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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

Code of the Duelist (Page 4)

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.