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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

All Foil  New Card Ratings (Page 7)

1. For info on how these ratings are determined, click here.
2. SESL-EN card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Secret_Slayers_(TCG-EN-1E)
3.  https://yugipedia.com/wiki/Set_Card_Galleries:Spirit_Warriors_(TCG-EN-1E)
Spirit Warriors (Spoiler)
                                                    SPWA-EN041
Trap Card
The Weather Auroral Canvas
Continuous Trap
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● When exactly 1 card is added to one player's hand (except during the Damage Step): You can banish this card; banish the added card, and if you do, that player draws 1 card. You can only control 1 "The Weather Auroral Canvas".
(Super Rare)
                                                    Rating: 1
We've reached the end of this mediocre archetype and thank goodness because they're easily among the forgettable cards.
 
                                                    SPWA-EN040
Trap Card
The Weather Thundery Canvas
Continuous Trap
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● At the start of the Damage Step, if this card battles an opponent's monster: You can banish this card; return that opponent's monster to the hand. You can only control 1 "The Weather Thundery Canvas".
(Secret Rare)
                                                    Rating: 1
The Trap Cards supporting these guys seem to be even worse given they're Trap Cards and thus much slower, unless you opt to use the monster effects to get them activated but that's not going to save this card either.
 
                                                    SPWA-EN039
Spell Card
The Weather Sunny Canvas
Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 monster you control (Quick Effect); Tribute that target, and if you do, Special Summon 1 "The Weather" monster from your hand or GY, but not with the same name the Tributed monster had on the field. You can only control 1 "The Weather Sunny Canvas".
(Super Rare)
                                                    Rating: 1
This one is the worst so far given that you lose two monsters for the price of one and with no real advantage either.
 
                                                    SPWA-EN038
Spell Card
The Weather Cloudy Canvas
Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 face-up monster on the field (except during the Damage Step) (Quick Effect); halve its current ATK for the rest of this turn, but it can attack directly this turn. You can only control 1 "The Weather Cloudy Canvas".
(Super Rare)
                                                    Rating: 1
Not doing so well with the support as there's better generic support already released that doesn't have this card's restraints at all.
 
                                                    SPWA-EN037
Spell Card
The Weather Rainy Canvas
Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 Spell/Trap your opponent controls (Quick Effect); return it to the hand.You can only control 1 "The Weather Rainy Canvas".
(Super Rare)
                                                    Rating: 1
So far the support for The Weather monsters is pretty poor, much like the weather they reference.
 
                                                    SPWA-EN036
Spell Card
The Weather Snowy Canvas
Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card (Quick Effect); add 1 "The Weather" card from your Deck to your hand, also you cannot add cards from your Deck to your hand for the rest of this turn, except by drawing them.You can only control 1 "The Weather Snowy Canvas".
(Super Rare)
                                                    Rating: 1
I don't see the point in this since you're not really getting an advantage with this since you lose a monster, only to get another one that you won't be Summoning right away. Plus, you're locked out of adding from the Deck to the hand that turn unless you draw it.
 
                                                    SPWA-EN035
Link Monster
The Weather Painter Rainbow
LIGHT | Fairy-Type Link | ATK 2400 | Link-3
Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right
3 "The Weather" monsters
When your opponent would Special Summon a monster(s) (Quick Effect): You can send this Link Summoned card to the GY; negate the Summon, and if you do, destroy that monster(s). Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. "The Weather" Effect Monsters this card points to gain the following effect.
● When a card or effect is activated (Quick Effect): You can banish this card; negate the activation, and if you do, destroy that card.
(Secret Rare)
                                                    
Rating: 1
Not really worth the effort given that negating the Summon is what Thunder King Rai-Oh does and then some. Plus it's much easier to Summon than this and locks out the ability to add from the Deck to the hand.
 
                                                    SPWA-EN034
Effect Monster
The Weather Painter Aurora
DARK | Fairy | Level 6 | ATK 2200 | DEF 2000
When this card is Normal Summoned: You can place 1 "The Weather" Spell/Trap from your hand, Deck, or GY face-up in your Spell & Trap Zone. Your opponent cannot target "The Weather" Spells/Traps you control with card effects, also they cannot be destroyed by your opponent's card effects. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
                                                    Rating: 2
Not only is it pretty easy to bring out (especially with the likes of Valhalla, Hall of the Fallen) but it also protects their vital support cards from harm. Not bad, but not good enough to give it a higher rating.
 
                                                    SPWA-EN033
Effect Monster
The Weather Painter Thunder
LIGHT | Fairy | Level 3 | ATK 1700 | DEF 0
You can send 1 face-up Continuous Spell/Trap you control to the GY; place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Thunder" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
                                                    Rating: 2
The unfortunate thing with these is the effect they all share is the least useful considering they have to be banished, rendering all other methods useless. Plus, she doesn't offer much more than Sun given her other effect is very similar.
 
                                                    SPWA-EN032
Effect Monster
The Weather Painter Sun
FIRE | Fairy | Level 3 | ATK 1600 | DEF 400
If this card is in your GY: You can send 1 face-up Continuous Spell/Trap you control to the GY; Special Summon this card in Defense Position, and if you do, place 1 "The Weather" Spell/Trap from your hand face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Sun" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
                                                    Rating: 2
The strongest Weather Painter so far and getting her in the Graveyard can be pretty easy with the likes of Foolish Burial. Still, reviving her by her effect will cost you a Continuous Spell/Trap Card, which doesn't come up too often unless you're running a The Weather Deck.
 
                                                    SPWA-EN031
Effect Monster
The Weather Painter Cloud
WIND | Fairy | Level 3 | ATK 1500 | DEF 1000
If another face-up "The Weather" card you control is sent to the GY: You can target up to 2 "The Weather" Spells/Traps in your GY; place them face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Cloud" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
                                                    Rating: 2
Her 1st effect is a bit situational but you get 2 support cards for the price of one and she's searchable.
 
                                                    SPWA-EN030
Effect Monster
The Weather Painter Rain
WATER | Fairy | Level 3 | ATK 1200 | DEF 1400
If this card is Special Summoned: You can place 1 "The Weather" Spell/Trap from your hand face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Rain" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Super Rare)
                                                    Rating: 2
Like Snow, Rain can bring herself back from the banished pile if one of her friends put her there but the other effect is what makes her playable given that there's many ways to Special Summon her.
 
                                                    SPWA-EN029
Effect Monster
The Weather Painter Snow
EARTH | Fairy | Level 3 | ATK 0 | DEF 2200
When this card is Normal Summoned: You can place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Snow" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
(Secret Rare)
                                                    Rating: 2
It can bring itself back to the field if banished by one of its friends' effects and has 2200 DEF but the first effect will leave it quite vulnerable, even if you do get to activate a support card from the Deck.
 
                                                    SPWA-EN028
Trap Card
Magical Musket - Last Stand
Counter Trap
When your opponent activates a Spell/Trap Card while you control a "Magical Musket" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Magical Musket - Last Stand" per turn.
(Secret Rare)
                                                    Rating: 2
It becomes a bit more powerful than other Counter Traps given how Magical Muskets work but it only works with Magical Musketeers and only against Spell/Trap Cards. At least it doesn't cost you anything to use it though.
 
                                                    SPWA-EN027
Trap Card
Magical Musket - Fiendish Deal
Continuous Trap
"Magical Musket" monsters you control cannot be destroyed by card effects. If this card in your possession is sent to your GY by an opponent's card effect: You can add 1 "Magical Musket" card from your Deck or GY to your hand, except "Magical Musket - Fiendish Deal". You can only activate 1 "Magical Musket - Fiendish Deal" per turn.
(Super Rare)
                                                    Rating: 2
It protects all Magical Muskets from destruction but only by card effects, though it does let you get or retrieve another Magical Musketeer upon its destruction.
 
                                                    SPWA-EN026
Trap Card
Magial Musket - Dancing Needle
Normal Trap
If you control a "Magical Musket" monster: Target up to 3 cards in the GYs; banish them. You can only activate 1 "Magical Musket - Dancing Needle" per turn.
(Secret Rare)
                                                    Rating: 2
Certainly better than Desperado but not by much.
 
                                                    SPWA-EN025
Trap Card
Magical Musket - Desperado
Normal Trap
If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn.
(Super Rare)
                                                    Rating: 1
Not even being able to be activated from the hand with Magical Musketeers' abilities is enough to warrant using this since it does what other cards do better.
 
                                                    SPWA-EN024
Spell Card
Magical Musket - Cross-Domination
Quick-Play Spell
If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.
(Secret Rare)
                                                    Rating: 2
While Darkworld Shackles is better, this can stay out of sight thanks to the abilities of Magical Musketeers and negate the affected monster's effects, though it only lasts one turn and you can't use more than one copy that turn.
 
                                                    SPWA-EN023
Spell Card
Magical Musket - Steady Hands
Quick-Play Spell
Target 1 "Magical Musket" monster you control; its ATK/DEF become double its original ATK/DEF until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Magical Musket - Steady Hands" per turn.
(Super Rare)
                                                    Rating: 2
Limiter Removal for Magical Musketeers but only for one of them and it doesn't self-destruct. Not too bad, especially when used with Magical Musketeers' effects.
 
                                                    SPWA-EN022
Effect Monster
Magical Musket Mastermind Zankiel
LIGHT | Fiend | Level 8 | ATK 2500 | DEF 2500
You can Tribute Summon this card face-up by Tributing 1 "Magical Musket" monster. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. Once per turn, during your opponent's End Phase: You can draw cards equal to the number of "Magical Musket" Spell/Trap Cards you activated this turn while this card was face-up on your field. You can only use this effect of "Magical Musket Mastermind Zakiel" once per turn.
(Secret Rare)
                                                    Rating: 2
Thankfully, I can Tribute Summon it with one Tribute with at least two ways but your hand or field would have to have at least 2 Magical Musket Spell/Trap Cards to get much out of this because there isn't much else going for this card.
 
                                                    SPWA-EN021
Effect Monster
Magical Musketeer Wild
LIGHT | Fiend | Level 4 | ATK 1700 | DEF 900
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 3 "Magical Musket" cards in your GY; shuffle all 3 into the Deck, then draw 1 card. You can only use this effect of "Magical Musketeer Wild" once per turn.
(Super Rare)
                                                    Rating: 2
You probably won't get to use the other effect often but it's not too bad, especially if used with either of the two cards below it.
 
                                                    SPWA-EN020
Effect Monster
Magical Musketeer Calamity
LIGHT | Fiend | Level 4 | ATK 1500 | DEF 1300
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 1 "Magical Musket" monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Magical Musketeer Calamity" once per turn.
(Super Rare)
                                                    Rating: 2
If used with Starfire, you'll consistantly get monsters out and with Link Monsters being a thing, you can recycle them over and over.
 
                                                    SPWA-EN019
Effect Monster
Magical Musketeer Starfire
LIGHT | Fiend | Level 4 | ATK 1300 | DEF 1700
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn.
(Secret Rare)
                                                    Rating: 2
This is a bit better since you're adding to your defenses and it can come from either player activating a Spell/Trap.
 
                                                    SPWA-EN018
Effect Monster
Magical Musketeer Kidbrave
LIGHT | Fiend | Level 3 | ATK 1600 | DEF 200
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn.
(Super Rare)
                                                    Rating: 1
It's pretty weak and the only other effect outside the standard one these guys come with is pretty bad.
 
                                                    SPWA-EN017
Effect Monster
Magical Musketeer Doc
LIGHT | Fiend | Level 3 | ATK 1400 | DEF 1200
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your GY to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Doc" once per turn.
(Super Rare)
                                                    Rating: 2
Seems Magical Musketeers all have the same basic effect, which'll certainly make them more playable than other archetypes but not by much.
 
                                                    SPWA-EN016
Effect Monster
Magical Musketeer Caspar
LIGHT | Fiend | Level 3 | ATK 1200 | DEF 2000
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.
(Secret Rare)
                                                    Rating: 2
Haven't gotten to the Magical Musketeer support cards yet but this guy has 2000 DEF and I'm sure they can't be all that bad if I can activate them straight away during either player's turn. The other effect isn't too bad either.
 
                                                    SPWA-EN008
Trap Card
The Six Shinobi
Normal Trap
If you control 6 "Six Samurai" monsters with different Attributes: Skip your opponent's next turn.
(Super Rare)
                                                    Rating: 1
While possible to achieve this, being a Trap Card makes this card slow and the only real way you can achieve this method is with the Extra Monster Zones.
 
                                                    SPWA-EN007
Spell Card
Secret Skills of the Six Samurai
Quick-Play Spell
Send 1 monster you control to the GY, then target 1 of your banished "Six Samurai" monsters; Special Summon it. You can only activate 1 "Secret Skills of the Six Samurai" per turn.
(Secret Rare)
                                                    Rating: 1
Not really much better than using D.D.R. - Different Dimension Reincarnation, which does the same thing but isn't restricted to Six Samurai monsters.
 
                                                    SPWA-EN006
Fusion Monster
Secret Six Samurai - Rihan
LIGHT | Warrior-Type Fusion | Level 5 | ATK 2400 | DEF 2400
3 "Six Samurai" monsters with different Attributes
Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; banish it. If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
(Secret Rare)
                                                    Rating: 1
For such a strict summoning requirement, it's pretty poor. Sure Six Samurais can achieve them but having to achieve them in the first place is part of why this card is so bad. You don't really get much in return as a whole.
 
                                                    SPWA-EN005
Effect Monster
Secret Six Samurai - Kizaru
EARTH | Warrior | Level 4 | ATK 1900 | DEF 1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Secret Rare)
                                                    Rating: 4
It's a beatstick and that's about all you need to know from this guy to make him worthwhile. The 1st effect probably won't be activated that often anyway.
 
                                                    SPWA-EN004
Effect Monster
Secret Six Samurai - Doji
DARK | Warrior | Level 4 | ATK 1700 | DEF 1200
When another "Six Samurai" monster is Normal or Special Summoned to your field (except during the Damage Step): You can send 1 "Six Samurai" card from your Deck to the GY. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Secret Rare)
                                                    Rating: 2
Not very strong but does set up the Graveyard for when your Six Samurais need saving from destruction (and they often do).
 
                                                    SPWA-EN003
Effect Monster
Secret Six Samurai - Hatsume
WATER | Warrior | Level 3 | ATK 1600 | DEF 1500
You can banish 2 "Six Samurai" monsters from your GY and/or face-up from your field, then target 1 "Six Samurai" monster in your GY, except "Secret Six Samurai - Hatsume"; Special Summon it. You can only use this effect of "Secret Six Samurai - Hatsume" once per turn. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Secret Rare)
                                                    Rating: 1
With all the ways to revive monsters from the Grave currently legal, this guy has no excuse to be ran for that purpose. The other effect isn't good enough to make his rating higher.
 
                                                    SPWA-EN002
Effect Monster
Spirit Six Samurai - Genba
FIRE | Warrior-Type Tuner | Level 2 | ATK 500 | DEF 2100
When this card is Normal Summoned: You can target 1 of your banished "Six Samurai" monsters; add it to your hand. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Super Rare)
                                                    Rating: 2
Also a Tuner monster and with a bit higher ATK and DEF, though its effects aren't all that great.
 
                                                    SPWA-EN001
Effect Monster
Secret Six Samurai - Fuma
WIND | Warrior-Type Tuner | Level 1 | ATK 200 | DEF 1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
(Secret Rare)
                                                    Rating: 2
Six Samurais at least proved to be a worthwhile Deck and are only adding to that here, though this guy's stats only benefit for its effect. It's also a Tuner though.
Secret Slayers (Spoiler)
                                                    SESL-EN036
Trap Card

El Dorado Adelantado
Normal Trap
If you control an "Eldlich" monster: Activate 1 of these effects;
● Shuffle 3 of your banished "Eldlixir" Spells/Traps with different names into your Deck, and if you do, destroy all cards on the field.
● Shuffle 3 of your banished "Golden Land" Spells/Traps with different names into your Deck, and if you do, halve your opponent's LP, then you gain LP equal to their LP.
You can only activate 1 "El Dorado Adelantado" per turn.
(Secret Rare)

                                                    Rating: 1
Using bad support does not justify using this no matter how good the effects are. Besides, you'll likely never pull off the effect anyway.
 
                                                    SESL-EN035
Trap Card

Golden Land Forever!
Counter Trap
When a Spell/Trap Card, or monster effect, is activated, while you control an "Eldlich" monster: Tribute 1 Zombie monster; negate the activation, and if you do, destroy that card. You can only activate 1 "Golden Land Forever!" per turn.
(Super Rare)

                                                    Rating: 1
Are we sure it'll last forever? I don't think so given our only member so far is made from Fool's Gold, which is a cheap knockoff of real gold.
 
                                                    SESL-EN034
Trap Card

Conquistador of the Golden Land
Continuous Trap
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn.
(Secret Rare)

                                                    Rating: 1
The Golden Land has one bad leader and no one else protecting it. Thus, seizing the land is a very easy task. Maybe it can then be made better?
 
                                                    SESL-EN033
Trap Card

Huaquero of the Golden Land
Continuous Trap
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn.
(Secret Rare)

                                                    Rating: 1
Huaquero: (noun) Of or relating to bad support for an equally bad Archetype. No, that's probably not accurate for the real word, if it is one but it's accurate to describe this card.
 
                                                    SESL-EN032
Trap Card

Guardian of the Golden Land
Continuous Trap
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 8/ATK 800/DEF 2500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can make the ATK of 1 face-up monster on the field become 0. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Guardian of the Golden Land" effect per turn, and only once that turn.
(Secret Rare)

                                                    Rating: 1
Since The Golden Lord and its support are a giant waste of time and space, this is just a generic Trap Monster until whatever lackluster members and support we get in the future.
 
                                                    SESL-EN031
Trap Card

Eldlixir of Scarlet Sanguine
Normal Trap
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.
(Secret Rare)

                                                    Rating: 1
I can't imagine the rest of the support is any good since we've had nothing useful from this 2nd Archetype.
 
                                                    SESL-EN030
Spell Card

Eldlixir of White Destiny
Quick-Play Spell
Special Summon 1 Zombie monster from your hand or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of White Destiny" effect per turn, and only once that turn.
(Secret Rare)

                                                    Rating: 1
Your destiny isn't set in stone but including this card in your Deck along with the other likely rejects this Archetype has yet-to-offer will likely lead to your downfall in a Duel.
 
                                                    SESL-EN029
Spell Card

Eldlixir of Black Awakening
Normal Spell
Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Black Awakening" effect per turn, and only once that turn.
(Secret Rare)

                                                    Rating: 1
Pretty much useless if I can't bring out regular Zombies with its effect since I've already dismissed the Golden Lord as a candidate.
 
                                                    SESL-EN028
Spell Card

Cursed Eldland
Continuous Spell
You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn.
● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand.
● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.
(Super Rare)

                                                    Rating: 1
Why would I use a card that screws me over out of the gate? It can work with Zombies but so can about a billion other cards that don't restrict attacks from non-Zombies.
 
                                                    SESL-EN027
Effect Monster

Eldlich the Golden Lord
LIGHT | Zombie | Level 10 | ATK 2500 | DEF 2800
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.
(Secret Rare)

                                                    Rating: 1
He may be made of gold but it's obviously Fool's Gold because you'd be a fool to consider this card valuable or worthy of Deck use.
 
                                                    SESL-EN026
Trap Card

Rikka Sheet
Normal Trap
Target 1 face-up monster your opponent controls, also, you can Tribute 1 Plant monster; players cannot activate that face-up monster's effects on the field this turn, then, if you Tributed a monster when you activated this card, take control of that monster until the End Phase, and if you do, it becomes a Plant monster until the End Phase. You can only activate 1 "Rikka Sheet" per turn.
(Secret Rare)

                                                    Rating: 1
We've lost Change of Heart but there's still other ways to take monsters from the opponent and this shouldn't be one of your choces.
 
                                                    SESL-EN025
Trap Card

Rikka Tranquility
Normal Trap
When you activate this card, you can also Tribute 1 Plant monster; Special Summon 1 "Rikka" monster from your GY in Defense Position, then, if you Tributed a monster when you activated this card, Special Summon 1 Plant monster from your GY in Defense Position. You can only activate 1 "Rikka Tranquility" per turn.
(Super Rare)

                                                    Rating: 1
So is all their support just mostly copies of better or worse cards? It doesn't do you any good to copy cards if you don't improve how the copied card works or match its effect.
 
                                                    SESL-EN024
Spell Card

Rikka Flurries
Continuous Spell
If a "Rikka" monster you control is Tributed (except during the Damage Step): You can make your opponent Tribute 1 monster they control (their choice). You can only use this effect of "Rikka Flurries" once per turn. Once per turn, during your opponent's End Phase, if you control a face-up non-Plant monster: Destroy this card.
(Secret Rare)

                                                    Rating: 1
This is like a poorer version of Share the Pain, which, being a Normal Spell, isn't vulnerable to destruction once activated but is bad enough.
 
                                                    SESL-EN023
Spell Card

Rikka Glamour
Normal Spell
When you activate this card, you can also Tribute 1 Plant monster; add 1 "Rikka" monster from your Deck to your hand, then, if you Tributed a monster when you activated this card, add 1 Plant monster, with the same original Level as that "Rikka" monster but a different name, from your Deck to your hand. You can only activate 1 "Rikka Glamour" per turn.
(Secret Rare)

                                                    Rating: 1
Have we just forgotten about Lonefire Blossom, which I might add is actually in this set? It's also easy to search out and then brings out any Plant from your Deck once Tributed.
 
                                                    SESL-EN022
Xyz Monster

Teardrop the Rikka Queen
WATER | Plant-Type Xyz |
Rank 8 | ATK 2800 | DEF 2800
2 Level 8 monsters
You can detach 1 material from this card, then target 1 monster on the field; Tribute it. This is a Quick Effect if this card has a Plant monster as material. You can only use this effect of "Teardrop the Rikka Queen" once per turn. Each time a monster(s) is Tributed: This card gains 200 ATK for each, until the end of this turn.
(Secret Rare)

                                                    Rating: 1
She'll be shedding more than one teardrop because as far as queens go, she's among the worst, right up there with Kanzashi.
 
                                                    SESL-EN021
Xyz Monster

Kanzashi the Rikka Queen
WATER | Plant-Type Xyz | Rank 6 | ATK 2400 | DEF 2400
2 Level 6 monsters
If a monster(s) is Tributed (except during the Damage Step): You can detach 1 material from this card, then target 1 monster in either GY; Special Summon it, but negate its effects, also it becomes a Plant monster. If a Plant monster(s) you control would be destroyed by a card effect, you can Tribute 1 Plant monster from your hand or field instead. You can only use each effect of "Kanzashi the Rikka Queen" once per turn.
(Super Rare)

                                                    Rating: 1
There's no sense in wasting monsters for an Xyz Monster this bad, especially with cards that outlass it still legal for play.
 
                                                    SESL-EN020
Effect Monster

Hellebore the Rikka Fairy
WATER | Plant | Level 8 | ATK 2600 | DEF 1200
When your opponent activates a monster effect that targets a monster(s) you control, while you control a "Rikka" monster (Quick Effect): You can Tribute this card from your hand or face-up field; negate that effect. If this card is in your GY: You can Tribute 1 Plant monster; Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of "Hellebore the Rikka Fairy" once per turn.
(Super Rare)

                                                    Rating: 1
The woman in the artwork doesn't look particularly happy and with her "skills" being so lame and outclassed by Divine Wrath, who could blame her?
 
                                                    SESL-EN019
Effect Monster

Snowdrop the Rikka Fairy
WATER | Plant | Level 8 | ATK 1200 | DEF 2600
You can Tribute 1 Plant monster; Special Summon both this card and 1 other Plant monster from your hand, also you cannot Special Summon for the rest of this turn, except Plant monsters. You can target 1 Plant monster you control; all Plant monsters you currently control become that monster's Level until the end of this turn. You can only use each effect of "Snowdrop the Rikka Fairy" once per turn.
(Super Rare)

                                                    Rating: 2
This one at least balances out the lost monster with 2 so it's a bit better. Plus it cane make for easy Xyz Summons. Still, it's entirely restricted to Plant Decks.
 
                                                    SESL-EN018
Effect Monster

Erica the Rikka Fairy
WATER | Plant | Level 6 | ATK 2400 | DEF 1000
When an attack is declared involving another Plant monster you control: You can Tribute this card from your hand or face-up field; that monster you control gains 1000 ATK/DEF until the end of this turn. If a Plant monster(s) you control is Tributed, while this card is in your GY (except during the Damage Step): You can Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use each effect of "Erica the Rikka Fairy" once per turn.
(Super Rare)

                                                    Rating: 3
The effects suck but you still have a decent Plant-Type monster for WATER or Plant Decks.
 
                                                    SESL-EN017
Effect Monster

Mudan the Rikka Fairy
WATER | Plant | Level 6 | ATK 1000 | DEF 2400
You can Tribute 1 Plant monster; Special Summon this card from your hand. If this card is Normal Summoned, or Special Summoned by the effect of a Plant monster: You can add 1 "Rikka" Spell/Trap from your Deck to your hand. You can only use each effect of "Mudan the Rikka Fairy" once per turn.
(Secret Rare)

                                                    Rating: 1
I could've at least rated it a 2 if the 1st effect didn't require you to Tribute a monster but since it does, and is accompnied by mostly poor members, I really couldn't care less about this card.
 
                                                    SESL-EN016
Effect Monster

Cyclemen the Rikka Fairy
WATER | Plant | Level 4 | ATK 1800 | DEF 800
You can Tribute this card from your hand or face-up field, then target up to 2 Plant monsters you control; reduce their Level(s) by 2 until the end of this turn. During the End Phase, if this card is in the GY because it was Tributed and sent there this turn: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Cyclamen the Rikka Fairy" once per turn.
(Super Rare)

                                                    Rating: 3
At last a decent monster has taken root and it can work on its own too.
 
                                                    SESL-EN015
Effect Monster

Primula the Rikka Fairy
WATER | Plant | Level 4 | ATK 800 | DEF 1800
If a monster you control is Tributed (except during the Damage Step): You can Special Summon this card from your hand in Defense Position. You can target up to 2 Plant monsters you control; increase their Level(s) by 2 until the end of this turn. You can only use each effect of "Primula the Rikka Fairy" once per turn.
(Secret Rare)

                                                    Rating: 2
So far, these guys aren't any better than Adamancipators but at least their effects are more generic and not relient on a mediocre mill strategy.
 
                                                    SESL-EN014
Effect Monster

Rikka Petal
WATER | Plant | Level 1 | ATK 0 | DEF 0
During your Main Phase: You can take 1 "Rikka" monster from your Deck, except "Rikka Petal", and either add it to your hand or send it to the GY, also you cannot Special Summon for the rest of this turn, except Plant monsters. During your opponent's End Phase, while this card is in your GY, if you control no monsters or all monsters you control are Plant monsters: You can Special Summon this card. You can only use each effect of "Rikka Petal" once per turn.
(Super Rare)

                                                    Rating: 2
Plants have gotten some decent generic support so this has minor uses but with 0 ATK and DEF, it literally doesn't have many uses.
 
                                                    SESL-EN013
Trap Card

Adamancipator Resonance
Counter Trap
When a monster effect is activated, while you control an "Adamancipator" Synchro Monster: Negate the activation, and if you do, destroy it.
(Super Rare)

                                                    Rating: 1
Divine Wrath is still the best counter Trap to deal with Effect Monsters. Or just use Prime Material Dragon for those pesky destruction effects.
 
                                                    SESL-EN012
Trap Card

Adamancipator Relief
Normal Trap
Tribute any number of "Adamancipator" monsters, then target cards on the field equal to that number +1; destroy them.
(Secret Rare)

                                                    Rating: 1
What relief? You're losing monsters just to get rid of threats on the field. You'll be in bigger danger than you would be otherwise.
 
                                                    SESL-EN011
Spell Card

Adamancipator Signs
Normal Spell
Target 1 Rock monster in your GY; Special Summon it in Defense Position, then, if you Special Summoned an "Adamancipator" monster by this effect, you can take 1 Level 4 or lower Rock monster from your Deck and place it on top of your Deck.
(Super Rare)

                                                    Rating: 2
Too bad so few Rock-Type monsters are playable, even today, as most of them just have high DEF or low stats and medicore effects.
 
                                                    SESL-EN010
Spell Card

Adamancipator Laputite
Field Spell
All Rock monsters you control gain 500 ATK/DEF. Once per turn, during your Main Phase: You can take up to 5 "Adamancipator" cards from your Deck and place them on top of your Deck in any order.
(Super Rare)

                                                    Rating: 1
I've always thought (and recently said) the whole "excavate" strategy wasn't very good. Heck, in real life, it could take hours or days before you get anything remotely interesting. This'll generally cost you money to obtain the same "benefits" in about 5 seconds.
 
                                                    SESL-EN009
Synchro Monster

Adamancipator Risen - Dragite
WATER | Rock-Type Synchro | Level 8 | ATK 3000 | DEF 2200
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can return cards your opponent controls to the hand, up to the number of excavated Rock monsters, also place the excavated cards on the bottom of your Deck in any order. When your opponent activates a Spell/Trap Card or effect, while a WATER monster is in your GY (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Adamancipator Risen - Dragite" once per turn.
(Secret Rare)

                                                    Rating: 2
To say they're twice as good as most cards in Cyberdark Impact, which had mostly 1/5s for much of the set doesn't say much when just about anything is better. This may be the strongest Extra Deck member of the Archetype but the effects aren't going to make much of a splash.
 
                                                    SESL-EN008
Synchro Monster

Adamancipator Risen - Raptite
WIND | Rock-Type Synchro | Level 6 | ATK 2200 | DEF 2400
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Rock monster in Defense Position, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a WIND monster is in your GY (Quick Effect): You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Adamancipator Risen - Raptite" once per turn.
(Super Rare)

                                                    Rating: 2
Even their Extra Deck members are carbon copies of each other.
 
                                                    SESL-EN007
Synchro Monster

Adamancipator Risen - Leonite
FIRE | Rock-Type Synchro | Level 6 | ATK 2400 | DEF 2200
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated "Adamancipator" card to your hand, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a FIRE monster is in your GY (Quick Effect): You can target 1 Rock monster in your GY; Special Summon it. You can only use each effect of "Adamancipator Risen - Leonite" once per turn.
(Secret Rare)

                                                    Rating: 2
It may be molten rock but unlike the real thing, this card is little more than a minor inconvenience on the field.
 
                                                    SESL-EN006
Effect Monster

Adamancipator Crystal - Dragite
WATER | Rock | Level 4 | ATK 0 | DEF 2200
If this card is Special Summoned by the effect of an "Adamancipator" card: You can draw 1 card. If this card is in your GY: You can target 1 WATER Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Dragite" once per turn.
(Super Rare)

                                                    Rating: 2
Consequently, having the same effects means in this case the same low rating because I can't really rate them any higher.
 
                                                    SESL-EN005
Effect Monster

Adamancipator Crystal - Raptite
WIND | Rock | Level 4 | ATK 0 | DEF 2200
If this card is Special Summoned by the effect of an "Adamancipator" card: You can place 1 Rock monster from your hand or GY on top of the Deck. If this card is in your GY: You can target 1 WIND Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Raptite" once per turn.
(Super Rare)

                                                    Rating: 2
Seems Konami likes to create 1 card, then use that card's properties for the entire fleet because that's just about what's going on thus far. At least my cards differ from each other in more ways.
 
                                                    SESL-EN004
Effect Monster

Adamancipator Crystal - Leonite
FIRE | Rock | Level 4 | ATK 0 | DEF 2200
If this card is Special Summoned by the effect of an "Adamancipator" card: You can place 1 "Adamancipator" card from your hand or GY on top of the Deck. If this card is in your GY: You can target 1 FIRE Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Leonite" once per turn.
(Super Rare)

                                                    Rating: 2
A super-heated Rock that proves it's not any better.
 
                                                    SESL-EN003
Effect Monster

Adamancipator Analyzer
EARTH | Rock-Type Tuner | Level 4 | ATK 1500 | DEF 700
If only your opponent controls a monster: You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Analyzer" once per turn.
(Secret Rare)

                                                    Rating: 2
Giant Rat is already friends with it and it's a Level 4 Tuner but my analysis shows it's not any better than the previous two.
 
                                                    SESL-EN002
Effect Monster

Adamancipator Researcher
EARTH | Rock-Type Tuner | Level 2 | ATK 100 | DEF 2100
If you control a Rock monster, except "Adamancipator Researcher": You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Researcher" once per turn.
(Secret Rare)

                                                    Rating: 2
The 2100 DEF and being a Tuner make this guy okay too but that's all he's going to get from me.
 
                                                    SESL-EN001
Effect Monster

Adamancipator Seeker
EARTH | Rock-Type Tuner | Level 2 | ATK 1200 | DEF 1000
If you control an "Adamancipator" monster, except "Adamancipator Seeker": You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Seeker" once per turn.
(Secret Rare)

                                                    Rating: 2
Looks like they're a bunch of Rock-Type monsters but they aren't all that good.