COTD-EN079 |
|
Blind Obliteration
Normal Trap
Roll a six-sided die twice and destroy all face-up monsters with
Levels/Ranks lower than the total roll.
RARE |
Rating: |
2 |
Comments: |
It's risky whether you have monsters out or not
because the total die result could hit your monsters only. |
COTD-EN078 |
|
Recall
Counter Trap
When your opponent activates a monster effect: Negate the activation,
and if you do, destroy that card, also your opponent draws 1 card.
RARE |
Rating: |
1 |
Comments: |
A free card may seem meaningless but that can
also be the card that gives your opponent the win. I'd rather use Divine
Wrath instead. |
COTD-EN077 |
|
Back to the Front
Normal Trap
Target 1 monster in your GY; Special Summon it in Defense Position.
RARE |
Rating: |
2 |
Comments: |
Arguably better than Soul Resurrection but not
by much. |
COTD-EN076 |
|
Heavy Storm Duster
Normal Trap
Target up to 2 Spells/Traps on the field; destroy them. You cannot
conduct your Battle Phase the turn you activate this card.
SUPER RARE |
Rating: |
1 |
Comments: |
I don't see this getting heavy use due
to the side-effect. It makes Twin Twisters look good. |
COTD-EN075 |
|
Break Off Trap Hole
Normal Trap
When a Link Monster is Link Summoned: Destroy all monsters on the field
that are not linked.
SUPER RARE |
Rating: |
2 |
Comments: |
It doesn't take out the Link Monster, which
means it will probably take out more monsters and that'll include yours. |
COTD-EN074 |
|
Dark World Brainwashing
Continuous Trap
When an opponent's monster activates its effect, if you have 3 or more
cards in your hand (except during the Damage Step): You can target 1
"Dark World" monster on the field; return it to the hand, and if you do,
the activated effect becomes "Discard 1 random card from your opponent's
hand".
COMMON |
Rating: |
2 |
Comments: |
Pretty situational, even for Dark World Decks
but I suppose it could be worse. |
COTD-EN073 |
|
Twilight Cloth
Normal Trap
Target 1 face-up monster you control; banish any number of "Lightsworn"
monsters from your GY, and if you do, that monster gains 200 ATK and DEF
for each monster banished by this effect, until the end of this turn. If
this card is sent from the Deck to the GY by a "Lightsworn" monster's
effect: You can activate this effect; this turn, "Lightsworn" monsters
you control cannot be destroyed by battle or card effects.
COMMON |
Rating: |
2 |
Comments: |
Once again, the last effect is the only reason
I'm considering this card playable, and only barely playable at that. |
COTD-EN072 |
|
Twilight Eraser
Normal Trap
If you control 2 or more "Lightsworn" monsters with the same Type but
different names: Banish 2 "Lightsworn" monsters from your GY, then
target 2 cards on the field; banish them. If this card is sent from the
Deck to the GY by a "Lightsworn" monster's effect: You can Special
Summon 1 "Lightsworn" monster from your hand.
RARE |
Rating: |
2 |
Comments: |
I consider this only barely playable because the
activation requirements are pretty strict for the end result and only
the last effect makes this remotely worthwhile. |
COTD-EN071 |
|
World Legacy Landmark
Normal Trap
Banish 1 "World Legacy" monster from your hand or face-up from your
field, then target 2 monsters in your GY; Special Summon them, but they
cannot attack this turn.
COMMON |
Rating: |
2 |
Comments: |
Having to get rid of a World Legacy monster
isn't that bad since you get any 2 monsters in your Graveyard with
little restraints, unlike Supreme Rage. |
COTD-EN070 |
|
Supreme Rage
Normal Trap
If you control "Supreme King Z-ARC": Destroy as many monsters you
control as possible, except "Supreme King Z-ARC", and if you do, Special
Summon up to 4 "Supreme King Dragon" monsters with different names from
your hand, Deck, Extra Deck, and/or GY, ignoring their Summoning
conditions. You can banish this card from your GY, then target 1
"Supreme King Dragon" Xyz Monster you control; attach 2 "Supreme King
Dragon" monsters to it as materials, from your GY and/or face-up from
your Extra Deck.
COMMON |
Rating: |
1 |
Comments: |
For such a strict actvation requirement, you'd
think you wouldn't have a large number of side-effects but this card
gives you too many to make itself useful. |
COTD-EN069 |
|
Pulse Mines
Normal Trap
If you control a Machine monster: Change your opponent's Attack Position
monsters (if any) to Defense Position, also, until the end of this turn,
if a monster(s) is Normal or Special Summoned to your opponent's field,
change them to Defense Position.
COMMON |
Rating: |
2 |
Comments: |
Machines are a proven force to be reckoned with
in most cases so this can be used with them but the effect only lasts
one turn so you're really just delaying the inevitable. |
COTD-EN068 |
|
Trickstar Reincarnation
Normal Trap
Banish your opponent's entire hand, and if you do, they draw the same
number of cards. You can banish this card from your GY, then target 1
"Trickstar" monster in your GY; Special Summon it.
SECRET RARE |
Rating: |
2 |
Comments: |
Not many uses with this but if you're aware of a
card your opponent just added to their hand, this'll likely get rid of
it for a while. |
COTD-EN067 |
|
Three Strikes Barrier
Normal Trap
If your opponent controls exactly 3 cards: Activate 1 of these effects;
● this turn, your monsters cannot be destroyed by battle.
● this turn, you take no battle damage.
● this turn, each time your monster inflicts battle damage to your
opponent, you gain the same amount of LP.
COMMON |
Rating: |
1 |
Comments: |
Why wait until they have an unlikely amount of
cards on the field when you can use better cards that require
little-to-nothing? |
COTD-EN066 |
|
Defense Zone
Field Spell
For each monster a player controls in their Main Monster Zone, their
Spells/Traps in the same column as that monster cannot be destroyed by
their opponent's card effects, and their opponent cannot target them
with card effects.
SHORT PRINT COMMON |
Rating: |
2 |
Comments: |
Obviously having 5 monsters is ideal for
protecting your Spell/Trap Cards but they probably won't be protecting
them for long. |
COTD-EN065 |
|
Castle Link
Field Spell
Once per turn: You can target 1 Link Monster on the field; move it to a
Main Monster Zone it points to on its controller's field. Once per turn:
You can switch the locations of 2 Link Monsters in your Main Monster
Zones or 2 Link Monsters in your opponent's Main Monster Zones.
ULTRA RARE |
Rating: |
2 |
Comments: |
Maybe this'll help but I doubt it'll do much for
you. |
COTD-EN064 |
|
Boogie Trap
Normal Spell
Discard 2 cards, then target 1 Trap in your GY; Set that target. It can
be activated this turn. You can only activate 1 "Boogie Trap" per turn.
COMMON |
Rating: |
2 |
Comments: |
A bit pricy to activate this but since you're
revealing a probably important Trap Card to your opponent anyway, you
might as well activate it, especially given that you'd normally be
unable to. |
COTD-EN063 |
|
Gravity Lash
Quick-Play Spell
Target 1 face-up monster on the field; it loses ATK equal to its DEF
until the end of this turn.
COMMON |
Rating: |
2 |
Comments: |
Goukis don't have to worry about this but most
monsters do and being a Quick-Play Spell makes it a bit more versatile. |
COTD-EN062 |
|
Spellbook of Knowledge
Normal Spell
Send to the GY either 1 Spellcaster monster you control, or 1 other
"Spellbook" card from your hand or face-up from your field, except
"Spellbook of Knowledge", and if you do, draw 2 cards. You can only
activate 1 "Spellbook of Knowledge" per turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
Despite Spellbooks being pretty well phased out,
they continue to get support and I don't think this'll be enough to
bring them back. |
COTD-EN061 |
|
Emerging Emercency Rescute Rescue
Normal Spell
If your LP is lower than your opponent's: Reveal 3 Beast monsters with
300 ATK and 100 DEF from your Deck, your opponent chooses 1 for you to
add to your hand, and you shuffle the rest back into your Deck. You can
only activate 1 "Emerging Emergency Rescute Rescue" per turn.
COMMON |
Rating: |
2 |
Comments: |
A risky card since you have to have less LP than
your opponent and regardless of what you pick, your opponent will then
know it's coming but that doesn't always mean they can stop it. |
COTD-EN060 |
|
Twilight Twin Dragons
Normal Spell
If you control "Punishment Dragon": Target 1 "Judgment Dragon" in your
GY; add it to your hand, then send the top 4 cards of your Deck to the
GY. If this card is sent from the Deck to the GY by a "Lightsworn"
monster's effect: You can target 1 "Punishment Dragon" in your GY; add
it to your hand, then banish the top 4 cards of your Deck.
COMMON |
Rating: |
1 |
Comments: |
Punishment Dragon is a horrible activation
requirement as it's a much more inferior version of the very monster it
retrieves from your Graveyard. The other effect is just as bad, if not
worse. |