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Legendary Duelists: Immortal Destiny New Card Ratings

*For info on how these ratings are determined, click here.
**For the booster set gallery, click here.
Legendary Duelists: Immortal Destiny
                                                               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.
 
                                                               LED5-EN023
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.
 
                                                               LED5-EN016
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.
 
                                                               LED5-EN015
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.
 
                                                               LED5-EN012
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.
 
                                                               LED5-EN004
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.
 
                                                               LED5-EN003
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.
 
                                                               LED5-EN001
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.