CROS-EN099 |
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Harpie Harpist
WIND / Winged Beast / Level 4 / ATK 1700 / DEF 600
This card's name becomes "Harpie Lady" while on the field or in the
Graveyard. You can only use each of these effects of "Harpie Harpist"
once per turn.
● When this card is Normal Summoned: You can target 1 Winged Beast-Type
monster you control (other than this card) and 1 face-up monster your
opponent controls; return them to the hand.
● During the End Phase, if this card is in the Graveyard because it was
sent there this turn: You can add 1 Level 4 Winged Beast-Type monster
with 1500 or less ATK from your Deck to your hand.
SUPER RARE |
Rating: |
2 |
Comments: |
A weak Level 4 Winged Beast-Type monster that is
only surpassed by the likes of Harpie Girl and Harpie Lady and using the
first effect requires you to have two or more Winged Beasts out just to
remove a monster from each side of the field temporarily and the other
effect doesn't have much to pick from either. |
CROS-EN098 |
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Junk Anchor
EARTH / Warrior-Type Tuner / Level 2 / ATK 0 / DEF 0
For a Synchro Summon, you can substitute this card for any 1 "Synchron"
Tuner monster. Once per turn: You can discard 1 card, then target 1
non-Tuner "Junk" monster in your Graveyard; Special Summon that target,
and if you do, immediately after this effect resolves, Synchro Summon 1
Synchro Monster that lists a "Synchron" monster as a Tuner, using that
monster and this card only. These Synchro Materials are banished instead
of being sent to the Graveyard.
RARE |
Rating: |
2 |
Comments: |
It helps with Synchro Summoning but using the other
effect to Synchro Summon is not going to help you at all because the
Synchro Materials are banished. |
CROS-EN097 |
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Primitive Butterfly
WIND / Insect / Level 5 / ATK 1200 / DEF 900
If you control no monsters, you can Special Summon this card (from your
hand). Once per turn: You can increase the Levels of all Insect-Type
monsters you currently control by 1.
COMMON |
Rating: |
2 |
Comments: |
It can be Special Summoned any old way or with its
effect and it can give all Insect-Type monsters you control 1 Level to
help with Xyz Summoning, including itself. |
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Performapal Thunderhino
LIGHT / Rock / Level 3 / ATK 200 / DEF 1800
Your opponent cannot target face-up "Performapal" monsters for attacks,
except this one. If a "Performapal" card(s) you control, except "Performapal
Thunderhino", would be destroyed by battle or card effect while this
card is in your Graveyard, you can banish this card instead.
COMMON |
Rating: |
2 |
Comments: |
1800 DEF will get it by for a turn or two and it can
protect its friends but not another copy of itself and does not include
itself in its first effect. |
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Galaxy-Eyes Full Armor Photon Dragon
LIGHT / Dragon-Type Xyz / Rank 8 / ATK 4000 / DEF 3500
3 Level 8 monsters
You can also Xyz Summon this card by using a "Galaxy-Eyes" Xyz Monster
you control as the Xyz Material, except "Galaxy-Eyes Full Armor Photon
Dragon". (Xyz Materials attached to that monster also become Xyz
Materials on this card.) Once per turn: You can target up to 2 Equip
Cards equipped to this card; attach them to this card as Xyz Materials.
Once per turn: You can detach 1 Xyz Material from this card, then target
1 face-up card your opponent controls; destroy it.
SUPER RARE |
Rating: |
2 |
Comments: |
It looks quite powerful on the outside with 4000 ATK
and 3500 DEF but it cannot be Xyz Material and doesn't really get to do
much on the field except attach Equip Cards to itself as Xyz Material
and get rid of a threat by detaching an Xyz Material from itself. |
CROS-EN094 |
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Number S39: Utopia Prime
LIGHT / Warrior-Type Xyz / Rank 4 / ATK 2510 / DEF 2000
3 Level 4 LIGHT monsters
You can also Xyz Summon this card by using a "Number 39: Utopia" you
control as the Xyz Material. (Xyz Materials attached to that monster
also become Xyz Materials on this card.) If your opponent's LP is at
least 3000 higher than yours: You can detach 3 Xyz Materials from this
card and pay LP so that you only have 10 left; destroy as many Special
Summoned monsters your opponent controls as possible, and if you do,
banish them, then inflict 300 damage to your opponent for each monster
banished.
SUPER RARE |
Rating: |
1 |
Comments: |
Talk about being a prime number because those have
no companions to be with and this card is not worth having any since it
makes the owner get their LPs down to 10 and remove what'll likely be
all of its Xyz Materials to get rid of your opponent's Special Summoned
monsters and deal them 300 damage for each, and that's if they have 3000
or more LPs more than you do! |
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Powerful Rebirth
Continuous Trap
Activate this card by targeting 1 Level 4 or lower monster in your
Graveyard; Special Summon that target. Its Level is increased by 1 and
ATK and DEF by 100. When that monster is destroyed, destroy this card.
SUPER RARE |
Rating: |
2 |
Comments: |
It may help with Xyz Summoning but so does Call of
the Haunted, which doesn't care what monster you revive so you could
revive a Level 5 or higher monster and gain virtually all the perks of
this card. |
CROS-EN092 |
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Cybernetic Fusion Support
Quick-Play Spell
Pay half your LP; once, if you Fusion Summon a Machine-Type Fusion
Monster this turn, you can banish monsters from your hand, Graveyard,
and/or your side of the field as the Fusion Materials. You can only
activate 1 "Cybernetic Fusion Support" per turn.
COMMON |
Rating: |
1 |
Comments: |
A card going back to the early days of Yu-Gi-Oh Gx
but it's no good here because you're still risking your resources and
paying half your LP to Fusion Summon a monster that does not gain any
protection at all. |
CROS-EN091 |
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The Melody of Awakening Dragon
Normal Spell
Discard 1 card; add up to 2 Dragon-Type monsters with 3000 or more ATK
and 2500 or less DEF from your Deck to your hand.
SUPER RARE |
Rating: |
3 |
Comments: |
A prime target to not only get up to 2 Blue-Eyes
White Dragons but even a third BEWD if you discard The White Stone of
Legend! |
CROS-EN090 |
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Half Unbreak
Normal Trap
Target 1 monster on the field; this turn, that monster cannot be
destroyed by battle, also any battle damage you take from attacks
involving that monster is halved.
COMMON |
Rating: |
1 |
Comments: |
A card well-deserving of being Common as it's
outclassed by Waboku, which can also prevent your monsters' destruction
in battle but you also don't take any battle damage
that turn and it can be used even if you don't have any monsters out at
all. |
CROS-EN089 |
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U.A. Penalty Box
Continuous Trap
At the start of the Damage Step, if your "U.A." monster battles an
opponent's monster: You can banish that opponent's monster until your
opponent's 2nd End Phase. You can only use this effect of "U.A. Penalty
Box" once per turn. You can banish this card from your Graveyard; add 1
"U.A." Spell Card from your Deck to your hand.
COMMON |
Rating: |
2 |
Comments: |
It'll help your U.A. monsters escape danger by
banishing the threat before it can hit them but it won't be gone for
long and once the effect is used, it can't be used again that turn and
they don't have any good Spell Cards to pick from if you banish this
card from your Graveyard to use its last effect. |
CROS-EN088 |
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U.A. Signing Deal
Normal Spell
Special Summon 1 "U.A." monster from your Deck, but its effects are
negated, also it cannot be used as Synchro or Xyz Material for a Summon.
Then you lose LP equal to the Level of the monster you Special Summoned
by this effect x 300. You can only activate 1 "U.A. Signing Deal" per
turn.
COMMON |
Rating: |
1 |
Comments: |
Sign up for this deal and it's a deal you'll regret
for future turns because you get one perk for multiple downsides that
prevent you from avoiding or making use of them. |
CROS-EN087 |
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U.A. Rival Rebounder
EARTH / Warrior / Level 6 / ATK 2200 / DEF 2300
You can Special Summon this card (from your hand) by returning 1 "U.A."
monster you control to the hand, except "U.A. Rival Rebounder". You can
only Special Summon "U.A. Rival Rebounder" once per turn this way. If
this card is Special Summoned during your opponent’s turn, or Normal
Summoned: You can Special Summon 1 "U.A." monster from your hand or
Graveyard, except "U.A. Rival Rebounder". You can only use this effect
of "U.A. Rival Rebounder" once per turn.
COMMON |
Rating: |
2 |
Comments: |
You'll end up with 2 U.A. monsters virtually
regardless of how it's Summoned to the field but isn't that good
stat-wise on its own. |
CROS-EN086 |
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U.A. Dreadnought Dunker
EARTH / Warrior / Level 7 / ATK 2500 / DEF 1800
You can Special Summon this card (from your hand) by returning 1 "U.A."
monster you control to the hand, except "U.A. Dreadnought Dunker". You
can only Special Summon "U.A. Dreadnought Dunker" once per turn this
way. If this card attacks a Defense Position monster, inflict piercing
battle damage to your opponent. When this card inflicts battle damage to
your opponent: You can target 1 card on the field; destroy it.
COMMON |
Rating: |
2 |
Comments: |
The best parts are the last two effects, which work
hand-in-hand with each other but having only 2500 ATK for a Level 7
monster isn't that great. |
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The Terminus of the Burning
Abyss
Normal Spell
Fusion Summon 1 "Burning Abyss" Fusion Monster from your Extra Deck,
using monsters from your hand or your side of the field as Fusion
Materials. 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 "Burning Abyss" monster on the field; it gains 800 ATK and DEF until
the end of your opponent’s next turn.
ULTRA RARE |
Rating: |
2 |
Comments: |
I don't really see much of a point in giving a
specific Archetype their own Polymerization when said Polymerization is
more versatile and the ATK boost this card gives is not enough warrant
its rarity since it's not even permanent. |
CROS-EN084 |
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Dante, Pilgrim of the Burning Abyss
LIGHT / Fairy-Type Fusion / Level 9 / ATK 2800 / DEF 2500
3 "Burning Abyss" monsters with different names
Must be Fusion Summoned and cannot be Special Summoned by other ways.
Cannot be targeted by an opponent's card effects. Once per turn, during
either player’s turn: You can send 1 "Burning Abyss" card from your hand
to the Graveyard; draw 1 card. If this card is destroyed by battle and
sent to the Graveyard, or if this card you control is sent to your
Graveyard by an opponent's card effect: You can send 1 random card from
your opponent's hand to the Graveyard.
SECRET RARE |
Rating: |
2 |
Comments: |
It's not all that hard to Summon and has protection
from card effects that target but it can't be Special Summoned other
ways and is still vulnerable to non-targeting effects like Smashing
Ground and even when the last effect is activated, it's of little
consequence to the opponent. |
CROS-EN083 |
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Barbar, Malebranche of the Burning Abyss
DARK / Fiend / Level 3 / ATK 1700 / DEF 1000
If you control a monster that is not a "Burning Abyss" monster, destroy
this card. You can only use 1 of the following effects of "Barbar,
Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card
from your hand.
● If this card is sent to the Graveyard: You can target up to 3 "Burning
Abyss" cards in your Graveyard, except "Barbar, Malebranche of the
Burning Abyss"; banish them, and if you do, inflict 300 damage to your
opponent for each.
RARE |
Rating: |
2 |
Comments: |
Like Draghig, this card doesn't have much to offer
either like most Burning Abyss monsters but it has better ATK than that
card too and can deal minor burn damage to your opponent. |
CROS-EN082 |
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Draghig, Malebranche of the Burning Abyss
DARK / Fiend / Level 3 / ATK 1100 / DEF 900
If you control a monster that is not a "Burning Abyss" monster, destroy
this card. You can only use 1 of the following effects of "Draghig,
Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card
from your hand.
● If this card is sent to the Graveyard: You can choose 1 "Burning
Abyss" card from your Deck and place it on top of your Deck.
SUPER RARE |
Rating: |
2 |
Comments: |
Like most Burning Abyss monsters, the first bulleted
effect is the better effect because placing a Burning Abyss monster on
top of your Deck may seem good until you need a Spell/Trap Card instead. |
CROS-EN081 |
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Moon Mirror Shield
Equip Spell
If the equipped monster battles an opponent’s monster, during damage
calculation: The equipped monster’s ATK and DEF become equal to the ATK
or DEF (whichever is higher) of the opponent’s battling monster +100,
during damage calculation only. If this face-up card is sent from the
field to the Graveyard: Pay 500 LP; place this card on either the top or
bottom of your Deck.
RARE |
Rating: |
3 |
Comments: |
It's basically the Spell Card version of The Wicked
Avatar but that means that it'll always have higher ATK than the other
monster, making cards like Honest useless! |
CROS-EN080 |
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Diceversity
Continuous Trap
Once per turn: You can target 1 monster on the field whose current Level
is different from its original Level; roll a six-sided die and that
monster's Level becomes the same as the result.
SHORT PRINT COMMON |
Rating: |
2 |
Comments: |
It can help if you've used a card like Cost down to
lower your monster's Level to then play that monster more easily but
really doesn't have that many uses. |