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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 3)

1. For info on how these ratings are determined, click here.
Card galleries and spoilers:
LED5-EN: https://bit.ly/3d7hKpu | Spoiler {} LED6-EN: https://bit.ly/3xL0cYb | Spoiler
Legendary Duelists: Magical Hero (Spoiler)
                                                    LED6-EN049
Trap Card
Pendulum Dimension
Continuous Trap
If you Special Summon any of these monsters using a Pendulum Monster(s) as material, while this card is already face-up in your Spell & Trap Zone: You can activate the appropriate effect. You cannot apply that same effect of "Pendulum Dimension" for the rest of this turn (even if this card leaves the field).
● Fusion: Special Summon 1 monster from your Deck with the same original Level as that Fusion Monster, in Defense Position, but negate its effects.
● Synchro: Add 1 "Polymerization" from your Deck to your hand.
● Xyz: Take 1 Tuner from your Deck with an equal or lower Level than that Xyz Monster's Rank, and add it to your hand or Special Summon it.
(Common)  

                                                    Rating: 1
It's bad enough that it can only work with Extra Deck monsters that involve Pendulum Monster materials but to also minimize what you get in return renders the whole operation moot.   
 
                                                    LED6-EN048
Spell Card
Smile Action
Field Spell
When this card is activated: Each player can banish up to 5 Spells from their own GY, face-down. If a monster declares an attack: The attacked player activates this effect;
● You (the attacked player) can randomly add 1 of your cards banished by this card's effect to your hand, then you can discard it and negate that attack, but if you do not discard that added card, any battle damage you take this turn is doubled (even if this card leaves the field).
(Common)  

                                                    Rating: 1
There's nothing to smile about here considering both players lose 5 Spell Cards in their Grave and then either get 1 of them back, then lose it to negate an attack or take twice the battle damage from the attack. 
 
                                                    LED6-EN047
Spell Card
Performapal Popperup
Normal Spell
Send up to 3 cards from your hand to the GY; draw that many cards, then you can Special Summon up to that many monsters from your hand, with different names, that are "Performapal" monsters, "Magician" Pendulum Monsters, and/or "Odd-Eyes" monsters, each with a Level between the Pendulum Scales of the 2 cards in your Pendulum Zones. If you did not Special Summon by this effect, you lose 1000 LP for each card in your hand. You can only activate 1 "Performapal Popperup" per turn.
(Rare)  

                                                    Rating: 1
It's entirely a gamble, both in drawing cards and in being able to Special Summon monsters by its effect. Plus, it's restricted to specific Archetypes.   
 
                                                    LED6-EN046
Effect Monster

Odd-Eyes Wizard Dragon
DARK | Dragon |
Level 7 | ATK 2500 | DEF 2500
If this card is in your hand: You can Tribute 1 DARK monster; send 1 "Odd-Eyes Dragon" from your hand, Deck, or face-up field to the GY, and if you do, Special Summon this card. If this card in your possession is destroyed by an opponent's card and sent to your GY: You can Special Summon 1 "Odd-Eyes" monster from your Deck or GY, except "Odd-Eyes Wizard Dragon", then you can add 1 "Spiral Flame Strike" from your Deck to your hand.
(Rare)  

                                                    Rating: 1
Apart from Penduum Dragon, there's nothing good to get and not even the support card is any good. This guy costs you more than you get out of it regardless of which effect you use.   
 
                                                    LED6-EN045
Pendulum Monster

Performapal Celestial Magician
DARK | Spellcaster-Type Pendulum | Level 4 | ATK 1500 | DEF 1000 | Scale 8

When exactly 1 face-up Fusion, Synchro, or Xyz Monster you control that was Special Summoned from the Extra Deck is destroyed by battle, or an opponent's card effect: You can Special Summon that destroyed monster, then destroy this card. You can only use this effect of "Performapal Celestial Magician" once per turn.

During your Main Phase, if this card was Normal or Special Summoned this turn: You can apply the following effect(s) for the rest of this turn, based on the other monsters you currently control.
● Fusion: This card can attack directly. ● Synchro: Your opponent cannot activate monster effects.
● Xyz: This card's ATK becomes double its original ATK. ● Pendulum: During the End Phase, add 1 Pendulum Monster from your Deck to your hand.
You can only use this effect of "Performapal Celestial Magician" once per turn.
(Super Rare)

                                                    Rating: 2
Although weak to start, the criteria in its Monster Text can easily be met, though I wouldn't recommend the Pendulum Text at all and just make use of the Scale 8.
 
                                                    LED6-EN038
Spell Card

Future Drive
Quick-Play Spell
Target 1 "Utopic Future" Xyz Monster you control; apply the following effect(s) to that monster you control for the rest of this turn.
● It can attack all monsters your opponent controls once each.
● If it battles an opponent's monster, that monster's effects are negated during the Damage Step only.
● Each time it destroys an opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's original ATK.
You can only activate 1 "Future Drive" per turn.
(Rare)

                                                    Rating: 1
They all suck so it doesn't matter which one you pick.
 
                                                    LED6-EN037
Spell Card
Onomatopickup
Continuous Spell
When this card is activated: You can add 1 "Onomat" card from your Deck to your hand, except "Onomatopickup". You can target 1 "Zubaba", "Gagaga", "Gogogo", or "Dododo" monster you control; all monsters you currently control become that monster's Level until the end of this turn (even if this card leaves the field). You can only use this effect of "Onomatopickup" once per turn. You can only activate 1 "Onomatopickup" per turn.
(Rare)

                                                    Rating: 2
It's really the 2nd effect that is remotely useful because the other one doesn't have enough members, let alone good ones, to be viable.
 
                                                    LED6-EN036
Effect Monster

Dodododwarf Gogogoglove
EARTH | Rock | Level 4 | ATK 0 | DEF 1800
During your Main Phase: You can Special Summon 1 "Zubaba" or "Gagaga" monster from your hand. If you control a "Gogogo" or "Dododo" monster except "Dodododwarf Gogogoglove", while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Dodododwarf Gogogoglove" once per turn.
(Rare)

                                                    Rating: 2
There isn't much to work with this card that is at least decent but the DEF should help out a bit.
 
                                                    LED6-EN035
Effect Monster

Zubabababancho Gagagacoat
EARTH | Warrior | Level 4 | ATK 1800 | DEF 100
If you control a "Zubaba" or "Gagaga" monster except "Zubababancho Gagagacoat", while this card is in your hand: You can Special Summon this card. You can target 1 "Gogogo" or "Dododo" monster in your GY; Special Summon it, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. You can only use each effect of "Zubababancho Gagagacoat" once per turn.
(Rare)

                                                    Rating: 3
Effects don't matter here because the 1800 ATK is already good enough for its Level.
 
                                                    LED6-EN034
Xyz Monster

Gagagaga Magician
DARK | Spellcaster-Type Xyz |
Rank 4 | ATK 2000 | DEF 2000
2 Level 4 monsters
You can detach 1 material from this card, then target 1 Xyz Monster in your GY, except "Gagagaga Magician"; Special Summon it, but negate its effects. You can only use this effect of "Gagagaga Magician" once per turn. A "Utopic Future" Xyz Monster that has this card as material gains this effect.
● During your Main Phase: You can detach 2 materials from this card, then target 1 Xyz Monster you control; until the end of this turn, change its ATK to 4000, also negate its effects.
(Super Rare)

                                                    Rating: 1
So the added an extra "Ga" syllable to the original's name, gave it mediocre effects and slighly higher ATK and DEF and called it a day. Well I'll rate it a "1" and call it a day then.
 
                                                    LED6-EN027
Trap Card
Scrap-Iron Signal
Counter Trap
When your opponent activates a monster effect, while you control a Synchro Monster that lists a Synchro Monster as material: Negate the activation, also, after that, Set this card face-down instead of sending it to the GY. You can only activate 1 "Scrap-Iron Signal" per turn.
(Rare)

                                                    Rating: 1
When it only negates 1/3 of card effects given a specific condition being present, that's just terrible.
 
                                                    LED6-EN026
Spell Card
Synchro Chase
Continuous Spell
Your opponent cannot activate cards or effects in response to the effect activations of your Synchro Monsters with "Warrior", "Synchron", or "Stardust" in their original names. If you Synchro Summon a "Warrior", "Synchron", or "Stardust" Synchro Monster: You can target 1 monster in your GY used as its material; Special Summon it in Defense Position. You can only use this effect of "Synchro Chase" once per turn.
(Ultra Rare)

                                                    Rating: 2
It's pretty specific much like Satellite Synchron but again has at least some members that are worthwhile.
 
                                                    LED6-EN025
Effect Monster

Satellite Synchron
DARK | Machine-Type Tuner | Level 2 | ATK 700 | DEF 100
If a monster(s) is Special Summoned from your GY (except during the Damage Step): You can Special Summon this card from your hand. If you have a Synchro Monster with "Warrior", "Synchron", or "Stardust" in its original name on your field or GY: You can make this card's Level become 4 until the end of this turn. You can only use each effect of "Satellite Synchron" once per turn.
(Super Rare)

                                                    Rating: 2
It can be revived or Summoned a variety of ways and there are some decent Warrior and Stardust Synchros out there but still not very good.
 
                                                    LED6-EN024
Effect Monster

Junk Converter
EARTH | Warrior | Level 2 | ATK 400 | DEF 200
You can discard this card and 1 Tuner; add 1 "Synchron" monster from your Deck to your hand. If this card is sent to the GY as Synchro Material: You can target 1 Tuner in your GY; Special Summon it in Defense Position, but it cannot activate its effects this turn. You can only use each effect of "Junk Converter" once per turn.
(Super Rare)

                                                    Rating: 1
There are better ways to either get Tuners or revive them from the Graveyard than this.
 
                                                    LED6-EN023
Synchro Monster

Satellite Warrior
DARK | Warrior-Type Synchro | Level 10 | ATK 2500 | DEF 2000
1 Tuner + 1+ non-Tuner Synchro Monsters
If this card is Synchro Summoned: You can target cards your opponent controls, up to the number of Synchro Monsters in your GY; destroy them, and if you do, this card gains 1000 ATK for each card destroyed. If this Synchro Summoned card is destroyed: You can Special Summon up to 3 Level 8 or lower "Warrior", "Synchron", and/or "Stardust" Synchro Monsters with different names from your GY. You can only use each effect of "Satellite Warrior" once per turn.
(Ultra Rare)

                                                    Rating: 2
It's tricky to bring out but the ATK boost is permanent and you're probably going to need multiple Synchros anyway, thus being able to deestroy multiple cards. The other effect isn't that great though and neither are its stats for a Level 12 monster.
 
                                                    LED6-EN016
Trap Card

Magistery Alchemist
Normal Trap
Banish 4 "HERO" monsters from your GY and/or face-up field, then target 1 "HERO" monster in your GY; Special Summon it, ignoring its Summoning conditions. If you banished EARTH, WATER, FIRE, and WIND Attributes to activate this effect, the monster's original ATK becomes doubled, also negate the effects of all face-up cards your opponent currently controls. You can only activate 1 "Magistery Alchemist" per turn.
(Super Rare)

                                                    Rating: 2
They're generally all pretty weak but meeting the requirements doesn't guarantee success as it only negates face-up cards.
 
                                                    LED6-EN015
Spell Card
Favorite Hero
Equip Spell
Equip only to a Level 5 or higher "HERO" monster. If you control a card in your Field Zone, the equipped monster gains ATK equal to its original DEF, also your opponent cannot target it with card effects. At the start of the Battle Phase: You can activate 1 Field Spell directly from your hand or Deck. You can only use this effect of "Favorite Hero" once per turn. When the equipped monster attacks and destroys an opponent's monster by battle: You can send this card to the GY; the attacking monster can make a second attack in a row.
(Ultra Rare)

                                                    Rating: 2
Apart from Neos and the Fusions, there's pretty much nothing worth using with this card and that makes the entire card virtually pointless.
 
                                                    LED6-EN014
Spell Card
Generation Next
Quick-Play Spell
If your LP are lower than your opponent's: Add to your hand, or Special Summon, 1 "Elemental HERO" monster, "Kuriboh" monster, or "Neo-Spacian" monster from your Deck or GY, with ATK less than or equal to the difference in LPs, also for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as that card. You can only activate 1 "Generation Next" per turn.
(Super Rare)

                                                    Rating: 1
They're all useless apart from a select number of Main Deck monsters and Extra Deck monsters (all of which generally can't bypass being Fusion Summoned).
 
                                                    LED6-EN013
Effect Monster

Elemental HERO Liquid Soldier
WATER | Warrior | Level 4 | ATK 1400 | DEF 1300
When this card is Normal Summoned: You can target 1 Level 4 or lower "HERO" monster in your GY, except "Elemental HERO Liquid Soldier"; Special Summon it. If this card is used as Fusion Material for a "HERO" monster, and sent to the GY or banished: You can draw 2 cards, then discard 1 card. You can only use 1 "Elemental HERO Liquid Soldier" effect per turn, and only once that turn.
(Ultra Rare)

                                                    Rating: 1
It's another weak HERO monster with pretty much no worthwhile uses.
 
                                                    LED6-EN012
Fusion Monster
Elemental HERO Sunrise
LIGHT | Warrior-Type Fusion | Level 7 | ATK 2500 | DEF 1200
2 "HERO" monsters with different Attributes
Must be Fusion Summoned. Monsters you control gain 200 ATK for each different Attribute you control. You can only use each of the following effects of "Elemental HERO Sunrise" once per turn.
● If this card is Special Summoned: You can add 1 "Miracle Fusion" from your Deck to your hand.
● When an attack is declared involving another "HERO" monster you control: You can target 1 card on the field; destroy it.
(Ultra Rare)

                                                    Rating: 1
I can say the sun has certainly set on this guy's playability because it was determined the moment the card was finalized in Japan.
 
                                                    LED6-EN005
Trap Card

Magicians' Combination
Continuous Trap
Once per turn, when a card or effect is activated (except during the Damage Step): You can Tribute 1 "Dark Magician" or 1 "Dark Magician Girl"; Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your hand or GY, with a different name from the Tributed monster, and if you do, negate that activated effect. If this face-up card is sent from the Spell & Trap Zone to the GY: You can destroy 1 card on the field.
(Ultra Rare)

                                                    Rating: 1
What's the point in Tributing the monster to get another copy of that monster from your Deck? It's also requiring the same two inferior monsters that come in multiple equally mediocre forms. Magicians Unite does a better job than this.
 
                                                    LED6-EN004
Spell Card
Secrets of Dark Magic
Quick-Play Spell
Activate 1 of the following effects.
● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", as Fusion Material.
● Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", whose total Levels equal or exceed the Level of the Ritual Monster.
(Rare)

                                                    Rating: 1
Keep these secrets hidden because they're a disappointment for anyone that wants them revealed.
 
                                                    LED6-EN003
Spell Card
Soul Servant
Quick-Play Spell
Place 1 card on top of the Deck from your hand, Deck, or GY, that is "Dark Magician" or specifically lists "Dark Magician" or "Dark Magician Girl" in its text, except "Soul Servant". During your Main Phase: You can banish this card from your GY; draw cards equal to the number of "Palladium" monsters, "Dark Magician", and/or "Dark Magician Girl", with different names, on the field and in the GYs. You can only use this effect of "Soul Servant" once per turn.
(Ultra Rare)

                                                    Rating: 1
When the support is bad, you're not helping the monsters that need it most. It's another disappointing support card fro DMG and DM.
 
                                                    LED6-EN002
Effect Monster

Magicians' Souls
DARK | Spellcaster | Level 1 | ATK 0 | DEF 0
You can send up to 2 Spells/Traps from your hand and/or field to the GY; draw that many cards. If this card is in your hand: You can send 1 Level 6 or higher Spellcaster monster from your Deck to the GY, then activate 1 of these effects;
● Special Summon this card.
● Send this card to the GY, then, you can Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your GY.
You can only use each effect of "Magicians' Souls" once per turn.
(Ultra Rare)

                                                    Rating: 1
Unlike in the anime where the soul of a monster actually was able to damage a player's Life Points with Ectoplasmer, this guy has Dark Magician's soul and has literally nothing meaningful to show for it.
 
                                                    LED6-EN001
Fusion Monster
The Dark Magicians
DARK | Spellcaster-Type Fusion | Level 8 | ATK 2800 | DEF 2300
"Dark Magician" or "Dark Magician Girl" + 1 Spellcaster monster
Once per turn, if a Spell/Trap Card or effect is activated (except during the Damage Step): You can draw 1 card, then if it was a Spell/Trap, you can Set it, and if it was a Trap or Quick-Play Spell, you can activate it this turn. If this card is destroyed: You can Special Summon both 1 "Dark Magician" and 1 "Dark Magician Girl" from your hand, Deck, and/or GY.
(Ultra Rare)

                                                    Rating: 2
Unfortunately, even as a team they're mediocre and that's not surprising since they also suck on their own. Thankfully I don't need both to bring it out but it's not much as a whole.
Legendary Duelists: Immortal Destiny (Spoiler)
                                                    LED5-EN049
Trap Card
Predaplanning
Normal Trap
Send 1 "Predaplant" monster from your Deck to the GY; place 1 Predator Counter on each face-up monster on the field, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter. If you Fusion Summon a DARK monster while this card is in your GY (except during the Damage Step): You can banish this card from your GY, then target 1 card on the field; destroy it. You can only use each effect of "Predaplanning" once per turn.
(Rare)

                                                    Rating: 1
This is really bad predaplanning on your part if you intend on using this considering it affects your side too and the general point of the Deck is so the opponent and only the opponent has Predador Counters.
 
                                                    LED5-EN048
Spell Card
Predaprime Fusion
Quick-Play Spell
If a "Predaplant" monster(s) is on the field: Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using monsters from either field as material, including 2 or more DARK monsters you control. You can only activate 1 "Predaprime Fusion" per turn.
(Rare)

                                                    Rating: 1
Since Konami brainlessly decided to unban Super Poly, which is leagues better than this card and also a Quick-Play Spell, this serves no purpose. Even without Super Poly there are better options.
 
                                                    LED5-EN047
Spell Card
Predapractice
Normal Spell
Special Summon 1 "Predaplant" monster from your hand, then add 1 "Predap" card from your Deck to your hand, except "Predapractice", also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only activate 1 "Predapractice" per turn.
(Ultra Rare)

                                                    Rating: 1
Predaplants are pretty bad for an Archetype so bringing any of them out isn't useful and you're restricted to Fusion Summons when doing so.
 
                                                    LED5-EN046
Effect Monster
Predaplant Heliamphorhynchus
DARK | Plant | Level 8 | ATK 1200 | DEF 2400
If your opponent controls a monster with a Predator Counter: You can Special Summon this card from your hand. If this card in its owner's possession is destroyed by your opponent's card: You can target 1 DARK Dragon or 1 DARK Plant monster in your GY, except "Predaplant Heliamphorhynchus"; Special Summon it. You can only use each effect of "Predaplant Heliamphorhynchus" once per turn.
(Super Rare)

                                                    Rating: 1
For its Level, it's just not really any better than a common weed.
 
                                                    LED5-EN045
Fusion Monster
Predaplant Triphyoverutum
DARK | Plant-Type Fusion | Level 9 | ATK 3000 | DEF 3000
3 DARK monsters on the field
Gains ATK equal to the total original ATK of all other monsters on the field with a Predator Counter. You can only use each of the following effects of "Predaplant Triphyoverutum" once per turn.
● When your opponent Special Summons a monster(s) from their Extra Deck while you control this Fusion Summoned card (Quick Effect): You can negate the Summon, and if you do, destroy that monster(s).
● If your opponent controls a monster with a Predator Counter(s): You can Special Summon this card from your GY in Defense Position.
(Super Rare)

                                                    Rating: 3
No summoning restrictions and can use Fusion Materials from either side of the field, not to mention negate Summons.
 
                                                    LED5-EN038
Trap Card
Puppet Parade
Normal Trap
If your opponent controls more monsters than you do: Special Summon "Gimmick Puppet" monsters with different names from your Deck, up to the difference, then, if your opponent's LP are at least 2000 higher than yours, you can Set 1 "Rank-Up-Magic" Normal Spell directly from your Deck. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Gimmick Puppet" monsters. You can only activate 1 "Puppet Parade" per turn.
(Common)

                                                    Rating: 1
Parades are already overrated beause it's a lot of buildup for a sluggish train of floats that in most cases aren't that great looking at all. This just makes parades even worse.
 
                                                    LED5-EN037
Spell Card
Perform Puppet
Continuous Spell
You can banish 1 "Gimmick Puppet" monster from your GY; all monsters you currently control become that banished monster's Level, until the end of this turn (even if this card leaves the field). If a face-up "Gimmick Puppet" monster(s) you control is destroyed by battle or an opponent's card effect and sent to the GY: You can target 1 of your banished "Gimmick Puppet" monsters; Special Summon it. You can only use each effect of "Perform Puppet" once per turn.
(Rare)

                                                    Rating: 1
With what we have currently, nothing makes this playable and nothing probably ever will.
 
                                                    LED5-EN036
Effect Monster
Gimmick Puppet Bisque Doll
DARK | Machine | Level 8 | ATK 1000 | DEF 1000
You can Special Summon this card (from your hand) by discarding 1 "Gimmick Puppet" monster. You can banish this card from your GY; your opponent cannot target "Gimmick Puppet" monsters you control with card effects this turn.
(Super Rare)

                                                    Rating: 1
All those stars in its Level and the only effect it has to offer aside from the one for the Grave, which is temporary, is an effect to Special Summon itself. Yeah, totally worth it.
 
                                                    LED5-EN035
Effect Monster
Gimmick Puppet Terror Baby
DARK | Machine | Level 4 | ATK 500 | DEF 0
When this card is Normal Summoned: You can target 1 "Gimmick Puppet" monster in your GY, except "Gimmick Puppet Terror Baby"; Special Summon it in Defense Position. You can banish this card from your GY; your opponent cannot activate cards or effects in response to the activation of your "Gimmick Puppet" monster effects this turn.
(Rare)

                                                    Rating: 1
A literally defenseless baby where the only scary thing about it is the teeth around the edge of the "stroller" is not going to make Gimmick Puppets any less of a gimmick.
 
                                                    LED5-EN034
Xyz Monster
Gimmick Puppet Gigantes Doll
DARK | Machine-Type Xyz | Rank 4 | ATK 0 | DEF 2000
2 Level 4 "Gimmick Puppet" monsters
You can detach 2 materials from this card, then target up to 2 monsters your opponent controls; gain control of them until the End Phase, also for the rest of this turn you cannot Special Summon monsters, except "Gimmick Puppet" monsters, nor declare an attack, except with Xyz Monsters. You can Tribute this card; all monsters you currently control become Level 8 until the end of this turn. You can only use each effect of "Gimmick Puppet Gigantes Doll" once per turn.
(Super Rare)

                                                    Rating: 1
There's little point in bringing this guy out when the effect is basically a one-time use and this guy has no ATK to its name either. Gimmick Puppets are still a gimmick that shouldn't be used.
 
                                                    LED5-EN027
Trap Card
Ultimate Earthbound Immortal
Continuous Trap
If a Normal Summoned/Set "Earthbound Immortal" monster is on the field: You can target 1 face-up monster on the field; destroy it. You can only use this effect of "Ultimate Earthbound Immortal" once per turn.
(Rare)

                                                    Rating: 1
Even though Continuous Trap effects can be used during either player's turn, this offers so little for requiring an Earthbound Immortal that it's not even worth it.
 
                                                    LED5-EN026
Spell Card
Earthbound Geoglyph
Field Spell
While any Level 10 monsters are on the field, this card cannot be targeted or destroyed by card effects. You can treat 1 Synchro Monster as 2 Tributes for the Tribute Summon of an "Earthbound Immortal" monster. If a Synchro Monster(s) is Special Summoned (except during the Damage Step): You can add 1 "Earthbound Immortal" Spell/Trap from your Deck to your hand. You can only use this effect of "Earthbound Geoglyph" once per turn.
(Super Rare)

                                                    Rating: 2
It's not specific to Earthbound Immortals with the 1st effect but the other two effects basically are and that really hurts this card's playability.
 
                                                    LED5-EN025
Effect Monster
Supay, Duskwalker
EARTH | Spellcaster | Level 5 | ATK 2200 | DEF 1900
You can discard 1 card; Special Summon this card from your hand in Defense Position, then you can Special Summon 1 "Supay" from your hand or Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Synchro Monsters. You can only use this effect of "Supay, Duskwalker" once per turn.
(Ultra Rare)

                                                    Rating: 1
Much like Ascator, Daywalker, this guy just doesn't make Rex Goodwin's Synchros any better because they still generally work with cards that were already bad to begin with.
 
                                                    LED5-EN024
Effect Monster
Ascator, Dawnwalker
EARTH | Spellcaster | Level 5 | ATK 2300 | DEF 1500
You can discard 1 card; Special Summon this card from your hand in Defense Position, then you can Special Summon 1 "Fire Ant Ascator" from your hand or Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Synchro Monsters. You can only use this effect of "Ascator, Dawnwalker" once per turn.
(Ultra Rare)

                                                    Rating: 1
I think the intent is to make Synchro Summoning Moon Dragon Quilla and Sun Dragon Inti easier but they aren't all that good so that's a moot point. Apart from that, this guy is worse than The Tricky even though its ATK is higher.
 
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Effect Monster
Earthbound Greater Linewalker
DARK | Fiend | Level 8 | ATK 2900 | DEF 2900
If you control a Synchro Monster(s) and have a Synchro Monster(s) in your GY: You can Special Summon this card from your hand. During your Main Phase: You can add 1 "Earthbound Immortal" monster from your Deck or GY to your hand. If an "Earthbound Immortal" monster is Normal Summoned while this monster is on the field: You can make your opponent's LP 3000. You can only use each effect of "Earthbound Greater Linewalker" once per turn.
(Ultra Rare)

                                                    Rating: 1
"Greater" isn't what I'd call this guy, even if you compare it to the original Earthbound Linewalker, which was pretty bad. This guy comes with pretty specific conditions that have to be met and its ATK just isn't high enough to warrant using it as a beatstick.
 
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Spell Card
Evil Mind
Normal Spell
If you control a Fiend monster: Activate 1 of these effects, based on the number of monsters in your opponent's GY;
● 1+: Draw 1 card.
● 4+: Add 1 "HERO" monster or 1 "Dark Fusion" from your Deck to your hand.
● 10+: Add 1 "Polymerization" Spell or 1 "Fusion" Spell from your Deck to your hand.
You can only activate 1 "Evil Mind" per turn.
(Rare)

                                                    Rating: 3
This isn't even specific to Evil HERO Decks as any Deck that uses Fiends can make use of it and it's pretty powerful too.
 
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Spell Card
Supreme King's Castle
Field Spell
You can Fusion Summon Fusion Monsters that must be Special Summoned with "Dark Fusion", with effects other than "Dark Fusion". Once per turn, during damage calculation, if your Fiend monster battles an opponent's monster: You can send 1 "Evil HERO" monster from your Deck or Extra Deck to the GY; your monster gains ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn (even if this card leaves the field).
(Rare)

                                                    Rating: 2
While it's certainly decent in Decks that use Dark Fusion, the fact that this was made specifically for that makes it not that good as a whole.
 
                                                    LED5-EN014
Effect Monster
Evil HERO Sinister Necrom
DARK | Fiend | Level 5 | ATK 1600 | DEF 1800
You can banish this card from your GY; Special Summon 1 "Evil HERO" monster from your hand or Deck, except "Evil HERO Sinister Necrom". You can only use this effect of "Evil HERO Sinister Necrom" once per turn.
(Ultra Rare)

                                                    Rating: 3
You wouldn't want to bring out Necrom when you an bring out Malicious Edge and the effect isn't just the one time it's in the Grave.
 
                                                    LED5-EN013
Effect Monster
Evil HERO Adusted Gold
LIGHT | Fiend | Level 4 | ATK 2100 | DEF 800
You can discard this card; add 1 "Dark Fusion", or 1 card that specifically lists "Dark Fusion" in its text, from your Deck to your hand, except "Evil HERO Adusted Gold". You can only use this effect of "Evil HERO Adusted Gold" once per turn. Cannot attack unless you control a Fusion Monster.
(Ultra Rare)

                                                    Rating: 2
At least Dark Calling has a viable search option but that's about all this is good for apart from maybe attacking with it.
 
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Fusion Monster
Evil HERO Malicious Bane
DARK | Fiend-Type Fusion | Level 8 | ATK 3000 | DEF 3000
1 "Evil HERO" monster + 1 Level 5 or higher monster
Must be Special Summoned with "Dark Fusion". Cannot be destroyed by battle or card effects. During your Main Phase: You can destroy all monsters your opponent controls with ATK less than or equal to this card's, also this card gains 200 ATK for each monster destroyed this way, also you cannot declare an attack for the rest of this turn, except with "HERO" monsters. You can only use this effect of "Evil HERO Malicious Bane" once per turn.
(Ultra Rare)

                                                    Rating: 3
Even with only 3000 ATK and DEF, that's likely going to be higher than most monsters your opponent will have out and it's pretty easy to bring out as a whole.
 
                                                    LED5-EN005
Trap Card
Sentence of Doom
Continuous Trap
You can target any number of your Fiend monsters that are banished or in your GY, up to the number of "Destiny Board" and/or "Spirit Message" cards you control; add them to your hand. You can send this card from your Spell & Trap Zone to the GY; place 1 "Spirit Message" card from your hand, Deck, or GY in your Spell & Trap Zone. (This is treated as being placed by the effect of "Destiny Board".) You can only use 1 "Sentence of Doom" effect per turn, and only once that turn.
(Super Rare)

                                                    Rating: 1
This is a pretty desperate attempt to win with Destiny Board and requires you to have Fiends in your Graveyard to even get the chance at winning by Destiny Board's effect.
 
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Spell Card
Dark Spirit's Mastery
Normal Spell
Discard 1 card; add 1 "Destiny Board" or 1 Level 8 Fiend monster from your Deck or GY to your hand. You can banish this card from your GY, except the turn this card was sent to the GY; place any number of "Destiny Board" and/or "Spirit Message" cards with different names from your hand or GY on the bottom of the Deck in any order, then draw the same number of cards. You can only use each effect of "Dark Spirit's Mastery" once per turn.
(Ultra Rare)

                                                    Rating: 1
Even with the support, Destiny Board is much too slow and vulnerable to win by its effect.
 
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Effect Monster
Dark Spirit of Malice
DARK | Fiend | Level 3 | ATK 1600 | DEF 0
When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Malice" once per turn.
(Super Rare)

                                                    Rating: 1
Here we have Dark Spirit of Banishment's equally useless twin/cousin. Nothing's really changed between them.
 
                                                    LED5-EN002
Effect Monster
Dark Spirit of Banishment
DARK | Fiend | Level 3 | ATK 1600 | DEF 0
If your opponent's monster attacks, at the start of the Damage Step: You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated, and if you do, change the attack target to it and perform damage calculation. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Banishment" once per turn.
(Super Rare)

                                                    Rating: 1
It's weak to begin with and only works with Level 8 Fiends, making it pretty much useless.
 
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Effect Monster
Curse Necrofear
DARK | Fiend | Level 8 | ATK 2800 | DEF 2200
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can target 3 of your banished Fiend monsters; Special Summon this card from your hand, and if you do, shuffle those banished monsters into the Deck. During the End Phase, if this card is in the GY because it was destroyed in your Monster Zone by an opponent's card and sent there this turn: Special Summon this card from your GY, then, you can destroy cards your opponent controls, up to the number of face-up Spells/Traps you control with different names. You can only use each effect of "Curse Necrofear" once per turn.
(Ultra Rare)

                                                    Rating: 3
It's much improved over the original version given it can be brought out by any card effect and can revive itself when destroyed as a Monster Card. It's also stronger than the original too.