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Visual card ratings | DJCR | DJCR Text | Visual spoiler | Card spoiler |
Maximum Crisis
MACR-EN099 | |||
Card Type: | Trap Card | ||
Card Info | Onikuji Continuous Trap Once per turn, during your Standby Phase: Your opponent declares 1 card type (Monster, Spell, or Trap). Excavate the top card of your Deck, then if it is that type of card, your opponent draws 1 card. Otherwise, discard 1 random card from their hand. Place the excavated card on the bottom of your Deck. COMMON |
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Rating: | 1 | ||
Comments: | Either way, you lose out on the gamble because your opponent either draws a free card or they lose a random card from their hand but you get nothing either way. | ||
MACR-EN098 | |||
Card Type: | Spell Card | ||
Card Info | Primal Cry Ritual Spell This card is used to Ritual Summon "Vennu, Bright Bird of Divinity". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more. During your End Phase: You can banish this card from your Graveyard, then target 1 Ritual Monster in your Graveyard that was sent there from the field this turn; Special Summon it. COMMON |
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Rating: | 2 | ||
Comments: | The 2nd effect works on any Ritual Monster sent to the Graveyard that turn but unless that monster has no restraints and was Summoned properly first, that's not going to help you. | ||
MACR-EN097 | |||
Card Type: | Ritual Monster | ||
Card Info | Vennu, Bright Bird of Divinity LIGHT / Fairy-Type Ritual / Level 8 / ATK 2800 / DEF 2000 You can Ritual Summon this card with "Primal Cry". Once per turn: You can reveal 1 monster in your hand, then target 1 face-up monster on the field; that target's Level becomes equal to the Level the revealed monster had, until the end of this turn. Once per turn, if another monster is Tributed from your hand or field (except during the Damage Step): You can target 1 monster in your Graveyard; add it to your hand. COMMON |
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Rating: | 2 | ||
Comments: | It can help with Xyz Summons (and Synchro Summons to an extent) but for the most part it won't do you much good on the field. | ||
Pendulum Scale 4 | MACR-EN096 | Pendulum Scale 4 | |
Card Type: | Pendulum Monster | ||
Card Info | Ghost Beef DARK / Beast-Type Pendulum / Level 7 / ATK 2000 / DEF 1000 Pendulum Text: Once per turn: You can roll a six-sided die. Until the end of this turn, increase this card's Pendulum Scale by that number (max. 10). Monster Text: The Ghost of Christmas Dinner. COMMON |
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Rating: | 2 | ||
Comments: | It's getting the low end of the rating because those stats are rather poor for a Level 7 monster and it has a maximum amount its Scale can be raised. | ||
Pendulum Scale 7 | MACR-EN095 | Pendulum Scale 7 | |
Card Type: | Pendulum Monster | ||
Card Info | Mild Turkey FIRE / Winged Beast-Type Pendulum / Level 4 / ATK 1000 / DEF 2000 PendulumText: Once per turn: You can roll a six-sided die. Until the end of this turn, reduce this card's Pendulum Scale by that number (min. 1). Monster Text: The taste of victory will bowl you over. COMMON |
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Rating: | 2 | ||
Comments: | It's meant to work with Ghost Beef in that they alter their Scales to increase your options for Pendulum Summoning but both cards aren't any better than Bujin Hiruko. | ||
MACR-EN094 | |||
Card Type: | Effect Monster | ||
Card Info | Artifact Vajra LIGHT / Fairy / Level 5 / ATK 1800 / DEF 1900 You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy all cards in your Spell & Trap Zones. When an opponent's monster declares a direct attack: You can Special Summon this card from your hand. COMMON |
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Rating: | 2 | ||
Comments: | Haven't seen any Artifact Decks these days so this guy may be too late to be of use. However, it's not all that bad if the effect works, though that's only if the bottom half of your field benefits from being destroyed or sent to the Grave. | ||
MACR-EN093 | |||
Card Type: | Xyz Monster | ||
Card Info | Sylvan Princessprite LIGHT / Plant-Type Xyz / Rank 1 / ATK 1800 / DEF 100 2 Level 1 monsters You can detach 1 Xyz Material from this card; excavate the top card of your Deck, and if it is a Spell/Trap Card, add it to your hand. Otherwise, send it to the Graveyard. You can send 1 other Plant-Type monster from your hand or face-up from your field to the Graveyard, then target 1 "Sylvan" monster in your Graveyard; Special Summon it. You can only use each effect of "Sylvan Princessprite" once per turn. SUPER RARE |
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Rating: | 2 | ||
Comments: | Certain Decks can win both ways with the effect as they rely on cards in the Graveyard, though needing 2 Level 1 monsters for a monster with only 1800 ATK isn't that great. | ||
Pendulum Scale 3 | MACR-EN092 | Pendulum Scale 3 | |
Card Type: | Pendulum Monster | ||
Card Info | Bujin Hiruko LIGHT / Beast-Warrior-Type Pendulum / Level 4 / ATK 1000 / DEF 2000 Pendulum Text: You can banish this card in your Pendulum Zone, then target 1 "Bujin" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Bujin" Xyz Monster with a different name, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Monster Text: Imprisoned after a showdown with "Bujin Hirume" over the Sky Throne, this master schemer eventually escaped by manipulating Hirume and creating the sinister "Bujinki Amaterasu", then went on to almost engulf the world in darkness, but was finally defeated by Yamato and his allies. RARE |
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Rating: | 2 | ||
Comments: | The Scale is low enough to use it as a regular Pendulum Monster and it has high enough DEF to ward off most monsters of its Level but it's really not a whole lot better than other Pendulum Monsters like it. | ||
MACR-EN091 | |||
Card Type: | Effect Monster | ||
Card Info | Kaiser Sea Snake WATER / Sea Serpent / Level 8 / ATK 2500 / DEF 1000 If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). You can only Special Summon "Kaiser Sea Snake" once per turn this way. When Summoned this way: You can Special Summon 1 Level 8 Sea Serpent-Type monster from your hand or Graveyard, but its ATK and DEF become 0. If this card is Special Summoned, its Level becomes 4 and original ATK becomes 0. COMMON |
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Rating: | 1 | ||
Comments: | It looked like it was going to be a better Cyber Dragon until you read the last line of text that takes all of that away. | ||
MACR-EN090 | |||
Card Type: | Spell Card | ||
Card Info | Gift Exchange Normal Spell Both players banish 1 card from their Decks, face-down, and if they do, during the End Phase of this turn, both players add to their hands the card their opponent banished by this effect. COMMON |
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Rating: | 1 | ||
Comments: | Knowing your opponent, they'll give you a crappy card they can't use at the time and youi'd probably do the same to them, which makes this entire card pointless, especially given how slow it is. | ||
MACR-EN089 | |||
Card Type: | Trap Card | ||
Card Info | SPYRAL MISSION - Rescue Continuous Trap Destroy this card during your 3rd End Phase after activation. Once per turn: You can target 1 "SPYRAL" monster in your Graveyard; return it to the hand. You can banish this card from your Graveyard, then target 1 "SPYRAL" monster in your Graveyard; Special Summon it. You can only control 1 "SPYRAL MISSION - Rescue". COMMON |
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Rating: | 2 | ||
Comments: | Not all SPYRAL cards are useful but some of the monsters are and they'd be good choices with this but the effect only lasts 3 turns and adds the monster to your hand instead of Special Summoning it. | ||
MACR-EN088 | |||
Card Type: | Spell Card | ||
Card Info | SPYRAL GEAR - Fully Armed Equip Spell Equip only to "SPYRAL Super Agent". It gains 1000 ATK. If it destroys your opponent's monster by battle: You can banish both the opponent's destroyed monster and 1 other card your opponent controls. When this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 "SPYRAL Super Agent" in your Graveyard; Special Summon it. ULTRA RARE |
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Rating: | 3 | ||
Comments: | A card that supports an already worthwhile monster by making it even stronger and taking out two threats for the price of one attack. Plus it revives a 2nd copy of Super Agent from your Graveyard once it's destroyed and sent to the Grave. | ||
MACR-EN087 | |||
Card Type: | Effect Monster | ||
Card Info | SPYRAL GEAR - Last Resort EARTH / Machine / Level 4 / ATK 1000 / DEF 1000 You can target 1 "SPYRAL" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, the equipped monster cannot be destroyed by battle or card effects, also your opponent cannot target it with card effects. Once per turn, if this card is equipped to a monster by this effect: You can send 1 other card you control to the Graveyard; the equipped monster can attack directly this turn. RARE |
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Rating: | 2 | ||
Comments: | The affected monster is safe from any harm including battle or card effects but this guy really doesn't have anything else going for it since its stats are poor. | ||
MACR-EN086 | |||
Card Type: | Effect Monster | ||
Card Info | SPYRAL Sleeper LIGHT / Fiend / Level 8 / ATK 2800 / DEF 1200 Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 3 "SPYRAL" cards from your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 "SPYRAL" card you control and up to 2 cards your opponent controls; destroy them. If this card on the field is destroyed by battle or card effect and sent to the Graveyard: Destroy as many cards you control as possible, and if you do, Special Summon 1 "SPYRAL Super Agent" from your hand, Deck, or Graveyard. SUPER RARE |
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Rating: | 2 | ||
Comments: | Its summoning requirement isn't too steep, needing just 3 SPYRAL cards in your Graveyard to be banished and can get rid of other threats by taking out one of its comrades in the process but unless that's a weak SPYRAL monster, I don't see much of a point in doing so, and even then, it seems like a poor choice. | ||
MACR-EN085 | |||
Card Type: | Trap Card | ||
Card Info | Subterror Final Battle Normal Trap Activate 1 of these effects, also, after that, Set this card face-down instead of sending it to the Graveyard. ● Change 1 Set "Subterror" monster on the field to face-up Attack or Defense Position. ● Change 1 face-up "Subterror" monster on the field to face-down Defense Position. ● ATK and DEF of 1 "Subterror" monster on the field become equal to its combined original ATK and DEF until the end of this turn. ● This turn, activated effects of "Subterror" cards cannot be negated. RARE |
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Rating: | 2 | ||
Comments: | A reusable Subterror support card is certainly a step in the right direction but it's probably too little too late because there won't be any more cards for them to use in the future. | ||
MACR-EN084 | |||
Card Type: | Effect Monster | ||
Card Info | Subterror Behemoth Speleogeist EARTH / Fiend-Type Flip / Level 11 / ATK 3000 / DEF 1400 FLIP: You can target 1 monster on the field; change it to face-up Attack Position if it is in Defense Position, also change its ATK to 0. You can only use this effect of "Subterror Behemoth Speleogeist" once per turn. When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position. COMMON |
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Rating: | 2 | ||
Comments: | At least it doesn't have a summoning requirement like most Level 11 monsters do but those stats are kinda underwhelming for being such a high-Level monster and its effects aren't much better. | ||
MACR-EN083 | |||
Card Type: | Effect Monster | ||
Card Info | Subterror Behemoth Phospheroglacier EARTH / Aqua-Type Flip / Level 8 / ATK 2600 / DEF 2500 FLIP: You can send 1 card from your Deck to the Graveyard. You can only use this effect of "Subterror Behemoth Phospheroglacier" once per turn. When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position. COMMON |
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Rating: | 2 | ||
Comments: | A Common Subterror monster this strong is pretty rare and since they're ending the support for them in this set, it's likely to be one of the few. However, it's pretty easy to see why given the effects are both sub-par as are its stats. | ||
MACR-EN082 | |||
Card Type: | Effect Monster | ||
Card Info | Subterror Fiendess EARTH / Spellcaster / Level 1 / ATK 800 / DEF 500 During either player's turn, when your opponent activates a card or effect: You can send this card from your hand or field to the Graveyard, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or Graveyard, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn. SUPER RARE |
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Rating: | 2 | ||
Comments: | Being as weak as it is, it won't do you any good on the field so using its effect to reset a Subterror monster's effect isn't all that bad, though its DEF and other info will be still easily remembered by your opponent. The other effect isn't much better. | ||
MACR-EN081 | |||
Card Type: | Xyz Monster | ||
Card Info | Tornado Dragon WIND / Wyrm-Type Xyz / Rank 4 / ATK 2100 / DEF 2000 2 Level 4 monsters Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it. SECRET RARE |
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Rating: | 2 | ||
Comments: | Not a whole lot better than Unending Nightmare but the only thing the effect costs you is an Xyz Material, which it doesn't have many of. Its ATK and DEF aren't that good either. | ||
MACR-EN080 | |||
Card Type: | Trap Card | ||
Card Info | Diamond Duston Normal Trap When a card(s) on the field is destroyed by battle or card effect: Special Summon "Duston" monsters from your Deck to anywhere on the field, equal to the number of those destroyed cards. If this card is in your Graveyard: You can banish 1 "Duston" monster from your Graveyard; Special Summon this card in Defense Position as a Normal Monster (Fiend-Type/DARK/Level 1/ATK 0/DEF 1000) to your opponent's field. (This card is NOT treated as a Trap Card.) This effect can only be used once while this card is in the Graveyard. If Summoned this way, it cannot be Tributed, or be used as Material for a Fusion, Synchro, or Xyz Summon. SHORT PRINT COMMON |
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Rating: | 1 | ||
Comments: | Duston monsters proved to me that they're not worth being so hard to get as they're just a mediocre means of stalling when you don't have a better answer to your opponent's strategy and this only adds to that poor choice. | ||
MACR-EN079 | |||
Card Type: | Trap Card | ||
Card Info | Unending Nightmare Continuous Trap You can pay 1000 LP, then target 1 face-up Spell/Trap Card on the field; destroy it. You can only activate this effect of "Unending Nightmare" once per Chain. SECRET RARE |
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Rating: | 1 | ||
Comments: | Each use of the effect costs you 1000 LP and that's pretty bad when you'll be left without much left in the end. | ||
MACR-EN078 | |||
Card Type: | Trap Card | ||
Card Info | Waterfall of Dragon Souls Normal Trap Activate 1 of these effects; ● Add 1 Wyrm-Type monster from your Deck to your hand. ● Send any number of Wyrm-Type monsters from your hand and/or face-up from your field to the Graveyard; draw cards equal to the number of monsters you sent to the Graveyard +1. SUPER RARE |
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Rating: | 2 | ||
Comments: | It has two almost-decent effects to pick from and there are some decent Wyrm monsters out there but there aren't enough good ones to make this card get a high rating. | ||
MACR-EN077 | |||
Card Type: | Trap Card | ||
Card Info | Zefra War Normal Trap Target 1 other "Zefra" card you control and 1 card your opponent controls; destroy them. If you have 2 "Zefra" cards in your Pendulum Zones, you can activate this card from your hand. You can only activate 1 "Zefra War" per turn. COMMON |
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Rating: | 1 | ||
Comments: | Another example where being able to activate it from your hand isn't good enough to warrant using the card because this time you need both your Pendulum Zones to be filled with a Zefra card. That's not worth the destruction of a card on each side of the field. | ||
MACR-EN076 | |||
Card Type: | Trap Card | ||
Card Info | Dinomist Howling Continuous Trap When this card is activated: You can place 1 or 2 "Dinomist" Pendulum Monster(s) from your Deck in your Pendulum Zone, but you cannot Pendulum Summon monsters until the end of the next turn, except "Dinomist" monsters (even if this card leaves the field). Once per turn, if this card is already face-up in your Spell & Trap Zone: You can Tribute 1 "Dinomist" monster, then target 1 card your opponent controls; return it to the hand. COMMON |
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Rating: | 1 | ||
Comments: | What good is setting up your Pendulum Scale to Pendulum Summon if you can't Pendulum Summon normally? Plus Dinomist monsters generally have mediocre Scales anyway. The last effect is pretty bad too. | ||
MACR-EN075 | |||
Card Type: | Trap Card | ||
Card Info | Prologue of the Destruction Swordsman Normal Trap Send 1 "Destruction Sword" card and 1 "Buster Blader" monster from your Deck to the Graveyard, except "Prologue of the Destruction Swordsman"; Special Summon 1 "Buster Dragon" from your Extra Deck or Graveyard, but destroy it during the End Phase of the next turn. You can banish this card from your Graveyard; this turn, "Destruction Sword" cards you control cannot be destroyed by battle or card effects. You can only activate 1 "Prologue of the Destruction Swordsman" per turn. COMMON |
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Rating: | 1 | ||
Comments: | It can bypass Buster Dragon's requirements or just revives it anyway but its not a very good card and you don't keep it that long anyway. Plus, protecting cards like the Destruction Sword cards is also pretty poor given how specific those cards are. | ||
MACR-EN074 | |||
Card Type: | Trap Card | ||
Card Info | Phantasm Spiral Assault Normal Trap Target 1 "Phantasm Spiral Dragon" you control; when it destroys 3 Effect Monsters your opponent controls, by battle, while equipped with 3 or more "Phantasm Spiral" Equip Spell Cards with different names, you win the Duel. If "Umi" is on the field, you can activate this card from your hand. If a Normal Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead. COMMON |
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Rating: | 1 | ||
Comments: | Being restrained to a specific poor excuse of a monster and having such a strict activation needs to claim the automatic victory, there really isn't a good reason to run this card. | ||
MACR-EN073 | |||
Card Type: | Trap Card | ||
Card Info | Phantasm Spiral Power Normal Trap If all monsters you control are Normal Monsters (min. 1): Target 1 Effect Monster your opponent controls; until the end of this turn, it loses 1000 ATK and DEF, also it has its effects negated. If "Umi" is on the field, you can activate this card from your hand. You can banish this card from your Graveyard, then target 1 Normal Monster you control; equip 1 "Phantasm Spiral" Equip Spell Card from your hand or Graveyard to that Normal Monster. COMMON |
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Rating: | 1 | ||
Comments: | This one is so bad that not even the ability to activate it from your hand is good enough because the requirements for the effect are higher than other cards that could drain that amount of ATK or more and are more versatile. | ||
MACR-EN072 | |||
Card Type: | Trap Card | ||
Card Info | Phantasm Spiral Battle Normal Trap If all monsters you control are Normal Monsters (min. 1): Target 1 card your opponent controls; destroy it. If "Umi" is on the field, you can activate this card from your hand. You can banish this card from your Graveyard, then target 1 Normal Monster you control; equip that Normal Monster with all "Phantasm Spiral" Equip Spell Cards you control that can equip to it. RARE |
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Rating: | 2 | ||
Comments: | Being able to activate it from the hand isn't that bad with Umi having more than one alias but it's restrained to Normal Monsters. | ||
MACR-EN071 | |||
Card Type: | Trap Card | ||
Card Info | Zoodiac Gathering Continuous Trap If a "Zoodiac" Xyz Monster you control would detach its Xyz Material(s) to activate an effect, you can detach Xyz Material(s) from another Xyz Monster(s) you control instead. You can only use this effect of "Zoodiac Gathering" once per turn. You can banish this card from your Graveyard, then target 2 "Zoodiac" Xyz Monsters you control; attach 1 of those monsters to the other monster as Xyz Material. COMMON |
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Rating: | 2 | ||
Comments: | Since Zoodiac Xyz Monsters seem to like having as few Xyz Materials as possible and have no regard for their ATK and DEF, they'd probably need a card like this to conserve their precious Xyz Materials for a more important situation but this still doesn't add much to their playability. | ||
MACR-EN070 | |||
Card Type: | Trap Card | ||
Card Info | True Draco Apocalypse Continuous Trap If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True Draco Apocalypse" in the same Chain. ● You can target 1 other "True Draco" or "True King" card you control; destroy it, and if you do, the ATK and DEF of all face-up monsters your opponent controls become half their current ATK and DEF (even if this card leaves the field). ● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. You can only use each effect of "True Draco Apocalypse" once per turn. COMMON |
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Rating: | 2 | ||
Comments: | The 2nd bulleted effect is the same as True King's Return and that means less playability for this card as a whole. The other effect isn't great either bit is a slight improvement as is the very first line of text. | ||
MACR-EN069 | |||
Card Type: | Trap Card | ||
Card Info | True King's Return Continuous Trap If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True King's Return" in the same Chain. ● You can target 1 "True Draco" or "True King" monster in your Graveyard; Special Summon it in Defense Position, also for the rest of this turn, you cannot Special Summon. ● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. You can only use each effect of "True King's Return" once per turn. ULTRA RARE |
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Rating: | 2 | ||
Comments: | For an Ultra Rare, it's rather situational, even with other True Dracos because the 1st bulleted effect locks you out of any Special Summons that turn and the 2nd effect will lock you out of many responses if your Tribute Summon fails. | ||
MACR-EN068 | |||
Card Type: | Trap Card | ||
Card Info | Dark Contract with the Eternal Darkness Continuous Trap While you have 2 "D/D" cards in your Pendulum Zones, your opponent cannot target monsters on the field with Spell/Trap effects, Tribute them for a Tribute Summon, nor use them as Materials for a Fusion, Synchro, or Xyz Summon. Once per turn, during your Standby Phase: Take 1000 damage. RARE |
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Rating: | 2 | ||
Comments: | It's reduced to D/D Decks but using their Pendulum Effects allows this to keep your monsters safe from most harmful methods for some small self-inflicted damage each turn. | ||
MACR-EN067 | |||
Card Type: | Trap Card | ||
Card Info | The Phantom Knights of Wrong Magnetring Normal Trap When an opponent's monster declares an attack: Negate that attack, then Special Summon this card in Attack Position as an Effect Monster (Warrior-Type/DARK/Level 2/ATK 0/DEF 0) with the following effect. (This card is NOT treated as a Trap Card.) ● During either player's turn: You can send this card and 1 face-up card you control to the Graveyard (either a "The Phantom Knights" monster or a "Phantom Knights" Continuous Spell/Trap Card); draw 2 cards. COMMON |
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Rating: | 1 | ||
Comments: | Negating an attack only to present your opponent with a new attack target that will likely be weaker than any other monster you have out, then ditching it and another card to draw twice is pretty poor as a whole. | ||
MACR-EN066 | |||
Card Type: | Trap Card | ||
Card Info | The Phantom Knights of Lost Vambrace Normal Trap Target 1 face-up monster on the field; if that target is still face-up on the field, "The Phantom Knights" monsters you control cannot be destroyed by battle, also that target loses 600 ATK, also its Level becomes 2. These effects last until the end of this turn. Then, Special Summon this card in Defense Position as a Normal Monster (Warrior-Type/DARK/Level 2/ATK 600/DEF 0). (This card is NOT treated as a Trap Card.) COMMON |
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Rating: | 1 | ||
Comments: | With cards this bad, it's no wonder they're phantom knights. If you want ATK loss without being restrained, go with Darkworld Shackles. | ||
MACR-EN065 | |||
Card Type: | Trap Card | ||
Card Info | Break Away Normal Trap During your opponent's Battle Phase: Send 1 Spell Card from your hand to the Graveyard; end the Battle Phase, then face-up monsters currently on the field have their effects negated until the end of this turn. COMMON |
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Rating: | 1 | ||
Comments: | Yes, ditch a Spell Card and render each monster's effect useless, including yours just to end the Battle Phase when Negate Attack does this for free. | ||
MACR-EN064 | |||
Card Type: | Spell Card | ||
Card Info | Set Rotation Quick-Play Spell Set 2 Field Spell Cards with different names from your Deck on the field (1 on your field, and 1 on your opponent's field). While either of those cards remain Set on the field, neither player can activate or Set other Field Spell Cards. SHORT PRINT COMMON |
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Rating: | 1 | ||
Comments: | Whether you use this card or implement a format with the same name, it won't help you either way because both end up hurting you in the end. | ||
MACR-EN063 | |||
Card Type: | Spell Card | ||
Card Info | Duelist Alliance Normal Spell If there is a card in the Pendulum Zone: Add 1 "Pendulum" Pendulum Monster or "Pendulum" Spell/Trap Card from your Deck to your hand. You can only activate 1 "Duelist Alliance" per turn. SECRET RARE |
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Rating: | 2 | ||
Comments: | Only a handful of Pendulum Monsters meet this card's requirements but if it wasn't that specific, I could see why it's so rare but not as it is. | ||
MACR-EN062 | |||
Card Type: | Spell Card | ||
Card Info | B.E.F. Zelos Field Spell When this card is activated: You can add 1 "Boss Rush" from your Deck to your hand. All "B.E.S." monsters you control gain 500 ATK and DEF, your opponent cannot target them with card effects, and they cannot be destroyed by your opponent's card effects. Once per turn: You can Special Summon 1 "B.E.S." monster from your hand. If a "B.E.S." monster(s) is Normal or Special Summoned to your field: Place 1 counter on it. COMMON |
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Rating: | 1 | ||
Comments: | It's nice in theory but since B.E.S. monsters self-destruct not long after they hit the field, it's not going to be useful. | ||
MACR-EN061 | |||
Card Type: | Spell Card | ||
Card Info | Zefra Providence Normal Spell Add 1 "Zefra" card from your Deck to your hand, except "Zefra Providence". If a "Zefra" card(s) you control would be destroyed, except the turn this card was sent to the Graveyard, you can banish this card from your Graveyard instead. You can only activate 1 "Zefra Providence" per turn. RARE |
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Rating: | 2 | ||
Comments: | It's not very specific for what it searches, allowing for more plays than other cards of the archetype but being still specific to Zefras makes this card's rating stay at 2. | ||
MACR-EN060 | |||
Card Type: | Spell Card | ||
Card Info | Bug Signal Quick-Play Spell Target 1 Insect-Type Xyz Monster you control; Special Summon from your Extra Deck, 1 Insect-Type monster that is 2 Ranks higher or lower than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) You can only activate 1 "Bug Signal" per turn. COMMON |
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Rating: | 2 | ||
Comments: | It could even work on the Inzektor Xyz Monsters but there aren't very many and they haven't proven to me that they're useful. Of course, that doesn't mean we're not going to see others in the future. Plus this is a Quick-Play Spell. | ||
MACR-EN059 | |||
Card Type: | Spell Card | ||
Card Info | Phantasm Spiral Wave Equip Spell Equip only to a Normal Monster. The first time the equipped monster would be destroyed by battle each turn, it is not destroyed. At the end of the Battle Phase, if the equipped monster battled: You can Special Summon 1 "Phantasm Spiral Dragon" from your hand, Deck, or Graveyard, and equip it with this card, then if they have any, your opponent discards 1 card. You can only use this effect of "Phantasm Spiral Wave" once per turn. COMMON |
||
Rating: | 1 | ||
Comments: | I really don't understand the 2nd effect of these Phantasm Spiral cards. Why would you give up the benefits going to your current Nornal Monster for a janky Normal Monster like Phantasm Spiral Dragon? | ||
MACR-EN058 | |||
Card Type: | Spell Card | ||
Card Info | Phantasm Spiral Grip Equip Spell Equip only to a Normal Monster. It gains 500 ATK. When the equipped monster destroys an opponent's monster by battle: You can Special Summon 1 "Phantasm Spiral Dragon" from your hand, Deck, or Graveyard, and equip it with this card, then inflict 1000 damage to your opponent. You can only use this effect of "Phantasm Spiral Grip" once per turn. COMMON |
||
Rating: | 1 | ||
Comments: | Konami seems to like inserting Phantasm Spirral Dragon into the support even though it really isn't a worthy monster for anyone's Deck and the burn damage is too slow to be effective. | ||
MACR-EN057 | |||
Card Type: | Spell Card | ||
Card Info | Phantasm Spiral Crash Equip Spell Equip only to a Normal Monster. If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. When the equipped monster inflicts battle damage to your opponent: You can Special Summon 1 "Phantasm Spiral Dragon" from your hand, Deck, or Graveyard, and equip it with this card, then you can change 1 Attack Position monster your opponent controls to Defense Position. You can only use this effect of "Phantasm Spiral Crash" once per turn. COMMON |
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Rating: | 2 | ||
Comments: | There are some strong Normal Monsters to use with this but really the only added bonus is setting the opponent's monster up for a future piercing battle damage attack. Additionally, Big Bang Shot adds to the monser's ATK and can be used to hurt your opponent without having to equip it to one of your monsters. | ||
MACR-EN056 | |||
Card Type: | Spell Card | ||
Card Info | Pacifis, the Phantasm City Field Spell (This card's name is always treated as "Umi".) You cannot Normal or Special Summon Effect Monsters the turn you activate either of this card's effects (even if this card leaves the field). Once per turn, if you Normal or Special Summon exactly 1 Normal Monster (and no other cards): Add 1 "Phantasm Spiral" card from your Deck to your hand. If your opponent activates a card or effect (except during the Damage Step), and you control no Tokens: You can Special Summon 1 "Phantasm Spiral Token" (Wyrm-Type/WATER/Level 8/ATK 2000/DEF 2000). RARE |
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Rating: | 2 | ||
Comments: | I'd still prefer A Legendary Ocean to this as the effects provided here aren't that great and its side effects are too steep to make it really that playable. | ||
MACR-EN055 | |||
Card Type: | Spell Card | ||
Card Info | Disciples of the True Dracophoenix Continuous Spell You can target 3 "True Draco" and/or "True King" cards in your Graveyard; shuffle them into the Deck, then draw 1 card. During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 Spell/Trap Card on the field; destroy it. You can only use each effect of "Disciples of the True Dracophoenix" once per turn. COMMON |
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Rating: | 2 | ||
Comments: | So basically these True Draco support cards directly allow for Tribute Summons and recycles ones that have bitten the dust earlier on. The last effect can even work on another copy of itself. | ||
MACR-EN054 | |||
Card Type: | Spell Card | ||
Card Info | True Draco Heritage Continuous Spell During your Main Phase: You can draw cards equal to the number of "True Draco" and "True King" card types (Monster, Spell, and Trap) sent from the field to the Graveyard this turn. During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 Spell/Trap Card on the field; destroy it. You can only use each effect of "True Draco Heritage" once per turn. ULTRA RARE |
||
Rating: | 2 | ||
Comments: | Guess we learned nothing from the creation of Super Rejuvenation, which remains banned to this day as this card works very similarly to that card and then sets you up for a Tribute Summon in at least two ways. | ||
MACR-EN053 | |||
Card Type: | Spell Card | ||
Card Info | Dragonic Diagram Field Spell All "True Draco" and "True King" monsters on the field gain 300 ATK and DEF. The first time each Tribute Summoned "True Draco" or "True King" monster would be destroyed by battle each turn, it is not destroyed. Once per turn: You can destroy 1 other card you control or in your hand, and if you do, add 1 "True Draco" or "True King" card from your Deck to your hand. SECRET RARE |
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Rating: | 2 | ||
Comments: | Thankfully, most True Dracos have more than one method for their Summoning so this has uses but the ATK and DEF boost is poor and you're still losing a card from your hand to use the main effect. | ||
MACR-EN052 | |||
Card Type: | Spell Card | ||
Card Info | Ultra Polymerization Normal Spell Pay 2000 LP; Fusion Summon 1 Fusion Monster from your Extra Deck, using 2 monsters you control as Fusion Materials. Neither player can activate cards or effects in response to this card's activation. You can banish this card from your Graveyard, then target 1 Fusion Monster that was Fusion Summoned with this card's effect; Special Summon all the Fusion Materials used for its Fusion Summon from your Graveyard, but change their ATK and DEF to 0, also they have their effects negated. SECRET RARE |
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Rating: | 1 | ||
Comments: | A pretty steep activation cost and the only perk you really get out of it is that the activation can't be negated, which is moot since youi're basically paying for little-to-nothing. | ||
MACR-EN051 | |||
Card Type: | Spell Card | ||
Card Info | Magician's Restage Continuous Spell You can target 1 Level 3 or lower Spellcaster-Type monster in your Graveyard; Special Summon it. This effect can only be used once while this card is face-up on the field. If this card is sent to the Graveyard: You can add 1 "Magician" Continuous Spell Card from your Deck to your hand, except "Magician's Restage". RARE |
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Rating: | 1 | ||
Comments: | Not only is the effect limited to just one time while it's active, it's limited further to Level 3 or lower Spellcasters to revive. Plus, I can't name any good Magician Continous Spell to add with its last effect. | ||
MACR-EN050 | |||
Card Type: | Spell Card | ||
Card Info | Magician's Left Hand Continuous Spell Negate the effect of your opponent's first Trap Card or effect that resolves each turn while you control a Spellcaster-Type monster, and if you do, destroy that card. COMMON |
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Rating: | 2 | ||
Comments: | Can work somewhat effectively with Magician's Right Hand (and that's probably what Konami intended) but it also only stops the first activation. | ||
MACR-EN049 | |||
Card Type: | Spell Card | ||
Card Info | Magician's Right Hand Continuous Spell Negate the effect of your opponent's first Spell Card or effect that resolves each turn while you control a Spellcaster-Type monster, and if you do, or if it did not have an effect, destroy that card. COMMON |
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Rating: | 2 | ||
Comments: | If you can get your opponent restrained to 1 Spell Card per turn, this can become a threat but Monster Effects are generally harder and you need to control a Spellcaster-Type monster to even use the effect. Plus, it has nothing to stop Trap Cards. | ||
MACR-EN048 | |||
Card Type: | Xyz Monster | ||
Card Info | Zoodiac Chakanine EARTH / Beast-Warrior-Type Xyz / Rank 4 / ATK ? / DEF ? 2 or more Level 4 monsters Once per turn, you can also Xyz Summon "Zoodiac Chakanine" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Zoodiac" monster in your Graveyard; Special Summon it, but for the rest of this turn, it has its effects negated, also it cannot be used as an Xyz Material for a Summon. ULTRA RARE |
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Rating: | 2 | ||
Comments: | I'll give this guy double Hammerkong's rating but that's not saying much when Hammerkong received a 1/5 and this guy isn't much better. | ||
MACR-EN047 | |||
Card Type: | Xyz Monster | ||
Card Info | Zoodiac Hammerkong EARTH / Beast-Warrior-Type Xyz / Rank 4 / ATK ? / DEF ? 3 or more Level 4 monsters Once per turn, you can also Xyz Summon "Zoodiac Hammerkong" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. While this card has Xyz Material, your opponent cannot target face-up "Zoodiac" monsters on the field with card effects, except this one. Once per turn, during the End Phase: Detach 1 Xyz Material from this card. COMMON |
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Rating: | 1 | ||
Comments: | No matter how many Xyz Materials it has, it won't have them for long as it loses one during each End Phase and thus will lose ATK and DEF too. | ||
MACR-EN046 | |||
Card Type: | Xyz Monster | ||
Card Info | True King of All Calamities DARK / Wyrm-Type Xyz / Rank 9 / ATK 3000 / DEF 3000 2 or more Level 9 monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and declare 1 Attribute; this turn, all face-up monsters on the field become that Attribute, also all monsters in your opponent's possession with that Attribute cannot activate their effects or attack. Monsters that "True Draco" and "True King" monsters in your hand would destroy with their effects can be chosen from your opponent's field. SUPER RARE |
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Rating: | 2 | ||
Comments: | You're going to have a difficult time getting it out as it's a Rank 9 monster but your opponent probably won't have much trouble getting rid of it as the effects only affect Monster Cards. The ATK and DEF are also kinda low for its Rank too. | ||
MACR-EN045 | |||
Card Type: | Xyz Monster | ||
Card Info | D/D/D Stone King Darius EARTH / Fiend-Type Xyz / Rank 3 / ATK 1900 / DEF 1000 2 Level 3 Fiend-Type monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 "Dark Contract" card you control; destroy it, and if you do, draw 1 card. If this card battles an opponent's monster, during damage calculation: You can detach 1 Xyz Material from this card; make this card unable to be destroyed by that battle, destroy the opponent's monster that battled it after damage calculation, and if you do, inflict 500 damage to your opponent. RARE |
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Rating: | 2 | ||
Comments: | It's not all that bad to start for a Rank 3 Xyz Monster as it can prevent its destruction in battle but the most versatile of its effects requires a Dark Contract Card to be on your field and those have proven to be crappy all over. Plus the burn damage when the effect is used is very minimal. | ||
MACR-EN044 | |||
Card Type: | Xyz Monster | ||
Card Info | Raidraptor - Stranger Falcon DARK / Winged Beast-Type Xyz / Rank 5 / ATK 2000 / DEF 2000 2 Level 5 monsters If this card has an Xyz Monster as Xyz Material, it gains this effect. ● Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal its original ATK. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can target 1 "Raidraptor" Xyz Monster in your Graveyard, except "Raidraptor - Stranger Falcon"; Special Summon it, and if you do, attach this card to it as Xyz Material. RARE |
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Rating: | 2 | ||
Comments: | At least it doesn't have to have a Raidraptor Xyz Monster as the Xyz Material but it doesn't get to do a whole lot and with only 2000 ATK and DEF, it's not much of a threat. | ||
MACR-EN043 | |||
Card Type: | Xyz Monster | ||
Card Info | Lyrilusc - Assembled Nightingale WIND / Winged Beast-Type Xyz / Rank 1 / ATK 0 / DEF 0 2 or more Level 1 monsters This card gains 200 ATK for each Xyz Material attached to it. This card can attack directly. While this card has Xyz Material, it can attack a number of times each Battle Phase, up to the number of Xyz Materials attached to it. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; until the end of this turn, "Lyrilusc" monsters you control cannot be destroyed by battle or card effects, also you take no battle damage. SUPER RARE |
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Rating: | 2 | ||
Comments: | It can in most cases get up to 5 attacks and deal 5000 damage with direct attacks but that's pretty rare and with 0 ATK and DEF to start, not to mention having to detach an Xyz Material to protect it, and its friends from destruction, and save your LP, it'll be losing the additional attacks and ATK each time. | ||
MACR-EN042 | |||
Card Type: | Xyz Monster | ||
Card Info | The Phantom Knights of Cursed Javelin DARK / Warrior-Type Xyz / Rank 2 / ATK 1600 / DEF 0 2 Level 2 monsters You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; until the end of this turn, change its ATK to 0, also it has its effects negated. This effect can be activated during either player's turn, if this card has a "The Phantom Knights" card as Xyz Material. You can only use this effect of "The Phantom Knights of Cursed Javelin" once per turn. SUPER RARE |
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Rating: | 2 | ||
Comments: | Weaker than Reptilianne Medusa but can use the effect during either player's turn, though with only 2 starting Xyz Materials, you'd better make those activations count. Plus its low ATK and DEF won't allow it to last very long, even with the effects activated. | ||
MACR-EN041 | |||
Card Type: | Fusion Monster | ||
Card Info | Lyrilusc - Independent Nightingale WIND / Winged Beast-Type Fusion / Level 1 / ATK 1000 / DEF 0 "Lyrilusc - Assembled Nightingale" + 1 "Lyrilusc" monster If this card is Fusion Summoned using an Xyz Monster on the field as Fusion Material whose original name includes "Lyrilusc": You can increase this card's Level by the number of Xyz Materials that monster(s) had. This card gains ATK equal to its Level x 500. Unaffected by other cards' effects. Once per turn: You can inflict damage to your opponent equal to this card's Level x 500. SUPER RARE |
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Rating: | 2 | ||
Comments: | Responsible for the banning of The Tyrant Neptune thanks to her effect and being able to be Summoned with Instant Fusion and that is a worthwhile combo but with that guy banned, I don't see much going for this card, even with its effects. | ||
MACR-EN040 | |||
Card Type: | Fusion Monster | ||
Card Info | Performapal Gatlinghoul DARK / Fiend-Type Fusion / Level 8 / ATK 2900 / DEF 900 1 "Performapal" monster + 1 Level 5 or higher DARK monster If this card is Fusion Summoned: You can inflict 200 damage to your opponent for each card on the field, then, if this card was Fusion Summoned using a Pendulum Monster as Material, destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK. You can only use this effect of "Performapal Gatlinghoul" once per turn. ULTRA RARE |
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Rating: | 1 | ||
Comments: | Once it's been Fusion Summoned it doesn't really get to do anything except attack and that's unfortunate given its somewhat specific Fusion Materials and high rarity. | ||
Pendulum Scale 1 | MACR-EN039 | Pendulum Scale 1 | |
Card Type: | Pendulum Monster | ||
Card Info | Supreme King Z-ARC DARK / Dragon-Type Fusion-Type Pendulum / Level 12 / ATK 4000 / DEF 4000 Pendulum Text: Fusion, Synchro, and Xyz Monsters your opponent controls cannot activate their effects. Once per turn, when your opponent adds a card(s) from their Deck to their hand (except during the Draw Phase or the Damage Step): You can destroy that card(s). Monster Text: 4 Dragon-Type monsters (1 Fusion, 1 Synchro, 1 Xyz, and 1 Pendulum) Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card is Special Summoned: Destroy all cards your opponent controls. Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. When this card destroys an opponent's monster by battle: You can Special Summon 1 "Supreme King Dragon" monster from your Deck or Extra Deck. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone. SECRET RARE |
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Rating: | 2 | ||
Comments: | There's a lot on this guy's table, including its Fusion Materials, which are very much restricted to the main Extra Deck Monsters and Pendulum Monsters. Speaking of which, this guy is also one of them but its low Scale is pretty much negated by the fact that it's difficult to bring out on the field and that also renders Pendulum Switch pretty well useless too. | ||
MACR-EN038 | |||
Card Type: | Effect Monster | ||
Card Info | Fairy Tail - Luna LIGHT / Spellcaster / Level 4 / ATK 1850 / DEF 1000 When this card is Normal Summoned: You can add 1 Spellcaster-Type monster with 1850 ATK from your Deck to your hand. Once per turn, during either player's turn: You can target 1 face-up monster your opponent controls; your opponent can send 1 card with that monster's name from their Deck or Extra Deck to the Graveyard to negate this effect, otherwise return both this card and that monster to the hand. SUPER RARE |
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Rating: | 3 | ||
Comments: | While I wouln't recommend using the 2nd effect, the first effect is certainly a good one as you can even get another copy of itself and with 1850 ATK and being Level 4, you haven't really lost any cards from your hand in doing so. | ||
MACR-EN037 | |||
Card Type: | Effect Monster | ||
Card Info | Familiar-Possessed - Lyna LIGHT / Spellcaster / Level 4 / ATK 1850 / DEF 1500 You can Special Summon this card (from your hand or Deck) by sending 1 face-up "Lyna the Light Charmer" you control and 1 face-up LIGHT monster you control to the Graveyard. When Summoned this way: You can add 1 Spellcaster-Type monster with 1500 DEF from your Deck to your hand, except "Familiar-Possessed - Lyna". If this card Special Summoned by its own effect attacks a Defense Position monster, inflict piercing battle damage to your opponent. SHORT PRINT COMMON |
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Rating: | 3 | ||
Comments: | These guys haven't changed a thing since their first member was released but that's not all bad since they're still worthwhile to use. | ||
MACR-EN036 | |||
Card Type: | Effect Monster | ||
Card Info | Ash Blossom & Joyous Spring FIRE / Zombie-Type Tuner / Level 3 / ATK 0 / DEF 1800 During either player's turn, when a card or effect is activated that includes any of these effects: You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the Graveyard. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn. SECRET RARE |
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Rating: | 3 | ||
Comments: | It doesn't ask for anything else when using its effect and it's a Tuner so it can be revived later for Synchro Summons, especially in a Zombie Deck. | ||
MACR-EN035 | |||
Card Type: | Effect Monster | ||
Card Info | Fire Cracker FIRE / Fiend / Level 4 / ATK 1700 / DEF 200 During either player's turn: You can discard this card; inflict 1000 damage to your opponent, and if you do, skip your next Draw Phase. You can only use this effect of "Fire Cracker" once per turn. Each time your opponent takes effect damage, place 1 counter on this card. Once per turn, during the End Phase: Remove all counters from this card that were placed by its effect, and if you do, inflict 300 damage to your opponent for each. SHORT PRINT COMMON |
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Rating: | 1 | ||
Comments: | Meteor of Destruction isn't short-printed and is much easier to use than this, not to mention deals the same amount of damage. This guy may deal a bit more but that's only by giving up its collection of counters and only 300 for each one. | ||
MACR-EN034 | |||
Card Type: | Effect Monster | ||
Card Info | Baobaboon DARK / Plant / Level 3 / ATK 1200 / DEF 1000 If this card is Normal or Special Summoned: You can draw 1 card, then place 1 card from your hand on either the top or bottom of your Deck. If this card is destroyed by battle or card effect: You can Special Summon any number of "Baobaboon" from your Deck. COMMON |
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Rating: | 1 | ||
Comments: | It doesn't do a whole lot of good to replace this guy with two more copies when they're just as bad as the first. | ||
Pendulum Scale 0 | MACR-EN033 | Pendulum Scale 0 | |
Card Type: | Pendulum Monster | ||
Card Info | Pendulumucho EARTH / Winged Beast-Type Pendulum / Level 1 / ATK 0 / DEF 0 Pendulum Text: Once per turn, during your Main Phase, if this card was activated this turn: You can target 1 of your Pendulum Monsters, that is banished or in your Graveyard, except "Pendulumucho"; add it to your Extra Deck face-up. Monster Text: If this card is Normal or Special Summoned: You can Special Summon 1 face-up Level 1 Pendulum Monster from your Extra Deck, except "Pendulumucho", but banish it when it leaves the field. SUPER RARE |
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Rating: | 2 | ||
Comments: | The only thing I like about this is its Scale at the lowest possible value because its ATK and DEF are that low too, which makes it too vulnerable as a Monster Card and neither of its effects are any good. | ||
MACR-EN032 | |||
Card Type: | Effect Monster | ||
Card Info | B.E.S. Big Core MK-3 LIGHT / Machine / Level 8 / ATK 2700 / DEF 1900 If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand) in Defense Position. If this card is Normal or Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battles a monster: Remove 1 counter from this card. If you cannot, destroy it. You can banish this card from your Graveyard; shuffle all "B.E.S." monsters from your Graveyard into the Deck. RARE |
||
Rating: | 1 | ||
Comments: | MK-3 is just as bad as any of its previous incarnations or its friends. These guys need to be sold for scrap because they're useless on the field. | ||
MACR-EN031 | |||
Card Type: | Effect Monster | ||
Card Info | Ariel, Priestess of the Nekroz WATER / Psychic / Level 4 / ATK 1000 / DEF 1800 Once per turn: You can reveal any number of "Nekroz" cards in your hand; increase or reduce this card's Level by the number of revealed cards until the end of this turn. If this card is Tributed by a card effect: You can add 1 "Nekroz" monster from your Deck to your hand, except a Ritual Monster. You can only use this effect of "Ariel, Priestess of the Nekroz" once per turn. RARE |
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Rating: | 2 | ||
Comments: | It can help with Xyz or Synchro Summons and can also search itself when Tributed by a card effect but anything other than Nekroz cannot make use of this card. | ||
Pendulum Scale 5 | MACR-EN030 | Pendulum Scale 5 | |
Card Type: | Pendulum Monster | ||
Card Info | Zefraath EARTH / Rock-Type Pendulum / Level 11 / ATK 3450 / DEF 2950 Pendulum Text: During your Main Phase: You can add 1 "Zefra" Pendulum Monster from your Deck to your Extra Deck face-up, and if you do, change this card's Pendulum Scale to be the same as that Pendulum Monster's, until the end of this turn. You can only use this effect of "Zefraath" once per turn. Monster Text: Cannot be Normal Summoned/Set. Must be Special Summoned (from your face-up Extra Deck) by Tributing all monsters you control, including at least 3 "Zefra" monsters, and cannot be Special Summoned by other ways. After you Special Summon this card, you can conduct 1 Pendulum Summon of a "Zefra" monster(s) during your Main Phase this turn, in addition to your Pendulum Summon. (You can only gain this effect once per turn.) Once per turn: You can Tribute 1 monster; Special Summon 1 "Zefra" monster from your Deck. SUPER RARE |
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Rating: | 1 | ||
Comments: | The Scale is mediocre and factor in the summoning requirement for when it's a Monster Card and you get a pretty much unplayable Pendulum Monster, which is sad since it's a Level 11 monster with pretty high ATK and DEF. | ||
MACR-EN029 | |||
Card Type: | Effect Monster | ||
Card Info | Digital Bug LEDybug LIGHT / Insect / Level 3 / ATK 500 / DEF 0 Cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of an Insect-Type monster. Once per turn, when this face-up card is changed from Attack Position to Defense Position: You can add 1 Level 3 Insect-Type monster from your Deck to your hand. An Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect. ● When this card destroys a monster by battle, draw 1 card. COMMON |
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Rating: | 2 | ||
Comments: | With only 500 ATK and 0 DEF, you'd better use this as Xyz Material or be punished for letting such a vulnerable monster try to defend your LP. Of course, you'll have to find an Insect Xyz Monster to use it with. | ||
MACR-EN028 | |||
Card Type: | Normal Monster | ||
Card Info | Phantasm Spiral Dragon WATER / Wyrm / Level 8 / ATK 2900 / DEF 2900 A ferocious serpent that was being hunted by Atlanteans. Battle-weary and ragged, it came upon an ancient light, and gained new strength for its battle. With its increased power, it launched an invasion of enemy territory with a renewed assault. RARE |
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Rating: | 1 | ||
Comments: | Though a counterpart to Spiral Serpent, it's no better than Spiral Serpent and thus won't get a better rating. | ||
MACR-EN027 | |||
Card Type: | Effect Monster | ||
Card Info | Zoodiac Kataroost EARTH / Beast-Warrior / Level 4 / ATK 800 / DEF 1200 If this card is destroyed by battle or card effect: You can target 1 "Zoodiac" card in your Graveyard, except "Zoodiac Kataroost"; shuffle it into the Deck. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect. ● During either player's turn, when your opponent activates a monster effect that targets this card: You can detach 1 Xyz Material from this card; negate the activation. COMMON |
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Rating: | 2 | ||
Comments: | Zoodiacs continue to mystify me as I still haven't a clue why they're so popular given all their weaknesses and poor monster arsenal, especially with the latest Banned List. This guy is only adding to that mystery as it really doesn't seem that good. | ||
MACR-EN026 | |||
Card Type: | Effect Monster | ||
Card Info | Mariamne, the True Dracophoenix WIND / Wyrm / Level 9 / ATK 2700 / DEF 2100 If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a WIND monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were WIND, you can also banish exactly 4 cards from the top of your opponent's Deck. If this card is destroyed by card effect: You can add 1 non-WIND Wyrm-Type monster from your Deck to your hand. You can only use each effect of "Mariamne, the True Dracophoenix" once per turn. ULTRA RARE |
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Rating: | 2 | ||
Comments: | No Continuous Spell/Trap options for this guy's Summoning and that already adds to its already hurt playability thanks to its low stats. The effects make it even worse by basically limiting you WIND monsters or excluding them in regards to searching after its destruction. | ||
MACR-EN025 | |||
Card Type: | Effect Monster | ||
Card Info | Metaltron XII, the True Dracombatant LIGHT / Wyrm / Level 9 / ATK 3000 / DEF 3000 Requires 3 Tributes to Normal Summon (cannot be Normal Set). To Tribute Summon this card face-up, you can Tribute Continuous Spell/Trap Card(s) you control, as well as monsters. Unaffected by the effects of cards with the same card type (Monster, Spell, and/or Trap) as the original card type of the cards Tributed for its Tribute Summon. If this Tribute Summoned monster in its owner's control is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 Fusion, Synchro, or Xyz Monster that is EARTH, WATER, FIRE, or WIND from your Extra Deck. SUPER RARE |
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Rating: | 2 | ||
Comments: | Like Master Peace, this guy is less restrained on Tribute Summoning it but still requires more if you wish to protect it from harm. Plus I wouldn't recommend bringing out an Extra Deck Monster by its effect. | ||
MACR-EN024 | |||
Card Type: | Effect Monster | ||
Card Info | Master Peace, the True Dracoslaying King LIGHT / Wyrm / Level 8 / ATK 2950 / DEF 2950 To Tribute Summon this card face-up, you can Tribute Continuous Spell/Trap Card(s) you control, as well as monsters. Unaffected by the effects of cards with the same card type (Monster, Spell, and/or Trap) as the original card type of the cards Tributed for its Tribute Summon. Once per turn, during either player's turn, if you control this Tribute Summoned monster: You can banish 1 Continuous Spell/Trap Card from your Graveyard, then target 1 other card on the field; destroy it. SECRET RARE |
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Rating: | 2 | ||
Comments: | It's a bit more lenient on how it can be Tribute Summoned but only protects itself from effects that relate to what it was Tribute Summoned with, though one can use Safe Zone for protection too. | ||
MACR-EN023 | |||
Card Type: | Effect Monster | ||
Card Info | Dreiath III, the True Dracocavalry General EARTH / Wyrm / Level 6 / ATK 2100 / DEF 2800 To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Your opponent cannot target face-up "True Draco" or "True King" monsters on the field with card effects, except this one, also they cannot be destroyed by your opponent's card effects. If this face-up Tribute Summoned monster leaves the field: You can Special Summon 1 "True Draco" or "True King" monster from your Deck in Defense Position. ULTRA RARE |
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Rating: | 2 | ||
Comments: | We were doing so well with these guys but this guy wrecks it for everyone by being less useful. You'd be better of Setting this guy since it has higher DEF and will protect your LP from most monsters' attacks. | ||
MACR-EN022 | |||
Card Type: | Effect Monster | ||
Card Info | Dinomight Knight, the True Dracofighter WATER / Wyrm / Level 6 / ATK 2500 / DEF 1200 To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can take 1 "True Draco" or "True King" Continuous Trap Card from your Deck, and either activate it or add it to your hand. ULTRA RARE |
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Rating: | 4 | ||
Comments: | Now we're up to the strength of Summoned Skull, another worthwhile monster but this guy adds a bit more by helping you perform an additional Tribute Summon later. | ||
MACR-EN021 | |||
Card Type: | Effect Monster | ||
Card Info | Ignis Heat, the True Dracowarrior FIRE / Wyrm / Level 5 / ATK 2400 / DEF 1000 To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can take 1 "True Draco" or "True King" Continuous Spell Card from your Deck, and either activate it or add it to your hand. ULTRA RARE |
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Rating: | 4 | ||
Comments: | As close to a Monarch as one can get, including playability as its stats are certainly worth the effort it takes ti get it out and it's a FIRE monster so it has uses there too. Plus the other effect gets you set up for a 2nd Tribute Summon later. | ||
MACR-EN020 | |||
Card Type: | Effect Monster | ||
Card Info | Majesty Maiden, the True Dracocaster WIND / Wyrm / Level 5 / ATK 2300 / DEF 1500 To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can add 1 "True Draco" or "True King" monster from your Deck to your hand. ULTRA RARE |
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Rating: | 2 | ||
Comments: | You don't have to Tribute Summon it normally but doing so by its effect requires a Continuous Spell/Trap you have out, preferably one you can't use or don't need at the moment. Aside from that, it's not much to work with. | ||
Pendulum Scale 5 | MACR-EN019 | Pendulum Scale 5 | |
Card Type: | Pendulum Monster | ||
Card Info | Supreme King Dragon Darkwurm DARK / Dragon-Type Pendulum / Level 4 / ATK 1800 / DEF 1200 Pendulum Text: Once per turn, if you control no monsters: You can place 1 "Supreme King Gate" Pendulum Monster from your Deck in your Pendulum Zone, also you cannot Pendulum Summon monsters for the rest of this turn, except DARK monsters. Monster Text: If this card is Normal or Special Summoned: You can add 1 "Supreme King Gate" Pendulum Monster from your Deck to your hand. If this card is in your Graveyard and you control no monsters: You can Special Summon this card. You can only use each monster effect of "Supreme King Dragon Darkwurm" once per turn. COMMON |
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Rating: | 3 | ||
Comments: | It's a regular Beatstick on its own or using its effect can help you swarm the field, though is best suited with DARK monsters. | ||
Pendulum Scale 13 | MACR-EN018 | Pendulum Scale 13 | |
Card Type: | Pendulum Monster | ||
Card Info | Supreme King Gate Infinity DARK / Fiend-Type Pendulum / Level 7 / ATK 0 / DEF 0 Pendulum Text: If you control a monster, you cannot Pendulum Summon. This effect cannot be negated. Once per turn, if you control "Supreme King Z-ARC": You can target 1 face-up monster your opponent controls; gain LP equal to its ATK. Monster Text: Once per turn: You can target 1 other face-up card you control; destroy both it and this card, and if you do, Special Summon 1 Dragon-Type Xyz or Pendulum Monster from your Extra Deck, but its ATK and DEF become 0, it has its effects negated, also it cannot be used as a Material for a Synchro or Xyz Summon. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone. SUPER RARE |
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Rating: | 3 | ||
Comments: | Might as well raise the other end of the Scale as well but while it'll jump to the Pendulum Zone on your field once it's destroyed, you're only able to Pendulum Summon with it if you don't control any monsters. However, that's just a minor setback and can easily be achieved. | ||
Pendulum Scale 0 | MACR-EN017 | Pendulum Scale 0 | |
Card Type: | Pendulum Monster | ||
Card Info | Supreme King Gate Zero DARK / Fiend-Type Pendulum / Level 7 / ATK 0 / DEF 0 Pendulum Text: If you control "Supreme King Z-ARC", you take no damage. Once per turn, if you have "Supreme King Gate Infinity" in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand. Monster Text: Once per turn: You can target 1 other face-up card you control; destroy both it and this card, and if you do, Special Summon 1 Dragon-Type Fusion or Synchro Monster from your Extra Deck, but its ATK and DEF become 0, it has its effects negated, also it cannot be used as a Material for a Synchro or Xyz Summon. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone. SUPER RARE |
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Rating: | 3 | ||
Comments: | Now the options for Pendulum Summoning are higher than ever before and this guy doesn't have any drawbacks for using it without Z-ARC but the effects aren't that good and its ATK and DEF aren't going to let it survive in battle. | ||
MACR-EN016 | |||
Card Type: | Effect Monster | ||
Card Info | Double Resonator FIRE / Fiend-Type Tuner / Level 1 / ATK 0 / DEF 0 If this card is Normal or Special Summoned: You can target 1 face-up monster on the field; that target is treated as a Tuner this turn. You can banish this card from your Graveyard, then target 1 Fiend-Type monster you control; that Fiend-Type monster is treated as a Tuner this turn. You can only use this effect of "Double Resonator" once per turn. COMMON |
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Rating: | 2 | ||
Comments: | Having two Tuner monsters out at the same time doesn't generally do you much good except for Synchro Monsters like Red Nova Dragon. It is still a Tuner monster though and can help you with your other Fiend-Type monster Synchro Summons but is limited to Fiend-Type monsters for the 2nd effect. | ||
MACR-EN015 | |||
Card Type: | Effect Monster | ||
Card Info | D/D Ghost DARK / Fiend-Type Tuner / Level 2 / ATK 600 / DEF 300 If this card is sent to the Graveyard: You can target 1 "D/D" monster or "Dark Contract" card in your Graveyard, except "D/D Ghost"; send 1 card from your Deck to the Graveyard with that name. If this card is banished: You can target 1 of your banished "D/D" monsters or "Dark Contract" cards, except "D/D Ghost"; return it to the Graveyard. COMMON |
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Rating: | 1 | ||
Comments: | I really don't see a point to this card. It doesn't retrieve the targeted card in the Graveyard, nor the one that is previously banished and its stats are horrible. | ||
MACR-EN014 | |||
Card Type: | Effect Monster | ||
Card Info | Lyrilusc - Turquoise Warbler WIND / Winged Beast / Level 1 / ATK 100 / DEF 100 If you control no monsters, you can Special Summon this card (from your hand). If this card is Special Summoned from the hand: You can Special Summon 1 "Lyrilusc" monster from your hand or Graveyard. You can only use this effect of "Lyrilusc - Turquoise Warbler" once per turn. COMMON |
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Rating: | 2 | ||
Comments: | Controlling no monsters is easy early on or even late in the Duel but all Lyrilusc monsters so far are feeble and unable to really do much once on the field. | ||
MACR-EN013 | |||
Card Type: | Effect Monster | ||
Card Info | Lyrilusc - Sapphire Swallow WIND / Winged Beast / Level 1 / ATK 100 / DEF 0 If you control a Winged Beast-Type monster: You can Special Summon both this card and 1 Level 1 Winged Beast-Type monster from your hand. You can only use this effect of "Lyrilusc - Sapphire Swallow" once per turn. A WIND Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect. ● If it is Xyz Summoned: You can target 1 "Lyrilusc" monster in your Graveyard; attach it to this card as Xyz Material. COMMON |
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Rating: | 2 | ||
Comments: | A bit less restrained than Cobalt Sparrow, especially with its first effect but the other effects and its stats aren't much better. | ||
MACR-EN012 | |||
Card Type: | Effect Monster | ||
Card Info | Lyrilusc - Cobalt Sparrow WIND / Winged Beast / Level 1 / ATK 0 / DEF 100 If this card is Special Summoned: You can add 1 Level 1 Winged Beast-Type monster from your Deck to your hand. You can only use this effect of "Lyrilusc - Cobalt Sparrow" once per turn. A WIND Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect. ● Your opponent cannot target this card with card effects. COMMON |
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Rating: | 1 | ||
Comments: | Rank 1 Xyz Monsters haven't been all that good so far and with this being a new archetype, it's not off to a very good start. | ||
MACR-EN011 | |||
Card Type: | Effect Monster | ||
Card Info | Predaplant Cordyceps DARK / Plant / Level 1 / ATK 0 / DEF 0 During your Standby Phase: You can banish this card from your Graveyard, then target 2 Level 4 or lower "Predaplant" monsters in your Graveyard; Special Summon them, also, for the rest of this turn, you cannot Special Summon monsters, except Fusion Monsters, nor Normal Summon/Set any monsters. COMMON |
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Rating: | 2 | ||
Comments: | It's at least better than Darlingtonia Cobra but not by much, especially given the restraints and its stats. | ||
MACR-EN010 | |||
Card Type: | Effect Monster | ||
Card Info | Predaplant Darlingtonia Cobra DARK / Plant / Level 3 / ATK 1000 / DEF 1500 If this card is Special Summoned by the effect of a "Predaplant" monster: You can add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand. You can only use this effect of "Predaplant Darlingtonia Cobra" once per Duel. COMMON |
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Rating: | 1 | ||
Comments: | Not only does it have to be Special Summoned by a Predaplant monster's effect, the effect is once per duel and its stats are poor. | ||
MACR-EN009 | |||
Card Type: | Effect Monster | ||
Card Info | Predaplant Ophrys Scorpio DARK / Plant / Level 3 / ATK 1200 / DEF 800 If this card is Normal or Special Summoned: You can send 1 monster from your hand to the Graveyard; Special Summon 1 "Predaplant" monster from your Deck, except "Predaplant Ophrys Scorpio". You can only use this effect of "Predaplant Ophyrs Scorpio" once per turn. RARE |
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Rating: | 2 | ||
Comments: | Predaplants have potential with this but it'll cost you a monster from your hand just to get another one from your Deck, which'll lower your chances at a comeback if it's destroyed. | ||
MACR-EN008 | |||
Card Type: | Effect Monster | ||
Card Info | Speedroid Rubberband Plane WIND / Machine / Level 5 / ATK 1800 / DEF 0 If a monster is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Speedroid Rubberband Plane" once per turn. If this card is Normal or Special Summoned: You can target 1 face-up monster on the field; it loses 600 ATK until the end of this turn. RARE |
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Rating: | 2 | ||
Comments: | The 1st effect isn't all that bad but the other two and its stats are too poor to make this card any better. | ||
MACR-EN007 | |||
Card Type: | Effect Monster | ||
Card Info | Speedroid Maliciousmagnet WIND / Machine-Type Tuner / Level 1 / ATK 0 / DEF 0 Cannot be used as Synchro Material except for a Synchro Summon by its own effect. During your Main Phase, if this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster using only this card you control and that monster. You can only use this effect of "Speedroid Maliciousmagnet" once per turn. COMMON |
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Rating: | 1 | ||
Comments: | What good is being a Tuner if you're restrained on how to use it? This guy forces you to use it in the worst way possible and offers nothing else worthwhile. | ||
MACR-EN006 | |||
Card Type: | Effect Monster | ||
Card Info | Speedroid Skull Marbles WIND / Machine / Level 7 / ATK 0 / DEF 3000 Once per turn, during the Standby Phase, if your opponent controls a face-up monster that was Special Summoned from the Extra Deck: You can Special Summon this card from your hand. Cannot be destroyed by battle with a Normal Summoned/Set monster. Your opponent takes any battle damage you would have taken from battles involving this card. You can only use this effect of "Speedroid Skull Marbles" once per turn. If you control a face-up monster that is not a "Speedroid" monster, destroy this card. COMMON |
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Rating: | 1 | ||
Comments: | It looks promising but the effects ultimate tear down what could've been a higher rating, making the much more viable option Amazoness Swords Woman. | ||
Pendulum Scale 5 | MACR-EN005 | Pendulum Scale 5 | |
Card Info | Performapal Coin Dragon WATER / Dragon-Type Pendulum / Level 4 / ATK 1700 / DEF 1000 Pendulum Test: Once per turn: You can target 1 Dragon-Type monster you control that was Special Summoned from the Extra Deck; this turn, if that monster you control battles an opponent's monster, banish that opponent's monster after damage calculation (even if this card leaves the field). Monster Text: Other Dragon-Type monsters you control gain 500 ATK, also they cannot be destroyed by card effects. RARE |
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Rating: | 2 | ||
Comments: | There are plenty of Extra Deck Dragon-Type monsters so this has its uses but there aren't many. | ||
Pendulum Scale 1 | MACR-EN004 | Pendulum Scale 1 | |
Card Type: | Pendulum Monster | ||
Card Info | Performapal U Go Golem DARK / Fiend-Type Pendulum / Level 4 / ATK 1600 / DEF 1000 Pendulum Text: Once per turn, if a monster is Fusion Summoned to your field (except during the Damage Step): You can add 1 "Performapal", "Odd-Eyes", or "Magician" Pendulum Monster from your Graveyard or face-up in your Extra Deck to your hand. Monster Text: Once per turn, during your Main Phase, if this card was Pendulum Summoned this turn: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using this card you control and Dragon-Type monsters you control as Fusion Materials. RARE |
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Rating: | 2 | ||
Comments: | With Instant Fusion still legal, this isn't all that bad but it's still not much to work with apart from its Scale. | ||
MACR-EN003 | |||
Card Type: | Effect Monster | ||
Card Info | Performapal Revue Dancer LIGHT / Spellcaster / Level 3 / ATK 800 / DEF 1000 If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). This card can be treated as 2 Tributes for the Tribute Summon of a "Performapal" monster. COMMON |
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Rating: | 2 | ||
Comments: | The high-level Performapals can benefit from this but apart from that, you're better off with Cyber Dragon. | ||
MACR-EN002 | |||
Card Type: | Effect Monster | ||
Card Info | Performapal Sky Pupil LIGHT / Spellcaster / Level 3 / ATK 800 / DEF 800 During either player's turn: You can return 1 Level 5 or higher "Performapal" monster you control to the hand; Special Summon this card from your hand. You can only use this effect of "Performapal Sky Pupil" once per turn. If this card battles an opponent's monster, that monster has its effects negated until the end of the Damage Step. Before damage calculation, if this card attacked an opponent's monster while you control another "Performapal" monster: You can destroy that opponent's monster. RARE |
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Rating: | 1 | ||
Comments: | Unfortunately, this guy is pretty well outclassed by Neo-Spacian Grand Mole, which gets rid of most monsters it ever battles against and doesn't even deal battle damage. | ||
MACR-EN001 | |||
Card Type: | Effect Monster | ||
Card Info | Performapal Sky Magician WIND / Spellcaster / Level 7 / ATK 2500 / DEF 2000 Once per turn, if you activate a Spell Card: This card gains 300 ATK. During either player's turn: You can target 1 Continuous Spell Card you control; return it to the hand, then you can activate 1 "Magician" Continuous Spell Card from your hand. You can only use this effect of "Performapal Sky Magician" once per turn. If this face-up card leaves the field: You can target 1 card on the field; destroy it. RARE |
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Rating: | 2 | ||
Comments: | It'll get stronger with each Spell Card you activate but the effect is once per turn and is pretty strict on the 2nd effect. The last effect isn't that bad, though its stats aren't great either. | ||
MACR-EN000 | |||
Card Type: | Trap Card | ||
Card Info | Pendulum Switch Continuous Trap You can target 1 card in your Pendulum Zone; Special Summon it. You can target 1 Pendulum Monster in your Monster Zone; place it in your Pendulum Zone. You can only use 1 "Pendulum Switch" effect per turn, and only once that turn. RARE |
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Rating: | 3 | ||
Comments: | This really helps bypass the strict requirements posed by Pendulum-hybrid monsters like Odd-Eyes Rebellion and even the monster in this set. Plus it can go the other way around, giving you a potentially powerful monster. |