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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

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Legendary Duelists New Card Ratings (Page 2)

*For info on how these ratings are determined, click here.
**Booster set gallery:
https://yugipedia.com/wiki/Set_Card_Galleries:Legendary_Duelists:_Ancient_Millennium_(TCG-EN-1E)
Legendary Duelists: Ancient Millennium
                                                               LED2-EN040
Trap Card
Ultimate Crystal Magic
Normal Trap
When your "Crystal Beast" monster is destroyed by battle: You can send 7 "Crystal Beast" cards with different names from your hand, Deck, and/or face-up from your field to the GY; Special Summon 1 "Ultimate Crystal" Fusion Monster from your Extra Deck. (This is treated as a Fusion Summon.) If a face-up "Ultimate Crystal" monster you control leaves the field because of an opponent's card effect: You can banish this card from your GY; place any number of "Crystal Beast" monsters from your GY face-up in your Spell & Trap Zone as Continuous Spells.
SUPER RARE
                                               Rating: 2
Perhaps the easiest way to bring out Rainbow Overdragon considering it only needs the loss of 1 Crystal Beast monster in battle to bring it out. Plus it has a bonus effect for when your Ultimate Crystal monster is off the field thanks to your opponent's card effect. Still, there's only one Ultimate Crystal Fusion monster to choose from so you're quite limited on what you bring out.
 
                                                               LED2-EN039
Spell Card
Crystal Bond
Normal Spell
Add 1 "Crystal Beast" monster from your Deck to your hand, and place 1 "Crystal Beast" monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only activate 1 "Crystal Bond" per turn.
ULTRA RARE
                                               Rating: 2
This is certainly better than Rainbow Bridge since it brings out any Crystal Beast monster from your Deck as a Monster Card and 1 as a Continuous Spell. Unfortunately, you're limited to using one copy per turn.
 
                                                               LED2-EN038
Spell Card
Rainbow Bridge
Normal Spell
Add 1 "Crystal" Spell/Trap from your Deck to your hand.
ULTRA RARE
                                               Rating: 2
This gives you access to any of the Crystal Beast support, except Ancient City - Rainbow Ruins but that still doesn't mean you'll meet that card's activation requirements. Plus since your opponent will know it's coming, they may have a counter ready to go by the time you activate it.
 
                                                               LED2-EN037
Fusion Monster
Rainbow Overdragon
LIGHT / Dragon-Type Fusion / Level 12 / ATK 4000 / DEF 0
7 "Crystal Beast" monsters
(This card is always treated as an "Ultimate Crystal" card.)
Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster (in which case you do not use "Polymerization"). Once per turn: You can banish 1 "Crystal Beast" monster from your GY; this card gains ATK equal to the banished monster's, until the end of this turn. (Quick Effect): You can Tribute this Fusion Summoned card; shuffle all cards on the field into the Deck.
SUPER RARE
                                               Rating: 2
You don't have to Fusion Summon it but that may be arguably easier than trying to get a Level 10 Ultimate Crystal monster like Rainbow Dragon (whom is now designated as such thanks to this card's release). Unfortunately, the ATK boost doesn't last long and the last effect applies to both sides of the field so you're going to likely lose more than your opponent.
 
                                                               LED2-EN033
Trap Card
Cross-Dimensional Duel
Normal Trap
Target 1 "Ancient Gear" monster you control; banish it. During the next Standby Phase, return that monster banished by this effect to the field, and if you do, its ATK becomes double its original ATK until the end of that turn. If 1 or more "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
SUPER RARE
                                               Rating: 1
Pretty well pointless considering we already have a way to banish monsters and return them to the field, not to mention the ATK boost only lasts one turn. The other effect is also replicated better with more generic cards.
 
                                                               LED2-EN032
Spell Card
Ancient Gear Fusion
Normal Spell
Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you use "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control as Fusion Material, you can also use monsters from your Deck as material.
ULTRA RARE
                                               Rating: 2
This is really only useful in a dedicated Ancient Gear Deck because otherwise, running just one Ancient Gear Golem or Ultimate Pound will likely limit your options.
 
                                                               LED2-EN031
Fusion Monster
Ancient Gear Megaton Golem
EARTH / Machine-Type Fusion / Level 9 / ATK 3300 / DEF 3300
3 "Ancient Gear" monsters
If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this card was Fusion Summoned using 2 or more "Ancient Gear Golem" and/or "Ancient Gear Golem - Ultimate Pound" as material, it can attack up to that many times during each Battle Phase. If this face-up Fusion Summoned card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon 1 "Ultimate Ancient Gear Golem" from your Extra Deck, ignoring its Summoning conditions.
SUPER RARE
                                               Rating: 2
It has the potential to deal lots of damage but only if multiple Gear Golems and/or Ultimate Pounds are used for its Fusion Summon. The other effect isn't too bad but since it bypasses Summoning conditions, Ultimate Ancient Gear Golem can't be revived later.
 
                                                               LED2-EN030
Effect Monster
Ancient Gear Frame
EARTH / Machine / Level 4 / ATK 1600 / DEF 500
You can discard 1 card; add 1 "Ancient Gear Golem", or 1 Spell/Trap that specifically lists the card "Ancient Gear Golem" in its text, from your Deck to your hand. You can only use this effect of "Ancient Gear Frame" once per turn. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon up to 3 "Ancient Gear Golem" and/or "Ancient Gear Golem - Ultimate Pound" from your hand, ignoring their Summoning conditions.
RARE
                                               Rating: 2
It doesn't cost you much to either grab Ancient Gear Golem or a support card, or Special Summon 3 copies of Gear Golem or Ultimate Pound and has all the perks most other Ancient Gears have regarding when they attack but the last effect only works if the monsters are in your hand, which is unlikely, even with this card's effect.
 
                                                               LED2-EN024
Trap Card
Ojama Pajama
Continuous Trap
If an "Armed Dragon" monster(s) and/or LIGHT Machine Fusion Monster(s) you control would be destroyed by battle or card effect, you can banish 1 "Ojama" card from your hand, face-up field, or GY instead. You can only use each of the following effects of "Ojama Pajama" once per turn.
● During the Main Phase: You can add 1 "Ojama" card from your Deck to your hand, then discard 1 card.
● If this card is sent to the GY: You can Special Summon as many of your banished "Ojama" monsters as possible.
RARE
                                               Rating: 2
Ugh, more crappy Ojama support that mingles with LIGHT Machine Fusions. It's just not a worthwhile strategy. Chazz only wins with it because of the writers, and even then it's only by luck. The only reason I don't give this card 1/5 is because it's still not as bad as Ojamassimilation.
 
                                                               LED2-EN023
Spell Card
Ojamatch
Quick-Play Spell
Send 1 "Ojama" card from your hand or face-up from your field to the GY; add to your hand 1 "Ojama" monster with a different name and 1 "Armed Dragon" monster from your Deck and/or GY , then, immediately after this effect resolves, you can Normal Summon 1 of those monsters. During your Main Phase: You can banish this card from your GY, then target 3 of your banished "Ojama" monsters; shuffle them into the Deck, then draw 1 card.
RARE
                                               Rating: 2
While it too uses Ojamas, it offers a bit more than the Ojamassacre card below by allowing you to Normal Summon the Armed Dragon monster for a small price, assuming you didn't get LV7 or LV10. The other effect isn't going to help you much either though.
 
                                                               LED2-EN022
Spell Card
Ojamassimilation
Normal Spell
Reveal 1 LIGHT Machine Fusion Monster in your Extra Deck and banish any number of "Ojama" monsters from your hand, face-up field, and/or GY; Special Summon Fusion Materials with different names whose names are specifically listed on the card you revealed, from your hand, Deck, and/or GY, equal to the number of monsters banished to activate this effect. You can banish this card from your GY, then target 3 of your banished "Ojama" monsters; shuffle them into the Deck, then draw 1 card.
RARE
                                               Rating: 1
Since none of the Ojama Fusions are LIGHT Machine, this card is going to prove pretty much useless as Ojama and the XYZ monsters are completely different aside from their Attributes. Plus, whatever you reveal, you're bringing out that card's Fusion Materials, and that's only if they don't have Summoning requirements. Not even the last effect can make up for the number of failures presented in rest of the effect. 
 
                                                               LED2-EN021
Fusion Monster
Armed Dragon Catapult Cannon
LIGHT / Machine-Type Fusion / Level 10 / ATK 3500 / DEF 3000
"VWXYZ-Dragon Catapult Cannon" + "Armed Dragon LV7"
Must first be Special Summoned (from your Extra Deck) during a Duel you Special Summoned both cards, by banishing the above cards from your field and/or GY. (You do not use "Polymerization".) Your opponent cannot activate cards or effects with the same name as any banished card. Once per turn, during your opponent's turn (Quick Effect): You can banish 1 card from your Deck or Extra Deck, face-up; banish all cards your opponent controls and in their GY.
SUPER RARE
                                               Rating: 2
It's pretty difficult to get on the field but can easily cripple your opponent's Deck once it's out, and it only costs you 1 card from your Deck or Extra Deck.
 
                                                               LED2-EN017
Trap Card
Proton Blast
Continuous Trap
Once per turn, if an activated card effect tosses coins, immediately after it resolves, apply the following effect(s), depending on the number of heads.
● 1+: Inflict 500 damage to your opponent.
● 2+: Destroy 1 card your opponent controls.
● 3+: Look at your opponent's hand and discard 1 card from their hand.
When an effect is activated that tosses a coin 2 or more times: You can banish this card from your GY; treat all the results as heads.
SUPER RARE
                                               Rating: 2
All the bulleted effects are horrible but the last effect makes it irrelevent and enough to barely give this card 2/5.
 
                                                               LED2-EN016
Spell Card
Heavy Metal Raiders
Field Spell
The first time each DARK Machine monster you control would be destroyed by battle each turn, it is not destroyed, and if you took battle damage from that battle, it gains that much ATK after damage calculation, and keeps that ATK gain as long as this card is on the field. Once per turn, if a monster you control that was originally a DARK Machine destroys a card(s) on the field by battle or by card effect: You can Special Summon 1 DARK Machine monster from your hand.
SUPER RARE
                                               Rating: 2
The card only works with DARK Machine-Type monsters, which really limits its uses and you'll have to take battle damage for them to gain ATK by its effect. It's really the last effect that helps give this card 2/5.
 
                                                               LED2-EN015
Effect Monster
Desperado Barrel Dragon
DARK / Machine / Level 8 / ATK 2800 / DEF 2200
If a face-up DARK Machine monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. Once per turn, during the Battle Phase (Quick Effect): You can toss a coin 3 times; destroy face-up monsters on the field, up to the number of Heads, then if the result is 3 heads, draw 1 card. This card cannot attack the turn this effect is activated. If this card is sent to the GY: You can add 1 Level 7 or lower monster that has a coin tossing effect, from your Deck to your hand.
ULTRA RARE
                                               Rating: 2
Even as an upgrade it couldn't get rid of the coin toss effect, which was situational enough with the original. The first effect isn't too bad though, especially if used with BM-4- Blast Spider's effect. Still, it's pretty underwhelming.
 
                                                               LED2-EN014
Effect Monster
BM-4 Blast Spider
DARK / Machine / Level 4 / ATK 1400 / DEF 2200
Once per turn: You can target 1 DARK Machine monster you control and 1 face-up card your opponent controls; destroy them. If a monster you control that was originally a DARK Machine destroys an opponent's monster(s) by battle or card effect and sends it to the GY: You can inflict damage to your opponent equal to half the original ATK of 1 of those monsters(s) destroyed and sent to the GY. You can only use this effect of "BM-4 Blast Spider" once per turn.
RARE
                                               Rating: 2
It's leagues better than the original Launcher Spider as its Level is down by practically half, making it much more versatile. Plus it can deal half the ATK of the destroyed monster if it does the destroying as well.
 
                                                               LED2-EN010
Trap Card
Corrosive Scales
Normal Trap
Target 1 Insect monster you control; equip this card to it. While you control the equipped monster, your opponent's monsters cannot attack Insect monsters, except the equipped monster. While this card is equipped to a monster, each time your opponent Normal or Special Summons a monster(s), OR activates a card or effect, place 1 Scale Counter on each face-up monster they control. Each monster your opponent controls loses 100 ATK/DEF for each Scale Counter it has.
RARE
                                               Rating: 2
It depects the events of Yugi's match with Weevil Underwood at Duelist Kingdom, though Perfectly Ultimate Great Moth never appeared in that duel as Yugi's attack with Gaia the Dragon Champion prevented it from appearing. Still, this card isn't all that bad.
 
                                                               LED2-EN009
Spell Card
Cocoon of Ultra Evolution
Quick-Play Spell
Tribute 1 Insect monster from either field equipped with an Equip Card, and if you do, Special Summon 1 Insect monster from your Deck, ignoring its Summoning conditions. During your Main Phase: You can banish this card from your GY, then target 1 Insect monster in your GY; shuffle it into the Deck, then draw 1 card. You can only use this effect of "Cocoon of Ultra Evolution" once per turn.
ULTRA RARE
                                               Rating: 2
With Perfectly Ultimate Great Moth taking 6+ turns to bring out, this'll speed up the process but I still don't think that card is good and neither is Great Moth. Still, it doesn't say it can't bring out other monsters like the new Insect Queen.
 
                                                               LED2-EN008
Effect Monster
Metamorphosed Insect Queen
EARTH / Insect / Level 7 / ATK 2800 / DEF 2400
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If another Insect monster is on the field, your opponent cannot target Insect monsters you control with card effects, also they cannot be destroyed by your opponent's card effects. At the end of the Damage Step, if this card attacked: You can Tribute 1 monster; this card can attack an opponent's monster again in a row. Once per turn, during the End Phase: You can Special Summon 1 "Insect Monster Token" (Insect/EARTH/Level 1/ATK 100/DEF 100).
SUPER RARE
                                               Rating: 2
While somewhat restrained for how to play it, it's actually still better than Insect Queen for multiple reasons, most notably for its effects. It's also a bit stronger too but doesn't gain any ATK like the original and has to be Special Summoned by a card effect.
 
                                                               LED2-EN007
Effect Monster
Parasite Paranoid
EARTH / Insect / Level 2 / ATK 500 / DEF 300
(Quick Effect): You can target 1 face-up monster on the field; equip this card from your hand to that target. The equipped monster becomes an Insect monster, cannot attack Insect monsters, also its effects that activate by targeting an Insect monster(s) are negated. You can only use this effect of "Parasite Paranoid" once per turn. If this Equip Card is sent to the GY: You can Special Summon 1 Level 7 or higher Insect monster from your hand, ignoring its Summoning conditions.
RARE
                                               Rating: 2
Certainly less situational than Parasite Paracide as it seems to follow the anime version to an extent. However, the last effect isn't likely going to help you much since the strongest monster to date is Perfectly Ultimate Great Moth, which is terrible.
 
                                                               LED2-EN004
Spell Card
Relinquished Fusion
Quick-Play Spell
Fusion Summon 1 "Eyes Restrict" Fusion Monster from your Extra Deck, by banishing Fusion Materials from your hand, field, and/or GY. During your Main Phase: You can banish this card from your GY, then target 1 Effect Monster your opponent controls; equip that target to an "Eyes Restrict" Fusion Monster or "Relinquished" you control, as if it were equipped by that monster's effect. You can only use each effect of "Relinquished Fusion" once per turn.
ULTRA RARE
                                               Rating: 1
Why would I waste Deck space for a weaker version of Polymerization? I'd almost never get to use it and the Fusion Materials are banished anyway.
 
                                                               LED2-EN003
Fusion Monster
Millennium-Eyes Restrict
DARK / Spellcaster-Type Fusion / Level 1 / ATK 0 / DEF 0
"Relinquished" + 1 Effect Monster
Once per turn, when your opponent activates a monster effect (Quick Effect): You can target 1 Effect Monster your opponent controls or in their GY; equip that target to this card you control. This card gains ATK/DEF equal to that equipped monster's. Monsters with that equipped monster's name cannot attack, also their effects on the field and their activated effects are negated.
ULTRA RARE
                                               Rating: 1
Unlike Relinquished or Thousand-Eyes Restrict, this guy can't grab just any monster and not as easily either. However, it can not only grab monsters from the Graveyard and though not directly stated, it seems to only gain the ATK and DEF of 1 monster not several. Plus, it can't stop much at all, even if it could gain the ATK and DEF of multiple monsters.
 
                                                               LED2-EN002
Effect Monster
Illusionist Faceless Magician
DARK / Spellcaster / Level 5 / ATK 1200 / DEF 2200
If a face-up "Eyes Restrict" Fusion Monster or "Relinquished" you control is destroyed by battle or card effect: You can Special Summon this card from the GY (if it was there when the monster was destroyed) or hand (even if not). If this card is sent from the field to the GY: You can target 1 "Eyes Restrict" Fusion Monster or "Relinquished" in your GY; Special Summon it. You can only use each effect of "Illusionist Faceless Magician" once per turn.
RARE
                                               Rating: 2
I doubt you'll get to Special Summon it by its effect all that often but it's still an improvement over the original Faceless Mage, though not by much. The other effect isn't too bad either though.
 
                                                               LED2-EN001
Effect Monster
Millennium-Eyes Illusionist
DARK / Spellcaster / Level 2 / ATK 0 / DEF 1400
(Quick Effect): You can discard this card, then target 1 Effect Monster your opponent controls; equip that target to an "Eyes Restrict" Fusion Monster or "Relinquished" you control, as if it were equipped by that monster's effect. If an "Eyes Restrict" Fusion Monster(s) or a "Relinquished" is Special Summoned: Add this card from your GY to your hand (this is not optional). You can only use each effect of "Millennium-Eyes Illusionist" once per turn.
ULTRA RARE
                                               Rating: 2
While it does help to basically activate the effects of Relinquished and the like during either player's turn, it's only really useful for Millennium-Eyes Restrict as that monster can't grab monsters as easily. Plus since it's based on the original Dark-Eyes Illusionist, it's not any stronger so without having Relinquished or an Eyes Restrict monster out, it's pretty much useless.