CORE-EN079 |
|
Extra Buck
Continuous Trap
Each time a card(s) is added to your Extra Deck, place 1 Spell Counter
on this card (max. 3). You can send this card with 3 Spell Counters to
the Graveyard; draw 2 cards.
RARE |
Rating: |
2 |
Comments: |
Since it gets Spell Counters, you might get some use
out of this with cards that put Spell Counters on them like Pitch-Black
Power Stone but even then, it won't speed things up much. |
CORE-EN078 |
|
Balance of Judgment
Normal Trap
If your opponent controls more cards than the combined number of cards
in your hand and that you control: Draw cards equal to their surplus.
You can only activate 1 "Balance of Judgment" per turn.
COMMON |
Rating: |
2 |
Comments: |
You might get to draw a few cards but most likely
you won't get more than one or two because unless you're like me and set
multiple cards to deal with your possible scenarios, you won't get much
out of this. |
CORE-EN077 |
|
Ferret Flames
Normal Trap
If the combined ATK of all face-up monsters your opponent controls is
higher than your LP: Make your opponent shuffle monsters they control
into the Deck (their choice), so that the combined ATK of the remaining
monsters they control becomes less than or equal to your LP.
COMMON |
Rating: |
1 |
Comments: |
Activating this probably means you're going to lose
the Duel but since your opponent chooses what monsters they shuffle into
the Deck and still gets to keep monsters whose ATK combined is equal to
or less than your LP, this is another waste of Deck space. |
CORE-EN076 |
|
Storming Mirror Force
Normal Trap
When an opponent's monster declares an attack: Return all face-up Attack
Position monsters your opponent controls to the hand.
SECRET RARE |
Rating: |
2 |
Comments: |
Nothing more than a mediocre stall card because
you're not banishing the threats, you're returning them to the hand,
which unless those monsters can't be Summoned right away, which most
can, it's basically wasted effort. |
CORE-EN075 |
|
Dried Winds
Continuous Trap
If you gain LP: Target 1 face-up monster your opponent controls; destroy
it. If you control an "Aroma" monster and your LP is at least 3000
higher than your opponent's: You can pay LP equal to the difference;
destroy face-up monsters your opponent controls whose combined ATK is
less than or equal to the LP you paid to activate this effect. You can
only use each effect of "Dried Winds" once per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
A bit better than Humid winds since LP Gain Decks
like mine can make some use out of it but other than that, it's not
really worth using. |
CORE-EN074 |
|
Humid Winds
Continuous Trap
You can pay 1000 LP; add 1 "Aroma" monster from your Deck to your hand.
If your LP is lower than your opponent's: You can gain 500 LP. You can
only use each effect of "Humid Winds" once per turn.
COMMON |
Rating: |
1 |
Comments: |
In California, these are the Santa Ana winds that
aid in forest fires. In the TCG, this means you've gotten a bad draw. |
CORE-EN073 |
|
Igknight Burst
Continuous Trap
Once per turn, during your Main Phase: You can destroy up to 3 other "Igknight"
cards you control, then return an equal number of cards your opponent
controls to the hand. If this card is sent to the Graveyard: You can add
1 face-up "Igknight" Pendulum Monster from your Extra Deck to your hand.
RARE |
Rating: |
1 |
Comments: |
To do anything with it, you need to control 2
Igknight cards, which'll generally be itself and 2 Pendulum Monsters and
for what? All you get in return is temporarily removing threats off the
field and the other effect isn't very good either. |
CORE-EN072 |
|
Return of the Red-Eyes
Continuous Trap
If you control a "Red-Eyes" monster, except "Red-Eyes B. Chick": You can
target 1 Normal Monster in your Graveyard; Special Summon it. If this
card in your possession is destroyed by an opponent's card effect and
sent to your Graveyard: You can target 1 "Red-Eyes" monster in your
Graveyard, except "Red-Eyes B. Chick"; Special Summon it. You can only
use each effect of "Return of the Red-Eyes" once per turn.
COMMON |
Rating: |
2 |
Comments: |
You need a Red-Eyes monster to even activate this
but it doesn't matter what Red-Eyes monster it is so even Darkness Metal
or Black Flare Dragon suffice but it's best to use it for its other
effect. |
CORE-EN071 |
|
Trick Box
Normal Trap
If a face-up "Performage" monster(s) you control is destroyed by battle
or card effect and sent to the Graveyard: Target 1 monster your opponent
controls; take control of it until the End Phase, then Special Summon 1
"Performage" monster from your Graveyard to your opponent's side of the
field. During the End Phase of this turn, give control of the monster
Special Summoned by this effect to its owner.
COMMON |
Rating: |
1 |
Comments: |
You first have to lose a Performage monster you own
and while you get an opponent's monster, you end up temporarily giving
your opponent one of your fallen Performage monsters, making your
opponent get a free monster while you lost and gained one. |
CORE-EN070 |
|
Raptor's Gust
Counter Trap
When a Spell/Trap Card is activated while you control a "Raidraptor"
card: Negate that activation, and if you do, destroy that card.
COMMON |
Rating: |
2 |
Comments: |
This is probably another key component in a
Raidraptor Deck because all it needs is for you to control one to
negate any Spell/Trap Card. |
CORE-EN069 |
|
Raidraptor - Return
Normal Trap
If a "Raidraptor" monster you control is destroyed by battle: Target 1 "Raidraptor"
monster in your Graveyard; add it to your hand. If a face-up "Raidraptor"
monster(s) you control is destroyed by card effect: You can banish this
card from your Graveyard; add 1 "Raidraptor" card from your Deck to your
hand. You can only use this effect of "Raidraptor - Return" once per
turn.
COMMON |
Rating: |
2 |
Comments: |
You get two options for using this and each one
depends on how your Raidraptor monster was destroyed but neither of them
will help you if you're out of monsters on the field. |
CORE-EN068 |
|
Brilliant Spark
Normal Trap
If a face-up "Gem-Knight" monster(s) you control is destroyed by your
opponent's attack or card effect: Target 1 of those destroyed monsters;
inflict damage to your opponent equal to its original ATK. If this card
is in your Graveyard: You can send 1 "Gem-Knight" card from your hand to
the Graveyard; add this card to your hand. You can only activate 1
"Brilliant Spark" per turn.
COMMON |
Rating: |
2 |
Comments: |
The Gem-Knight monster just has to be destroyed and
you make your opponent pay with their LP but while you can also get this
card back, it costs you a Gem-Knight card. |
CORE-EN067 |
|
Chicken Game
Field Spell
The player with the lowest LP takes no damage. Once per turn, during the
Main Phase: The turn player can pay 1000 LP, then activate 1 of these
effects;
● Draw 1 card.
● Destroy this card.
● Your opponent gains 1000 LP.
Neither player can activate cards or effects in response to this
effect's activation.
SHORT PRINT COMMON |
Rating: |
1 |
Comments: |
No reason this card should be short print or be used
because its effects are terrible. |
CORE-EN066 |
|
Wavering Eyes
Quick-Play Spell
Destroy as many cards in each player's Pendulum Zones as possible, then
apply these effects, in sequence, depending on the number of cards
destroyed by this effect.
● 1 or more: Inflict 500 damage to your opponent.
● 2 or more: You can add 1 Pendulum Monster from your Main Deck to your
hand.
● 3 or more: You can banish 1 card on the field.
● 4: You can add 1 "Wavering Eyes" from your Deck to your hand.
COMMON |
Rating: |
2 |
Comments: |
A Quick-Play Spell that gets better the more
Pendulum Monsters you destroy in the Pendulum Zones but regardless, it's
not all that great. |
CORE-EN065 |
|
Mistaken Arrest
Quick-Play Spell
Until the end of your next turn after this card resolves, neither player
can add cards from their Deck to their hand except by drawing them.
SECRET RARE |
Rating: |
2 |
Comments: |
It may be an okay alternative if you haven't drawn
or don't own Thunder King Rai-Oh but Rai-Oh will always be the better
card because it's also a beatstick and an Honest target. |
CORE-EN064 |
|
Back-Up Rider
Normal Spell
Target 1 face-up monster on the field; it gains 1500 ATK until the end
of this turn.
COMMON |
Rating: |
2 |
Comments: |
A better version of Rising Energy as you don't have
to wait or pay a cost to activate it but the boost doesn't last long. |
CORE-EN063 |
|
Void Imagination
Continuous Spell
"Infernoid" monsters you control whose original Levels are 2 or higher
become Level 1 and all battle damage they inflict to your opponent is
halved. You can send this card to the Graveyard; Fusion Summon 1 "Infernoid"
Fusion Monster from your Extra Deck, using monsters from your hand or
your side of the field as Fusion Materials. If your opponent controls a
monster that was Special Summoned from the Extra Deck, and you do not,
you can also use up to 6 monsters in your Deck as Fusion Materials.
SUPER RARE |
Rating: |
1 |
Comments: |
Infernoids are also bad as a whole and not even
their Level 11 Fusion Monster is all that great and that's much of the
point in using this card whereas the other points are even worse because
any affected Infernoids don't deal full battle damage. |
CORE-EN062 |
|
Aroma Garden
Field Spell
Once per turn, if you control an "Aroma" monster: You can gain 500 LP,
also all monsters you control gain 500 ATK and DEF until the end of your
opponent's next turn (even if this card leaves the field). If a face-up
"Aroma" monster you control is destroyed by battle or card effect and
sent to the Graveyard: Gain 1000 LP.
COMMON |
Rating: |
1 |
Comments: |
Aroma monsters are pretty bad as a whole and even if
they weren't, this card's best offer is 1000 LP when one of your Aroma
monsters is destroyed. |
CORE-EN061 |
|
Ignition Phoenix
Field Spell
All "Igknight" monsters on the field gain 300 ATK and DEF. Once per
turn: You can target 1 "Igknight" card you control; destroy it, and if
you do, add 1 "Igknight" card from your Deck to your hand.
COMMON |
Rating: |
1 |
Comments: |
Whether you're running it for the lousy ATK and DEF
boost or the ability to destroy your own card only to add another of the
same type to your hand, this is a terrible card to use. |
CORE-EN060 |
|
Cards of the Red Stone
Normal Spell
Send 1 Level 7 "Red-Eyes" monster from your hand to the Graveyard; draw
2 cards, then you can send 1 Level 7 "Red-Eyes" monster from your Deck
to the Graveyard. You can only activate 1 "Cards of the Red Stone" per
turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
You'll end up with up to 2 Red-Eyes monsters in your
Graveyard and 2 extra cards in your hand but I don't think that warrants
making this card Ultra Rare. |