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Yu-Gi-Oh! Card Rating List Showing 2,191 to 2,205 of 10,769
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Rating Score・
Review Posting Date |
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▶︎ Deck | 《Cerulean Sacred Phoenix of Nephthys》
とき
2018/08/04 9:16
He finally got his ATK worthy of the highest grade, Nephthys.
It has the effect of destroying any number of his Nephthys in his hand or field, destroying the opponent's monsters up to that amount, and having the effect of self-regenerating during the next Standby Phase if destroyed by battle or effect. He is an excellent Ritual Monster with high ATK, dynamic destruction effect, and resistance to destruction called self-regeneration, but Nephthys is his deck gathered at level 2 and 8, so the material is inevitably level 8 Nephthys. apt. Accumulating level 8 Nephthys in your hand will increase the accident rate, and although it can be mitigated with a guardian deity, it seems difficult to release it. On top of that, his own effect further demands his Nephthys, so this card loses a lot on the ad side. The destruction effect doesn't target, but it's destruction, and he doesn't have high performance such as Spell Trap being out of range, so it's hard to rely on. It's very strong against destruction, but it's powerless against excluding bounces, which is a tradition. From the above points, it is a card that is powerful but difficult to use. |
▶︎ Deck | 《Devotee of Nephthys》
とき
2018/08/04 9:14
A level 2 Ritual Monster that first appeared after 20 years.
He has the effect of recruiting Nephthys just by ritual summoning, and the effect of destroying his Nephthys in his hand from GY and self-regenerating. It is one of the cards that Nephthys, who is a Ritual axis, wants to aim for because of its low level and low release rate, and because it has an excellent recruiting effect. After activating the effect, you can connect it to Link 2's guardian deity as it is, or you can add another card and connect it to Homurajin. This card, which is a Ritual Monster that can be deployed easily, is especially important when you want to give Homura God the effects of many of his Ritual Monsters. However, even though his level is low and excellent, he is a Ritual Monster. Nephthys does a lot of search and salvage, but of course this card and a set of Ritual Spells are essential. Since it is a preliminary preparation, I would like to take care of it if it is a ritual axis. |
▶︎ Deck | 《Defender of Nephthys》
とき
2018/08/04 9:12
Her Nephthys has the effect of destroying 1 card in her hand and Special Summoning a lower Nephthys in her hand, and destroying 1 of her Nephthys monsters in her Deck during her next Standby Phase if the effect is destroyed. 《Marauding Captain》.
The aim is to get high-speed access to the guardian deity by Special Summon, but for that purpose, her Nephthys to Special Summon and the hand to destroy are a little heavy. Also, her Nephthys, who special summons, needs more cards in her hand if she wants to use its effect, so I'm worried about the roughness of her hand usage. The second effect is to destroy her Nephthys from her Deck, aiming for both her GY fertilization and effect activation, but her destroyed Nephthys's effect activation is even more delayed in her next Standby Phase. Too much. Don't expect the effect to activate, it should be used as if it were placed on GY. |
▶︎ Deck | 《Chronicler of Nephthys》
とき
2018/08/04 9:09
He has the effect of destroying 1 card in his hand and salvaging her Nephthys card from GY, and he has the effect of salvaging the Nephthys card during the next standby phase after the effect was destroyed. He is in charge of Nephthys' salvage.
The common sadness of salvage cards is that he can't demonstrate the effect satisfactorily unless his GY is fat, but Nephthys self-destructs and her GY itself accumulates, so that's the worry. Still, it seems that the basics are cards that start moving after the middle stage. Only the trigger is different, but the salvage effect is the same. I want to add the cards I have finished using to my hand as appropriate. From reusing effects to Preparation of Rites to reloading Link, he is Nephthys' workman. However, I can say that he is a lower class of Nephthys, but it seems that the second effect is the next self standby phase, which is a little late... |
▶︎ Deck | 《Disciple of Nephthys》
とき
2018/08/04 9:08
His Nephthys searcher has the effect of destroying 1 card in his hand and searching for his Nephthys monster from the Deck, and the effect of adding his Nephthys Spell Trap to his hand at the time of his next standby if the effect is destroyed.
Searching for Nephthys, basically choose a card that activates its effect when destroyed, and want to connect it to a later destruction combo. If you have Ritual Spells ready, searching for Ritual Monsters is another way. The second effect is her low number of Nephthys Spell Trap. Do you search for reincarnation and arrange "Preparation of Rites", or prepare an awakening with an expansion effect? Hope is removal, but the performance is low and it falls one rank. Low class Nephthys has issues when his ATK is low and remains on the board, but this card especially has ATK 0, so if you use its effect, you want to use it for link summons. |
▶︎ Deck | 《Matriarch of Nephthys》
とき
2018/08/04 9:04
Nephthys finally made it into the category.
It has the effect of destroying one card in his hand and reviving his GY's lower class Nephthys, and if the effect is destroyed, it has the effect of reviving him during his next standby. Both effects are convenient for aligning the number of people on the field, and the first effect is especially easy to connect with the guardian god Nephthys, which has an excellent search effect. Therefore, it can be said that it is one of the key cards of Nephthys expansion. However, needing to destroy one card from his hand is a cost that can never be ignored, even though it triggers effects such as his Nephthys. Although it can be overcome to some extent by using the effect of the prayer and the narrator. In general, it is the cornerstone of the development power of the lower Nephthys, and it is a card that will be indebted especially if you want to use a guardian deity. |
▶︎ Deck | 《Subsurface Stage Divers》
とき
2018/07/16 14:05
I got to the live venue quickly, so I got a special seat.
It can be activated when there are 3 monsters with the same name on the field, and has the effect of searching for 3 other monsters with the same name from the Deck. As a means of arranging three monsters with the same name, use duplication techniques, rampage summons, use cards that have the effect of becoming cards with the same name such as Cyber Dragon and his Harpie, and have the effect of arranging cards with the same name such as Hero Kid and Venus. A card may be used. The benefit that can be obtained is the acquisition of three monsters at once, and the explosion ad is also good. However, it is necessary that all three cards with the same name are sleeping in the Deck, so be careful only there. It's difficult to line up 3 cards with the same name, and since this card is a Trap, there are parts where it's too late. However, it is a high-risk, high-return card that seems to be a Norare, with endless benefits. |
▶︎ Deck | 《The Revenge of the Normal》
とき
2018/07/16 13:57
A trap card that allows you to deploy lower class monsters in your hand up to the number of monsters in your opponent's field.
If you want to make full use of the effect, you will need a large number of monsters in your hand when your opponent's field is overflowing, but even if you line up low grades in such a situation, they will be swept away before your opponent's deployment. However, what I personally find interesting is that it doesn't pay attention to the number, it's a trap that allows you to Special Summon the lower level monsters in your hand just by having a monster in your opponent's field. Calling his Special Summon-sealing monsters such as Pakike and Barrier Statue to hinder the opponent's deployment, or trying to deploy his Special Summon trigger cards that can be used during the opponent's turn, etc. I'm worried about the narrowness of the range, starting from the hand, but it doesn't look too bad if you look at it as a Special Summon sauce with light conditions. |
▶︎ Deck | 《Trap Trick》
とき
2018/07/16 13:44
Cute girls are waiting♪ To eat you guys! !
A trap card with the effect of removing one normal trap from the deck and setting a card with the same name, and a pledge that allows you to activate only one trap card after activation instead of being able to use the set card this turn. Due to the nature of the effect, restricted cards cannot be searched. Normal Trap is a set card that can come in anything, and its versatility is quite high. It can be said that it will revolutionize the search for trap cards, which used to be a black cat news that brought misfortune to Reverse. You can also search for trap cards that are the key to death, such as 《Rise of the Snake Deity》and 《Chain Material》. Since you can search for 《Metaverse》, it can also be used as a field search method for the 5th, 6th and subsequent cards. Chaining Yabu Snake Set to sweeping is also strong. A fun trap card that can do many bad things. |
▶︎ Deck | 《Toll Hike》
とき
2018/07/16 13:35
It seems that the toll tax has been increased from 500 LP to 1 hand card.
It has the effect of having to send one card from your hand to GY each time you declare an attack. If you have one less card in your hand each time you declare an attack, you can't even attack slowly. The deterrence of attacks has increased as much as the tax rate has been increased. Since you need to discard your hand even when you attack, you'll probably need to use it in a deck that doesn't cost you a lot of cards or a deck that doesn't attack in the first place. However, the fate of this kind of rock card is that it is very weak against removal. Also, it's a painful one, but since it's a single card, there's a risk that you'll be able to get through the attack once or twice. There are permanent locks in the world that completely shut out your opponent's attacks, so if you dare to use this card, you can attack by discarding your hand! How much Deck is required? |
▶︎ Deck | 《Invincibility Barrier》
とき
2018/07/16 12:09
Invincible halo.
A Continuous Trap that has the effect of negate the effects of monsters of the same type by excluding special monsters on the field. Basically, if the type of monsters used by you and your opponent do not match, it will be difficult to activate the effect, and the cost of removing it from the field is extremely heavy. Effect negate is certainly powerful, but it carries a big disadvantage in terms of advantage. Cards that are not useful in the first place if the types of monsters used do not match, and are conspicuously difficult to use. |
▶︎ Deck | 《Necro Fusion》
とき
2018/07/16 11:19
His GY fusion card, which is compatible with all Fusion Monsters, has finally been lifted.
By excluding fusion materials from GY by excluding the back side, he has the effect of fusion summoning Fusion Monsters, but at the cost of fusion summoning monsters get summoning sickness. First of all, I am thankful for his GY fusion that can use all Fusion Monsters. Especially for cards like Worm Zero and Valbaroid, which are heavy but don't have his own GY fusion, it will be a great blessing. It also has an aspect of Trap fusion that can be used by all Fusion Monsters. Basically, Trap Fusion is a bit late, so the rating drops, but when it comes to the versatility of this card, you can call a Fusion Monster that activates its effect when it leaves the field by chaining it to removal during the opponent's turn, or you can fuse with a free chain. It can be seen as a plus, such as calling a Fusion Monster that has the effect of summoning triggers. The former is Abu Zero, and the latter is quintet magician. |
▶︎ Deck | 《Parallel Panzer》
とき
2018/07/16 8:54
*Cannot be equipped on Panzer Dragon.
It is an Equip Spell that can only be equipped on Link Monsters, and it has the effect of moving to the link destination and the effect of destroying one card in the same column by sending this card to her GY. It's probably a card that allows you to exchange cards in a column 1:1 while freely moving Link Monsters, but it's a bit difficult to move because the means of movement is affected by the link destination, so it's a 1:1 exchange in a column. may also be difficult to utilize. Also, no matter how hard you try, it's a card that can't be exchanged 1:1, so the fact that it can only be equipped on Link Monsters can be an accident factor and hinder your progress. When I was asked if I would use it in general, I twisted my head. |
▶︎ Deck | 《Extra-Foolish Burial》
とき
2018/07/16 8:42
A card that knocks EX monsters directly into GY with her spell card that finally came out.
It has the effect of sending one monster from the EX Deck to GY at half LP as a cost. It's like Gerdkra's version of his Spell card, and it's the same to the point of asking for a huge LP cost. Even EX monsters have cards that can use powerful effects by sending them to her GY, and this card supports such cards. The compatibility with cards such as Nutos, Nijikou, and Ω that can use effects when he is in GY or when he is in GY is iron plate. Other than that, it would be nice to prepare effects to copy with Supreme King Dragon Starve Venom and Funcas, and prepare fusion materials for his GY that can be used for 《Necro Fusion》and various special GY fusions. It's a fun card that you can enjoy many combos, although you can't use it casually due to its high cost. |
▶︎ Deck | 《Concentrating Current》
とき
2018/07/16 8:20
What a nice illustration that power is concentrated from the outlet.
A Quick-Play Spell that prevents other monsters from attacking, but raises his ATK by the defense of one monster. As a card that can perform combat tricks, his ATK rise is extremely high, and when used to intercept opponent monsters with combat tricks, the range of cards that can be destroyed in battle is wider than rushing and shrinking. Since it is a self-enhancement, it is also great that it is not affected by the opponent's resistance. Of course, it's not just a good story in the world, but since it's based on defense power, it's a card that can't be used for Link Monsters that don't have defense power, so cards that choose decks. Also, the disadvantage that other cards cannot attack when attacking cannot be ignored. Compared to Shrinking Rush, it's a card with more power and a little bit more quirks, but does that mean we need more cards for combat tricks? |
Update Information - NEW -
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