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Ancient Prophecy (ANPR-EN) Card Ratings

1. For info on how these ratings are determined, click here.
2. Booster set gallery:
https://yugipedia.com/wiki/Set_Card_Galleries:Ancient_Prophecy_(TCG-EN-1E)
                               Rating: 1 | ANPR-EN099 | Fusion Monster
Elemental Hero Gaia
EARTH | Warrior-Type Fusion | Level 6 | ATK 2200 | DEF 2600
1 "Elemental Hero" monster + 1 EARTH Monster
This monster cannot be Special Summoned except by Fusion Summon. When this card is Fusion Summoned, select 1 face-up monster your opponent controls. Until the end of this turn, that monster's ATK is halved and this card gains the same amount of ATK.
(Secret Rare)


It's a harder to Summon, one-time Blackwing - Gale the Whirlwind. Gale is also searchable and a Tuner.
 
                               Rating: 1 | ANPR-EN098 | Effect Monster
Kasha
EARTH | Zombie | Level 8 | ATK ? | DEF 1000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control 2 or more face-up Zombie-Type monsters. When this card is Special Summoned, return all other monsters on the field to the Deck, and this card's ATK is equal to the number of Zombie-Type monster returned this way x 1000.
(Secret Rare)


It could have up to 4000 ATK, but regardless, you don't have any other monsters to attack with.
 
                               Rating: 2 | ANPR-EN097 | Effect Monster
Beast Machine King Barbaros Ür
EARTH | Beast-Warrior | Level 8 | ATK 3800 | DEF 1200
You can Special Summon this card from your hand by removing from play 1 Machine-Type monster and 1 Beast-Warrior-Type monster in your hand, field, and/or Graveyard. When this card battles, any Battle Damage to your opponent becomes 0.
(Super Rare)


You can at least Special Summon him but for what his effect is worth, the card as a whole is only worth 2/5 from me.
 
                               Rating: 1 | ANPR-EN096 | Effect Monster
Gaap the Divine Soldier
DARK | Fiend | Level 6 | ATK 2200 | DEF 2000
All monsters are changed to face-up Attack Position and their battle positions cannot be changed (Flip Effects are not activated at this time). Once per turn, you can reveal any number of Fiend-Type monsters in your hand to give this card 300 ATK for each revealed card, until the End Phase.
(Rare)


The ATK boost isn't permanent and the 1st effect affects all monsters to Attack Mode, including yours.
 
                               Rating: 2 | ANPR-EN095 | Effect Monster
Sauropod Brachion
EARTH | Dinosaur | Level 8 | ATK 1500 | DEF 3000
You cannot Special Summon this card from your Deck. You can Tribute Summon this card by Tributing 1 Dinosaur-Type monster. Once per turn, you can change this card to face-down Defense Position. When this card is Flip Summoned, change all other monsters to face-down Defense Position. If your opponent attacks this card, any Battle Damage they take is doubled.
(Rare)


It can't be Special Summoned from the Deck but it works like Guardian Sphinx does, has 3000 DEF and deals double the damage.
 
                               Rating: 2 | ANPR-EN094 | Effect Monster
Gaia Plate the Earth Giant
EARTH | Rock | Level 8 | ATK 2800 | DEF 1000
You can Special Summon this card by removing from play any 2 Rock-Type monsters in your Graveyard. During your Standby Phase, remove from play 1 Rock-Type monster in your Graveyard, or send this card to the Graveyard. Halve the ATK and DEF of any monster that battles with this card.
(Ultra Rare) & (Ultimate Rare)


It'll always win a battle but you probably won't always have Rock-Type monsters to remove for any reason.
 
                               Rating: 1 | ANPR-EN093 | Effect Monster
Card Blocker
EARTH | Warrior | Level 3 | ATK 400 | DEF 400
When this card is Summoned, it is changed to Defense Position. When a face-up monster you control is selected as an attack target, you can change the target to this card. When this card is selected as an attack target, you can send up to 3 cards from the top of your Deck to the Graveyard, to give this card 500 DEF for each of those cards, until the End Phase.
(Secret Rare)


Even with his effect, he won't stand a chance against most of the monsters out there and is clearly not worth being a ScR.
 
                               Rating: 4 | ANPR-EN092 | Effect Monster
White Night Dragon
WATER | Dragon | Level 8 | ATK 3000 | DEF 2500
Negate the activation of any Spell or Trap Card that targets this card, and destroy that card. When a face-up monster you control is selected as an attack target, you can send 1 Spell or Trap Card you control to the Graveyard to change the target to this card.
(Secret Rare)


Blue-Eyes' evil twin has arrived in the TCG at last and boy does it have some nasty effects! Well worthy of getting 4/5.
 
                               Rating: 2 | ANPR-EN091 | Fusion Monster
Armityle the Chaos Phantom
DARK | Fiend-Type Fusion | Level 12 | ATK 0 | DEF 0
"Uria, Lord of Searing Flames" + "Hamon, Lord of Striking Thunder" + "Raviel, Lord of Phantasms"
This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control. (You do not use "Polymerization".) This card cannot be destroyed by battle. This card gains 10,000 ATK during your turn only.
(Secret Rare)


Too bad the Sacred Beasts aren't all good or this could've been worthwhile. The 10K ATK isn't even permanent.
 
                               Rating: 2 | ANPR-EN090 | Fusion Monster
Arcana Knight Joker
LIGHT | Warrior-Type Fusion | Level 9 | ATK 3800 | DEF 2500
"Queen's Knight" + "Jack's Knight" + "King's Knight"
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. Once per turn, if this face-up card on the field is targeted by a Spell Card, Trap Card, or Effect Monster's effect, you can negate that effect by discarding the same kind of card (Spell, Trap, or Monster Card).
(Rare)


A strong Fusion Monster but his effect can only work once per turn.
 
                               Rating: 1 | ANPR-EN089 | Trap Card
Revival of the Immortals
Normal Trap
Select 1 "Earthbound Immortal" monster in your Graveyard. Special Summon that monster. It cannot declare an attack this turn. Whenever it battles, your opponent takes no Battle Damage.
(Super Rare)


There's a better card to revive the EIs and that's Call of the Haunted.
 
                               Rating: 4 | ANPR-EN088 | Spell Card
Greed Grado
Quick-Play Spell
Activate only if you destroyed a face-up Synchro Monster controlled by your opponent this turn, either by battle or by a card effect. Draw 2 cards.
(Secret Rare)


You only need to destroy 1 opponent's Synchro to draw twice and that includes using multiple copies.
 
                               Rating: 2 | ANPR-EN087 | Spell Card
Pseudo Space
Field Spell
Once per turn, you can remove from play 1 Field Spell Card in your Graveyard to have this card be treated as that card, and gain the same effects until the End Phase.
(Rare)


It's pretty desperate to use this when you could just use the various ways to search out another copy but it's not terrible.
 
                               Rating: 1 | ANPR-EN086 | Effect Monster
Flamvell Commando
FIRE | Pyro | Level 6 | ATK 2200 | DEF 200
This card cannot be Special Summoned. This card can only be Normal Summoned by Tributing 1 "Flamvell" monster you control. Once per turn, you can remove from play 1 monster in your Graveyard with 200 DEF to inflict damage to your opponent equal to that monster's ATK.
(Ultra Rare) & (Ultimate Rare)


While it can deal a lot of damage, it only works with Flamvell monsters to Summon it and monsters with 200 DEF.
 
                               Rating: 2 | ANPR-EN085 | Effect Monster
Card Guard
DARK | Fiend | Level 4 | ATK 1600 | DEF 500
When this card is Normal or Special Summoned, place 1 "Guard Counter" on it. This card gains 300 ATK for each Guard Counter it has. Once per turn, you can remove 1 "Guard Counter" from this card and place it on 1 other face-up card you control. If that card would be destroyed, remove the "Guard Counter" instead.
(Secret Rare)


He really isn't worth being a ScR. Sure he can protect other cards but in most cases, he won't stay out long enough to do much.
 
                               Rating: 4 | ANPR-EN084 | Effect Monster
Psychic Emperor
LIGHT | Psychic | Level 6 | ATK 2400 | DEF 1000
When this card is Normal or Special Summoned, gain 500 Life Points for each Psychic-Type monster in your Graveyard.
(Rare)


Basic Monarch monster stats and no drawback! Perfect for LIGHT, Psychic or Beatdown Decks!
 
                               Rating: 2 | ANPR-EN083 | Effect Monster
Koa'ki Meiru Gravirose
FIRE | Plant | Level 4 | ATK 1900 | DEF 1300
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Plant-Type monster in your hand. During each of your Standby Phases, you can send 1 Level 3 or lower monster from your Deck to your Graveyard.
(Ultra Rare) & (Ultimate Rare)


The other new Koa'ki Meiru that woul've been good if it didn't have the side-effect pretty much all of them have.
 
                               Rating: 2 | ANPR-EN082 | Effect Monster
Koa'ki Meiru Ghoulungulate
EARTH | Zombie | Level 5 | ATK 2500 | DEF 1700
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Zombie-Type monster in your hand. If a "Koa'ki Meiru" monster you control would be destroyed by battle or by a card effect, you can remove from play 1 "Koa'ki Meiru" monster in your Graveyard instead.
(Ultra Rare) & (Ultimate Rare)


With all the good Zombies out there, there's no reason to use one like this outside its own Deck.
 
                               Rating: 2 | ANPR-EN081 | Effect Monster
XX-Saber Fuhelmknight
EARTH | Warrior-Type Tuner | Level 3 | ATK 1300 | DEF 1000
Once, while this card is face-up on the field, you can negate the attack of 1 of your opponent's monsters. If this card destroys a Defense Position monster your opponent controls by battle, you can Special Summon 1 Level 4 or lower "X-Saber" monster from your Graveyard.
(Rare)


Both effects are pretty poor but at least it's also a Tuner.
 
                               Rating: 1 | ANPR-EN080 | Trap Card
A Major Upset
Normal Trap
Tribute 1 face-up Attack Position Level 2 or lower monster you control. Return all face-up Level 7 or higher Special Summoned monsters to the hand.
(Common)


Only Level 7+ monsters are affected and you lose a Level 2 or less monster in the process.
 
                               Rating: 2 | ANPR-EN079 | Trap Card
At One With the Sword
Normal Trap
Activate while the only monster you control is 1 face-up "X-Saber" monster. Equip this card to that monster. It gains 800 ATK. If it destroys your opponent's monster by battle, draw 1 card.
(Common)

The thing is, the monster must destroy it in battle. If it can't, well then it'll be "At one with the wall monster".
 
                               Rating: 2 | ANPR-EN078 | Trap Card
Flamvell Counter
Counter Trap
Remove from play 1 FIRE monster in your Graveyard with 200 DEF. Negate the activation of a Spell or Trap Card, and destroy it.
(Common)


At least it has no LP cost but there are very few monsters that fit its requirements.
 
                               Rating: 1 | ANPR-EN077 | Trap Card
Psychic Soul
Normal Trap
Tribute 1 Psychic-Type monster you control. Gain Life Points equal to the Level of the Tributed monster x 300.
(Common)


It has less uses than Gift of the Mystical Elf.
 
                               Rating: 2 | ANPR-EN076 | Trap Card
Aegis of the Ocean Dragon Lord
Normal Trap
Until the End Phase of this turn, face-up Level 3 or lower WATER monsters you control cannot be destroyed by battle or by card effects.
(Common)


Well it certainly combos well with A Legendary Ocean but that's only if you have Level 4 or lower WATER monsters.
 
                               Rating: 1 | ANPR-EN075 | Trap Card
Battle of the Elements
Normal Trap
Activate only while all monsters on the field are face-up. Both players send monsters they control to the Graveyard so that they each control only 1 Attribute.
(Common)


So Rivalry of the Warlords but for Attributes and only for one turn. Totally useful. /s
 
                               Rating: 1 | ANPR-EN074 | Trap Card
Iron Core Luster
Counter Trap
Reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Negate the activation of your opponent's Spell or Trap Card and destroy it.
(Common)

It costs so little but that's because it's for a Deck that is highly unstable and useless.
 
                               Rating: 1 | ANPR-EN073 | Trap Card
Core Reinforcement
Continuous Trap
Select and Special Summon 1 "Koa'ki Meiru" monster from your Graveyard in Attack Position. When that monster is destroyed during your End Phase, the controller of this card takes damage equal to that monster's ATK. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.
(Rare)


Call of the Haunted says hi.
 
                               Rating: 2 | ANPR-EN072 | Trap Card
Battle Teleportation
Normal Trap
Activate if you control only 1 face-up Psychic-Type monster, and select that monster. It can attack your opponent directly this turn. At the end of the Battle Phase, give control of that monster to your opponent.
(Common)


If you must use this card, do so with Owner's Seal so you can take it back quickly.
 
                               Rating: 1 | ANPR-EN071 | Trap Card
Damage Translation
Normal Trap
Halve all effect damage you take this turn. During the End Phase this turn, Special Summon 1 "Ghost Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position for each time you took effect damage this turn.
(Common)


Why even take half the effect damage when we have Prime Material Dragon?
 
                               Rating: 2 | ANPR-EN070 | Trap Card
Depth Amulet
Continuous Trap
When your opponent's monster declares an attack, you can discard 1 card to negate the attack. Destroy this card during your opponent's 3rd End Phase after activation.
(Common)


Probably is best to run this with Imperial Custom or you'll end up without any other protection and little cards in hand.
 
                               Rating: 1 | ANPR-EN069 | Trap Card
Slip of Fortune
Normal Trap
Activate only when your opponent's monster declares an attack targeting a monster. Negate the attack and remove from play the attack target monster until the next Standby Phase.
(Common)


As if Dimensional Prison needed any watering down, it just did.
 
                               Rating: 1 | ANPR-EN068 | Trap Card
Discord
Continuous Trap
Neither player can Synchro Summon. Send this card to the Graveyard during your 3rd End Phase after activation.
(Super Rare)


For the small few of you that hate Synchros, this card is for you but for everyone else, there are better cards.
 
                               Rating: 3 | ANPR-EN067 | Trap Card
Imperial Custom
Continuous Trap
Face-up Continuous Trap Cards cannot be destroyed, except "Imperial Custom". You can control only 1 face-up "Imperial Custom".
(Common)


With Call of the Haunted back, this card is sure to see play! Problem is it won't protect Royal Decree.
 
                               Rating: 1 | ANPR-EN066 | Trap Card
Fairy Wind
Normal Trap
Destroy all other face-up Spell and Trap Cards on the field. Both players take damage equal to the total number of cards destroyed by this effect x 300.
(Common)


Heavy Storm quite easily outmatches this card and should be your choice amongst it and this one.
 
                               Rating: 1 | ANPR-EN065 | Trap Card
Pixie Ring
Continuous Trap
If you control 2 or more Attack Position monsters, your opponent cannot select your monster(s) with the lowest ATK as an attack target.
(Common)


What's this? Oh it's a sad attempt at making Gravity Bind. Stick to Gravity Bind instead.
 
                               Rating: 1 | ANPR-EN064 | Trap Card
Reinforce Truth
Normal Trap
Special Summon 1 Level 2 or lower Warrior-Type monster from your Deck. You cannot conduct your Battle Phase the turn you activate this card.
(Rare)


I have a little truth of my own to reinforce about this card: It sucks, plain and simple.
 
                               Rating: 1 | ANPR-EN063 | Trap Card
Skull Successor
Normal Trap
Select 1 face-up monster you control. It gains 400 ATK until the End Phase. You can remove from play this card in the Graveyard to give 1 face-up monster you control 800 ATK until the End Phase. This effect cannot be activated the turn this card is sent to the Graveyard, and can only be activated during your turn.
(Super Rare)


Use Axe of Despair or Rush Recklessly instead.
 
                               Rating: 2 | ANPR-EN062 | Trap Card
Spell Card

Fossil Dig
Normal Spell
Add 1 Level 6 or lower Dinosaur-Type monster from your Deck to your hand.
(Common)


Dinosaurs will definitely want this card to search out a decent one but it has no other uses.
 
                               Rating: 2 | ANPR-EN061 | Spell Card
Ancient Leaf
Normal Spell
If you have 9000 Life Points or more, you can pay 2000 Life Points to draw 2 cards.
(Common)


A card solely for LP Gain Decks and nothing more.
 
                               Rating: 1 | ANPR-EN060 | Spell Card
Rekindling
Normal Spell
Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, remove from play all monsters that were Special Summoned by this effect.
(Common)


This card needs a recycling to make it into a better card.
 
                               Rating: 1 | ANPR-EN059 | Spell Card
Sword of Sparkles
Equip Spell
Equip only to an "X-Saber" monster. If it destroys an opponent's monster by battle, you can destroy 1 card your opponent controls. You can Tribute 1 monster you control to return this card from your Graveyard to the top of your Deck.
(Common)


Unless this is for X-Sabers, I wouldn't even go anywhere near this card.
 
                               Rating: 1 | ANPR-EN058 | Spell Card
Saber Slash
Normal Spell
Destroy a number of face-up cards on the field equal to the number of face-up Attack Position "X-Saber" monsters you control.
(Super Rare)


Apparently this is more powerful than R - Righteous Justice from EOJ even though it's still limited to a Deck theme.
 
                               Rating: 1 | ANPR-EN057 | Spell Card
Brain Research Lab
Field Spell
Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it.
(Common)


Getting extra Normal Summons isn't worth risking 1000 or more damage when the card is lost.
 
                               Rating: 2 | ANPR-EN056 | Spell Card
Water Hazard
Continuous Spell
Once per turn, if you control no monsters, you can Special Summon 1 Level 4 or lower WATER monster from your hand.
(Common)


It doesn't go as high as Call of the Mummy but it can still be useful.
 
                               Rating: 1 | ANPR-EN055 | Spell Card
Hydro Pressure Cannon
Equip Spell
Equip only to a Level 3 or lower WATER monster. If it destroys an opponent's monster by battle, send 1 random card from your opponent's hand to the Graveyard.
(Common)


There are very few useful monsters that meet the requirements and even then you don't get anything useful.
 
                               Rating: 2 | ANPR-EN054 | Spell Card
Solidarity
Continuous Spell
If you have only 1 original (printed) Type of monster in your Graveyard, face-up monsters you control with the same Type gain 800 ATK.
(Rare)


Unless you have a Deck with all the same Type of monster (like Dragons) then this card is hit-or-miss material.
 
                               Rating: 1 | ANPR-EN053 | Spell Card
Core Blaster
Equip Spell
Equip only to a "Koa'ki Meiru" monster. If it battles a LIGHT or DARK monster, destroy that monster without applying damage calculation. When the equipped monster is removed from the field and this card is sent to the Graveyard, you can return this card to your hand.
(Common)


A card that can only remove 1/3 of all Attributes that still applies to an unpopular Deck.
 
                               Rating: 1 | ANPR-EN052 | Spell Card
Core Compression
Normal Spell
Reveal 1 "Iron Core of Koa'ki Meiru" from your hand and discard 1 "Koa'ki Meiru" monster to activate this card. Draw 2 cards.
(Super Rare)


Allure of Darkness requires half as much for the same effect.
 
                               Rating: 2 | ANPR-EN051 | Spell Card
Future Visions
Field Spell
When a monster is Normal Summoned, remove from play that monster. During the next Standby Phase of the controller who Summoned that monster, return it to the field in face-up Attack Position.
(Super Rare)


Probably the only use with this card is with RFG Decks but even then you'll probably want that monster to stay out.
 
                               Rating: 1 | ANPR-EN050 | Spell Card
Spirit Burner
Equip Spell
Once per turn, you can change the battle position of the equipped monster to Defense Position. When the equipped monster is returned from the field to the hand and this card is sent to the Graveyard, inflict 600 damage to your opponent. If this card is in the Graveyard, you can add it to your hand instead of conducting a normal draw during your Draw Phase.
(Common)


Not only are you limited by the mode you can change the affected monster to but it deals minimal damage.
 
                               Rating: 2 | ANPR-EN049 | Spell Card
Emergency Assistance
Normal Spell
Activate during your Main Phase 2, to Special Summon 1 Level 4 monster from your Graveyard that was destroyed by a card effect and sent to the Graveyard this turn.
(Common)


It's pretty specific but can revive a monster you lost to pretty much any effect.
 
                               Rating: 2 | ANPR-EN048 | Spell Card
Ancient Forest
Field Spell
When you activate this card, change any Defense Position monster(s) to face-up Attack Position. Flip Effects are not activated at this time. If a monster attacks, destroy it at the end of that turn's Battle Phase.
(Super Rare)


This is quite situational. All it did in the anime was trigger Ido's effect and Ido is incredibly bad here too.
 
                               Rating: 2 | ANPR-EN047 | Spell Card
Advance Draw
Normal Spell
Tribute 1 face-up Level 8 or higher monster you control. Draw 2 cards.
(Common)


Works great with Yubel - Terror Incarnate or Earthbound Immortal Aslla piscu but that's about it.
 
                               Rating: 2 | ANPR-EN046 | Spell Card
Silver Wing
Equip Spell
Equip only to a Level 8 or higher Dragon-Type Synchro Monster. Up to twice per turn, if it would be destroyed by battle, it is not destroyed. If it would be destroyed by a card effect, you can destroy this card instead.
(Common)


Might have uses with RDA or Stardust but not much else.
 
                               Rating: 1 | ANPR-EN045 | Spell Card
Release Restraint Wave
Normal Spell
Select 1 face-up Equip Spell Card you control. Destroy it and all Set Spell and Trap Cards your opponent controls.
(Common)


Release your restraint to keep you from playing this card and instead playing Heavy Storm.
 
                               Rating: 2 | ANPR-EN044 | Synchro Monster
XX-Saber Gottoms
EARTH | Beast-Warrior-Type Synchro | Level 9 | ATK 3100 | DEF 2600
1 Tuner + 1 or more EARTH monsters
You can Tribute 1 "X-Saber" monster to discard 1 random card from your opponent's hand.
(Ultra Rare) & (Ultimate Rare)


Well he's better than Gaia Knight, who isn't a force to be reckoned with but his effect is horrible unless maybe with X-Sabers.
 
                               Rating: 3 | ANPR-EN043 | Synchro Monster
Ancient Sacred Wyvern
LIGHT | Fairy-Type Synchro | Level 7 | ATK 2100 | DEF 2000
1 LIGHT Tuner + 1 or more non-Tuner monsters
While your Life Points are higher than your opponent's, this card gains ATK equal to the difference. While your Life Points are lower than your opponent's, this card loses ATK equal to the difference. When this card is destroyed by battle and sent to the Graveyard, you can pay 1000 Life Points to Special Summon this card.
(Ultra Rare) & (Ultimate Rare)


Hard to get rid of and a beast the bigger the Life Point difference between players.
 
                               Rating: 3 | ANPR-EN042 | Synchro Monster
Archfiend Zombie-Skull
DARK | Zombie-Type Synchro | Level 6 | ATK 2500 | DEF 1200
"Plaguespreader Zombie" + 2 or more non-Tuner Zombie-Type monsters
Face-up Zombie-Type monsters you control cannot be destroyed by card effects.
(Super Rare)


It's trickier to bring out but well worth it once you do.
 
                               Rating: 2 | ANPR-EN041 | Synchro Monster
Turbo Cannon
FIRE | Machine-Type Synchro | Level 3 | ATK 0 | DEF 0
"Turbo Rocket" + 1 or more non-Tuner monsters
Once per turn, you can destroy 1 face-up monster on the field, and inflict damage to its controller equal to half of its ATK.
(Super Rare)


Considering its lack of ATK and DEF, it should've dealt the full ATK but it doesn't.
 
                               Rating: 3 | ANPR-EN040 | Synchro Monster
Ancient Fairy Dragon
LIGHT | Dragon-Type Synchro | Level 7 | ATK 2100 | DEF 3000
1 Tuner + 1 or more non-Tuner monsters
Once per turn, you can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, you can destroy a Field Spell Card. If you do, gain 1000 Life Points, and you can add 1 Field Spell Card from your Deck to your hand.
(Ultra Rare), (Ultimate Rare) & (Ghost Rare)


The set's cover card has much to offer that is worthwhile from the effects to its 3000 DEF.
 
                               Rating: 1 | ANPR-EN039 | Effect Monster
Falchionβ
LIGHT
| Machine | Level 4 | ATK 1200 | DEF 800
If this card destroys an opponent's monster by battle, select and activate 1 of these effects:
● Send 1 LIGHT Machine-Type monster with 1200 or less ATK from your Deck to your Graveyard.
● Special Summon 1 LIGHT Machine-Type monster with 1200 or less ATK from your Graveyard.
(Rare)


He can select himself for both of his effects but I can't see anyone running him at all.
 
                               Rating: 2 | ANPR-EN038 | Effect Monster
Ancient Crimson Ape
LIGHT | Beast | Level 7 | ATK 2600 | DEF 1800
When a monster(s) you control is destroyed and sent to the Graveyard, gain 1000 Life Points.
(Common)


His 2 Tribute requirement hurts him but he might have some use in LP Gain Decks.
 
                               Rating: 4 | ANPR-EN037 | Effect Monster
Flamvell Firedog
FIRE | Beast | Level 4 | ATK 1900 | DEF 200
When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon 1 FIRE monster with 200 or less DEF from your Deck, except "Flamvell Firedog".
(Rare)


Strong ATK and no drawback whatsoever!
 
                               Rating: 1 | ANPR-EN036 | Effect Monster
XX-Saber Ragigura
EARTH | Beast-Warrior | Level 1 | ATK 200 | DEF 1000
When this card is Normal Summoned or Special Summoned, you can add 1 "X-Saber" monster from your Graveyard to your hand.
(Common)


Special Summoning it will allow you to put it in Defense Mode but even then it won't last long.
 
                               Rating: 1 | ANPR-EN035 | Effect Monster
XX-Saber Faultroll
EARTH | Warrior | Level 6 | ATK 2400 | DEF 1800
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control 2 or more face-up "X-Saber" monsters. Once per turn, you can Special Summon 1 Level 4 or lower "X-Saber" monster from your Graveyard.
(Super Rare)


Unless you're running X-Sabers, forget this card.
 
                               Rating: 3 | ANPR-EN034 | Effect Monster
Minefieldriller
EARTH | Machine | Level 4 | ATK 1500 | DEF 1500
When this face-up card you control is removed from the field, you can return 1 Field Spell Card from your Graveyard to your hand.
(Super Rare)


Not bad Field Spell support considering there aren't many ways to get them back.
 
                               Rating: 1 | ANPR-EN033 | Effect Monster
White Potan
LIGHT | Fairy | Level 1 | ATK 100 | DEF 200
If you control a face-up Tuner monster, this card cannot be destroyed by battle. When a face-up Tuner monster you control is destroyed by battle and sent to the Graveyard, inflict 500 damage to your opponent.
(Common)


I suppose she makes for a nuisance with Krebons out but that's as long as you can pay Krebons' price.
 
                               Rating: 1 | ANPR-EN032 | Effect Monster
Cyborg Doctor
EARTH | Spellcaster | Level 4 | ATK 1500 | DEF 1700
Once per turn, you can Tribute 1 Tuner monster you control to Special Summon a monster from your Graveyard with the same Attribute and Level as the Tributed monster.
(Common)


You lose a monster for what? Not much at all actually.
 
                               Rating: 1 | ANPR-EN031 | Effect Monster
Magicat
LIGHT | Spellcaster | Level 2 | ATK 600 | DEF 500
If this card is sent to the Graveyard for the Synchro Summon of a Spellcaster-Type Synchro Monster, you can return 1 Spell Card from your Graveyard to the top of your Deck.
(Rare)


You might get your Synchro Summon done but there isn't a guarantee you'll get your Spell Card to use next turn.
 
                               Rating: 1 | ANPR-EN030 | Effect Monster
Genetic Woman
WIND | Psychic | Level 4 | ATK 1700 | DEF 1200
Once per turn, you can pay 1000 Life Points and select 1 of your removed from play Psychic-Type monsters. Add it to your hand.
(Common)


It's more costly than Krebons, which also has better support.
 
                               Rating: 1 | ANPR-EN029 | Effect Monster
Armored Axon Kicker
EARTH | Psychic | Level 6 | ATK 2200 | DEF 1800
If you control a face-up Psychic-Type monster, you can Normal Summon this card without Tributing. If this card destroys an opponent's monster by battle, you take damage equal to half the destroyed monster's ATK. Then, you can Special Summon 1 monster from your Graveyard with ATK less than or equal to the damage you took.
(Common)


You get punished for using the 2nd effect so what's the point?
 
                               Rating: 2 | ANPR-EN028 | Effect Monster
Shark Cruiser
WATER | Fish | Level 5 | ATK 1800 | DEF 2200
If this face-up card you control is destroyed by your opponent's card effect, you can Special Summon up to 2 Level 4 or lower WATER monsters from your Deck.
(Common)


A Legendary Ocean makes it a Level 4 Beatstick and the effect isn't bad either.
 
                               Rating: 1 | ANPR-EN027 | Effect Monster
Fishborg Blaster
WATER | Fish-Type Tuner | Level 1 | ATK 100 | DEF 200
If you control a face-up level 3 or lower WATER monster, you can discard 1 card to Special Summon this card from your Graveyard. If this card is used as a Synchro Material Monster, the other Synchro Material Monsters must all be WATER monsters.
(Common)


Yes I know it's a Tuner but one must read this card's terms and conditions, which really hurt him overall.
 
                               Rating: 1 | ANPR-EN026 | Effect Monster
Divine Dragon Aquabizarre
WATER | Sea Serpent | Level 5 | ATK 2100 | DEF 1500
Once per turn, you can Tribute 1 other face-up WATER monster and select 1 Continuous or Field Spell Card in your Graveyard to return it to the top of your Deck.
(Common)


I don't know what an Aquabizarre is but from the info it doesn't translate into anything useful.
 
                               Rating: 3 | ANPR-EN025 | Effect Monster
Armed Sea Hunter
WATER | Sea Serpent | Level 4 | ATK 1800 | DEF 400
If you control another face-up WATER monster, negate the effects of the monster that battled with this card, after damage calculation. If this card would be destroyed, you can destroy 1 face-up Level 3 or lower WATER monster you control instead.
(Common)


Solid ATK for a Level 4 monster.
 
                               Rating: 2 | ANPR-EN024 | Effect Monster
Shiny Black "C"
EARTH | Insect | Level 1 | ATK 200 | DEF 500
When 1 Synchro Monster is Special Summoned to your opponent's side of the field, you can remove from play this card in the Graveyard to destroy that monster.
(Common)


It's a surprise for your opponent, unless they saw it go to the Grave.
 
                               Rating: 1 | ANPR-EN023 | Effect Monster
Scary Moth
WIND | Insect | Level 6 | ATK 1800 | DEF 2300
Each player can only Special Summon a monster(s) once per turn.
(Common)


A Level 6 1800 ATK monster that prevents more than 1 Special Summon per turn is hardly scary.
 
                               Rating: 2 | ANPR-EN022 | Effect Monster
Koa'ki Meiru Hydro Barrier
WATER | Aqua | Level 3 | ATK 1000 | DEF 1900
You can return 1 "Iron Core of Koa'ki Meiru" from your hand to the top of your Deck. If you do, the effect(s) of all face-up Effect Monsters are negated until the Standby Phase of your next turn, except "Koa'ki Meiru" monsters.
(Common)


A Koa'ki Meiru monster without a cost to keep it out?! WOW! Oh wait, it has only 1900 DEF, which is only barely playable.
 
                               Rating: 1 | ANPR-EN021 | Effect Monster
Koa'ki Meiru Tornado
WIND | Winged Beast | Level 4 | ATK 1500 | DEF 1200
You can return 1 "Iron Core of Koa'ki Meiru" from your hand to the top of the Deck to destroy all Special Summoned monsters your opponent controls.
(Rare)


I rate this tornado an EF1: Epic Fail and 1 star.
 
                               Rating: 2 | ANPR-EN020 | Effect Monster
Koa'ki Meiru Speeder
WIND | Machine | Level 3 | ATK 1200 DEF | 2200
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Machine-Type monster in your hand. If you draw "Iron Core of Koa'ki Meiru" during your Draw Phase, you can reveal it to your opponent to draw 1 more card.
(Rare)


It's a big risk just to use the main effect and apart from the 2200 DEF, that's all it can do.
 
                               Rating: 1 | ANPR-EN019 | Effect Monster
Koa'ki Meiru Crusader
EARTH | Beast-Warrior | Level 4 | ATK 1900 | DEF 1300
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior-Type monster in your hand. If this card destroys an opponent's monster by battle, you can add 1 "Koa'ki Meiru" card from your Graveyard to your hand.
(Super Rare)


Strong ATK for a Level 4 monster but with an effect that bad, Gemini Elf is better to use.
 
                               Rating: 1 | ANPR-EN018 | Effect Monster
Koa'ki Meiru Boulder
EARTH | Rock | Level 4 | ATK 1200 | DEF 1000
When this card is destroyed by battle and sent to the Graveyard, you can add 1 "Iron Core of Koa'ki Meiru" or 1 Level 4 or lower "Koa'ki Meiru" monster from your Deck to your hand.
(Common)


His Type is right, he is a rock, a rock to be left by the side of the road.
 
                               Rating: 3 | ANPR-EN017 | Effect Monster
Earthbound Immortal Chacu Challhua
DARK | Fish | Level 10 | ATK 2900 | DEF 2400
There can only be 1 face-up "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot select this card as an attack target. This card can attack your opponent directly. Once per turn, you can inflict damage equal to half this card's DEF to your opponent. If you do, this card cannot attack that turn. Also, if this card is in face-up Defense Position on the field, your opponent cannot conduct their Battle Phase.
(Ultra Rare) & (Ultimate Rare)


It may be just weaker than Ccpac Apu but it still has decent effects.
 
                               Rating: 3 | ANPR-EN016 | Effect Monster
Earthbound Immortal Cusillu
DARK | Beast | Level 10 | ATK 2800 | DEF 2400
There can only be 1 face-up "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot select this card as an attack target. This card can attack your opponent directly. If this face-up card you control would be destroyed by battle, you can Tribute 1 other monster you control instead, and halve your opponent's Life Points.
(Ultra Rare) & (Ultimate Rare)


Another Earthbound Immortal whose effects balance out its rating to 3 stars.
 
                               Rating: 2 | ANPR-EN015 | Effect Monster
Turbo Rocket
WIND | Machine-Type Tuner | Level 2 | ATK 0 | DEF 0
While attacking, this card cannot be destroyed by battle. If this card attacks, after damage calculation, inflict damage equal to half the ATK of the attack target to your opponent.
(Rare)


Problem is that you still take damage when he attacks so you'd have to have a Spirit Barrier out to make him worth while.
 
                               Rating: 2 | ANPR-EN014 | Effect Monster
Darksea Float
DARK | Machine | Level 1 | ATK 0 | DEF 300
When this card on the field is destroyed by a card effect and sent to the Graveyard, the owner of this card draws 1 card.
(Common)


Since monster destruction is pretty popular with Mirror Force and Lightning Vortex, he'll see minor play but not much.
 
                               Rating: 2 | ANPR-EN013 | Effect Monster
Darksea Rescue
DARK | Machine | Level 1 | ATK 0 | DEF 0
If this card is used for a Synchro Summon and sent to the Graveyard, the owner of this card draws 1 card.
(Rare)


It's not a Tuner like Nitro Synchron but the effects whenever it becomes Synchro Material.
 
                               Rating: 1 | ANPR-EN012 | Effect Monster
Infernity Beast
DARK | Beast | Level 3 | ATK 1600 | DEF 1200
If this card attacks while you have no cards in your hand, your opponent cannot activate any Spell or Trap Cards until after the Damage Step.
(Common)


Ancient Gear Golem has the effect, will keep your hand intact, higher ATK and DEF and inflicts piercing damage.
 
                               Rating: 2 | ANPR-EN011 | Effect Monster
Fortune Lady Fire
FIRE | Spellcaster | Level 2 | ATK ? | DEF ?
This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max. 12). When this card is Special Summoned in Attack Position by the effect of a "Fortune Lady" card, destroy 1 face-up monster on your opponent's side of the field, and inflict damage to your opponent equal to that monster's ATK.
(Rare)


No one better put her out because she's not worth saving with a mere 400 ATK and DEF to start.
 
                               Rating: 2 | ANPR-EN010 | Effect Monster
Fortune Lady Light
LIGHT | Spellcaster | Level 1 | ATK ? | DEF ?
This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is removed from the field by a card effect, you can Special Summon 1 "Fortune Lady" monster from your Deck.
(Rare)


Unless they're protected, I see their names being changed to Misfortune Ladies.
 
                               Rating: 3 | ANPR-EN009 | Effect Monster
Jester Confit
DARK | Spellcaster | Level 1 | ATK 0 | DEF 0
You can Special Summon this card from your hand in face-up Attack Position. If you do, return this card and 1 face-up monster your opponent controls to the hand during the End Phase of your opponent's next turn. You can only control 1 face-up "Jester Confit".
(Super Rare)


For once, having a slow effect really benefits as this card will probably be off the field before the effect can take hold.
 
                               Rating: 2 | ANPR-EN008 | Effect Monster
Jester Lord
DARK | Spellcaster | Level 1 | ATK 0 | DEF 0
While this card is the only monster on the field, it gains 1000 ATK for each card in the Spell & Trap Card Zones.
(Rare)


It can reach 10,000 ATK but that'll only last one turn 99% of the time.
 
                               Rating: 1 | ANPR-EN007 | Effect Monster
Morphtronic Magnen Bar
EARTH | Thunder | Level 1 | ATK 100 | DEF 100
● While in Attack Position: Once per turn, if you control exactly 2 other face-up Attack Position monsters, and no additional monsters, this card gains the combined ATK of the other two monsters you control until the End Phase. The other two monsters cannot attack the turn you activate this effect.
● While in Defense Position: Monsters you control cannot attack.
(Common)


They broke poor Magnen in half and made a new card out of him but he's still just as bad.
 
                               Rating: 2 | ANPR-EN006 | Effect Monster
Blackwing - Fane the Steel Chain
DARK | Winged Beast | Level 2 | ATK 500 | DEF 800
This card can attack your opponent directly. When this card attacks your opponent directly and inflicts Battle Damage to your opponent, change 1 Attack Position monster your opponent controls to Defense Position.
(Common)


Yes there's strength in numbers but not if your numbers are as low as this guy's.
 
                               Rating: 1 | ANPR-EN005 | Effect Monster
Blackwing - Vayu the Emblem of Honor
DARK | Winged Beast-Type Tuner | Level 1 | ATK 800 | DEF 0
If this card is face-up on the field, you cannot use it for a Synchro Summon. If this card is in your Graveyard, you can remove from play this card plus 1 non-Tuner "Blackwing" monster in your Graveyard, and Special Summon 1 "Blackwing" Synchro Monster from your Extra Deck whose Level equals the total Levels of the removed monsters. The effect(s) of that Synchro Monster is negated.
(Ultra Rare) & (Ultimate Rare)


He honors nothing with such low stats and costing you Blackwings in the Grave just for a Synchro Monster that loses its effects.
 
                               Rating: 2 | ANPR-EN004 | Effect Monster
Blackwing - Mistral the Silver Shield
DARK | Winged Beast-Type Tuner | Level 2 | ATK 100 | DEF 1800
If this card on the field is destroyed and sent to the Graveyard, reduce the battle damage you take from the next attack this turn to 0.
(Common)


This Tuner will need to be with its flock of Blackwings in their own Deck or vultures will certainly hunt it down.
 
                               Rating: 3 | ANPR-EN003 | Effect Monster
Sunlight Unicorn
LIGHT | Beast | Level 4 | ATK 1800 | DEF 1000
Once per turn, during your Main Phase, you can reveal the top card of your Deck. If it is an Equip Spell Card, add it to your hand. If it is not, place it on the bottom of your Deck.
(Common)


Effect aside, she is a pretty decent monster and deserves a 3/5.
 
                               Rating: 2 | ANPR-EN002 | Effect Monster
Sunny Pixie
LIGHT | Spellcaster-Type Tuner | Level 1 | ATK 300 | DEF 400
If this card is sent to the Graveyard for the Synchro Summon of a LIGHT Synchro Monster, gain 1000 Life Points.
(Common)


A Tuner monster that has only minor playability with Life Point Gain Decks.
 
                               Rating: 1 | ANPR-EN001 | Effect Monster
Kuribon
LIGHT | Fairy | Level 1 | ATK 300 | DEF 200
If this card was selected as an attack target by your opponent's monster, you can activate this effect during damage calculation. You take no Battle Damage from this battle, your opponent gains Life Points equal to the attacking monster's ATK, and then you return this card to your hand.
(Rare)


You might call him/her a wannabe Kuriboh but I'd rather use the regular Kuriboh instead and you should too.
 
                               Rating: 1 | ANPR-EN000 | Effect Monster
XX-Saber Gardestrike
EARTH | Beast-Warrior | Level 5 | ATK 2100 | DEF 1400
If you have 2 or more "X-Saber" monsters in your Graveyard and you control no monsters, you can Special Summon this card from your hand.
(Secret Rare)


All he is is a wannabe Cyber Dragon and he's worse than even Big Piece Golem!