← Back to Yu-Gi-Oh Card Ratings | Return to Index | Forward to Unrated Text Page 2 → | ||
Poor |
Alright |
Decent |
Outstanding! |
Epic!!! |
1/5 |
2/5 |
3/5 |
4/5 |
5/5 |
Legendary Duelists New Card Ratings (Page 7)
*For info on how these ratings are
determined, click
here. **For the booster set gallery, click here. |
Set Name |
ABCD-EN000 Effect Monster Rating: |
ABCD-EN000 Effect Monster Rating: |
Legendary Duelists: Rage of Ra |
LED7-EN037 Spell Card Everlasting Alloy Quick-Play Spell If you control "Jinzo": Activate 1 of these effects; ● All Machine monsters you currently control cannot be destroyed by your opponent's card effects, until the end of this turn. ● When a card or effect is activated that targets a Machine monster(s) you control: Negate that effect. (Rare) Rating: 3 With Jinzo out blocking Traps, this card becomes quite tricky to negate and your Machines all get protected for the entire turn. in one form or another. |
LED7-EN036 Spell Card Cosmos Chanelling Continuous Spell You can send 1 monster you control that is owned by your opponent to the GY; Special Summon 1 Machine monster from your hand or GY. When your opponent draws for their normal draw in their Draw Phase while you control "Jinzo": You can declare 1 card type (Monster, Spell, or Trap); your opponent reveals the card they drew, and if it is the declared card type, send this card to the GY, and if you do, draw 1 card. You can only use each effect of "Cosmos Channelling" once per turn. (Rare) Rating: 1 Since just about every way to gain control of an opponent's monster is either banned or just bad and the only other effect is a gamble, why bother with this? We already know Espa Roba was a fraud anyway as are all psychics. |
LED7-EN035 Spell Card Law of the Cosmos Normal Spell Your opponent can Set 1 Trap directly from their hand or Deck. Then, if they did, Special Summon 1 "Jinzo" from your Deck. If they did not, add 1 "Jinzo", or 1 monster that specifically lists that card in its text, from your Deck to your hand. You can only activate 1 "Law of the Cosmos" per turn. (Super Rare) Rating: 2 The card will be useless if they Set it and be easy pickings for you later on but I doubt they will fall for that, which means you'll be the one with a vulnerable strategy. |
LED7-EN034 Spell Card Cyber Energy Shock Quick-Play Spell If you control "Jinzo": Target 1 card on the field; destroy it, then, if it was a Trap, you can apply 1 of these effects. ● Negate the effects of 1 face-up card on the field until the end of this turn. ● All "Jinzo" you control gain 800 ATK. You can only activate 1 "Cyber Energy Shock" per turn. (Rare) Rating: 2 A more versatile variant to MST, but MST doesn't require Jinzo to be out. |
LED7-EN033 Effect Monster Psychic Megacyber DARK | Machine | Level 6 | ATK 2200 | DEF 1200 If your opponent controls more Spells/Traps than you do, you can Special Summon this card (from your hand). You can only Special Summon "Psychic Megacyber" once per turn this way. When this card declares an attack on an opponent's Effect Monster while you control "Jinzo": You can Tribute this card; place that opponent's monster face-up in their Spell & Trap Zone as a Continuous Trap. You can only use this effect of "Psychic Megacyber" once per turn. (Rare) Rating: 1 These days, most people don't Set that many Spells and Traps even though I'd rather be safe than sorry and Set more. This really isn't going to see play. |
LED7-EN032 Effect Monster Psychic Bounder LIGHT | Machine | Level 4 | ATK 1700 | DEF 1000 If this card is Normal or Special Summoned: You can add 1 "Jinzo" or 1 Spell/Trap that specifically lists that card in its text, from your Deck to your hand. When another monster you control is attacked by an opponent's monster, before damage calculation: You can destroy both the attacking monster and this card. You can only use each effect of "Psychic Bounder" once per turn. (Super Rare) Rating: 2 Getting Jinzo is about the only good thing this has to offer. |
LED7-EN031 Effect Monster Jinzo the Machine Menace DARK | Machine | Level 7 | ATK 2400 | DEF 1500 If a Trap is face-up on the field or in either GY: You can Special Summon this card from your hand, and if you do, it becomes Level 6 until the end of this turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Jinzo" from your hand or GY, then you can destroy all Traps your opponent controls (if a card is Set, reveal it). You can only use each effect of "Jinzo the Machine Menace" once per turn. (Ultra Rare) Rating: 2 Easy to Special Summon but it costs you a monster to bring out Jinzo with the effect it had in the anime. Still, it's no stronger than the original despite having a higher Level. |
LED7-EN022 Trap Card Meklord Astro the Eradicator Normal Trap Target 3 "Meklord" monsters with different names in your GY; add them to your hand, OR Special Summon them, ignoring their Summoning conditions. Until the end of your next turn after this card is activated, you cannot Special Summon monsters, except Machine monsters. If you control a "Meklord Astro" monster: You can banish this card from your GY; destroy 1 Synchro Monster your opponent controls, and if you do, inflict damage to your opponent equal to its original ATK. You can only use each effect of "Meklord Astro the Eradicator" once per turn. (Rare) Rating: 2 Although not ideal, it's still better to bring out the Meklord or Meklord Astro monsters because they have at least the chance at defending your LP better than the Meklord Army monsters. |
LED7-EN021 Spell Card Meklord Deflection Quick-Play Spell Target 1 "Meklord" monster you control; your opponent takes no battle damage from attacks involving that face-up monster until the end of this turn, also its ATK becomes (permanently) the combined original ATK of all "Meklord" monsters you currently control. If a "Meklord" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Meklord Deflection" per turn. (Rare) Rating: 1 There's no point in giving it extra ATK if I can't deal battle damage with it, especially since it only gains the ATK of your other Meklords. |
LED7-EN020 Spell Card Meklord Assembly Continuous Spell When this card is activated: You can add 1 "Meklord" monster from your Deck to your hand. You can only activate 1 "Meklord Assembly" per turn. You can only use each of the following effects of "Meklord Assembly" once per turn. ● You can discard 1 card, then target 1 monster you control; destroy it. ● If a face-up "Meklord" monster(s) you control is destroyed by battle or card effect: You can target 1 other face-up Spell/Trap on the field; destroy it. (Super Rare) Rating: 1 It may be Granel in the artwork but that's no reason to use this because it costs you a card just to destroy your own monster and bring out a Meklord Emperor by its effect. |
LED7-EN019 Effect Monster Meklord Army Deployer Obbligato LIGHT | Machine | Level 4 | ATK 1200 | DEF 1800 During your Main Phase: You can activate this effect; destroy this card, and if you do, Special Summon 2 "Meklord Army" monsters from your Deck in Defense Position, except "Meklord Army Deployer Obbligato", also you cannot Special Summon monsters for the rest of this turn, except Machine monsters. If this card is sent to the GY: You can activate this effect; during the End Phase of this turn, you can inflict 100 damage to your opponent for each "Meklord" monster you control. You can only use each effect of "Meklord Army Deployer Obbligato" once per turn. (Super Rare) Rating: 1 Where's the justification for this being Super? The effects and its stats are bad. |
LED7-EN018 Effect Monster Meklord Nucleus Infinity Core DARK | Machine | Level 1 | ATK 0 | DEF 0 The first time this card would be destroyed by battle each turn, it is not destroyed. You can only use each of the following effects of "Meklord Nucleus Infinity Core" once per turn. If this card is Normal or Special Summoned: You can add 1 "Meklord" Spell/Trap from your Deck to your hand. If this card is destroyed by card effect: You can Special Summon 1 "Meklord Emperor" monster from your hand or Deck with a different Attribute from the monsters you control, ignoring its Summoning conditions, also for the rest of this turn, you can only declare an attack with 1 monster. (Super Rare) Rating: 1 Even to bring out a regular Meklord Emperor, this isn't a good idea and without that it offers nothing but bad ideas. |
LED7-EN017 Effect Monster Meklord Emperor Wisel - Synchro Absorption DARK | Machine | Level 1 | ATK 2500 | DEF 2500 Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. During your opponent's turn (Quick Effect): You can send 1 face-up "Meklord" monster you control to the GY; Special Summon this card from your hand. You can only use this effect of "Meklord Emperor Wisel - Synchro Absorption" once per turn. If this card is Special Summoned: You can target 1 monster your opponent controls; it cannot attack for the rest of this turn. When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card. (Super Rare) Rating: 1 This is a pretty serious downgrade from the original Wisel given that it takes more work to bring out and gives you less in return. |
LED7-EN016 Effect Monster Meklord Astro Dragon Triskelion DARK | Machine | Level 10 | ATK 3000 | DEF 0 Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 "Meklord" monsters with different names from your GY. Once per turn, when this card declares an attack: You can look at your opponent's Extra Deck and equip 1 monster from it to this card. This card gains ATK equal to the combined ATK of those equipped monsters. While equipped with a Synchro Monster, this card can make up to 3 attacks on monsters during each Battle Phase. (Ultra Rare) Rating: 2 There would be more options except that Meklords are more of Mehlords because of their medicore effects for most members. |
LED7-EN008 Effect Monster Makyura the Destructor DARK | Warrior | Level 4 | ATK 1600 | DEF 1200 If this card is sent from the Monster Zone to the GY: You can activate 1 Trap Card from your hand this turn. You can only use this effect of "Makyura the Destructor" once per turn. (Rare) Rating: 2 It was too powerful back when DB1-EN released but now there's very little to make use of as it's been heavily restricted like all the other cards that were previously forbidden. |
LED7-EN007 Trap Card Sun God Unification Continuous Trap If you control a monster whose original name is "The Winged Dragon of Ra", you can activate this card the turn it was Set. During the Main Phase: You can pay LP so that you only have 100 left; 1 Special Summoned "The Winged Dragon of Ra" you control gains ATK/DEF equal to the amount of LP paid (even if this card leaves the field). Once per turn: You can Tribute 1 "The Winged Dragon of Ra"; gain LP equal to its ATK on the field. You cannot activate both of this card's effects in the same Chain. (Super Rare) Rating: 1 Since Ra cannot normally be Special Summoned, there's no point in using this. Plus, since I've already stated the 1 card that permits Special Summoning Ra to be equally bad, you're all set to find something actually decent to play. |
LED7-EN006 Spell Card Millennium Revelation Continuous Spell You can send 1 Divine-Beast monster from your hand to the GY; add 1 "Monster Reborn" from your Deck or GY to your hand. You can send this face-up card to the GY; this turn, you can Special Summon "The Winged Dragon of Ra" from your GY with "Monster Reborn", ignoring its Summoning conditions. During the End Phase of the turn this effect was activated, you must send "The Winged Dragon of Ra" you control that was Special Summoned with "Monster Reborn" to the GY. You can only use each effect of "Millennium Revelation" once per turn. (Super Rare) Rating: 1 What's the point in using this when Ra still goes to the Graveyard after the effect is used? It's a whole lot of effort for basically nothing in return. |
LED7-EN005 Spell Card Blaze Cannon Quick-Play Spell (This card is also always treated as a "Blaze Accelerator" card.) One "The Winged Dragon of Ra" you control gains the following effects until the end of this turn. This card's activation and effect cannot be negated. ● This card is unaffected by your opponent's card effects. ● When an attack is declared involving this card: You can Tribute any number of other monsters that did not declare an attack this turn; this card gains ATK equal to the Tributed monsters' combined original ATK, until the end of this turn. ● After damage calculation, if this card attacked: You can send all monsters your opponent controls to the GY. (Ultra Rare) Rating: 1 It doesn't matter what effects Effect Ra gets because Effect Ra is terrible. |
LED7-EN004 Spell Card Ancient Chant Normal Spell Add 1 "The Winged Dragon of Ra" from your Deck or GY to your hand, and if you do, you can Tribute Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can banish this card from your GY: If you Tribute Summon "The Winged Dragon of Ra" this turn, its original ATK/DEF become the combined original ATK/DEF of the monsters Tributed for its Summon. You can only activate 1 "Ancient Chant" per turn. (Ultra Rare) Rating: 1 The fact that they had to make a card that had 1 of Ra's anime effects proves how bad the actual Ra truly is. It's just not worth either effect as both can be done better. |
LED7-EN003 Effect Monster Guardian Slime WATER | Aqua | Level 10 | ATK 0 | DEF 0 If you take battle or effect damage: You can Special Summon this card from your hand. During damage calculation, if this card battles an opponent's monster (Quick Effect): You can make this card gain DEF equal to that opponent's monster's ATK during that damage calculation only. If this card is sent from the hand or field to the GY: You can add 1 Spell/Trap from your Deck to your hand that specifically lists the card "The Winged Dragon of Ra" in its text. You can only use each effect of "Guardian Slime" once per turn. (Ultra Rare) Rating: 2 It'd have been nice to have it gain the attacking monster's ATK or DEF based on its battle position when battling a monster but it only gains DEF and that leaves it vulnerable. It's actually less useful than Metal Reflect Slime. |
LED7-EN002 Effect Monster Reactor Slime WATER | Aqua | Level 4 | ATK 500 | DEF 500 During your Main Phase: You can activate this effect; Special Summon 2 "Slime Tokens" (Aqua/WATER/Level 1/ ATK 500/DEF 500), also you cannot Normal or Special Summon monsters for the rest of this turn, except Divine-Beast monsters. During the Battle Phase (Quick Effect): You can Tribute this card; Set 1 "Metal Reflect Slime" from your hand, Deck, or GY. It can be activated this turn. You can only use each effect of "Reactor Slime" once per turn. (Rare) Rating: 2 It can be useful for bringing out the God Cards but since only 2 of them are any good and you'll have to Special Summon this to bring them out in the same turn, it's not all that great. |
LED7-EN001 Fusion Monster Egyptian God Slime WATER | Aqua-Type Fusion | Level 10 | ATK 3000 | DEF 3000 1 Aqua monster + 1 Level 10 WATER monster Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Level 10 Aqua monster with 0 ATK. This card can be treated as 1 or 3 Tributes for the Tribute Summon of a monster. Cannot be destroyed by battle. Your opponent's monsters cannot target for attacks, and your opponent cannot target with card effects, any monsters you control, except "Egyptian God Slime". (Ultra Rare) Rating: 3 Pretty easy to bring out and perhaps better than what we got for the anime. Bringing it out via Fusion Summon is a bit harder though. |