The 2005 Yu-Gi-Oh! Cybernetic Revolution Fire Darts (CRV-EN049) is a Rare Normal Trap Card essential for completing the set.
2005 • Yu-Gi-Oh! • Cybernetic Revolution
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Released in 2005 as part of the Cybernetic Revolution expansion, Fire Darts (CRV-EN049) stands as a notable entry in the Yu-Gi-Oh! Trading Card Game history. Classified as a Rare Normal Trap Card, this piece is identified by the set code CRV-EN049, making it easily recognizable for dedicated builders. The Cybernetic Revolution set itself marked a significant era for the game, introducing new mechanics and card dynamics that shaped the competitive landscape of the mid-2000s. For collectors, Fire Darts represents more than just gameplay utility; it is a tangible piece of TCG nostalgia. The card's status as a Rare in its original print run ensures it holds a steady place in collection archives. Completing the Cybernetic Revolution set requires acquiring every card from CRV-EN001 to CRV-EN064, including this trap card. Whether you are hunting for a complete set or seeking to fill gaps in your existing collection, finding this card is a key milestone for enthusiasts of the franchise. The design and layout of Fire Darts adhere to the aesthetic standards of the 2005 era, featuring the classic card frame that defined the game's visual identity during that time. While its primary function is rooted in gameplay as a Normal Trap, its collectible value lies in its historical context within the Yu-Gi-Oh! Product line. As the community continues to grow, cards like Fire Darts remain sought after for their role in the broader narrative of the game's evolution.
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The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
The core identity of the card within the set.
The subject, team, league, and sport context tied to this card.
Featured
Fire Darts
Game
Yu-Gi-Oh!
Rarity, print treatment, and game-specific stats for this card.
Rare
Card Stock
English
Normal
Abilities, attacks, oracle text, and flavor text printed on the card.
Activate only while you have no cards in your hand. Roll a six-sided die 3 times, and inflict damage to your opponent equal to the sum of the die rolls × 100.
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