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Rebel Reborn
Trap Card
Target 1 Level 4 or lower monster in your GY; Special Summon the targeted monster in Attack Position. It cannot be destroyed by battle this turn, also any battle damage you take involving the summoned monster this turn is dealt to your opponent instead. If you control no monsters you can activate this card from your hand.

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If you control no monsters, you can activate this card from your hand. Target 1 Level 4 or lower monster in your GY; Special Summon it in Attack Position. It cannot be destroyed by battle this turn, also, during this turn, your opponent takes any battle damage you would have taken from battles involving the Summoned monster instead.

The card is good, IMO. Perhaps not for every deck since it's limited to targeting Level 4 or lower monsters, but if those have, let's say, on-Summon or Quick Effects you can make some cool plays. The condition to activate from hand is welcomed and sets it apart from other revival Traps, and the boons given to the monster nicely compensate the inability to Summon Level 5+, Xyz and Link monsters.

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One one hand, it is at a power level that's acceptable to this day and age, and that's reasonable.
On the other hand, it outclasses Pinpoint Guard, not requiring the battle phase to make the revive, and even though it's in Attack Position, the fact it not only nullifies but reflects the damage makes the position mostly irrelevant from a defensive standpoint. It especially becomes better for the hand-trap clause which helps you survive board wipes.

I actually very much like this. You can even use it from hand on your turn to get something like a Hyper Hammerhead and such with protection built in and that damage transfer is handy to not rough yourself down.

All in all, being balanced takes priority over not outclassing other stuff.... I've been thinking up ways to outclass Miracle's Wake for a while myself xD

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