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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

Duelist Alliance (Page 4)

DUEA-EN079
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.