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Epic!!!

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Circuit Break (Page 4)

CIBR-EN079
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.