| FLOD-EN099 | 
	
	
		
		  | 
		Crystal Conclave 
		Continuous Trap 
		Once per turn, if a face-up "Crystal Beast" monster(s) you control is 
		destroyed by battle or card effect: You can Special Summon 1 "Crystal 
		Beast" monster from your Deck. You can send this face-up card from the 
		field to the GY, then target 1 "Crystal Beast" card you control and 1 
		card on the field; return them to the hand. You cannot activate these 
		effects in the same Chain. 
		COMMON  | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Your lost Crystal Beast is replenished but 
		you'll lose that perk if you use the other effect, which I highly don't 
		recommend.   | 
	
	
		| FLOD-EN098 | 
	
	
		
		
		  | 
		Rainbow Refraction 
		Quick-Play Spell 
		If a monster(s) you control whose original name is "Rainbow Dragon" or 
		"Rainbow Dark Dragon" activated its effect this turn: Special Summon any 
		number of "Crystal Beast" monsters with different names from your Deck. 
		SUPER RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Not sure why you'd need the other Crystal Beasts 
		when you were already successful with one of the main dragons' effects. 
		However, Rainbow Dragon is the worst of the two given it can't attack if 
		eitther of its effects are successful so this won't do you much good 
		with that.  | 
	
	
		| FLOD-EN097 | 
	
	
		| 
		Active Link Arrows 
		→ | 
		 
		Bottom-Left  
		and 
		Bottom-Right | 
	
	
		
		  | 
		Madolche Fresh Sistart 
		EARTH / Fairy-Type Link / ATK 1500 / Link-2 
		2 "Madolche" monsters 
		While this card points to a "Madolche" monster, "Madolche" Spells/Traps 
		you control cannot be destroyed by card effects, also neither player can 
		target them with card effects. If this card on the field would be 
		destroyed by battle or card effect, you can shuffle 1 "Madolche" monster 
		from your GY into the Deck instead. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		It works two-fold by protecting your Spells and 
		Traps from harm and putting its friends back into the Deck where they 
		belong but isn't very strong and only works with Madolches.   | 
	
	
		| FLOD-EN096 | 
	
	
		| 
		Active Link Arrows 
		→ | 
		 
		Bottom-Left  
		and 
		Bottom-Right | 
	
	
		
		  | 
		Inzektor Picofalena 
		DARK / Insect-Type Link / ATK 1000 / Link-2 
		2 Insect monsters 
		If this card is Link Summoned: You can discard 1 card, then target 1 
		other Insect monster you control; equip 1 Insect monster from your Deck 
		to it as an Equip Spell that gains this effect. 
		● The equipped monster gains 500 ATK/DEF. 
		You can target 3 Insect monsters in your GY; shuffle them into the Deck, 
		then draw 1 card. You can only use each effect of "Inzektor Picofalena" 
		once per turn. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Oh sure it helps its friends out but doesn't 
		protect itself and with a puny 1000 ATK, that's pretty much essential. 
		The other effect can also be achieved better.   | 
	
	
		| FLOD-EN095 | 
	
	
		| 
		Active Link Arrows 
		→ | 
		 
		Left  
		and 
		Right | 
	
	
		
		  | 
		Shaddoll Construct 
		LIGHT / Fairy-Type Link / ATK 1200 / Link-2 
		2 Flip monsters 
		During your Main Phase: You can Fusion Summon 1 "Shaddoll" Fusion 
		Monster from your Extra Deck, using monsters from your hand or field as 
		Fusion Material. If this card is in your GY: You can send 1 "Shaddoll" 
		card from your hand or face-up field to the GY, and if you do, Special 
		Summon this card. You can only use each effect of "Shaddoll Construct" 
		once per turn. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		This is more effort than using Elemental HERO 
		Woodsman or any other card that searches Polymerization and all for a 
		monster with a mere 1200 ATK. Plus, the other effect isn't worth it 
		either since this card is bad enough the first time around.   | 
	
	
		| FLOD-EN094 | 
	
	
		
		  | 
		Flower Cardian Moonflowerviewing 
		DARK / Warrior-Type Synchro-Type Tuner / Level 6 / ATK 2000 / DEF 2000 
		1 Tuner + 2 non-Tuner monsters 
		Once per turn, during your Main Phase: You can draw 1 card, and if you 
		do, show it, then, if it is a "Flower Cardian" monster, you can Special 
		Summon it, ignoring its Summoning conditions, and it can attack directly 
		this turn. If you activated this effect, skip the Draw Phase of your 
		next turn. When this card is used as Synchro Material, you can treat it 
		and all other Synchro Materials (that have a Level) as Level 2 monsters. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		It's risky to use the 1st effect but even in 
		non-Flower Cardian Decks you don't lose the drawn card, just your next 
		Draw Phase. It's not all that strong either but at least is a Tuner 
		monster that can then make it easier to Synchro Summon with. Still, 
		losing your Draw Phase can prove crutial in a Duel, especially late game 
		when your hand is small.  | 
	
	
		| FLOD-EN093 | 
	
	
		
		  | 
		Crystal Keeper 
		FIRE / Warrior-Type Pendulum / Level 4 / ATK 1500 / DEF 1800 / Scale 2 
		Each turn, the first time an "Ultimate 
		Crystal" monster(s) and/or "Crystal Beast" card(s) you control would be 
		destroyed by card effect that turn, it is not destroyed. 
		If a "Crystal Beast" monster you control 
		battles an opponent's monster, during damage calculation (Quick Effect): 
		You can Tribute this card from your hand or face-up from your field; 
		your battling monster's ATK/DEF become double its original ATK/DEF 
		during that damage calculation only, but it is destroyed at the end of 
		this Damage Step. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		It's searchable and has a pretty low scale but 
		it's DEF isn't all that high and neither is its ATK. It's effects aren't 
		all that bad but aren't enough to make it all that good.  | 
	
	
		| FLOD-EN092 | 
	
	
		
		  | 
		Crystal Master 
		DARK / Spellcaster-Type Pendulum / Level 3 / ATK 1300 / DEF 1000 / Scale 
		5 
		Your opponent cannot target "Ultimate 
		Crystal" monsters or "Crystal Beast" cards you control with card 
		effects. 
		You can Tribute this card; add 1 
		"Ultimate Crystal" monster, "Crystal Beast" monster, or "Crystal" 
		Spell/Trap from your Deck to your hand. 
		COMMON | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		New support for Crystal Beasts and the main boss 
		monsters but its Scale isn't low enough to be all that useful and its 
		stats are pretty weak to use as an effective Monster Card.  | 
	
	
		| FLOD-EN091 | 
	
	
		
		  | 
		F.A. Overheat 
		Normal Trap 
		If only your opponent controls a monster: Special Summon 1 "F.A." 
		monster from your hand, and if you do, increase its Level by 3 until the 
		end of this turn. If this card is in the GY and you control no cards in 
		your Field Zone: You can banish this card from the GY; activate 1 "F.A." 
		Field Spell directly from your hand or GY. You can only use this effect 
		of "F.A. Overheat" once per turn. 
		RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		It gives you a free F.A. monster that will 
		temporarily be stronger than normal and can activate a Field Spell from 
		your Deck but it's for F.A. Decks only.  | 
	
	
		| FLOD-EN090 | 
	
	
		
		  | 
		F.A. Dead Heat 
		Continuous Trap 
		When an opponent's monster declares a direct attack: You can Special 
		Summon 1 "F.A." monster from your Deck. You can only use this effect of 
		"F.A. Dead Heat" once per turn. Once per battle, if your "F.A." monster 
		battles an opponent's monster, before damage calculation: You can have 
		both players roll a six-sided die. If your result is higher, increase 
		the Level of your battling monster by 4, until the end of this turn 
		(even if this card leaves the field). If your result is lower, destroy 
		your battling monster. If it's a tie, both players roll again. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		A risky gamble considering you may not have an 
		F.A. monster on the field to even use the effect, and even if you get 
		one, it's not likely it'll survive the turn.  | 
	
	
		| FLOD-EN089 | 
	
	
		
		  | 
		F.A. Winners 
		Continuous Spell 
		If you control a "F.A." monster, this card cannot be destroyed by your 
		opponent's card effects. When your "F.A." monster whose Level is at 
		least 5 higher than its original Level battles an opponent's monster and 
		inflicts battle damage to them: You can banish 1 card from your hand, 
		field, or GY. You can only activate this effect of "F.A. Winners" once 
		per turn. If 3 of your "F.A." Field Spells with different names are 
		currently banished, and were all banished by the effect of "F.A. 
		Winners", you win the Duel. 
		RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		Not much of a winning card when 
		compared to Jackpot 7 or Exodia, which are both much more generic and 
		searchable but it's not the worst of the F.A. cards.  | 
	
	
		| FLOD-EN088 | 
	
	
		
		  | 
		F.A. Dawn Dragster 
		LIGHT / Machine-Type Synchro / Level 7 / ATK 0 / DEF 2000 
		1 Tuner + 1+ non-Tuner monsters 
		Gains ATK equal to its Level x 300. If this card attacks a Defense 
		Position monster, inflict piercing battle damage. Each time a "F.A." 
		Spell/Trap Card or effect is activated: You can increase this card's 
		Level by 1. Once per turn, when your opponent activates a Spell/Trap 
		Card or effect (Quick Effect): You can reduce this card's Level by 2, 
		and if you do, negate the activation, and if you do that, destroy that 
		card. 
		RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Literally nothing more than an Extra Deck 
		version of Dark Dragster given its ATK and DEF are the same, it still 
		has summoning requirements (though unwritten given it's a Synchro 
		Monster) and the same poor effects. Even piercing damage is better done 
		with other cards.  | 
	
	
		| FLOD-EN087 | 
	
	
		
		  | 
		F.A. Dark Dragster 
		DARK / Machine / Level 7 / ATK 0 / DEF 2000 
		Cannot be Normal Summoned/Set. Must first be Special Summoned (from your 
		hand) by having a Level 7 or higher "F.A." monster on the field, but no 
		"F.A. Dark Dragster" in your Monster Zone. Gains ATK equal to its Level 
		x 300. Each time a "F.A." Spell/Trap Card or effect is activated: You 
		can increase this card's Level by 1. Once per turn: You can target 1 
		card on the field; reduce this card's Level by 3, and if you do, destroy 
		that target. 
		RARE | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		We actually have a monster that has this card's 
		perks and so much more. Wanna know what it is? Greed Quasar, which also 
		has no strings attached.  | 
	
	
		| FLOD-EN086 | 
	
	
		
		  | 
		Vendread Daybreak 
		Normal Trap 
		If your opponent controls more cards than you do: Choose 1 Ritual 
		Summoned "Vendread" monster you control, and destroy all cards on the 
		field, except the chosen monster. It cannot attack directly while it 
		remains face-up on the field. You can only activate 1 "Vendread 
		Daybreak" per turn. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		So basically you're just destroying your 
		opponent's cards for no good reason given that you can't attack directly 
		with that monster (which must be a Ritual Summoned Vendread monster I 
		might add). At least it's a Common but it won't make good trade bait.  | 
	
	
		| FLOD-EN085 | 
	
	
		
		  | 
		Vendread Nightmare 
		Continuous Spell 
		Once per turn: You can Tribute 1 or more "Vendread" monsters from your 
		hand and/or field, then target 1 face-up monster you control; increase 
		its Level by the number of monsters Tributed, until the end of this 
		turn. When your attacking "Vendread" Ritual Monster destroys an 
		opponent's monster by battle: You can have your monster gain 1000 ATK. 
		You can only use this effect of "Vendread Nightmare" once per turn. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		There are better ways to increase a monster's 
		Level than this and give it more ATK as well.  | 
	
	
		| FLOD-EN084 | 
	
	
		
		  | 
		Revendread Evolution 
		Ritual Spell 
		This card can be used to Ritual Summon any "Vendread" Ritual Monster 
		from your hand or GY. You must also Tribute monsters from your hand or 
		field, and/or send 1 "Vendread" monster from your Deck to the GY, whose 
		total Levels equal the Level of the Ritual Monster you Ritual Summon. 
		The Ritual Summoned monster is destroyed during the End Phase of the 
		next turn. You can only activate 1 "Revendread Evolution" per turn. 
		COMMON | 
	
	
		| Rating: | 
		
		1 | 
	
	
		| Comments: | 
		Since it won't stick around long, why bother 
		Ritual Summoning it with this anyway? Yeah you'll get the monster's 
		effect out of it but that's only if your opponent doesn't counter it 
		first. | 
	
	
		| FLOD-EN083 | 
	
	
		
		  | 
		Vendread Anima 
		DARK / Zombie / Level 1 / ATK 0 / DEF 0 
		You can banish this card from your GY, then target 1 of your banished 
		"Vendread" monsters, except "Vendread Anima"; Special Summon it, also 
		you cannot Special Summon monsters for the rest of this turn, except 
		Zombie monsters. A "Vendread" monster Ritual Summoned using this card on 
		the field gains the following effect. You can only use each of the 
		preceding effects of "Vendread Anima" once per turn. 
		● Banish any monster destroyed by battle with this card. 
		RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		It's mostly good for use with Ritual Summons as 
		its ATK and DEF aren't going to do you much good and the 1st effect is 
		restricted to Vendreads, not to mention restrains your Special Summons 
		to Zombies if the effect is used. | 
	
	
		| FLOD-EN082 | 
	
	
		
		  | 
		Revendread Executor 
		DARK / Zombie-Type Ritual / ATK 3000 / DEF 0 
		You can Ritual Summon this card with any "Vendread" Ritual Spell. This 
		card's name becomes "Revendread Slayer" while on the field. While this 
		Ritual Summoned card is on the field, your opponent cannot target cards 
		you control with card effects, except this card. If this Ritual Summoned 
		card is destroyed by battle, or is destroyed by an opponent's card 
		effect while in its owner's Monster Zone: You can add 1 "Vendread" card 
		from your Deck to your hand. You can only use this effect of "Revendread 
		Executor" once per turn. 
		RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		It's got some pretty high ATK and isn't 
		restrained to Vendread Ritual Spells for any of its effects. However, 
		the main good effect only works while it's on the field after being 
		Ritual Summoned and that 0 DEF won't help it regardless. | 
	
	
		| FLOD-EN081 | 
	
	
		
		
		  | 
		Super Team Buddy Force Unite! 
		Normal Trap 
		Target 1 face-up monster on the field; Special Summon 1 monster from 
		your hand or GY, with the same original Type as that monster's, but with 
		a different original name. If this card in its owner's Spell & Trap Zone 
		is destroyed by an opponent's card effect: You can Set 1 "Super Team 
		Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone. 
		SECRET RARE | 
	
	
		| Rating: | 
		2 | 
	
	
		| Comments: | 
		It could give you a stronger monster but that's 
		up to chance as you don't know what monster will be out when you're able 
		to use this card. Setting another copy right away should this one get 
		destroyed isn't bad but then your opponent will anticipate it.  | 
	
	
		| FLOD-EN080 | 
	
	
		
		
		  | 
		Waking the Dragon 
		Normal Trap 
		If this Set card in its owner's control has left the field because of an 
		opponent's effect, and is now in the GY or banished: You can Special 
		Summon 1 monster from your Deck or Extra Deck. 
		SHORT PRINT COMMON | 
	
	
		| Rating: | 
		3 | 
	
	
		| Comments: | 
		It's a pretty powerful card and all it has to do 
		is either get banished or sent to the Grave by an opponent's card effect 
		to give you a free monster from almost anywhere in your possesion.  |