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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

The Dark Illusion (Page 4)

TDIL-EN079
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.