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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Legendary Duelists New Card Ratings (Page 2)

1. For info on how these ratings are determined, click here.
Card galleries and spoilers:

LED3-EN: https://bit.ly/3d6oYdv | Spoiler {} LED4-EN: https://bit.ly/3qj7akA | Spoiler
Legendary Duelists: Sisters of the Rose (Spoiler)
                                                     LED4-EN049
Trap Card

Lunalight Serenade Dance
Continuous Trap
When a Fusion Monster(s) is Fusion Summoned to your field (except during the Damage Step): You can target 1 of those monsters; apply these effects in sequence.
● Special Summon 1 "Lunalight Token" (Beast-Warrior/DARK/Level 4/ATK 2000/DEF 2000) to your opponent's field. ● That target gains 500 ATK for each monster your opponent controls (even if this card leaves the field).
During your Main Phase: You can banish this card from your GY; send 1 card from your hand to the GY, and if you do, Special Summon 1 "Lunalight" monster from your Deck. You can only use this effect of "Lunalight Serenade Dance" once per turn.
(Super Rare)

                                                     Rating: 1
When a card has strict activation requirements, you expect to be rewarded equally for it but Konami never seems to allow that and they don't here because your opponent gets a free Token while you need to bring out a Fusion Monster, banish this card from your Grave and ditch another card in your hand just to bring out a Lunalight monster from your Deck.
 
                                                     LED4-EN048
Spell Card

Lunalight Fusion
Normal Spell
Fusion Summon 1 "Lunalight" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use 1 "Lunalight" monster in your Deck or Extra Deck as Fusion Material. You can only activate 1 "Lunalight Fusion" per turn.
(Super Rare)

                                                     Rating: 1
It's really not much better than Polymerization considering it only allows 1 bonus material from the Deck and only if your opponent has a monster Special Summoned from the Extra Deck.
 
                                                     LED4-EN047
Effect Monster

Lunalight Yellow Marten
DARK | Beast-Warrior |
Level 4 | ATK 800 | DEF 2000
If this card is in your hand or GY: You can target 1 "Lunalight" card you control, except "Lunalight Yellow Marten"; return it to the hand, and if you do, Special Summon this card in Defense Position, but banish this card when it leaves the field. If this card is sent to the GY by a card effect: You can add 1 "Lunalight" Spell/Trap from your Deck to your hand. You can only use each effect of "Lunalight Yellow Marten" once per turn.
(Rare)

                                                     Rating: 2
Not much going for it apart from 2000 DEF because as per usual Konami makes sure cards are as barely playable as possible, even in Decks they're meant to go in.
 
                                                     LED4-EN046
Effect Monster

Lunalight Emerald Bird
DARK | Beast-Warrior | Level 4 | ATK 1200 | DEF 1000
If this card is Normal or Special Summoned: You can send 1 "Lunalight" card from your hand to the GY, and if you do, draw 1 card. If this card is sent to the GY by a card effect: You can target 1 of your Level 4 or lower "Lunalight" monsters that is banished or in your GY, except "Lunalight Emerald Bird"; Special Summon it in Defense Position, but negate its effects. You can only use each effect of "Lunalight Emerald Bird" once per turn.
(Rare)  

                                                     Rating: 2
It's obviously searchable and thus can get its 1st effect activated via Mystic Tomato but the 2nd effect is virtually pointless when the Special Summoned monster is revived in Defense Mode without its effects.   
 
                                                     LED4-EN045
Fusion Monster

Lunalight Sabre Dancer
DARK | Beast-Warrior-Type Fusion | Level 9 | ATK 3000 | DEF 2600
3 "Lunalight" monsters
Must be Fusion Summoned. Gains 200 ATK for each Beast-Warrior monster that is banished or in the GYs. Your opponent cannot target this card with card effects. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 Fusion Monster you control; it gains 3000 ATK until the end of this turn. You can only use this effect of "Lunalight Sabre Dancer" once per turn.
(Super Rare)

                                                     Rating: 2
It's not that hard to summon and gets extra ATK per banished Beast-Warrior or Beast Warrior in the Grave but that's not likely going to be all that much and apart from that, it's only immune to card effeects that target.   
 
                                                     LED4-EN038
Trap Card

Barrage Blast
Continuous Trap
Once per turn, you can detach any number of materials from Machine Xyz Monsters you control, then target that many cards on the field; destroy them. If a Machine Xyz Monster(s) you control is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish this card and 1 Machine Xyz Monster from your GY; inflict damage to your opponent equal to the banished monster's Rank x 200.
(Ultra Rare)  

                                                     Rating: 1
Talk about being reckless because you're throwing away your Xyz Monsters' materials just to destroy cards on the field and you may not even get that luxary. Sure there are Xyz Monsters that do that already but they don't take it away from anyone else either. The other effect isn't any better.   
 
                                                     LED4-EN037
Spell Card

Urgent Schedule
Quick-Play Spell
If your opponent controls more monsters than you do: Special Summon 1 Level 4 or lower and 1 Level 5 or higher EARTH Machine monsters from your Deck in Defense Position, but negate their effects. You cannot declare attacks the turn you activate this card, except with Machine monsters. If this Set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn.
(Ultra Rare)  

                                                     Rating: 2
Machine Decks can certainly benefit from this but that's all that can really benefit from it. It's pretty situational even in those Decks too.   
 
                                                     LED4-EN036
Effect Monster

Flying Pegasus Railroad Stampede
EARTH | Machine | Level 4 | ATK 1800 | DEF 1000
If this card is Normal or Special Summoned: You can target 1 EARTH Machine monster in your GY, except "Flying Pegasus Railroad Stampede"; Special Summon it in Defense Position, but negate its effects. You can target 1 other face-up monster you control; the Level of that monster or this card becomes the Level of the other. You cannot declare attacks the turn you activate this effect, except with Xyz Monsters. You can only use each effect of "Flying Pegasus Railroad Stampede" once per turn.
(Super Rare)  

                                                     Rating: 3
A beatstick that can alter its Level or the Level of another Machine you have out to become equal for Xyz Summoning. That's pretty darn good IMO and that's better than all the cards in this set so far.
 
                                                     LED4-EN035
Effect Monster

Super Express Bullet Train
EARTH | Machine | Level 10 | ATK 3000 | DEF 0
Cannot declare an attack unless you send 2 other cards you control to the GY. You can only use each of these effects of "Super Express Bullet Train" once per turn.
● If all monsters you control are EARTH Machines (min. 1): You can Special Summon this card from your hand.
● During the End Phase, if this card is in the GY because it was sent there this turn: You can target 1 Machine monster in your GY, except "Super Express Bullet Train"; add it to your hand.
(Ultra Rare)  

                                                     Rating: 2
The cost to attack isn't too steep and its effects aren't that bad but it has 0 DEF and the effects don't give it much playability.
 
                                                     LED4-EN034
Xyz Monster

Superdreadnought Rail Cannon Juggernaut Liebe
EARTH | Machine-Type Xyz |
Rank 11 | ATK 4000 | DEF 4000
3 Level 11 monsters
Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of Xyz Materials it has +1.
(Ultra Rare)  

                                                     Rating: 2
It's a pretty powerful monster but getting it out is quite diffcult unless you Rank-Up to it with the likes of Gustav Max. The ATK boost helps but it's the only monster that can attack on your field that turn so that's pretty much moot.   
 
                                                     LED4-EN027
Trap Card

Blooming of the Darkest Rose
Normal Trap
Special Summon "Rose Tokens" (Plant/DARK/Level 2/ATK 800/DEF 800) in Defense Position to either field, up to the combined number of cards in the Field Zones and Field Spells in the GYs. If this card is in your GY: You can target 1 "Black Rose Dragon", or 1 Plant monster, in your Monster Zone; banish it, and if you do, place this card on the bottom of the Deck. During the next Standby Phase, return that banished monster to the field. You can only use this effect of "Blooming of the Darkest Rose" once per turn.
(Rare)

                                                     Rating: 1
You can get more Tokens with other cards that are also not Trap Cards and they don't get rid of a monster you could otherwise revive from the Grave either. Good thing it's winter because this rose is better off dead.   
 
                                                     LED4-EN026
Spell Card

Frozen Rose
Quick-Play Spell
Send 1 face-up monster you control to the GY; apply this effect, depending on the Type it had on the field.
● Plant: During the End Phase of this turn, draw 2 cards, then discard 1 card.
● Non-Plant: Add 1 Level 4 or lower Plant monster from your Deck to your hand.
You can only activate 1 "Frozen Rose" per turn.
(Ultra Rare)

                                                     Rating: 1
You're gonna waste a monster just to either get a bad draw-2-discard-1 effect or a Reinforcement of the Army for Plants? It'd be one thing to let you discard it from the hand but it doesn't and being a Quick-Play Spell is irrelevent here.
 
                                                     LED4-EN025
Effect Monster

Red Rose Dragon
DARK | Dragon-Type Tuner | Level 3 | ATK 1000 | DEF 1800
If this card is sent to the GY as Synchro Material: You can Special Summon 1 "Rose Dragon" monster from your hand or Deck, except "Red Rose Dragon", then, if it was sent for the Synchro Summon of "Black Rose Dragon" or a Plant Synchro Monster, you can also add 1 "Frozen Rose" or 1 "Blooming of the Darkest Rose" from your Deck to your hand. You can only use this effect of "Red Rose Dragon" once per turn.
(Rare)

                                                     Rating: 2
Compared to the Fairly Bad Dark Rose below, this card is at least a Tuner that is better support for its Archetype.
 
                                                     LED4-EN024
Effect Monster

Dark Rose Fairy
DARK | Fairy | Level 2 | ATK 800 | DEF 1000
If a Tuner(s) is Special Summoned (except during the Damage Step): You can Special Summon this card from your hand. If this card is in your GY: You can send 1 card from your hand or field to the GY; place this card on the top or bottom of your Deck. You can only use each effect of "Dark Rose Fairy" once per turn.
(Rare)

                                                     Rating: 1
Even if this is to Synchro Summon, surely you don't have better options? Plaguespreader Zombie is a Tuner with more viable uses than this.
 
                                                     LED4-EN023
Synchro Monster

Garden Rose Maiden
DARK | Plant-Type Synchro | Level 5 | ATK 1600 | DEF 2400
1 Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can add 1 "Black Garden" from your Deck or GY to your hand. You can banish this card from your GY, then target 1 "Rose Dragon" monster or 1 Dragon Synchro Monster in your GY; Special Summon it. You can only use each effect of "Garden Rose Maiden" once per turn.
(Ultra Rare)

                                                     Rating: 2
So Rose Dragon is now an Archetype but this card is probably just going to fetch Black Garden and then sit there until you're ready to do something else with it or it gets taken off the field.
 
                                                     LED4-EN016
Spell Card

Magnificent Machine Angel
Quick-Play Spell
Tribute 1 "Cyber Angel" Ritual Monster from your hand or field, then target 1 LIGHT Fairy monster you control; it gains ATK/DEF equal to the Level the monster had when Tributed x 200, until the end of this turn. This turn, if it battles an opponent's monster that was Special Summoned from the Extra Deck, that opponent's monster's effects are negated during that Battle Phase only. You can only activate 1 "Magnificent Machine Angel" per turn.
(Rare)

                                                     Rating: 1
Why use this when Honest is still legal and just as viable as this, if not moreso?
 
                                                     LED4-EN015
Spell Card

Incarnated Machine Angel
Continuous Spell
Your "Cyber Angel" Ritual Monsters cannot be destroyed by battle. When you take damage by battle or an opponent's card effect: You can Tribute 1 "Cyber Angel" Ritual Monster from your hand or field; Special Summon 1 "Cyber Angel" Ritual Monster from your hand. (This is treated as a Ritual Summon.) You can only use this effect of "Incarnated Machine Angel" once per turn.
(Rare)

                                                     Rating: 1
Even if you do get to bring out a Cyber Angel Ritual Monster that is thus Ritual Summoned for free and with no effort, the effects you get for that are pretty bad.
 
                                                     LED4-EN014
Spell Card

Merciful Machine Angel
Normal Spell
Tribute 1 "Cyber Angel" Ritual Monster from your hand or field; draw 2 cards, then place 1 card from your hand on the bottom of the Deck. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Ritual Monsters. You can only activate 1 "Merciful Machine Angel" per turn.
(Super Rare)

                                                     Rating: 1
This again? We're still releasing cards that are watered down for no good reason? All this does is reduce the field of Decks that will see play.
 
                                                     LED4-EN013
Effect Monster

Cyber Egg Angel
LIGHT | Fairy | Level 2 | ATK 200 | DEF 300
If this card is Summoned: You can add 1 "Machine Angel" Spell or 1 "Ritual Sanctuary" from your Deck to your hand. You can only use this effect of "Cyber Egg Angel" once per turn.
(Rare)

                                                     Rating: 2
Unlike Cyber Petit Angel, this grabs support for Cyber Angels or the necessary Ritual Spell to bring them out but it's not a whole lot better.
 
                                                     LED4-EN012
Ritual Monster

Cyber Angel Izana
LIGHT | Fairy-Type Ritual | Level 8 | ATK 2500 | DEF 2600
You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can make your opponent send 1 Spell/Trap they control to the GY. When this attacking card destroys an opponent's monster by battle and sends it to the GY: You can activate this effect; this card can make a second attack on an opponent's monster in a row. Once per turn, when your opponent activates a card or effect that targets a "Cyber Angel" Ritual Monster you control (Quick Effect): You can shuffle 1 Ritual Monster from your GY into the Deck, and if you do, destroy 1 card your opponent controls.
(Super Rare)

                                                     Rating: 2
Being able to attack a second time when it takes down a monster is the best effect this card has to offer and that's a shame because it's new support for an old theme.
 
                                                     LED4-EN005
Trap Card

Harpie Lady Elegance
Normal Trap
Shuffle 1 "Harpie Lady Sisters" from your Monster Zone into the Deck, then you can Special Summon 3 "Harpie" monsters with different original names, 1 each from your hand, Deck, and GY. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WIND monsters. If this card you control is destroyed by a "Harpie" card's effect or your opponent's card effect: Add 1 "Harpie" monster from your Deck to your hand. You can only use each effect of "Harpie Lady Elegance" once per turn.
(Rare)

                                                     Rating: 2
These ladies can't fool me. I know a subpar card when I see it and this one qualifies as one because it's only barely playable and only because of the very last effect.
 
                                                     LED4-EN004
Spell Card

Harpie's Feather Rest
Normal Spell
Target 3 "Harpie Lady" and/or "Harpie Lady Sisters" in your GY; shuffle them into the Deck, then draw 1 card. If you controlled a Level 5 or higher "Harpie" monster when you activated this effect, draw 2 cards instead. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WIND monsters. You can only activate 1 "Harpie's Feather Rest" per turn.
(Ultra Rare)

                                                     Rating: 1
The Level 5+ Harpies suck so the best you're going to get is a Jar of Avarice effect and speaking of which, at least that card is generic.
 
                                                     LED4-EN003
Spell Card

Alluring Mirror Split
Continuous Spell
When a "Harpie Lady" or "Harpie Lady Sisters" you control is destroyed by battle: You can Special Summon 1 "Harpie" monster from your Deck with a different original name than the destroyed monster. If this card you control is destroyed by a "Harpie" card's effect or your opponent's card effect: Target 1 "Harpie" monster in your GY; Special Summon it. You can only use each effect of "Alluring Mirror Split" once per turn.
(Ultra Rare)

                                                     Rating: 2
I've said before that I'd need to see a Deck in action to prove that it's better than I gave it credit but I've realized that it doesn't matter as I will never be convinced that Deck A is good simply because it has so few uses elsewhere. This card doesn't have much use as a whole and is going to likely be among the crop of Decks everyone and their grandma runs these days.
 
                                                     LED4-EN002
Effect Monster

Harpie Oracle
WIND | Winged Beast | Level 4 | ATK 1300 | DEF 1400
This card's name becomes "Harpie Lady" while on the field or in the GY. You can only use each of these effects of "Harpie Oracle" once per turn.
● If you control a Level 5 or higher "Harpie" monster: You can Special Summon this card from your hand.
● If this card is Normal or Special Summoned: You can add 1 Spell/Trap from your GY to your hand, that specifically lists the card "Harpie Lady Sisters" in its text, during the End Phase of this turn.
(Super Rare)

                                                     Rating: 1
Even if we get better support that lists Harpie Lady Sisters, there's no reason to use this card becase it's weak and its effects are bad.
 
                                                     LED4-EN001
Effect Monster

Harpie Perfumer
WIND | Winged Beast | Level 4 | ATK 1400 | DEF 1300
This card's name becomes "Harpie Lady" while on the field or in the GY. If this card is Normal or Special Summoned: You can add 1 Spell/Trap from your Deck to your hand that specifically lists the card "Harpie Lady Sisters" in its text. If you controlled a Level 5 or higher "Harpie" monster when you activated this effect, you can also add a second such card, with a different name from the first. You can only use this effect of "Harpie Perfumer" once per turn.
(Ultra Rare)

                                                     Rating: 2
While I generally consider Harpie Lady Sisters to be awful, not all support for it is specific to it. However, what we have available is so little that this card can't do much right now.
Legendary Duelists: White Dragon Abyss (Spoiler)
                                                     LED3-EN049
Trap Card
Abyss Actors' Curtain Call
Normal Trap
If an "Abyss Script" Spell Card or effect is activated this turn: Add face-up "Abyss Actor" Pendulum Monsters from your Extra Deck to your hand, up to the number of "Abyss Script" Spells in your GY. Then, you can Special Summon "Abyss Actor" Pendulum Monsters from your hand with different names, up to the number of monsters added to the hand by this effect. You cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" Pendulum Monsters. You can only activate 1 "Abyss Actors' Curtain Call" per turn.
(Common)  
                                                     Rating: 2
The activation requirements aren't all that steep but you probably won't be bringing out many Abyss Actor Pendulum Monsters from face-up in your Extra Deck. Of course, the card is also exclusive to Abyss Actors, which doesn't give it many uses.   
 
                                                     LED3-EN048
Spell Card
Abyss Playhouse - Fantastic Theater
Field Spell
You can reveal 1 "Abyss Actor" Pendulum Monster and 1 "Abyss Script" Spell in your hand; add 1 "Abyss Script" Spell from your Deck to your hand, with a different name than that revealed Spell. While you control a Pendulum Summoned "Abyss Actor" Pendulum Monster, any monster effect activated by your opponent becomes "Destroy 1 Set Spell/Trap your opponent controls". You can only use each effect of "Abyss Playhouse - Fantastic Theater" once per turn.
(Rare)  
                                                     Rating: 2
I probably wouldn't recommend giving your opponent any uses for the last effect as it also requires you to reveal 2 cards in your hand, though getting a new Abyss Script Spell Card may help.   
 
                                                     LED3-EN047
Spell Card
Abyss Script - Romantic Terror
Quick-Play Spell
Return 1 "Abyss Actor" Pendulum Monster you control to the hand, and if you do, Special Summon from your Extra Deck in Defense Position, 1 face-up "Abyss Actor" Pendulum Monster with a different original name from that monster. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can Set any number of "Abyss Script" Spells directly from your Deck. You can only activate 1 "Abyss Script - Romantic Terror" per turn.
(Rare)
                                                     Rating: 2
The one you will replace will probably be better, or at least stronger than the one you return but it's a risky play and you may not be able to meet the requirements for the last effect. Still, the card is entirely restrained to Abyss Actors.   
 
                                                     LED3-EN046
Pendulum Monster
Abyss Actor - Comic Relief
DARK | Fiend-Type Pendulum | Level 3 | ATK 1000 | DEF 2000 | Scale 8
You can target 1 "Abyss Actor" Pendulum Monster you control and 1 monster your opponent controls; switch control of both monsters, then destroy this card. You can only use this effect of "Abyss Actor - Comic Relief" once per turn.

You take no battle damage from attacks involving this card. Once per turn, during your Standby Phase: Give control of this card to your opponent. Once per turn, if control of this face-up card changes: Activate this effect; the owner of this card can destroy 1 Set "Abyss Script" Spell in their Spell & Trap Zone.
(Rare)
                                                     Rating: 2
The effects are pretty bad but once again the Pendulum Scale (and in this case the DEF) make this card at least somewhat worthwhile.
 
                                                     LED3-EN045
Pendulum Monster
Abyss Actor - Mellow Madonna
DARK | Fiend-Type Pendulum | Level 7 | ATK 1800 | DEF 2500 | Scale 0
You can pay 1000 LP; add 1 "Abyss Actor" Pendulum Monster from your Deck to your hand, except "Abyss Actor - Mellow Madonna", also you cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" Pendulum Monsters (even if this card leaves the field). You can only use this effect of "Abyss Actor - Mellow Madonna" once per turn.

Gains 100 ATK for each "Abyss Script" Spell in your GY. You can only use each of the following effects of "Abyss Actor - Mellow Madonna" once per turn.
● When a Pendulum Monster you control is destroyed by battle: You can Special Summon this card from your hand.
● If an "Abyss Script" Spell Card or effect is activated: You can Special Summon 1 Level 4 or lower "Abyss Actor" Pendulum Monster from your Deck, but return it to the hand during the End Phase.
(Super Rare)
                                                     Rating: 2
Pretty weak for a Level 7 monster but the Pendulum Scale will work nicely. Both effects aren't that great either as they're pretty much exclusive to Abyss Actors and their support.
 
                                                     LED3-EN038
Trap Card
Photon Change
Continuous Trap
Send this card to the GY during your 2nd Standby Phase after activation. You can only use the following effect of "Photon Change" once per turn. Send 1 "Photon" or "Galaxy" monster you control to the GY to activate 1 of these effects, or, if you send "Galaxy-Eyes Photon Dragon", you can activate both, in sequence;
● Special Summon 1 "Photon" monster from your Deck with a different original name than the sent monster.
● Add 1 "Photon" card from your Deck to your hand, except "Photon Change".
(Rare)
                                                     Rating: 2
You'll only get the effect for two turns, and it will cost you a Galaxy or Photon monster on your field each time the effec tis used but the effects aren't too bad, though I wouldn't recommend sending Galaxy-Eyes Photon Dragon unless you absolutely have to.
 
                                                     LED3-EN037
Spell Card
Photon Hand
Normal Spell
If you control a "Photon" or "Galaxy" monster: Pay 1000 LP, then target 1 monster your opponent controls; take control of it. If you do not control "Galaxy-Eyes Photon Dragon" at activation, you can only target an Xyz Monster. You can only activate 1 "Photon Hand" per turn.
(Ultra Rare)
                                                     Rating: 2
It's a marginal improvement over Brain Control after its erratum but that's not saying much when Brain Control is highly unplayable now.
 
                                                     LED3-EN036
Effect Monster
Photon Orbital
LIGHT | Machine | Level 4 | ATK 500 | DEF 2000
During your Main Phase: You can target 1 "Photon" or "Galaxy" monster you control; equip this monster from your hand or field to that target. It gains 500 ATK, also it cannot be destroyed by battle. You can send this Equip Card to the GY; add 1 "Photon" or "Galaxy" monster from your Deck to your hand, except "Photon Orbital". You can only use this effect of "Photon Orbital" once per turn.
(Ultra Rare)
                                                     Rating: 2
Not much going for it outside its 2000 DEF as it's literally just a somewhat improved version of Orbital 7.
 
                                                     LED3-EN035
Effect Monster
Photon Vanisher
LIGHT | Warrior | Level 4 | ATK 2000 | DEF 0
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control a "Photon" or "Galaxy" monster. Cannot attack the turn it is Special Summoned. You can only Special Summon "Photon Vanisher(s)" once per turn. If this card is Special Summoned: You can add 1 "Galaxy-Eyes Photon Dragon" from your Deck to your hand. An Xyz Monster that was Summoned using this card on the field as material gains this effect.
● Banish any monster destroyed by battle with this card.
(Rare)
                                                     Rating: 2
It's another Photon monster the likes of Photon Crusher and Photon Thrasher and that just makes it pretty much as useful, making it just as mediocre.
 
                                                     LED3-EN034
Xyz Monster
Starliege Photon Blast Dragon
LIGHT | Dragon-Type Xyz | Rank 4 | ATK 1800 | DEF 2500
2 Level 4 monsters
If this card is Xyz Summoned: You can Special Summon 1 "Photon" monster from your hand. While this Xyz Summoned monster is on the field, your opponent cannot target monsters you control with 2000 or more ATK with card effects, also they cannot be destroyed by your opponent's card effects. Once per opponent's turn (Quick Effect): You can detach 1 material from this card, then target 1 of your "Galaxy-Eyes Photon Dragon" that is banished or in your GY; Special Summon it.
(Ultra Rare)
                                                     Rating: 2
Not all that strong but you get a free Photon monster just for Xyz Summoning it, and that includes the likes of Galaxy-Eyes Photon Dragon. The other effects at least isn't specific to Galaxy-Eyes or Photon monsters, except the very last one.
 
                                                     LED3-EN027
Trap Card
Blackbird Close
Counter Trap
When a monster your opponent controls activates its effect: You can send 1 face-up "Blackwing" monster you control to the GY; negate the activation, and if you do, destroy it, then, you can Special Summon 1 "Black-Winged Dragon" from your Extra Deck. If you control a "Blackwing" Synchro Monster or "Black-Winged Dragon", you can activate this card from your hand.
(Rare)
                                                     Rating: 1
It's pretty situational, especially when compared to Divine Wrath, which can also stop cards in the Graveyard and only costs you 1 card from your hand. Black-Winged Dragon isn't all that good and this doesn't even summon it properly so it can't be revived later.
 
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Spell Card
Glowing Crossbow
Equip Spell
Equip only to a "Blackwing" monster. It gains 500 ATK/DEF. You can only use each of the following effects of "Glowing Crossbow" once per turn.
● If the equipped monster destroys an opponent's monster by battle: You can discard 1 random card from your opponent's hand.
● If this card is sent to the GY because the equipped monster was used as a Synchro Material: You can add this card from the GY to your hand.
(Rare)
                                                     Rating: 2
The effects aren't all that bad but the ATK and DEF boost is quite minimal and probably won't make much of a difference.
 
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Effect Monster
Blackwing - Auster the South Wind
DARK | Winged Beast-Type Tuner | Level 4 | ATK 1300 | DEF 0
Cannot be Special Summoned. When this card is Normal Summoned: You can target 1 of your banished Level 4 or lower "Blackwing" monsters; Special Summon it in Defense Position. You can banish this card from the GY to activate 1 of the following effects;
● Place Black Feather Counter(s) on 1 "Black-Winged Dragon" you control, equal to the number of card(s) your opponent controls.
● Place 1 Wedge Counter on each face-up monster your opponent controls that does not have one.
(Rare)
                                                     Rating: 2
It's essentially a counterpart to Blizzard the Far North with its effect being quite similar, it being a Tuner and having the exact same ATK and DEF. Its Level is twice as high, though so that may be useful in some ways but since it can't be Special Summoned, it's not going to be that useful.
 
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Effect Monster
Blackwing - Simoon the Poison Wind
DARK | Winged Beast | Level 6 | ATK 1600 | DEF 2000
If you control no monsters and have this card in your hand: You can banish 1 other "Blackwing" monster from your hand; place 1 "Black Whirlwind" from your Deck face-up in your Spell & Trap Zone, then, either send this card to the GY, or immediately after this effect resolves, Normal Summon it without Tributing. You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK monsters. You can only use this effect of "Blackwing - Simoon the Poison Wind" once per turn. During the End Phase, send the "Black Whirlwind" placed by this effect to the GY, and if you do, take 1000 damage.
(Super Rare)
                                                     Rating: 1
Poison is right because you're poisoned with just about anything you do with this card. You lose something that'll probably be of some value just to get Black Whirlwind and even then, BW doesn't stay long and costs you 1000 LP. Its stats are also pretty bad for its Level.
 
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Synchro Monster
Blackwing Full Armor Master
DARK | Winged Beast-Type Synchro | Level 10 | ATK 3000 | DEF 3000
1 "Blackwing" Tuner + 1+ non-Tuner monsters
Unaffected by other cards' effects. Each time a monster your opponent controls activates its effect, place 1 Wedge Counter on that opponent's monster (max. 1) after that effect resolves. Once per turn: You can target 1 monster your opponent controls with a Wedge Counter; take control of it. Once per turn, during your End Phase: You can destroy all monsters on the field with a Wedge Counter.
(Ultra Rare)
                                                     Rating: 3
It certainly has improvements over the original, including higher ATK and better effects. However, its ATK and DEF are still too low for its Level and you won't be able to power it up further with your cards. It's also pretty relient on Wedge Counters with its effects.
 
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Trap Card
Cybernetic Revolution
Normal Trap
Tribute 1 “Cyber Dragon”; Special Summon 1 Fusion Monster from your Extra Deck that lists a “Cyber Dragon” monster as material, but it cannot attack directly, and it is destroyed during the End Phase of the next turn. You can only activate 1 “Cybernetic Revolution” per turn.
(Super Rare)
                                                     Rating: 1
What revolution is this intending to start? You're forced to get rid of Cyber Dragon to bring out a Fusion Monster that can't do much, isns't summoned properly and doesn't last long on the field.
 
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Spell Card
Super Strident Blaze
Equip Spell
Equip only to a Machine Fusion Monster. Your opponent cannot activate cards or effects during your Battle Phase. At the end of the Damage Step, if the equipped monster attacked an opponent's monster: You can banish 1 “Cyber Dragon” monster from your GY; the equipped monster can attack an opponent's monster again in a row. Your other monsters cannot attack the turn you activate this effect.
(Rare)
                                                     Rating: 2
Fusion Summoning takes at least three cards just to bring out so this card will help out while that monster is in play but only if it is a Machine-Type Fusion Monster. Plus, the other effect will cost your other monsters the chance to attack that turn.
 
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Spell Card
Cyberload Fusion
Quick-Play Spell
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field and/or your face-up banished cards, but monsters you control cannot attack for the rest of this turn, except that Fusion Summoned monster. You can only activate 1 "Cyberload Fusion" per turn.
(Super Rare)
                                                     Rating: 1
Pretty pointless to use this when only the Fusion Summoned monster gets to attack that turn and you're limted on the locations where you can shuffle the Fusion Materials into the Deck.
 
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Effect Monster
Cyber Pharos
LIGHT | Machine | Level 1 | ATK 0 | DEF 2100
You can Special Summon this card (from your hand) by Tributing 1 Machine monster. Once per turn, during your Main Phase: You can Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material. When a Fusion Monster you control is destroyed by battle: You can banish this card from your GY; add 1 "Power Bond" from your Deck to your hand. You can only use this effect of "Cyber Pharos" once per turn.
(Rare)
                                                     Rating: 2
Power Bond is certainly the most powerful versatile Fusion Summoning card for Machine-Type Fusions and this lets you grab it by banishing itself from the Grave. However apart from the 2100 DEF, there's not a whole lot going for this card as the effects aren't all that great.
 
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Fusion Monster
Cyber Eternity Dragon
LIGHT | Machine-Type Fusion | Level 10 | ATK 2800 | DEF 4000
1 "Cyber Dragon" monster + 2 Machine monsters
If you have a Machine Fusion Monster(s) in your GY, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Cyber Dragon" from your hand, Deck, or GY. You can banish this card from your GY; this turn, your opponent cannot target Fusion Monsters you control with card effects, also they cannot be destroyed by your opponent's card effects.
(Ultra Rare)
                                                     Rating: 2
It won't be as good as Cyber End Dragon, which has 4000 ATK and can inflict piercing battle damage but it's somewhat more versatile than CED given its Fusion Materials are less specific and can defend better than it too. Still, the effects aren't all that great as a whole.
 
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Trap Card
The Ultimate Creature of Destruction
Normal Trap
Target 1 "Blue-Eyes" monster you control; this turn, that face-up monster is unaffected by card effects, except its own, it cannot be destroyed by battle, also any opponent's monster it battles is destroyed at the end of the Damage Step. While this card is in your GY, if you Normal or Special Summon a "Blue-Eyes White Dragon": You can Set this card, but banish it when it leaves the field. You can only use this effect of "The Ultimate Creature of Destruction" once per turn.
(Super Rare)
                                                     Rating: 1
Just use Safe Zone and ensure your new monster is safe from pretty much all harm. It's also a Continuous Trap.
 
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Spell Card
Rage with Eyes of Blue
Quick-Play Spell
Banish this card, and as many cards as possible from your hand, field and GY face-down, and if you do, Special Summon up to 3 copies of “Blue-Eyes White Dragon” from your Deck. You cannot Normal or Special Summon monsters the turn you activate this card, except “Blue-Eyes White Dragon”.
(Super Rare)
                                                     Rating: 2
It'll likely be quite costly but if it's early in the Duel, it may help you get the advantage quickly.
 
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Spell Card
Bingo Machine, Go!!!
Normal Spell
Reveal 3 cards from your Deck that each meets at least 1 of the criteria listed below, your opponent randomly picks 1 for you to add to your hand, and you shuffle the rest into your Deck. add to your hand, and you shuffle the rest back into your Deck. You can only activate 1 "Bingo Machine, Go!!!" per turn.
● "Blue-Eyes" monster.
● Spell/Trap that specifically lists the card "Blue-Eyes White Dragon" or "Blue-Eyes Ultimate Dragon", except "Bingo Machine, Go!!!".
(Ultra Rare)
                                                     Rating: 2
It's based on the events of Battle City where the Duelists' opponents were determined by random chance but while it can basically be free access to Blue-Eyes White Dragon when you lack The White Stone of Legend, most Blue-Eyes cards and their support aren't all that great.
 
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Effect Monster
Blue-Eyes Solid Dragon
LIGHT | Dragon | Level 8 | ATK 2500 | DEF 2000
If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; negate its effects. When your opponent activates a card or effect (Quick Effect): You can shuffle this card from the field into the Deck, and if you do, Special Summon 1 "Blue-Eyes White Dragon" from your Deck. You can only use each effect of "Blue-Eyes Solid Dragon" once per turn.
(Ultra Rare)
                                                     Rating: 1
It really doesn't do any good to bring this guy out, then wait until your opponent activates a card effect before you trade it in for the original Blue-Eyes and hope it sticks around. It doesn't have the stats to be that useful either.
 
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Ritual Monster
Blue-Eyes Chaos Dragon
DARK | Dragon-Type Ritual | Level 8 | ATK 3000 | DEF 0
You can Ritual Summon this card with “Chaos Form”. Must be Ritual Summoned. Your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this Ritual Summoned card using a “Blue-Eyes White Dragon”, when it declares an attack: You can change the battle positions of as many monsters your opponent controls as possible, and if you do, the ATK/DEF of those changed monsters become 0, also, this turn, if this card attacks a Defense Position monster, inflict piercing battle damage.
(Ultra Rare)
                                                     Rating: 2
It;s certainly pretty powerful but can't be Special Summoned other ways and that 0 DEF will likely cost it at some point. On top of that, the other effects are relient on you using Blue-Eyes White Dragon for its Ritual Summon.