TDIL-EN079 |
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Pendulum Hole
Counter Trap
When a monster(s) would be Pendulum Summoned: Negate the Pendulum
Summon, and if you do, shuffle that monster(s) into the Deck.
COMMON |
Rating: |
2 |
Comments: |
Pretty powerful too since Pendulum Summons are
once per turn and this stops them all for no cost but all other types of
Summons can't be stopped with this. |
TDIL-EN078 |
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Unified Front
Normal Trap
Discard 1 monster, then target 1 face-up monster on the field; its ATK
and DEF becomes the discarded monster's ATK and DEF, until the end of
this turn. Monsters you control cannot attack directly during the turn
you activate this card.
SHORT PRINT COMMON |
Rating: |
2 |
Comments: |
This can help weaken an opponent's monster to
literally nothing but this won't be good to activate during your turn. |
TDIL-EN077 |
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Premature Return
Normal Trap
Banish 1 card from your hand, then target 1 of your banished monsters;
Special Summon it in face-down Defense Position.
ULTRA RARE |
Rating: |
1 |
Comments: |
I don't understand the high rarity choice here
either given that cards before this can do better for the same or even
no cost and are lower rarities. |
TDIL-EN076 |
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Floodgate Trap Hole
Normal Trap
When your opponent Summons a monster(s): Change that monster(s) to
face-down Defense Position. Monsters changed to face-down Defense
Position by this effect cannot change their battle positions.
ULTRA RARE |
Rating: |
3 |
Comments: |
A powerful Trap Card that goes against pretty
much any monster that hits the field, making it stronger than even
Bottomless Trap Hole, especially since the monsters stay face-down, even
after this card expires. |
TDIL-EN075 |
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Destruction Sword Memories
Normal Trap
Discard 1 "Destruction Sword" card; Special Summon 1 "Buster Blader"
monster from the Deck. You can banish this card from your Graveyard;
Fusion Summon 1 "Buster Blader, the Dragon Destroyer Swordsman" from
your Extra Deck, by banishing Fusion Materials listed on it from your
Graveyard.
COMMON |
Rating: |
2 |
Comments: |
It fetches Buster Blader from your Deck by
ditching a support card and that's not too bad, nor is being able to
Fusion Summon the Dragon Destroyer Swordsman from your Extra Deck,
though its materials are banished from your Graveyard. |
TDIL-EN074 |
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Triamid Pulse
Continuous Trap
Once per turn: You can banish 2 cards from your Graveyard (any
combination of Rock-Type monsters or Field Spell Cards), then activate 1
of these effects;
● Target 1 other face-up card on the field; destroy it.
● Target 1 Rock-Type monster in your Graveyard; Special Summon it in
Defense Position.
● Target up to 3 Field Spell Cards in your Graveyard; shuffle them into
the Deck, then draw 1 card.
RARE |
Rating: |
1 |
Comments: |
Regardless of what effect you pick, it's costing
you 2 cards from your Graveyard so you're more than likely getting rid
of more than what you can benefit from this. |
TDIL-EN073 |
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Metalfoes Combination
Continuous Trap
Once per turn, if a Fusion Monster is Fusion Summoned: You can target 1
"Metalfoes" monster in your Graveyard with a lower Level than that
Fusion Monster; Special Summon it. If this card is sent from the field
to the Graveyard: You can add 1 "Metalfoes" monster from your Deck to
your hand.
SUPER RARE |
Rating: |
2 |
Comments: |
It'll include your Fusion Summons, which may
help more so if they're Metalfoes Fusion Summons but this'll prove
pretty well useless much of the time. |
TDIL-EN072 |
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Metalfoes Counter
Normal Trap
If a card(s) you control is destroyed by battle or card effect: Special
Summon 1 "Metalfoes" monster from your Deck. During either player's
turn, except the turn this card was sent to the Graveyard: You can
banish this card from your Graveyard; add 1 face-up "Metalfoes" Pendulum
Monster from your Extra Deck to your hand.
COMMON |
Rating: |
2 |
Comments: |
Not all Metalfoes are strong in ATK or DEF but a
free monster is a good thing in this case since it has no drawback and
the other effect can help too. |
TDIL-EN071 |
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Magician Navigation
Normal Trap
Special Summon 1 "Dark Magician" from your hand, then Special Summon 1
Level 7 or lower DARK Spellcaster-Type monster from your Deck. If you
control "Dark Magician", except the turn this card was sent to the
Graveyard: You can banish this card from your Graveyard, then target 1
face-up Spell/Trap Card your opponent controls; it has its effects
negated until the end of this turn.
SECRET RARE |
Rating: |
2 |
Comments: |
Unlike Ancient Rules, this brings out two
monsters, though the final effect isn't that much better and either way,
this card is slower than Ancient Rules. |
TDIL-EN070 |
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King Scarlet
Continuous Trap
If a "Red Dragon Archfiend" monster you control battles, during damage
calculation: Make that monster you control unable to be destroyed by
that battle, and if you do, Special Summon this card as a Normal Monster
(Fiend-Type/Tuner/FIRE/Level 1/
ATK 0/DEF 0). (This card is also still a Trap Card.)
COMMON |
Rating: |
1 |
Comments: |
What's the point in using this when there are
plenty of less-situational Trap Monsters like Embodiment of Apophis that
don't have to wait for any conditon for their activation? |
TDIL-EN069 |
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Fusion Fright Waltz
Normal Trap
Target 1 "Frightfur" Fusion Monster you control and 1 Fusion Monster
your opponent controls; destroy as many other Special Summoned monsters
on the field as possible, then each player that had a monster(s)
destroyed by this effect takes damage equal to the combined current ATK
of the targeted monster(s) on the field.
COMMON |
Rating: |
1 |
Comments: |
It's worse than Final Fusion, which has the same
requirements, though isn't specific to what your Fusion Monster has to
be. This forces yours to be a Frightfur Fusion Monster and wipes out all
other Special Summoned monsters out, only to hurt both players' LP in
the end. |
TDIL-EN068 |
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Card of the Soul
Normal Spell
Look at your Deck, and if you do, you can add 1 monster from your Deck
to your hand, whose sum of ATK and DEF equals your LP. You can only
activate 1 "Card of the Soul" per turn.
SHORT PRINT COMMON |
Rating: |
3 |
Comments: |
No wonder it's short-printed because this lets
you grab practically any monster you want without any side-effect and in
a LP Gain Deck, that literally increases what you can search with this. |
TDIL-EN067 |
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Magical Mid-Breaker Field
Field Spell
Activate this card at the start of your Main Phase 1 or 2. During each
player's Main Phase 1, monsters on the field cannot be destroyed by
their opponent's card effects, also neither player can target monsters
their opponent controls. You cannot activate or Set Field Spell Cards.
COMMON |
Rating: |
2 |
Comments: |
It's really only good during your turn because
once it gets to your opponent's turn, you can't destroy your opponent's
monsters and you can't even activate new Field Spells you've activated
this card. It also doesn't help that this has to be played at the
beginnng of your Main Phase 1 or 2 either. |
TDIL-EN066 |
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Pot of Desires
Normal Spell
Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You
can only activate 1 "Pot of Desires" per turn.
SECRET RARE |
Rating: |
2 |
Comments: |
If your Deck benefits from cards being banished,
then this may not be too bad, though it's still not that good given
that's a risky move regardless of where this is used. |
TDIL-EN065 |
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Cosmic Cyclone
Quick-Play Spell
Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.
SECRET RARE |
Rating: |
2 |
Comments: |
This may get rid of threats that MST would
otherwise trigger and the fee isn't too bad but even being a Quick-Play
Spell isn't enough for me to understand why it's so high in rarity. |
TDIL-EN064 |
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Triamid Kingolem
Field Spell
All Rock-Type monsters on the field gain 500 ATK. If a "Triamid" monster
you control battles, your opponent's cards and effects cannot be
activated until the end of the Damage Step. If this face-up card in the
Field Zone is sent to the Graveyard: You can Special Summon 1 "Triamid"
monster from your hand. You can only use this effect of "Triamid
Kingolem" once per turn.
RARE |
Rating: |
2 |
Comments: |
A bit better than Triamid Cruiser as it protects
Triamids from harm when they battle and you do get a new Triamid from
your hand if this card is sent to the Graveyard, though the ATK boost
isn't really any better than the boosts offered by the other Triamid
Field Spells. |
TDIL-EN063 |
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Triamid Cruiser
Field Spell
Each time a Rock-Type monster is Normal Summoned, gain 500 LP. If a
"Triamid" monster is Normal Summoned: You can draw 1 card, then discard
1 card. If this face-up card in the Field Zone is sent to the Graveyard:
You can add 1 "Triamid" monster from your Deck to your hand. You can
only use this effect of "Triamid Cruiser" once per turn.
RARE |
Rating: |
2 |
Comments: |
Not much to search for when this is destroyed
but while it's out, it has some okay uses. |
TDIL-EN062 |
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Triamid Fortress
Field Spell
All Rock-Type monsters on the field gain 500 DEF. "Triamid" monsters on
the field cannot be destroyed by card effects. If this face-up card in
the Field Zone is sent to the Graveyard: You can target 1 "Triamid"
monster in your Graveyard; add it to your hand. You can only use this
effect of "Triamid Fortress" once per turn.
COMMON |
Rating: |
2 |
Comments: |
Clearly this is a good candidate for Triamid
Decks and one they'll probably search for when they don't have it but
the other effect doesn't revive the Triamid monster, it adds it to your
hand so you'll have one less monster to defend you. |
TDIL-EN061 |
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Metalfoes Fusion
Normal Spell
Fusion Summon 1 "Metalfoes" Fusion Monster from your Extra Deck, using
monsters from your hand or field as Fusion Materials. If this card is in
your Graveyard: You can shuffle it into the Deck, then draw 1 card. You
can only use this effect of "Metalfoes Fusion" once per turn.
SUPER RARE |
Rating: |
2 |
Comments: |
Restrained to Metalfoes Fusion Monsters but can
return itself to the Deck to let you draw 1 card so it's almost better
than Polymerization. |
TDIL-EN060 |
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Metamorformation
Field Spell
All "Metalfoes" monsters you control gain 300 ATK and DEF. While a
"Metalfoes" card is in your Pendulum Zone, "Metalfoes" monsters you
control, except Effect Monsters, are unaffected by your opponent's card
effects.
SUPER RARE |
Rating: |
2 |
Comments: |
Since Metalfoes are pretty well Normal Monsters,
they'll be protected so long as at least one of your two Pendulum Zones
is occupied by a Metalfoes monster but apart from that, 300 ATK and DEF
isn't much to gain and really doesn't justify this card's rarity. |