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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

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Soul Fusion (Page 4)

SOFU-EN079
The Revenge of the Normal
Normal Trap
Special Summon Level 4 or lower monsters from your hand, up to the number of monsters your opponent controls. You can only activate 1 "The Revenge of the Normal" per turn.
COMMONs
Rating: 2
Comments: It has its uses with a fair number of monsters but it's restrained to Normal Monsters and only up to the number of monsters your opponent controls.
SOFU-EN078
Trap Trick
Normal Trap
Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.
SECRET RARE
Rating: 1
Comments: Halloween may be around the corner but this card is going to be the trick instead of the treat thanks to its bad effect.
SOFU-EN077
Toll Hike
Continuous Trap
Each player must send 1 card from their hand to the GY to declare an attack.
RARE
Rating: 1
Comments: This is probably going to cost you more than it costs your opponent. Plus, even if things are even, the duel will be long and dull. Even Stall Decks should reconsider using this.
SOFU-EN076
Invincibility Barrier
Continuous Trap
Once per turn: You can banish 1 face-up Ritual, Fusion, Synchro, Xyz, Pendulum, or Link Monster you control; this turn, the effects of monsters with the same card type as that banished monster (Ritual, Fusion, Synchro, Xyz, Pendulum, or Link) are negated.
COMMON
Rating: 1
Comments: Talk about situational and your hard work goes out the window just to negate effects of the same Monster Card Type that was banished for one turn.
SOFU-EN075
Necro Fusion
Normal Trap
Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY face-down, but it cannot attack this turn.
COMMON
Rating: 1
Comments: It's not only slower but more restrained than Polymerization. Even Dragon's Mirror has more uses than this.
SOFU-EN074
Crusadia Krawler
Continuous Trap
Special Summon this card as an Effect Monster (Insect/EARTH/Level 2/ATK 300/
DEF 2100). (This card is also still a Trap.) If this card is Special Summoned by this effect to a zone a Link Monster points to: You can add 1 "World Legacy" card from your Deck to your hand.
COMMON
Rating: 2
Comments: The 2100 DEF will do nicely on the field but the effect is restrained to World Legacy cards and only if this card is Special Summoned to a zone designated by a Link Monster.
SOFU-EN073
Thunder Dragon Discharge
Continuous Trap
The activation of your Thunder monsters' effects cannot be negated. Once per turn, if a "Thunder Dragon" monster(s) is Normal or Special Summoned to your field: You can target 1 Spell/Trap on the field; banish 1 Thunder monster from your Deck, and if you do, destroy that target.
RARE
Rating: 2
Comments: It not only protects Thunder-Type monsters you own from having their effects blocked but also isn't restrained to the Thunder Dragon Archetype. The 2nd effect isn't very good, though.
SOFU-EN072
Thunder Dragons' Hundred Thunders
Normal Trap
Target 1 Thunder monster in your GY; Special Summon it, then you can Special Summon as many monsters with that same name as possible from your GY. The monster(s) Special Summoned by this effect are banished when they leave the field, also while they are face-up on the field, you cannot Special Summon monsters, except Thunder monsters. You can only activate 1 "Thunder Dragons' Hundred Thunders" per turn.
RARE
Rating: 2
Comments: You can still do mostly what you want with them and can revive any Thunder-Type monster in your Grave but it's entirely restrained to Thunder-Type monsters and the side-effects reduce your options for using them. Plus, they're banishd when they leave the field.
SOFU-EN071
Orcustrated Core
Continuous Trap
Once per turn: You can banish 1 monster from your field or GY, then target 1 "Orcust" or "World Legacy" card you control, except "Orcustrated Core"; neither player can target it with card effects this turn (even if this card leaves the field). If other "Orcust" and/or "World Legacy" card(s) you control would be destroyed by battle or card effect, you can send this card to the GY instead.
COMMON
Rating: 1
Comments: This is not a well-orcustrated core by any stretch because you're losing a monster just to prevent another monster on your field from being targeted by card effects (including yours) and then it also has medocre destruction protection by sending itself to the Grave.
SOFU-EN070
Orcustrated Attack
Normal Trap
When a monster declares an attack: Tribute 1 "Orcust" or "World Legacy" monster, then target 1 monster your opponent controls; banish it.
COMMON
Rating: 1
Comments: Dimensional Prison works way better than this as while you have to wait until your opponent's monster attacks, it costs you nothing in return, nor do you need to control any monsters.
SOFU-EN069
Eternal Galaxy
Normal Trap
If you control a "Photon" or "Galaxy" monster: Target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 "Photon" or "Galaxy" Xyz Monster that is 4 Ranks higher than that target, by using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1 "Eternal Galaxy" per turn.
COMMON
Rating: 2
Comments: It's entirely restrained to Photon and Galaxy Decks but for those Decks, it's not that bad.
SOFU-EN068
Necrovalley Temple
Continuous Trap
While a "Gravekeeper's" monster(s) and "Necrovalley" are both on the field, monsters your opponent controls lose 500 ATK/DEF. Once per turn, during the Main Phase, if you control no card in your Field Zone: You can activate 1 "Necrovalley" directly from your hand or GY. If this card in your possession is destroyed by an opponent's effect and sent to your GY: You can Set 1 "Necrovalley" Spell/Trap directly from your Deck, except "Necrovalley Temple".
RARE
Rating: 2
Comments: The ATK and DEF loss is pretty minimal and probably not going to be much of a factor but being able to activate Necrovalley from the Graveyard isn't all that bad. The other effect will be plainly obvious to your opponent, though.
SOFU-EN067
Salamangreat Gift
Continuous Trap
You can discard 1 "Salamangreat" monster; send 1 "Salamangreat" monster from your Deck to the GY, then draw 1 card. If you control a "Salamangreat" Link Monster that was Link Summoned using a monster with its same name as material: You can discard 1 "Salamangreat" monster; draw 2 cards. You can only use 1 "Salamangreat Gift" effect per turn, and only once that turn.
COMMON
Rating: 2
Comments: It only gets credit for the 1st effect as the 2nd is just as bad as the other Salamangreat support cards.
SOFU-EN066
Parallel Panzer
Equip Spell
Equip only to a Link Monster. Once per turn: You can move the equipped monster to a Main Monster Zone it points to on its controller's field. You can send this Equip Card to the GY; destroy 1 card in the same column as the monster that was equipped with this card. You can only use this effect of "Parallel Panzer" once per turn.
SHORT PRINT COMMON
Rating: 1
Comments: What's the pont in this? Nether effect makes it worthwhile, especially since the player still owns the Link Monster. All you did was move it.
SOFU-EN065
Extra-Foolish Burial
Normal Spell
Pay half your LP; send 1 monster from your Extra Deck to the GY. You can only activate 1 "Extra-Foolish Burial" per turn. You cannot Set Spells/Traps during the turn you activate this card.
SUPER RARE
Rating: 1
Comments: The name hits the nail right on the head. It's literally just a Spell Card version of Gale Dogra but with a generally higher activation fee. No one uses Gale Dogra (or shouldn't if they do) so this card shouldn't see any play either.
SOFU-EN064
Concentrating Current
Quick-Play Spell
Target 1 face-up monster you control; it gains ATK equal to its current DEF, until the end of this turn. Other monsters you control cannot attack during the turn you activate this card.
COMMON
Rating: 2
Comments: Ordinarily, I'd not recommend using this but you'll probably just use it during your opponent's turn anyway so the restraint is meaningless. Still, the ATK boost doesn't last long and not every monster can benefit from this.
SOFU-EN063
Herald of the Abyss
Normal Spell
Pay 1500 LP and declare 1 Monster Type and 1 Attribute; your opponent must send 1 face-up monster with the declared Type and Attribute from their field to the GY, if possible. For the rest of this turn, your opponent cannot activate the effects of monsters with that sent monster's name. You can only activate 1 "Herald of the Abyss" per turn.
SUPER RARE
Rating: 1
Comments: That's a pretty harsh activation fee just to send 1 monster your opponent controls to the Grave, especially since it doesn't stop them fron doing much afterwards. They can still revive the monster you just forced them to send to the Grave.
SOFU-EN062
Giant Ballpark
Field Spell
During damage calculation, if a player would take battle damage: You can make neither player take any battle damage from that battle, and if you do, send 1 Level 4 or lower Insect monster from your Deck to the GY, then, if you sent a Normal Monster this way, you can Special Summon any number of monsters with the same name as that monster, from your hand, Deck, and/or GY. If a monster(s) you control is sent to the GY by an opponent's card effect (except during the Damage Step): You can Special Summon 1 Insect Normal Monster from your GY. You can only use each effect of "Giant Ballpark" once per turn.
COMMON
Rating: 2
Comments: There are very few options to use with this as most Insect-Type Normal Monsters are awful and thus don't really justify bringing out with this. Still, the likes of Insect Knight makes this somewhat worthwhile, though still situational.
SOFU-EN061
Sky Striker Maneuver - Vector Blast
Normal Spell
If you control no monsters in your Main Monster Zone: Each player sends the top 2 cards of their Deck to the GY (or as many as possible, if less than 2), then, if you sent at least 1 card to the GY, and have 3 or more Spells in your GY, you can shuffle all your opponent's monsters from the Extra Monster Zones into the Deck.
SUPER RARE
Rating: 1
Comments: Highly risky and with very little benfit.
SOFU-EN060
Thunder Dragon Fusion
Normal Spell
Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 Thunder monster from your Deck to your hand. You can only use each effect of "Thunder Dragon Fusion" once per turn.
ULTRA RARE
Rating: 2
Comments: It's not specific to the Thunder Dragon Fusions, though I'm not too sure thare are all that many to choose from anyway. The other effect is certainly helpful, though.