← Back to Yu-Gi-Oh Card Ratings Return to Index Forward to HSRD-EN Page 1 →

Poor

Alright

Decent

Outstanding!

Epic!!!

1/5 2/5 3/5 4/5 5/5
Text card ratings Rarity Changes Visual spoiler Card spoiler Improved effects

Clash of Rebellions (Page 5)

CORE-EN099
Secret Blast
Normal Trap
Inflict 300 damage to your opponent for each card they control. If this card you control is destroyed by an opponent's card and sent to your Graveyard: Inflict 1000 damage to your opponent.
COMMON 
Rating: 1
Comments: By the time you draw this card and activate it, your opponent probably won't have much out and the most damage you'll likely deal with this card is with its bonus effect but that's only if your opponent destroys it.
CORE-EN098
Tatsunoko
WATER / Wyrm-Type Synchro-Type Tuner / Level 3 / ATK 1700 / DEF 500
1 Tuner + 1 or more non-Tuner monsters
If this Synchro Summoned monster would be used as a Synchro Material, 1 monster in your hand can be used as 1 of the other Synchro Materials. Unaffected by other monsters' effects.
SECRET RARE
Rating: 2
Comments: Its stats are poor but in the very least it's a Tuner and does allow you to use a monster in your hand as Synchro Material if it becomes Synchro Material after being Synchro Summoned but even that doesn't give it much use or a high rating. 
CORE-EN097
Mandragon
EARTH / Plant-Type Pendulum / Level 5 / ATK 2500 / DEF 1000 / Scale 2
No Pendulum Text
This mandragora harbors the soul of a sorrowful dragon. The cursed tones of its wailing cause both fear and despair. 
RARE
Rating: 4
Comments: A beatstick that has multiple search options and no side-effects.
CORE-EN096
Dragong
EARTH / Machine-Type Pendulum / Level 4 / ATK 500 / DEF 2100 / Scale 7
No Pendulum Text
This gong harbors the soul of an untamed dragon. It soars though the skies with an incredible roar, marshaling all those who hear this call to battle. 
RARE
Rating: 3
Comments: It's not strong enough to attack with but strong enough to defend and with no side-effects to offset its high scale, you're free to do with it what you will. 
CORE-EN095
Hi-Speedroid Kendama
WIND / Machine-Type Synchro / Level 6 / ATK 2200 / DEF 1600
1 Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. You can only use each of the following effects of "Hi-Speedroid Kendama" once per turn.
● You can banish 1 Machine-Type monster from your Graveyard; inflict 500 damage to your opponent.
● If this card is in your Graveyard and you control no cards: You can Special Summon this card. You cannot Normal Summon/Set the turn you activate this effect.
ULTRA RARE
Rating: 2
Comments: Generic Synchro Materials but while it also can inflict piercing Battle Damage, neither of its bulleted effects are all that good, especially since they can only be used once per turn and the 2nd effe3ct prevents you from Normal Summoning/Setting that turn.
CORE-EN094
Superheavy Samurai Ogre Shutendoji
EARTH / Machine-Type Synchro / Level 6 / ATK 500 / DEF 2500
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.
SUPER RARE
Rating: 3
Comments: While its ATK and DEF are weaker than the more easily playable Big Benkei, it's still able to attack while in Defense Position and apply its DEF as its ATK, which in itself is already good and it can help clear the way for Big Benkei
CORE-EN093
Performapal Salutiger
EARTH / Beast / Level 4 / ATK 1700 / DEF 500
When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can add 1 "Performapal" Pendulum Monster from your Deck to your hand. You can only use this effect of "Performapal Salutiger" once per turn.
COMMON
Rating: 2
Comments: Luckily Performapal Pendulum Monsters exist, even in this very set but that still limits your options as they aren't all that good and this guy still has to defeat a monster and send it to the Graveyard first, which isn't easy when you have only 1700 ATK and 500 DEF. 
CORE-EN092
Absorb Fusion
Normal Spell
Add 1 "Gem-Knight" card from your Deck to your hand, then you can apply this effect.
● Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand or your side of the field.
You can only activate 1 "Absorb Fusion" per turn. You cannot Special Summon monsters the turn you activate this card, except "Gem-Knight" monsters.
ULTRA RARE
Rating: 2
Comments: You get any Gem-Knight card you want from your Deck but while you then get to Fusion Summon a Gem-Knight Fusion Monster, it's little more than a Miracle Fusion copy and you can only Special Summon Gem-Knights the turn it's activated. 
CORE-EN091
Escher the Frost Vassal
WATER / Aqua / Level 4 / ATK 800 / DEF 1000
If your opponent controls 2 or more cards in their Spell & Trap Zone, you can Special Summon this card (from your hand).
RARE
Rating: 2
Comments: It's pretty weak but you could play up to three copies in a single turn because all it cares about is that your opponent has 2 or more cards in their Spell and Trap Card Zones, though unless you use them for something, it's pretty well just a bad stall tactic. 
CORE-EN090
Performapal Silver Claw
DARK / Beast-Type Pendulum / Level 4 / ATK 1800 / DEF 700 / Scale 5
All "Performapal" monsters you control gain 300 ATK.
If this card declares an attack: All "Performapal" monsters you currently control gain 300 ATK until the end of the Battle Phase.
COMMON
Rating: 3
Comments: Its scale isn't low enough to be as useful as some of the others but at least it has an ATK and Level that are decent to use on its own and includes itself with its Pendulum Text.
CORE-EN089
Kyoutou Waterfront
Field Spell
Each time a card(s) is sent from the field to the Graveyard, place 1 Kaiju Counter on this card for each sent card (max. 5). Once per turn, while 3 or more Kaiju Counters are on this card: You can add 1 "Kaiju" monster from your Deck to your hand. If this card would be destroyed, you can remove 1 Kaiju Counter from this card instead.
COMMON
Rating: 2
Comments: It's the only card currently that provides Kaiju Counters so you can use the other Kaiju monsters' effects and has protection with Field Barrier but will need more than this to make Kaiju monsters worthwhile.
CORE-EN088
Kumongous, the Sticky String Kaiju
EARTH / Insect / Level 7 / ATK 2400 / DEF 2500
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent Normal or Special Summons a monster(s): You can remove 2 Kaiju Counters from anywhere on the field; until the end of the next turn, that monster(s) cannot attack and its effects are negated.
RARE
Rating: 2
Comments: Like Dogoran, this guy has a multitude of ways it can be Summoned but prevents you from controlling more than one Kaiju monster. The other effect and this guy's stats also aren't great.
CORE-EN087
Dogoran, the Mad Flame Kaiju
FIRE / Dinosaur / Level 8 / ATK 3000 / DEF 1200
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn you activate this effect.
RARE
Rating: 2
Comments: You probably won't want to Special Summon such a powerful monster to your opponent's field as it really has no drawbacks unlike Lava Golem, though you can still Normal or Special Summon it to your own field and clear out your opponent's monsters but you can only control 1 Kaiju monster and using this effect prevents it from attacking that turn.
CORE-EN086
Kozmotown
Field Spell
Once per turn: You can target 1 of your banished "Kozmo" monsters; return it to the hand, and if you do, lose LP equal to its original Level x 100. Once per turn: You can reveal any number of "Kozmo" monsters in your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck. If this card in the Field Zone is destroyed by a card effect: You can add 1 "Kozmo" card from your Deck to your hand.
RARE
Rating: 2
Comments: If Kozmo gets better support, this won't be all that bad but for now, the best you can do with it is shuffle Kozmo monsters into the Deck and draw cards.
CORE-EN085
Kozmo Forerunner
LIGHT / Machine / Level 7 / ATK 2800 / DEF 1400
Cannot be targeted by an opponent's card effects. During your Standby Phase: Gain 1000 LP. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 6 or lower "Kozmo" monster from your Deck.
RARE
Rating: 2
Comments: The strongest and least vulnerable of the Kozmo monsters so far and you can get some extra LP each turn but you don't have many options for using its last effect, which also requires you to banish itself from your Graveyard.
CORE-EN084
Kozmo Sliprider
LIGHT / Machine / Level 5 / ATK 2300 / DEF 800
If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; destroy it. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Kozmo" monster from your Deck.
RARE
Rating: 2
Comments: So far, the Kozmo archetype hasn't presented much good and this guy doesn't really add to that but the archetype is still young.
CORE-EN083
Kozmo Goodwitch
LIGHT / Psychic / Level 4 / ATK 1800 / DEF 1000
During either player's turn: You can banish this card; Special Summon 1 Level 5 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Goodwitch" once per turn. Once per turn: You can pay 500 LP, then target 1 face-up monster your opponent controls; change it to face-down Defense Position.
SUPER RARE
Rating: 3
Comments: Good is the right word for this card as you have plenty of options to use it for without any side-effects.
CORE-EN082
Kozmo Farmgirl
LIGHT / Psychic / Level 3 / ATK 1500 / DEF 1000
During either player's turn: You can banish this card; Special Summon 1 Level 4 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Farmgirl" once per turn. When this card inflicts battle damage to your opponent: You can pay 500 LP; add 1 "Kozmo" card from your Deck to your hand.
ULTRA RARE
Rating: 2
Comments: You'll have to banish it from the field since it doesn't state anywhere else it can be banished and thus do get access to any high-level Kozmo monster but so far only 2 exist and she's too feeble to trigger her other effect on her own, which costs 500 LP, so her rarity isn't yet justified.
CORE-EN081
Extinction on Schedule
Normal Trap
During the Main Phase: Pay 2000 LP; make both players send all cards they control to the Graveyard at the end of the 3rd Battle Phase after this card's activation.
COMMON
Rating: 1
Comments: You're mostly hurting yourself because you're down 2000 LP before any of its effects take hold and by the time they do, you may have more cards out than your opponent but even if not, you're still losing more than your opponent.
CORE-EN080
Side Effects?
Normal Trap
Your opponent draws 1 to 3 cards, then you gain 2000 LP for each card they drew with this effect.
SHORT PRINT COMMON
Rating: 2
Comments: You could get some use out of this in a LP Gain Deck but it'd be best to use this during your turn as your opponent will otherwise have additional options they can use right away.