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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5 2/5 3/5 4/5 5/5
Text card ratings Rarity Changes Visual spoiler Card spoiler Improved effects

Clash of Rebellions (Page 4)

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.