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Yu-Gi-Oh Anime Card Ratings (Page 3)

1. Cards below were either exclusive to the anime or are anime versions of TCG cards.
2. Card info below is from how they were used.
3. List excludes Normal Monsters as they generally do not have decent properties, cards with identical effects to their TCG versions, non-physical cards and cards whose texts aren't confirmed to have effects.
# (from Yu-Gi-Oh Episode )
Name

LIGHT / Effect Monster / Level  / ATK  / DEF 
(Type / Effect)
Rating:  out of 5
x
# (from Yu-Gi-Oh Episode )
Name

LIGHT / Effect Monster / Level  / ATK  / DEF 
(Type / Effect)
Rating:  out of 5
x
#272 (from Yu-Gi-Oh Episode 158)
Guardian Eatos

WIND / Effect Monster / Level 8 / ATK 2500 / DEF 2000
(Fairy / Effect)

This card can only be Summoned when "Celestial Sword - Eatos" is on the field. If you have no monsters in your Graveyard, you can Special Summon this card from your hand. You can destroy 1 "Celestial Sword - Eatos" equipped to this card to remove from play monsters from the top of your opponent's Graveyard until a Spell or Trap Card is revealed, then this card gains ATK equal to the total ATK of the monsters removed from play by this effect, until the end of the turn.
https://yugipedia.com/wiki/Guardian_Eatos_(anime)
Rating: 2 out of 5
Certainly was how I expected the real card to be done, but it became the best of the group.
#271 (from Yu-Gi-Oh Episode 158)
Celestial Sword - Eatos

SPELL / Equip Spell
The equipped monster gains 300 ATK.
https://yugipedia.com/wiki/Celestial_Sword_-_Eatos_(anime)
Rating: 1 out of 5
You won't even notice the boost.
#270 (from Yu-Gi-Oh Episode 158)
Nightmare Binding

SPELL / Normal Spell
Select 1 monster your opponent controls. It loses 800 ATK and you gain 800 Life Points. The selected monster cannot be Tributed or use its effects.
https://yugipedia.com/wiki/Nightmare_Binding
Rating: 2 out of 5
Practically useless today with Links being popular, but would've been useful back when it was shown on TV.
#269 (from Yu-Gi-Oh Episode 158)
Limit Tribute

TRAP / Continuous Trap
Each player can only Tribute 1 monster per turn.
https://yugipedia.com/wiki/Limit_Tribute
Rating: 2 out of 5
Not heavily impactful, unless facing a Frog Deck.
#268 (from Yu-Gi-Oh Episode 158)
Monster Reincarnation

SPELL / Normal Spell
Select 1 monster in the Graveyard and return it to the Deck.
https://yugipedia.com/wiki/Monster_Reincarnation_(anime)
Rating: 1 out of 5
Returns to the wrong place to be any good.
#267 (from Yu-Gi-Oh Episode 158)
Aid to the Doomed

SPELL / Quick-Play Spell
Activate only by when a monster you control is destroyed. End the current Battle Phase. You can activate this card during yourr opponent's turn by discarding 2 cards.
https://yugipedia.com/wiki/Aid_to_the_Doomed
Rating: 2 out of 5
Not very useful unless used during the opponent's turn.
#266 (from Yu-Gi-Oh Episode 158)
Hand Control

SPELL / Normal Spell
Declare 1 Spell Card name. If it is in your opponent's hand, your opponent must activate it.
https://yugipedia.com/wiki/Hand_Control
Rating: 1 out of 5
It only worked out for Yami because of Exchange's (#170) effect.
#265 (from Yu-Gi-Oh Episode 156)
Crystal Seal

TRAP / Continuous Trap
Select 1 monster your opponent controls. That monster cannot attack, be Tributed, use its effects or be selected as an attack target. If your opponent controls no other monsters, monsters you control can attack directly. If the selected monster's ATK changes, destroy this card.
https://yugipedia.com/wiki/Crystal_Seal
Rating: 3 out of 5
No ATK loss, but there's enough here that it doesn't matter.
#264 (from Yu-Gi-Oh Episode 156)
Self Tribute

SPELL / Quick-Play Spell
Activate only by paying 1000 Life Points when a monster(s) you control would be destroyed. The monster(s) you control cannot be destroyed this turn.
https://yugipedia.com/wiki/Self_Tribute
Rating: 2 out of 5
Could be useful if the damage you would've taken is higher and/or if your monsters are in Defense Mode.
#263 (from Yu-Gi-Oh Episode 156)
The Eye of Timaeus

Legendary Dragon
Send this card and 1 Monster Card you control to the Graveyard. Special Summon 1 Fusion Monster from your Extra Deck that lists both cards.

https://yugipedia.com/wiki/The_Eye_of_Timaeus_(anime)
Rating: 1 out of 5
The only remotely useful monster he played with this was Dark Magician Girl the Dragon Knight.
#262 (from Yu-Gi-Oh Episode 156)
Purity of the Cemetary

SPELL / Continuous Spell
Activate only if you have no monsters in your Graveyard. Inflict 100 damage to your opponent for each monster in their Graveyard at each of their Standby Phases. Destroy this card if you have a monster in your Graveyard.
https://yugipedia.com/wiki/Purity_of_the_Cemetery
Rating: 1 out of 5
Why the restraints if the damage is so minimal?
#261 (from Yu-Gi-Oh Episode 156)
Rescuer from the Grave

SPELL / Normal Spell
Activate only from your Graveyard when an opponent's monater attacks. Remove from play this card and 5 cards from your Graveyard to negate the attacking monster's attack and end the Battle Phase.
https://yugipedia.com/wiki/Rescuer_from_the_Grave
Rating: 1 out of 5
We have a card that is aptly named Negate Attack (#27) for attacks. 
#260 (from Yu-Gi-Oh Episode 156)
Pump Up

SPELL / Normal Spell
Select 1 face-up monster on the field and double its ATK until the End Phase.
https://yugipedia.com/wiki/Pump_Up
Rating: 2 out of 5
The fact Yami Yugi used this on Kuribabylon proved just how weak it was. Better for stronger monsters.
#259 (from Yu-Gi-Oh Episode 156)
Kuribabylon

DARK / Effect Monster / Level 5 / ATK ? / DEF 200
(Fiend / Effect)

If this card was Special Summoned with the effect of "Kuribah", this card's ATK becomes the total ATK of all monsters removed from play to Special Summon it. If your "Kuribah", "Kuribeh", "Kuribee", "Kuriboh", and "Kuriboo" are removed from play, you can return this card to the Deck to Special Summon those monsters.
https://yugipedia.com/wiki/Kuribabylon_(anime)
Rating: 1 out of 5
Ours (#5) has actual ATK like Golden Homunculus (SDDE #4), but all 3 cards are quite bad.
#258 (from Yu-Gi-Oh Episode 156)
Backup Gardna

DARK / Effect Monster / Level 4 / ATK 500 / DEF 2200
(Warrior / Effect)

You can move Equip Spell Cards on the field to other appropriate targets.
https://yugipedia.com/wiki/Backup_Gardna_(anime)
Rating: 2 out of 5
The effect isn't all that useful since you can already mostly pick which monters get which Equip Spells.
#257 (from Yu-Gi-Oh Episode 154)
The Claw of Hermos

Legendary Dragon
Send this card and 1 Monster Card you control to the Graveyard. Activate 1 Equip Spell from your hand or Deck that lists both cards.
https://yugipedia.com/wiki/Claw_of_Hermos
Rating: 1 out of 5
Joey's first use of this was met with ridicule and he didn't really get much better after that.
#256 (from Yu-Gi-Oh Episode 153)
Harpie's Feather Storm

TRAP / Counter Trap
Activate only when a "Harpie" monster attacked. Negate the activation of an Effect Monster's effect your opponent controls and destroy it, then end the Battle Phase.
https://yugipedia.com/wiki/Harpie%27s_Feather_Storm_(anime)
Rating: 1 out of 5
The TCG card (DUSA #27) is certainly better, but we have Divine Wrath (#50) for pretty much anything.
#255 (from Yu-Gi-Oh Episode 153)
Trap Jammer

TRAP / Counter Trap
Discard 1 card. Negate the activation of a Trap Card and destroy it, then destroy this card.
https://yugipedia.com/wiki/Trap_Jammer_(anime)
Rating: 3 out of 5
This'd put it above even Seven Tools of the Bandit. (#45)
#254 (from Yu-Gi-Oh Episode 153)
Compensation Mediation

TRAP / Normal Trap
Your opponent selects 2 cards from their Graveyard, then Sets them on the field with this card. You then reveal 1 of the cards Set this way. If you select this card, end your opponent's turn. If you did not choose this card, continue the Battle Phase and send this card and the other chosen card to the Graveyard. Your opponent returns their picked cards to the top of their Deck in a random order.
https://yugipedia.com/wiki/Compensation_Mediation
Rating: 1 out of 5
Talk about complicated. You'd be better off Setting Neko Mane King. (#21)
#253 (from Yu-Gi-Oh Episode 152)
Harpie Lady Sparrow Formation

TRAP / Normal Trap
Activate only when an opponent's monster attacks while 2 or more "Harpie Lady" is on the field. Make battle damage you take from the attack 0.
https://yugipedia.com/wiki/Harpie_Lady_Sparrow_Formation
Rating: 1 out of 5
Generic is very often the better choice as you don't need to worry about needing a specific card.
#252 (from Yu-Gi-Oh Episode 152)
Nightmare Tri-Mirror

TRAP / Normal Trap
Special Summon 1 "Copy Token" with the same ATK, DEF, Level, Type, Attribute and name as 1 monster you control for each monster your opponent Flip or Special Summoned this turn. "Copy Tokens" cannot attack this turn.
https://yugipedia.com/wiki/Nighmare_Tri-Mirror
Rating: 2 out of 5
Naturally, this could've been helpful when Pendulum Summons were popular.
#251 (from Yu-Gi-Oh Episode 151)
Harpie Lady Phoenix Formation

SPELL / Normal Spell
Destroy monsters your opponent controls up to the number of "Harpie Lady" you control, then inflict damage to your opponent equal to their destroyed monster(s) total ATK(s).
"Harpie" monsters cannot attack this turn.
https://yugipedia.com/wiki/Harpie_Lady_Phoenix_Formation_(anime)
Rating: 3 out of 5
3 Cyber Harpies (#97) would be sufficient to deal major damage while still having a good offense.
#250 (from Yu-Gi-Oh Episode 150)
Contagion of Madness

SPELL / Quick-Play Spell
Activate only when an opponent's monster attacks. Inflict damage to your opponent equal to half the battle damage you would take from this attack.
https://yugipedia.com/wiki/Contagion_of_Madness
Rating: 1 out of 5
When Alister used it, it only resulted in a draw. This'd be very unlikely to deal more than what you're taking.
#249 (from Yu-Gi-Oh Episode 150)
Fang of Critias

Legendary Dragon
Send this card and 1 Trap Card you control to the Graveyard. Special Summon 1 Fusion Monster from your Extra Deck that lists both cards.
https://yugipedia.com/wiki/Fang_of_Critias
Rating: 2 out of 5
We got it as a Spell Card (#6), though Kaiba did have probably the best of the Fusion Monsters.
#248 (from Yu-Gi-Oh Episode 150)
Fire Whip

SPELL / Normal Spell
Activate only when you control a FIRE Fiend-Type monster. Special Summon all monsters destroyed this turn to your field as FIRE monsters, but the effects of the Special Summoned monsters are negated.
https://yugipedia.com/wiki/Fire_Whip
Rating: 1 out of 5
It's not like Konami has a track record for making anime cards better for the TCG.
#247 (from Yu-Gi-Oh Episode 150)
Aetonyx Flame

SPELL / Normal Spell
Destroy all non-FIRE Fiend-Type monsters on the field, then you can Special Summon 1 FIRE Fiend-Type monster from your Graveyard. You cannot conduct your Battle Phase the turn you activate this card.
https://yugipedia.com/wiki/Aetonyx_Flame
Rating: 1 out of 5
I don't think this'd be viable today, even with Gorlag as an actual card.
#246 (from Yu-Gi-Oh Episode 150)
Gorlag

FIRE / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Fiend / Effect)

This card gains 500 ATK for every FIRE monster on the field. When this card destroys an opponent's monster by battle and sends it to the Gravyard, Special Summon it to your field in Attack Mode as a FIRE monster at the end of the Battle Phase. If this card is removed from the field, destory all monsters Special Summoned this way. This card cannot attack your opponent directly.
https://yugipedia.com/wiki/Gorlag
Rating: 2 out of 5
There's some pretty decent FIRE monster support, but it's not very strong and has some pretty bad side-effects.
#245 (from Yu-Gi-Oh Episode 149)
Toon Rollback

SPELL / Normal Spell
Activate only when a Toon monster's attack is negated by an opponent's Trap Card. You can conduct a second Battle Phase this turn.
https://yugipedia.com/wiki/Toon_Rollback_(anime)
Rating: 1 out of 5
So their version is actully worse than ours. (#24)
#244 (from Yu-Gi-Oh Episode 149)
Charm of Lamentation

SPELL / Continuous Spell
During your Battle Phase, if a monster you control attacks an opponent's monster that isn't destroyed by that battle, draw 1 card.
https://yugipedia.com/wiki/Charm_of_Lamentation
Rating: 1 out of 5
Kaiba was pretty desperate to get something he could use to turn the Duel in his favor.
#243 (from Yu-Gi-Oh Episode 149)
Toon Mask

TRAP / Normal Trap
Activate only when your opponent Summons a monster. Tribute 1 Toon monster, then Special Summon 1 Toon monster from your hand or Deck with the same name as the Summoned monster.
https://yugipedia.com/wiki/Toon_Mask_(anime)
Rating: 1 out of 5
Unfortunately, by this point in the anime, Toons are more like the TCG.
#242 (from Yu-Gi-Oh Episode 146)
Magical Academy

SPELL / Quick-Play Spell
Discard 2 cards. Perform a Tribute Summon of 1 Spellcaster-Type monster in your hand. That monster gains 500 ATK and its Level is raised by 2. This turn, negate the effects of your opponent's Spell or Trap Cards that target the Summoned monster.
https://yugipedia.com/wiki/Magical_Academy
Rating: 2 out of 5
At least there's some protection for the Spellcaster given how risky it is to Tribute Summon
#241 (from Yu-Gi-Oh Episode 146)
Bronze Knights

SPELL / Quick-Play Spell
Discard any number of cards from your hand. Special Summon "Bronze Knight Tokens" (Warrior-Type/EARTH/Level 1/ATK 500/DEF 500) to your field in Attack Mode for each card discarded.
https://yugipedia.com/wiki/Bronze_Knights
Rating: 1 out of 5
Poor decision have monsters in Attack Mode that can't protect themselves or be used for something else.
#240 (from Yu-Gi-Oh Episode 146)
Shield Wall

SPELL / Quick-Play Spell
Special Summon 4 "Shield Tokens" (Rock-Type/EARTH/Level 1/ATK 0/DEF 1000) in Defense Position. These tokens cannot attack or be Tributed for a Tribute Summon. If a "Shield Token" is switched to Attack Position, it is destroyed.
https://yugipedia.com/wiki/Shield_Wall
Rating: 1 out of 5
You know you're in trouble when you have to rely on awful cards like this.
#239 (from Yu-Gi-Oh Episode 146)
Brave Attack

SPELL / Normal Spell
This turn, you can add up the ATK of all monsters you control together and attack 1 monster your opponent controls. Destroy all Attack Position monsters you control at the end of the Battle Phase.
https://yugipedia.com/wiki/Brave_Attack
Rating: 1 out of 5
A tremendous risk you don't need to be taking at any point during a Duel.
#238 (from Yu-Gi-Oh Episode 145)
The Seal of Orichalcos

SPELL / Field Spell
All monsters you control gain 500 ATK. You can use your Spell & Trap Card Zones as Monster Zones. Your opponent's monsters cannot attack monsters in your Spell & Trap Card Zones unless you control no monsters in your Monster Zones. You can move monsters you control from your Monster Zones to your Spell & Trap Card Zones. This card cannot be destroyed by card effects.
https://yugipedia.com/wiki/The_Seal_of_Orichalcos_(anime)
Rating: 2 out of 5
The show made it seem like a powerhouse, but that was only because they had less starting Life Points.
#237 (from Yu-Gi-Oh Episode 142)
Ragnarok

SPELL / Quick-Play Spell
Activate only when any 2 of "Dark Sage", "Dark Magician", "Dark Magician Girl" or "Magician of Black Chaos" is on the field. Remove from play all monsters in your hand, Graveyard and Deck to destroy all monsters your opponent controls.
https://yugipedia.com/wiki/Ragnarok
Rating: 1 out of 5
You don't need to control them, but you're the one paying for the effect.
#236 (from Yu-Gi-Oh Episode 141)
Magical Dimension

SPELL / Quick-Play Spell
Activate only when an opponent's monster attacks while you control a Spellcaster-Type monster. Tribute 2 monsters, then negate the attack. Then you can Special Summon 1 Spellcaster-Type monster from your hand. Destroy the Special Summoned monster at the End Phase.
https://yugipedia.com/wiki/Magical_Dimension_(anime)
Rating: 1 out of 5
Yikes! No wonder it got simplified. This is terrible on all fronts.
#235 (from Yu-Gi-Oh Episode 141)
Class System

SPELL / Quick-Play Spell
Activate only when an opponent's monster attacks and uses its effect. If its Level is not higher than the Level of the monster being attacked, negate the attack and effect.
https://yugipedia.com/wiki/Class_System
Rating: 2 out of 5
This should stop a fair bit, but won't work today due to Link Monster popularity.
#234 (from Yu-Gi-Oh Episode 141)
Soul Taker

SPELL / Quick-Play Spell
Select 1 monster your opponent controls. This turn, you can Tribute it as if you controlled it. If you do, your opponent gains 1000 Life Points.
https://yugipedia.com/wiki/Soul_Taker_(anime)
Rating: 2 out of 5
Still beats our version of this card and Soul Exchange. (#41)
#233 (from Yu-Gi-Oh Episode 141)
Surprise Attack from Beyond

SPELL / Normal Spell
Activate only during the End Phase. You can conduct a second Battle Phase this turn using a monster that was Normal or Special Summoned this turn.
https://yugipedia.com/wiki/Surprise_Attack_from_Beyond
Rating: 2 out of 5
Yami Marik's strategy was still risky, but there are some monsters where this'd be useful.
#232 (from Yu-Gi-Oh Episode 141)
Swallowtail Spike Lizard

DARK / Effect Monster / Level 4 / ATK 1900 / DEF 700
(Reptile* / Effect)

During each of your Standby Phases, while this card is in face-up Defense Positon, gain 1000 Life Points.
https://yugipedia.com/wiki/Swallowtail_Spike_Lizard
*Monster Type is speculation as anime card's Monster Type is unknown.
Rating: 3 out of 5
Wouldn't last long in Defense Mode, but that's really the only downside here.
#231 (from Yu-Gi-Oh Episode 140)
Metal Reflect Slime

TRAP / Continuous Trap
Activate only when you take battle damage that reduces your Life Points by half or more from an opponent's attacking monster. Special Summon 1 "Slime Token" with DEF equal to 3/4 of the attacking monster's ATK and in the form of the monster that dealt you the battle damage. This Token cannot attack.
https://yugipedia.com/wiki/Metal_Reflect_Slime_(anime
Rating: 1 out of 5
Ours is MUCH better. (#94)
#230 (from Yu-Gi-Oh Episode 138)
Zombie's Jewel

TRAP / Normal Trap
Activate only when a Spell Card is placed in your opponent's Graveyard. Add that card to your hand, then your opponent draws 1 card.
https://yugipedia.com/wiki/Zombie%27s_Jewel
Rating: 1 out of 5
A bit better than the TCG version of Graverobber (#72), but the opponent gets a free draw.
#229 (from Yu-Gi-Oh Episode 138)
Vampiric Leech

EARTH / Effect Monster / Level 4 / ATK 500 / DEF 1200
(Insect / Effect)

This card can attack on the first turn of the Duel. During the End Phase, if this card attacked, you can discard 1 card to change this card to Defense Position.
https://yugipedia.com/wiki/Vampiric_Leech
Rating: 1 out of 5
Barring an absurd amount of Equip Cards, it's perfectly harmless.
#228 (from Yu-Gi-Oh Episode 134)
Absorb Spell

SPELL / Quick-Play Spell
Activate only when the ATK of an opponent's monster increases by the effect of a Spell Card. Apply the effect to 1 monster you control.
https://yugipedia.com/wiki/Absorb_Spell_(anime)
Rating: 2 out of 5
Not all Spelll Cards give a meaningful boost, but this is okay for the ones that do.
#227 (from Yu-Gi-Oh Episode 134)
Double Spell

SPELL / Normal Spell
Activate any number of Spell Cards your opponent activated during their last turn.
https://yugipedia.com/wiki/Double_Spell_(anime)
Rating: 2 out of 5
It would've had much more potential in the early days, and is a bit of a double-edged sword.
#226 (from Yu-Gi-Oh Episode 134)
Final Attack Orders

TRAP / Continuous Trap
While this card is face-up on the field, all monsters on the field are changed to Attack Position and cannot change battle positions. When this card is activated, both players choose 3 cards from their Deck and send the rest to the Graveyard. The chosen cards become each player's respective new Deck.
https://yugipedia.com/wiki/Final_Attack_Orders_(anime)
Rating: 1 out of 5
Already a risky card, but now it comes down to maybe a turn or two that may cost you the Duel anyway.
#225 (from Yu-Gi-Oh Episode 133)
Magician's Selection

TRAP / Normal Trap
Activate only when an opponent's monster attacks while you control a face-up Spellcaster-Type monster. Negate the attack, then destroy 1 face-up monster your opponent controls with the lowest ATK.
https://yugipedia.com/wiki/Magician%27s_Selection
Rating: 1 out of 5
Amounts to little more than a Trap Card version of Fissure. (#26)
#224 (from Yu-Gi-Oh Episode 132)
Magical Trick Mirror

TRAP / Normal Trap
Activate only when an opponent's monster attacks. Activate 1 Spell Card from your opponent's Graveyard.
https://yugipedia.com/wiki/Magical_Trick_Mirror_(anime)
Rating: 2 out of 5
Attacking is a pretty risky time to play a Spell Card, but some are pretty potent.
#223 (from Yu-Gi-Oh Episode 132)
Card of Demise

SPELL / Normal Spell
Draw cards until you have 5 in your hand. During your 5th Standby Phase after activation, send all cards in your hand to the Graveyard.
https://yugipedia.com/wiki/Card_of_Demise_(anime)
Rating: 3 out of 5
It won't be +5 every time, but 5 turns is a long time and your hand will likely change by then.
#222 (from Yu-Gi-Oh Episode 131)
Spell Textbook

SPELL / Quick-Play Spell
Discard all cards in your hand, then shiuffle the Deck and draw 1 card. If the drawn card is a Spell Card, you can activate it.
https://yugipedia.com/wiki/Spell_Textbook
Rating: 1 out of 5
Yeah good luck getting a Spell Card you can actually play at that time.
#221 (from Yu-Gi-Oh Episode 131)
Electromagnetic Turtle

LIGHT / Effect Monster / Level 4 / ATK 0 / DEF 1800
(Machine / Effect)

During the Battle Phase, if this card is sent to the Graveyard, you can remove it from play to end the Battle Phase.
https://yugipedia.com/wiki/Electromagnetic_Turtle_(anime)
Rating: 2 out of 5
The TCG version (#42) would've been fine with "You can only use this effect once per turn".
#220 (from Yu-Gi-Oh Episode 131)
Necromancy

SPELL / Normal Spell
Special Summon 4 random monsters from your opponent's Graveyard to their field in face-up Defense Position. If a monster Special Summoned this way is destroyed, 1 monster your opponent controls loses 600 ATK.
https://yugipedia.com/wiki/Necromancy
Rating: 1 out of 5
Generally only going to help the opponent out.
#219 (from Yu-Gi-Oh Episode 131)
Power Balance

TRAP / Normal Trap
Activate only when you have no cards in your hand. Your opponent discards half the cards in their hand, then you draw cards equal to the number of cards they discarded this way.
https://yugipedia.com/wiki/Power_Balance
Rating: 1 out of 5
It's basically an Infernity (#35) card before they existed.
#218 (from Yu-Gi-Oh Episode 131)
Card Guard

SPELL / Quick-Play Spell
Activate only by discarding 1 card. This turn, monsters you control cannot be destroyed by battle or card effects.
https://yugipedia.com/wiki/Card_Guard_(anime)
Rating: 2 out of 5
If it lasted a bit longer, it might've been decent.
#217 (from Yu-Gi-Oh Episode 131)
Sword of Soul

LIGHT / Effect Monster / Level 4 / ATK 0 / DEF 1900
(Fairy / Effect)

When this card is destroyed by battle and sent to the Graveyard, you can have 1 monster you control gain 1000 ATK until the end of the turn.
https://yugipedia.com/wiki/Sword_of_Soul
Rating: 2 out of 5
Just enough for a 2 with its DEF.
#216 (from Yu-Gi-Oh Episode 131)
Thirst for Compensation

SPELL / Quick-Play Spell
Activate only when your opponent adds a card(s) to their hand, except during their Draw Phase. Special Summon 2 Level 4 or lower monsters from your hand.
https://yugipedia.com/wiki/Thirst_for_Compensation
Rating: 2 out of 5
I'd say not as good as Marauding Captain. (#138)
#215 (from Yu-Gi-Oh Episode 131)
Disgraceful Charity

TRAP / Normal Trap
Both players can return all cards discarded by a Spell Card's effect this turn from their Graveyard to their hand.
https://yugipedia.com/wiki/Disgraceful_Charity
Rating: 2 out of 5
This is often not going to be that much, but it can help.
#214 (from Yu-Gi-Oh Episode 131)
Command Silencer

SPELL / Quick-Play Spell
Activate only when an opponent's monster attacks. Negate the attack, then end the Battle Phase and draw 1 card.
https://yugipedia.com/wiki/Command_Silencer
Rating: 3 out of 5
A much better Negate Attack. (#27)
#213 (from Yu-Gi-Oh Episode 129)
Lullaby of Obedience

SPELL / Normal Spell
Declare the name of a Level 8 or higher monster. If that card is in your opponent's Deck, you can pay 1000 Life Points to add that card from their Deck to your hand.
https://yugipedia.com/wiki/Lullaby_of_Obedience_(anime)
Rating: 2 out of 5
Certainly better than the TCG card. (#11)
#212 (from Yu-Gi-Oh Episode 129)
Enemy Controller

SPELL / Normal Spell
Pay 1000 Life Points, then activate 1 of these effects.
● Select 1 monster your opponent controls and destroy it.
● Select 1 monster your opponent controls and take control of it.
https://yugipedia.com/wiki/Enemy_Controller_(anime)
Rating: 1 out of 5
Having to input codes already makes the card bad, but it also costs 1000 Life Points.
#211 (from Yu-Gi-Oh Episode 129)
Spell Sanctuary

SPELL / Continuous Spell
When this card is activated, both players add 1 Spell Card from their Deck to their hand. While this card is face-up on the field, both players can activate Spell Cards during their opponent's turn.
https://yugipedia.com/wiki/Spell_Sanctuary
Rating: 2 out of 5
Pretty balanced, but that also makes the card weaker.
#210 (from Yu-Gi-Oh Episode 127)
Nightmare Mirror

TRAP / Normal Trap
Activate only by discarding 1 card when an opponent's monster attacks. Negate the attack, then inflict 1000 damage to your opponent.
https://yugipedia.com/wiki/Nightmare_Mirror
Rating: 1 out of 5
The only real harm you do is the 1000 damage.
#209 (from Yu-Gi-Oh Episode 126)
Dark Wall of Wind

SPELL / Quick-Play Spell
You take no battle damage from direct attacks this turn.
https://yugipedia.com/wiki/Dark_Wall_of_Wind
Rating: 1 out of 5
Largely worse than Waboku. (#44)
#208 (from Yu-Gi-Oh Episode 124)
Plasma Eel

DARK / Effect Monster / Level 4 / ATK 500 / DEF 1200
(Machine / Effect)

This card cannot be destroyed by battle. When this card is Summoned, you can equip this card to 1 monster your opponent controls as an Equip Card. The equipped monster cannot be Tributed and loses 500 ATK at each of your opponent's End Phases.
https://yugipedia.com/wiki/Plasma_Eel
Rating: 2 out of 5
If nothing else, it'll be able to defend you as long as you don't use its other effect.
#207 (from Yu-Gi-Oh Episode 124)
Tribute Burial

SPELL / Normal Spell
This turn, if you would Tribute Summon a Level 5 or higher monster, you can Normal Summon that monster by removing from play 1 monster from both players' Graveyards.
https://yugipedia.com/wiki/Tribute_Burial_(anime)
Rating: 1 out of 5
By choosing to run Helpoemer, Marik had to use something this bad just to play it.
#206 (from Yu-Gi-Oh Episode 123)
Spell of Pain

SPELL / Quick-Play Spell
This turn, you can inflict any damage you take to another player's Life Points.
https://yugipedia.com/wiki/Spell_of_Pain_(anime)
Rating: 2 out of 5
Probably won't amount to much in most cases and for big damage, it's quite risky.
#205 (from Yu-Gi-Oh Episode 120)
Exodia Necross

DARK / Ritual Monster* / Level 4 / ATK 1800 / DEF 0
(Spellcaster / Ritual / Effect)

This card can only be Ritual Summoned with the Ritual Spell Card "Contract with Exodia". This card gains these effect(s) based on the "Forbidden One" card(s) in your Graveyard.
● Exodia the Forbidden One: This card cannot be destroyed by battle.
● Left Leg of the Forbidden One: This card cannot be destroyed by Spell Cards.
● Right Leg of the Forbidden One: This card cannot be destroyed by Trap Cards.
● Left Arm of the Forbidden One: This card cannot be destroyed by monster effects.
● Right Arm of the Forbidden One: This card gains 1000 ATK at the end of the Damage Step if it battles a monster.
https://yugipedia.com/wiki/Exodia_Necross_(anime)
*Anime card is depicted as a regular Effect Monster.
Rating: 2 out of 5
We saw what happened when the pieces are gone, but it remains on the field, unlike the real card. (#20)
#204 (from Yu-Gi-Oh Episode 120)
Contract with Exodia

SPELL / Ritual Spell
Activate only by paying 2000 Life Points when "Exodia the Forbidden One", "Right Arm of the Forbidden One", "Left Arm of the Forbidden One", "Right Leg of the Forbidden One" and "Left Leg of the Forbidden One" are in your Graveyard. Ritual Summon 1 "Exodia Necross" from your hand.
https://yugipedia.com/wiki/Contract_with_Exodia_(anime)
Rating: 2 out of 5
At least the steep price is justified with a pretty potent monster.
#203 (from Yu-Gi-Oh Episode 118)
Flaming Fist

SPELL / Normal Spell
Select 1 Spirit monster you control. This turn, it gains 200 ATK and if it inflicts battle damage to your opponent, gain 500 Life Points.
https://yugipedia.com/wiki/Flaming_Fist
Rating: 1 out of 5
Even for Noah, this was a desperate attempt to win a battle or gain Life Points.
#202 (from Yu-Gi-Oh Episode 117)
Vessel of Illusion

TRAP / Normal Trap
Activate only when a Spirit monster is destroyed. Special Summon 1 "Sprit Token" with the same Level, Attribute, ATK and DEF as the destroyed monster.
https://yugipedia.com/wiki/Vessel_of_Illusion
Rating: 1 out of 5
The Token may survive, but most of the Sprit monsters have poor stats.
#201 (from Yu-Gi-Oh Episode 117)
Ground Breaking

TRAP / Normal Trap
Add 1 Spirit monster from your Graveyard to your hand.
https://yugipedia.com/wiki/Ground_Breaking
Rating: 1 out of 5
They're about as bad in your hand as they are on the field.