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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text card ratings DJCR DJCR Text  Visual spoiler Card spoiler

Secrets of Eternity (Page 4)

SECE-EN079
Echo Oscillation
Continuous Trap
You can target 1 card in your Pendulum Zone; destroy it, then draw 1 card. You can only use this effect of "Echo Oscillation" once per turn.
COMMON
Rating: 2
Comments: If it could work for either players' Pendulum Zones, then it wouldn't be all that bad but since it's only on your side, it's more of a desperate card at best.
SECE-EN078
Soul Transition
Normal Trap
If you control no Special Summoned monsters: Tribute 1 face-up Level 4 Normal Summoned/Set monster; draw 2 cards. You can only activate 1 "Soul Transition" per turn. You cannot Special Summon monsters the turn you activate this card.
SECRET RARE
Rating: 2
Comments: If your Deck is mostly Level 4 monsters, then you can get some use out of this but you need no Special Summoned monsters and cannot Special Summon that turn.
SECE-EN077
Blaze Accelerator Reload
Continuous Trap
This card's name becomes "Tri-Blaze Accelerator" while in the Spell & Trap Zone. During either player's Main Phase: You can send 1 "Volcanic" card from your hand to the Graveyard, and if you do, draw 1 card. You can only use this effect of "Blaze Accelerator Reload" once per turn. During either player's Main Phase: You can banish this card from your Graveyard; send 1 "Volcanic" card from your Deck to the Graveyard.
COMMON
Rating: 3
Comments: A perfect substitute for the original Tri-Blaze Accelerator, which takes more effort to be activated and thus more effort to bring out Volcanic Doomfire but this skips a step and is the better option because it offers more for less.
SECE-EN076
Unpossessed
Continuous Trap
"Charmer" monsters you control cannot be destroyed by battle. If a "Familiar-Possessed" monster you control attacks an opponent's monster, it gains 800 ATK during damage calculation only. If a monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 Spellcaster-Type monster with 1500 DEF from your Deck, whose Attribute is different from at least 1 of those destroyed monsters' original Attributes on the field, in Attack Position or face-down Defense Position. You can only use this effect of "Unpossessed" once per turn.
COMMON
Rating: 2
Comments: Charmers need more help than this card but if all else fails, you can get a Familiar-Possessed monster or another decent Spellcaster-Type monster out of the deal.
SECE-EN075
Zenmaiday
Continuous Trap
Once per turn: You can target 1 Machine-Type Xyz Monster you control; attach 1 "Wind-Up" monster from your hand or field to that monster as an Xyz Material. You can send this face-up card from the field to the Graveyard, then target 1 "Wind-Up" Xyz Monster you control; Special Summon, from your Extra Deck, 1 "Wind-Up" monster that is 1 Rank higher than that target, by using that target as Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You cannot activate these effects in the same chain.
COMMON
Rating: 2
Comments: This may help Wind-Up Decks out a bit but without their loop, they don't have the consistency or popularity they once had.
SECE-EN074
Ritual Beast Ambush
Normal Trap
Target 1 of your "Ritual Beast Tamer" monsters and 1 of your "Spiritual Beast" monsters that are banished and/or in your Graveyard; Special Summon them in Defense Position. After this card is activated, you cannot Special Summon monsters, except "Ritual Beast" monsters, for the rest of this turn. You can only activate 1 "Ritual Beast Ambush" per turn.
COMMON
Rating: 2
Comments: An archetype that isn't even released yet so I'll have to give the benefit of the doubt as they do not seem to be as restrained as Qli monsters.
SECE-EN073
Re-qliate
Continuous Trap
If monster is Normal or Flip Summoned, and it is a Level 4 or lower monster: Negate its effects until the end of this turn. If a monster is Special Summoned, and it is a Level 5 or higher monster: Negate its effects until the end of this turn, also banish it when it leaves the field. If there is no "Qli" card on the field, except "Re-qliate", send this card to the Graveyard.
COMMON
Rating: 2
Comments: You could run this in hopes that your opponent is running a Qli Deck and even though there's a good chance of that, it's not the only popular Deck out there right now.
SECE-EN072
Void Launch
Continuous Trap
During each of your Standby Phases: You can send up to 2 "Infernoid" monsters from your Deck to the Graveyard. If you control a monster that is not an "Infernoid" monster, send this card to the Graveyard.
SUPER RARE
Rating: 1
Comments: What good does it do to send monsters to the Graveyard that cannot be Special Summoned outside of their effects? Unless some new support card allows this to occur, this card is completely useless.
SECE-EN071
Eye of the Void
Normal Trap
Special Summon 1 "Infernoid" monster from your hand, ignoring its Summoning conditions, but its effects are negated until the end of this turn.
ULTRA RARE
Rating: 2
Comments: It's somewhat better than A Wild Monster Appears! but it's slower to activate and your monster cannot use any of its effects that turn.
SECE-EN070
Raidraptor - Readiness
Normal Trap
This turn, "Raidraptor" monsters you control cannot be destroyed by battle. If you have a "Raidraptor" monster in your Graveyard: You can banish this card from your Graveyard; you take no damage this turn.
COMMON
Rating: 2
Comments: This is also probably helpful for Raidraptors as it can save you from direct attacks and/or big damage.
SECE-EN069
Last Minute Cancel
Normal Trap
When an opponent's monster declares an attack while you control an Attack Position monster(s): Change all monsters you control to Defense Position. Until the end of this turn, after this card is activated, return any face-up "Performapal" monster you control that is destroyed by battle or card effect to the hand instead of sending it to the Graveyard.
COMMON
Rating: 2
Comments: You'll get the most out of it in a Performapal Deck but it isn't restrained to one.
SECE-EN068
Wall of Disruption
Normal Trap
When an opponent's monster declares an attack: All Attack Position monsters your opponent controls lose 800 ATK for each monster they control.
COMMON
Rating: 3
Comments: This is especially useful against Stardust Dragon because unlike Mirror Force, which'd get stopped and you'd take some hits, this'd weaken it considerably and you're more likely to weaken them by a lot under most conditions.
SECE-EN067
Performapal Call
Normal Trap
When an opponent's monster declares a direct attack: Target that attacking monster; negate the attack, and if you do, add up to 2 "Performapal" monsters from your Deck to your hand, whose total DEF is less than or equal to the ATK of the targeted monster. Until the end of your next turn after this card is activated, you cannot Special Summon monsters from the Extra Deck.
COMMON
Rating: 1
Comments: Regardless of what reason you choose to use this, it's no good because even without using Performapals, you still can't Special Summon from the Extra Deck until your next turn's End Phase.
SECE-EN066
Extra Net
Field Spell
If a monster(s) is Special Summoned from the Extra Deck: The opponent of the player that conducted the Special Summon can apply this effect.
● Draw 1 card.
SHORT PRINT COMMON
Rating: 2
Comments: It benefits the opponent every time the turn player Special Summons from the Extra Deck and perhaps can prevent them from drawing by its effect if you don't Special Summon in that manner but it's not great overall.
SECE-EN065
Pendulum Shift
Quick-Play Spell
Target 1 card in either player's Pendulum Zone, and declare a Pendulum Scale from 1 to 10; this turn that card becomes that Pendulum Scale.
COMMON
Rating: 3
Comments: Even the higher scales can help you out thanks to this card and it's a Quick-Play Spell so you can throw your opponent for a bit of a loop and doesn't care how many you activate per turn!
SECE-EN064
A Wild Monster Appears!
Normal Spell
If your opponent controls a monster and you control no monsters: Special Summon from your hand, 1 monster with an original Level of 10 or lower that cannot be Normal Summoned/Set, ignoring its Summoning conditions. It is unaffected by the effects of your cards, except for its own effects and this card's, also shuffle it into the Deck during your opponent's next End Phase. For the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters, and your opponent takes no damage.
SECRET RARE
Rating: 2
Comments: It seemed like a good card to me at first but now that I see it written in English and thanks to rulings of other cards, your options are limited and you can't even use the new monster as a means to Summon and even if you could, you can't damage your opponent that turn anyway.
SECE-EN063
Pot of Riches
Normal Spell
Shuffle 3 Pendulum Monsters into the Deck, from your Graveyard and/or face-up in your Extra Deck, then draw 2 cards. You can only activate 1 "Pot of Riches" per turn. You cannot Special Summon the turn you activate this card, except by Pendulum Summon.
SECRET RARE
Rating: 2
Comments: Even with Pot of Avarice still banned, Pot of Dichotomy is perhaps the better card because you can still make other plays other than attacking.
SECE-EN062
Dragunity Divine Lance
Equip Spell
Equip only to a "Dragunity" monster. It gains ATK equal to its Level x 100, also it is unaffected by Trap effects. During your Main Phase: You can equip 1 Dragon-Type "Dragunity" Tuner monster from your Deck to the monster equipped with this card. You can only use this effect of "Dragunity Divine Lance" once per turn.
COMMON
Rating: 2
Comments: In spite of the fact that Dragunities are practically or completely off the radar, Konami has decided to give them a bit more support and while it helps, 100 ATK times its Level isn't going to be very much, even with the strongest members but you do get to give it a bit of further support with its other effects though.
SECE-EN061
Tenacity of the Monarchs
Normal Spell
Reveal 1 monster in your hand with 2400 ATK & 1000 DEF, or 2800 ATK & 1000 DEF; add 1 "Monarch" Spell/Trap Card from your Deck to your hand, except "Tenacity of the Monarchs". You can only activate 1 "Tenacity of the Monarchs" per turn.
RARE
Rating: 2
Comments: You could pick up The Monarchs Stormforth and then Tribute Summon your revealed monster but then your opponent will know what you're planning and may have a counter waiting.
SECE-EN060
Nekroz Cycle
Ritual Spell
This card can be used to Ritual Summon any "Nekroz" Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 "Nekroz" Ritual Monster from your hand or Graveyard whose Level exactly equals the total Levels of those monsters. You can only use this effect of "Nekroz Cycle" once per turn. If you control no monsters: You can banish this card and 1 "Nekroz" monster from your Graveyard; add 1 "Nekroz" Spell Card from your Deck to your hand.
RARE
Rating: 1
Comments: It can also Ritual Summon from the Graveyard but why would you when most Rituals can be Special Summoned with the likes of Call of the Haunted afterwards?