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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

Flames of Destruction (Page 4)

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
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.