| CIBR-EN079 | 
	
		|  | Broken Line Counter Trap
 When a Spell/Trap Card, or monster effect, is activated in this card's 
		column, while this card is Set: Negate the activation, and if you do, 
		destroy that card.
 ULTRA RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Much like Fuse Line, you can plan the card you 
		want to take out by Setting this in that card's column. However this 
		does more, albeit not quite as much as Destruction Jammer or the like. | 
	
		| CIBR-EN078 | 
	
		|  | Fuse Line Normal Trap
 While this card is Set: Target 1 card on the field in this card's 
		column; destroy it.
 SECRET RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | You can drop this card in line with any card you 
		want to destroy but I'd rather use Treacherous Trap Hole, considering 
		you destroy any 2 cards on the field by having no Trap Cards in your 
		Grave. | 
	
		| CIBR-EN077 | 
	
		|  | Evenly Matched Normal Trap
 At the end of the Battle Phase, if your opponent controls more cards 
		than you do: You can make your opponent banish cards from their field 
		face-down so they control the same number of cards as you do. If you 
		control no cards, you can activate this card from your hand.
 SECRET RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | A bit situational but if your field is pretty 
		much empty or half-full, then this literally evens the playing field, so 
		long as your opponent's banished cards don't rely on being banished to 
		activate their effects. | 
	
		| CIBR-EN076 | 
	
		|  | Metaverse Normal Trap
 Take 1 Field Spell from your Deck, and either activate it or add it to 
		your hand.
 RARE
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Whether you plan on activating it or just 
		keeping it in your hand for later, Terraforming is much better to use 
		over this. | 
	
		| CIBR-EN075 | 
	
		|  | Metaphys Dimension Continuous Trap
 If your opponent Special Summons a monster (except during the Damage 
		Step): You can target 1 of your banished "Metaphys" monsters; Special 
		Summon it, but banish it during the End Phase of the next turn. If your 
		other "Metaphys" card in its owner's possession is banished while this 
		card is already face-up in your Spell & Trap Zone: You can target 1 card 
		your opponent controls; banish it. You can only use each effect of 
		"Metaphys Dimension" once per turn.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Special Summoning is pretty much the norm in 
		today's metagame so you're bound to get some uses, though actually 
		getting to use the effect requires you to have a pre-banished Metaphys 
		monster or have one of them banished while the card is face-up. | 
	
		| CIBR-EN074 | 
	
		|  | World Legacy Trap Globe Normal Trap
 Shuffle into the Deck, 5 of your "World Legacy" cards with different 
		names that are banished, in your hand or GY, and/or face-up on your 
		field, except "World Legacy Trap Globe", then draw 2 cards. You can only 
		activate 1 "World Legacy Trap Globe" per turn.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | World Legacy monsters still haven't really 
		proven to me they're all that good but they don't seem to be done with 
		getting support yet. | 
	
		| CIBR-EN073 | 
	
		|  | World Legacy Pawns Continuous Trap
 You can target 1 face-down monster you control; change it to face-up 
		Attack or Defense Position. You can shuffle 1 "Krawler" monster from 
		your GY into the Main Deck, then target 1 face-up monster you control; 
		change it to face-down Defense Position. You can only use 1 "World 
		Legacy Pawns" effect per turn, and only once that turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Unlike Flip Summons, this lets you choose to 
		simply turn it face-up without having to risk it being in Attack 
		Position, not to mention activate that monster's effect. Once you use 
		the effect, though, you'll have to wait until next turn to use it again, 
		even if you control multiple copies. | 
	
		| CIBR-EN072 | 
	
		|  | Personal Spoofing Continuous Trap
 Once per turn: You can shuffle 1 other "Altergeist" card from your hand 
		or face-up from your field into the Main Deck; add 1 "Altergeist" 
		monster from your Deck to your hand.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | A bit like Card Trader, though arguably Card 
		Trader is better since it's a Spell Card and doesn't care what yu 
		shuffle into the Deck. However, this also lets you get a better 
		Altergeist monster than the one you returned. | 
	
		| CIBR-EN071 | 
	
		|  | Altergeist Protocol Continuous Trap
 The activation and effects of "Altergeist" cards activated on your field 
		cannot be negated. When your opponent activates a monster effect: You 
		can send 1 other face-up "Altergeist" card you control to the GY; Negate 
		the activation, and if you do, destroy it. You can only use this effect 
		of "Altergeist Protocol" once per turn.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Perhaps a key card to Altergeist Decks as it 
		locks out your opponent's counters to pretty much any of the Altergeist 
		cards. However, this card only negates monster effects and only if 
		you're willing to give up an Altergeist card. Plus, the effect can't be 
		used more than once per turn. | 
	
		| CIBR-EN070 | 
	
		|  | Altergeist Camouflage Normal Trap
 Target 1 "Altergeist" monster you control; equip this card to it. Your 
		opponent cannot target it for attacks, but it does not prevent your 
		opponent from attacking you directly. Negate an opponent's monster 
		effect that activates by targeting the equipped monster. If an 
		"Altergeist" card(s) you control would be destroyed by battle or card 
		effect, you can banish this card from your GY instead.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It offers two-fold protection both while 
		equipped and from the Graveyard but the latter of those two will only 
		protect it during that instant. | 
	
		| CIBR-EN069 | 
	
		|  | Remote Rebirth Normal Trap
 Target 1 monster in your opponent's GY; Special Summon it in an 
		opponent's Main Monster Zone your Link Monster points to.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | The only time one should revive a monster from 
		the opponent's Graveyard is when the effect benefits you more like with 
		Number 32: Shark Drake. This doesn't benefit you much at all and you may 
		not have many options to pick from. | 
	
		| CIBR-EN068 | 
	
		|  | Link Restart Counter Trap
 When a Spell/Trap Card, or monster effect, is activated that would 
		inflict damage to you: Negate the activation, and if you do, Special 
		Summon 1 Link Monster from your GY.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Pretty situational and doesn't get rid of the 
		threat that prompted activating it. At least it can revive any Link 
		Monster from your Grave. | 
	
		| CIBR-EN067 | 
	
		|  | Cyberse Beacon Normal Trap
 If you took damage by battle or an opponent's card effect this turn: Add 
		1 Level 4 or lower Cyberse monster from your Deck to your hand. You can 
		only activate 1 "Cyberse Beacon" per turn.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | I'd rather bring out the monster using something 
		like Damage Condenser so that I can at least reduce the odds of taking 
		more damage this turn. This card doesn't really do that. | 
	
		| CIBR-EN066 | 
	
		|  | Burning Bamboo Sword Continuous Spell
 If you activate a "Bamboo Sword" card while this card is already face-up 
		in your Spell & Trap Zone: You can skip your opponent's next Main Phase 
		1.
 SHORT PRINT COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | A flaming sword could be a threat but this one 
		is just one of many useless swords that aren't even worth being embedded 
		in stone for some traveler passing by to try and remove. | 
	
		| CIBR-EN065 | 
	
		|  | Backup Squad Continuous Spell
 Each time you take 1000 or more damage by your opponent's card effect or 
		their monster's attack: Draw 1 card for every 1000 damage you took.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It can be effective against Burn Decks, or in 
		combination with Temple of the Mind's Eye but it's still a pretty hefty 
		price to pay to draw extra cards. | 
	
		| CIBR-EN064 | 
	
		|  | Temple of the Mind's Eye Field Spell
 Any battle damage a player takes becomes 1000.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Most of the time, you'd probably get the effect 
		of this as damage is generally 500 or less. However, this applies to 
		your opponent as well so if you'd otherwise take less damage, you're now 
		taking perhaps twice that amount. | 
	
		| CIBR-EN063 | 
	
		|  | Overdone Burial Equip Spell
 Activate this card by discarding 1 monster, then target 1 monster in 
		your GY whose Level is lower than the discarded monster's original 
		Level; Special Summon it and equip it with this card. The equipped 
		monster has its effects negated. You can only activate 1 "Overdone 
		Burial" per turn.
 SECRET RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It trades in one monster for another but you 
		won't have many choices if you don't send a high-Level monster. | 
	
		| CIBR-EN062 | 
	
		|  | Arrivalrivals Quick-Play Spell
 During the Battle Phase: Immediately after this effect resolves, Normal 
		Summon 1 monster. You can only activate 1 "Arrivalrivals" per turn.
 ULTRA RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It's not much better than Special Summoning 
		during your opponent's turn given that your monster isn't able to do 
		much. You'd be better off with the likes of Soul Exchange. | 
	
		| CIBR-EN061 | 
	
		|  | One-Time Passcode Normal Spell
 Special Summon 1 "Security Token" (Cyberse/LIGHT/Level 4/ATK 2000/
 DEF 
		2000) in Defense Position. You can only activate 1 "One-Time Passcode" 
		per turn.
 RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Unlike Fiend's Sanctuary, whose Token is safe 
		from harm for a fee of 1000 LP each turn, this gives you a stronger 
		Token free of charge but prevents you from using more than one copy per 
		turn. Not too bad but I'd still argue Fiend's Sanctuary is better. | 
	
		| CIBR-EN060 | 
	
		|  | Asymmetaphys Continuous Spell
 Once per turn: You can banish 1 "Metaphys" card from your hand, and if 
		you do, draw 1 card. Once per turn, if your "Metaphys" card in its 
		owner's possession is banished: Apply this effect depending on whose 
		turn it is.
 ● Your turn: All monsters on the field lose 500 ATK/DEF, except 
		"Metaphys" monsters.
 ● Opponent's turn: Change the battle positions of all monsters on the 
		field, except "Metaphys" monsters.
 ULTRA RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | A two-for-one deal with this as your practically 
		useless Metaphys monster will get banished, allowing you to bring it 
		back by other means and draw an extra card. The bulleted effects aren't 
		really that good though. |