| FLOD-EN079 | 
	
	
		
		  | 
		Mamemaki 
		Normal Trap 
		Target 1 face-up monster your opponent controls; discard cards equal to 
		that monster's Level, and if you do, draw the same number of cards you 
		discarded, then return that monster to the hand. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		You may get nothing good from your efforts and 
		thus only succeed in returning the monster to the hand at best. You're 
		better off using Magical Mallet, which is also a Spell Card.  | 
	
	
		| FLOD-EN078 | 
	
	
		
		  | 
		Heartless Drop Off 
		Counter Trap 
		When a face-up card(s) on the field and/or in the GY is added to your 
		opponent's hand by an effect: Look at their hand, also banish the added 
		card(s) and all cards with the same name, if any. 
		RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Not too many uses with this given that some of 
		the more proper ways to give your oppoinent cards aren't all that good. 
		You'd be better off using Thunder King Rai-Oh to prevent it from 
		happening in the first place. Plus, that card can also negate Special 
		Summons, has strong ATK for a Level 4 monster and works with Honest.  | 
	
	
		| FLOD-EN077 | 
	
	
		
		
		  | 
		Infinite Impermanence 
		Normal Trap 
		If you control no cards, you can activate this card from your hand. 
		Target 1 face-up monster your opponent controls; negate its effects 
		(until the end of this turn), then, if this card was Set before 
		activation and is on the field at resolution, for the rest of this turn 
		all other Spell/Trap effects in this column are negated. 
		SECRET RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Who cares if it can be activated from the hand 
		if it means having an empty field? That's just not worth negating the 
		effect of one lone card for a turn. Plus, even if it's destroyed before 
		it can be used, it's not going to negate much at all and not for very 
		long either.  | 
	
	
		| FLOD-EN076 | 
	
	
		
		
		  | 
		Network Trap Hole 
		Normal Trap 
		When your opponent Special Summons a monster(s) from the Main Deck or 
		GY: Banish it face-down. 
		ULTRA RARE | 
	
	
		| Rating: | 
		3 | 
	
	
		| Comments: | 
		It only works against Special Summons but since 
		it banishes face-down, it's pretty much guaranteed that the monster's 
		effect won't be triggered as a result.  | 
	
	
		| FLOD-EN075 | 
	
	
		
		  | 
		The Sanctified Darklord 
		Normal Trap 
		Send 1 "Darklord" monster from your hand or face-up from your field to 
		the GY; negate the effects of 1 Effect Monster on the field until the 
		end of this turn, and if you do, gain LP equal to its ATK. You can only 
		activate 1 "The Sanctified Darklord" per turn. 
		RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Darklords aren't all that bad but they're not 
		all good either, which means this card isn't really that playable as a 
		whole.  | 
	
	
		| FLOD-EN074 | 
	
	
		
		
		  | 
		Elemental Training 
		Continuous Trap 
		Your opponent cannot target "Palace of the Elemental Lords" you control 
		with card effects, also it cannot be destroyed by card effects. Once per 
		turn: You can Tribute 1 monster; Special Summon 1 "Elementsaber" monster 
		from your Deck with a different original Attribute than that monster's. 
		You can send this face-up card from the field to the GY; discard your 
		entire hand, then add "Elemental Lord" monsters from your GY to your 
		hand, equal to the number of cards discarded. 
		ULTRA RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Saving a pretty much useless card from harm 
		isn't a good strategy for any Deck and neither of this card's other 
		effects make up for that.  | 
	
	
		| FLOD-EN073 | 
	
	
		
		
		  | 
		World Legacy's Sorrow 
		Counter Trap 
		When your opponent activates a Spell/Trap Card, or monster effect, while 
		you control a co-linked monster(s): Negate the activation, and if you 
		do, destroy that card. You can only activate 1 "World Legacy's Sorrow" 
		per turn. 
		SUPER RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		There's plenty of sorrow to be had here as this 
		card isn't worth the effort it takes considering you need co-Linked 
		monsters out to even use it and that requires at least 2 Link Monsters 
		that point to each other.  | 
	
	
		| FLOD-EN072 | 
	
	
		
		  | 
		World Legacy Struggle 
		Normal Trap 
		Target Spells/Traps on the field, up to the number of co-linked monsters 
		on the field; destroy them. 
		RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		This makes Twin Twisters and the like more 
		playable because they don't have such strict activation requirements. | 
	
	
		| FLOD-EN071 | 
	
	
		
		  | 
		World Legacy Awakens 
		Normal Trap 
		Immediately after this effect resolves, Link Summon 1 Link Monster using 
		monster(s) you control as material. You can only activate 1 "World 
		Legacy Awakens" per turn. 
		RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		So we're just going to make a pointless Trap 
		Card for each method that Special Summons from the Extra Deck? There's 
		no point to any of them.  | 
	
	
		| FLOD-EN070 | 
	
	
		
		  | 
		Altergeist Emulatelf 
		Continuous Trap 
		Special Summon this card as an Effect Monster (Spellcaster/LIGHT/Level 
		4/ 
		ATK 1400/DEF 1800). (This card is also still a Trap.) If Summoned this 
		way, while it is in the Monster Zone, other "Altergeist" Traps you 
		control cannot be destroyed by card effects, also neither player can 
		target them with card effects. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Doesn't really do much if not with its friends 
		as it's otherwise just a a mediocre Trap Monster.  | 
	
	
		| FLOD-EN069 | 
	
	
		
		  | 
		Gergonne's End 
		Normal Trap 
		Target 1 "Tindangle" Link Monster you control; equip this card to it. It 
		cannot be destroyed by battle or card effects, also your opponent cannot 
		target it with card effects. Once per turn, if there are monsters in all 
		zones the equipped monster points to: If there are still monsters in all 
		zones the equipped monster points to, you can destroy this card and all 
		of those monsters, then, inflict damage to your opponent equal to the 
		equipped monster's ATK before they were destroyed. 
		COMMON  | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Its activation requirements are pretty strict as 
		it requires a Tindangle Link Monster but that monster becomes safe from 
		harm. However, I'd strongly recommend not using the other effect.   | 
	
	
		| FLOD-EN068 | 
	
	
		
		
		  | 
		Red Reboot 
		Counter Trap 
		When your opponent activates a Trap Card: Negate the activation, and if 
		you do, Set that card face-down, then they can Set 1 other Trap directly 
		from their Deck. For the rest of this turn after this card resolves, 
		your opponent cannot activate Trap Cards. You can activate this card 
		from your hand by paying half your LP. 
		SUPER RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		The fact that they can't use other Traps is 
		enough to give this card 2/5 but everything else pretty much prevents 
		its rating from being any higher.   | 
	
	
		| FLOD-EN067 | 
	
	
		
		  | 
		Limit Code 
		Normal Trap 
		If you have any Cyberse Link Monsters in your GY: Place 1 counter on 
		this card for each of those monsters, and if you do, Special Summon 1 
		"Code Talker" monster from your Extra Deck, and equip it with this card. 
		When this card leaves the field, destroy the equipped monster. Once per 
		turn, during your End Phase: Remove 1 counter from this card. If you 
		cannot, destroy it. You can only activate "Limit Code" once per Duel. 
		COMMON  | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Not only is it restricted to Cyberse Link 
		monsters in your Grave for its activation requirement but it can only 
		bring out Code Talker Link Monsters from your Extra Deck, and even then 
		it will lose a counter with each of your End Phases. I'd also consider 
		the fact that you can't use more than one copy per Duel but that's moot 
		since the card is useless.   | 
	
	
		| FLOD-EN066 | 
	
	
		
		  | 
		Monster Reborn Reborn 
		Normal Spell 
		Target 3 monsters in your GY; your opponent chooses 1, you Special 
		Summon it, and if you do, banish the rest. You can only activate 1 
		"Monster Reborn Reborn" per turn. 
		COMMON  | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Sure you can choose the same monster but you 
		probably won't have that luxury when you are able to play this card. 
		Plus with Monster Reborn legal again, there's just no better card to use 
		than that.   | 
	
	
		| FLOD-EN065 | 
	
	
		
		  | 
		Called by the Grave 
		Quick-Play Spell 
		Target 1 monster in your opponent's GY; banish it, and if you do, until 
		the end of the next turn, its effects are negated, as well as the 
		activated effects and effects on the field of monsters with the same 
		original name. 
		COMMON  | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Why not banish it for good with cards like Soul 
		Release, which also banish more cards than this? | 
	
	
		| FLOD-EN064 | 
	
	
		
		  | 
		Staring Contest 
		Continuous Spell 
		When you Special Summon a monster to the Extra Monster Zone: You can 
		target 1 monster in your opponent's Main Monster Zone; move that target 
		to their zone in the same column as that Extra Monster Zone monster. 
		When your opponent Special Summons a monster to the Extra Monster Zone: 
		You can target 1 monster in your Main Monster Zone; move that target to 
		your zone in the same column as that Extra Monster Zone monster. These 
		effects cannot be activated in the Damage Step. 
		COMMON  | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Staring contests never get anywhere fast and 
		this card is only proving that because all you're doing os moving 
		monsters from one place to another, which I've already noted as being 
		bad with previous cards in this set.  | 
	
	
		| FLOD-EN063 | 
	
	
		
		
		  | 
		Link Bound 
		Quick-Play Spell 
		Target 1 Link Monster you control or in your GY; return it to the Extra 
		Deck, and if you do, draw cards equal to its Link Rating, then place 
		cards from your hand on the bottom of the Deck, in any order, equal to 
		the number of cards you drew. You can only activate 1 "Link Bound" per 
		turn. 
		SUPER RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		I never see the point of drawing cards only to 
		lose others without discarding as you can't benefit from it at all. In 
		fact, you lose a monster right off the bat with this card.   | 
	
	
		| FLOD-EN062 | 
	
	
		
		  | 
		Sekka's Light 
		Normal Spell 
		If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest 
		of this Duel after you activate this card, you cannot activate 
		Spell/Trap Cards or effects, except "Sekka's Light". You can banish this 
		card from your GY; reveal 1 monster in your hand, shuffle it into the 
		Deck, then, draw 1 card. You can only use each effect of "Sekka's Light" 
		once per turn. 
		RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Even if you have no Spell/Trap Cards in your 
		Graveyard, you're not going to be able to use any other Spells or Traps 
		to bail you out, even other copies of this card, unless you can use 
		monster effects to rectify that. Still a terrible card, even compared to 
		other cards like it.  | 
	
	
		| FLOD-EN061 | 
	
	
		
		  | 
		Restoration of the Monarchs 
		Equip Spell 
		Activate this card by targeting 1 monster in your GY with 2400 ATK/1000 
		DEF, or 2800 ATK/1000 DEF; Special Summon it in Defense Position, but 
		negate its effects, also equip it with this card. When this card leaves 
		the field, destroy that monster. The equipped monster can be treated as 
		2 Tributes for a Tribute Summon. You can only activate 1 "Restoration of 
		the Monarchs" per turn. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		If it weren't for the fact that the revived 
		mounster can count as 2 Tributes for a Tribute Summon, this would've 
		only gottten half the rating it's getting here. Still, it's pretty 
		limited on uses as some monsters that meet the requirements can't be 
		revived by its effect. | 
	
	
		| FLOD-EN060 | 
	
	
		
		
		  | 
		Palace of the Elemental Lords 
		Field Spell 
		All monsters you control gain ATK/DEF equal to the number of different 
		Attributes in your GY x 200. Once per turn: You can add 1 "Elementsaber" 
		monster from your Deck to your hand, but skip the Battle Phase of your 
		next turn (even if this card leaves the field). Once per turn, if an 
		"Elementsaber" monster in your hand or field would send a card(s) from 
		the hand to the GY to activate an effect, you can send that many 
		"Elementsaber" monster(s) from your Deck to the GY, instead. 
		ULTRA RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Pretty mediocre for an Ultra Rare card given the 
		low ATK boost only applies if you have different attributes in your 
		Graveyard, which means Decks centered around one Attribute can't make 
		use of it at all. Either way, the only relatively good effect is the 
		very last one.  |