| ABPF-EN079 | 
	
		|  | Widespread Dud Continuous Trap
 Select 2 face-up Attack Position monsters on the field. When any of the 
		selected monsters are removed from the field, destroy this card. When 
		this card is destroyed, destroy the selected monster(s).
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | If it stopped the selected 
		monster(s) from attacking, then it'd be a better card but still destroys 
		the other monster if the first monster is tributed. | 
	
		| ABPF-EN078 | 
	
		|  | Psi-Curse Normal Trap
 Activate only when a face-up Psychic-Type monster you control is 
		destroyed by battle with an opponent's attacking monster and sent to the 
		Graveyard. Destroy the attacking monster, and inflict damage to your 
		opponent equal to the Level of your destroyed Psychic-Type monster x 
		300.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | While not the worst Trap Card 
		in this set, Mirror Force and Sakuretsu Armor are better. | 
	
		| ABPF-EN077 | 
	
		|  | Tuner's Scheme Continuous Trap
 Activate only when a Synchro Monster is Special Summoned to your 
		opponent's side of the field. Take control of that Synchro Monster. 
		Remove it from play when it is destroyed. Destroy this card when that 
		monster is removed from the field.
 SUPER RARE
 | 
	
		| Rating: | 3 | 
	
		| Comments: | Synchro Summoning is quite 
		popular these days so this card is really going to get some decent use! | 
	
		| ABPF-EN076 | 
	
		|  | Forgotten Temple of the Deep Continuous Trap
 While this card is on the field, this card's name is treated as "Umi". 
		Once per turn, you can select and remove from play 1 face-up Level 4 or 
		lower Fish-Type, Sea Serpent-Type or Aqua-Type monster you control. 
		(This effect can be activated during either player's turn.) Special 
		Summon it during your End Phase.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Other really bad effect aside, 
		this card isn't too bad but should really only be used with Levia Dragon/Ocean 
		Dragon Lord. | 
	
		| ABPF-EN075 | 
	
		|  | Alien Brain Normal Trap
 Activate only when a Reptile-Type monster you control is destroyed by 
		battle with an opponent's attacking monster and sent to the Graveyard. 
		Take control of the attacking monster, and treat it as a Reptile-Type 
		monster.
 COMMON
 | 
	
		| Rating: | 3 | 
	
		| Comments: | Reptile decks (like mine) will 
		really benefit from this card as you permanently gain control of the 
		attacking monster! | 
	
		| ABPF-EN074 | 
	
		|  | Machine King - 3000 B.C. Continuous Trap
 After activation, Special Summon this card; it is treated as an Effect 
		Monster Card (Machine-Type/EARTH/Level 4/ATK 1000/DEF 1000). You cannot 
		Normal or Special Summon another monster the turn you activate this 
		card. Once per turn, you can Tribute 1 Machine-Type monster to have this 
		card gain ATK equal to the Tributed monster's ATK, until the End Phase. 
		(This card is still treated as a Trap Card.)
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | So this is Machine King in 3000 B.C. is it? Well now I see where his unplayability came from: 
		straight from this card! | 
	
		| ABPF-EN073 | 
	
		|  | Saber Hole Counter Trap
 Activate only while you control a face-up "X-Saber" monster. Negate the 
		Summon of a monster and destroy it.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | If you run X-Sabers, this card 
		can be decent but it's another trash rare elsewhere. | 
	
		| ABPF-EN072 | 
	
		|  | Core Blast Continuous Trap
 You can only activate this card's effect while you control a face-up "Koa'ki 
		Meiru" monster. Once per turn, during your Standby Phase, if your 
		opponent controls more monsters than you do, you can destroy a number of 
		cards your opponent controls so that your opponent will control the same 
		number of cards as you control monsters.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | A Koa'ki Meiru support card 
		rated higher than 1? Has he lost his mind? No it's actually just 
		slightly better than the rest since it doesn't have a cost to stay out. | 
	
		| ABPF-EN071 | 
	
		|  | Lair Wire Normal Trap
 Remove from play 1 Insect-Type monster from your Graveyard and select 1 
		monster your opponent controls. Destroy the selected monster.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | "Lame Wire" is more like it 
		since even Tribute to the Doomed would be better to use. | 
	
		| ABPF-EN070 | 
	
		|  | Call of the Reaper Normal Trap
 Activate only when a monster(s) is Special Summoned from your Graveyard. 
		Select and Special Summon 1 "Supay" or 1 "Fire Ant Ascator" from your 
		Graveyard.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It really doesn't have much 
		except for bringing out Sun or Moon Dragon. | 
	
		| ABPF-EN069 | 
	
		|  | Destruct Potion Normal Trap
 Select 1 monster you control. Destroy it, and gain Life Points equal to 
		its ATK.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Mystic Wok is the better card 
		because it's not only a Spell Card but you Tribute the monster instead 
		of destroying it. A potion that has its own anecdote: Jinzo or Royal 
		Decree is not something I'll prescribe for. | 
	
		| ABPF-EN068 | 
	
		|  | Offering to the Immortals Normal Trap
 Activate only when your opponent's monster declares a direct attack 
		while you have 3000 or less Life Points. Negate the attack and Special 
		Summon 2 "Ceremonial Tokens" (Rock-Type/EARTH/Level 1/ATK 0/DEF 0) and 
		add 1 "Earthbound Immortal" card, "Earthbound Revival" or "Roar of the 
		Earthbound" from your Deck to your hand. "Ceremonial Tokens" cannot be 
		Tributed, except for a Tribute Summon of an "Earthbound Immortal" 
		monster and cannot be used as Synchro Material Monsters.
 RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | The EI monsters would be 
		pretty angry if you used this as an offering to them because there are 
		better cards to use over this one. | 
	
		| ABPF-EN067 | 
	
		|  | Meteor Flare Normal Trap
 Activate by sending 2 cards from your hand to the Graveyard while your 
		opponent has more than 3000 Life Points. Inflict 2000 damage to your 
		opponent. If this card is in the Graveyard, you can add it to your hand 
		instead of conducting your normal draw during your Draw Phase.
 COMMON
 | 
	
		| Rating: | 3 | 
	
		| Comments: | You'll be able to use it a few 
		times before your opponent's LPs are less than 3000 but you can return 
		this card to your hand by skipping a Draw Phase! Must discard 2 cards 
		from your hand to use, though. | 
	
		| ABPF-EN066 | 
	
		|  | Serpent Suppression Continuous Trap
 Face-up Attack Position monsters your opponent controls with 0 ATK 
		cannot be destroyed by battle by "Reptilianne" monsters.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Odds are you'll only get one or 
		two turns before the monsters are tributed or synched for but you can 
		deal some pretty immense damage with it though. | 
	
		| ABPF-EN065 | 
	
		|  | Nature's Reflection Normal Trap
 During this turn, any effect activated by your opponent that would 
		inflict damage becomes an effect that inflicts damage to their Life 
		Points.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | While inflicting damage to your 
		opponent is nice, wouldn't it be better to gain the amount you would've 
		taken with Prime Material Dragon? I think so. | 
	
		| ABPF-EN064 | 
	
		|  | Fiendish Chain Continuous Trap
 Select 1 face-up Effect Monster on the field. Its effect(s) is negated, 
		and it cannot attack. If it is destroyed, destroy this card.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It comes in handy with cards 
		like JD or DAD but has no effect on Jinzo. | 
	
		| ABPF-EN063 | 
	
		|  | Changing Destiny Normal Trap
 Activate only when an opponent's monster declares an attack. Negate the 
		attack and change it to Defense Position. It cannot change its battle 
		position while it is face-up on the field. Then, your opponent selects 
		and applies 1 of these effects:
 ● Gain Life Points equal to half the ATK of the monster whose attack was 
		negated.
 ● Inflict damage to your opponent equal to half the ATK of the monster 
		whose attack was negated.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | In some ways, your destiny 
		might not get changed at all. If you have very few Life Points, then 
		your opponent will likely choose the effect to inflict damage, in which 
		case you've lost by this card. Use Negate Attack 
		instead. | 
	
		| ABPF-EN062 | 
	
		|  | Synchro Control Quick-Play Spell
 Activate only if you have no Synchro Monsters on your side of the field 
		or in your Graveyard. Pay 1000 Life Points and select 1 face-up Synchro 
		Monster your opponent controls. Take control of the selected monster 
		until the End Phase of your turn.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | I suppose if you aren't into 
		running Synchros (which will likely hurt you in the end) you could use 
		this to steal your opponent's Synchros but it's not all that 
		good. | 
	
		| ABPF-EN061 | 
	
		|  | Pot of Benevolence Normal Spell
 Select 2 cards from the Graveyard(s), and shuffle them into their 
		owner's Deck(s). After activation, remove this card from play instead of 
		sending it to the Graveyard. You can only activate 1 "Pot of 
		Benevolence" per turn.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Oh how nice, you decided to 
		return a card from my Grave to my deck to save me all the time and 
		effort.......though it takes less effort to do it yourself! This 
		card is terrible in more ways than it is nice. | 
	
		| ABPF-EN060 | 
	
		|  | Ritual Cage Continuous Spell
 You take no Battle Damage from battles involving a face-up Ritual 
		Monster you control. Also, face-up Ritual Monsters you control cannot be 
		targeted or destroyed by the effects of Effect Monsters.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | This card really helps your 
		Ritual Monsters survive longer, at least when it comes to things like 
		Old Vindictives and Rykos but destroying them by other means is not 
		covered by this card. |