FLOD-EN079 |
|
Mamemaki
Normal Trap
Target 1 face-up monster your opponent controls; discard cards equal to
that monster's Level, and if you do, draw the same number of cards you
discarded, then return that monster to the hand.
COMMON |
Rating: |
1 |
Comments: |
You may get nothing good from your efforts and
thus only succeed in returning the monster to the hand at best. You're
better off using Magical Mallet, which is also a Spell Card. |
FLOD-EN078 |
|
Heartless Drop Off
Counter Trap
When a face-up card(s) on the field and/or in the GY is added to your
opponent's hand by an effect: Look at their hand, also banish the added
card(s) and all cards with the same name, if any.
RARE |
Rating: |
2 |
Comments: |
Not too many uses with this given that some of
the more proper ways to give your oppoinent cards aren't all that good.
You'd be better off using Thunder King Rai-Oh to prevent it from
happening in the first place. Plus, that card can also negate Special
Summons, has strong ATK for a Level 4 monster and works with Honest. |
FLOD-EN077 |
|
Infinite Impermanence
Normal Trap
If you control no cards, you can activate this card from your hand.
Target 1 face-up monster your opponent controls; negate its effects
(until the end of this turn), then, if this card was Set before
activation and is on the field at resolution, for the rest of this turn
all other Spell/Trap effects in this column are negated.
SECRET RARE |
Rating: |
1 |
Comments: |
Who cares if it can be activated from the hand
if it means having an empty field? That's just not worth negating the
effect of one lone card for a turn. Plus, even if it's destroyed before
it can be used, it's not going to negate much at all and not for very
long either. |
FLOD-EN076 |
|
Network Trap Hole
Normal Trap
When your opponent Special Summons a monster(s) from the Main Deck or
GY: Banish it face-down.
ULTRA RARE |
Rating: |
3 |
Comments: |
It only works against Special Summons but since
it banishes face-down, it's pretty much guaranteed that the monster's
effect won't be triggered as a result. |
FLOD-EN075 |
|
The Sanctified Darklord
Normal Trap
Send 1 "Darklord" monster from your hand or face-up from your field to
the GY; negate the effects of 1 Effect Monster on the field until the
end of this turn, and if you do, gain LP equal to its ATK. You can only
activate 1 "The Sanctified Darklord" per turn.
RARE |
Rating: |
2 |
Comments: |
Darklords aren't all that bad but they're not
all good either, which means this card isn't really that playable as a
whole. |
FLOD-EN074 |
|
Elemental Training
Continuous Trap
Your opponent cannot target "Palace of the Elemental Lords" you control
with card effects, also it cannot be destroyed by card effects. Once per
turn: You can Tribute 1 monster; Special Summon 1 "Elementsaber" monster
from your Deck with a different original Attribute than that monster's.
You can send this face-up card from the field to the GY; discard your
entire hand, then add "Elemental Lord" monsters from your GY to your
hand, equal to the number of cards discarded.
ULTRA RARE |
Rating: |
1 |
Comments: |
Saving a pretty much useless card from harm
isn't a good strategy for any Deck and neither of this card's other
effects make up for that. |
FLOD-EN073 |
|
World Legacy's Sorrow
Counter Trap
When your opponent activates a Spell/Trap Card, or monster effect, while
you control a co-linked monster(s): Negate the activation, and if you
do, destroy that card. You can only activate 1 "World Legacy's Sorrow"
per turn.
SUPER RARE |
Rating: |
1 |
Comments: |
There's plenty of sorrow to be had here as this
card isn't worth the effort it takes considering you need co-Linked
monsters out to even use it and that requires at least 2 Link Monsters
that point to each other. |
FLOD-EN072 |
|
World Legacy Struggle
Normal Trap
Target Spells/Traps on the field, up to the number of co-linked monsters
on the field; destroy them.
RARE |
Rating: |
1 |
Comments: |
This makes Twin Twisters and the like more
playable because they don't have such strict activation requirements. |
FLOD-EN071 |
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World Legacy Awakens
Normal Trap
Immediately after this effect resolves, Link Summon 1 Link Monster using
monster(s) you control as material. You can only activate 1 "World
Legacy Awakens" per turn.
RARE |
Rating: |
1 |
Comments: |
So we're just going to make a pointless Trap
Card for each method that Special Summons from the Extra Deck? There's
no point to any of them. |
FLOD-EN070 |
|
Altergeist Emulatelf
Continuous Trap
Special Summon this card as an Effect Monster (Spellcaster/LIGHT/Level
4/
ATK 1400/DEF 1800). (This card is also still a Trap.) If Summoned this
way, while it is in the Monster Zone, other "Altergeist" Traps you
control cannot be destroyed by card effects, also neither player can
target them with card effects.
COMMON |
Rating: |
2 |
Comments: |
Doesn't really do much if not with its friends
as it's otherwise just a a mediocre Trap Monster. |
FLOD-EN069 |
|
Gergonne's End
Normal Trap
Target 1 "Tindangle" Link Monster you control; equip this card to it. It
cannot be destroyed by battle or card effects, also your opponent cannot
target it with card effects. Once per turn, if there are monsters in all
zones the equipped monster points to: If there are still monsters in all
zones the equipped monster points to, you can destroy this card and all
of those monsters, then, inflict damage to your opponent equal to the
equipped monster's ATK before they were destroyed.
COMMON |
Rating: |
2 |
Comments: |
Its activation requirements are pretty strict as
it requires a Tindangle Link Monster but that monster becomes safe from
harm. However, I'd strongly recommend not using the other effect. |
FLOD-EN068 |
|
Red Reboot
Counter Trap
When your opponent activates a Trap Card: Negate the activation, and if
you do, Set that card face-down, then they can Set 1 other Trap directly
from their Deck. For the rest of this turn after this card resolves,
your opponent cannot activate Trap Cards. You can activate this card
from your hand by paying half your LP.
SUPER RARE |
Rating: |
2 |
Comments: |
The fact that they can't use other Traps is
enough to give this card 2/5 but everything else pretty much prevents
its rating from being any higher. |
FLOD-EN067 |
|
Limit Code
Normal Trap
If you have any Cyberse Link Monsters in your GY: Place 1 counter on
this card for each of those monsters, and if you do, Special Summon 1
"Code Talker" monster from your Extra Deck, and equip it with this card.
When this card leaves the field, destroy the equipped monster. Once per
turn, during your End Phase: Remove 1 counter from this card. If you
cannot, destroy it. You can only activate "Limit Code" once per Duel.
COMMON |
Rating: |
1 |
Comments: |
Not only is it restricted to Cyberse Link
monsters in your Grave for its activation requirement but it can only
bring out Code Talker Link Monsters from your Extra Deck, and even then
it will lose a counter with each of your End Phases. I'd also consider
the fact that you can't use more than one copy per Duel but that's moot
since the card is useless. |
FLOD-EN066 |
|
Monster Reborn Reborn
Normal Spell
Target 3 monsters in your GY; your opponent chooses 1, you Special
Summon it, and if you do, banish the rest. You can only activate 1
"Monster Reborn Reborn" per turn.
COMMON |
Rating: |
1 |
Comments: |
Sure you can choose the same monster but you
probably won't have that luxury when you are able to play this card.
Plus with Monster Reborn legal again, there's just no better card to use
than that. |
FLOD-EN065 |
|
Called by the Grave
Quick-Play Spell
Target 1 monster in your opponent's GY; banish it, and if you do, until
the end of the next turn, its effects are negated, as well as the
activated effects and effects on the field of monsters with the same
original name.
COMMON |
Rating: |
1 |
Comments: |
Why not banish it for good with cards like Soul
Release, which also banish more cards than this? |
FLOD-EN064 |
|
Staring Contest
Continuous Spell
When you Special Summon a monster to the Extra Monster Zone: You can
target 1 monster in your opponent's Main Monster Zone; move that target
to their zone in the same column as that Extra Monster Zone monster.
When your opponent Special Summons a monster to the Extra Monster Zone:
You can target 1 monster in your Main Monster Zone; move that target to
your zone in the same column as that Extra Monster Zone monster. These
effects cannot be activated in the Damage Step.
COMMON |
Rating: |
1 |
Comments: |
Staring contests never get anywhere fast and
this card is only proving that because all you're doing os moving
monsters from one place to another, which I've already noted as being
bad with previous cards in this set. |
FLOD-EN063 |
|
Link Bound
Quick-Play Spell
Target 1 Link Monster you control or in your GY; return it to the Extra
Deck, and if you do, draw cards equal to its Link Rating, then place
cards from your hand on the bottom of the Deck, in any order, equal to
the number of cards you drew. You can only activate 1 "Link Bound" per
turn.
SUPER RARE |
Rating: |
1 |
Comments: |
I never see the point of drawing cards only to
lose others without discarding as you can't benefit from it at all. In
fact, you lose a monster right off the bat with this card. |
FLOD-EN062 |
|
Sekka's Light
Normal Spell
If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest
of this Duel after you activate this card, you cannot activate
Spell/Trap Cards or effects, except "Sekka's Light". You can banish this
card from your GY; reveal 1 monster in your hand, shuffle it into the
Deck, then, draw 1 card. You can only use each effect of "Sekka's Light"
once per turn.
RARE |
Rating: |
1 |
Comments: |
Even if you have no Spell/Trap Cards in your
Graveyard, you're not going to be able to use any other Spells or Traps
to bail you out, even other copies of this card, unless you can use
monster effects to rectify that. Still a terrible card, even compared to
other cards like it. |
FLOD-EN061 |
|
Restoration of the Monarchs
Equip Spell
Activate this card by targeting 1 monster in your GY with 2400 ATK/1000
DEF, or 2800 ATK/1000 DEF; Special Summon it in Defense Position, but
negate its effects, also equip it with this card. When this card leaves
the field, destroy that monster. The equipped monster can be treated as
2 Tributes for a Tribute Summon. You can only activate 1 "Restoration of
the Monarchs" per turn.
COMMON |
Rating: |
2 |
Comments: |
If it weren't for the fact that the revived
mounster can count as 2 Tributes for a Tribute Summon, this would've
only gottten half the rating it's getting here. Still, it's pretty
limited on uses as some monsters that meet the requirements can't be
revived by its effect. |
FLOD-EN060 |
|
Palace of the Elemental Lords
Field Spell
All monsters you control gain ATK/DEF equal to the number of different
Attributes in your GY x 200. Once per turn: You can add 1 "Elementsaber"
monster from your Deck to your hand, but skip the Battle Phase of your
next turn (even if this card leaves the field). Once per turn, if an
"Elementsaber" monster in your hand or field would send a card(s) from
the hand to the GY to activate an effect, you can send that many
"Elementsaber" monster(s) from your Deck to the GY, instead.
ULTRA RARE |
Rating: |
2 |
Comments: |
Pretty mediocre for an Ultra Rare card given the
low ATK boost only applies if you have different attributes in your
Graveyard, which means Decks centered around one Attribute can't make
use of it at all. Either way, the only relatively good effect is the
very last one. |