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*For more info on these ratings, click here. | |||||
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LED5-EN spoiler | LED6-EN spoiler |
Legendary Duelists Card Ratings (Page 3)
1.
Only new cards and those with
updated text that changes how they work are included below.
2. Sets below have their name shortened as the remaining half is listed above. 3. LED5-EN info: https://yugipedia.com/wiki/Legendary_Duelists:_Immortal_Destiny 4. LED6-EN info: https://yugipedia.com/wiki/Legendary_Duelists:_Magical_Hero |
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Magical Hero
(LED6-EN049) Pendulum Dimension |
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TRAP | Continuous Trap | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 You're not aiding in a future Summon of the same type, but it can help anyway. |
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Magical Hero
(LED6-EN048) Smile Action |
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SPELL | Field Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 0 out of 5 Smile cards have been nothing but disappointment since they debuted. |
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Magical Hero
(LED6-EN047) Performapal Popperup |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Magical Mallet doesn't make you walk through a gauntlet just to replenish your hand. |
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Magical Hero
(LED6-EN046) Odd-Eyes Wizard Dragon |
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DARK | Dragon / Effect | Level 7 | ATK: 2500 DEF: 2500 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 The better Odd-Eyes is Pendulum Dragon. |
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Magical Hero
(LED6-EN045) Performapal Celestial Magician |
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DARK | Spellcaster / Pendulum / Effect | Level 4 | ATK: 1500 DEF: 1000 |
Pendulum Scale: 8 |
Pendulum Text: 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. | ||||
Monster Text:
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) |
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Rating: 2 out of 5 Your loss is generally not replenished at all, though this does have a high Pendulum Scale and is searchable. |
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Magical Hero
(LED6-EN038) Future Drive |
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SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Utopia monsters may be mostly LIGHT, but your future isn't going to be a bright one because they're bad. |
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Magical Hero
(LED6-EN037) Onomatopickup |
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SPELL | Continuous Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Pick up Level Lifter instead and toss a card to really boost your Xyz Summoning capabilities. |
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Magical Hero
(LED6-EN036) Dodododwarf Gogogoglove |
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EARTH | Rock / Effect | Level 4 | ATK: 0 DEF: 1800 |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 The kind of gloves that'll do in a pinch, but wouldn't be your first pick. |
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Magical Hero
(LED6-EN035) Zubababancho Gagagacoat |
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EARTH | Warrior / Effect | Level 4 | ATK: 1800 DEF: 100 |
Pendulum Scale: |
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) |
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Rating: 3 out of 5 Much like an actual coat during the heat of winter, this'lll prove useful for any Duel. |
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Magical Hero
(LED6-EN034) Gagagaga Magician |
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DARK | Spellcaster / Xyz / Effect | Rank 4 | ATK: 2000 DEF: 2000 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 An oversized Xyz Reborn without giving it any Xyz Materials. |
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Magical Hero
(LED6-EN027) Scrap-Iron Signal |
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TRAP | Counter Trap | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Resetting itself is irrelevent when it asks for far too much. |
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Magical Hero
(LED6-EN026) Synchro Chase |
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SPELL | Continuous Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 Stardust Dragon is the best choice among them, though Spark Dragon isn't bad either. |
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Magical Hero
(LED6-EN025) Satellite Synchron |
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DARK | Machine / Tuner / Effect | Level 2 | ATK: 700 DEF: 100 |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 A lot like Quillbolt Hedgehog, only actually useful. |
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Magical Hero
(LED6-EN024) Junk Converter |
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EARTH | Warrior / Effect | Level 2 | ATK: 400 DEF: 200 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Actual junk compared to Junk Synchron. |
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Magical Hero
(LED6-EN023) Satellite Warrior |
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DARK | Warrior / Synchro / Effect | Level 10 | ATK: 2500 DEF: 2000 |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 Nearly an Accel Synchro, but the effects still aren't that great. |
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Magical Hero
(LED6-EN016) Magistery Alchemist |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 If you're not bypassing requirements, the strongest monster is Bladedge, and Call of the Haunted is better. |
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Magical Hero
(LED6-EN015) Favorite Hero |
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SPELL | Equip Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 Flame Wingman would now have a higher chance of success in battle, but most of them are quite bad. |
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Magical Hero
(LED6-EN014) Generation Next |
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SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 This does not help your pre-existing disadvantage at all as you're generally going to be limited to 1000 ATK or less. |
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Magical Hero
(LED6-EN013) Elemental HERO Liquid Soldier |
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WATER | Warrior / Effect | Level 4 | ATK: 1400 DEF: 1300 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Liquid amounting to a puddle is nothing to worry about. |
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Magical Hero
(LED6-EN012) Elemental HERO Sunrise |
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LIGHT | Warrior / Fusion / Effect | Level 7 | ATK: 2500 DEF: 1200 |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 Weaker than Bladedge, which has the same Level, but supports a marginally useful Fusion Summoning card. |
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Magical Hero
(LED6-EN005) Magicians' Combination |
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TRAP | Continuous Trap | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Should've been a Blue-Eyes support card. |
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Magical Hero
(LED6-EN004) Secrets of Dark Magic |
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SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 0 out of 5 Dark Magic just doesn't translate well to cards as just about all of them have proven to be awful. |
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Magical Hero
(LED6-EN003) Soul Servant |
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SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Why are they getting the support when they suck? If they were good, the support would be too. |
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Magical Hero
(LED6-EN002) Magicians' Souls |
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DARK | Spellcaster / Effect | Level 1 | ATK: 0 DEF: 0 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 I guess this is what Dark Magician becomes after Ectoplasmer is used on it. |
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Magical Hero
(LED6-EN001) The Dark Magicians |
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DARK | Spellcaster / Fusion / Effect | Level 8 | ATK: 2800 DEF: 2300 |
Pendulum Scale: |
"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) |
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Rating: 1 out of 5 Collectively, they're weaker than when Magicians Unite is used. The effects are a gamble, which not decent at all. |
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Immortal Destiny
(LED5-EN049) Predaplanning |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Time for better planning in general because Predaplants are not a threat. |
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Immortal Destiny
(LED5-EN048) Predaprime Fusion |
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SPELL | Quick-Play Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 0 out of 5 Super Poly is unbanned so this is entirely pointless. |
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Immortal Destiny
(LED5-EN047) Predapractice |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Predapractice doesn't make predaperfect for Pathetaplants. |
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Immortal Destiny
(LED5-EN046) Predaplant Heliamphorhynchus |
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DARK | Plant / Effect | Level 8 | ATK: 1200 DEF: 2400 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Can't have a green thumb when these guys will only ruin your side of the lawn. |
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Immortal Destiny
(LED5-EN045) Predaplant Triphyoverutum |
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DARK | Plant / Fusion / Effect | Level 9 | ATK: 3000 DEF: 3000 |
Pendulum Scale: |
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) |
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Rating: 4 out of 5 Easily Fusion Summoned and can negate Special Summons for free. Can be revived later too. |
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Immortal Destiny
(LED5-EN038) Puppet Parade |
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TRAP | Normal Trap | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 The only time this parade would be valid is on Halloween, and even then it'd be lame. |
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Immortal Destiny
(LED5-EN037) Perform Puppet |
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SPELL | Continuous Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Their performance is about as bad as any Performapal's. |
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Immortal Destiny
(LED5-EN036) Gimmick Puppet Bisque Doll |
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DARK | Machine / Effect | Level 8 | ATK: 1000 DEF: 1000 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Terrible effect and stats, but of course it will be overhyped by others. |
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Immortal Destiny
(LED5-EN035) Gimmick Puppet Terror Baby |
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DARK | Machine / Effect | Level 4 | ATK: 500 DEF: 0 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 The gimmick has certainly hit an all-time low. |
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Immortal Destiny
(LED5-EN034) Gimmick Puppet Gigantes Doll |
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DARK | Machine / Xyz / Effect | Rank 4 | ATK: 0 DEF: 2000 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Without any ATK, taking control of monsters isn't going to mean as much. |
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Immortal Destiny
(LED5-EN027) Ultimate Earthbound Immortal |
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TRAP | Continuous Trap | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Well that was a bust-and-a-half. Much weaker than typical support. |
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Immortal Destiny
(LED5-EN026) Earthbound Geoglyph |
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SPELL | Field Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 Supports all Level 10 monsters, but that's really the best part of this. |
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Immortal Destiny
(LED5-EN025) Supay, Duskwalker |
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EARTH | Spellcaster / Effect | Level 5 | ATK: 2200 DEF: 1900 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Rex Goodwin's upgraded monsters really aren't that much of an upgrade. |
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Immortal Destiny
(LED5-EN024) Ascator, Dawnwalker |
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EARTH | Spellcaster / Effect | Level 5 | ATK: 2300 DEF: 1500 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 We've got one more of these coming up next. Don't get your hopes up. |
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Immortal Destiny
(LED5-EN023) Earthbound Greater Linewalker |
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DARK | Fiend / Effect | Level 8 | ATK: 2900 DEF: 2900 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 Could've been useful, but it's just shy of 3000 ATK and DEF and relies on Synchros. |
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Immortal Destiny
(LED5-EN016) Evil Mind |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 3 out of 5 Just drawing a card makes this pretty decent, better than cards like Jar of Greed and Upstart Goblin. |
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Immortal Destiny
(LED5-EN015) Supreme King's Castle |
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SPELL | Field Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 This improves things only slightly as the ATK boost isn't very much. |
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Immortal Destiny
(LED5-EN014) Evil HERO Sinister Necrom |
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DARK | Fiend / Effect | Level 5 | ATK: 1600 DEF: 1800 |
Pendulum Scale: |
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) |
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Rating: 4 out of 5 Instant access to Malicious Edge is a great, and it's not just a single time it's in the Graveyard either. |
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Immortal Destiny
(LED5-EN013) Evil HERO Audusted Gold |
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LIGHT | Fiend / Effect | Level 4 | ATK: 2100 DEF: 800 |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 Doesn't grab a Field Spell or require one to stay out like the others do, but Dark Calling can be searched this way. |
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Immortal Destiny
(LED5-EN012) Evil HERO Malicious Bane |
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DARK | Fiend / Fusion / Effect | Level 8 | ATK: 3000 DEF: 3000 |
Pendulum Scale: |
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) |
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Rating: 4 out of 5 Quite versatile and powerful for an Evil HERO Fusion. |
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Immortal Destiny
(LED5-EN005) Sentence of Doom |
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TRAP | Continuous Trap | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 It's just extra baggage for a series of cards it does nothing for. |
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Immortal Destiny
(LED5-EN004) Dark Spirit's Mastery |
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SPELL | Normal Spell | Level | ATK: DEF: |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 Skip Destiny Board as it's only going to spell out disappointment in the end. |
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Immortal Destiny
(LED5-EN003) Dark Spirit of Malice |
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DARK | Fiend / Effect | Level 3 | ATK: 1600 DEF: 0 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 That other useless monster that supports Level 8 Fiends. |
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Immortal Destiny
(LED5-EN002) Dark Spirit of Banishment |
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DARK | Fiend / Effect | Level 3 | ATK: 1600 DEF: 0 |
Pendulum Scale: |
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) |
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Rating: 1 out of 5 I guess Dark Spirit of the Silent isn't silent, or has a few new family members, but they're just as bad. |
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Immortal Destiny
(LED5-EN001) Curse Necrofear |
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DARK | Fiend / Effect | Level 8 | ATK: 2800 DEF: 2200 |
Pendulum Scale: |
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) |
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Rating: 2 out of 5 The original pretty badly needed an upgrade, and it's safe to say it got one, but it's a little shy of a 3/5. |