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Legendary Duelists New Card Ratings (Page 2)
*For info on how these ratings are determined, click here. | |
LEDU-EN039 | |
Bonding - DHO Normal Trap Shuffle 1 "Duoterion", 1 "Hydrogeddon", and 1 "Oxygeddon" from your hand and/or GY into the Deck; Special Summon 1 "Water Dragon Cluster" from your hand or GY. You can banish this card from your GY; add 1 "Water Dragon" or "Water Dragon Cluster" from your Deck or GY to your hand. RARE |
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Rating: | 2 |
Comments: | Perhaps a bit easier for bringing out Water Dragon Cluster, though it's slower and doesn't really offer much else. |
LEDU-EN038 | |
Bonding - D2O Normal Spell Tribute 2 "Duoterion" and 1 "Oxygeddon" in your hand and/or field; Special Summon 1 "Water Dragon" or "Water Dragon Cluster" from your hand, Deck, or GY. (This is treated as a Special Summon with the effect of "Bonding - H2O".) If "Water Dragon" or "Water Dragon Cluster" is sent from the field to your GY while this card is in your GY: Add this card to your hand. You can only use this effect of "Bonding - D2O" once per turn. RARE |
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Rating: | 2 |
Comments: | An alternative, though more difficult way to bring out Water Dragon and the main way to bring out the upgraded version of it. Retrieving it by its effect isn't too bad, though you probably won't have an easy way to get the components back to re-use it. |
LEDU-EN037 | |
Duoterion WATER / Dinosaur / Level 5 / ATK 2000 / DEF 1400 You can discard this card; add 1 "Bonding" Spell/Trap from your Deck to your hand. If this card is Normal or Special Summoned: You can target 1 "Hydrogeddon", "Oxygeddon", or "Duoterion" in your GY; Special Summon it. You can only use each effect of "Duoterion" once per turn. SUPER RARE |
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Rating: | 2 |
Comments: | Since it can get another copy of itself and is a Dinosaur-Type monster, it has its uses with Xyz Summoning and support for Dinosaurs but it's not very strong and both effects only work with specific cards. |
LEDU-EN036 | |
Water Dragon Cluster WATER / Sea Serpent / Level 10 / ATK 2800 / DEF 2600 Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Bonding" Spell/Trap. If this card is Special Summoned: You can activate this effect; Effect Monsters your opponent currently controls cannot activate their effects for the rest of this turn, also change their ATK to 0 until the end of this turn. (Quick Effect): You can Tribute this card; Special Summon 2 "Water Dragon" from your hand and/or Deck in Defense Position, ignoring their Summoning conditions. SUPER RARE |
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Rating: | 2 |
Comments: | It can cripple other Effect Monsters once it hits the field but after that, it's not going to be that useful and its stats aren't any stronger despite having a higher Level than the original. The last effect isn't that useful either unless for an Xyz Summon. |
LEDU-EN032 | |
Emergeroid Call Counter Trap When a Spell/Trap Card, or monster effect, is activated while you control a "roid" Fusion Monster: Negate the activation, then send all cards with the same name as that card from the activating player's Deck and Extra Deck to the GY. You can banish this card from the GY, then target 1 "roid" monster in your GY; add it to your hand. You can only use this effect of "Emergeroid Call" once per turn. ULTRA RARE |
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Rating: | 1 |
Comments: | Don't know why this is Ultra Rare since it can only be activated when you have a roid Fusion Monster, and even then it just sends all copies of the negated card from the Deck to the Graveyard. The other effect isn't very good either. |
LEDU-EN031 | |
Megaroid City Field Spell You can target 1 other card you control; destroy it, and if you do, add 1 "roid" card from your Deck to your hand. During damage calculation, if your "roid" monster battles: You can send 1 "roid" monster from your Deck to the GY; switch the original ATK and DEF of your battling monster during the damage calculation only. You can only use each effect of "Megaroid City" once per turn. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate either of this card's effects (even if this card leaves the field). RARE |
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Rating: | 1 |
Comments: | I'd like to call it "Megaruin Catastrophe" because all the effects are bad enough that you're either wasting resources to make use of them or relying on them in battle. Plus, using either effect prevents you from Special Summoning from your Extra Deck outside of Fusion Monsters that turn. |
LEDU-EN030 | |
Super Vehicroid - Mobile Base EARTH / Machine-Type Fusion / Level 10 / ATK 0 / DEF 5000 1 "roid" Fusion Monster + 1 "roid" monster You can target 1 face-up monster your opponent controls; Special Summon 1 "roid" monster from your Deck or Extra Deck with ATK less than or equal to that monster. You can only use this effect of "Super Vehicroid - Mobile Base" once per turn. Once per turn, during the End Phase: You can target 1 "roid" monster in your Main Monster Zone (other than this card); return that monster you control to the hand, and if you do, move this card you control to that monster's Monster Zone. SUPER RARE |
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Rating: | 2 |
Comments: | It's not going to be easy to bring out, though I suppose one could use Instant Fusion to bring out Pair Cycroid and then use another roid monster to help get this guy out but with 0 ATK, it's quite vulnerable if it's ever switched to Attack Mode and has no protection from card effects, nor does it protect the ones it brigns out. |
LEDU-EN029 | |
Mixeroid WIND / Machine / Level 4 / ATK 0 / DEF 2200 You can Tribute 1 Machine monster; Special Summon 1 non-WIND "roid" monster from your Deck. You can pay half your LP and banish any number of Machine monsters from your GY, including this card; Special Summon from your Extra Deck, 1 "roid" Fusion Monster with the same Level as the number of those banished monsters, ignoring its Summoning conditions, but destroy it during the End Phase. You can only use each effect of "Mixeroid" once per turn. RARE |
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Rating: | 2 |
Comments: | I definitely don't recommend paying half your LP to bypass Fusion Summonining a roid Fusion Monster from your Extra Deck, especially since it doesn't last very long. The best thing about this is really its 2200 DEF as the first effect costs you a monster and is pretty restrained on what you can bring out. |
LEDU-EN025 | |
Cyberdark Inferno Field Spell "Cyberdark" Effect Monsters you control that are equipped with an Equip Card cannot be destroyed by your opponent's card effects, also your opponent cannot target them with card effects. You can target 1 "Cyberdark" monster you control; return it to the hand, then, immediately after this effect resolves, you can Normal Summon 1 "Cyberdark" monster. You can only use this effect of "Cyberdark Inferno" once per turn. If this card in its owner's control is destroyed by an opponent's card effect: You can add 1 "Polymerization" Spell or "Fusion" Spell from your Deck to your hand. SUPER RARE |
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Rating: | 2 |
Comments: | This can help protect your Cyberdarks but only while they have an Equip Card and this doesn't protect the card they're equipped to from effects, making them still quite vulnerable. The last effect isn't too bad either though. |
LEDU-EN024 | |
Cyberdarkness Dragon DARK / Machine-Type Fusion / Level 10 / ATK 2000 / DEF 2000 5 "Cyberdark" Effect Monsters Must first be Fusion Summoned. If this card is Special Summoned: You can equip 1 Dragon or Machine monster from your GY to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. When your opponent activates a card or effect (Quick Effect): You can send 1 Equip Card you control to the GY; negate the activation, and if you do, destroy that card. SUPER RARE |
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Rating: | 2 |
Comments: | It can become quite powerful but if you lose the equipped monster for any reason, it's back to its less-than-useful 2000 ATK and DEF. |
LEDU-EN023 | |
Cyberdark Claw DARK / Dragon / Level 3 / ATK 1600 / DEF 800 If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn. ● You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY. RARE |
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Rating: | 1 |
Comments: | Unlike Cannon, this card's effect are just bad, pretty much relying entirely on an archetype that hasn't done well and won't do well now. |
LEDU-EN022 | |
Cyberdark Cannon DARK / Dragon / Level 3 / ATK 1600 / DEF 800 If this card is sent to the GY while equipped to a monster: You can draw 1 card. You can only use each of the following effects of "Cyberdark Cannon" once per turn. ● You can discard this card; add 1 Machine "Cyberdark" monster from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Deck to the GY. RARE |
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Rating: | 2 |
Comments: | |
LEDU-EN018 | |
Sea Stealth Attack Continuous Trap When this card is activated: You can activate 1 "Umi" from your hand or GY. While "Umi" is on the field, this face-up card gains these effects. ● Once per turn: You can banish 1 WATER monster you control until the End Phase; this turn, face-up Spells/Traps you control cannot be destroyed by your opponent's card effects (even if this card leaves the field). ● At the start of the Damage Step, if your WATER monster whose original Level is 5 or higher battles an opponent's monster: Destroy that opponent's monster. RARE |
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Rating: | 2 |
Comments: | Too bad A Legendary Ocean doesn't count as Umi while in the hand or Grave, forcing you to use the original to make this card worthwhile but Umi isn't the worst card Konami has created and neither is this. |