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Clash of Rebellions

1. For info on how these ratings are determined, click here.
2.
Booster set gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Clash_of_Rebellions_(TCG-EN-1E)
                                                       CORE-EN099
Trap Card

Secret Blast
Normal Trap
Inflict 300 damage to your opponent for each card they control. If this card you control is destroyed by an opponent's card and sent to your Graveyard: Inflict 1000 damage to your opponent.
(Common)

                                                       Rating: 1
By the time you draw this card and activate it, your opponent probably won't have much out and the most damage you'll likely deal with this card is with its bonus effect but that's only if your opponent destroys it.
 
                                                       CORE-EN098
Synchro Monster

Tatsunoko
WATER | Wyrm, Synchro and Tuner | Level 3 | ATK 1700 | DEF 500
1 Tuner + 1 or more non-Tuner monsters
If this Synchro Summoned monster would be used as a Synchro Material, 1 monster in your hand can be used as 1 of the other Synchro Materials. Unaffected by other monsters' effects.
(Secret Rare)

                                                       Rating: 2
Its stats are poor but in the very least it's a Tuner and does allow you to use a monster in your hand as Synchro Material if it becomes Synchro Material after being Synchro Summoned but even that doesn't give it much use or a high rating. 
 
                                                       CORE-EN097
Pendulum Monster

Mandragon
EARTH | Plant-Type Pendulum | Level 5 | ATK 2500 | DEF 1000 | Scale 2
No Pendulum Text

This mandragora harbors the soul of a sorrowful dragon. The cursed tones of its wailing cause both fear and despair. 
(Rare)
                                                       Rating: 4
A beatstick that has multiple search options and no side-effects.
 
                                                       CORE-EN096
Pendulum Monster

Dragong
EARTH | Machine-Type Pendulum | Level 4 | ATK 500 | DEF 2100 | Scale 7
No Pendulum Text

This gong harbors the soul of an untamed dragon. It soars though the skies with an incredible roar, marshaling all those who hear this call to battle. 
(Rare)
                                                       Rating: 3
It's not strong enough to attack with but strong enough to defend and with no side-effects to offset its high scale, you're free to do with it what you will. 
 
                                                       CORE-EN095
Synchro Monster

Hi-Speedroid Kendama
WIND | Machine-Type Synchro | Level 6 | ATK 2200 | DEF 1600
1 Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. You can only use each of the following effects of "Hi-Speedroid Kendama" once per turn.
● You can banish 1 Machine-Type monster from your Graveyard; inflict 500 damage to your opponent.
● If this card is in your Graveyard and you control no cards: You can Special Summon this card. You cannot Normal Summon/Set the turn you activate this effect.
(Ultra Rare)

                                                       Rating: 2
Generic Synchro Materials but while it also can inflict piercing Battle Damage, neither of its bulleted effects are all that good, especially since they can only be used once per turn and the 2nd effe3ct prevents you from Normal Summoning/Setting that turn.
 
                                                       CORE-EN094
Synchro Monster

Superheavy Samurai Ogre Shutendoji
EARTH | Machine-Type Synchro | Level 6 | ATK 500 | DEF 2500
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.
(Super Rare)

                                                       Rating: 3
While its ATK and DEF are weaker than the more easily playable Big Benkei, it's still able to attack while in Defense Position and apply its DEF as its ATK, which in itself is already good and it can help clear the way for Big Benkei
 
                                                       CORE-EN093
Effect Monster

Performapal Salutiger
EARTH | Beast | Level 4 | ATK 1700 | DEF 500
When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can add 1 "Performapal" Pendulum Monster from your Deck to your hand. You can only use this effect of "Performapal Salutiger" once per turn.
(Common)

                                                       Rating: 2
Luckily Performapal Pendulum Monsters exist, even in this very set but that still limits your options as they aren't all that good and this guy still has to defeat a monster and send it to the Graveyard first, which isn't easy when you have only 1700 ATK and 500 DEF. 
 
                                                       CORE-EN092
Spell Card

Absorb Fusion
Normal Spell
Add 1 "Gem-Knight" card from your Deck to your hand, then you can apply this effect.
● Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand or your side of the field.
You can only activate 1 "Absorb Fusion" per turn. You cannot Special Summon monsters the turn you activate this card, except "Gem-Knight" monsters.
(Ultra Rare)

                                                       Rating: 2
You get any Gem-Knight card you want from your Deck but while you then get to Fusion Summon a Gem-Knight Fusion Monster, it's little more than a Miracle Fusion copy and you can only Special Summon Gem-Knights the turn it's activated. 
 
                                                       CORE-EN091
Effect Monster

Escher the Frost Vassal
WATER | Aqua | Level 4 | ATK 800 | DEF 1000
If your opponent controls 2 or more cards in their Spell & Trap Zone, you can Special Summon this card (from your hand).
(Rare)

                                                       Rating: 2
It's pretty weak but you could play up to three copies in a single turn because all it cares about is that your opponent has 2 or more cards in their Spell and Trap Card Zones, though unless you use them for something, it's pretty well just a bad stall tactic. 
 
                                                       CORE-EN090
Pendulum Monster

Performapal Silver Claw
DARK | Beast-Type Pendulum | Level 4 | ATK 1800 | DEF 700 | Scale 5
All "Performapal" monsters you control gain 300 ATK.

If this card declares an attack: All "Performapal" monsters you currently control gain 300 ATK until the end of the Battle Phase.
(Common)

                                                       Rating: 3
Its scale isn't low enough to be as useful as some of the others but at least it has an ATK and Level that are decent to use on its own and includes itself with its Pendulum Text.
 
                                                       CORE-EN089
Spell Card

Kyoutou Waterfront
Field Spell
Each time a card(s) is sent from the field to the Graveyard, place 1 Kaiju Counter on this card for each sent card (max. 5). Once per turn, while 3 or more Kaiju Counters are on this card: You can add 1 "Kaiju" monster from your Deck to your hand. If this card would be destroyed, you can remove 1 Kaiju Counter from this card instead.
(Common)

                                                       Rating: 2
It's the only card currently that provides Kaiju Counters so you can use the other Kaiju monsters' effects and has protection with Field Barrier but will need more than this to make Kaiju monsters worthwhile.
 
                                                       CORE-EN088
Effect Monster

Kumongous, the Sticky String Kaiju
EARTH | Insect | Level 7 | ATK 2400 | DEF 2500
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent Normal or Special Summons a monster(s): You can remove 2 Kaiju Counters from anywhere on the field; until the end of the next turn, that monster(s) cannot attack and its effects are negated.
(Rare)

                                                       Rating: 2
Like Dogoran, this guy has a multitude of ways it can be Summoned but prevents you from controlling more than one Kaiju monster. The other effect and this guy's stats also aren't great.
 
                                                       CORE-EN087
Effect Monster

Dogoran, the Mad Flame Kaiju
FIRE | Dinosaur | Level 8 | ATK 3000 | DEF 1200
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn you activate this effect.
(Rare)

                                                       Rating: 2
You probably won't want to Special Summon such a powerful monster to your opponent's field as it really has no drawbacks unlike Lava Golem, though you can still Normal or Special Summon it to your own field and clear out your opponent's monsters but you can only control 1 Kaiju monster and using this effect prevents it from attacking that turn.
 
                                                       CORE-EN086
Spell Card

Kozmotown
Field Spell
Once per turn: You can target 1 of your banished "Kozmo" monsters; return it to the hand, and if you do, lose LP equal to its original Level x 100. Once per turn: You can reveal any number of "Kozmo" monsters in your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck. If this card in the Field Zone is destroyed by a card effect: You can add 1 "Kozmo" card from your Deck to your hand.
(Rare)

                                              Rating: 2
If Kozmo gets better support, this won't be all that bad but for now, the best you can do with it is shuffle Kozmo monsters into the Deck and draw cards.
 
                                                       CORE-EN085
Effect Monster

Kozmo Forerunner
LIGHT | Machine | Level 7 | ATK 2800 | DEF 1400
Cannot be targeted by an opponent's card effects. During your Standby Phase: Gain 1000 LP. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 6 or lower "Kozmo" monster from your Deck.
(Rare)

                                              Rating: 2
The strongest and least vulnerable of the Kozmo monsters so far and you can get some extra LP each turn but you don't have many options for using its last effect, which also requires you to banish itself from your Graveyard.
 
                                                       CORE-EN084
Effect Monster

Kozmo Sliprider
LIGHT | Machine | Level 5 | ATK 2300 | DEF 800
If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; destroy it. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Kozmo" monster from your Deck.
(Rare)

                                                       Rating: 2
So far, the Kozmo archetype hasn't presented much good and this guy doesn't really add to that but the archetype is still young.
 
                                                       CORE-EN083
Effect Monster

Kozmo Goodwitch
LIGHT | Psychic | Level 4 | ATK 1800 | DEF 1000
During either player's turn: You can banish this card; Special Summon 1 Level 5 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Goodwitch" once per turn. Once per turn: You can pay 500 LP, then target 1 face-up monster your opponent controls; change it to face-down Defense Position.
(Super Rare)

                                                       Rating: 3
Good is the right word for this card as you have plenty of options to use it for without any side-effects.
 
                                                       CORE-EN082
Effect Monster

Kozmo Farmgirl
LIGHT | Psychic | Level 3 | ATK 1500 | DEF 1000
During either player's turn: You can banish this card; Special Summon 1 Level 4 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Farmgirl" once per turn. When this card inflicts battle damage to your opponent: You can pay 500 LP; add 1 "Kozmo" card from your Deck to your hand.
(Ultra Rare)

                                                       Rating: 2
You'll have to banish it from the field since it doesn't state anywhere else it can be banished and thus do get access to any high-level Kozmo monster but so far only 2 exist and she's too feeble to trigger her other effect on her own, which costs 500 LP, so her rarity isn't yet justified.
 
                                                       CORE-EN081
Trap Card

Extinction on Schedule
Normal Trap
During the Main Phase: Pay 2000 LP; make both players send all cards they control to the Graveyard at the end of the 3rd Battle Phase after this card's activation.
(Common)

                                                       Rating: 1
You're mostly hurting yourself because you're down 2000 LP before any of its effects take hold and by the time they do, you may have more cards out than your opponent but even if not, you're still losing more than your opponent.
 
                                                       CORE-EN080
Trap Card

Side Effects?
Normal Trap
Your opponent draws 1 to 3 cards, then you gain 2000 LP for each card they drew with this effect.
(Short Print Common)

                                                       Rating: 2
You could get some use out of this in a LP Gain Deck but it'd be best to use this during your turn as your opponent will otherwise have additional options they can use right away.
 
                                                       CORE-EN079
Trap Card

Extra Buck
Continuous Trap
Each time a card(s) is added to your Extra Deck, place 1 Spell Counter on this card (max. 3). You can send this card with 3 Spell Counters to the Graveyard; draw 2 cards.
(Rare)

                                                       Rating: 2
Since it gets Spell Counters, you might get some use out of this with cards that put Spell Counters on them like Pitch-Black Power Stone but even then, it won't speed things up much. 
 
                                                       CORE-EN078
Trap Card

Balance of Judgment
Normal Trap
If your opponent controls more cards than the combined number of cards in your hand and that you control: Draw cards equal to their surplus. You can only activate 1 "Balance of Judgment" per turn.
(Common)

                                                       Rating: 2
You might get to draw a few cards but most likely you won't get more than one or two because unless you're like me and set multiple cards to deal with your possible scenarios, you won't get much out of this. 
 
                                                       CORE-EN077
Trap Card

Ferret Flames
Normal Trap
If the combined ATK of all face-up monsters your opponent controls is higher than your LP: Make your opponent shuffle monsters they control into the Deck (their choice), so that the combined ATK of the remaining monsters they control becomes less than or equal to your LP.
(Common)

                                                       Rating: 1
Activating this probably means you're going to lose the Duel but since your opponent chooses what monsters they shuffle into the Deck and still gets to keep monsters whose ATK combined is equal to or less than your LP, this is another waste of Deck space.  
 
                                                       CORE-EN076
Trap Card

Storming Mirror Force
Normal Trap
When an opponent's monster declares an attack: Return all face-up Attack Position monsters your opponent controls to the hand.
(Secret Rare)

                                                       Rating: 2
Nothing more than a mediocre stall card because you're not banishing the threats, you're returning them to the hand, which unless those monsters can't be Summoned right away, which most can, it's basically wasted effort.  
 
                                                       CORE-EN075
Trap Card

Dried Winds
Continuous Trap
If you gain LP: Target 1 face-up monster your opponent controls; destroy it. If you control an "Aroma" monster and your LP is at least 3000 higher than your opponent's: You can pay LP equal to the difference; destroy face-up monsters your opponent controls whose combined ATK is less than or equal to the LP you paid to activate this effect. You can only use each effect of "Dried Winds" once per turn.
(Super Rare)

                                                       Rating: 2
A bit better than Humid winds since LP Gain Decks like mine can make some use out of it but other than that, it's not really worth using. 
 
                                                       CORE-EN074
Trap Card

Humid Winds
Continuous Trap
You can pay 1000 LP; add 1 "Aroma" monster from your Deck to your hand. If your LP is lower than your opponent's: You can gain 500 LP. You can only use each effect of "Humid Winds" once per turn.
(Common)

                                                       Rating: 1
In California, these are the Santa Ana winds that aid in forest fires. In the TCG, this means you've gotten a bad draw. 
 
                                                       CORE-EN073
Trap Card

Igknight Burst
Continuous Trap
Once per turn, during your Main Phase: You can destroy up to 3 other "Igknight" cards you control, then return an equal number of cards your opponent controls to the hand. If this card is sent to the Graveyard: You can add 1 face-up "Igknight" Pendulum Monster from your Extra Deck to your hand.
(Rare)

                                                       Rating: 1
To do anything with it, you need to control 2 Igknight cards, which'll generally be itself and 2 Pendulum Monsters and for what? All you get in return is temporarily removing threats off the field and the other effect isn't very good either. 
 
                                                       CORE-EN072
Trap Card

Return of the Red-Eyes
Continuous Trap
If you control a "Red-Eyes" monster, except "Red-Eyes B. Chick": You can target 1 Normal Monster in your Graveyard; Special Summon it. If this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard: You can target 1 "Red-Eyes" monster in your Graveyard, except "Red-Eyes B. Chick"; Special Summon it. You can only use each effect of "Return of the Red-Eyes" once per turn.
(Common)

                                                       Rating: 2
You need a Red-Eyes monster to even activate this but it doesn't matter what Red-Eyes monster it is so even Darkness Metal or Black Flare Dragon suffice but it's best to use it for its other effect. 
 
                                                       CORE-EN071
Trap Card

Trick Box
Normal Trap
If a face-up "Performage" monster(s) you control is destroyed by battle or card effect and sent to the Graveyard: Target 1 monster your opponent controls; take control of it until the End Phase, then Special Summon 1 "Performage" monster from your Graveyard to your opponent's side of the field. During the End Phase of this turn, give control of the monster Special Summoned by this effect to its owner.
(Common)

                                                       Rating: 1
You first have to lose a Performage monster you own and while you get an opponent's monster, you end up temporarily giving your opponent one of your fallen Performage monsters, making your opponent get a free monster while you lost and gained one.
 
                                                       CORE-EN070
Trap Card

Raptor's Gust
Counter Trap
When a Spell/Trap Card is activated while you control a "Raidraptor" card: Negate that activation, and if you do, destroy that card.
(Common)

                                                       Rating: 2
This is probably another key component in a Raidraptor Deck because all it needs is for you to control one to negate any Spell/Trap Card.
 
                                                       CORE-EN069
Trap Card

Raidraptor - Return
Normal Trap
If a "Raidraptor" monster you control is destroyed by battle: Target 1 "Raidraptor" monster in your Graveyard; add it to your hand. If a face-up "Raidraptor" monster(s) you control is destroyed by card effect: You can banish this card from your Graveyard; add 1 "Raidraptor" card from your Deck to your hand. You can only use this effect of "Raidraptor - Return" once per turn.
(Common)

                                                       Rating: 2
You get two options for using this and each one depends on how your Raidraptor monster was destroyed but neither of them will help you if you're out of monsters on the field.
 
                                                       CORE-EN068
Trap Card

Brilliant Spark
Normal Trap
If a face-up "Gem-Knight" monster(s) you control is destroyed by your opponent's attack or card effect: Target 1 of those destroyed monsters; inflict damage to your opponent equal to its original ATK. If this card is in your Graveyard: You can send 1 "Gem-Knight" card from your hand to the Graveyard; add this card to your hand. You can only activate 1 "Brilliant Spark" per turn.
(Common)

                                                       Rating: 2
The Gem-Knight monster just has to be destroyed and you make your opponent pay with their LP but while you can also get this card back, it costs you a Gem-Knight card.
 
                                                       CORE-EN067
Spell Card

Chicken Game
Field Spell
The player with the lowest LP takes no damage. Once per turn, during the Main Phase: The turn player can pay 1000 LP, then activate 1 of these effects;
● Draw 1 card.
● Destroy this card.
● Your opponent gains 1000 LP.
Neither player can activate cards or effects in response to this effect's activation.
(Short Print Common)

                                                       Rating: 1
No reason this card should be short print or be used because its effects are terrible.
 
                                                       CORE-EN066
Spell Card

Wavering Eyes
Quick-Play Spell
Destroy as many cards in each player's Pendulum Zones as possible, then apply these effects, in sequence, depending on the number of cards destroyed by this effect.
● 1 or more: Inflict 500 damage to your opponent.
● 2 or more: You can add 1 Pendulum Monster from your Main Deck to your hand.
● 3 or more: You can banish 1 card on the field.
● 4: You can add 1 "Wavering Eyes" from your Deck to your hand.
(Common)

                                                       Rating: 2
A Quick-Play Spell that gets better the more Pendulum Monsters you destroy in the Pendulum Zones but regardless, it's not all that great.
 
                                                       CORE-EN065
Spell Card

Mistaken Arrest
Quick-Play Spell
Until the end of your next turn after this card resolves, neither player can add cards from their Deck to their hand except by drawing them.
(Secret Rare)

                                                       Rating: 2
It may be an okay alternative if you haven't drawn or don't own Thunder King Rai-Oh but Rai-Oh will always be the better card because it's also a beatstick and an Honest target.
 
                                                       CORE-EN064
Spell Card

Back-Up Rider
Normal Spell
Target 1 face-up monster on the field; it gains 1500 ATK until the end of this turn.
(Common)

                                                       Rating: 2
A better version of Rising Energy as you don't have to wait or pay a cost to activate it but the boost doesn't last long.
 
                                                       CORE-EN063
Spell Card

Void Imagination
Continuous Spell
"Infernoid" monsters you control whose original Levels are 2 or higher become Level 1 and all battle damage they inflict to your opponent is halved. You can send this card to the Graveyard; Fusion Summon 1 "Infernoid" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster that was Special Summoned from the Extra Deck, and you do not, you can also use up to 6 monsters in your Deck as Fusion Materials.
(Super Rare)

                                                       Rating: 2
Infernoids are also bad as a whole and not even their Level 11 Fusion Monster is all that great and that's much of the point in using this card whereas the other points are even worse because any affected Infernoids don't deal full battle damage.
 
                                                       CORE-EN062
Spell Card

Aroma Garden
Field Spell
Once per turn, if you control an "Aroma" monster: You can gain 500 LP, also all monsters you control gain 500 ATK and DEF until the end of your opponent's next turn (even if this card leaves the field). If a face-up "Aroma" monster you control is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP.
(Common)

                                                       Rating: 1
Aroma monsters are pretty bad as a whole and even if they weren't, this card's best offer is 1000 LP when one of your Aroma monsters is destroyed.
 
                                                       CORE-EN061
Spell Card

Ignition Phoenix
Field Spell
All "Igknight" monsters on the field gain 300 ATK and DEF. Once per turn: You can target 1 "Igknight" card you control; destroy it, and if you do, add 1 "Igknight" card from your Deck to your hand.
(Common)

                                                       Rating: 2
Whether you're running it for the lousy ATK and DEF boost or the ability to destroy your own card only to add another of the same type to your hand, this is a terrible card to use.
 
                                                       CORE-EN060
Spell Card

Cards of the Red Stone
Normal Spell
Send 1 Level 7 "Red-Eyes" monster from your hand to the Graveyard; draw 2 cards, then you can send 1 Level 7 "Red-Eyes" monster from your Deck to the Graveyard. You can only activate 1 "Cards of the Red Stone" per turn.
(Ultra Rare)

                                                       Rating: 2
You'll end up with up to 2 Red-Eyes monsters in your Graveyard and 2 extra cards in your hand but I don't think that warrants making this card Ultra Rare.
 
                                                       CORE-EN059
Spell Card

Red-Eyes Fusion
Normal Spell
Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as Material from your Extra Deck, using monsters from your hand, Deck, or your side of the field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card. You can only activate 1 "Red-Eyes Fusion" per turn.
(Super Rare)

                                                       Rating: 3
A quicker variant of Future Fusion as it can not only use Fusion Materials from the usual places but also from the Deck and treats the new monster as Red-Eyes B. Dragon, which also opens up other combos like with Inferno Fire Blast! 
 
                                                       CORE-EN058
Spell Card

Bubble Barrier
Continuous Spell
Each "Performapal" and "Performage" monster you control cannot be destroyed by battle or card effect once per turn. You take no battle damage from attacks involving "Performapal" and "Performage" monsters you control.
(Common)

                                                       Rating: 2
Might be worthwhile with Performapals/Performages but neither Archetype really has much going for them so this might not be enough. 
 
                                                       CORE-EN057
Spell Card

Rank-Up-Magic Raptor's Force
Quick-Play Spell
If a "Raidraptor" Xyz Monster was destroyed and sent to the Graveyard this turn while you controlled it: Target 1 "Raidraptor" Xyz Monster in your Graveyard; Special Summon it, then Special Summon from your Extra Deck, 1 "Raidraptor" monster that is 1 Rank higher than that monster, using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon.)
(Common)

                                                       Rating: 2
This seems like a worthwhile candidate in Raidraptors because it Xyz Summons using an Xyz Monster basically from your Graveyard but that's all it does and said Xyz Monster must be destroyed and sent to the Graveyard while you control it. 
 
                                                       CORE-EN056
Spell Card

Brilliant Fusion
Continuous Spell
When this card is activated: Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials, but change its ATK and DEF to 0. If this card leaves the field, destroy that monster. Once per turn: You can discard 1 Spell Card; the monster Special Summoned by this card's effect gains ATK and DEF equal to its original ATK and DEF, until the end of your opponent's turn. You can only activate 1 "Brilliant Fusion" per turn.
(Super Rare)

                                                       Rating: 1
It doesn't do any good to Fusion Summon using your Deck's resources only to have your new monster have 0 ATK and DEF, even if its for Xyz Summoning and while you can restore its ATK and DEF, that's only by discarding a Spell Card and only for a short time.
 
                                                       CORE-EN055
Spell Card

Pianissimo
Quick-Play Spell
Target 1 face-up monster you control; this turn, that face-up monster's original ATK becomes 100, also that face-up monster cannot be destroyed by battle or card effects.
(Common)

                                                       Rating: 1
A card that can't be destroyed is not worth reducing its ATK to 100.  
 
                                                       CORE-EN054
Xyz Monster

Red-Eyes Flare Metal Dragon
DARK | Dragon-Type Xyz | Rank 7 | ATK 2800 | DEF 2400
2 Level 7 monsters
Cannot be destroyed by card effects while it has Xyz Material. While this card has Xyz Material, each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card, then target 1 "Red-Eyes" Normal Monster in your Graveyard; Special Summon it.
(Secret Rare), (Ultimate Rare) & (Ghost Rare)

                                                       Rating: 2
There aren't many good Red-Eyes Normal Monsters as the regular version is too weak to be any good and the other is an actually decent Gemini monster but at least they can help prevent this card's destruction from card effects, though that won't last long. 
 
                                                       CORE-EN053
Xyz Monster

Performage Trapeze Magician
LIGHT | Spellcaster-Type Xyz | Rank 4 | ATK 2500 | DEF 2000
2 Level 4 Spellcaster-Type monsters
You never take damage if the amount is less than or equal to this card's ATK. Once per turn, during either player's Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster the turn player controls (other than this card); it can make a second attack during each Battle Phase this turn, also destroy it at the end of the Battle Phase. If this card is destroyed by battle and sent to the Graveyard, or if this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard: You can Special Summon 1 "Performage" monster from your Deck.
(Rare)

                                                       Rating: 2
It reduces any damage you take that is less than or equal to its ATK and can let a monster attack twice, even an opponent's monster, but destroys it and that's good and bad at the same time. The other effect isn't all that great either.
 
                                                       CORE-EN052
Xyz Monster

D/D/D Marksman King Tell
DARK | Fiend-Type Xyz | Rank 5 | ATK 2300 | DEF 2000
2 Level 5 monsters
You can also Xyz Summon this card by using a Rank 4 "D/D/D" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn, during either player's turn, if you took any effect damage this turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; it loses 1000 ATK and DEF, and if it does, inflict 1000 damage to your opponent. If this card is sent from the field to the Graveyard: You can send 1 "D/D" or "Dark Contract" card from your Deck to the Graveyard.
(Rare)

                                                       Rating: 2
The only DDD Rank 4 Xyz Monster out there isn't even out in English Yet so this card's effect is basically pointless until then and it's the easiest way to bring this guy out too, apart from a Rank-Up-Magic card.
 
                                                       CORE-EN051
Pendulum Monster

Odd-Eyes Rebellion Dragon
DARK | Dragon, Xyz and Pendulum | Rank 7 | ATK 3000 | DEF 2500 | Scale 4
Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone.

2 Level 7 Dragon-Type monsters
If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Xyz Summoned by using an Xyz Monster as a Material: Destroy as many Level 7 or lower monsters your opponent controls as possible, inflict 1000 damage to your opponent for each card destroyed, and if you do, this card can make 3 attacks during each Battle Phase this turn. If this card in the Monster Zone is destroyed by battle or card effect: You can destroy as many cards in your Pendulum Zones as possible (min. 1), and if you do, place this card in your Pendulum Zone.

(Secret Rare) & (Ultimate Rare)

                                                       Rating: 2
Konami totally threw a curve ball by making an Xyz Pendulum monster and a very difficult one to Summon at that because you first have to get it on the field as a Monster Card, then use its effect to move it to the Pendulum Zone but personally, I don't see much of a point when it's going to be harder to do that each time it's destroyed and to get the most out of it, you'll need an Xyz Monster as its Xyz Material (via Rank-Up Magic Card).
 
                                                       CORE-EN050
Synchro Monster

Ignister Prominence, the Blasting Dracoslayer
FIRE | Dragon-Type Synchro | Level 8 | ATK 2850 | DEF 0
1 Tuner + 1 or more non-Tuner Pendulum Monsters
Once per turn: You can target 1 Pendulum Monster on the field or 1 card in the Pendulum Zone; destroy it, and if you do, shuffle 1 card on the field into the Deck. Once per turn: You can Special Summon 1 "Dracoslayer" monster from your Deck in Defense Position, but it cannot be used as a Synchro Material for a Summon.
(Ultra Rare) & (Ultimate Rare)

                                                       Rating: 2
Your efforts don't yield you much good but at least it has somewhat decent ATK and can get rid of any Pendulum monster on the field or bring out one of its friends.
 
                                                       CORE-EN049
Fusion Monster

Infernoid Tierra
FIRE | Fiend-Type Fusion | Level 11 | ATK 3400 | DEF 3600
"Infernoid Onuncu" + "Infernoid Devyaty" + 1 or more "Infernoid" monsters
When this card is Fusion Summoned, you can: Apply these effects, in sequence, depending on the number of Fusion Materials with different names used for this card's Summon;
● 3 or more: Each player sends 3 cards from their Extra Deck to the Graveyard.
● 5 or more: Each player sends the top 3 cards of their Deck to the Graveyard.
● 8 or more: Each player returns up to 3 of their banished cards to the Graveyard.
● 10 or more: Each player sends their entire hand to the Graveyard.
(Ultra Rare) & (Ultimate Rare)

                                                       Rating: 1
The only good thing about it are its stats because each of its bullet effects requires more Infernoids and that may take much of your Deck in itself but even when you do, you're helping or hurting both players.
 
                                                       CORE-EN048
Fusion Monster

Archfiend Black Skull Dragon
DARK | Dragon-Type Fusion | Level 9 | ATK 3200 | DEF 2500
1 Level 6 "Archfiend" Normal Monster + 1 "Red-Eyes" Normal Monster
You can only Special Summon "Archfiend Black Skull Dragon(s)" once per turn. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If damage calculation is performed involving this Fusion Summoned card, at the end of the Battle Phase: You can target 1 "Red-Eyes" Normal Monster in your Graveyard; inflict damage to your opponent equal to its ATK in the Graveyard, then shuffle it into the Deck.
(Ultra Rare) & (Ultimate Rare)

                                                       Rating: 3
It's a bit specific with its Fusion Materials but once it's on the field, it's quite a powerhouse as it prevents your opponent from activating cards or effects when it battles and since you'll likely have a Red-Eyes Normal Monster in your Graveyard when you bring this guy out, you'll easily inflict extra damage to your opponent and it'll be returned to the Deck to be played again.
 
                                                       CORE-EN047
Fusion Monster

Gem-Knight Lady Brilliant Diamond
EARTH | Rock-Type Fusion | Level 10 | ATK 3400 | DEF 2000
3 "Gem-Knight" monsters
Must first be Fusion Summoned with the above Fusion Materials. You can only Special Summon "Gem-Knight Lady Brilliant Diamond(s)" once per turn. Once per turn: You can send 1 "Gem-Knight" monster you control to the Graveyard, and if you do, Special Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, ignoring its Summoning conditions.
(Ultra Rare)

                                                       Rating: 2
It's fairly easy to summon and has high ATK but regardless of how it's Special Summon, it can only be Special Summoned once per turn and your new Gem-Knight Fusion is practically useless once it's off the field.
 
                                                       CORE-EN046
Fusion Monster

D/D/D Oracle King d'Arc
DARK | Fiend-Type Fusion | Level 7 | ATK 2800 | DEF 2000
2 "D/D" monsters
Any effect that would inflict damage to you makes you gain that much LP, instead.
(Rare)

                                                       Rating: 1
Why would you run this when Prime Material Dragon does this and more and is much more versatile?
 
                                                       CORE-EN045
Effect Monster

Retaliating "C"
EARTH | Insect | Level 4 | ATK 1400 | DEF 1400
During either player's turn, when your opponent activates a Spell Card that includes an effect that Special Summons a monster(s): You can Special Summon this card from your hand. If Summoned this way, while this card is face-up on the field, any card sent to the Graveyard is banished instead. If this card is sent from the field to the Graveyard: You can add 1 EARTH Insect-Type monster with 1500 or less ATK from your Deck to your hand, except "Retaliating "C"".
(Short Print Common)

                                                       Rating: 1
Its "retaliation" is futile because it has weak stats and only retaliates against sending cards to the Graveyard, a feat already achieved by Banisher of the Radiance, which is also an Honest target and has higher ATK. Plus there's nothing worth searching with this guy's other effect.
 
                                                       CORE-EN044
Pendulum Monster

Deskbot 005
EARTH | Machine-Type Pendulum | Level 5 | ATK 500 | DEF 500 | Scale 10
You cannot Pendulum Summon monsters, except "Deskbot" monsters. This effect cannot be negated.

If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; destroy it. This card gains 500 ATK for each face-up "Deskbot" monster in your Extra Deck. If this card in the Pendulum Zone is destroyed: You can target 1 "Deskbot" monster in your Graveyard; Special Summon it. You can only use this effect of "Deskbot 005" once per turn.
(Common)

                                                       Rating: 1
Being a Scale of 10 means nothing when you can only Pendulum the feeble Deskbot monsters and none of which are any good to use so this isn't either.
 
                                                       CORE-EN043
Effect Monster

Toon Cyber Dragon
LIGHT | Machine-Type Toon | Level 5 | ATK 2100 | DEF 1600
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). Cannot attack the turn it is Summoned. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly.
(Rare)

                                                       Rating: 1
The fact that this is a Toon version of a monster that can already be Special Summoned by its effect is utterly pointless because this brings very little else to the table when you can just run the original and have no drawbacks at all.
 
                                                       CORE-EN042
Pendulum Monster

Archfiend Eccentrick
LIGHT | Fiend-Type Pendulum | Level 3 | ATK 800 | DEF 1000 | Scale 7
You can target 1 other Spell/Trap Card on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn.

You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn.
(Secret Rare)

                                                       Rating: 2
A high enough scale to give it 2 out of 5 but its effects are too sub par to rate it any higher.
 
                                                       CORE-EN041
Pendulum Monster

Magical Abductor
EARTH | Spellcaster-Type Pendulum | Level 4 | ATK 1700 | DEF 1400 | Scale 3
Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. Once per turn: You can remove 3 Spell Counters from this card; add 1 Pendulum Monster from your Deck to your hand.

Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 100 ATK for each Spell Counter on it. Once per turn: You can remove 3 Spell Counters from this card; add 1 Level 1 Spellcaster-Type monster from your Deck to your hand.
(Rare)

                                                       Rating: 3
A fitting addition to any Spellcaster Deck, especially ones that use Spell Counters.
 
                                                       CORE-EN040
Effect Monster

Bird of Paradise Lost
DARK | Wyrm-Type Tuner | Level 8 | ATK 2700 | DEF 1500
This card gains 100 ATK and DEF for each Tuner monster in your Graveyard. Once per turn: You can send 1 Tuner monster from your hand to the Graveyard, then target 1 monster your opponent controls; take control of it until the End Phase.
(Common)

                                                       Rating: 2
You'd best use this in a Deck where all your monsters are Tuner monsters because it gets a pretty small boost for each one and that applies to an all Tuner monster Deck, though you can also make use of it with Trade-In.
 
                                                       CORE-EN039
Effect Monster

Infernoid Decatron
FIRE | Fiend-Type Tuner | Level 1 | ATK 500 | DEF 200
If this card is Normal or Special Summoned: You can send 1 "Infernoid" monster from your Deck to the Graveyard, except "Infernoid Decatron", and if you do, increase this card's Level by the Level of the sent monster, and if you do that, this card's name becomes that monster's, and replace this effect with that monster's original effects.
(Super Rare)

                                                       Rating: 2
You might as well use it as a regular Tuner because having it copy a bad effect from one of its friends isn't worth it and unless better Infernoids are released, that's all you'll be able to do with this.
 
                                                       CORE-EN038
Effect Monster

Aroma Jar
WIND | Rock-Type Flip | Level 1 | ATK 500 | DEF 400
If this card is flipped face-up, this card cannot be destroyed by battle while it is face-up on the field. If this card is flipped face-up, during each player's End Phase: You gain 500 LP.
(Common)

                                                       Rating: 3
Since its effects apply even if it's just attacked while in Defense Mode, it'll be perfect for Stall, LP Gain or just about any Deck.
 
                                                       CORE-EN037
Effect Monster

Aromage Bergamot
FIRE | Plant | Level 6 | ATK 2400 | DEF 1800
While your LP is higher than your opponent's, if a Plant-Type monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, if you gain LP: This card gains 1000 ATK and DEF until the end of your opponent's turn.
(Rare)

                                                       Rating: 3
Works perfectly as a regular Beatstick and in a LP gain Deck, you'll get more out of it.
 
                                                       CORE-EN036
Effect Monster

Aromage Rosemary
WATER | Plant | Level 4 | ATK 1800 | DEF 700
While your LP is higher than your opponent's, if a Plant-Type monster you control attacks, your opponent cannot activate monster effects until the end of the Damage Step. Once per turn, if you gain LP: Target 1 face-up monster on the field; change its battle position.
(Ultra Rare)

                                                       Rating: 3
While I feel the Rarity is too high for this card, it's still a decent Plant or WATER monster to use.
 
                                                       CORE-EN035
Effect Monster

Aromage Cananga
EARTH | Plant | Level 3 | ATK 1400 | DEF 1000
While your LP is higher than your opponent's, face-up monsters your opponent controls lose 500 ATK and DEF. Once per turn, if you gain LP: Target 1 Spell/Trap Card your opponent controls; return it to the hand.
(Common)

                                                       Rating: 1
Weak stats and effects make for a very unplayable monster.
 
                                                       CORE-EN034
Effect Monster

Aromage Jasmine
LIGHT | Plant | Level 2 | ATK 100 | DEF 1900
During your Main Phase, while your LP is higher than your opponent's, you can Normal Summon 1 Plant-Type monster in addition to your Normal Summon/Set, except "Aromage Jasmine". (You can only gain this effect once per turn.) Once per turn, if you gain LP: Draw 1 card.
(Secret Rare)

                                                       Rating: 2
This'd be best suited in a LP Gain Deck because that's the only scenario where you'll be most likely to have higher LP than your opponent but even that doesn't help it much since it just has 1900 DEF and won't be much use without other Plant-Type monsters joining it in your Deck.
 
                                                       CORE-EN033
Effect Monster

Igknight Champion
FIRE | Warrior | Level 8 | ATK 2800 | DEF 2300
While this card is in your hand: You can target 3 "Igknight" cards you control; destroy them, and if you do, Special Summon this card. Once per turn: You can target 1 other "Igknight" monster you control; return it to the hand, and if you do, place 1 monster your opponent controls on the bottom of the Deck.
(Rare)

                                                       Rating: 1
If the best this "champion" can muster up is stats only marginally stronger than Lancer and an effect that is equally bad, then he's not a true champion.
 
                                                       CORE-EN032
Effect Monster

Igknight Lancer
FIRE | Warrior | Level 7 | ATK 2600 | DEF 1800
While this card is in your hand: You can target 3 "Igknight" cards you control; destroy them, and if you do, Special Summon this card. Once per turn: You can target 1 other "Igknight" monster you control; return it to the hand, and if you do, place 1 Spell/Trap Card your opponent controls on the bottom of the Deck.
(Rare)

                                                       Rating: 1
You have to give up 3 of your own Igknights just to Special Summon it by its effect when you could either Normal Summon it for 2 or less Tributes or Pendulum Summon it for no Tributes but none of the scenarios are worth it for this guy.
 
                                                       CORE-EN031
Pendulum Monster

Igknight Gallant
FIRE | Warrior-Type Pendulum | Level 6 | ATK 2100 | DEF 2200 | Scale 2
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

A leader of the most dashing Igknight commando unit. His greatest challenge is keeping the hot tempers of his men under control.
(Common)
                                                       Rating: 3
Same as CORE-EN030's comments.
 
                                                       CORE-EN030
Pendulum Monster

Igknight Margrave
FIRE | Warrior-Type Pendulum | Level 5 | ATK 1500 | DEF 2500 | Scale 7
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

A high-ranking Igknight warrior. When he does enter the fray, his sweeping attacks are feared not just by the enemy but also his own troops.
(Common)
                                                       Rating: 3
You probably won't be Tribute Summoning/Setting it as UFO Turtle can search it or you can activate it a s a Spell Card but all game mechanics regarding Pendulum Monsters are still applied here.
 
                                                       CORE-EN029
Pendulum Monster

Igknight Paladin
FIRE | Warrior-Type Pendulum | Level 4 | ATK 1400 | DEF 1900 | Scale 2
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.
This Igknight has a reputation as a thinker with a cool head. But the truth is that his emotions just take longer to heat up.
(Common)

                                                       Rating: 3
Searchable by the likes of UFO Turtle and of course can be used to defend your LP but whatever the reason, it's a good addition to your Deck.
 
                                                       CORE-EN028
Pendulum Monster

Igknight Templar
FIRE | Warrior-Type Pendulum | Level 4 | ATK 1700 | DEF 1300 | Scale 7
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

An experienced Igknight warrior who fights for justice and despises the corrupt. He even questions his own weapon these days, due to his absolute quest for righteousness.
(Ultra Rare)

                                                       Rating: 3
A bit stronger than Igknight Crusader and a higher rarity but nevertheless is worth running wherever you need it.
 
                                                       CORE-EN027
Pendulum Monster

Igknight Crusader
FIRE | Warrior-Type Pendulum | Level 3 | ATK 1600 | DEF 300 | Scale 2
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

This impulsive Igknight warrior is fanatical about the causes he fights for. Because of this passion, his comrades try to keep him at arm's length.
(Super Rare)
                                                       Rating: 3
Same as CORE-EN026's comments.
 
                                                       CORE-EN026
Pendulum Monster

Igknight Squire
FIRE | Warrior-Type Pendulum | Level 3 | ATK 0 | DEF 2000 | Scale 7
If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand.

The cold steel armor of this young squire cannot hide the keen, burning mind contained within.
(Common)

                                                       Rating: 3
You'll probably want to just use the Igknights for Pendulum Summoning because you're otherwise trading in two cards for one that you may not be able to play right away but either way, there's no side-effect for using it as a Monster Card or Pendulum Monster.
 
                                                       CORE-EN025
Pendulum Monster

Luster Pendulum, the Dracoslayer
LIGHT | Dragon, Tuner and Pendulum | Level 4 | ATK 1850 | DEF 0 | Scale 5
Once per turn, if you have a card in your other Pendulum Zone: You can destroy that card, and if you do, add 1 card from your Deck to your hand, with the same name as that card.

Cannot Special Summon Fusion, Synchro or Xyz Monsters using this card as a Material, except "Dracoslayer" monsters.
(Super Rare)

                                                       Rating: 2
It works as a Pendulum Monster or a stand-alone Beatstick and is an Honest target but why would you bother when there are better options as this guy hinders what you can do with it as a Monster Card?
 
                                                       CORE-EN024
Effect Monster

Keeper of the Shrine
DARK | Dragon | Level 4 | ATK 0 | DEF 2100
This card can be treated as 2 Tributes for the Tribute Summon of a Dragon-Type monster. While this card is in your hand or Graveyard, if a face-up Dragon-Type monster on the field, except "Keeper of the Shrine", is sent to the Graveyard by a card effect or because it was destroyed by battle: You can Special Summon this card, then, if that monster sent to the Graveyard is a Normal Monster, you can add 1 Dragon-Type Normal Monster from your Graveyard to your hand. You can only use this effect of "Keeper of the Shrine" once per turn.
(Common)

                                                       Rating: 2
If you lose a Dragon-Type monster via destruction, this guy takes that monster's place but more than likely, the destroyed monster will be the better monster and this guy won't do anything else unless the destroyed monster was a Dragon-Type Normal Monster.
 
                                                       CORE-EN023
Effect Monster

Red-Eyes Archfiend of Lightning
DARK | Fiend-Type Gemini | Level 6 | ATK 2500 | DEF 1200
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● Once per turn: You can destroy all face-up monsters your opponent controls with DEF lower than this card's ATK.
(Super Rare)

                                                       Rating: 4
Heaps better than Skull Archfiend of Lightning, which has a fee to even stay on the field but this guy doesn't cost you anything but a monster at worst and can wipe out a large handful of monsters!
 
                                                       CORE-EN022
Effect Monster

Black Metal Dragon
DARK | Dragon | Level 1 | ATK 600 | DEF 600
You can target 1 "Red-Eyes" monster you control, except "Red-Eyes B. Chick"; equip this monster from your hand or your side of the field to that target. It gains 600 ATK. If this card is sent from the field to the Graveyard: You can add 1 "Red-Eyes" card from your Deck to your hand, except "Red-Eyes B. Chick".
(Common)

                                                       Rating: 2
The only good use for this is to send it from the field to the Graveyard to get a Red-Eyes monster like Darkness Metal Dragon or Black Flare Dragon because 600 ATK is not a large enough boost to make much of a difference.
 
                                                       CORE-EN021
Effect Monster

The Black Stone of Legend
DARK | Dragon | Level 1 | ATK 0 | DEF 0
You can Tribute this card; Special Summon 1 Level 7 or lower "Red-Eyes" monster from your Deck, except "Red-Eyes B. Chick". If this card is in your Graveyard: You can target 1 Level 7 or lower "Red-Eyes" monster in your Graveyard, except "Red-Eyes B. Chick"; shuffle it into the Deck, and if you do, add this card to your hand. You can only use 1 "The Black Stone of Legend" effect per turn, and only once that turn.
(Secret Rare)

                                                       Rating: 2
While there are some good targets for this like the previous card and Red-Eyes Zombie Dragon, this guy has to be Tributed to obtain any of them and its 2nd effect doesn't help you use the effect again, making this card worse than White Stone of Legend, which can not only run over this guy and fetches the best Blue-Eyes monster in the game when sent to the Graveyard, but it's a much lower rarity than this card.
 
                                                       CORE-EN020
Effect Monster

Red-Eyes Black Flare Dragon
DARK | Dragon-Type Gemini | Level 7 | ATK 2400 | DEF 2000
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● If damage calculation is performed involving this card, at the end of the Battle Phase: You can inflict damage to your opponent equal to this card's original ATK. You can only use this effect of "Red-Eyes Black Flare Dragon" once per turn.
(Super Rare)

                                                       Rating: 3
Even though it's a Gemni monster and may have to wait to activate its full potential, it's still far better than the original Red-Eyes, which has nothing good to offer since it's outclassed by Summoned Skull and others.
 
                                                       CORE-EN019
Effect Monster

Performage Stilts Launcher
EARTH | Spellcaster | Level 6 | ATK 2200 | DEF 0
If there are no monsters on the field, you can Special Summon this card (from your hand), but you cannot Normal Summon/Set for the rest of this turn. During either player's turn, when a card or effect is activated that would inflict damage to your opponent while you have another "Performage" monster in your Graveyard: You can banish this card from your Graveyard; inflict 2000 damage to your opponent. You can only use this effect of "Performage Stilts Launcher" once per turn.
(Common)

                                                       Rating: 1
Walking on stilts is generally a bad idea because you have a long way down if you fall and this guy doesn't present much good on its own since it has 0 DEF has to wait until it and another of its friends are in the Graveyard to activate its other effect and to Special Summon its way, the field needs to be clear of monsters, which is pretty unlikely.
 
                                                       CORE-EN018
Effect Monster

Performage Trick Clown
LIGHT | Spellcaster | Level 4 | ATK 1600 | DEF 1200
If this card is sent to the Graveyard: You can target 1 "Performage" monster in your Graveyard; Special Summon it, its ATK and DEF become 0, then you take 1000 damage. You can only use this effect of "Performage Trick Clown" once per turn.
(Common)

                                                       Rating: 1
A pitiful excuse to Synchro or Xyz Summon with it because your new monster will have 0 ATK and DEF and this guy's stats aren't anything to fear either and then to top it off, using his effect hurts you for 1000 LP.
 
                                                       CORE-EN017
Effect Monster

Performage Hat Tricker
EARTH | Spellcaster | Level 4 | ATK 1100 | DEF 1100
If 2 or more monsters are on the field, you can Special Summon this card (from your hand). During either player's turn, when a card or effect is activated that would inflict damage to you: You can place 1 Performage Counter on this card (max. 3), then make that effect damage to you 0. When the 3rd Performage Counter is placed on this card, it's ATK and DEF become 3300.
(Common)

                                                       Rating: 1
Effect Damage doesn't happen that often so this guy will probably sit on the field waiting for its inevitable demise so waiting 3 turns to have 3300 ATK and DEF is going to likely be too long.
 
                                                       CORE-EN016
Effect Monster

Performage Flame Eater
FIRE | Spellcaster | Level 4 | ATK 1200 | DEF 1600
During either player's turn, when a card or effect is activated that would inflict damage to you: You can activate this effect; you cannot Special Summon monsters for the rest of this turn, except "Performage" monsters, also Special Summon this card from your hand, and if you do, make that effect damage to you 0. If Summoned this way, banish it when it leaves the field. If this card is Normal or Special Summoned: Each player takes 500 damage.
(Common)

                                                       Rating: 1
The very last line of text, while minimal, is enough to bring this card's rating down to 1 out of 5 because it harms both players so even though you saved yourself Effect Damage earlier, you still take it by this guy's effect.
 
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Effect Monster

Performage Damage Juggler
LIGHT | Spellcaster | Level 4 | ATK 1500 | DEF 1000
During either player's turn, when a card or effect is activated that would inflict damage to you: You can discard this card; negate the activation, and if you do, destroy that card. During either player's Battle Phase: You can discard this card; reduce the next battle damage you would take this turn to 0. You can banish this card from your Graveyard; add 1 "Performage" monster from your Deck to your hand, except "Performage Damage Juggler". You can only use this effect of "Performage Damage Juggler" once per turn.
(Common)

                                                       Rating: 2
It can help you out a little bit by stopping Effect Damage or Battle Damage but banishing itself from your Graveyard doesn't permit you to get another copy.
 
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Effect Monster

Raidraptor - Singing Lanius
DARK | Winged Beast | Level 4 | ATK 100 | DEF 100
If you control a face-up Xyz Monster, you can Special Summon this card (from your hand). You can only Special Summon "Raidraptor - Singing Lanius" once per turn this way.
(Common)

                                                       Rating: 1
No excuse to use this card with its terrible Level 4 monster stats and equally bad effect.
 
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Effect Monster

Raidraptor - Fuzzy Lanius
DARK | Winged Beast | Level 4 | ATK 500 | DEF 1500
If you control a "Raidraptor" monster other than "Raidraptor - Fuzzy Lanius": You can Special Summon this card from your hand. If this card is sent to the Graveyard: You can add 1 "Raidraptor - Fuzzy Lanius" from your Deck to your hand. You can only use each effect of "Raidraptor - Fuzzy Lanius" once per turn. You cannot Special Summon monsters the turn you activate either of this card's effects, except "Raidraptor" monsters.
(Common)

                                                       Rating: 2
I probably won't get to see how these guys play out since there aren't any Yu-Gi-Oh tournaments close enough to me anymore but this doesn't seem all that bad, apart from the name.
 
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Effect Monster

Crystal Rose
LIGHT | Rock | Level 2 | ATK 500 | DEF 500
Once per turn: You can send 1 "Gem-Knight" or "Melodious" monster from your hand or Deck to the Graveyard, and if you do, this card's name becomes the sent monster's name, until the End Phase. If this card is in your Graveyard: You can banish 1 Fusion Monster from your Graveyard; Special Summon this card in Defense Position. You can only use this effect of "Crystal Rose" once per turn.
(Rare)

                                                       Rating: 1
Special Summoning it by its effect is bad enough but wasting resources to have it copy a Melodious or Gem-Knight monster's name is equally bad because if it's in your hand, you might as well just play it over this and if it's in your Deck, that's one less monster you can draw. Besides, I'm sure most monsters in either catagory have higher ATK and/or DEF than this.
 
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Effect Monster

D/D Pandora
DARK | Fiend | Level 5 | ATK 1700 | DEF 2100
When this card is destroyed by battle and sent to the Graveyard, or when this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard, and you control no cards: You can draw 2 cards.
(Common)

                                                       Rating: 1
The alleged Pandora's Box is probably more of a threat than this because this card needs your field to be empty when it's destroyed!
 
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Effect Monster

Fluffal Mouse
EARTH | Fairy | Level 1 | ATK 100 | DEF 100
During your Main Phase: You can Special Summon up to 2 copies of "Fluffal Mouse" from your Deck. This effect can only be used once while this card is face-up on the field. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Frightfur" monsters.
(Super Rare)

                                                       Rating: 2
Its effect can be used any time during your Main Phase and you could then bring out one of the Wicked or Egyptian God Cards but you're relying heavily on the effect working because you'll likely have it in Attack Position when the effect is used and are basically restrained to Tributing them that turn, which makes it quite vulnerable, especially with those weak stats.
 
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Effect Monster

Tamtam the Melodious Diva
LIGHT | Fairy | Level 4 | ATK 1000 | DEF 2000
If this card is Special Summoned while you control a "Melodious" monster: You can add 1 "Polymerization" from your Deck or Graveyard to your hand. If this card is sent to the Graveyard as a Fusion Material for a Fusion Summon: You can target 1 "Melodious" monster you control; it loses 500 ATK, and if it does, inflict 500 damage to your opponent.
(Common)

                                                       Rating: 2
It won't be able to do much unless you Special Summon it with one of its friends or use it as Fusion Material but even the 2nd effect is better activated with Opera.
 
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Effect Monster

Opera the Melodious Diva
LIGHT | Fairy | Level 4 | ATK 2300 | DEF 1000
This card cannot attack the turn it is Normal Summoned or flipped face-up. If this card is sent to the Graveyard as a Fusion Material for a Fusion Summon: You can activate this effect; for the rest of this turn, "Melodious" monsters you control cannot be destroyed by battle or card effects.
(Common)

                                                       Rating: 3
Much like Tardy Orc, you can either Normal/Flip Summon her during the first turn or Special Summon her to avoid the summoning sickness but unlike TO, this card is also an Honest and Photon Lead target, making it much easier to avoid the summoning sickness!
 
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Effect Monster

Superheavy Samurai Blowtorch
EARTH | Machine | Level 1 | ATK 500 | DEF 300
When an opponent’s monster declares an attack while you have no Spell/Trap Cards in your Graveyard: You can send this card from your hand to the Graveyard, then target 1 "Superheavy Samurai" monster you control; change the attack target to it and perform damage calculation. Once per turn, when an opponent’s monster declares an attack: You can change the attack target to this card and perform damage calculation. Cannot be destroyed by battle.
(Common)

                                                       Rating: 2
You're better off having this guy on the field than discarding it, especially since you need to have no Spell/Trap Cards in your Graveyard but at least this guy can't be destroyed in battle, making it viable for other Decks.
 
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Pendulum Monster

Performapal Drummerilla
EARTH | Beast-Type Pendulum | Level 5 | ATK 1600 | DEF 900 | Scale 2
Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can target that monster you control; it gains 600 ATK until the end of the Battle Phase (even if this card leaves the field).

If there are no monsters on the field, you can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its Level becomes 4. Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can target that monster you control; it gains 600 ATK until the end of the Battle Phase.
(Common)

                                                       Rating: 2
Though generally the side-effects are in the card's effects, they can also be in its Level and stats like this guy's but this guy has side effects just about all around, making it only good for Pendulum Summoning.
 
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Pendulum Monster

Performapal Camelump
EARTH | Beast-Type Pendulum | Level 3 | ATK 800 | DEF 1800 | Scale 2
Once per turn, during your Main Phase 1: You can target 1 face-up monster you control; the monsters your opponent currently controls lose 800 DEF until the end of this turn, and if they do, if the targeted monster attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. (These effects remain even if this card leaves the field.)

If this card is destroyed by battle: You can make the monster that destroyed this card lose 800 ATK.
(Common)

                                                       Rating: 3
Low scales are always a plus if they're not followed by any side-effects and this card has that and doesn't restrain itself to Performapals!
 
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Pendulum Monster

Xiangsheng Magician
LIGHT | Spellcaster-Type Pendulum | Level 4 | ATK 500 | DEF 1500 | Scale 8
Once per turn: You can target 1 face-up Xyz Monster you control, and 1 Level 5 or higher monster you control; that Xyz Monster's Rank becomes equal to the Level of that Level 5 or higher monster, until the end of this turn (even if this card leaves the field). While you control more cards than your opponent does, this card's Pendulum Scale becomes 4.

Your opponent takes no battle damage from attacks involving this card. Once per turn: You can target 1 other face-up monster you control; this card's ATK becomes equal to that monster's current ATK, until the end of this turn.
(Super Rare)

                                                       Rating: 2
A highly searchable high scale Pendulum that is also an Honest target but each of its "modes" have a downside that while not terrible, they are off-putting enough for me to lower its rating by one star.
 
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Pendulum Monster

Xiangke Magician
DARK | Spellcaster-Type Pendulum | Level 7 | ATK 2500 | DEF 500 | Scale 3
Once per turn: You can target 1 face-up Xyz Monster you control; this turn, you can use it as an Xyz Material for an Xyz Summon using its Rank as if it were a Level (even if this card leaves the field).

Once per turn, during either player's turn: You can target 1 LIGHT monster on the field; negate that face-up monster's effects until the end of this turn.
(Super Rare)

                                                       Rating: 3
Pendulums don't see much play except in the obvious themed decks like Yang Zing so you're bound to see some Xyz Monster that you can then use for an Xyz Summon without having to Rank-Up but of course, you'll need another monster with a Level to actually Xyz Summon. The Monster Text isn't that bad either.
 
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Pendulum Monster

Risebell the Summoner
WIND | Psychic-Type Pendulum | Level 3 | ATK 800 | DEF 800 | Scale 2
Once per turn: You can target 1 face-up monster on the field; increase its Level by 1 (even if this card leaves the field).

A kindly elder brother, Risebell takes good care of his little sister Saambell. He reads a Magical Book with his sister each early-afternoon, a harmonious routine that brings a smile to everyone.
(Short Print Common)
                                                       Rating: 3
Regardless of how he expects to take care of his sister while being only marginally stronger than she is, his low scale provides easy Pendulum Summoning and low stats are also searchable!
 
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Normal Monster

Mystery Shell Dragon
DARK | Wyrm | Level 4 | ATK 2000 | DEF 0
Mysterious living matter that suddenly appeared from a different dimension. Its attack paralyzes the target's nerves, and causes intense hallucinations.
(Common)

                                                       Rating: 3
Having even 100 DEF makes the difference between this guy getting 4 stars and 3 for its rating but as a Level 4 monster with 2000 ATK, it's still good enough to use!
 
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Pendulum Monster

Sky Dragoons of Draconia
WIND | Winged Beast-Type Pendulum | Level 5 | ATK 2200 | DEF 200 | Scale 7
Once per turn, when a Normal Monster you control inflicts battle damage to your opponent: You can target 1 card on the field; destroy it.

Rumored as being formed to invade the neutral, floating Sky-State of Cxulub, these mounted air troops of the Draconia Empire have prompted bordering nations to strengthen their security.
(Rare)

                                                       Rating: 3
Konami sure likes these Vanilla Pendulum Dragoons monsters and each of them supports a Monster Card type that kinda needs it and there are some good ones out there, not to mention this guy has a pretty high scale with no drawback!