CROS-EN079 |
|
Monster Rebone
Continuous Trap
If your opponent Special Summoned a monster this turn: Activate this
card by targeting 1 monster in your opponent's Graveyard; Special Summon
it to your side of the field in Defense Position. When this card leaves
the field, banish that monster. When that monster leaves the field,
destroy this card.
SUPER RARE |
Rating: |
2 |
Comments: |
Special Summoning is quite common these days and
you'll get a monster out of the deal but it's Special Summoned in
Defense Mode, which may not be what you want and Call of the Haunted may
be the better choice as it's more versatile. |
CROS-EN078 |
|
Statue of Anguish Pattern
Continuous Trap
Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level
7/
ATK 0/DEF 2500). (This card is also still a Trap Card.) If Summoned
this way, this card cannot be targeted by an opponent's card effects
while you control another Trap Card that is a monster. If a card is
Special Summoned from your Spell & Trap Zone to the Monster Zone while
this card is a monster: You can target 1 card on the field; destroy it.
COMMON |
Rating: |
2 |
Comments: |
It'll have 2500 DEF as a Monster Card and that'll
hold back most monsters of its soon-to-have Level and lower but it'd be
much better if it too had indestructibility to battle as being unable to
be the target of card effects doesn't help you or it much, though you
might get some use out of the last effect. |
CROS-EN077 |
|
Abyss Stungray
Continuous Trap
Special Summon this card as an Effect Monster (Thunder-Type/LIGHT/Level
5/
ATK 1900/DEF 0). (This card is also still a Trap Card). If Summoned
this way, this card cannot be destroyed by battle.
COMMON |
Rating: |
2 |
Comments: |
A free 1900 beatstick that is an Honest target and
can't be destroyed in battle isn't all that bad but it has all the
weaknesses of Trap Cards so you'd better Tribute it or use it for
something better. |
CROS-EN076 |
|
Fiend Griefing
Normal Trap
Target 1 monster in your opponent's Graveyard; shuffle it into the Deck,
then you can send 1 Fiend-Type monster from your Deck to the Graveyard.
COMMON |
Rating: |
1 |
Comments: |
Griefing is right because let's face it, this is a
terrible way to prevent your opponent from having their desired
monster(s) in the Graveyard or dump a Fiend-Type monster from your Deck
to the Graveyard. |
CROS-EN075 |
|
Lose 1 Turn
Normal Trap
Activate this card only if you currently control no Special Summoned
monsters. During the turn a monster is Special Summoned, negate its
effects. If an Effect Monster(s) is Special Summoned in Attack Position:
Change it to Defense Position.
ULTRA RARE |
Rating: |
1 |
Comments: |
Little more than a feeble stall card and there are
better ones than that like Ceasefire and in the very least Curse of
Anubis, neither of which are this Rare nor do they really need anything
for their activation. |
CROS-EN074 |
|
Jar of Avarice
Normal Trap
Target 5 cards in your Graveyard, except "Jar of Avarice"; shuffle all 5
into the Deck, then draw 1 card. You can only activate 1 "Jar of
Avarice" per turn.
SECRET RARE |
Rating: |
2 |
Comments: |
Clearly a replacement for the banned Pot of Avarice
as it does virtually the same thing only it doesn't care what 5 cards
you shuffle into the Deck as long as it's not another copy and of course
you only draw half the cards PoA gives you in return, not to mention
this is a Trap Card. |
CROS-EN073 |
|
Void Purification
Continuous Trap
If you control a monster that is not an "Infernoid" monster, send this
card to the Graveyard. You can only use each of these effects of "Void
Purification" once per turn.
● During each of your opponent's Standby Phases: You can target 1 "Infernoid"
monster in your Graveyard; add it to your hand.
● During each of your Standby Phases: You can target 1 of your banished
"Infernoid" monsters; return it to the Graveyard.
RARE |
Rating: |
1 |
Comments: |
It's this card that needs to be purified of
its terribleness as its effects do you little good unless you're
desperate to bring an Infernoid monster out. |
CROS-EN072 |
|
Zefra Divine Strike
Counter Trap
When a Spell/Trap Card, or monster effect, is activated: Banish 1
face-up "Zefra" monster in your Extra Deck; negate the activation, and
if you do destroy it.
SUPER RARE |
Rating: |
2 |
Comments: |
Easy enough to activate but needs you to banish a
Zefra monster in your Extra Deck first and you may not have any when you
need to use this card. |
CROS-EN071 |
|
Chosen of Zefra
Continuous Trap
This card gains these effects depending on the number of face-up "Zefra"
monsters with different names in your Extra Deck.
● 3 or more: Monsters you control gain 100 ATK for each face-up monster
in any Extra Deck.
● 5 or more: Monsters you control cannot be destroyed by an opponent's
card effects.
● 8 or more: Monsters you control cannot be targeted by an opponent's
card effects.
● 10: You can send this card to the Graveyard; shuffle all cards from
your opponent's hand, field, and Graveyard into the Deck.
COMMON |
Rating: |
2 |
Comments: |
I'm sure Zefras aren't actually all that bad
considering their high scale Pendulum Monsters and the more you have
stockpiled in your Extra Deck, the more of this card's effects you can
use. |
CROS-EN070 |
|
Dizzying Winds of Yosen Village
Continuous Trap
Activate this card only if you control a Level 6 or higher "Yosenju"
monster. While you have a "Yosenju" card in your Pendulum Zone, if a
monster would be returned from the field to the hand by a card effect,
shuffle it into the Deck instead, unless it is a "Yosenju" monster.
COMMON |
Rating: |
1 |
Comments: |
It asks for you to control a Level 6 or higher
Yosenju monster and doesn't even return Yosenjus to the Deck if they'd
return to the hand, which makes this card completely pointless. |
CROS-EN069 |
|
Designer Frightfur
Normal Trap
Target 1 "Edge Imp" or "Fluffal" monster in your Graveyard; Special
Summon it, and if you do, it can be treated as a "Frightfur" monster for
a Fusion Summon.
COMMON |
Rating: |
2 |
Comments: |
Only Sabres is good enough to use with this but
it'll count as a Frightfur monster for a Fusion Summon and other better
Edge Imp or Fluffal monsters may get released down the road. |
CROS-EN068 |
|
Fluffal Crane
Normal Trap
When a face-up "Fluffal" monster(s) you control is destroyed by your
opponent's attack or card effect and sent to your Graveyard: Target 1 of
those destroyed monsters; add it to your hand, and if you do, draw 1
card.
COMMON |
Rating: |
2 |
Comments: |
You get the lost Fluffal monster back as well as an
extra card but it'd be better if you Special Summoned the lost Fluffal
monster instead. |
CROS-EN067 |
|
Melodious Illusion
Normal Trap
Target 1 "Melodious" monster you control; this turn, that face-up
monster you control is unaffected by your opponent's Spell/Trap effects,
and it can make a second attack during each Battle Phase.
RARE |
Rating: |
2 |
Comments: |
Not all Melodious monsters are good but the ones
that are will only get better with this. |
CROS-EN066 |
|
Performapal Pinch Helper
Continuous Trap
Once per turn, when an opponent's monster declares a direct attack: You
can negate the attack, and if you do, Special Summon 1 "Performapal"
monster from your Deck, but its effects are negated. When an attack is
declared involving a monster you control and an opponent's monster: You
can send this card to the Graveyard; you take no battle damage from that
battle.
COMMON |
Rating: |
2 |
Comments: |
This can help save you from direct damage but your
new monster loses its effects and sending itself to the Graveyard only
saves you from battle damage during the battle your monster is involved
in. |
CROS-EN065 |
|
Unexpected Dai
Normal Spell
If you control no monsters: Special Summon 1 Level 4 or lower Normal
Monster from the Deck.
SUPER RARE |
Rating: |
3 |
Comments: |
Although you need to control no monsters, you can
activate this card the first turn of the duel, where you'll always have
no monsters and there are plenty of strong Level 4 or lower Normal
Monsters to choose from and you can use the new monster for whatever
Summon you'd like! |
CROS-EN064 |
|
Pendulum Rising
Normal Spell
Send 1 monster you control to the Graveyard; Special Summon from your
Main Deck, 1 Pendulum Monster with the same Level as the sent monster's
original Level, but destroy it during the End Phase. You can only
activate 1 "Pendulum Rising" per turn.
COMMON |
Rating: |
2 |
Comments: |
You can do what you want with the Pendulum Monster
but it has to be the same Level as the sent monster's Level. |
CROS-EN063 |
|
Harmonic Oscillation
Normal Spell
If your opponent has 2 cards in their Pendulum Zones: Target those 2
cards; while both targets are in their Pendulum Zones, you can Pendulum
Summon monsters using their Pendulum Scales this turn, but only from the
Extra Deck.
SHORT PRINT COMMON |
Rating: |
1 |
Comments: |
It'd be great if I could Pendulum Summon from my
hand using those two scales but I'm limited to the Extra Deck, which
doesn't help much at all, nor is it good enough to justify making this
card short printed. |
CROS-EN062 |
|
Galaxy Cyclone
Normal Spell
Target 1 Set Spell/Trap Card on the field; destroy it. During your Main
Phase, except the turn this card was sent to the Graveyard: You can
banish this card from your Graveyard, then target 1 face-up Spell/Trap
Card on the field; destroy it. You can only use this effect of "Galaxy
Cyclone" once per turn.
SECRET RARE |
Rating: |
1 |
Comments: |
Nothing beats the good old Mystical Space Typhoon
because that card can get rid of any Spell or Trap on the field and is a
Quick-Play, which is better than this card's effects combined. |
CROS-EN061 |
|
Void Vanishment
Continuous Spell
You can discard 1 card; add 1 "Void" Spell/Trap Card from your Deck to
your hand, except "Void Vanishment" or "Null and Void", also you cannot
Normal or Special Summon monsters for the rest of this turn, except "Infernoid"
monsters. You can only use this effect of "Void Vanishment" once per
turn. If an "Infernoid" monster you control battles an opponent's
monster, after damage calculation: You can send this card to the
Graveyard; banish those monsters.
SUPER RARE |
Rating: |
2 |
Comments: |
Though most Infernoid monsters and their support are
pretty bad, there might be better support down the road, though you
don't get to Normal Summon or Special Summon anything else if the first
effect is used. |
CROS-EN060 |
|
Oracle of Zefra
Field Spell
When this card is activated: Add 1 "Zefra" monster from your Deck to
your hand. When you Ritual Summon using a "Zefra" monster, or Special
Summon using a "Zefra" monster as Material, you can activate these
effects depending on the monster Summoned, once per turn per effect.
● Ritual: Shuffle 1 monster on the field into the Deck.
● Fusion: Special Summon 1 monster from your hand.
● Synchro: Choose 1 monster from your Deck and place it on top of your
Deck.
● Xyz: Draw 1 card, then discard 1 card.
You can only activate 1 "Oracle of Zefra" per turn.
SECRET RARE |
Rating: |
1 |
Comments: |
It relies solely on Zefras either being Summoned or
being used for a Summon and you don't really get much out of it,
especially since you can only get each bullet once per turn. |