SECE-EN079 |
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Echo Oscillation
Continuous Trap
You can target 1 card in your Pendulum Zone; destroy it, then draw 1
card. You can only use this effect of "Echo Oscillation" once per turn.
COMMON |
Rating: |
2 |
Comments: |
If it could work for either players' Pendulum Zones,
then it wouldn't be all that bad but since it's only on your side, it's
more of a desperate card at best. |
SECE-EN078 |
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Soul Transition
Normal Trap
If you control no Special Summoned monsters: Tribute 1 face-up Level 4
Normal Summoned/Set monster; draw 2 cards. You can only activate 1 "Soul
Transition" per turn. You cannot Special Summon monsters the turn you
activate this card.
SECRET RARE |
Rating: |
2 |
Comments: |
If your Deck is mostly Level 4 monsters, then you
can get some use out of this but you need no Special Summoned monsters
and cannot Special Summon that turn. |
SECE-EN077 |
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Blaze Accelerator Reload
Continuous Trap
This card's name becomes "Tri-Blaze Accelerator" while in the Spell &
Trap Zone. During either player's Main Phase: You can send 1 "Volcanic"
card from your hand to the Graveyard, and if you do, draw 1 card. You
can only use this effect of "Blaze Accelerator Reload" once per turn.
During either player's Main Phase: You can banish this card from your
Graveyard; send 1 "Volcanic" card from your Deck to the Graveyard.
COMMON |
Rating: |
3 |
Comments: |
A perfect substitute for the original Tri-Blaze
Accelerator, which takes more effort to be activated and thus more
effort to bring out Volcanic Doomfire but this skips a step and is the
better option because it offers more for less. |
SECE-EN076 |
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Unpossessed
Continuous Trap
"Charmer" monsters you control cannot be destroyed by battle. If a
"Familiar-Possessed" monster you control attacks an opponent's monster,
it gains 800 ATK during damage calculation only. If a monster(s) you
control is destroyed by battle or card effect: You can Special Summon 1
Spellcaster-Type monster with 1500 DEF from your Deck, whose Attribute
is different from at least 1 of those destroyed monsters' original
Attributes on the field, in Attack Position or face-down Defense
Position. You can only use this effect of "Unpossessed" once per turn.
COMMON |
Rating: |
2 |
Comments: |
Charmers need more help than this card but if all
else fails, you can get a Familiar-Possessed monster or another decent
Spellcaster-Type monster out of the deal. |
SECE-EN075 |
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Zenmaiday
Continuous Trap
Once per turn: You can target 1 Machine-Type Xyz Monster you control;
attach 1 "Wind-Up" monster from your hand or field to that monster as an
Xyz Material. You can send this face-up card from the field to the
Graveyard, then target 1 "Wind-Up" Xyz Monster you control; Special
Summon, from your Extra Deck, 1 "Wind-Up" monster that is 1 Rank higher
than that target, by using that target as Xyz Material. (This Special
Summon is treated as an Xyz Summon. Xyz Materials attached to it also
become Xyz Materials on the Summoned monster.) You cannot activate these
effects in the same chain.
COMMON |
Rating: |
2 |
Comments: |
This may help Wind-Up Decks out a bit but without
their loop, they don't have the consistency or popularity they once had. |
SECE-EN074 |
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Ritual Beast Ambush
Normal Trap
Target 1 of your "Ritual Beast Tamer" monsters and 1 of your "Spiritual
Beast" monsters that are banished and/or in your Graveyard; Special
Summon them in Defense Position. After this card is activated, you
cannot Special Summon monsters, except "Ritual Beast" monsters, for the
rest of this turn. You can only activate 1 "Ritual Beast Ambush" per
turn.
COMMON |
Rating: |
2 |
Comments: |
An archetype that isn't even released yet so I'll
have to give the benefit of the doubt as they do not seem to be as
restrained as Qli monsters. |
SECE-EN073 |
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Re-qliate
Continuous Trap
If monster is Normal or Flip Summoned, and it is a Level 4 or lower
monster: Negate its effects until the end of this turn. If a monster is
Special Summoned, and it is a Level 5 or higher monster: Negate its
effects until the end of this turn, also banish it when it leaves the
field. If there is no "Qli" card on the field, except "Re-qliate", send
this card to the Graveyard.
COMMON |
Rating: |
2 |
Comments: |
You could run this in hopes that your opponent is
running a Qli Deck and even though there's a good chance of that, it's
not the only popular Deck out there right now. |
SECE-EN072 |
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Void Launch
Continuous Trap
During each of your Standby Phases: You can send up to 2 "Infernoid"
monsters from your Deck to the Graveyard. If you control a monster that
is not an "Infernoid" monster, send this card to the Graveyard.
SUPER RARE |
Rating: |
1 |
Comments: |
What good does it do to send monsters to the
Graveyard that cannot be Special Summoned outside of their effects?
Unless some new support card allows this to occur, this card is
completely useless. |
SECE-EN071 |
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Eye of the Void
Normal Trap
Special Summon 1 "Infernoid" monster from your hand, ignoring its
Summoning conditions, but its effects are negated until the end of this
turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
It's somewhat better than A Wild Monster Appears!
but it's slower to activate and your monster cannot use any of its
effects that turn. |
SECE-EN070 |
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Raidraptor - Readiness
Normal Trap
This turn, "Raidraptor" monsters you control cannot be destroyed by
battle. If you have a "Raidraptor" monster in your Graveyard: You can
banish this card from your Graveyard; you take no damage this turn.
COMMON |
Rating: |
2 |
Comments: |
This is also probably helpful for Raidraptors as it
can save you from direct attacks and/or big damage. |
SECE-EN069 |
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Last Minute Cancel
Normal Trap
When an opponent's monster declares an attack while you control an
Attack Position monster(s): Change all monsters you control to Defense
Position. Until the end of this turn, after this card is activated,
return any face-up "Performapal" monster you control that is destroyed
by battle or card effect to the hand instead of sending it to the
Graveyard.
COMMON |
Rating: |
2 |
Comments: |
You'll get the most out of it in a Performapal Deck
but it isn't restrained to one. |
SECE-EN068 |
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Wall of Disruption
Normal Trap
When an opponent's monster declares an attack: All Attack Position
monsters your opponent controls lose 800 ATK for each monster they
control.
COMMON |
Rating: |
3 |
Comments: |
This is especially useful against Stardust Dragon
because unlike Mirror Force, which'd get stopped and you'd take some
hits, this'd weaken it considerably and you're more likely to weaken
them by a lot under most conditions. |
SECE-EN067 |
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Performapal Call
Normal Trap
When an opponent's monster declares a direct attack: Target that
attacking monster; negate the attack, and if you do, add up to 2 "Performapal"
monsters from your Deck to your hand, whose total DEF is less than or
equal to the ATK of the targeted monster. Until the end of your next
turn after this card is activated, you cannot Special Summon monsters
from the Extra Deck.
COMMON |
Rating: |
1 |
Comments: |
Regardless of what reason you choose to use this,
it's no good because even without using Performapals, you still can't
Special Summon from the Extra Deck until your next turn's End Phase. |
SECE-EN066 |
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Extra Net
Field Spell
If a monster(s) is Special Summoned from the Extra Deck: The opponent of
the player that conducted the Special Summon can apply this effect.
● Draw 1 card.
SHORT PRINT COMMON |
Rating: |
2 |
Comments: |
It benefits the opponent every time the turn player
Special Summons from the Extra Deck and perhaps can prevent them from
drawing by its effect if you don't Special Summon in that manner but
it's not great overall. |
SECE-EN065 |
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Pendulum Shift
Quick-Play Spell
Target 1 card in either player's Pendulum Zone, and declare a Pendulum
Scale from 1 to 10; this turn that card becomes that Pendulum Scale.
COMMON |
Rating: |
3 |
Comments: |
Even the higher scales can help you out thanks to
this card and it's a Quick-Play Spell so you can throw your opponent for
a bit of a loop and doesn't care how many you activate per turn! |
SECE-EN064 |
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A Wild Monster Appears!
Normal Spell
If your opponent controls a monster and you control no monsters: Special
Summon from your hand, 1 monster with an original Level of 10 or lower
that cannot be Normal Summoned/Set, ignoring its Summoning conditions.
It is unaffected by the effects of your cards, except for its own
effects and this card's, also shuffle it into the Deck during your
opponent's next End Phase. For the rest of this turn, you cannot Normal
Summon/Set or Special Summon monsters, and your opponent takes no
damage.
SECRET RARE |
Rating: |
2 |
Comments: |
It seemed like a good card to me at first but now
that I see it written in English and thanks to rulings of other cards,
your options are limited and you can't even use the new monster as a
means to Summon and even if you could, you can't damage your opponent
that turn anyway. |
SECE-EN063 |
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Pot of Riches
Normal Spell
Shuffle 3 Pendulum Monsters into the Deck, from your Graveyard and/or
face-up in your Extra Deck, then draw 2 cards. You can only activate 1
"Pot of Riches" per turn. You cannot Special Summon the turn you
activate this card, except by Pendulum Summon.
SECRET RARE |
Rating: |
2 |
Comments: |
Even with Pot of Avarice still banned, Pot of
Dichotomy is perhaps the better card because you can still make other
plays other than attacking. |
SECE-EN062 |
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Dragunity Divine Lance
Equip Spell
Equip only to a "Dragunity" monster. It gains ATK equal to its Level x
100, also it is unaffected by Trap effects. During your Main Phase: You
can equip 1 Dragon-Type "Dragunity" Tuner monster from your Deck to the
monster equipped with this card. You can only use this effect of "Dragunity
Divine Lance" once per turn.
COMMON |
Rating: |
2 |
Comments: |
In spite of the fact that Dragunities are
practically or completely off the radar, Konami has decided to give them
a bit more support and while it helps, 100 ATK times its Level isn't
going to be very much, even with the strongest members but you do get to
give it a bit of further support with its other effects though. |
SECE-EN061 |
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Tenacity of the Monarchs
Normal Spell
Reveal 1 monster in your hand with 2400 ATK & 1000 DEF, or 2800 ATK &
1000 DEF; add 1 "Monarch" Spell/Trap Card from your Deck to your hand,
except "Tenacity of the Monarchs". You can only activate 1 "Tenacity of
the Monarchs" per turn.
RARE |
Rating: |
2 |
Comments: |
You could pick up The Monarchs Stormforth and then
Tribute Summon your revealed monster but then your opponent will know
what you're planning and may have a counter waiting. |
SECE-EN060 |
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Nekroz Cycle
Ritual Spell
This card can be used to Ritual Summon any "Nekroz" Ritual Monster.
Tribute monsters from your hand or field, then Ritual Summon 1 "Nekroz"
Ritual Monster from your hand or Graveyard whose Level exactly equals
the total Levels of those monsters. You can only use this effect of "Nekroz
Cycle" once per turn. If you control no monsters: You can banish this
card and 1 "Nekroz" monster from your Graveyard; add 1 "Nekroz" Spell
Card from your Deck to your hand.
RARE |
Rating: |
1 |
Comments: |
It can also Ritual Summon from the Graveyard but why
would you when most Rituals can be Special Summoned with the likes of
Call of the Haunted afterwards? |