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Epic!!! |
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Structure Deck New Card Ratings (Page 7)
1. For info on how these ratings are
determined, click
here. Card galleries and spoilers: LEHD-ENC: https://bit.ly/3x2Jyn1 | Spoiler {} SR07-EN: https://bit.ly/3vXubuR | Spoiler SDSB-EN: https://bit.ly/3w4ovPJ | Spoiler |
Structure Deck: Soulburner (Spoiler) |
SDSB-EN043 Link Monster Salamangreat Balelynx FIRE | Cyberse-Type Link | ATK 500 | Link-1 Active Link Arrow(s): Bottom 1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 “Salamangreat Sanctuary” from your Deck to your hand. You can only use this effect of "Salamangreat Balelynx" once per turn. If a “Salamangreat” card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. (Ultra Rare) Rating: 1 Wasted effort all around. 500 ATK isn't going to hold its own and will cost you a good chunk of LP, even with Level 4 or lower monsters and your resulting effects are nothing to make use of. |
SDSB-EN042 Xyz Monster Salamangreat Miragestallio FIRE | Cyberse-Type Xyz | Rank 3 | ATK 2000 | DEF 900 2 Level 3 monsters You can detach 1 material from this card; Special Summon 1 “Salamangreat” monster from your Deck in face-up Defense Position, also for the rest of this turn, you cannot activate monster effects, except FIRE monsters. If this Xyz Summoned card is sent to the GY for the Link Summon of a “Salamangreat” monster: You can target 1 monster on the field; return that monster to the hand. You can only use each effect of “Salamangreat Miragestallio” once per turn. (Ultra Rare) Rating: 1 Even for the Salamangreats with higher DEF, this just isn't worth the effort to bring out. |
SDSB-EN033 Trap Card Salamangreat Roar Counter Trap When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn. (Super Rare) Rating: 2 We don't yet have any good Salamangreat Link Monsters but when/if we get them, this'll be more playable. |
SDSB-EN032 Trap Card Salamangreat Rage Normal Trap Activate 1 of these effects. ● Send 1 "Salamangreat" monster from your hand or face-up field to the GY, then target 1 card on the field; destroy it. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; destroy cards your opponent controls, up to that monster's Link Rating. You can only activate 1 "Salamangreat Rage" per turn. (Common) Rating: 1 Not much of a rage when the effects are both pretty bad. |
SDSB-EN024 Spell Card Salamangreat Claw Equip Spell Equip only to a "Salamangreat" monster. The equipped monster cannot be destroyed by battle or card effects, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If the equipped monster is a "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material, during each Battle Phase it can make attacks on monsters up to its Link Rating. You can only control 1 "Salamangreat Claw". (Common) Rating: 1 If you want to inflict piercing battle damage, use Fairy Meteor Crush and the other effect has no uses whatsoever because the effort outweights the benefits greatly. |
SDSB-EN023 Spell Card Salamangreat Circle Quick-Play Spell Activate 1 of these effects. ● Add 1 "Salamangreat" monster from your Deck to your hand. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; that Link Monster is unaffected by monster effects this turn, except its own. You can only activate 1 "Salamangreat Circle" per turn. (Super Rare) Rating: 2 Trust me, the 1st bullet is the only one you need to use as it's way less effort and gets better results. |
SDSB-EN022 Effect Monster Formud Skipper LIGHT | Cyberse | Level 1 | ATK 0 | DEF 0 During your Main Phase: You can reveal 1 Link Monster in your Extra Deck, and if you do, when you Link Summon this turn, you can treat this card as Link Material with the same name, Type, and Attribute as the revealed monster. If this card is sent to the GY as Link Material: You can add 1 Level 5 or higher Cyberse monster from your Deck to your hand. You can only use each effect of "Formud Skipper" once per turn. (Common) Rating: 2 Treating it as a monster in your Extra Deck really isn't going to do you any good because it still has 0 ATK and DEF and most cards do not specifically look for a specific monster unless it's one of the Signature Attack cards, which are mostly pretty bad anyway. |
SDSB-EN006 Effect Monster Salamangreat Beat Bison FIRE | Cyberse | Level 8 | ATK 2800 | DEF 1000 If you have 3 or more “Salamangreat” monsters in your GY: You can Special Summon this card from your hand in Defense Position. You can target FIRE Link Monsters in your GY, up to the number of face-up cards your opponent controls; return them to the Extra Deck, then, you can negate the effects of face-up cards your opponent controls until the end of this turn, up to the number of cards you returned. You can only use each effect of “Salamangreat Beat Bison” once per turn. (Common) Rating: 1 From the looks of the artwork, it'll burn up into nothing but ash before it reaches me and that would explain why its effects are so bad. |
SDSB-EN005 Effect Monster Salamangreat Fowl FIRE | Cyberse | Level 4 | ATK 1800 | DEF 200 If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn. (Common) Rating: 3 No fowl play here when this card was made is its low Level, Attribute and high ATK are good reasons to use it. |
SDSB-EN004 Effect Monster Salamangreat Spinny FIRE | Cyberse | Level 3 | ATK 1000 | DEF 1500 If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and 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 "Salamangreat Spinny" once per turn. (Super Rare) Rating: 1 It may have spines but it's no more dangerous than a common housefly. It might as well go back to where it came from where it'll be less likely to be taken advantage of. |
SDSB-EN003 Effect Monster Salamangreat Gazelle FIRE | Cyberse | Level 3 | ATK 1500 | DEF 1000 If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn. (Super Rare) Rating: 2 Searchable and you can send Salamangreats from your Deck to the Grave to bring it out but still pretty subpar. |
SDSB-EN002 Effect Monster Salamangreat Mole FIRE | Cyberse | Level 1 | ATK 0 | DEF 0 During your Main Phase, if you Link Summoned this turn: You can Special Summon this card from your hand to your zone a Link Monster points to. If you control no monsters: You can banish this card from your GY, then target 5 “Salamangreat” cards in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Salamangreat Mole" once per turn. (Common) Rating: 1 1 really bad effect coupled with an outclassed effect make for one unplayable monster. |
SDSB-EN001 Effect Monster Salamangreat Raccoon FIRE | Cyberse | Level 1 | ATK 400 | DEF 800 When your "Salamangreat" monster is targeted for an attack by an opponent's monster: You can send this card from your hand to the GY, then target those 2 monsters that would battle; gain LP equal to the ATK of that opponent's monster's, also your targeted monster cannot be destroyed by battle this turn. When your "Salamangreat" monster destroys an opponent's monster by battle and sends it to the GY, while this card is in your GY: You can add this card to your hand. You can only use this effect of "Salamangreat Raccoon" once per turn. (Common) Rating: 2 It only works with battling Salamangreats but Parro can work on its own and thus you can use this with Parro for extra LP but that's about it. |
Structure Deck: Zombie Hoarde (Spoiler) |
SR07-EN041 Synchro Monster Red-Eyes Zombie Necro Dragon DARK | Zombie-Type Synchro | Level 7 | ATK 2400 | DEF 2000 1 Tuner + 1+ non-Tuner monsters Gains 100 ATK/DEF for each Zombie monster on the field and in the GYs. When another Zombie monster is destroyed by battle: You can Special Summon 1 Zombie monster from either GY to your field. You can only use this effect of "Red-Eyes Zombie Necro Dragon" once per turn. (Ultra Rare) Rating: 2 Both effects aren't all that good but the 2nd is better than the 1st as it can revive a Zombie from the Grave, albeit only if that monster is destroyed by battle. |
SR07-EN035 Trap Card Haunted Shrine Normal Trap If you control no monsters: Target 1 Zombie monster in your GY; Special Summon it. If you control no monsters: You can banish this card from your GY, then target 1 Zombie monster in your GY; Special Summon it, but its effects are negated. You can only use 1 "Haunted Shrine" effect per turn, and only once that turn. (Common) Rating: 1 As a believer in ghosts, I can tell you this so-called haunted shrine would be filled with really cheap special effects that even kids wouldn't fall for. This is also just a poor imitation of Book of Life, which is also more versatile, doesn't care if you have monsters out or not and also banishes a monster in the opponent's Grave. |
SR07-EN034 Trap Card Return of the Zombies Normal Trap Banish 1 Zombie monster on the field, then Special Summon 1 Zombie monster from the Graveyard of the player who controlled it, to their field in Defense Position. If this card is in your GY: You can shuffle 1 of your banished Zombie monsters into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use each effect of "Return of the Zombies" once per turn. (Common) Rating: 1 Three new Zombie support cards that all suck, and that's partially because they all have pretty bad effects. |
SR07-EN024 Spell Card Zombie Power Struggle Quick-Play Spell Target 1 Zombie monster on the field; until the end of this turn, it gains 1000 ATK or loses 1000 ATK. During your Main Phase, if this card is in your GY: You can shuffle 1 of your banished Zombie monsters into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use this effect of "Zombie Power Struggle" once per turn. (Common) Rating: 1 Why go through the struggle of temporarily keeping your Zombie monster stronger or weakining an opponent's monster when you can use much better cards released before this one? |
SR07-EN023 Spell Card Zombie Necronize Normal Spell If a Level 5 or higher Zombie monster is on the field: Target 1 monster your opponent controls; take control of it until the End Phase. During your Main Phase, if this card is in your GY: You can shuffle 1 of your banished Zomibe monsters into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use 1 "Zombie Necronize" effect per turn, and only once that turn. (Common) Rating: 1 It asks for a Level 5 or higher Zombie to be on the field just to gain control of a monster your opponent controls. That may sound nice but Mind Control is still legal and isn't restrained to anything on your field. You just can't attack or Tribute that monster. |
SR07-EN003 Effect Monster Glow-Up Bloom DARK | Zombie-Type Tuner | Level 1 | ATK 0 | DEF 0 If this card is sent to the GY: You can banish this card from your GY; add 1 Level 5 or higher Zombie monster from your Deck to your hand, or if "Zombie World" is in a Field Zone, you can Special Summon it from you Deck instead, also, in either case, you cannot Special Summon monsters for the rest of this turn, except Zombie monsters. You can only use this effect of "Glow-Up Bloom" once per turn. (Super Rare) Rating: 2 Much improved from the disaster of a card back in Starstrike Blast as the effect is not only not once per Duel but is much better as a whole. Still, it's restrained to Zombies as a whole too. |
SR07-EN002 Effect Monster Necroworld Banshee DARK | Zombie | Level 4 | ATK 1800 | DEF 200 "Zombie World" in the Field Zone cannot be destroyed by card effects, also neither player can target it with card effects. (Quick Effect): You can banish this card from your field or GY; activate 1 "Zombie World" directly from your hand or Deck. You can only use this effect of "Necroworld Banshee" once per turn. (Super Rare) Rating: 3 It's not only a beatstick but one that directly protects the best Field Spell for Zombies we have to date. The other effect can be better achieved with Terraforming, or even just running more than one copy of Zombie World. |
SR07-EN001 Effect Monster Doomking Balerdroch DARK | Zombie | Level 8 | ATK 2800 | DEF 2000 During your Standby Phase, if a face-up card is in a Field Zone and this card is in your GY: You can Special Summon this card in Defense Position. You can only use this effect of "Doomkiung Balerdroch" once per turn. Once per Chain, when a Zombie monster, except "Doomking Balerdroch" activates its effect (except during the Damage Step) (Quick Effect): You can apply 1 of these effects (but you cannot apply that same effect of "Doomking Balerdroch" again this turn). ● Negate that effect. ● Banish 1 monster from the field or GY. (Ultra Rare) Rating: 2 Thankfully it has no summoning requirements as that would likely bring it closer to a 1/5. However, the effects aren't that good and neither are its ATK and DEF for its Level. |
SR07-EN000 Effect Monster Tatsunecro DARK | Zombie-Type Tuner | Level 3 | ATK 500 | DEF 1700 If this Normal Summoned/Set monster would be used as Synchro Material, 1 monster in your hand can be used as 1 of the other materials. If you do this, all materials for that Summon are banished instead of being sent to the GY. You cannot Special Summon monsters, except Zombie monsters. (Super Rare) Rating: 2 It's basically a zombie counterpart to Tatsunoko but it hasn't really improved much. |
Legendary Hero Decks (The Phantom Knights Deck) (Spoiler) |
LEHD-ENC30 Trap Card The Phantom Knights of Mist Claws Normal Trap Target 1 of your banished "The Phantom Knights" monsters; add it to your hand. When an opponent's monster declares a direct attack while this card is in your GY: You can target 1 Level 4 or lower "The Phantom Knights" monster in your GY; Special Summon that monster, and if you do, Special Summon this card as a Normal Monster with the same original Level as that monster (Warrior/DARK/ATK 0/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, banish this card when it leaves the field. (Ultra Rare) Rating: 1 It's highly situational as a whole and doesn't offer anything that's worthwhile in return that other cards can't already do better. |
LEHD-ENC00 Link Monster The Phantom Knights of Rusty Bardiche DARK | Warrior-Type Link | ATK 2100 | Link-3 Active Link Arrow(s): Right, Bottom-Left and Bottom-Right 2+ DARK monsters During your Main Phase: You can send 1 "The Phantom Knights" monster from your Deck to the GY, Set 1 "Phantom Knights" Spell/Trap directly from your Deck in your Spell & Trap Zone. If a DARK Xyz Monster(s) is Special Summoned to a zone(s) this card points to while this card is on the field, except during the Damage Step: You can target 1 card on the field; destroy it. You can only use each effect of "The Phantom Knights of Rusty Bardiche" once per turn. Cannot be used as Link Material. (Ultra Rare) Rating: 2 While it's easy to bring out, the effects just aren't really worth evern that effort because you're dumping a monster in the Grave just for a support card that is plainly obvious to your opponent. Plus, you won't be able to use it tha turn if it's a Quick-Play Spell or a Trap Card. The other effect is just as bad since it requires you to bring out a DARK Xyz Monster just to destroy a card on the field. A rusty object is in bad shape and needs repairs and this guy certainly needs those repairs to make it more playable. |