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Yu-Gi-Oh! Card Rating List Showing 46 to 60 of 10,769
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Review Posting Date |
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▶︎ Deck | 《S-Force Chase》
とき
2021/10/20 16:38
Make a joke.
It has the effect of bouncing the opponent's face-up cards up to the number of types of S-Force monsters you own, and the effect of replacing S-Force's hand removal cost from his GY. A powerful trap card that is simply excellent as a removal, and can bounce at a level equivalent to Compulsory Evacuation Device with just one S-Force. His deck has decent deployment power, so it's a powerful interference. I would like to forcefully use this card when S-Force's frontal tactics don't work, but when this card works, it's when the deployment is solid, so that part is a bit of a contradiction. However, his GY effect is also extremely excellent. Depending on the situation, it would be quite reliable to be able to expand Sayomaru's cost. In the future, if there are more options for S-Force as a removal cost, it will be even more valuable. |
▶︎ Deck | 《A.I. Challenge You》
とき
2021/10/20 16:36
The final battle of VRAINS, in other words, the final battle of an OCG anime if things go on like this...! ?
The effect of reducing his opponent's ATK according to the number of cards in his field, the effect of not allowing any effect activation when @Ignister battles, and the effect of his GY when @Ignister is destroyed in battle. Has the effect of reviving his Cybers with ATK 2300. With the effect of weakening the opponent and the effect of sealing the opponent's effect during battle, the opponent's combat power is steadily lowered. In particular, it is suitable for supporting The Arrival, which is weak in battle because it is extremely strong in effects, and it leads to protecting The Arrival from RBI violence and self-strengthening monsters. However, monsters other than The Arrival can't be said to increase their combat power with only a weak correction, so it can't be said that they're that compatible. The last effect is an insurance against battle destruction, but it's a little contradictory that a card that prevents battle destruction has an effect when it's destroyed by battle. It's an option that has to be thoroughly sealed off with The Arrival, but is it weak in terms of power? |
▶︎ Deck | 《Amaze Attraction Horror House》
とき
2021/10/20 16:34
A stage where Ghostrick plays a big role.
It has the same properties as the Amaze Attraction Trap, and if you equip it yourself, it will negate the effect of one of your opponent's Effect Monsters. Arguably the easiest and most powerful card in Amaze Attraction. It's a negate effect that you can use every turn when you have it equipped, and it's a simple and easy-to-handle disruption. Not only does it interfere with stopping the opponent's effect activation, but it can also be a spear that removes the opponent's resistance and troublesome defensive effects on your own turn. The reverse side defense effect when equipped with the opponent is also excellent, and it is possible to move like the book of the moon, and it is very versatile. It is one of the best cards in Amaze Attraction, but please note that you need your own Amazement to use the negate effect. |
▶︎ Deck | 《Amaze Attraction Rapid Racing》
とき
2021/10/20 16:33
Not the Raid Raptors.
Amaze Attraction Trap has a common property, if you equip it yourself, it will change the equipment format of the equipment card and return the opponent's GY card to his deck, and if you equip it on the opponent, it will increase the level by 1 and change the format. have an effect. It has two effects that are suitable for interfering with battle position changes, and if it is equipped on you, it will interfere with the opponent's use of her GY by returning his GY to his deck. It can be used every turn, so if you can keep yourself and the equipped monster, it can be a decent interference card, but it is weak against removal, so be careful. When equipped on the opponent, it interferes with S/X and assists in combat by leveling up and changing the form, but in both cases, it pales in comparison to HH, which is used as a backside defense. The two effects work very differently, so it is necessary to use them properly. Quite technical Amaze Attraction. |
▶︎ Deck | 《Amaze Attraction Majestic Merry-Go-Round》
とき
2021/10/20 16:32
Spin the merry-go-round.
Amaze Attraction Trap has a common property, if you equip it yourself, it will increase the equipped monster's ATK and take over when it is destroyed, and if you equip it to your opponent, the opponent's Amaze Attraction Trap will increase depending on the number of his Amaze Attraction Trap on your field. has the effect of lowering the ATK of Both his own effect and the opponent's effect change his ATK, so the roles overlap somewhat, and the strength of Amaze Attraction, the diversity of effects, is undermined. Basically, is it a card that makes it easier to perform manager beats by making full use of substitution effects and RBI up and down? Due to the manager's effect, being an Amaze Attraction Trap has a big meaning. However, the rise and fall of his ATK is a subtle number, and I don't feel the card power. I can't deny the feeling that I could have managed a little more. |
▶︎ Deck | 《Amaze Attraction Wonder Wheel》
とき
2021/10/20 16:31
Not Windwitch.
It has the same properties as Amaze Attraction Trap, and has the effect of swapping cards when equipped by yourself, and switching the offense and defense of the equipped monster when equipped to your opponent. Hand exchange is a simple and easy-to-handle effect. You can help with 《Trap Trick》, which can be expected to be active in Amazement, or simply return unnecessary cards to his deck. Switching between offense and defense is also powerless against Link as a battle aid, but it still hits opponents. Both effects are relatively useful, but it's flaw is that it doesn't feel flashy because it can't be denied that it's a little plain and has low interference performance. |
▶︎ Deck | 《Amaze Attraction Cyclo-Coaster》
とき
2021/10/20 16:30
From here on his Amaze Attraction Trap turn like a gale emoticon.
Equip Amazement or an opponent's monster, and if equipped by your own monster, send yourself and your opponent's girlfriend's Spell Trap to his GY, and if you have your opponent equip it, send yourself to her GY and search for his Amazement monster. have a possible effect. Amaze Attraction's effect changes depending on the equipped monster's controller, so the effect you want to use may not be available depending on the situation, but one of its strengths is that it can be used relatively easily. Sends his Spell Trap to his GY at the cost of himself when equipped on his card. It can be used to break the back and break the meta, but since this card has excellent effects when equipped against the opponent, I would like to use it only in situations where it should be used. You can use the search effect when it is equipped on your opponent's card. It overlaps somewhat with the time ticket and is a trap search, so there are few targets, but it is an effective means of accessing the manager. Is it basically a card that is mainly search and interweaves his Spell Trap removal effect to solve a hopeless situation in the meta? The search alone is highly stable, and I want to use it. |
▶︎ Deck | 《Amazement Family Faces》
とき
2021/10/20 16:28
The illustration is an accessory, but it looks like a slot...
Equip an opponent monster equipped with Amaze Attraction Trap and activate it, and after gaining control of the equipped monster, he has the effect of increasing ATK and giving the name of his Amazement in exchange for not being able to activate the effect. The effect is excellent and a permanent control grab that can be used with a trap. It's convenient as a hindrance, and although its effect cannot be activated, it can be used as a hit point, or it can be used as a material for something, so it is powerful. However, since it is necessary to equip Amaze Attraction, it is a painful card that alone is a complete accident factor. I want a time ticket that allows me to search for this card and his Amaze Attraction Trap as needed. There are cards that can perform similar moves like 《Crackdown》, which requires no preparation, and 《Mind Control》, which is a spell card, so the difference is that they can be permanently used as an attacker, but is it vulnerable to removal? |
▶︎ Deck | 《Judgment of the Branded》
とき
2021/10/20 16:24
The thunder of judgment strikes Golgonda.
It has the effect of annihilating the opponent's monsters whose ATK is higher than one of his Fusion Monsters of level 8 or higher, and the effect that can be set from his GY at the end used for the hand cost of 《Fallen of Albaz》. You need a Fusion Monster with a specified level on your field, and the monsters that can be destroyed are considerably limited. It's difficult to destroy the cards that are the materials that are being deployed, and it's useless when a card with destruction resistance is issued, so the performance as a Trap isn't high, so it was a cost for Branded's support and his own Fallen of Albaz . Sometimes it is necessary to take advantage of the effects that are set. Albus Amalgamation is level 8 and his ATK is 2500, which makes it easy to use this card, and it's easy to fuse with Fallen of Albaz, making it an excellent matchup. However, it will be a clear trap, so will it be a card to step on? |
▶︎ Deck | 《Screams of the Branded》
とき
2021/10/20 16:23
On the turn Fusion Monster is sent to his GY, it has the effect of Special Summoning GY or his banished Fusion Monster, and the effect of being able to set from his GY at the end used for Fallen of Albaz's hand cost.
The activation conditions are severe, but the Fusion Monster can be revived and returned. If it's just resurrection, it's easier to use general-purpose resurrection such as Living Dead, so I would like to sell it as being able to bring back Fusion Monsters that were removed as materials by the effects of 《Branded in White》and 《Albion the Branded Dragon》. Cards that send his Fusion Monster to his GY, which is a trigger condition, are increasing in number these days, or can be triggered by the opponent's removal. Branded The effects that are set when the cost of 《Fallen of Albaz》, which is common to cards, can be activated as soon as it becomes the opponent's turn after being set, but be careful of the activation conditions. |
▶︎ Deck | 《Zexal Alliance》
とき
2021/10/20 16:22
Hope Ray, activate...! !
Reduces LP to 10 when an X monster is destroyed, revives a Utopia monster, puts any card from the deck on the top of the deck, doubles her ATK, resistance to effect destruction, and non-numbers to the revived Hope It has the effect of imparting battle destruction resistance to The activation conditions are passive and you pay a huge LP cost, but you can summon her Utopia monster with desperate enhancements. In terms of activation conditions, you can also use a suicide bomb attack, but you won't be able to take advantage of the draw lock at the top of the Deck, so you want to activate it during your opponent's turn, but in that case, you're left with the dilemma of being completely dependent on your opponent. The Hope that comes out is quite strong, and you can also aim for your favorite ZW or use Shining Draw with the deck top operation. This LP is cut to the limit, so I want to challenge with the intention of getting one kill with the next attack. However, there is a hole in resistance and it is weak against exclusion bounce, and even if the battle destruction resistance is slightly exceeded due to LP, you will be killed. After all, what I want to make use of is her ATK doubled victory. Since it's a Zexal Trap, it's easy to search for, and considering that it's a one-time card, the limit is one. In the first place, whether or not she can kill with just ATK and ZW effects is another matter. |
▶︎ Deck | 《Hidden Springs of the Far East》
とき
2021/10/20 16:20
Everyone's favorite bathing scene! !
Each player recovers 500 LP to Main 2, and has the effect of protecting the set Spell Trap card from being targeted and destroyed without negate their deployment during that turn. Starting from Main Phase 2, it moves slowly and solemnly, does not negate summons, Special Summons, or effects that negate Special Summons, and can be expected as an answer to the opponent's summoning blocking stance, but it has a permanent effect that is often found in this kind of summoning blocking. You can't slip through it, and it might be a bit half-baked. The effect that protects Spell Trap is stronger against End Cycle. However, as an element of breakthrough that gets worse every year, there is the problem of whether this card itself can be activated, it cannot affect the removal effect that is used after it is deployed, and above all, it is the main 2, so the battle cannot be resolved. It seems that there are many holes. The fact that it can be used by opponents is also a not insignificant drawback. |
▶︎ Deck | 《One-Kuri-Way》
とき
2021/10/20 16:18
"Linkuriboh" was sacrificed... for some reason...
It has the effect of returning either GY's Link 1 monster to the EX Deck or reviving it to the owner's field. You can use it to reload your own Link 1 monsters, use it by reviving it, or revive your opponent's Link 1 monsters and use them as sandbags. Using the opponent's link 1 as a punching bag is quite effective, but it's a tactic that relies on the opponent and is impossible with the most used 《Linkuriboh》. Therefore, it will be a bonus because it will be completely dependent on the opponent's girlfriend's deck. The main thing is to use your own Link 1, but if it's just resurrection, it's limited, but there's an all-purpose 《Monster Reborn》, so it might be necessary to use salvage as well. Sky Striker Ace and Sunavalon are good places to work because they can effectively use both resurrection and salvage. |
▶︎ Deck | 《Book of Lunar Eclipse》
とき
2021/10/20 16:16
A book of twin moons.
By discarding 1 card from your hand, you have the effect of turning 2 monsters from each other's field into the backside Defense Position. A book of the moon with a stronger effect in exchange for the cost. However, the strength of the Tsuki no Kaki is its nimbleness, which is shown by its overwhelming number of uses. I can't deny the difference in usage. It's true that if you set two of them, you can block the opponent's S, X, and Link, but if you have one card in your hand, you can interfere with Flice Trap. So if you compare it with the total eclipse in the whole set, the problem with this card is that it doesn't target. Since the total eclipse does not target, I was able to destroy the resistance of many monsters and forcibly put them to sleep, but this card was caught in the target resistance. The effect classification itself isn't bad, but I feel like it combines the bad parts of the two Forerunners and even has a hand cost. I don't really feel like I'm changing, but... |
▶︎ Deck | 《Birth of the Prominence Flame》
とき
2021/10/20 16:14
A very small 《Rekindling》.
It has the effect of excluding GY's 200 DEF Tuners and non-Tuners one by one, and calling his FIRE S monsters with the same level as their total level from the EX Deck. Basically what you're doing is reviving two creatures with Rekindling and it's the same as synchronizing, so you can do almost the same thing with Rekindling if you don't consider the risk of triggering your hand. It can be used for unrestricted synchros other than FIRE, and GY's resources are not reduced. In addition to reducing the risk of hand triggers, this card's unique work includes breaking through summoning restrictions, ignoring hand cost effects when summoning S as seen in Laval, and converting GY resources into exclusion resources. Basically, there are many target cards, compatibility with synchronous characters, and exclusion to some extent Can it be adopted in Laval? However, even in Laval, I feel that the power of the explosion is more important... |
Update Information - NEW -
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