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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Multi Rarity New Card Ratings (Page 2)

1. For info on how these ratings are determined, click here.
Card galleries and spoilers:
GEIM-EN: https://bit.ly/3qlbfVy | Spoiler {} MIL1-EN: https://bit.ly/2SZ80a6 | Spoiler
Genesis Impact (Spoiler)
                                                    GEIM-EN036
Trap Card

Drytron Meteor Shower
Counter Trap
When your opponent Normal or Special Summons a monster(s), while you control a Ritual Monster: Negate the Summon, and if you do, shuffle that monster into the Deck. You can only activate 1 "Drytron Meteor Shower" per turn.
(Rare)

                                                    Rating: 2
I don't need a Drytron Ritual Monster but while the artwork looks like quite the spectacle to see, it's masking how mediocre this card is as a whole.
 
                                                    GEIM-EN035
Spell Card

Drytron Asterism
Quick-Play Spell
During the Main Phase: Target 1 "Drytron" monster or 1 Ritual Monster you control, and 1 face-up monster your opponent controls; your monster loses exactly 1000 ATK until the end of your opponent's turn, and if it does, destroy that opponent's monster. You can only activate 1 "Drytron Asterism" per turn.
(Rare)

                                                    Rating: 1
We have much better ways to get rid of monsters that don't cost your own monster ATK points.
 
                                                    GEIM-EN034
Spell Card

Drytron Eclipse
Normal Spell
Target 1 "Drytron" monster in your GY; add it to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Drytron" monster you control; it gains 2000 ATK until the end of your opponent's turn. You can only use each effect of "Drytron Eclipse" once per turn.
(Rare)

                                                    Rating: 1
A solar or lunar eclipse is a sight to behold, this is a sight for sore eyes.
 
                                                    GEIM-EN033
Spell Card

Drytron Nova
Normal Spell
Special Summon 1 "Drytron" monster from your Deck, but destroy it during the End Phase. You can only activate 1 "Drytron Nova" per turn. You cannot Special Summon monsters, except monsters that cannot be Normal Summoned/Set, the turn you activate this card.
(Ultra Rare)

                                                    Rating: 1
You can't bring out a Ritual Monster and the other members are terrible copies of one another.
 
                                                    GEIM-EN032
Spell Card

Meteonis Drytron
Ritual Spell
This card can be used to Ritual Summon any Ritual Monster from your hand or GY. You must also Tribute Machine monsters from your hand or field whose total ATK equal or exceed the ATK of the Ritual Monster you Ritual Summon. If this card is in your GY: You can target 1 "Drytron" monster you control; it loses exactly 1000 ATK until the end of your opponent's turn, and if it does, add this card to your hand. You can only use this effect of "Meteonis Drytron" once per turn.
(Ultra Rare) & (Collector's Rare)

                                                    Rating: 1
Can't even name a single Ritual that would make using Machines and only Machines worthwhile, especially when you need their ATKs to be at or higher than the Ritual Monster's. This also hurts the Deck it was made for.
 
                                                    GEIM-EN031
Spell Card

Drytron Fafnir
Field Spell
When this card is activated: You can add 1 "Drytron" Spell/Trap from your Deck to your hand, except "Drytron Fafnir". The activation and the activated effects of Ritual Spell Cards cannot be negated. Once per turn, if a monster is Normal or Special Summoned face-up while you control a "Drytron" monster (except during the Damage Step): You can reduce that monster's Level by 1 per 1000 of its current ATK (min. Level 1) for the rest of this turn. You can only activate 1 "Drytron Fafnir" per turn.
(Super Rare)

                                                    Rating: 1
1 extra point for Ritual Spell protection but that's not saying much when Drytrons don't have anything worth blocking.
 
                                                    GEIM-EN030
Ritual Monster

Drytron Meteonis Quadrantids
LIGHT | Machine-Type Ritual | Level 12 | ATK 4000 | DEF 4000
You can Ritual Summon this card with "Meteonis Drytron". Your opponent cannot target this card with Spell/Trap Cards or effects. You can only use each of the following effects of "Drytron Meteonis Quadrantids" once per turn. If the total Levels of monsters used for this card's Ritual Summon were 2 or less: You can destroy all Spells and Traps your opponent controls. If this Ritual Summoned card is destroyed: You can Special Summon "Drytron" monsters from your GY, except "Drytron Meteonis Quadrantids", whose combined ATK equals exactly 4000.
(Super Rare)

                                                    Rating: 1
Are we just going to ignore that Harpie's Feather Duster is LEGAL for tournaments again, thereby making it 20x easier to activate this card's 3rd effect? I guess so.
 
                                                    GEIM-EN029
Ritual Monster

Drytron Meteonis Draconids
LIGHT | Machine-Type Ritual |
Level 12 | ATK 4000 | DEF 4000
You can Ritual Summon this card with "Meteonis Drytron". Your opponent cannot target this card with monster effects. If the total Levels of monsters used for its Ritual Summon are 2 or less, this card can attack all Special Summoned monsters your opponent controls once each. During your opponent's turn (Quick Effect): You can banish monsters from your GY whose combined ATK equals exactly 2000 or 4000, then target 1 face-up card your opponent controls for every 2000 ATK of the total; send that card(s) to the GY. You can only use this effect of "Drytron Meteonis Draconids" once per turn.
(Ultra Rare) & (Collector's Rare)

                                                    Rating: 1
There is very little chance for you to have enough Level 2 or 1 monsters in your hand and certainly not on the field to achieve the 3rd effect of this card and even then it only applies to your opponent's Special Summoned monsters. What a disappointment for such a strong monster.
 
                                                    GEIM-EN028
Effect Monster

Drytron Zeta Aldhibah
LIGHT | Machine | Level 1 | ATK 2000 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Drytron" card. You can Tribute 1 other "Drytron" monster, or 1 Ritual Monster, from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can add 1 Ritual Spell from your Deck to your hand. You cannot Special Summon monsters, except monsters that cannot be Normal Summoned/Set, the turn you activate this effect. You can only use this effect of "Drytron Zeta Aldhibah" once per turn
(Rare)

                                                    Rating: 1
I don't think I've ever heard of an Archetype that can make brick hands out of thin air repeatedly.
 
                                                    GEIM-EN027
Effect Monster

Drytron Delta Altais
LIGHT | Machine | Level 1 | ATK 2000 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Drytron" card. You can Tribute 1 other "Drytron" monster, or 1 Ritual Monster, from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can reveal 1 Ritual Monster or 1 Ritual Spell in your hand, and if you do, draw 1 card. You cannot Special Summon monsters, except monsters that cannot be Normal Summoned/Set, the turn you activate this effect. You can only use this effect of "Drytron Delta Altais" once per turn.
(Rare)

                                                    Rating: 1
These guys sure have been delta really bad hand haven't they?
 
                                                    GEIM-EN026
Effect Monster

Drytron Gamma Eltanin
LIGHT | Machine | Level 1 | ATK 2000 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Drytron" card. You can Tribute 1 other "Drytron" monster, or 1 Ritual Monster, from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can Special Summon 1 "Drytron" monster with 2000 ATK from your GY, except "Drytron Gamma Eltanin". You cannot Special Summon monsters, except monsters that cannot be Normal Summoned/Set, the turn you activate this effect. You can only use this effect of "Drytron Gamma Eltanin" once per turn.
(Rare)

                                                    Rating: 1
They appear to be following the Greek Alphabet with their names but the effects translate to garbage.
 
                                                    GEIM-EN025
Effect Monster

Drytron Beta Rastaban
LIGHT | Machine | Level 1 | ATK 2000 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Drytron" card. You can Tribute 1 other "Drytron" monster, or 1 Ritual Monster, from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can return 1 of your banished "Drytron" monsters to the GY. You cannot Special Summon monsters, except monsters that cannot be Normal Summoned/Set, the turn you activate this effect. You can only use this effect of "Drytron Beta Rastaban" once per turn.
(Rare)

                                                    Rating: 1
I could've used this with Photon Lead if it weren't for the copy-pasted summoning requirements but that means I get to return the favor with 1/5s for each of them.
 
                                                    GEIM-EN024
Effect Monster

Drytron Alpha Thuban
LIGHT | Machine | Level 1 | ATK 2000 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Drytron" card. You can Tribute 1 other "Drytron" monster, or 1 Ritual Monster, from your hand or field; Special Summon this card from your hand or GY in Defense Position, then you can add 1 Ritual Monster from your Deck to your hand. You cannot Special Summon monsters, except monsters that cannot be Normal Summoned/Set, the turn you activate this effect. You can only use this effect of "Drytron Alpha Thuban" once per turn.
(Super Rare)

                                                    Rating: 1
What'd Konami do, use the copy machine to make exact copies because that's what we have here from looking at the spoiler. Here'a lesson for the rest of you: If it's not good, do NOT copy it!
 
                                                    GEIM-EN023
Trap Card

Evil ★Twin Present
Normal Trap
If you control a "Ki-sikil" monster and control a "Lil-la" monster: Activate 1 of these effects;
● Target 1 "Ki-sikil" monster or 1 "Lil-la" monster you control and 1 face-up monster your opponent controls; switch control of those monsters.
● Target 1 Set Spell/Trap your opponent controls; shuffle it into the Deck.
You can only activate 1 "Evil ★Twin Present" per turn.
(Rare)

                                                    Rating: 1
About the equivalent of what your grandma gets you for Christmas/birthday, nothing you wanted.
 
                                                    GEIM-EN022
Trap Card

Evil ★Twin GG EZ
Continuous Trap
You can Tribute 1 "Ki-sikil" monster or 1 "Lil-la" monster, then activate 1 of the following effects.
● You can target 1 "Ki-sikil" monster or 1 "Lil-la" monster you control; it gains ATK equal to the original ATK of the Tributed monster, until the end of this turn.
● When a card or effect is activated that would destroy a card(s) on the field: You can negate that effect.
You can only use this effect of "Evil ★Twin GG EZ" once per turn.
(Rare)

                                                    Rating: 1
GG EZ is right.....for the opponent as they're the ones going to have no trouble defeating such a feeble Archetype.
 
                                                    GEIM-EN021
Trap Card

Evil ★Twin Challenge
Normal Trap
Target 1 "Ki-sikil" monster or 1 "Lil-la" monster in your GY; Special Summon it, then you can apply the following effect.
● Immediately after this effect resolves, Link Summon 1 "Evil ★Twin" Link Monster using monsters you control as material.
You can only activate 1 "Evil ★Twin Challenge" per turn.
(Rare)

                                                    Rating: 1
Challenge NOT accepted because it's not even worthwhile. It just makes Link Summoning harder.
 
                                                    GEIM-EN020
Spell Card

Secret Password
Normal Spell
Add 1 "Live ☆Twin" or "Evil ★Twin" Spell/Trap from your Deck to your hand. If you control a "Ki-sikil" monster and control a "Lil-la" monster, you can add 1 "Evil ★Twin" monster from your Deck to your hand instead. You can only activate 1 "Secret Password" per turn.
(Super Rare)

                                                    Rating: 1
Given how bad these Twins are, the password is probably....."password".
 
                                                    GEIM-EN019
Spell Card

Live ☆Twin Channel
Field Spell
When a monster declares an attack: You can Tribute 1 "Ki-sikil" monster or 1 "Lil-la" monster; negate that attack. During the End Phase: You can target 1 "Ki-sikil" monster or 1 "Lil-la" monster in your GY; shuffle it into the Deck, or, if you control no monsters, you can add it to your hand instead. You can only use each effect of "Live ☆Twin Channel" once per turn.
(Rare)

                                                    Rating: 1
Better change the channel with the remote or waste more of your life with something you didn't want.
 
                                                    GEIM-EN018
Spell Card

Live ☆Twin Home
Quick-Play Spell
Discard 1 card; Special Summon 1 "Ki-sikil" monster or 1 "Lil-la" monster from your Deck, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except "Evil ★Twin" monsters. You can only activate 1 "Live ☆Twin Home" per turn.
(Super Rare)

                                                    Rating: 1
Doesn't matter what you bring out, they're useless.
 
                                                    GEIM-EN017
Effect Monster

Evil ★Twins Ki-sikil & Lil-la
DARK | Fiend | Level 8 | ATK 2200 | DEF 2200
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by Tributing 2 Link Monsters. If this card is Special Summoned: You can activate this effect; if your opponent controls 3 or more cards, they must send cards to the GY so they control 2 cards. You can only use this effect of "Evil ★Twins Ki-sikil & Lil-la" once per turn. While you have a "Ki-sikil" monster in your GY and you have a "Lil-la" monster in your GY, this card gains 2200 ATK/DEF.
(Ultra Rare) & (Collector's Rare)

                                                    Rating: 1
Proof that even as a team they aren't worth using. Just look at those awful summoning requirements and what you get out of it. Bakura's Necro Dolls card had more uses than this.
 
                                                    GEIM-EN016
Link Monster

Evil ★Twin Lil-la
DARK | Fiend-Type Link | ATK 1100 | Link-2
Active Link Arrow(s):
Left and Bottom
2 monsters, including a "Lil-la" monster
If this card is Special Summoned and you control a "Ki-sikil" monster: You can target 1 card on the field; destroy it. During the Main Phase, if you do not control a "Ki-sikil" monster (Quick Effect): You can Special Summon 1 "Ki-sikil" monster from your GY, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fiend monsters. You can only use each effect of "Evil ★Twin Lil-la" once per turn.
(Ultra Rare) & (Collector's Rare)

                                                    Rating: 1
At least twins IRL can be helpful. These twins are nothing more than minor nuisances.
 
                                                    GEIM-EN015
Link Monster

Evil ★Twin Ki-sikil
LIGHT | Fiend-Type Link | ATK 1100 | Link-2
Active Link Arrow(s):
Right and Bottom
2 monsters, including a "Ki-sikil" monster
If this card is Special Summoned and you control a "Lil-la" monster: You can draw 1 card. During the Main Phase, if you do not control a "Lil-la" monster (Quick Effect): You can Special Summon 1 "Lil-la" monster from your GY, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fiend monsters. You can only use each effect of "Evil ★Twin Ki-sikil" once per turn.
(Ultra Rare) & (Collector's Rare)

                                                    Rating: 1
Our "Evil" twin is little more than a child's doll with sinister grin on its face. Nothing to be scared of unless you're in a horror flick.
 
                                                    GEIM-EN014
Effect Monster

Live ☆Twin Lil-la
DARK | Cyberse | Level 2 | ATK 500 | DEF 0
Your opponent must pay 500 LP to declare an attack. If this card is Normal or Special Summoned and you control no other monsters: You can Special Summon 1 "Ki-sikil" monster from your hand or Deck. You can only use this effect of "Live ☆Twin Lil-la" once per turn.
(Super Rare) & (Collector's Rare)

                                                    Rating: 1
Oh no! What will your opponent do if they have to pay 500 LP to attack? It cannot be done.......oh wait it's a drop out of the bucket and certainly worth taking down this weakling.
 
                                                    GEIM-EN013
Effect Monster

Live ☆Twin Ki-sikil
LIGHT | Cyberse | Level 2 | ATK 500 | DEF 0
Each time an opponent's monster declares an attack, you gain 500 LP. If this card is Normal or Special Summoned and you control no other monsters: You can Special Summon 1 "Lil-la" monster from your hand or Deck. You can only use this effect of "Live ☆Twin Ki-sikil" once per turn.
(Super Rare) & (Collector's Rare)

                                                    Rating: 1
"Live" but not for very long.
 
                                                    GEIM-EN012
Spell Card

Magistus Vritra
Normal Spell
Target 1 Level 4 or lower "Magistus" monster in your GY; Special Summon it. If a "Magistus" card(s) in your Spell & Trap Zone would be destroyed by your opponent's card effect, you can banish this card from your GY instead. You can only use each effect of "Magistus Vritra" once per turn.
(Rare)

                                                    Rating: 2
No cost to use it and there's at least 1 decent member to use it on.
 
                                                    GEIM-EN011
Spell Card

Magistus Invocation
Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including a Spellcaster monster. If Summoning a "Magistus" Fusion Monster this way, you can also use monsters in your Spell & Trap Zones that are equipped to a "Magistus" monster. You can only activate 1 "Magistus Invocation" per turn.
(Rare)

                                                    Rating: 1
Getting pretty tired of these Poly copies being in just about every Archetype Konami creates.
 
                                                    GEIM-EN010
Spell Card

Magistus Theurgy
Quick-Play Spell
Target 1 "Magistus" monster you control; equip it with 1 "Magistus" monster, except a Level 4 monster, from your Extra Deck, GY, or face-up field. If you have at least 1 each "Magistus" Fusion, Synchro, Xyz, and Link Monsters in your GY, you can equip it with 1 non-"Magistus" Fusion, Synchro, Xyz, or Link Monster from your Extra Deck, instead. You can only activate "Magistus Theurgy" once per turn.
(Rare)

                                                    Rating: 1
Since things like divine intervention don't exist, this'll be like a magician just starting to learn magic.
 
                                                    GEIM-EN009
Spell Card

Trismagistus
Continuous Spell
The first time each "Magistus" monster equipped with an Equip Card would be destroyed by battle each turn, it is not destroyed. You can only use 1 of the following effects of "Trismagistus" per turn, and only once that turn.
● During your Main Phase: You can Special Summon 1 Level 4 Spellcaster monster from your hand.
● You can send this face-up card to the GY; Special Summon any number of "Magistus" monsters with different names from your hand.
(Super Rare)

                                                    Rating: 2
Even a generic Spellcaster Deck can benefit from this just by using the 1st bulleted effect. The other effects aren't that good.
 
                                                    GEIM-EN008
Link Monster

Artemis, the Magistus Moon Maiden
LIGHT | Spellcaster-Type Link | ATK 800 | Link-1
Active Link Arrow(s):
Top
1 Level 4 or lower Spellcaster monster
If another "Magistus" monster(s) is Normal or Special Summoned while you control this monster (except during the Damage Step): You can target 1 of those monsters; equip this card you control to it. While this card is equipped to a monster: You can add 1 "Magistus" monster from your Deck to your hand. You can only use each effect of "Artemis, the Magistus Moon Maiden" once per turn. You can only Special Summon "Artemis, the Magistus Moon Maiden" once per turn.
(Ultra Rare) & (Collector's Rare)

                                                    Rating: 1
What's the point in equipping it with a monster when it and you get no real benefits at all? Plus with only 800 ATK, you'll need all the benefits you can get.
 
                                                    GEIM-EN007
Xyz Monster
Ninaruru, the Magistus Glass Goddess
EARTH | Rock-Type Xyz | Rank 4 | ATK 1800 | DEF 2400
2 Level 4 Spellcaster monsters
While this card is an Equip Card, the equipped monster can make up to 2 attacks on monsters during each Battle Phase. You can only use each of the following effects of "Ninaruru, the Magistus Glass Goddess" once per turn. You can detach 1 material from this card, then target 1 Level 4 or higher Spellcaster monster in your GY; add it to your hand. While this card is equipped to a monster: You can target 1 "Magistus" card in your Spell & Trap Zone and 1 Spell/Trap your opponent controls; destroy them.
(Super Rare) & (Collector's Rare)

                                                    Rating: 2
You know what they say about glass houses. They're not good homes to live in. This card supports that idea as it's a glass monster and will be highly fragile to even basic strategies.
 
                                                    GEIM-EN006
Synchro Monster

Vahram, the Magistus Divinity Dragon
FIRE | Dragon-Type Synchro | Level 8 | ATK 2500 | DEF 2900
1 Tuner + 1+ non-Tuner monsters
While this card is an Equip Card, the equipped monster cannot be destroyed by your opponent's Spell/Trap effects. You can only use each of the following effects of "Vahram, the Magistus Divinity Dragon" once per turn. If this Synchro Summoned card is destroyed: You can destroy all face-up cards your opponent controls. At the start of the Damage Step, if the monster this card is equipped to battles an opponent's monster: You can destroy that opponent's monster.
(Super Rare)

                                                    Rating: 3
Although destruction-based cards are used less often now, you can still do it yourself and you benefit either way with the other effect. It isn't very strong, though.
 
                                                    GEIM-EN005
Fusion Monster

Aiwass, the Magistus Spell Spirit
WIND | Fiend-Type Fuson | Level 8 | ATK 2000 | DEF 2800
1 "Magistus" monster + 1 Spellcaster monster
While this card is an Equip Card, the equipped monster gains 1000 ATK/DEF. During the Main Phase (Quick Effect): You can target 1 other face-up monster on the field; equip this card you control to it. If this card was equipped to an opponent's monster by this effect, take control of the equipped monster, also it cannot activate its effects. You can only use this effect of "Aiwass, the Magistus Spell Spirit" once per turn.
(Super Rare)

                                                    Rating: 2
Two copies of the only decent card in this set thus far is enough to bring this guy out but usin g the effect will mean you lose it just to gain control of an opponent's monster. I think Zombie World does better when used with those monsters that gain control of X-Type monsters.
 
                                                    GEIM-EN004
Effect Monster

Endymion, the Magistus of Mastery
WATER | Spellcaster | Level 4 | ATK 1300 | DEF 1700
You can target 1 "Magistus" monster you control; equip it with 1 "Magistus" monster from your Extra Deck. You can target 1 face-up Spell you control; destroy it, and if you do, draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use each effect of "Endymion, the Magistus of Mastery" once per turn.
(Rare)

                                                    Rating: 1
Et tu, Endymion? Seriously though Endymion had better uses on its own than as a mediocre Archetype like this one.
 
                                                    GEIM-EN003
Effect Monster

Rilliona, the Magistus of Verre
LIGHT | Spellcaster | Level 4 | ATK 800 | DEF 1800
If this card is Normal or Special Summoned: You can activate 1 of these effects;
● Add 1 "Magistus" Spell/Trap from your Deck to your hand.
● Return 1 of your banished Level 4 or lower Spellcaster monsters to your GY.
You can banish this card from your GY, then target 1 "Magistus" monster you control; equip it with 1 "Magistus" monster from your GY, except a Level 4 monster.
You can only use each effect of "Rilliona, the Magistus of Verre" once per turn.
(Ultra Rare) & (Collector's Rare)

                                                    Rating: 2
I don't see much with this one either but I'm sure all the "top" Duelists will be itching to get multiple copies of them for some reason.
 
                                                    GEIM-EN002
Effect Monster

Zoroa, the Magistus of Flame
FIRE | Spellcaster-Type Tuner | Level 4 | ATK 1500 | DEF 1500
You can target 1 "Magistus" monster you control; equip it with 1 "Magistus" monster from your Extra Deck. If this card becomes equipped with a "Magistus" Monster Card: You can Special Summon 1 Level 4 Spellcaster monster from your hand or GY in Defense Position, except "Zoroa, the Magistus of Flame", but its effects are negated. You can only use each effect of "Zoroa, the Magistus of Flame" once per turn.
(Ultra Rare)

                                                    Rating: 2
The effect isn't all that bad but not great either and aside from being a searchable Tuner, it doesn't offer much.
 
                                                    GEIM-EN001
Effect Monster

Crowley, the Magistus of Grimoires
DARK | Spellcaster | Level 4 | ATK 1800 | DEF 1000
You can send 1 Spellcaster monster from your hand or face-up field to the GY; Special Summon this card from your hand. You can declare 1 Attribute; this card becomes that Attribute until the end of this turn. You can banish this card from your GY, then target 1 "Magistus" monster you control; equip it with 1 "Magistus" monster from your GY, except a Level 4 monster. You can only use each effect of "Crowley, the Magistus of Grimoires" once per turn.
(Super Rare)

                                                    Rating: 3
A good start for the Archetype but as I've seen with others, they probably aren't all like this unfortunately.
Millennium Pack (Spoiler)
                                                        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-EN012
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.