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Unrated Card Ratings (Page 51)
Structure Deck: Zombie Hoarde | |
SR07-EN041 | |
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 |
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Rating: | 2 |
Comments: | 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 | |
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 |
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Rating: | 1 |
Comments: | 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 | |
Return of the Zombies Normal Trap Banish 1 Zombie monster on the field, then Special Siummon 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 |
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Rating: | 1 |
Comments: | Three new Zombie support cards that all suck, and that's partially because they all have pretty bad effects. |
SR07-EN024 | |
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 |
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Rating: | 1 |
Comments: | 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 | |
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 |
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Rating: | 1 |
Comments: | 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 | |
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 |
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Rating: | 2 |
Comments: | 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 | |
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 |
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Rating: | 3 |
Comments: | 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 | |
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 |
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Rating: | 2 |
Comments: | 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 | |
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 |
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Rating: | 2 |
Comments: | It's basically a zombie counterpart to Tatsunoko but it hasn't really improved much. |
Legendary Hero Decks (The Phantom Knights Deck) | |
LEHD-ENC30 | |
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 |
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Rating: | 1 |
Comments: | 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 | |
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 |
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Rating: | 1 |
Comments: | 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. |
Legendary Hero Decks (Nordic Deck) | |
LEHD-ENB00 | |
Gullveig of the Nordic Ascendant LIGHT / Fairy-Type Link / ATK 800 / Link-1 Active Link Arrow(s): Bottom-Left 1 Level 5 or lower "Nordic" monster If this card is Link Summoned: You can banish up to 3 cards from your hand and/or field, and if you do, Special Summon that many "Nordic" monsters from your Deck in Defense Position, also, for the rest of this turn, you cannot Special Summon, except "Aesir" monsters, nor Normal Summon/Set any monsters. You can only use this effect of "Gullveig of the Nordic Ascendant" once per turn. While this card points to an "Aesir" monster, your opponent cannot target that monster with card effects, also monsters your opponent controls cannot target this card for attacks. ULTRA RARE |
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Rating: | 1 |
Comments: | There's really no good reason to run this card so I don't really see the point in including it in a preconstructed Deck that supports Aesirs. This guy doesn't have any way to support anyone. If anything, it needs the support and it's so feeble that it's just not worth the effort. |
Legendary Hero Decks (Destiny HERO Deck) | |
LEHD-ENA37 | |
Xtra HERO Wonder Driver LIGHT / Warrior-Type Link / ATK 1900 / Link-2 Active Link Arrow(s): Top and Bottom 2 "HERO" monsters If a "HERO" monster is Normal or Special Summoned to your zone this card points to: Target 1 "Polymerization" Spell Card, 1 "Fusion" Spell Card, or "Change" Quick-Play Spell Card in your GY; Set that target. You can only use this effect of "Xtra HERO Wonder Driver" once per turn. If this card is destroyed by battle and sent to the GY, or if this card in your possession is destroyed by an opponent's card effect and sent to your GY: You can Special Summon 1 "HERO" monster from your hand. ULTRA RARE |
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Rating: | 2 |
Comments: | Also not difficult to bring out but also not as strong as Dread Decimator. Plus, it does little good to have the necessary Fusion Summoning card Set on your field where it is vulnerable and obvious to your opponent. On top of that, you may not be in a prime position to use it, especially since this guy needs 2 HERO monsters outright. |
LEHD-ENA08 | |
Destiny HERO - Disk Commander DARK / Warrior / Level 1 / ATK 300 / DEF 300 Cannot be Special Summoned from the GY the turn this card was sent to the GY. If this card is Special Summoned from the GY: You can draw 2 cards. You can only use this effect of "Destiny HERO - Disk Commander" once per Duel. ULTRA RARE |
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Rating: | 1 |
Comments: | Yet another erratum breaks a card to the point of unplayability as this card's effect now only works once per Duel and only after the turn it's sent to the Grave, making any additional copies meaningless. |
LEHD-ENA00 | |
Xtra HERO Dread Decimator DARK / Warrior-Type Link / ATK 2500 / Link-3 Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right 2+ "HERO" monsters This card, also any "HERO" monsters it points to gain 100 ATK for each "HERO" monster with different names in your GY. If this card attacks a Defense Position monster, inflict piercing battle damage. ULTRA RARE |
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Rating: | 2 |
Comments: | Not too difficult to bring out and inflicts piercing battle damage. Plus, HERO monsters are supported by Reinforcement of the army but the ATK boost is pretty much non-existent. |
Legendary Duelists: White Dragon Abyss (Continued) | |
LED3-EN049 | |
Abyss Actors' Curtain Call Normal Trap If an "Abyss Script" Spell Card or effect is activated this turn: Add face-up "Abyss Actor" Pendulum Monsters from your Extra Deck to your hand, up to the number of "Abyss Script" Spells in your GY. Then, you can Special Summon "Abyss Actor" Pendulum Monsters from your hand with different names, up to the number of monsters added to the hand by this effect. You cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" Pendulum Monsters. You can only activate 1 "Abyss Actors' Curtain Call" per turn. COMMON |
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Rating: | 2 |
Comments: | The activation requirements aren't all that steep but you probably won't be bringing out many Abyss Actor Pendulum Monsters from face-up in your Extra Deck. Of course, the card is also exclusive to Abyss Actors, which doesn't give it many uses. |
LED3-EN048 | |
Abyss Playhouse - Fantastic Theater Field Spell You can reveal 1 "Abyss Actor" Pendulum Monster and 1 "Abyss Script" Spell in your hand; add 1 "Abyss Script" Spell from your Deck to your hand, with a different name than that revealed Spell. While you control a Pendulum Summoned "Abyss Actor" Pendulum Monster, any monster effect activated by your opponent becomes "Destroy 1 Set Spell/Trap your opponent controls". You can only use each effect of "Abyss Playhouse - Fantastic Theater" once per turn. RARE |
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Rating: | 2 |
Comments: | I probably wouldn't recommend giving your opponent any uses for the last effect as it also requires you to reveal 2 cards in your hand, though getting a new Abyss Script Spell Card may help. |
LED3-EN047 | |
Abyss Script - Romantic Terror Quick-Play Spell Return 1 "Abyss Actor" Pendulum Monster you control to the hand, and if you do, Special Summon from your Extra Deck in Defense Position, 1 face-up "Abyss Actor" Pendulum Monster with a different original name from that monster. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can Set any number of "Abyss Script" Spells directly from your Deck. You can only activate 1 "Abyss Script - Romantic Terror" per turn. RARE |
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Rating: | 2 |
Comments: | The one you will replace will probably be better, or at least stronger than the one you return but it's a risky play and you may not be able to meet the requirements for the last effect. Still, the card is entirely restrained to Abyss Actors. |
LED3-EN046 | |
Abyss Actor - Comic Relief DARK / Fiend-Type Pendulum / Level 3 / ATK 1000 / DEF 2000 / Scale 8 You can target 1 "Abyss Actor" Pendulum Monster you control and 1 monster your opponent controls; switch control of both monsters, then destroy this card. You can only use this effect of "Abyss Actor - Comic Relief" once per turn. You take no battle damage from attacks involving this card. Once per turn, during your Standby Phase: Give control of this card to your opponent. Once per turn, if control of this face-up card changes: Activate this effect; the owner of this card can destroy 1 Set "Abyss Script" Spell in their Spell & Trap Zone. RARE |
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Rating: | 2 |
Comments: | The effects are pretty bad but once again the Pendulum Scale (and in this case the DEF) make this card at least somewhat worthwhile. |
LED3-EN045 | |
Abyss Actor - Mellow Madonna DARK / Fiend-Type Pendulum / Level 7 / ATK 1800 / DEF 2500 / Scale 0 You can pay 1000 LP; add 1 "Abyss Actor" Pendulum Monster from your Deck to your hand, except "Abyss Actor - Mellow Madonna", also you cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" Pendulum Monsters (even if this card leaves the field). You can only use this effect of "Abyss Actor - Mellow Madonna" once per turn. Gains 100 ATK for each "Abyss Script" Spell in your GY. You can only use each of the following effects of "Abyss Actor - Mellow Madonna" once per turn. ● When a Pendulum Monster you control is destroyed by battle: You can Special Summon this card from your hand. ● If an "Abyss Script" Spell Card or effect is activated: You can Special Summon 1 Level 4 or lower "Abyss Actor" Pendulum Monster from your Deck, but return it to the hand during the End Phase. SUPER RARE |
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Rating: | 2 |
Comments: | Pretty weak for a Level 7 monster but the Pendulum Scale will work nicely. Both effects aren't that great either as they're pretty much exclusive to Abyss Actors and their support. |