DUEA-EN079 |
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Time-Space Trap Hole
Normal Trap
When your opponent Special Summons a monster(s) from the hand or Extra
Deck: Shuffle that monster(s) into the Deck, then you lose 1000 LP for
each returned monster.
SECRET RARE |
Rating: |
1 |
Comments: |
Of course it's anti-Pendulum Summoning but then
you're going to take a huge hit from this card's effect and those
threats are not removed permanently. |
DUEA-EN078 |
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Pendulum Back
Normal Trap
If you have 2 cards in your Pendulum Zones: Target 2 monsters in your
Graveyard, each with a Level between (exclusive) the Pendulum Scales of
the cards in your Pendulum Zones; add them to your hand.
SUPER RARE |
Rating: |
2 |
Comments: |
Your options are only limited by what's in your
Graveyard and the 2 Pendulum monsters on your field but either way, they
can't help you much if you lose one of your two activated Pendulum
Monsters. |
DUEA-EN077 |
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Face-Off
Counter Trap
When a Spell/Trap Card, or monster effect, is activated during the
Damage Step: Negate the activation, and if you do, destroy it.
RARE |
Rating: |
2 |
Comments: |
An almost better version of Debunk as it can stop
Spells and Traps too but only during the Damage Step. |
DUEA-EN076 |
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Chain Dispel
Normal Trap
When a Spell/Trap Card is activated: Destroy all cards in the
controller's Deck with the same name as the activated card.
COMMON |
Rating: |
1 |
Comments: |
We all know how bad Chain Destruction is so having
one that works on Spells and Traps is equally bad, especially since the
activated card still resolves. |
DUEA-EN075 |
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Yang Zing Unleashed
Continuous Trap
All monsters your opponent controls must attack, if able. During either
player's Main Phase or Battle Phase: You can send this face-up card from
your Spell & Trap Zone to the Graveyard; immediately after this effect
resolves, Synchro Summon 1 Synchro Monster, using 1 or more "Yang Zing"
monsters you control as Synchro Materials.
COMMON |
Rating: |
2 |
Comments: |
By giving up this card's main benefit, you can
Synchro Summon during either player's turn but doing so during your
opponent's turn, especially through this card's method isn't very
beneficial as you're better off doing so during your own turn so that
the main benefit of this can remain active. |
DUEA-EN074 |
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Yang Zing Creation
Continuous Trap
Once per turn, if a monster(s) you control is destroyed by battle or
card effect: You can Special Summon 1 "Yang Zing" monster from your
Deck. You cannot Special Summon monsters from the Extra Deck, except
Synchro Monsters.
ULTRA RARE |
Rating: |
2 |
Comments: |
You at least get to replace any of your fallen
monsters with a new one but losing more than you're bringing out doesn't
help you much and you can only Special Summon Synchros while it's
face-up. |
DUEA-EN073 |
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Shaddoll Core
Continuous Trap
Special Summon this card as an Effect Monster
(Spellcaster-Type/DARK/Level 9/
ATK 1450/DEF 1950). (This card is also still a Trap Card.) If Summoned
this way, you can substitute this monster for 1 Fusion Material Monster
that lists an Attribute, on a "Shaddoll" Fusion Monster Card. If this
card is sent to the Graveyard by a card effect: You can target 1 "Shaddoll"
Spell/Trap Card in your Graveyard, except "Shaddoll Core"; add it to
your hand.
SUPER RARE |
Rating: |
2 |
Comments: |
You can still use the card for whatever else you'd
like, making it beneficial for a Rank 9 Xyz Summon if you activate 2 or
more copies but as a Fusion substitute, you'd be better off using the
monster versions as they're less specific and don't need to be Summoned
to obtain their effects. |
DUEA-EN072 |
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Sinister Shadow Games
Normal Trap
Send 1 "Shaddoll" card from your Deck to the Graveyard, then you can
change any number of face-down Defense Position "Shaddoll" monsters you
control to face-up Defense Position.
ULTRA RARE |
Rating: |
2 |
Comments: |
Any face down Flip Effect Shaddolls will activate
their effects and it doesn't care what Shaddoll monster you send to the
Grave but it's useless outside the archtype's Deck. |
DUEA-EN071 |
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Stellarnova Alpha
Counter Trap
When a Spell/Trap Card, or monster effect is activated: Send 1 face-up "tellarknight"
monster you control to the Graveyard; negate the activation, and if you
do, destroy that card, then draw 1 card.
ULTRA RARE |
Rating: |
2 |
Comments: |
Stops any effect when you have a Tellarknight to get
rid of and you get to draw 1 card but when it comes down to it, it's not
much better than Horn of Heaven. |
DUEA-EN070 |
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Stellarnova Wave
Continuous Trap
Once per turn, during your Main Phase or your opponent's Battle Phase:
You can Special Summon 1 "tellarknight" monster from your hand.
COMMON |
Rating: |
2 |
Comments: |
I can see this being another key card for
Tellarknights but outside of that, there's nothing out there for it. |
DUEA-EN069 |
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Battleguard Howling
Normal Trap
When a Warrior-Type monster you control is targeted for an attack, or by
an opponent's monster effect: Target 1 face-up monster your opponent
controls; inflict damage to your opponent equal to the original ATK of
the face-up monster you targeted with this card, and if you do, return
it to the hand.
COMMON |
Rating: |
3 |
Comments: |
Although it also returns the monster to the hand, it
hurts your opponent with likely a fair bit of damage and doesn't care
about anything regarding that Warrior-Type monster. |
DUEA-EN068 |
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Battleguard Rage
Continuous Trap
Activate this card by targeting 1 Warrior-Type monster you control. It
gains 1000 ATK. Monsters destroyed by battle with it are returned to the
hand instead of going to the Graveyard. When that monster leaves the
field, destroy this card.
COMMON |
Rating: |
2 |
Comments: |
The Warrior gains 1000 ATK and returns the monsters
it destroys back to the hand but then it's just waiting to come out
again and that's not really what you want. |
DUEA-EN067 |
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Pop-Up
Quick-Play Spell
If your opponent controls a card in their Field Zone and you do not:
Activate 1 Field Spell Card from your Deck. You can only activate 1
"Pop-Up" per turn.
COMMON |
Rating: |
2 |
Comments: |
It actually would've had more use before the new
rule for Field Spells was put into effect as activating this would
destroy the other one. |
DUEA-EN066 |
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The Monarchs Stormforth
Quick-Play Spell
Once during this turn, if you would Tribute a monster(s) you control for
a Tribute Summon, you can Tribute 1 monster your opponent controls as if
you controlled it. You can only activate 1 "The Monarchs Stormforth" per
turn. During the turn you activate this card, you cannot Special Summon
monsters from the Extra Deck.
COMMON |
Rating: |
3 |
Comments: |
The all around better Soul Exchange as it's a
Quick-Play Spell and lets you have your Battle Phase afterwards. Not
Special Summoning from the Extra Deck or activating multiple copies is
understandable and are minor setbacks. |
DUEA-EN065 |
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Magical Spring
Quick-Play Spell
Draw a number of cards equal to the number of face-up Spell/Trap Cards
your opponent controls, then discard a number of cards equal to the
number of face-up Spell/Trap Cards you control. Until the end of your
opponent's next turn after this card is activated, Spell/Trap Cards your
opponent controls cannot be destroyed (by battle or card effect), also
their activation and effects cannot be negated. You can only activate 1
"Magical Spring" per turn.
SECRET RARE |
Rating: |
2 |
Comments: |
You won't likely draw much but will discard at least
1 card (as you control this card) and regardless, your opponent's Spells
and Trap are safe from harm until their next turn ends, which is hardly
worth it and does not justify activating 1 copy per turn. |
DUEA-EN064 |
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Dracocension
Continuous Spell
Once per turn: You can Tribute 1 Dragon-Type monster that has a Level;
Special Summon, from your Deck, 1 Wyrm-Type monster with the same Level
as the Tributed monster's original Level, and if you do, any monster
destroyed by battle with that monster is shuffled into the Deck instead
of going to the Graveyard.
COMMON |
Rating: |
2 |
Comments: |
You trade in your Dragon-Type monster for a Wyrm-Type
monster with the same Level and put any monsters it destroys back into
the owner's Deck but you'd really be better off banishing it where it's
not likely to come back. |
DUEA-EN063 |
|
Hymn of Light
Ritual Spell
This card is used to Ritual Summon "Saffira, Queen of Dragons". You must
also Tribute monsters from your hand or field whose total Levels equal 6
or more. If a Ritual Monster(s) you control would be destroyed by battle
or card effect while this card is in your Graveyard, you can banish this
card instead.
COMMON |
Rating: |
2 |
Comments: |
An essential component for Ritual Summoning Saffira
and can prevent any Ritual Monster's destruction but without its Ritual
Monster, it's a dead draw. |
DUEA-EN062 |
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Yang Zing Prana
Continuous Spell
This card gains these effects, based on the number of different
Attributes the "Yang Zing" monsters in your Graveyard have.
● 2 or more: All "Yang Zing" monsters you control gain 500 ATK.
● 3 or more: If a "Yang Zing" monster(s) you control would be destroyed
by battle or card effect, you can send this card to the Graveyard
instead.
● 4 or more: Your opponent cannot Set monsters. Change all face-up
monsters your opponent controls to Attack Position.
● 5 or more: You can send this card to the Graveyard; destroy all cards
on the field.
COMMON |
Rating: |
2 |
Comments: |
It accumulates effects based on Attributes of your
lost Yang Zing monsters if they're all different but it'd be better if
it didn't care whether the Attributes were different or not. |
DUEA-EN061 |
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Yang Zing Path
Normal Spell
Target 3 "Yang Zing" monsters in your Graveyard; shuffle all 3 into the
Deck, then draw 2 cards. You can only activate 1 "Yang Zing Path" per
turn.
SECRET RARE |
Rating: |
2 |
Comments: |
It only takes 3 Yang Zings in the Grave for you to
be able to use this but you won't likely see that outside a Yang Zing
Deck. |
DUEA-EN060 |
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Curse of the Shadow Prison
Field Spell
Each time a "Shaddoll" monster(s) is sent to the Graveyard by a card
effect, place 1 Spellstone Counter on this card for each sent monster.
All monsters your opponent controls lose 100 ATK for each Spellstone
Counter on this card during your opponent's turn only. Each time you
Fusion Summon a "Shaddoll" Fusion Monster, you can remove 3 Spellstone
Counters from this card to use 1 appropriate face-up monster your
opponent controls as 1 of the Fusion Materials.
COMMON |
Rating: |
1 |
Comments: |
Although it gets counters for each of your lost
Shaddolls, they have to be lost by an effect and it's not only a mere
100 ATK per counter but it's only during your opponent's turn, making
Burden of the Mighty the more useful card. |