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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

Crossed Souls (Page 4)

CROS-EN079
Monster Rebone
Continuous Trap
If your opponent Special Summoned a monster this turn: Activate this card by targeting 1 monster in your opponent's Graveyard; Special Summon it to your side of the field in Defense Position. When this card leaves the field, banish that monster. When that monster leaves the field, destroy this card.
SUPER RARE
Rating: 2
Comments: Special Summoning is quite common these days and you'll get a monster out of the deal but it's Special Summoned in Defense Mode, which may not be what you want and Call of the Haunted may be the better choice as it's more versatile.
CROS-EN078
Statue of Anguish Pattern
Continuous Trap
Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 7/
ATK 0/DEF 2500). (This card is also still a Trap Card.) If Summoned this way, this card cannot be targeted by an opponent's card effects while you control another Trap Card that is a monster. If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone while this card is a monster: You can target 1 card on the field; destroy it.
COMMON
Rating: 2
Comments: It'll have 2500 DEF as a Monster Card and that'll hold back most monsters of its soon-to-have Level and lower but it'd be much better if it too had indestructibility to battle as being unable to be the target of card effects doesn't help you or it much, though you might get some use out of the last effect.
CROS-EN077
Abyss Stungray
Continuous Trap
Special Summon this card as an Effect Monster (Thunder-Type/LIGHT/Level 5/
ATK 1900/DEF 0). (This card is also still a Trap Card). If Summoned this way, this card cannot be destroyed by battle.
COMMON
Rating: 2
Comments: A free 1900 beatstick that is an Honest target and can't be destroyed in battle isn't all that bad but it has all the weaknesses of Trap Cards so you'd better Tribute it or use it for something better.
CROS-EN076
Fiend Griefing
Normal Trap
Target 1 monster in your opponent's Graveyard; shuffle it into the Deck, then you can send 1 Fiend-Type monster from your Deck to the Graveyard.
COMMON
Rating: 1
Comments: Griefing is right because let's face it, this is a terrible way to prevent your opponent from having their desired monster(s) in the Graveyard or dump a Fiend-Type monster from your Deck to the Graveyard.
CROS-EN075
Lose 1 Turn
Normal Trap
Activate this card only if you currently control no Special Summoned monsters. During the turn a monster is Special Summoned, negate its effects. If an Effect Monster(s) is Special Summoned in Attack Position: Change it to Defense Position.
ULTRA RARE
Rating: 1
Comments: Little more than a feeble stall card and there are better ones than that like Ceasefire and in the very least Curse of Anubis, neither of which are this Rare nor do they really need anything for their activation.
CROS-EN074
Jar of Avarice
Normal Trap
Target 5 cards in your Graveyard, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. You can only activate 1 "Jar of Avarice" per turn.
SECRET RARE
Rating: 2
Comments: Clearly a replacement for the banned Pot of Avarice as it does virtually the same thing only it doesn't care what 5 cards you shuffle into the Deck as long as it's not another copy and of course you only draw half the cards PoA gives you in return, not to mention this is a Trap Card.
CROS-EN073
Void Purification
Continuous Trap
If you control a monster that is not an "Infernoid" monster, send this card to the Graveyard. You can only use each of these effects of "Void Purification" once per turn.
● During each of your opponent's Standby Phases: You can target 1 "Infernoid" monster in your Graveyard; add it to your hand.
● During each of your Standby Phases: You can target 1 of your banished "Infernoid" monsters; return it to the Graveyard.
RARE
Rating: 1
Comments: It's this card that needs to be purified of its terribleness as its effects do you little good unless you're desperate to bring an Infernoid monster out.
CROS-EN072
Zefra Divine Strike
Counter Trap
When a Spell/Trap Card, or monster effect, is activated: Banish 1 face-up "Zefra" monster in your Extra Deck; negate the activation, and if you do destroy it.
SUPER RARE
Rating: 2
Comments: Easy enough to activate but needs you to banish a Zefra monster in your Extra Deck first and you may not have any when you need to use this card.
CROS-EN071
Chosen of Zefra
Continuous Trap
This card gains these effects depending on the number of face-up "Zefra" monsters with different names in your Extra Deck.
● 3 or more: Monsters you control gain 100 ATK for each face-up monster in any Extra Deck.
● 5 or more: Monsters you control cannot be destroyed by an opponent's card effects.
● 8 or more: Monsters you control cannot be targeted by an opponent's card effects.
● 10: You can send this card to the Graveyard; shuffle all cards from your opponent's hand, field, and Graveyard into the Deck.
COMMON
Rating: 2
Comments: I'm sure Zefras aren't actually all that bad considering their high scale Pendulum Monsters and the more you have stockpiled in your Extra Deck, the more of this card's effects you can use.
CROS-EN070
Dizzying Winds of Yosen Village
Continuous Trap
Activate this card only if you control a Level 6 or higher "Yosenju" monster. While you have a "Yosenju" card in your Pendulum Zone, if a monster would be returned from the field to the hand by a card effect, shuffle it into the Deck instead, unless it is a "Yosenju" monster.
COMMON
Rating: 1
Comments: It asks for you to control a Level 6 or higher Yosenju monster and doesn't even return Yosenjus to the Deck if they'd return to the hand, which makes this card completely pointless.
CROS-EN069
Designer Frightfur
Normal Trap
Target 1 "Edge Imp" or "Fluffal" monster in your Graveyard; Special Summon it, and if you do, it can be treated as a "Frightfur" monster for a Fusion Summon.
COMMON
Rating: 2
Comments: Only Sabres is good enough to use with this but it'll count as a Frightfur monster for a Fusion Summon and other better Edge Imp or Fluffal monsters may get released down the road.
CROS-EN068
Fluffal Crane
Normal Trap
When a face-up "Fluffal" monster(s) you control is destroyed by your opponent's attack or card effect and sent to your Graveyard: Target 1 of those destroyed monsters; add it to your hand, and if you do, draw 1 card.
COMMON
Rating: 2
Comments: You get the lost Fluffal monster back as well as an extra card but it'd be better if you Special Summoned the lost Fluffal monster instead.
CROS-EN067
Melodious Illusion
Normal Trap
Target 1 "Melodious" monster you control; this turn, that face-up monster you control is unaffected by your opponent's Spell/Trap effects, and it can make a second attack during each Battle Phase.
RARE
Rating: 2
Comments: Not all Melodious monsters are good but the ones that are will only get better with this.
CROS-EN066
Performapal Pinch Helper
Continuous Trap
Once per turn, when an opponent's monster declares a direct attack: You can negate the attack, and if you do, Special Summon 1 "Performapal" monster from your Deck, but its effects are negated. When an attack is declared involving a monster you control and an opponent's monster: You can send this card to the Graveyard; you take no battle damage from that battle.
COMMON
Rating: 2
Comments: This can help save you from direct damage but your new monster loses its effects and sending itself to the Graveyard only saves you from battle damage during the battle your monster is involved in.
CROS-EN065
Unexpected Dai
Normal Spell
If you control no monsters: Special Summon 1 Level 4 or lower Normal Monster from the Deck.
SUPER RARE
Rating: 3
Comments: Although you need to control no monsters, you can activate this card the first turn of the duel, where you'll always have no monsters and there are plenty of strong Level 4 or lower Normal Monsters to choose from and you can use the new monster for whatever Summon you'd like!
CROS-EN064
Pendulum Rising
Normal Spell
Send 1 monster you control to the Graveyard; Special Summon from your Main Deck, 1 Pendulum Monster with the same Level as the sent monster's original Level, but destroy it during the End Phase. You can only activate 1 "Pendulum Rising" per turn.
COMMON
Rating: 2
Comments: You can do what you want with the Pendulum Monster but it has to be the same Level as the sent monster's Level.
CROS-EN063
Harmonic Oscillation
Normal Spell
If your opponent has 2 cards in their Pendulum Zones: Target those 2 cards; while both targets are in their Pendulum Zones, you can Pendulum Summon monsters using their Pendulum Scales this turn, but only from the Extra Deck.
SHORT PRINT COMMON
Rating: 1
Comments: It'd be great if I could Pendulum Summon from my hand using those two scales but I'm limited to the Extra Deck, which doesn't help much at all, nor is it good enough to justify making this card short printed.
CROS-EN062
Galaxy Cyclone
Normal Spell
Target 1 Set Spell/Trap Card on the field; destroy it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card on the field; destroy it. You can only use this effect of "Galaxy Cyclone" once per turn.
SECRET RARE
Rating: 1
Comments: Nothing beats the good old Mystical Space Typhoon because that card can get rid of any Spell or Trap on the field and is a Quick-Play, which is better than this card's effects combined.
CROS-EN061
Void Vanishment
Continuous Spell
You can discard 1 card; add 1 "Void" Spell/Trap Card from your Deck to your hand, except "Void Vanishment" or "Null and Void", also you cannot Normal or Special Summon monsters for the rest of this turn, except "Infernoid" monsters. You can only use this effect of "Void Vanishment" once per turn. If an "Infernoid" monster you control battles an opponent's monster, after damage calculation: You can send this card to the Graveyard; banish those monsters.
SUPER RARE
Rating: 2
Comments: Though most Infernoid monsters and their support are pretty bad, there might be better support down the road, though you don't get to Normal Summon or Special Summon anything else if the first effect is used.
CROS-EN060
Oracle of Zefra
Field Spell
When this card is activated: Add 1 "Zefra" monster from your Deck to your hand. When you Ritual Summon using a "Zefra" monster, or Special Summon using a "Zefra" monster as Material, you can activate these effects depending on the monster Summoned, once per turn per effect.
● Ritual: Shuffle 1 monster on the field into the Deck.
● Fusion: Special Summon 1 monster from your hand.
● Synchro: Choose 1 monster from your Deck and place it on top of your Deck.
● Xyz: Draw 1 card, then discard 1 card.
You can only activate 1 "Oracle of Zefra" per turn.
SECRET RARE
Rating: 1
Comments: It relies solely on Zefras either being Summoned or being used for a Summon and you don't really get much out of it, especially since you can only get each bullet once per turn.