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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Structure Deck New Card Ratings (Page 10)

1. For info on how these ratings are determined, click here.
Card galleries and spoilers:
SDSA-EN: https://bit.ly/3gXCPVJ | Spoiler {} SDCH-EN: https://bit.ly/3h3yXTr | Spoiler
SDFC-EN: https://bit.ly/3vZr6Kw | Spoiler
Set Name (Spoiler)
                                                       ABCD-EN000
Effect Monster


                                                       Rating:

 
                                                       ABCD-EN000
Effect Monster


                                                       Rating:

Structure Deck: Freezing Chains (Spoiler)
1. Card gallery:
 
https://yugipedia.com/wiki/Set_Card_Galleries:Structure_Deck:_Freezing_Chains_(TCG-EN-1E)
                                                       SDFC-EN046
Trap Card

Terror of Trishula
Normal Trap
Apply these effects, in sequence, depending on the number of "Ice Barrier" Synchro Monsters you control with different names;
● 1+: Banish 1 card your opponent controls.
● 2+: Banish 1 card from your opponent's GY.
● 3+: Banish 1 random card from your opponent's hand.
When your opponent activates a card or effect that targets an "Ice Barrier" Synchro Monster(s) you control: You can banish this card from your GY; negate that effect.
You can only use each effect of "Terror of Trishula" once per turn.
(Common)

                                                       Rating: 1
Trishula already does what this does for nothing and even that card is bad (and also included). Don't bother with such trash.
 
                                                       SDFC-EN041
Synchro Monster

Trishula, Zero Dragon of the Ice Barrier
WATER | Dragon-Type Synchro | Level 11 | ATK 2700 | DEF 2000
1 Tuner + 2+ non-Tuner monsters
When this card is Synchro Summoned: You can banish up to 3 cards your opponent controls. If this Synchro Summoned card in its owner's control is destroyed by an opponent's card: You can Special Summon 1 "Trishula, Dragon of the Ice Barrier" from your Extra Deck or GY, its ATK becomes 3300, then halve the ATK of any face-up monsters your opponent currently controls, also negate their effects. You can only use this effect of "Trishula, Zero Dragon of the Ice Barrier" once per turn.
(Ultra Rare)

                                                       Rating: 1
More work for less benefit, which means there's no reason to use it.
 
                                                       SDFC-EN028
Spell Card

Freezing Chains of the Ice Barrier
Continuous Spell
When this card is activated: You can target 1 Level 4 or lower "Ice Barrier" monster in your GY; Special Summon it. While you control 3 or more "Ice Barrier" monsters, "Ice Barrier" monsters you control are unaffected by the activated effects of your opponent's monsters that were Special Summoned from the Extra Deck. You can only activate 1 "Freezing Chains of the Ice Barrier" per turn.
(Common)

                                                       Rating: 1
You need 3 Ice Barriers to even protect your Ice Barriers and only the ones Special Summoned from the Extra Deck are protected. It's totally pointless.
 
                                                       SDFC-EN027
Spell Card

Winds Over the Ice Barrier
Normal Spell
Tribute any number of "Ice Barrier" monsters; Special Summon from your Deck that many Level 4 or lower "Ice Barrier" monsters with different names from each other. 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 of your "Ice Barrier" monsters that is banished or in your GY; add it to your hand. You can only use each effect of "Winds Over the Ice Barrier" once per turn.
(Ultra Rare)

                                                       Rating: 1
It's just bad retrieval at best and Water Hazard can bring out any Level 4 or less WATER monster from the hand by controlling no monsters.
 
                                                       SDFC-EN005
Effect Monster

Zujin of the Ice Barrier
WATER | Warrior | Level 2 | ATK 500 | DEF 300
You can Tribute this card; Special Summon 1 Level 5 or higher "Ice Barrier" monster from your hand. If this card is in your GY, except the turn it was sent there: You can target 1 Level 3 or higher WATER monster you control; reduce its Level by exactly 2, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Zuijin of the Ice Barrier" once per turn.
(Ultra Rare)

                                                       Rating: 2
There are some decent Ice Barriers (and they're in this Structure Deck) but apart from that, it's not going to be that useful.
 
                                                       SDFC-EN004
Effect Monster

Hexa Spirit of the Ice Barrier
WATER | Sea Serpent-Type Tuner | Level 1 | ATK 400 | DEF 200
While you control another "Ice Barrier" monster, monsters your opponent controls lose 500 ATK/DEF. During your Main Phase: You can send 1 Level 3 or lower "Ice Barrier" monster from your Deck to the GY, and if you do, this card's Level becomes the same as that monster's, until the end of this turn. You can only use this effect of "Hexa Spirit of the Ice Barrier" once per turn.
(Common)

                                                       Rating: 1
The best it can do is be there in spirit because it won't last long on the field and doesn't have the effects to be useful while there.
 
                                                       SDFC-EN003
Effect Monster

Speaker for the Ice Barriers
WATER | Spellcaster | Level 4 | ATK 1000 | DEF 1800
While you control another "Ice Barrier" monster, Defense Position monsters your opponent controls cannot change their battle positions. You can only use each of the following effects of "Speaker for the Ice Barriers" once per turn. If you control an "Ice Barrier" monster: You can Special Summon this card from your hand. If you control an "Ice Barrier" monster: You can banish this card from your GY; Special Summon 1 "Ice Barrier Token" (Aqua/WATER/Level 1/ATK 0/DEF 0).
(Ultra Rare)

                                                       Rating: 1
With only 1800 DEF, this is is really just a mediocre stall tactic as it doesn't benefit you much at all.
 
                                                       SDFC-EN002
Effect Monster

Revealer of the Ice Barrier
WATER | Spellcaster | Level 4 | ATK 1700 | DEF 1000
While you control another "Ice Barrier" monster, your opponent cannot Tribute Summon. You can only use each of the following effects of "Revealer of the Ice Barrier" once per turn. You can discard 1 card; Special Summon 1 "Ice Barrier" Tuner from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If you would discard, or send a card(s) from your hand to the GY, to activate an "Ice Barrier" monster's effect, you can banish this card from your GY instead of 1 of those cards.
(Ultra Rare)

                                                       Rating: 1
Blocking Tribute Summons is moot since most players don't do that anyway. Plus, it's easy to play around that if they do.
 
                                                       SDFC-EN001
Effect Monster

General Wayne of the Ice Barrier
WATER | Warrior | Level 5 | ATK 2100 | DEF 400
Spells and Traps sent from the field to your opponent's GY are banished instead. You can only use each of the following effects of "General Wayne of the Ice Barrier" once per turn. If your opponent controls a monster and you control an "Ice Barrier" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "Ice Barrier" Spell/Trap from your Deck to your hand.
(Common)

                                                       Rating: 2
As a Level 5 WATER monster, it has synergy with A Legendary Ocean, which'll give it 2300 ATK without drawback as well. The first effect isn't bad as it'll make it harder for your opponent to retrieve them/apply the secondary effects most cards have today. It can't be brought out by its effect on the first turn of a Duel easily though.
Structure Deck: Spirit Charmers (Spoiler)
1. Card gallery:
 https://yugipedia.com/wiki/Set_Card_Galleries:Structure_Deck:_Spirit_Charmers_(TCG-EN-1E)
                                                       SDCH-EN041
Spell Card

Spirit Charmers
Quick-Play Spell
Discard 1 card; take 2 cards from your Deck with different names from each other, that are "Charmer" monsters, "Familiar-Possessed" monsters, and/or "Possessed" Spells/Traps, add 1 of them to your hand, and Set the other. You can only activate 1 "Spirit Charmers" per turn.
(Ultra Rare)

                                                       Rating: 1
Last I checked, it's never a good idea to reveal your strategy so quickly and this does it two-fold.
 
                                                       SDCH-EN028
Trap Card

Possessed Partnerships
Normal Trap
Special Summon 1 Spellcaster monster with 1500 DEF from your hand or GY in Attack Position or face-down Defense Position, then, if you control monsters with 2 or more different Attributes, you can destroy 1 face-up card on the field. You can banish this card from your GY, then target 1 "Possessed" Continuous Spell/Trap in your GY; place it face-up on your field. You can only use 1 "Possessed Partnerships" effect per turn, and only once that turn.
(Super Rare)

                                                       Rating: 2
All the Familiar-Possessed monsters benefit from this but since this card is very specific as well, you won't have much luck using it without them.
 
                                                       SDCH-EN019
Spell Card

Grand Spiritual Art - Ichirin
Field Spell
Negate your opponent's first monster effect that resolves each turn while you control a Spellcaster monster with 1500 DEF. During your Main Phase: You can reveal 1 Spellcaster monster from your hand, and if you do, add 1 monster with the same Attribute, but with 1500 ATK/200 DEF, from your Deck to your hand, and if you do that, shuffle the revealed card into the Deck. You can only use this effect of "Grand Spiritual Art - Ichirin" once per turn.
(Ultra Rare)

                                                       Rating: 2
I expected more for "Grand Spiritual Art" but it seems it's little more than situational at best.
 
                                                       SDCH-EN006
Effect Monster

Awakening of the Possessed - Greater Inari Fire
FIRE | Pyro | Level 5 | ATK 2000 | DEF 200
You can Special Summon this card (from your hand or Deck) by sending 1 face-up Spellcaster monster and 1 face-up Level 4 or lower FIRE monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Greater Inari Fire" once per turn.
● When this card is Special Summoned by its effect: You can inflict damage to your opponent equal to the original ATK of 1 monster they control (your choice).
● If this card is sent from the field to the GY: You can add 1 "Spiritual Fire Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand.
(Ultra Rare)

                                                       Rating: 2
While about as strong and having 1 of the same effects as Nefariouser Archfiend, this guy has other uses as well, though they aren't enough to rate it any higher than 2/5.
 
                                                       SDCH-EN005
Effect Monster

Awakening of the Possessed - Nefariouser Archfiend
EARTH | Beast | Level 5 | ATK 2000 | DEF 200
You can Special Summon this card (from your hand or Deck) by sending 1 face-up Spellcaster monster and 1 face-up Level 4 or lower EARTH monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Nefariouser Archfiend" once per turn.
● When this card is Special Summoned by its effect: You can Special Summon 1 Level 4 or lower monster from your GY, but negate its effects.
● If this card is sent from the field to the GY: You can add 1 "Spiritual Earth Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand.
(Ultra Rare)

                                                       Rating: 1
Unlike the regular Familiar-Possessed monsters, which can be used as Beatsticks on their own without Tributing, this guy either needs a Tribute to be only slightly stronger or can be brought out by an equally bad method for poor results.
Structure Deck: Sacred Beasts (Spoiler)
1. Card gallery:
 https://yugipedia.com/wiki/Set_Card_Galleries:Structure_Deck:_Sacred_Beasts_(TCG-EN-1E)
                                                       SDSA-EN046
Spell Card

Dimension Fusion Destruction
Normal Spell
Banish from your hand, field, and/or GY, the Fusion Materials that are listed on a "Phantasm" Fusion Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. You take no battle damage from attacks involving the monster Special Summoned by this effect. If you control "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", your opponent cannot activate cards or effects in response to this card's activation.
(Super Rare)

                                                       Rating: 1

You won't have the Sacred Beasts for long and none of the Phantasm Fusions have what is worthwhile to be brought out with this.
 
                                                       SDSA-EN035
Trap Card

Awakening of the Sacred Beasts
Continuous Trap
This card gains these effects based on the number of "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and/or "Raviel, Lord of Phantasms" with different names you control.
● 1+: Each time your opponent Normal or Special Summons a monster(s): Gain LP equal to the ATK of that monster(s).
● 2+: Negate the activated effects of monsters your opponent controls.
● 3: Any monsters sent to your opponent's GY are banished instead.
Once per your turn, if you control a Level 10 monster: You can add 1 Continuous Trap from your GY to your hand.
(Common)

                                                       Rating: 1
This Deck proves that just because you can make a Deck with monsters with summoning requirements doesn't mean you should and this does NOT make the Sacred Beasts better. It makes them much more vulnerable as it's an obvious strategy.
 
                                                       SDSA-EN034
Trap Card

Hyper Blaze
Continuous Trap
To Special Summon "Uria, Lord of Searing Flames" using its own procedure, you can also use face-down Traps you control. Once per battle, when an attack is declared involving your "Uria, Lord of Searing Flames": You can send 1 Trap from your hand or Deck to the GY; its ATK/DEF become the number of face-up Traps on the field and in the GYs x 1000, for the rest of this turn. Once per turn: You can discard 1 card; add to your hand or Special Summon, 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" from your GY, ignoring its Summoning conditions.
(Super Rare)

                                                       Rating: 1
Why did they have to make separate cards just to more-or-less give you the effects of the Sacred Beasts from the anime? All they had to do was add it to the real card's effects and they wouldn't have needed these rejects.
 
                                                       SDSA-EN020
Spell Card

Opening of the Spirit Gates
Continuous Spell
When this card is activated: Add 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", OR 1 monster that specifically lists any of those cards in its text, from your Deck to your hand. Once per turn: You can discard 1 card; Special Summon 1 Fiend monster with 0 ATK/DEF from your GY. Once per turn, if you control a Level 10 monster: You can add 1 Continuous Spell from your GY to your hand. You can only activate 1 "Opening of the Spirit Gates" per turn.
(Common)

                                                       Rating: 2
This I can use with Yubel to some degree but it's pretty specific as a whole.
 
                                                       SDSA-EN019
Spell Card

Cerulean Skyfire
Continuous Spell
To Special Summon "Hamon, Lord of Striking Thunder" using its own procedure, you can also use face-down Spells you control. Once per turn, while you control an Attack Position "Hamon, Lord of Striking Thunder", you can negate any Spell/Trap effect activated by your opponent, then, change 1 "Hamon, Lord of Striking Thunder" you control to Defense Position. If a face-up "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms" you control leaves the field: You take no damage this turn.
(Super Rare)

                                                       Rating: 1
There's good reason few if anyone used the Sacred Beasts when they came out and even fewer will use them now because they're not relevent or useful.
 
                                                       SDSA-EN004
Effect Monster

Chaos Summoning Beast
DARK | Fiend | Level 1 | ATK 0 | DEF 0
You can Tribute this card; Special Summon 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", from your hand, ignoring its Summoning conditions. You can banish this card from your GY; add 1 "Fallen Paradise" from your Deck to your hand. You can only use each effect of "Chaos Summoning Beast" once per turn.
(Common)

                                                       Rating: 1
None of the Sacred Beasts are really worth bringing out because they got nerfed heavily from the anime. Plus you can only bring out 1 not all 3 and only from your hand.
 
                                                       SDSA-EN003
Effect Monster

Dark Beckoning Beast
DARK | Fiend | Level 2 | ATK 0 | DEF 0
When this card is Normal Summoned: You can add 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", OR 1 card that specifically lists any of those cards in its text, from your Deck to your hand, except "Dark Beckoning Beast". You can only use this effect of "Dark Beckoning Beast" once per turn. During your Main Phase, you can Normal Summon 1 Fiend monster with 0 ATK/DEF in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
(Common)

                                                       Rating: 1
I wouldn't even use this in my Yubel Deck because most monsters with 0 ATK and DEF aren't very good and this guy proves it on its own.
 
                                                       SDSA-EN002
Effect Monster

Chaos Core
DARK | Fiend | Level 3 | ATK 0 | DEF 0
When either player activates a card or effect that targets this card, or when your opponent's monster targets it for an attack (Quick Effect): You can send up to 1 each of "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and "Raviel, Lord of Phantasms" from your hand and/or Deck to the GY, and if you do, place 1 Phantasm Counter on this card for each card sent to the GY, and if you place at least 1, you take no battle damage this turn. You can only use this effect of "Chaos Core" once per turn. If this card would be destroyed by battle or card effect, you can remove 1 Phantasm Counter from this card instead.
(Common)

                                                       Rating: 1
It's entirely relient on its effects because without them, it has 0 ATK and DEF and is also relient on you having the Sacred Beasts in your hand or Deck to even use that effect.
 
                                                       SDSA-EN001
Effect Monster

Raviel, Lord of Phantasms - Shimmering Scraper
DARK | Fiend | Level 10 | ATK 4000 | DEF 4000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. You can only use each of the
following effects of "Raviel, Lord of Phantasms - Shimmering Scraper" once per turn.
● (Quick Effect): You can discard this card and target 1 "Raviel, Lord of Phantasms" you control; for the rest of this turn, its ATK becomes
double its current ATK, also it can attack all monsters your opponent controls once each.
● If this card is in your GY: You can Tribute 1 monster; add this card to your hand.
(Ultra Rare)

                                                       Rating: 2
Apart from being somewhat easier to Summon than the original Raviel, it requires the original to be on your field to use much of its effects.