← Back to Yu-Gi-Oh Card Ratings Return to Index Forward to DANE-EN Page 5 →

Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text card ratings Rarity Changes Visual spoiler Card spoiler Improved Effects

Dark Neostorm (Page 4)

For info on how these ratings are determined, click here.
DANE-EN079
Snowman Effect
Normal Trap
Target 1 face-up monster you control; it gains ATK equal to the combined original ATK of the other monsters you control, until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Snowman Effect" per turn.
COMMON
Rating: 3
Comments: Beatdown Decks can take full advantage of this in a lot of ways, especially since it doesn't restrain your other monsters from attacking (should you use this during your turn).
DANE-EN078
Crackdown
Continuous Trap
Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.
SUPER RARE
Rating: 4
Comments: Mind Control has nothing on this card because while that card can be activated more readily, this can take anything and use that monster for anything. It also has little restraints and no activation requirements, apart from being a Trap Card.
DANE-EN077
Chain Hole
Normal Trap
When your opponent activates a monster effect in response to a card or effect activation: Negate that opponent's effect, then, your opponent can banish 1 card from their hand or Deck with the same original name as that negated card. If they did not, you can banish 1 random card from their hand.
SUPER RARE
Rating: 2
Comments: While I can see it being somewhat potent against Decks that rely heavily on their monster effects, it doesn't stop anything else and doesn't do much when it's successful.
DANE-EN076
World Legacy Cliffhanger
Normal Trap
When an attack is declared involving 2 Link Monsters: Shuffle all monsters on the field and in the GYs into the Decks. For the rest of this turn after this card resolves, neither player can Link Summon.
COMMON
Rating: 1
Comments: This is like having an episode end in suspense where you know the result and here, it's plainly obvious that it's just not worth using.
DANE-EN075
World Legacy Collapse
Continuous Trap
You can banish 1 "World Legacy" monster from your hand, GY, or face-up field, then target 1 Link Monster on the field; it gains ATK equal to the original ATK of the banished monster (even if this card leaves the field). If a Link Monster(s) you control is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish this card; Special Summon 1 Cyberse Link Monster from your GY. You can only use each effect of "World Legacy Collapse" once per turn.
COMMON
Rating: 2
Comments: It's not even specific to World Legacy Link Monsters but since it needs a World Legacy Monster to even use the effect, it might as well be and it's okay for those Decks.
DANE-EN074
Orcust Crescendo
Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control an "Orcust" Link Monster: Negate the activation, and if you do, banish that card. You can banish this card from your GY; add to your hand 1 of your DARK Machine monsters that is banished or in your Deck. You cannot Special Summon monsters the turn you activate this effect, except DARK Machine monsters. You can only use 1 "Orcust Crescendo" effect per turn, and only once that turn.
SUPER RARE
Rating: 2
Comments: It can't be just any Orcust monster but it stops just about anything that would come your way in return. The 2nd effect isn't all that useful, though.
DANE-EN073
The Weather Rainbowed Canvas
Continuous Trap
You can only control 1 "The Weather Rainbowed Canvas". "The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● If your opponent controls a monster (Quick Effect): You can banish this card; Special Summon 1 "The Weather" monster with a different name from your Deck, also you cannot Special Summon other monsters from the Deck for the rest of this turn.
RARE
Rating: 1
Comments: All that text for a card that Special Summons 1 monster? Not even The Weather Decks should consider this.
DANE-EN072
Magical Musket - Crooked Crown
Continuous Trap
You can only control 1 "Magical Musket - Crooked Crown". During the Main Phase: You can Special Summon 1 "Magical Musket" monster from your hand, and if you do, if your opponent's Main Monster Zone in that monster's current column is unused, that zone cannot be used until the end of this turn (even if this card leaves the field). You can only use this effect of "Magical Musket - Crooked Crown" once per turn.
COMMON
Rating: 2
Comments: You'll probably get at least 2 Magical Musketeers out each turn but the opponent's Main Monster Zone only becomes unusable for 1 turn.
DANE-EN071
Super Quantal Union - Magnaformation
Continuious Trap
Your opponent cannot target "Super Quant" cards on the field with card effects during your Main Phase 1. You can target 1 "Super Quant" Xyz Monster you control; attach 1 other face-up monster you control to it as material. You can only use this effect of "Super Quantal Union - Magnaformation" once per turn.
COMMON
Rating: 2
Comments: If it weren't for the 2nd effect, I'd have no problem giving this card my lowest rating but it's not much better.
DANE-EN070
Assault Reboot
Normal Trap
Tribute 1 "/Assault Mode" monster; Special Summon 1 "/Assault Mode" monster from your Deck with a different name in Defense Position, ignoring its Summoning conditions. You can banish this card from your GY, then target any number of cards in your GY, with different names, that are "Assault Mode Activate" and/or specifically list "Assault Mode Activate" in their text, except "Assault Reboot"; shuffle them into the Deck. You can only use each effect of "Assault Reboot" once per turn.
RARE
Rating: 1
Comments: What's the point of this exactly? You're just trading in 1 useless /Assault Mode monster for one that's even worse given that it wasn't summoned properly. The other effect doesn't even mean anything since you're just recycling the junk that makes up the Archetype as a whole.
DANE-EN069
D - Tactics
Continuous Trap
During the Standby Phase: You can have all "HERO" monsters you control gain 400 ATK (even if this card leaves the field). If a Level 8 or higher "Destiny HERO" monster(s) or a "Destiny End Dragoon" is Special Summoned to your field (except during the Damage Step): You can banish 1 card from your opponent's hand (random), field, or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can add 1 "Destiny HERO" monster from your Deck to your hand. You can only use each effect of "D - Tactics" once per turn.
RARE
Rating: 2
Comments: The tactics here are pretty minimal except for the last one, which actually has some uses.
DANE-EN068
Altergesit Haunted Rock
Continuous Trap
If this card was Set by the effect of an "Altergeist" card, you can activate it the turn it was Set. When this card is activated: Send 1 "Altergeist" monster from your hand to the GY. When your opponent activates a Trap Card (except during the Damage Step): You can send 1 "Altergeist" monster from your hand to the GY; negate that effect, and if you do, destroy that card. You can only use each effect of "Altergeist Haunted Rock" once per turn.
COMMON
Rating: 2
Comments: Not even that playable in Altergeist Decks considering you end up losing more than you gain and only the 2nd effect is worth it.
DANE-EN067
Packet Swap
Normal Spell
Target 1 face-up non-Link Monster you control and 1 Link Monster your opponent controls; switch control of those monsters. You can only activate 1 "Packet Swap" per turn.
COMMON
Rating: 1
Comments: First of all, this card targets, which means it can be blocked by cards that Creature Swap can't and second, you're limited on monsters you can choose on both sides of the field.
DANE-EN066
Stand In
Quick-Play Spell
Tribute 1 monster, then target 1 monster in your opponent's GY with the same original Type and Attribute; Special Summon it to your field. You can only activate 1 "Stand In" per turn.
COMMON
Rating: 1
Comments: If you need a monster that badly, use Call of the Haunted, Monster Reborn or any other more versatile card.
DANE-EN065
Mordschlag
Equip Spell
Equip only to a Normal Summoned/Set monster you control. It is unaffected by your opponent's activated effects of Special Summoned monsters. During damage calculation, if the equipped monster battles an opponent's Special Summoned monster: That opponent's monster loses ATK/DEF equal to the equipped monster's original ATK, during that damage calculation only.
COMMON
Rating: 3
Comments: This can be especially deadly with Armed Protector Dragon, whom can protect this card from harm as well but just about any high ATK monster can make use of this.
DANE-EN064
Mystic Mine
Field Spell
If your opponent controls more monsters than you do, your opponent cannot activate monster effects or declare an attack. If you control more monsters than your opponent does, you cannot activate monster effects or declare an attack. Once per turn, during the End Phase, if both players control the same number of monsters: Destroy this card.
SUPER RARE
Rating: 2
Comments: Field Barrier can keep this card in play regardless of the number of monsters out but this card isn't all that good except in very few Decks.
DANE-EN063
Dirge of the Lost Dragon
Continuous Spell
Activate this card by declaring 1 card name. Each time the declared card, or its effect, is activated, halve its owner's LP immediately after it resolves. During the End Phase, if this card halved a player's LP this turn, send this card to the GY. While your opponent controls a monster, this card cannot be destroyed by card effects.
SUPER RARE
Rating: 1
Comments: Just like the monster it depicts, this card is hurtful to both players and doesn't stop the card that triggers the effect in the first place. It's also irrelevent that it can't be destroyed by card effects if your opponenent has a monster out.
DANE-EN062
Impcantation Thanatosis
Field Spell
When this card is activated: You can reveal 1 "Impcantation" monster in your hand and Special Summon 2 monsters with that monster's name from your Deck, then shuffle the revealed monster into the Deck. Once per turn, if a Ritual Monster is Special Summoned to your field (except during the Damage Step): You can target 1 card on the field; destroy it. You can only activate 1 "Impcantation Thanatosis" per turn.
COMMON
Rating: 1
Comments: Doesn't really matter what effects are given to support Impcantations because they have no good uses whatsoever.
DANE-EN061
Crusadia Testament
Quick-Play Spell
Activate 1 of these effects.
● Your opponent cannot activate cards or effects in response to the activation of your "Crusadia" monster effects this turn.
● After damage calculation, if your "Crusadia" Link Monster destroys an opponent's monster by battle: Draw cards equal to your monster's Link Rating.
You can only activate 1 "Crusadia Testament" per turn.
COMMON
Rating: 1
Comments: The extra cards you draw from this effect isn't going to offset the crappiness of the Crusadia Link Monsters.
DANE-EN060
Guardragon Reincarnation
Quick-Play Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it, that are all Link Monsters, from your field or GY. You can only activate 1 "Guardragon Reincarnation" per turn.
COMMON
Rating: 1
Comments: I highly doubt any Fusion Monster that needs Link Monsters is going to prove useful and even if it is, there are better cards to use to bring out Fusion Monsters than this.