| MFC-059 | 
	
		|  | Amazoness Paladin EARTH / Warrior / Level 4
				/ ATK 1700 / DEF 300
 Increase the ATK of this monster by 100 
				points for each monster on your side of the field that includes 
				"Amazoness" in its card name, or is named "Amazon Archer".
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | A 1700 ATK monster with 
		potential to rise to 2200 ATK; not too bad but not great either as you 
		won't likely have 4 other Amazoness or Amazon Archers monsters on the 
		field. | 
	
		| MFC-058 | 
	
		|  | Luster Dragon WIND / Dragon / Level 4
				/ ATK 1900 / DEF 1600
 A very beautiful dragon covered with 
				sapphire.  It does not like fights, but has incredibly high 
				attack power.
 ULTRA RARE
 | 
	
		| Rating: | 4 | 
	
		| Comments: | UDE had every right to make 
		this card hard to get because most monsters in prior sets cannot match 
		it, or even come close to it! Perfect for just about any deck! | 
	
		| MFC-057 | 
	
		|  | Sonic Duck WIND / Winged Beast / Level 3
				/ ATK 1700 / DEF 700
 A duck which can walk at a sonic speed. 
				Sometimes, he cannot deal with his incredible pace and loses 
				control.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | 1700 ATK barely cuts it at this 
		point in the game and won't last too long on the field without proper 
		support. | 
	
		| MFC-056 | 
	
		|  | Aitsu FIRE / Fairy / Level 5 
				/ ATK 100 / DEF 100
 He seems to be very unreliable, but he 
				might have incredible potential.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | He may be a 5-star monster but 
		he's not getting a 5-star rating, in fact I gave him 1/5 
		and he's well-deserving of it too because it's a waste of a tribute and 
		he has no potential, contrary to his flavor text. | 
	
		| MFC-055 | 
	
		|  | Great Angus FIRE / Beast / Level 4 
				/ ATK 1800 / DEF 600
 A very violent beast, it is always 
				berserk. People say that they have never seen it silent.
 COMMON
 | 
	
		| Rating: | 4 | 
	
		| Comments: | With so few 1900 ATK monsters, 
		getting strong monsters like this one are no problem and are sure to 
		devastate your opponent! | 
	
		| MFC-054 | 
	
		|  | YZ-Tank Dragon LIGHT / Machine-Type Fusion / Level 6
				/ ATK 2100 / DEF 2200
 "Y-Dragon Head" + "Z-Metal Tank"
 This monster can only be Special Summoned by removing from play 
				the above monsters on your side of the field. You do not use 
				"Polymerization" to Special Summon this monster from your Fusion 
				Deck. Discard one card from your hand to destroy one face-down 
				Monster Card on your opponent's side of the field.
 SUPER RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | The weakest of the XYZ Fusion 
		monsters and perhaps the one with the weakest effect. For Kaiba decks, 
		this card isn't too bad but I'd rather use XYZ or XZ than this card 
		elsewhere. | 
	
		| MFC-053 | 
	
		|  | XZ-Tank Cannon LIGHT / Machine-Type Fusion / Level 6
				/ ATK 2400 / DEF 2100
 "X-Head Cannon" + "Z-Metal Tank"
 This monster can only be Special Summoned by removing from play 
				the above monsters on your side of the field. You do not use 
				"Polymerization" to Special Summon this monster from your Fusion 
				Deck. Discard one card from your hand to destroy one face-down 
				Spell Card or Trap Card on your opponent's side of the field.
 SUPER RARE
 | 
	
		| Rating: | 3 | 
	
		| Comments: | A solid 2400 ATK monster! The 
		only downside is that unlike its counterpart, which can destroy any 
		Spell or Trap Card, this one can only destroy face down ones. | 
	
		| MFC-052 | 
	
		|  | XYZ-Dragon Cannon (original artwork) LIGHT / Machine-Type Fusion / Level 8
				/ ATK 2800 / DEF 2600
 "X-Head Cannon" + "Y-Dragon Head" + "Z-Metal 
				Tank"
 This monster can only be Special Summoned by removing from play 
				the above monsters on your side of the field. You do not use 
				"Polymerization" to Special Summon this monster from your Fusion 
				Deck. Discard one card from your hand to destroy one card on 
				your opponent's side of the field.
 ULTRA RARE
 | 
	
		| Rating: | 4 | 
	
		| Comments: | A very strong monster! Not only 
		does its effect target and destroy any card on the field but it can be 
		used multiple times per turn! Its summoning requirement keeps its rating 
		from reaching 5/5. | 
	
		| MFC-051 | 
	
		|  | XY-Dragon Cannon LIGHT / Machine-Type Fusion / Level 6
				/ ATK 2200 / DEF 1900
 "X-Head Cannon" + "Y-Dragon Head"
 This monster can only be Special Summoned by removing from play 
				the above monsters on your side of the field. You do not use 
				"Polymerization" to Special Summon this monster from your Fusion 
				Deck. Discard 1 card from your hand to destroy one face-up 
				Spell Card or Trap Card on your opponent's side of the field.
 ULTRA RARE
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Not sure why this card should 
		be an Ultra Rare except for maybe the effect can be used multiple times 
		but this card is easily susceptible to Bottomless Trap Hole. | 
	
		| MFC-050 | 
	
		|  | Adhesion Trap Hole Normal Trap
 You can only activate this card when your 
				opponent successfully Normal Summons, Flip Summons, or Special 
				Summons a monster. As long as that monster remains face-up on 
				the field, the original ATK of that monster is halved.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | This card isn't too bad against 
		most monsters (except Jinzo), however the monster stays on the field and 
		that brings this card's rating to 2/5. | 
	
		| MFC-049 | 
	
		|  | Formation UnionNormal Trap
 
				Select and activate 1 of the following 
				effects:  
				● Equip 1 Union Monster on your side of the field to an 
				appropriate monster on your side of the field as an Equip Spell 
				Card. ● Change 1 equipped Union Monster on your 
				side of the field back into a monster in face-up Attack 
				Position. COMMON | 
	
		| Rating: | 1 | 
	
		| Comments: | Don't use this card and instead 
		just use the Union monster's effect. | 
	
		| MFC-048 | 
	
		|  | Rivalry of Warlords Continuous Trap
 Each player must send monsters from his/her 
				side of the field to the Graveyard so that he/she 
				only controls 1 Type of face-up monster. As long as this card 
				remains face-up on the field each player can only Summon or 
				control 1 Type of face-up monster at a time.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | If you're running only one type 
		of monster in your deck, this card is okay but that reason alone won't 
		raise this card's rating any higher for me. | 
	
		| MFC-047 | 
	
		|  | Physical Double Normal Trap
 You can only activate this card during your 
				opponent's turn. Select 1 monster on your opponent's side of the 
				field and Special Summon 1 "Mirage Token" in face-up Attack or 
				Defense Position on your side of the field. The "Mirage Token" 
				has the same Level Type, Attribute, ATK, and DEF as the selected 
				monster. Destroy the "Mirage Token" at the end of the turn.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Your opponent won't be seeing double because the token dies at the End 
		Phase. Don't bother with this card. | 
	
		| MFC-046 | 
	
		|  | Secret Barrel Normal Trap
 Inflict Direct Damage to your opponent's Life 
				Points equal to the total number of cards on your opponent's 
				side of the field and in your opponent's hand x 200 points.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Most of the time the damage this card deals will be minimal but, there 
		will probably be times where this card deals a reasonable amount of 
		damage. | 
	
		| MFC-045 | 
	
		|  | Pineapple Blast Normal Trap
 You can only activate this card when you 
				Normal Summon a monster successfully. If there are more 
				monsters on your opponent's side of the field then your side, 
				destroy your opponent's monsters so that your opponent controls 
				the same number of monsters as you. Your opponent selects which 
				monsters are destroyed.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | Not worth the effort or the deck space to use. | 
	
		| MFC-044 | 
	
		|  | Meteorain Normal Trap
 During this turn, when your monsters attack 
				with an ATK that is higher then the DEF of your opponent's 
				Defense Position monster, inflict the difference as Battle 
				Damage to your opponent's Life Points.
 COMMON
 | 
	
		| Rating: | 1 | 
	
		| Comments: | A poor excuse not to use Fairy Meteor Crush. Use FMC instead. | 
	
		| MFC-043 | 
	
		|  | Spell 
				Shield Type-8Counter Trap
 
				Select and activate 1 of the following 
				effects:  ● 
				Negate the activation and the effect of a Spell Card that 
				designates 1 monster on the field as a target and destroy the 
				Spell Card. ● 
				Send 1 card from your hand to the Graveyard to negate the 
				activation and the effect of a Spell Card and destroy it. SUPER 
				RARE | 
	
		| Rating: | 1 | 
	
		| Comments: | Use Magic Jammer instead. | 
	
		| MFC-042 | 
	
		|  | Thunder of Ruler Normal Trap
 You can only activate this card during your 
				opponent's Standby Phase. During the turn this card is activated 
				your opponent cannot perform his/her Battle 
				Phase.
 COMMON
 | 
	
		| Rating: | 3 | 
	
		| Comments: | A nice substitute if you don't 
		have Negate Attack, especially since you can use it before the Battle 
		Phase! Since it can only be activated at your opponent's Standby Phase, 
		its rating is 3/5. | 
	
		| MFC-041 | 
	
		|  | Huge Revolution Normal Trap
 This card can only be activated during your 
				Main Phase when "People Running About", "Oppressed People", and 
				"United Resistance" are face-up on your side of the field. Send 
				all cards in your opponents hand to the Graveyard and destroy 
				all cards your opponent controls on the field.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | Another situational card. You 
		must have all 3 of its components face up on the field but in return, 
		all your opponent's cards, including in the hand, goes to the Graveyard which is why this card's rating is 2/5. | 
	
		| MFC-040 | 
	
		|  | Wave-Motion Cannon Continuous Spell
 Send this card on the field to the Graveyard 
				during your Main Phase. Inflict Direct Damage to your opponent's 
				Life Points equal to the number of your Standby Phases that have 
				passed after this card was activated x 1000 points.
 COMMON
 | 
	
		| Rating: | 2 | 
	
		| Comments: | It can inflict major damage but 
		the card must be on the field and if destroyed before hand, it doesn't 
		deal damage. This is why its rating is 2/5. |