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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.
#300 (from Yu-Gi-Oh Episode 165)
Active Guard

EARTH / Effect Monster / Level 4 / ATK 0 / DEF 2500
(Machine / Armor)

Only 1 Armor monster can attack per turn. Also, if there are 2 or more Armor monsters on the field when an Armor monster is selected as an attack target, its controller can change the target to another Armor monster they control with a different name. During either player's turn, you can make damage you take for the rest of the turn 0. Destroy this card at the end of the turn if you use this effect.
https://yugipedia.com/wiki/Active_Guard_(anime)
Rating: 2 out of 5
So long as you don't use the last effect, it'll probably be able to save you multiple times.
#299 (from Yu-Gi-Oh Episode 165)
Over Boost

EARTH / Effect Monster / Level 4 / ATK 0 / DEF 1000
(Machine / Armor)

Only 1 Armor monster can attack per turn. Also, if there are 2 or more Armor monsters on the field when an Armor monster is selected as an attack target, its controller can change the target to another Armor monster they control with a different name. Armor monsters you control can attack your opponent directly. If they do by this effect, destroy this card during the End Phase.
https://yugipedia.com/wiki/Over_Boost_(anime)
Rating: 1 out of 5
With all of them having 0 ATK, even a boost of 1000 points doesn't make this useful.
#298 (from Yu-Gi-Oh Episode 165)
Trap Buster

EARTH / Effect Monster / Level 4 / ATK 0 / DEF 2000
(Machine / Armor)

Only 1 Armor monster can attack per turn. Also, if there are 2 or more Armor monsters on the field when an Armor monster is selected as an attack target, its controller can change the target to another Armor monster they control with a different name. Negate the effects of your opponent's Trap Cards that target 1 Armor monster you control or would destroy 2 or more monsters on the field.
https://yugipedia.com/wiki/Trap_Buster
Rating: 2 out of 5
It's actually able to defend you two-fold, which is more than other monsters with high DEF can do.
#297 (from Yu-Gi-Oh Episode 165)
Big Bang Blow

EARTH / Effect Monster / Level 4 / ATK 0 / DEF 0
(Machine / Armor)

Only 1 Armor monster can attack per turn. Also, if there are 2 or more Armor monsters on the field when an Armor monster is selected as an attack target, its controller can change the target to another Armor monster they control with a different name. When this card is destroyed by battle while you control 2 or more Armor monsters, you can destroy all monsters on the field, then inflict damage to both players equal to the destroyed monster(s) combined ATK.
https://yugipedia.com/wiki/Big_Bang_Blow_(anime)
Rating: 2 out of 5
The most potent of the effects isn't required, but without it, it doesn't really do anything meaningful.
#296 (from Yu-Gi-Oh Episode 165)
Armored Gravitation

SPELL / Normal Spell
Special Summon up to 4 Level 4 or lower Armor monsters from your Deck in face-up Attack Position. Send those monsters to the Graveyard at the end of the turn.
https://yugipedia.com/wiki/Armored_Gravitation
Rating: 2 out of 5
They were largely a risky idea, but they aren't all bad.
#295 (from Yu-Gi-Oh Episode 165)
Diamond Head Dragon

LIGHT / Effect Monster / Level 8 / ATK 0 / DEF 2800
(Dragon / Effect)

This card cannot be Normal or Special Summoned, except with "Adamantine Sword Revival". This card's ATK becomes the Tributed monster's ATK +1000.
https://yugipedia.com/wiki/Diamond_Head_Dragon
Rating: 1 out of 5
Very little aside from the Summon requirements.
#294 (from Yu-Gi-Oh Episode 165)
Adamantine Sword Revival

SPELL / Quick-Play Spell
Activate only when a Dragon-Type monster(s) is Special Summoned from the Graveyard. Tribute 1 of those monsters, then Special Summon 1 "Diamond Head Dragon" from your Deck in face-up Attack Position to the field of the Tributed monster's controller.
https://yugipedia.com/wiki/Adamantine_Sword_Revival
Rating: 1 out of 5
Learning that the effect applies to the player whose monster was Tributed really hurts this card's uses.
#293 (from Yu-Gi-Oh Episode 165)
Magnet Armor

TRAP / Normal Trap
Special Summon 1 Armor monster from your Graveyard in face-up Attack Position. Destroy that monster during the End Phase.
https://yugipedia.com/wiki/Magnet_Armor
Rating: 1 out of 5
The fact that Joey proved to be a match for Valon speaks a lot for the weakness of the Deck as a whole.
#292 (from Yu-Gi-Oh Episode 165)
Double Cloth Armor

EARTH / Effect Monster / Level 6 / ATK 0 / DEF 0
(Machine / Armor)

Only 1 Armor monster can attack per turn. If a player controls 2 or more Armor monsters and 1 of them is selected as an attack target, they can redirect the attack to another Armor monster they control. This card cannot attack during your turn. If this card is attacked by an opponent's monster, destroy the attacking monster and inflict damage to your opponent equal to half their attacking monster's ATK, then destroy this card at the end of that battle.
https://yugipedia.com/wiki/Double_Cloth_Armor_(anime)
Rating: 1 out of 5
If we ever get these as legit cards, we'd better not have the first effect included.
#291 (from Yu-Gi-Oh Episode 165)
Summon Dice

SPELL / Normal Spell
Pay 1000 Life Points, then roll a six-sided die.
● 1 or 2: You can Normal Summon or Set twice this turn.
● 3 or 4: You can Special Summon 1 monster from either player's Graveyard.
● 5 or 6: You can Normal Summon 1 Level 5 or higher monster without Tributing.
https://yugipedia.com/wiki/Summon_Dice_(anime)
Rating: 2 out of 5
While Duke's choice for his die roll wasn't good, the effets aren't as bad as other die effects.
#290 (from Yu-Gi-Oh Episode 165)
Psychic Armor Head

EARTH / Effect Monster / Level 4 / ATK 0 / DEF 500
(Machine / Armor)

Only 1 Armor monster can attack per turn. If a player controls 2 or more Armor monsters and 1 of them is selected as an attack target, they can redirect the attack to another Armor monster they control. During your Draw Phase, you can add 1 Armor monster from your Deck to your hand instead of conducting your normal draw. During your Standby Phase, if this card is in your Graveyard, you can Special Summon it in face-up Attack Position.
https://yugipedia.com/wiki/Psychic_Armor_Head_(anime)
Rating: 1 out of 5
They may resemble Exodia pieces, but they are far less useful.
#289 (from Yu-Gi-Oh Episode 164)
Excalibur

SPELL / Equip Spell
Double the equipped monster's ATK. You can skip your Draw Phase each turn. If you draw a card(s), destroy this card.
https://yugipedia.com/wiki/Excalibur
Rating: 1 out of 5
Infernity (#13) Decks would be the only ones to make use of this without drawback.
#288 (from Yu-Gi-Oh Episode 164)
Orichalcos Gigas

DARK* / Effect Monster / Level 4 / ATK 400 / DEF 1500
(Fiend* / Effect)

You cannot draw cards. When this card is destroyed, you can Special Summon it, but it cannot attack this turn. This card gains ATK equal to the number of times it is Special Summoned this way during the Duel x 500.
https://yugipedia.com/wiki/Orichalcos_Gigas
*Attribute and Type are speculation as anime card doesn't have them.
Rating: 1 out of 5
x
#287 (from Yu-Gi-Oh Episode 163)
Divine Wind

TRAP / Counter Trap
Activate only when an opponent's Effect Monster's effect would inflict damage. Negate that effect, then inflict damage to your opponent equal to the amount that would've been inflicted +500.
https://yugipedia.com/wiki/Divine_Wind
Rating: 1 out of 5
500 more damage isn't much, and neither is the Effect Damage itself in most cases.
#286 (from Yu-Gi-Oh Episode 162)
Berserker Soul

SPELL / Quick-Play Spell
Activate only by discarding all cards in your hand. Select 1 monster you control with 1500 or less ATK then draw cards until you draw a Spell or Trap Card. Send any Monster Cards drawn this way to the Graveyard, then the selected monster can attack again for each Monster Card drawn this way.
https://yugipedia.com/wiki/Berserker_Soul_(anime)
Rating: 2 out of 5
Most strategies aren't going to get more than an extra attack or two, but some can attack twice already.
#285 (from Yu-Gi-Oh Episode 162)
Infestation

TRAP / Normal Trap
All face-up monsters on the field lose 100 ATK, then each player takes 100 damage for each monster they control.
https://yugipedia.com/wiki/Infestation_(card)
Rating: 1 out of 5
Weevil was fortunate this dealt enough damage to put Yami close to losing, but it's hardly an issue.
#284 (from Yu-Gi-Oh Episode 162)
Poison Butterfly

WIND / Effect Monster / Level 7 / ATK 2700 / DEF 1800
(Insect / Effect)

Inflict 500 damage to this card's controller at each of their End Phases.
https://yugipedia.com/wiki/Poison_Butterfly
Rating: 1 out of 5
It's not like Lava Golem, which costs the opponent 2 of their monsters to play it.
#283 (from Yu-Gi-Oh Episode 162)
Armored Centipede

EARTH / Effect Monster / Level 5 / ATK 1600 / DEF 1600
(Insect / Effect)

When this card destroys an Insect-Type monster by battle, it gains 500 ATK.
https://yugipedia.com/wiki/Armored_Centipede
Rating: 1 out of 5
Basically a literally weaker Millennium Scorpion. (#9)
#282 (from Yu-Gi-Oh Episode 162)
Natural Selection

TRAP / Normal Trap
Activate only during your opponent's turn. Destroy 1 face-up monster your opponent controls, then Special Summon 1 "Selection Token" with the same Level, Type, ATK, DEF and Attribute as the selected monster's. Destroy the "Selection Token" during the End Phase of the turn.
https://yugipedia.com/wiki/Natural_Selection
Rating: 2 out of 5
Can help get rid of a pesky monster, but yours is basically a Normal Monster.
#281 (from Yu-Gi-Oh Episode 162)
Celebration of Creation

TRAP / Normal Trap
Activate only when a monster is Special Summoned by an opponent's card effect during their turn. End the opponent's turn.
https://yugipedia.com/wiki/Celebration_of_Creation
Rating:3 out of 5
That'd have a lot of uses today.
#280 (from Yu-Gi-Oh Episode 162)
Chain of the Underworld

TRAP / Normal Trap
Activate only when an opponent's monster is destroyed. Your opponent draws 1 card. Special Summon the destroyed monster to the opponent's field in Attack Position and lower its ATK by 700.
https://yugipedia.com/wiki/Chain_of_the_Underworld
Rating: 2 out of 5
The monster doesn't have to be destroyed by battle, but that probably helps so this can deal more damage.
#279 (from Yu-Gi-Oh Episode 161)
Cell Division

SPELL / Normal Spell
Select 1 Level 3 or lower Insect-Type monster on the field. Special Summon 1 "Cell Division Token" with the same ATK, DEF, Level, Type and Attribute as that monster.
https://yugipedia.com/wiki/Cell_Division
Rating: 1 out of 5
The strongest Insect monsters it could be used on would have less ATK and DEF than would be worthwhile.
#278 (from Yu-Gi-Oh Episode 161)
Star Blaster

SPELL / Normal Spell
Tribute 1 monster, then roll a six-sided die. If you have a monster in your hand whose Level equals the total of the die result and the Tributed monster's Level, you can Special Summon it. Otherwise, send 1 monster in your hand to the Graveyard.*
https://yugipedia.com/wiki/Star_Blaster
*Last part of the effect is speculation as it is unknown.
Rating: 1 out of 5
Regardless of what the last effect says, this isn't going to be very useful.
#277 (from Yu-Gi-Oh Episode 161)
Jurassic Heart

TRAP / Counter Trap
Negate the activation of a Trap Card that targets 1 Dinosaur-Type monster on the field and destroy it.
https://yugipedia.com/wiki/Jurassic_Heart
Rating:  out of 5
x
#276 (from Yu-Gi-Oh Episode 161)
Horned Saurus

DARK / Fusion Monster / Level 6 / ATK 2000 / DEF 1800
(Dinosaur / Fusion / Effect)

"Kaitoptera" + "Gilasaurus"
This card can attack your opponent directly during the turn it is Fusion Summoned.
https://yugipedia.com/wiki/Horned_Saurus_(anime)
Rating: 1 out of 5
I know the anime has half the starting Life Points we do, but this is still lame.
#275 (from Yu-Gi-Oh Episode 160)
Parasite Caterpiller

WIND / Effect Monster / Level 3 / ATK 800 / DEF 800
(Insect / Effect)

If this card is attacked by an opponent's monster, equip this card to that monster after damage calculation and treat it as an Insect-Type monster. The equipped monster cannot be attacked or Tributed. During your opponent's 3rd Standby Phase after their monster is equipped with this card. destroy the equipped monster, then Special Summon 1 "Poison Butterfly" from your Deck to your opponent's side of the field.
https://yugipedia.com/wiki/Parasite_Caterpillar
Rating: 1 out of 5
It can still attack though, and that may be all they need to win.
#274 (from Yu-Gi-Oh Episode 160)
Mimesis

TRAP / Normal Trap
Activate only when an Insect-Type monster on the field is attacked. Return thea attacked monster to the hand, then Special Summon 1 Level 4 or lower monster from your hand, and make it the attack target.
https://yugipedia.com/wiki/Mimesis
Rating: 2 out of 5
The new monster doesn't have to be an Insect, but the one being attacked does.
#273 (from Yu-Gi-Oh Episode 160)
Pheromone Wasp

WIND / Effect Monster / Level 3 / ATK 800 / DEF 800
(Insect / Effect)

If this card inflicts battle damage to your opponent by attacking directly, you can Special Summon 1 Level 4 or lower Insect-Type monster from your Deck at the end of the Battle Phase.
https://yugipedia.com/wiki/Pheromone_Wasp_(anime)
Rating: 1 out of 5
Even with the Seal of Orichalcos, it's nothing a regular Duelist can't handle.
#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
Just as I expected the real card to be before release, 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 your 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 perks 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 Card
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
Dark Magician Girl the Dragon Knight (#4) was the only remotely useful monster Summoned with this card.
#262 (from Yu-Gi-Oh Episode 156)
Purity of the Cemetery

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 Card
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 Card
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
Looked like a powerhouse on TV, but that was only because players 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.