CIBR-EN079 |
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Broken Line
Counter Trap
When a Spell/Trap Card, or monster effect, is activated in this card's
column, while this card is Set: Negate the activation, and if you do,
destroy that card.
ULTRA RARE |
Rating: |
2 |
Comments: |
Much like Fuse Line, you can plan the card you
want to take out by Setting this in that card's column. However this
does more, albeit not quite as much as Destruction Jammer or the like. |
CIBR-EN078 |
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Fuse Line
Normal Trap
While this card is Set: Target 1 card on the field in this card's
column; destroy it.
SECRET RARE |
Rating: |
2 |
Comments: |
You can drop this card in line with any card you
want to destroy but I'd rather use Treacherous Trap Hole, considering
you destroy any 2 cards on the field by having no Trap Cards in your
Grave. |
CIBR-EN077 |
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Evenly Matched
Normal Trap
At the end of the Battle Phase, if your opponent controls more cards
than you do: You can make your opponent banish cards from their field
face-down so they control the same number of cards as you do. If you
control no cards, you can activate this card from your hand.
SECRET RARE |
Rating: |
2 |
Comments: |
A bit situational but if your field is pretty
much empty or half-full, then this literally evens the playing field, so
long as your opponent's banished cards don't rely on being banished to
activate their effects. |
CIBR-EN076 |
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Metaverse
Normal Trap
Take 1 Field Spell from your Deck, and either activate it or add it to
your hand.
RARE |
Rating: |
1 |
Comments: |
Whether you plan on activating it or just
keeping it in your hand for later, Terraforming is much better to use
over this. |
CIBR-EN075 |
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Metaphys Dimension
Continuous Trap
If your opponent Special Summons a monster (except during the Damage
Step): You can target 1 of your banished "Metaphys" monsters; Special
Summon it, but banish it during the End Phase of the next turn. If your
other "Metaphys" card in its owner's possession is banished while this
card is already face-up in your Spell & Trap Zone: You can target 1 card
your opponent controls; banish it. You can only use each effect of
"Metaphys Dimension" once per turn.
RARE |
Rating: |
2 |
Comments: |
Special Summoning is pretty much the norm in
today's metagame so you're bound to get some uses, though actually
getting to use the effect requires you to have a pre-banished Metaphys
monster or have one of them banished while the card is face-up. |
CIBR-EN074 |
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World Legacy Trap Globe
Normal Trap
Shuffle into the Deck, 5 of your "World Legacy" cards with different
names that are banished, in your hand or GY, and/or face-up on your
field, except "World Legacy Trap Globe", then draw 2 cards. You can only
activate 1 "World Legacy Trap Globe" per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
World Legacy monsters still haven't really
proven to me they're all that good but they don't seem to be done with
getting support yet. |
CIBR-EN073 |
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World Legacy Pawns
Continuous Trap
You can target 1 face-down monster you control; change it to face-up
Attack or Defense Position. You can shuffle 1 "Krawler" monster from
your GY into the Main Deck, then target 1 face-up monster you control;
change it to face-down Defense Position. You can only use 1 "World
Legacy Pawns" effect per turn, and only once that turn.
COMMON |
Rating: |
2 |
Comments: |
Unlike Flip Summons, this lets you choose to
simply turn it face-up without having to risk it being in Attack
Position, not to mention activate that monster's effect. Once you use
the effect, though, you'll have to wait until next turn to use it again,
even if you control multiple copies. |
CIBR-EN072 |
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Personal Spoofing
Continuous Trap
Once per turn: You can shuffle 1 other "Altergeist" card from your hand
or face-up from your field into the Main Deck; add 1 "Altergeist"
monster from your Deck to your hand.
RARE |
Rating: |
2 |
Comments: |
A bit like Card Trader, though arguably Card
Trader is better since it's a Spell Card and doesn't care what yu
shuffle into the Deck. However, this also lets you get a better
Altergeist monster than the one you returned. |
CIBR-EN071 |
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Altergeist Protocol
Continuous Trap
The activation and effects of "Altergeist" cards activated on your field
cannot be negated. When your opponent activates a monster effect: You
can send 1 other face-up "Altergeist" card you control to the GY; Negate
the activation, and if you do, destroy it. You can only use this effect
of "Altergeist Protocol" once per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
Perhaps a key card to Altergeist Decks as it
locks out your opponent's counters to pretty much any of the Altergeist
cards. However, this card only negates monster effects and only if
you're willing to give up an Altergeist card. Plus, the effect can't be
used more than once per turn. |
CIBR-EN070 |
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Altergeist Camouflage
Normal Trap
Target 1 "Altergeist" monster you control; equip this card to it. Your
opponent cannot target it for attacks, but it does not prevent your
opponent from attacking you directly. Negate an opponent's monster
effect that activates by targeting the equipped monster. If an
"Altergeist" card(s) you control would be destroyed by battle or card
effect, you can banish this card from your GY instead.
RARE |
Rating: |
2 |
Comments: |
It offers two-fold protection both while
equipped and from the Graveyard but the latter of those two will only
protect it during that instant. |
CIBR-EN069 |
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Remote Rebirth
Normal Trap
Target 1 monster in your opponent's GY; Special Summon it in an
opponent's Main Monster Zone your Link Monster points to.
COMMON |
Rating: |
1 |
Comments: |
The only time one should revive a monster from
the opponent's Graveyard is when the effect benefits you more like with
Number 32: Shark Drake. This doesn't benefit you much at all and you may
not have many options to pick from. |
CIBR-EN068 |
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Link Restart
Counter Trap
When a Spell/Trap Card, or monster effect, is activated that would
inflict damage to you: Negate the activation, and if you do, Special
Summon 1 Link Monster from your GY.
COMMON |
Rating: |
2 |
Comments: |
Pretty situational and doesn't get rid of the
threat that prompted activating it. At least it can revive any Link
Monster from your Grave. |
CIBR-EN067 |
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Cyberse Beacon
Normal Trap
If you took damage by battle or an opponent's card effect this turn: Add
1 Level 4 or lower Cyberse monster from your Deck to your hand. You can
only activate 1 "Cyberse Beacon" per turn.
COMMON |
Rating: |
2 |
Comments: |
I'd rather bring out the monster using something
like Damage Condenser so that I can at least reduce the odds of taking
more damage this turn. This card doesn't really do that. |
CIBR-EN066 |
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Burning Bamboo Sword
Continuous Spell
If you activate a "Bamboo Sword" card while this card is already face-up
in your Spell & Trap Zone: You can skip your opponent's next Main Phase
1.
SHORT PRINT COMMON |
Rating: |
1 |
Comments: |
A flaming sword could be a threat but this one
is just one of many useless swords that aren't even worth being embedded
in stone for some traveler passing by to try and remove. |
CIBR-EN065 |
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Backup Squad
Continuous Spell
Each time you take 1000 or more damage by your opponent's card effect or
their monster's attack: Draw 1 card for every 1000 damage you took.
RARE |
Rating: |
2 |
Comments: |
It can be effective against Burn Decks, or in
combination with Temple of the Mind's Eye but it's still a pretty hefty
price to pay to draw extra cards. |
CIBR-EN064 |
|
Temple of the Mind's Eye
Field Spell
Any battle damage a player takes becomes 1000.
COMMON |
Rating: |
2 |
Comments: |
Most of the time, you'd probably get the effect
of this as damage is generally 500 or less. However, this applies to
your opponent as well so if you'd otherwise take less damage, you're now
taking perhaps twice that amount. |
CIBR-EN063 |
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Overdone Burial
Equip Spell
Activate this card by discarding 1 monster, then target 1 monster in
your GY whose Level is lower than the discarded monster's original
Level; Special Summon it and equip it with this card. The equipped
monster has its effects negated. You can only activate 1 "Overdone
Burial" per turn.
SECRET RARE |
Rating: |
2 |
Comments: |
It trades in one monster for another but you
won't have many choices if you don't send a high-Level monster. |
CIBR-EN062 |
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Arrivalrivals
Quick-Play Spell
During the Battle Phase: Immediately after this effect resolves, Normal
Summon 1 monster. You can only activate 1 "Arrivalrivals" per turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
It's not much better than Special Summoning
during your opponent's turn given that your monster isn't able to do
much. You'd be better off with the likes of Soul Exchange. |
CIBR-EN061 |
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One-Time Passcode
Normal Spell
Special Summon 1 "Security Token" (Cyberse/LIGHT/Level 4/ATK 2000/
DEF
2000) in Defense Position. You can only activate 1 "One-Time Passcode"
per turn.
RARE |
Rating: |
2 |
Comments: |
Unlike Fiend's Sanctuary, whose Token is safe
from harm for a fee of 1000 LP each turn, this gives you a stronger
Token free of charge but prevents you from using more than one copy per
turn. Not too bad but I'd still argue Fiend's Sanctuary is better. |
CIBR-EN060 |
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Asymmetaphys
Continuous Spell
Once per turn: You can banish 1 "Metaphys" card from your hand, and if
you do, draw 1 card. Once per turn, if your "Metaphys" card in its
owner's possession is banished: Apply this effect depending on whose
turn it is.
● Your turn: All monsters on the field lose 500 ATK/DEF, except
"Metaphys" monsters.
● Opponent's turn: Change the battle positions of all monsters on the
field, except "Metaphys" monsters.
ULTRA RARE |
Rating: |
2 |
Comments: |
A two-for-one deal with this as your practically
useless Metaphys monster will get banished, allowing you to bring it
back by other means and draw an extra card. The bulleted effects aren't
really that good though. |