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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

Dimension of Chaos (Page 4)

DOCS-EN079
Grand Horn of Heaven
Counter Trap
During your opponent's Main Phase, when they would Special Summon a
monster(s): Negate the Summon, and if you do, destroy that monster, then your opponent draws 1 card, then end the Main Phase.
COMMON
Rating: 1
Comments: Use Black Horn of Heaven instead because your opponent gets nothing in return for their loss and you won't likely see more than one monster Special Summoned in a single turn anyway.
DOCS-EN078
loading Urgent Ritual Art
Normal Trap
If you control no Ritual Monsters: Banish 1 Ritual Spell Card from your hand or Graveyard; this card's effect becomes that card's effect that Ritual Summons a monster when the card is activated.
SECRET RARE
Rating: 1
Comments: If the Ritual Spell is in your hand, why would you wait to activate this card and if it's in your Graveyard, you'd be better off shuffling it into the Deck.
DOCS-EN077
Pendulum Area
Normal Trap
If all monsters you control are Pendulum Monsters (min. 1): Target 2 cards in your Pendulum Zones; destroy both cards, and if you do, neither player can Special Summon monsters for the rest of this turn, except by Pendulum Summon.
RARE
Rating: 1
Comments: This'd only hurt you, not only because you'll only be able to Pendulum Summon whereas your opponent will still have any cards they have out and have little to worry about since they didn't waste their time and effort using this jank card.
DOCS-EN076
loading Blazing Mirror Force
Normal Trap
When an opponent's monster declares an attack: Destroy as many Attack Position monsters your opponent controls as possible, and if you do, take damage equal to half the combined original ATK of those destroyed monsters, then inflict damage to your opponent equal to the damage you took.
SECRET RARE
Rating: 1
Comments: Yes because it's totally a good idea to put yourself in a lose-lose situation whereby if the card succeeeds, you're taking damage but if not, you're probably still taking damage and losing a monster. The original Mirror Force will always triumph over this Trash Rare.
DOCS-EN075
Graydle Split
Normal Trap
Target 1 face-up monster you control; equip this card to it. It gains 500 ATK. During your Main Phase: You can send this card equipped to a monster by this effect to the Graveyard; destroy the monster this card was equipped to, and if you do, Special Summon 2 "Graydle" monsters with different names from your Deck, but destroy them during the End Phase. You can only use this effect of "Graydle Split" once per turn.
COMMON
Rating: 1
Comments: Much like Graydle Impact, you're not going to be able to equip them as the last thing to happen will be Special Summoning the new Graydle monsters that don't stay very long.
DOCS-EN074
loading Graydle Parasite
Continuous Trap
When an opponent's monster declares a direct attack: You can Special Summon 1 "Graydle" monster from your Deck in Attack Position, if you control no monsters. When a "Graydle" monster you control declares a direct attack: You can target 1 monster in your opponent's Graveyard; Special Summon that target to their side of the field, if they control no monsters. You can only use each effect of "Graydle Parasite" once per turn.
SUPER RARE
Rating: 1
Comments: You won't get much out of it if you're waiting to take a direct attack because your new monster probably won't be strong enough to survive and why would you bother giving your opponent a monster if you're attacking them directly?
DOCS-EN073
Majespecter Tempest
Counter Trap
When a monster(s) would be Special Summoned, or a monster effect is activated: Tribute 1 WIND Spellcaster-Type monster; negate the Summon or activation, and if you do, destroy that card.
COMMON
Rating: 1
Comments: Even Black Horn of Heaven and Divine Wrath are better options than this because they're more versatile.
DOCS-EN072
loading Majespecter Tornado
Normal Trap
Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your opponent controls; banish it.
ULTRA RARE
Rating: 1
Comments: The first of only two Majespector support cards and as I said earlier, it's not all that good to say the least.
DOCS-EN071
loading Super Soldier Shield
Counter Trap
When a Spell/Trap Card, or monster effect, is activated that targets a monster(s) on the field, while you control a "Black Luster Soldier" monster: Negate the activation, and if you do, destroy that card. If this card is in your Graveyard: You can remove 1 Spell Counter from your side of the field; Set this card, but banish it when it leaves the field.
ULTRA RARE
Rating: 2
Comments: All it needs is a Black Luster Soldier monster, which includes Envoy of the Beginning and Evening Twilight but resetting it by its effect will only prevent you from retrieving it later.
DOCS-EN070
Super Soldier Rebirth
Normal Trap
Target 1 "Black Luster Soldier" monster you control; send it to the Graveyard, and if you do, Special Summon 1 "Black Luster Soldier" monster from your hand with a different name from that monster, ignoring its Summoning conditions. 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 "Black Luster Soldier" monster in your Graveyard; add it to your hand. You can only activate 1 "Super Soldier Rebirth" per turn.
COMMON
Rating: 1
Comments: You might as well leave the one you already have out right where it is because your new monster won't be summoned properly and thus will be easier to get rid of.
DOCS-EN069
Dark Contract with Errors
Continuous Trap
Once per turn, if you control a "D/D" monster: You can negate all Trap Card effects on the field (other than this card's) for the rest of this turn (even if this card leaves the field). Once per turn, during your Standby Phase: Take 1000 damage.
COMMON
Rating: 1
Comments: See what I mean? This only negates the downsides of the Dark Contract cards during your turn and by then, you'll have taken the 1000 damage anyway. Errors indeed because you'll be making one by using this card for any dueling purpose.
DOCS-EN068
D/D/D Contract Change
Normal Trap
When an opponent's monster declares an attack: Activate 1 of these effects;
● Banish 1 "D/D/D" monster from your Graveyard, and if you do, the attacking monster loses ATK equal to the banished monster's ATK.
● Add 1 Level 4 or lower "D/D" Pendulum Monster from your Deck to your hand.
COMMON
Rating: 2
Comments: Take note. This is one of the few remotely playable D/D/D support cards as it doesn't deal you damage each turn.
DOCS-EN067
Frightfur March
Counter Trap
When an opponent's Spell/Trap Card, or monster effect, is activated that targets a "Frightfur" monster(s) you control: Negate the activation, and if you do, destroy that card, then you can send 1 of the targeted "Frightfur" monsters to the Graveyard, and if you do, Special Summon 1 Level 8 or higher "Frightfur" Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) During your next End Phase, banish the monster Special Summoned by this effect.
COMMON
Rating: 1
Comments: What's the point in negating the card if you're just going to send the monster to the Graveyard anyway, even if you do get a new Fusion Monster out of the deal? Besides, you need a Frightfur out just to even activate this and there are better options that have similar results.
DOCS-EN066
Super Rush Headlong
Quick-Play Spell
Target 1 face-up monster you control and declare 1 Attribute; if that target battles an opponent's monster with that Attribute this turn, destroy that opponent’s monster at the start of the Damage Step.
SHORT PRINT COMMON
Rating: 1
Comments: You should never rush headlong into anything without knowing what you're getting into and this card does what Ally of Justice Catastor does for virtually any monster.
DOCS-EN065
loading Painful Decision
Normal Spell
Send 1 Level 4 or lower Normal Monster from your Deck to the Graveyard, and if you do, add 1 monster with the same name as that card from your Deck to your hand. You can only activate 1 "Painful Decision" per turn.
SECRET RARE
Rating: 2
Comments: The best use for this is in a straight-up Normal Monster Deck as Geminis aren't Normal Monsters while in the Deck and thus are not valid targets for this. You'd practically be better off using Unexpected Dai to instantly bring out your Normal Monster without having to dispose of one first.
DOCS-EN064
Psychic Blade
Equip Spell
Pay LP in multiples of 100 (max. 2000); equip this card to a monster. It gains that much ATK and DEF. You can only activate 1 "Psychic Blade" per turn.
COMMON
Rating: 1
Comments: You'd be better off with cards like Axe of Despair, Mage Power and United We Stand, which can boost the ATK of any monster for free and likely even go over the amount this one can.
DOCS-EN063
loading Odd-Eyes Fusion
Normal Spell
Fusion Summon 1 Dragon-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls 2 or more monsters and you control no monsters, you can also use up to 2 "Odd-Eyes" monsters in your Extra Deck as Fusion Materials. You can only activate 1 "Odd-Eyes Fusion" per turn.
SECRET RARE
Rating: 2
Comments: You're not restrained to Odd-Eyes Fusion Monsters but it's basically Polymerization with a bonus effect that only occurs if the conditions are met and even then, you only get to use Odd-Eyes monsters from your Extra Deck.
DOCS-EN062
Graydle Impact
Continuous Spell
You can target 1 other "Graydle" card you control and 1 card your opponent controls; destroy them. During your End Phase: You can add 1 "Graydle" card from your Deck to your hand. You can only use 1 "Graydle Impact" effect per turn, and only once that turn.
COMMON
Rating: 2
Comments: Obviously designed to trigger the effects of Graydle monsters, though I'd think it'd miss the timing to equip them so I don't really see the point and the 2nd effect is pretty slow, not to mention you won't be using the new card right away.
DOCS-EN061
loading Igknight Reload
Quick-Play Spell
Reveal any number of Pendulum Monsters from your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck +1, also you cannot draw cards by card effects for the rest of this turn. You can only activate 1 "Igknight Reload" per turn.
ULTRA RARE
Rating: 2
Comments: Thankfully, you can shuffle any Pendulum Monsters in your hand into your Deck, not just Igknights and then you draw more than what you returned into the Deck but I don't think that fully warrants this being Ultra Rare.
DOCS-EN060
loading Majespecter Cyclone
Quick-Play Spell
Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your opponent controls; destroy it.
SUPER RARE
Rating: 1
Comments: Specifics in activation and resolution make for a terrible card of any rarity.