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Legendary Duelists New Card Ratings (Page 6)
*For info on how these ratings are determined,
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here. *Booster Set gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Legendary_Duelists:_Magical_Hero_(TCG-EN-1E) |
Legendary Duelists: Magical Hero |
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. |