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Hidden Summoners New Card Ratings
*Booster set gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Hidden_Summoners_(TCG-EN-1E) |
HISU-EN039 Trap Card Mayakashi Metamorphosis Normal Trap Discard 1 card, then target 1 of your "Mayakashi" monsters that is banished or in your GY; Special Summon it. Your opponent cannot target it with card effects this turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except "Mayakashi" monsters. You can only activate 1 "Mayakashi Metamorphosis" per turn. (Super Rare) Rating: 2 I'm really hoping we get better members of this Archetype because right now, this card is pretty well pointless. |
HISU-EN038 Spell Card Mayakashi Return Normal Spell Take 1 "Mayakashi" card from your Deck, except "Mayakashi Return", and either add it to your hand or send it to the GY. You can only activate 1 "Mayakashi Return" per turn. (Secret Rare) Rating: 2 This is a start in making them more playable but we need good members too |
HISU-EN037 Link Monster Yuki-Onna, the Ice Mayakashi WATER | Zombie-Type Link | ATK 1900 | Link-2 Active Link Arrow(s): Bottom-Left and Bottom-Right 2 "Mayakashi" monsters You can only control 1 "Yuki-Onna, the Ice Mayakashi". While this card points to a Synchro Monster(s), your opponent's monsters cannot target this card for attacks. If a Synchro Monster(s) in your possession is destroyed by battle or an opponent's card effect while this card is on the field: You can target 1 face-up monster on the field; its ATK/DEF become half its current ATK/DEF until the end of this turn. You can only use this effect of "Yuki-Onna, the Ice Mayakashi" once per turn. (Secret Rare) Rating: 1 Even the Link Monster is bad. Sure it has generic Link Materials but they're specific to an Archetype that clearly hasn't trained its members very well at all, at least not in a way that would make them useful. Good thing she's the Ice Mayakashi because she might as well be encased in it until the family gets more formidable members. |
HISU-EN036 Synchro Monster Gashadokuro, the Skeletal Mayakashi DARK | Zombie-Type Synchro | Level 11 | ATK 3300 | DEF 2600 1 Tuner + 1+ non-Tuner monsters | You can only control 1 "Gashadokuro, the Skeletal Mayakashi". You can only use each of these effects of "Gashadokuro, the Skeletal Mayakashi" once per turn. ● If a Link Monster in your possession is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can activate this effect; this turn, this face-up card is unaffected by other cards' effects. (Secret Rare) Rating: 2 Sad that it took until this guy to get even a subpar Extra Deck Monster for the Archetype because it's also Level 11 so it's not going to be easy to bring out and its effects are still situational. I'll bet Star Eater is laughing at this guy right now given how much better it is in comparison to this guy. |
HISU-EN035 Synchro Monster Yoko, the Graceful Mayakashi FIRE | Zombie-Type Synchro | Level 9 | ATK 2900 | DEF 2400 1 Tuner + 1+ non-Tuner monsters | You can only control 1 "Yoko, the Graceful Mayakashi". You can only use each of these effects of "Yoko, the Graceful Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 11 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can destroy 1 monster your opponent controls. (Secret Rare) Rating: 1 What'd these guys do, take a page from Gimmick Puppets because they're clearly nothing more than a silly gimmick at this point. |
HISU-EN034 Synchro Monster Tengu, the Winged Mayakashi WIND | Zombie-Type Synchro | Level 7 | ATK 2600 | DEF 1500 1 Tuner + 1+ non-Tuner monsters | You can only control 1 "Tengu, the Winged Mayakashi". You can only use each of these effects of "Tengu, the Winged Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 9 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can destroy 1 Spell/Trap your opponent controls. (Secret Rare) Rating: 1 So is this really how Mayakashi Synchros work because this is pathetic. Why would I bring out a monster that offers me a very situational 1st effect and a bad 2nd effect and with 2600 ATK and 1500 DEF no less? I wouldn't. |
HISU-EN033 Synchro Monster Tsuchigumo, the Poisonous Mayakashi EARTH | Zombie-Type Synchro | Level 5 | ATK 2000 | DEF 1800 1 Tuner + 1+ non-Tuner monsters | You can only control 1 "Tsuchigumo, the Poisonous Mayakashi". You can only use each of these effects of "Tsuchigumo, the Poisonous Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 7 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can have each player send the top 3 cards from their Deck to the GY. (Secret Rare) Rating: 1 There's just no point in using this when its weak ATK and DEF aren't made-up in any way by either of its effects. |
HISU-EN032 Synchro Monster Oboro-Guruma, the Wheeled Mayakashi EARTH | Zombie-Type Synchro | Level 3 | ATK 800 | DEF 2100 1 Tuner + 1+ non-Tuner monsters | You can only control 1 "Oboro-Guruma, the Wheeled Mayakashi". You can only use each of these effects of "Oboro-Guruma, the Wheeled Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 5 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can activate this effect; this turn, your monsters cannot be destroyed by battle. (Secret Rare) Rating: 2 The 1st bulleted effect triggers the 2nd but it doesn't do much and it's not very strong either. At least it has generic Synchro Material requirements. |
HISU-EN031 Effect Monster Yasha, the Skeletal Mayakashi DARK | Zombie | Level 5 | ATK 2000 | DEF 0 You can discard 1 other "Mayakashi" monster; Special Summon this card from your hand. You can only use this effect of "Yasha, the Skeletal Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters. (Super Rare) Rating: 1 All the accessories in the world can't hide his lack of DEF and playability. |
HISU-EN030 Effect Monster Shafu, the Wheeled Mayakashi EARTH | Zombie | Level 3 | ATK 1200 | DEF 400 If this card is Normal or Special Summoned: You can target 1 "Mayakashi" monster in your GY, except "Shafu, the Wheeled Mayakashi"; Special Summon it in Defense Position, but negate its effects. You can only use this effect of "Shafu, the Wheeled Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters. (Secret Rare) Rating: 1 Maybe he should wheel his way back home because he's unfit for this world as he's so picky about who he wants to be with. Then again, there seems to be only one working wheel on his wagon because his effects have crippled him entirely. |
HISU-EN029 Effect Monster Hajun, the Winged Mayakashi WIND | Zombie | Level 1 | ATK 600 | DEF 400 If this card is Normal or Special Summoned: You can Special Summon 1 "Mayakashi" monster from your Deck, except "Hajun, the Winged Mayakashi". You can only use this effect of "Hajun, the Winged Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters. (Secret Rare) Rating: 1 Given that the Tuners revealed so far are restrained to the Archetype, they don't give this guy a whole lot of playability, especailly when he prevents you from Special Summoning anything from the Extra Deck that isn't one of its friends. |
HISU-EN028 Effect Monster Tsukahagi, the Poisonous Mayakashi EARTH | Zombie-Type Tuner | Level 2 | ATK 0 | DEF 2000 You can only control 1 "Tsukahagi, the Poisonous Mayakashi". If a "Mayakashi" monster(s) in your possession, except "Tsukahagi, the Poisonous Mayakashi", is destroyed by battle or an opponent's card effect, while this card is in the GY: You can Special Summon this card. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Mayakashi" monsters. (Super Rare) Rating: 2 At least I can use him as material for other monsters or to defend my LP but its uses beyond that are quite limited. |
HISU-EN027 Effect Monster Dakki, the Graceful Mayakashi FIRE | Zombie-Type Tuner | Level 3 | ATK 1000 | DEF 0 You can only control 1 "Dakki, the Graceful Mayakashi". When a "Mayakashi" monster(s) is Special Summoned to your field from the Extra Deck, while this card is in the GY (except during the Damage Step): You can Special Summon this card. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Mayakashi" monsters. (Secret Rare) Rating: 2 A Tuner that can revive itself from the Grave when you Special Summon one of its friends from the Extra Deck. It's not too bad, except that I can't control more than one and it's limited to Mayakashis, not to mention it's pretty weak. |
HISU-EN026 Trap Card Prank-Kids Plan Continuous Trap During the Main Phase: You can activate this effect; immediately after this effect resolves, Link Summon 1 "Prank-Kids" Link Monster using "Prank-Kids" monsters you control as material. When an opponent's monster declares an attack: You can banish this card from your GY; shuffle any number of "Prank-Kids" cards from your GY into the Deck, and if you do, that attacking monster loses 100 ATK for each card shuffled, until the end of this turn. You can only use each effect of "Prank-Kids Plan" once per turn. (Super Rare) Rating: 2 It doesn't have a whole lot to offer but assuming we get more and better Prank-Kids monsters and support, this'll probably get more uses but for now, it's pretty limited. |
HISU-EN025 Spell Card Prank-Kids Pandemonium Quick-Play Spell During the Main Phase: Fusion Summon 1 "Prank-Kids" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Prank-Kids" monsters. (Super Rare) Rating: 2 At least Battle Buttler is good, though this isn't really much better than Polymerization, especially since you're limited to Summoning Prank-Kids monsters. |
HISU-EN024 Spell Card Prank-Kids Pranks Continuous Spell You can discard 1 "Prank-Kids" card; Special Summon 1 "Prank-Kids Token" (Pyro/FIRE/Level 1/ATK 0/DEF 0), but it cannot be Tributed. During your End Phase: You can target 3 "Prank-Kids" cards in your GY, except "Prank-Kids Pranks"; shuffle all 3 into the Deck, then draw 1 card. You can only use each effect of "Prank-Kids Pranks" once per turn. (Super Rare) Rating: 2 Well it's not like you're going to get much out of Prank-Kids as a whole so this'll certainly help but not by much. |
HISU-EN023 Spell Card Prank-Kids Place Field Spell When this card is activated: You can add 1 "Prank-Kids" monster from your Deck to your hand. Once per turn, if you Fusion Summon a "Prank-Kids" Fusion Monster (except during the Damage Step): You can have all monsters you control gain 500 ATK (even if this card leaves the field). Once per turn, if you Link Summon a "Prank-Kids" Link Monster (except during the Damage Step): You can have all monsters your opponent controls lose 500 ATK (even if this card leaves the field). You can only activate 1 "Prank-Kids Place" per turn. (Secret Rare) Rating: 2 Can't give it much credit since the ATK boost and loss are both pretty lame and from what we have thus far, there's little that you can search with the effect that is actually good. |
HISU-EN022 Link Monster Prank-Kids Rip-Roarin-Roaster WATER | Aqua-Type Link | ATK 3000 | Link-4 Active Link Arrow(s): Top, Bottom, Left and Right 2+ "Prank-Kids" monsters Must be Link Summoned. (Quick Effect): You can Tribute this card; destroy all Spells and Traps your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 card in your GY, except a Link Monster; add it to your hand. You can only use this effect of "Prank-Kids Rip-Roarin-Roaster" once per turn. (Secret Rare) Rating: 1 All that effort is wasted if you Tribute it by its effect just to clear your opponent's Spell and Trap Card Zones. It's pretty meaningless that the Link Materials are pretty generic when the effects don't really make even that worthwhile. |
HISU-EN021 Link Monster Prank-Kids Bow-Wow-Bark FIRE | Pyro-Type Link | ATK 2000 | Link-2 Active Link Arrow(s): Right and Bottom 2 "Prank-Kids" monsters A "Prank-Kids" monster this card points to gains 1000 ATK. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand, also "Prank-Kids" monsters you control cannot be destroyed by your opponent's card effects this turn. You can only use this effect of "Prank-Kids Bow-Wow-Bark" once per turn. (Super Rare) Rating: 2 Prank-Kids have proven to be mostly pretty weak so this ATK boost will likely only get as high as 2500 (with Lampses) as most are Extra Deck monsters and this probably won't be on the field when this guy is. The Extra Deck members all seem to have this pointless decision to waste the effort that was used to bring them out just to build up your defenses. Still, at least in this case, it's not all that bad a decision. |
HISU-EN020 Link Monster Prank-Kids Dodo-Doodle-Doo WIND | Thunder-Type Link | ATK 2000 | Link-2 Active Link Arrow(s): Left and Bottom 2 "Prank-Kids" monsters If this card is Link Summoned: You can add 1 "Prank-Kids" Spell/Trap from your Deck to your hand. You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand. You can only use each effect of "Prank-Kids Dodo-Doodle-Doo" once per turn. (Secret Rare) Rating: 2 Don't bother with the 2nd effect as it's just wasted effort. At least the 1st effect gets you support, though it's plainly obvious support. |
HISU-EN019 Fusion Monster Prank-Kids Battle Butler WIND | Thunder-Type Fusion | Level 10 | ATK 3000 | DEF 3000 "Prank-Kids Lampsies" + "Prank-Kids Dropsies" + "Prank-Kids Fansies" Must be Fusion Summoned. (Quick Effect): You can Tribute this card; destroy all monsters your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 non-Fusion Monster in your GY; Special Summon it. You can only use this effect of "Prank-Kids Battle Butler" once per turn. (Secret Rare) Rating: 2 While the Fusion Materials are rather specific and it needs three of them, it has some pretty good effects, though it can't be revived later. |
HISU-EN018 Fusion Monster Prank-Kids Weather Washer WATER | Aqua-Type Fusion | Level 5 | ATK 2000 | DEF 0 2 "Prank-Kids" monsters If your "Prank-Kids" monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them. They cannot be destroyed by battle this turn. You can only use this effect of "Prank-Kids Weather Washer" once per turn. (Super Rare) Rating: 2 Its 1st effect includes itself and its Fusion Materials aren't all that specific but its stats are no higher than Rocket Ride and it too has the poor option to trade itself in for 2 Prank-Kids monsters. At least those new Prank-Kids will likely be around that turn, though that's not really going to mean much. |
HISU-EN017 Fusion Monster Prank-Kids Rocket Ride FIRE | Pyro-Type Fusion | Level 5 | ATK 2000 | DEF 0 2 "Prank-Kids" monsters If this card is Fusion Summoned: You can have this card lose 1000 ATK this turn, also it can attack directly this turn. You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them, but they cannot attack this turn. You can only use each effect of "Prank-Kids Rocket Ride" once per turn. (Super Rare) Rating: 1 Here we go again, another Fusion Monster that can pointlessly de-fuse to bring out likely Fusion Materials from the Grave but now it's got additional downsides just to make sure it's as unplayable as possible. |
HISU-EN016 Effect Monster Prank-Kids Dropsies WATER | Aqua | Level 2 | ATK 1000 | DEF 1000 If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can gain 1000 LP, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Dropsies". You can only use this effect of "Prank-Kids Dropsies" once per turn. (Super Rare) Rating: 2 Seems these guys don't pack much of a punch at all considering they're generally all pretty weak one way or another. |
HISU-EN015 Effect Monster Prank-Kids Lampsies FIRE | Pyro | Level 3 | ATK 1500 | DEF 500 If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can inflict 500 damage to your opponent, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Lampsies". You can only use this effect of "Prank-Kids Lampsies" once per turn. (Super Rare) Rating: 2 The minimal burn damage isn't going to be much of a factor but getting a new Prank-Kids monster may. This guy is also searchable too. |
HISU-EN014 Effect Monster Prank-Kids Fansies WIND | Thunder | Level 1 | ATK 0 | DEF 2000 If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can send 1 "Prank-Kids" card from your Deck to the GY, except "Prank-Kids Fansies", then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Fansies". You can only use this effect of "Prank-Kids Fansies" once per turn. (Super Rare) Rating: 2 It packs 2000 DEF and at least one okay effect, though it's going to cost you one of its friends too. |
HISU-EN011 Trap Card Awakening of Nephthys Continuous Trap All "Nephthys" monsters you control gain 300 ATK. If this face-up card in the Spell & Trap Zone is destroyed by card effect and sent to the GY: You can Special Summon 1 "Nephthys" monster from your hand, Deck, or GY, but destroy it during the End Phase. You can only use this effect of "Awakening of Nephthys" once per turn. (Super Rare) Rating: 2 It's quite prone to Spell/Trap destruction so it's bound to get its 2nd effect triggered but the 1st one isn't going to help at all. Plus, even when you do bring out the Nephthys monster, it doesn't stay long and you don't get it back right away usually. |
HISU-EN010 Spell Card Last Hope of Nephthys Normal Spell Target 1 "Nephthys" card you control and 1 card your opponent controls; destroy them. You can only activate 1 "Last Hope of Nephthys" per turn. (Super Rare) Rating: 2 Unfortunate that I can't destroy 1 Nephthys card in the hand but I suppose it's not the worst Archetype support card. |
HISU-EN009 Spell Card Rebirth of Nephthys Ritual Spell This card can be used to Ritual Summon any "Nephthys" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. Then, if you Tributed "Devotee of Nephthys" or "Cerulean Sacred Phoenix of Nephthys", you can destroy 1 card on the field. (Super Rare) Rating: 2 While the family has proven thus far to be underwhelming, that doesn't mean they're done breeding and I'd hope that the ones of the future are worth it. |
HISU-EN008 Link Monster Nephthys, the Sacred Flame FIRE | Winged Beast-Type Link | ATK 2400 | Link-3 Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right 2+ monsters, including a Ritual Monster While this card is in the Extra Monster Zone, monsters your opponent controls cannot target "Nephthys" monsters in the Main Monster Zones for attacks. This card gains effects based on the number of Ritual Monsters used for its Link Summon. ● 1+: Cannot be destroyed by battle. ● 2+: Cannot be destroyed by card effects, also it gains 1200 ATK. ● 3: Neither player can target this card with card effects, also it gains 1200 ATK. (Secret Rare) Rating: 1 Yeah, good luck getting this guy out and getting the most out of it. Even though it doesn't need a specific RItual Monster, this guy is WAY more effort than it's worth. |
HISU-EN007 Link Monster Nephthys, the Sacred Preserver FIRE | Winged Beast-Type Link | ATK 1200 | Link-2 Active Link Arrow(s): Bottom and Bottom-Right 2 "Nephthys" monsters You can only use the following effect of "Nephthys, the Sacred Preserver" once per turn. During your Main Phase, if this card was Link Summoned: You can activate 1 of these effects; ● Add 1 Level 8 Winged Beast monster from your Deck to your hand, then you can add 1 Ritual Spell from your GY to your hand. ● Destroy 1 "Nephthys" monster this card points to, and Special Summon 1 "Nephthys" monster with a different original name from your GY, but negate its effects. (Secret Rare) Rating: 1 Welp, I can pretty much say this Archetype is a bust so far as the've only registered 2/5 at best thanks to all effects being specific to each other for the most part. This guy doesn't really help things either with only 1200 ATK and continuing the trend. |
HISU-EN006 Ritual Monster Cerulean Sacred Phoenix of Nephthys FIRE | Winged Beast-Type Ritual | Level 8 | ATK 3000 | DEF 1000 You can Ritual Summon this card with "Rebirth of Nephthys". You can only use each of the following effects of "Cerulean Sacred Phoenix of Nephthys" once per turn. ● During your Main Phase: You can destroy "Nephthys" cards in your hand and/or face-up field, then destroy an equal number of monsters your opponent controls. ● During your next Standby Phase after this card was destroyed by battle or card effect and sent to the GY: You can Special Summon this card from the GY. (Secret Rare) Rating: 2 It's the strongest Nephthys so far, moreso than even the original Sacred Phoenix but it's effects aren't much to speak of. |
HISU-EN005 Ritual Monster Devotee of Nephthys WIND | Spellcaster-Type Ritual | Level 2 | ATK 1200 | DEF 1200 You can Ritual Summon this card with "Rebirth of Nephthys". You can only use each of the following effects of "Devotee of Nephthys" once per turn. ● If this card is Ritual Summoned: You can Special Summon 1 "Nephthys" monster from your Deck, also destroy this card during the End Phase of this turn. ● If this card is in your GY: You can destroy 1 "Nephthys" card in your hand, and if you do, Special Summon this card. (Secret Rare) Rating: 1 There's just no point in Ritual Summoning someone as weak as this just to trigger the effect of a certain card that won't even stay on the field long. It means you'll have less defenses for your opponent's next turn. |
HISU-EN004 Effect Monster Defender of Nephthys WIND | Spellcaster | Level 2 | ATK 1400 | DEF 200 During your Main Phase: You can destroy 1 card in your hand, and if you do, Special Summon 1 Level 4 or lower "Nephthys" monster from your hand, except "Defender of Nephthys". During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can destroy 1 "Nephthys" monster in your Deck, except "Defender of Nephthys". You can only use each effect of "Defender of Nephthys" once per turn. (Super Rare) Rating: 2 This might actually have some uses, though I don't see many of them being all that good, even if it is to bring out a relatively strong monster. |
HISU-EN003 Effect Monster Chronicler of Nephthys WIND | Spellcaster | Level 2 | ATK 300 | DEF 1200 You can target 1 "Nephthys" card in your GY, except "Chronicler of Nephthys"; destroy 1 card in your hand, and if you do, add that target to your hand. During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can add 1 "Nephthys" card from your GY to your hand, except "Chronicler of Nephthys". You can only use each effect of "Chronicler of Nephthys" once per turn. (Super Rare) Rating: 2 It's not going to last long on the field (and in some cases your hand) but I guess it's not too bad. |
HISU-EN002 Effect Monster Disciple of Nephthys WIND | Spellcaster | Level 2 | ATK 0 | DEF 2000 During your Main Phase: You can destroy 1 card in your hand, and if you do, add 1 "Nephthys" monster from your Deck to your hand, except "Disciple of Nephthys". During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can add 1 "Nephthys" Spell/Trap from your Deck to your hand. You can only use each effect of "Disciple of Nephthys" once per turn. (Secret Rare) Rating: 2 So far, not seeing much with these guys, though the 1st effect isn't restrained to members of its new family and it has 2000 DEF. |
HISU-EN001 Effect Monster Matriarch of Nephthys WIND | Spellcaster | Level 2 | ATK 600 | DEF 600 You can target 1 Level 4 or lower "Nephthys" monster in your GY, except "Matriarch of Nephthys"; destroy 1 card in your hand, and if you do, Special Summon that monster in Defense Position, but negate its effects. During your next Standby Phase after this card was destroyed by a card effect and sent to the GY: You can Special Summon this card. You can only use each effect of "Matriarch of Nephthys" once per turn. (Super Rare) Rating: 2 So I'm pretty sure the intent is to trigger the effects of its new family members but not many of them are probably going to be worthwhile and this guy doesn't offer much more than its original counterpart. |