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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text card ratings Rarity Changes Visual spoiler Card spoiler Improved Effects

Abyss Rising (Page 4)

*Also available as an Ultimate Rare card
ABYR-EN079
Unification
Continuous Trap
Once per turn, during each player's Standby Phase: The turn player declares a Level from among the face-up monsters they control, then sends all face-up monsters they control with a different Level to the Graveyard.
COMMON
Rating: 1
Comments: You'd be lucky enough to have your opponent lose ONE monster by this card's effect but it can hurt you too and probably will more than your opponent.
ABYR-EN078
Cash Back
Counter Trap
When your opponent activates a Spell/Trap Card, or monster effect, by paying their Life Points: Negate the activation, and if you do, return it to the Deck.
SHORT PRINT COMMON
Rating: 2
Comments: This makes your opponent waste LPs only to lose the card that required that payment but it's returned to the deck instead of sent to the Grave, making it still a threat.
ABYR-EN077*
That Wacky Alchemy!
Normal Trap
If a face-up Spell Card(s) in your opponent's Spell & Trap Card Zones is sent to the Graveyard: You can Target 1 face-up monster on the field; destroy that target.
ULTRA RARE
Rating: 3
Comments: Thanks to a Konami article about this card that lets the effect be used even after an opponent's Spell Card has resolved and is now in the Grave, this card will see more use and gets a higher rating.
ABYR-EN076
Magic Deflector
Normal Trap
For the rest of this turn, negate all Equip, Field, Continuous and Quick-Play Spell Card effects on the field.
COMMON
Rating: 1
Comments: You don't generally see the cards this card negates and it'd include yours too if you used them.
ABYR-EN075
Memory of an Adversary
Normal Trap
When an opponent's monster declares an attack: You take damage equal to the attacking monster's ATK, and if you do, banish that monster. During the End Phase of your opponent's next turn, Special Summon that monster to your side of the field.
SUPER RARE
Rating: 1
Comments: It has a promising side-effect in that you get the monster responsible for hitting your LPs but that's not until your opponent's next End Phase and by then you may have already lost.
ABYR-EN074
Madolchepalooza
Normal Trap
Special Summon any number of "Madolche" monsters from your hand, but shuffle them into the Deck during the End Phase.
SUPER RARE
Rating: 2
Comments: Same as ABYR-EN071's comments.
ABYR-EN073
Abyss-strom
Normal Trap
Send 1 face-up "Umi" you control to the Graveyard; send all Spell and Trap Cards on the field to the Graveyard.
RARE
Rating: 2
Comments: It's essentially Levia Dragon - Daedalus in Trap form but it also sends instead of destroys.
ABYR-EN072*
Abyss-sphere
Continuous Trap
Special Summon 1 "Mermail" monster from your Deck. Its effects are negated. You cannot activate any Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation.
ULTRA RARE
Rating: 2
Comments: Much like Abyss-squall, you'll most likely use your new monster as Xyz Material and not worry about the price you'd pay for using this.
ABYR-EN071
Abyss-squall
Normal Trap
Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated and they cannot declare an attack. Destroy them during the End Phase.
SUPER RARE
Rating: 2
Comments: Naturally, you'll just Xyz Summon with your new monsters and avoid the downside to this but that's all this is good for.
ABYR-EN070
Xyz Xtreme !!
Normal Trap
When an Xyz Monster you control is destroyed by battle: Pay 1000 Life Points; you reveal 1 Xyz Monster from the Extra Deck with a Rank less than or equal to that destroyed monster's, and so can your opponent (simultaneously). The player who revealed the monster with lower ATK takes damage equal to the difference between the revealed monsters' ATK's. If the opponent doesn't reveal a monster, inflict damage to your opponent equal to the ATK of your revealed monster.
COMMON
Rating: 2
Comments: You pay 1000 Life Points to potentially make your opponent pay for taking our your Xyz Monster but let's face it, you likely won't deal enough damage to make up for your loss.
ABYR-EN069
Heroic Advance
Normal Trap
When a face-up "Heroic" monster you control is targeted for an attack: Target another face-up Level 4 or lower "Heroic" monster you control; double its ATK during this Battle Phase, then switch the attack target to it and conduct damage calculation, but monsters cannot be destroyed by this battle.
COMMON
Rating: 2
Comments: It saves your possibly weaker Heroic monster from a certain demise and deals your opponent Battle Damage but both monsters will survive thanks to this effect so its threat will remain at large.
ABYR-EN068
Heroic Gift
Normal Trap
If your opponent's Life Points are 2000 or less: Make their Life Points 8000, and if you do, draw 2 cards. You can only activate 1 "Heroic Gift" per turn.
COMMON
Rating: 1
Comments: Restoring your opponent's LPs to normal isn't worth drawing 2 extra cards, especially if those cards could've won you the duel before you activated this. Even Upstart Goblin is better.
ABYR-EN067
Bubble Bringer
Continuous Trap
Level 4 or higher monsters cannot attack directly. During your turn: You can send this face-up card from the field to the Graveyard to target 2 Level 3 or lower WATER monsters with the same name in your Graveyard; Special Summon those targets. Their effects are negated.
SUPER RARE
Rating: 2
Comments: Watt decks are pretty much shut down with this but your monsters are included unless either player Xyz Summons. The second effect isn't bad either though.
ABYR-EN066
Battle Break
Normal Trap
When an opponent's monster declares an attack: Your opponent can reveal 1 monster in their hand to negate this card's effect, otherwise destroy the attacking monster, then end the Battle Phase.
COMMON
Rating: 1
Comments: While Sakuretsu Armor and the better-cards-than-this are legal, this shouldn't ever be used.
ABYR-EN065
The Humble Sentry
Normal Spell
Reveal your hand, choose 1 card, and shuffle it into the Deck.
COMMON
Rating: 1
Comments: In my humble opinion, this card is utterly pointless.
ABYR-EN064
Mind Pollutant
Normal Spell
Discard 1 monster to target 1 monster of that Level your opponent controls; take control of that target until the End Phase.
RARE
Rating: 2
Comments: You can use your new monster for whatever you like unless it restricts otherwise but you may draw this without being able to play it.
ABYR-EN063
Final Gesture
Normal Spell
Target 1 face-up Level 3 monster you control; Special Summon 1 monster with the same name as that monster from your hand or Graveyard. Its effects are negated. During the End Phase of this turn, destroy the face-up monster that was targeted by this card.
COMMON
Rating: 1
Comments: The best target (Sangan) is limited to 1 so that leaves the next best target, Tour Guide, which is at two and even she does a better job than this card.
ABYR-EN062
Forbidden Dress
Quick-Play Spell
Target 1 face-up monster on the field; until the End Phase, that target loses 600 ATK, but it cannot be targeted or destroyed by other card effects.
SUPER RARE
Rating: 1
Comments: No matter how many of these are made, Shrink stays unbanned (it's still at 3) so Shrink should be the more logical card to use but I don't think that's going to happen.
ABYR-EN061
Madolche Ticket
Continuous Spell
When a "Madolche" card(s) is returned from your side of the field or Graveyard to your hand or Main Deck by a card effect: Add 1 "Madolche" monster from your Deck to your hand. If you control a face-up Fairy-Type "Madolche" monster, you can Special Summon the monster from your Deck in face-up Attack Position instead of adding it to your hand. You can only use the effect of "Madolche Ticket" once per turn.
COMMON
Rating: 2
Comments: Since Madolches constantly return to the deck, you're bound to pull this effect off a few times during the duel but most likely you'll only be adding the Madolche monster to the hand.
ABYR-EN060
The Grand Spellbook Tower
Field Spell
Once per turn, during your Standby Phase, if you have a Spellcaster-Type monster on your side of the field or in your Graveyard: You can return 1 "Spellbook" Spell Card from your Graveyard to the bottom of your Deck, except "The Grand Spellbook Tower", then draw 1 card. When this card is destroyed by your opponent's card and sent to the Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is less than or equal to the number of "Spellbook" Spell Cards in your Graveyard.
SECRET RARE
Rating: 2
Comments: It needs a Spellcaster present on your field or in your Grave but you'll get to reuse Spellbook Spells, draw 1 card and bring out a new Spellcaster when this card is destroyed by an opponent's effect.