but it doesn't do anything else. |
RATE-EN074 |
|
Shiranui Style Samsara
Continuous Trap
This card's name becomes "Shiranui Style Synthesis" while it is in the
Spell & Trap Zone. Once per turn: You can activate 1 of these effects.
● Banish 1 face-up Zombie-Type monster you control; you take no damage
this turn (even if this card leaves the field).
● Target 2 of your banished Zombie-Type monsters with 0 DEF; shuffle
them both into the Deck, then draw 1 card.
COMMON |
Rating: |
2 |
Comments: |
Any of your Zombies will work with this and some
of the good ones have 0 DEF to retrieve later. |
RATE-EN073 |
|
Beginning of Heaven and Earth
Normal Trap
Reveal 3 Warrior-Type monsters from your Deck, including at least 1
"Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, and
have your opponent randomly pick 1. If they picked a "Black Luster
Soldier" monster or "Gaia The Fierce Knight" monster, add it to your
hand and send the rest to the Graveyard. Otherwise, send them all to the
Graveyard. You can only activate 1 "Beginning of Heaven and Earth" per
turn.
COMMON |
Rating: |
1 |
Comments: |
The artwork looks like a much more promising
outcome than this'd ever do because this is a huge risk unless you pick
3 of the same monster but only the Effect Black Luster Soldier and Super
Soldier are any good. |
RATE-EN072 |
|
Shinobird Salvation
Continuous Trap
If a face-up Spirit monster(s) you control returns to your hand while
this card is face-up on the field (except during the Damage Step): You
can target 1 card your opponent controls; destroy it. When an opponent's
monster declares an attack: You can banish 1 Spirit monster from your
Graveyard; negate the attack, then end the Battle Phase. You can only
use each effect of "Shinobird Salvation" once per turn.
COMMON |
Rating: |
2 |
Comments: |
Spirit monsters are pretty well guaranteed to
return to the hand and thus you'll take out an opponent's threat but the
other effect is only going to cost you resources. |
RATE-EN071 |
|
Zoodiac Combo
Normal Trap
Target 1 "Zoodiac" Xyz Monster you control; attach 1 "Zoodiac" monster
from your Deck to that Xyz Monster as Xyz Material. During either
player's turn, except the turn this card was sent to the Graveyard: You
can banish this card from your Graveyard, then target 5 "Zoodiac" cards
in your Graveyard with different names; shuffle all 5 into the Deck,
then draw 1 card.
COMMON |
Rating: |
2 |
Comments: |
It'll help power up the feeble Zoodiac Xyz
Monsters but with their best monster at the moment having only 1600 ATK,
it'd be best if that Xyz Monster already has a Zoodiac Xyz Material. |
RATE-EN070 |
|
Ancient Gear Reborn
Continuous Trap
Once per turn, if you control no monsters: You can target 1 "Ancient
Gear" monster in your Graveyard; Special Summon it, and if you do, it
gains 200 ATK (even if this card leaves the field). You can only control
1 "Ancient Gear Reborn".
RARE |
Rating: |
2 |
Comments: |
Not all Ancient Gear monsters can be revived but
unlike the more versatile Call of the Haunted, this doesn't have a
preference for the monster's battle position and does make it a bit
stronger. |
RATE-EN069 |
|
Cipher Spectrum
Normal Trap
If a "Cipher" Xyz Monster(s) you control that has Xyz Material is
destroyed by battle or an opponent's card effect and sent to your
Graveyard: Target 1 of those monsters; Special Summon it, and if you do,
Special Summon 1 Xyz Monster from your Extra Deck with the same name as
that Xyz Monster.
COMMON |
Rating: |
1 |
Comments: |
You do get 2 monsters for the price of one but
neither of them will do you much good without their Xyz Materials. |
RATE-EN068 |
|
Lost Wind
Normal Trap
Target 1 face-up Special Summoned monster on the field; it has its
effects negated, also its original ATK is halved. If a monster is
Special Summoned from your opponent's Extra Deck, while this card is in
the Graveyard (except during the Damage Step): You can Set this card,
but banish it when it leaves the field.
RARE |
Rating: |
2 |
Comments: |
Fiendish Chain is actually a better card since
it can affect more monsters and stops it from attacking whereas this is
just a watered down version of Shrink. |
RATE-EN067 |
|
Terminal World NEXT
Continuous Spell
Activate this card if your opponent controls 3 or fewer monsters and 3
or fewer Spell/Trap Cards, while you control no other cards. Cards
cannot be placed on the field if it would give any player more than 3
monsters or more than 3 Spell/Trap Cards on their field.
SHORT PRINT COMMON |
Rating: |
1 |
Comments: |
A supposed lock-down card but its activation
requirements are kinda strict and you may eventually be locked out of
any way to get rid of this later. |
RATE-EN066 |
|
That Grass Looks Greener
Normal Spell
If you have more cards in your Deck than your opponent does: Send cards
from the top of your Deck to the Graveyard so you have the same number
of cards in the Deck as your opponent.
SECRET RARE |
Rating: |
1 |
Comments: |
Even if you're just dumping cards that could
benefit you, you're still increasing your odds of Decking out first. |
RATE-EN065 |
|
Foolish Burial Goods
Normal Spell
Send 1 Spell/Trap Card from your Deck to the Graveyard. You can only
activate 1 "Foolish Burial Goods" per turn.
SECRET RARE |
Rating: |
2 |
Comments: |
Since some Spell/Trap Cards benefit from being
in the Graveyard, this isn't too bad but only one copy can be activated
per turn. |
RATE-EN064 |
|
Ritual Beast Return
Quick-Play Spell
Banish 1 "Ritual Beast" monster from your hand, then target 1 of your
"Ritual Beast" monsters, that is banished or is in your Graveyard;
Special Summon it.
COMMON |
Rating: |
2 |
Comments: |
Ritual Beasts never really impressed me but
you'll probably be reviving a better Ritual Beast than the one you
banish from your hand. |
RATE-EN063 |
|
Super Quantal Alphan Spike
Normal Spell
If you control 3 or more "Super Quantum" monsters with different names:
Shuffle as many cards your opponent controls as possible into the Deck,
then your opponent Special Summons 1 monster from their Extra Deck,
ignoring its Summoning conditions. You can banish this card and 1 "Super
Quantal Fairy Alphan" from your Graveyard; activate 1 "Super Quantal
Mech Ship Magnacarrier" from your Deck.
COMMON |
Rating: |
1 |
Comments: |
Why bother using this when you're just giving
your opponent possibly something better for free after you get the work
of actually getting the Super Quantum monsters out on your field? |
RATE-EN062 |
|
Super Soldier Synthesis
Ritual Spell
This card can be used to Ritual Summon any "Black Luster Soldier" Ritual
Monster from your hand or Graveyard. You must also send 1 LIGHT and 1
DARK monster (1 from your hand and 1 from your Deck) to the Graveyard,
whose total Levels exactly equal 8. You can only activate 1 "Super
Soldier Synthesis" per turn.
COMMON |
Rating: |
1 |
Comments: |
It sounds good until you read that you need a
LIGHT and DARK monster from different locations to use for the Ritual
Summon. |
RATE-EN061 |
|
Shinobird Power Spot
Continuous Spell
Spirit monsters you control gain 500 ATK and DEF. If a face-up WIND
monster(s) you control returns to your hand (except during the Damage
Step): You can add 1 Spirit monster or Ritual Spell Card from your Deck
to your hand. You can only use this effect of "Shinobird Power Spot"
once per turn.
COMMON |
Rating: |
2 |
Comments: |
At least not all of the effects are restrained
to WIND monsters but it's still pretty poor. |
RATE-EN060 |
|
Shinobird's Calling
Ritual Spell
This card is used to Ritual Summon "Shinobaroness Peacock" or
"Shinobaron Peacock". You must also Tribute monsters from your hand or
field and/or banish Spirit monsters from your Graveyard, whose total
Levels equal or exceed the Level of the Ritual Monster you Ritual
Summon.
COMMON |
Rating: |
1 |
Comments: |
Both Ritual Monsters it brings out are just
horrible so one shouldn't expect the Ritual Summon linked to them to be
any good either. |