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Millennium Pack New Card Ratings

*For info on how these ratings are determined, click here.
*Booster Set gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Millennium_Pack_(TCG-EN-1E)
                                                                MIL1-EN022
Trap Card
Trap Hole of Spikes
Normal Trap
When an opponent's monster that was Normal or Special Summoned this turn declares an attack: Destroy that attacking monster, and if you do, inflict damage to your opponent equal to half the original ATK of that monster.
SUPER RARE
                                               Rating: 2
A bit better than Sakuretsu Armor as you also deal half the destroyed monster's ATK to your opponent and thanks to its new name, you can search it with Traptrix cards, but a Flip Summoned monster will get by this pretty easily.
 
                                                                MIL1-EN017
Spell Card
Symbol of Friendship
Normal Spell
To activate this card, you must draw it for your normal draw in your Draw Phase while your opponent controls 3 or more monsters and you control no monsters, reveal it, and keep it revealed until the Main Phase 1. During your Main Phase 1 that same turn: You can activate this card from your hand; reveal 1 card from your Deck, and add it to your hand.
RARE
                                               Rating: 1
Meeting even the first half of this card's requirements is slim to none, even with 3 copies, and then you get whatever card you want, but then your opponent will be able to counteract it when you finally play it.
 
                                                                MIL1-EN016
Spell Card
The True Name
Normal Spell
Declare 1 card name; excavate the top card of your Deck, and if it is the declared card, add it to your hand, then you can add to your hand, or Special Summon, 1 DIVINE monster from your Deck. Otherwise, send it to the Graveyard. You can only activate 1 "The True Name" per turn.
SUPER RARE
                                               Rating: 2
Convulsion of Nature or similar cards can help you know which card is next but since the only DIVINE monsters that can be brought out by this effect stay on the field for one turn, it's hardly worth the effort unless you wish to Tribute Summon that monster.
 
                                                                MIL1-EN015
Spell Card
Left Arm Offering
Normal Spell
If you have 2 or more other cards in your hand: Banish your entire hand; add 1 Spell Card from your Deck to your hand. You cannot Set Spell/Trap Cards during the turn you activate this card.
SUPER RARE
                                               Rating: 2
A bad hand is probably one of the few times where banishing your hand would be good and you do get any Spell Card you want but aren't allowed to set Spells or Traps that turn.
 
                                                                MIL1-EN014
Spell Card
Card of Demise
Normal Spell
Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the Graveyard. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.
ULTRA RARE
                                               Rating: 2
A nerf of this card was inevitable given the anime effect had a 5 turn delay before you discarded and you drew until you had 5 cards in your hand but at least this card was still somewhat playable.
 
                                                                MIL1-EN013
Spell Card
Rebellion
Quick-Play Spell
During either player's Battle Phase: Target 1 monster your opponent controls; take control of it until the end of the Battle Phase, also other monsters you control cannot attack for the rest of this turn. You can only activate 1 "Rebellion" per turn.
ULTRA RARE
                                               Rating: 2
As a Quick-Play Spell, you can use it during your opponent's turn and nullify the drawback but you still won't be able to do anything with the new monster either way.
 
                                                                MIL1-EN010
Fusion Monster
Sky Galloping Gaia the Dragon Champion
WIND / Dragon-Type Fusion / Level 7 / ATK 2600 / DEF 2100
1 "Gaia The Fierce Knight" monster + 1 Dragon-Type monster
This card's name becomes "Gaia the Dragon Champion" while it is on the field. If this card is Special Summoned: You can add 1 "Spiral Spear Strike" from your Deck or Graveyard to your hand. When this card declares an attack on an opponent's monster: You can change the battle position of that opponent's monster.
SUPER RARE
                                               Rating: 1
While a step up from the original Dragon Champion, it's still not worth bringing out because Spiral Spear Strike is a poorer version of Fairy Meteor Crush and changing the battle position of the opponent's monster isn't good enough to offset the effort it takes to bring this guy out.
 
                                                                MIL1-EN004
Effect Monster
Holding Legs
DARK / Fiend / Level 4 / ATK 800 / DEF 600
If this card is Summoned: Return all Set Spell and Trap Cards on the field to the hand. You can banish this card from your Graveyard, then target 1 Set Spell/Trap Card your opponent controls; that Set card cannot be activated until the end of your opponent's next turn.
SUPER RARE
                                               Rating: 1
Once you get past its first effect, you won't have anything else to do with it except temporarily lock a threat your opponent has waiting, if at all.
 
                                                                MIL1-EN003
Effect Monster
Holding Arms
DARK / Fiend / Level 4 / ATK 500 / DEF 1200
If this card is Normal or Special Summoned: Target 1 face-up monster your opponent controls; while this card is face-up on the field, that face-up monster cannot attack, also its effects are negated. While that face-up monster is on the field, this card cannot be destroyed by battle or card effects.
SUPER RARE
                                               Rating: 2
It got a bit of a buff from the anime where its effect was only 3 turns but it's still pretty feeble as the affected monster can still be used for whatever the opponent wants, thus making this card and you quite vulnerable.
 
                                                                MIL1-EN002
Effect Monster
Curse of Dragonfire
DARK / Dragon / Level 5 / ATK 2000 / DEF 1500
If this card is Normal or Special Summoned: You can target 1 Field Spell Card on the field; destroy it. Once per turn: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card.
ULTRA RARE
                                               Rating: 2
Field Spells don't see much play these days but since you can control 2 at a time, that literally doubles the odds of you seeing one and you can destroy just your opponent's if you want, though the other effect and its stats aren't all that great.
 
                                                                MIL1-EN001
Effect Monster
The Winged Dragon of Ra - Immortal Phoenix
DIVINE / Divine-Beast / Level 10 / ATK 4000 / DEF 4000
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. If "The Winged Dragon of Ra" is sent from the field to your Graveyard while this card is in your Graveyard: Special Summon this card. Cards and effects cannot be activated in response to this effect's activation. This card is unaffected by other cards' effects. You can pay 1000 LP; send 1 monster on the field to the Graveyard. Once per turn, during the End Phase: Send this card to the Graveyard, and if you do, Special Summon 1 "The Winged Dragon of Ra - Sphere Mode" from your hand, Deck, or Graveyard, ignoring its Summoning conditions.
ULTRA RARE
                                               Rating: 1
You'll have to get this guy into the Graveyard first and have Ra go there from the field, which can happen any old way but getting Ra out won't be easy because it can't be Special Summoned. Being unaffected by other effects is little compensation when it'll replace itself with Sphere Mode during the End Phase wherever you have it.