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Yu-Gi-Oh Anime Cards (Page 54)
*Card effects below are as accurate as possible. | |
Episode 89: Race to Escape (1) | |
Return Marker Anime Normal Trap Activate only when your opponent activates an Effect Monster's effect that would destroy a card or inflict damage. Negate the effect, and inflict damage to your opponent equal to that monster's ATK. COMMON |
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Rating: | 2 |
Comments: | Prime Material Dragon does do this card's job better, albeit for a small price but at the same time, this also gets rid of the threat and deals your opponent the ATK of the offending monster. |
Full Armor Ogre FIRE / Fiend / Level 5 / ATK 1600 / DEF 1600 When this card destroys an opponent's monster by battle, inflict 1000 damage to your opponent. When this card is sent from the field to the Graveyard, you can Special Summon 1 "Gatling Ogre" from your Graveyard. COMMON |
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Rating: | 2 |
Comments: | A slight improvement over Gatling Over as its ATK and DEF are double that monster's but it won't deal as much damage. |
Narrow Tunnel Anime Continuous Trap Each player can only Summon 1 monster to their side of the field per turn. If a player controls 2 or more monsters, they must destroy monsters they control until they only control 1. COMMON |
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Rating: | 2 |
Comments: | This'd cripple Xyz, Pendulum to an extent and Synchro Summons because they generally need 2 monsters to properly bring them out, though you could still make use of having to destroy your other monsters to trigger their effects. |
Episode 88: Showdown at Sundown (2) | |
Gatling Ogre FIRE / Fiend / Level 3 / ATK 800 / DEF 800 You can send 1 Set card from your Spell & Trap Card Zone to the Graveyard to inflict 800 damage to your opponent. COMMON |
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Rating: | 1 |
Comments: | While Lawton was able to pull of an OTK with this in the anime, that's mostly due to his luck and the fact that the anime uses half the LP we do. Otherwise, the OTK would be next to impossible as it'd take 10 Spell/Trap Cards to inflict 8000 damage to your opponent and without a card effect saying otherwise, we can only have 6 cards in our hands at a time. |
Episode 86: Duelist for Hire | |
Synchro Overlimit Anime Normal Trap Activate only when a Synchro Monster you control destroys an opponent's monster by battle. It can attack once again this turn. If it does, destroy it after damage calculation. COMMON |
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Rating: | 2 |
Comments: | You might have a Synchro Monster that is protected from destruction and thus giving you only the benefits from this but those types of Synchros are few and far between. |
Fuse Ray Blaster EARTH / Warrior / Level 4 / ATK 1600 / DEF 800 If this face-up card is in Attack Position when a "Fuse Ray Blaster" is Summoned, inflict 800 damage to your opponent. COMMON |
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Rating: | 1 |
Comments: | The only effect it gets is when a copy of itself is Summoned and that's for a mere 800 damage if this guy is in Attack Mode and with those low stats, it doesn't stand a chance without substantial help. |
Infernity Burst Anime Normal Spell Inflict 800 damage to your opponent for each face-up "Infernity" monster you control. COMMON |
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Rating: | 2 |
Comments: | It probably won't deal more than 1600 damage when it's activated but Infernities have proven they can get multiple monsters out. |
Illegal Keeper DARK / Fiend / Level 3 / ATK 1300 / DEF 1300 While you control this face-up card, if your opponent draws a card(s) outside of their Draw Phase, return the card(s) to the Deck and inflict 1000 damage to your opponent. COMMON |
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Rating: | 1 |
Comments: | With his stats and lack of self-protection, you won't be able to keep him on the field very long, especially since his effect isn't very likely to get activated in that time frame. |
Episode 85: Mother Knows Best | |
Clock Knight #3 LIGHT / Warrior / Level 1 / ATK 300 / DEF 300 Once per turn, you can toss a coin. If the result is Heads, this card gains 1200 ATK until the End Phase. Otherwise, destroy this card. Once per turn, if you control another "Clock Knight" monster, you can negate the effects of a card requiring a coin toss and redo the coin toss. COMMON |
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Rating: | 1 |
Comments: | The only differences this guy has over Clock Knight #12 is he has 1/4 12's stats and Level but other than that, he's still the same crappy Effect Monster that would not be in your best interest to run unless Konami buffs both cards heavily for release. |
Clockwork Anime Normal Spell Activate only while you control a face-up "Clock Knight" monster. Special Summon 1 "Clock Knight" monster from your hand with a lower Level than a face-up "Clock Knight" monster you control. COMMON |
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Rating: | 1 |
Comments: | I have no reason to believe there are better Clock Knight monsters in Lindon's Deck considering only two were shown and they're both awful. |
Clock Knight #12 LIGHT / Warrior / Level 4 / ATK 1200 / DEF 1200 Once per turn, you can toss a coin. If the result is Heads, this card gains 1200 ATK until the End Phase. If the result is Tails, destroy this card. Once per turn, if you control another "Clock Knight" monster, you can negate the effects of a card requiring a coin toss and redo the coin toss. COMMON |
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Rating: | 1 |
Comments: | While the odds of it gaining 1200 extra ATK are 50-50, if it's not Heads, you lose the monster and requiring an equally bad Clock Knight just to have Second Coin Toss' effect isn't any better and its stats are poor to start. |
Monster Clock LIGHT / Machine / Level 1 / ATK 0 / DEF 0 When this card is selected as an attack target, you can equip the attacking monster to this card. This card gains ATK equal to those equipped cards' combined ATK. COMMON |
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Rating: | 2 |
Comments: | It has to be attacked to become a threat and can just as easily stop being a threat if any of the equipped cards are destroyed. |
Episode 84: Will the Real Jack Atlas Please Stand Up? (2) | |
Ray of Hope Anime Normal Trap Activate only when you would take 1500 or more Battle Damage. Halve that Battle Damage. At the end of this turn's Battle Phase, you can Special Summon 1 Level 1 monster from your hand. Its effect(s) is negated. COMMON |
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Rating: | 1 |
Comments: | You can do much better with Waboku by reducing the damage to 0 and preventing the destruction of your monsters. |
Reincarnation Ring Anime Continuous Trap Tribute 1 monster. Special Summon 1 monster from your Graveyard whose Level is equal to double the Tributed monster's. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card. COMMON |
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Rating: | 3 |
Comments: | It'll cost you a monster but you'll likely revive a stronger monster in its place. |
Episode 83: Will the Real Jack Atlas Please Stand Up? (1) | |
Shockwave Anime Normal Trap Activate only while your Life Points are lower than your opponent's. Select 1 monster on the field, and destroy it. Then, inflict damage to both players equal to its ATK. COMMON |
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Rating: | 1 |
Comments: | Ring of Destruction would be more ideal than this, and even after it's erratum, it's still more ideal than this. |
Episode 82: Get with the Program (2) | |
Panic Wave Anime Normal Trap Select 1 card you control, and destroy it. During this turn, negate the effects of all face-up Continuous Spell Cards, Continuous Trap Cards, and Effect Monsters on the field. COMMON |
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Rating: | 1 |
Comments: | This only proved useful for Yusei to defeat the Guard Robot but for you, it's very unlikely to be any use considering the specific types of cards it negates, not to mention you have to also destroy one of your own cards and it only lasts one turn. |
Summon Pass Anime Continuous Spell Each time a Level 4 or lower monster is Normal Summoned, its controller's opponent draws 1 card. Then, the monster's controller must call what type of card the drawn card is (Monster, Spell, or Trap). If they call it wrong, destroy the Summoned monster. COMMON |
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Rating: | 1 |
Comments: | Though the odds are pretty good that monster's controller will fail to guess correctly, this only works on Level 4 or lower monsters, and only when they're Normal Summoned. |
Episode 81: Get with the Program (1) | |
Counter Force Anime Continuous Trap Each time a Counter Trap Card is activated, place 1 Charge Counter on this card. During your Standby Phase, you can remove from play this face-up card to inflict 1000 damage to your opponent for each Charge Counter on this card. COMMON |
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Rating: | 1 |
Comments: | While the anime uses half the LP the card game uses, thus making this more likely to be successful, this'd need an improvement because you'd be waiting for 8 Counter Traps to resolve and that's probably not going to happen quickly, leaving this card very vulnerable, especially since dealing damage by its effect only happens during your Standby Phase. |
Lock Dragon DARK / Dragon / Level 3 / ATK 0 / DEF 2000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except when a Counter Trap Card you control negates the activation of an opponent's card(s) or effect(s). While this card is in face-up Defense Position, neither player can Special Summon. COMMON |
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Rating: | 1 |
Comments: | Preventing Special Summons is much more successful now than it would've been years ago but this card has a summoning requirement that is pretty difficult to achieve considering good Counter Traps are few and far between. Even if you do get it out, all of its benefits are moot if it's in Attack Mode or you can take it out in battle. |
Episode 78: Dawn of the Duel Board (2) (Continued) | |
Infinity Force Anime Normal Trap Activate only if you control a face-up "Infinity" monster when your opponent activates a card effect that would inflict effect damage to you. Reduce that damage to 0, and destroy all monsters your opponent controls. COMMON |
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Rating: | 2 |
Comments: | Though we don't have many Infinity monsters, this'd probably be revised to work with Machine-Type monsters or controlling a Meklord Emperor monster and it's certainly a bit better than similar cards. |