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Learn to play the TCG.   CORE-EN Card Spoiler

Clash of Rebellions (CORE-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Clash_of_Rebellions_(TCG-EN-1E)
Clash of Rebellions (CORE-EN099)
Secret Blast
TRAP / 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)
Pros: Easy to play, searchable, supports Cyberse Decks
Cons: Low initial burn damage, can't deal further damage unless destroyed by an opponent's effect while Set
Clash of Rebellions (CORE-EN098)
Tatsunoko
WATER / Synchro Monster / Level 3 / ATK 1700 / DEF 500
(Wyrm / Synchro / Tuner / Effect)

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 out of 5
A lot of work for basically a weak Tuner monster, but the first effect is okay.
Clash of Rebellions (CORE-EN097)
Mandragon

EARTH / Pendulum Monster / Level 5 / ATK 2500 / DEF 1000 / Scale 2 and Scale 2
Pendulum Text
None
(Plant / Pendulum / Normal)
This mandragora harbors the soul of a sorrowful dragon. The cursed tones of its wailing cause both fear and despair.
 
(Rare)
Pros: Easy to play, high ATK, low Pendulum Scale
Cons: No effects
Clash of Rebellions (CORE-EN096)
Dragong

EARTH / Pendulum Monster / Level 4 / ATK 500 / DEF 2100 / Scale 7 and Scale 7
Pendulum Text
None
(Machine / Pendulum / Normal)
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)
Pros: Easy to play, searchable, high DEF, high Pendulum Scale
Cons: No effects
Clash of Rebellions (CORE-EN095)
Hi-Speedroid Kendama

WIND / Synchro Monster / Level 6 / ATK 2200 / DEF 1600
(Machine / Synchro / Effect)

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)
Pros: Easy to play, generic Synchro Materials, supports Speedroid and Machine Decks, can revive itself
Cons: Low burn damage, costs a Machine monster to do so, can't Normal Summon or Set the turn it's revived
Clash of Rebellions (CORE-EN094)
Superheavy Samurai Ogre Shutendoji

EARTH / Synchro Monster / Level 6 / ATK 500 / DEF 2500
(Machine / Synchro / Effect)

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)
Pros: Easy to play, mostly generic Synchro Materials, high DEF, supports Superheavy Samurai Decks, can attack while in Defense Mode
Cons: Can't use last effect unless you have no Spell or Trap Cards in your Grave
Clash of Rebellions (CORE-EN093)
Performapal Salutiger

EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 500
(Beast / Effect)

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)
Pros: Easy to play, supports Performapal Decks
Cons: Can only add Performapal Pendulum Monsters from the Deck to the hand, no other effects
Clash of Rebellions (CORE-EN092)
Absorb Fusion
SPELL / 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)
Pros: Easy to play, supports Gem-Knight Decks
Cons: Largely a Gem-Knight variant of Polymerization (#36)
Clash of Rebellions (CORE-EN091)
Escher the Frost Vassal

WATER / Effect Monster / Level 4 / ATK 800 / DEF 1000
(Aqua / Effect)

If your opponent controls 2 or more cards in their Spell & Trap Zone, you can Special Summon this card (from your hand).
(Rare)
Pros: Easy to play, searchable
Cons: Can't Special Summon itself unless the opponent has at least 2 cards in their Spell & Trap Card Zone, no other effects
Clash of Rebellions (CORE-EN090)
Performapal Silver Claw

DARK / Pendulum Monster / Level 4 / ATK 1800 / DEF 700 / Scale 5 and Scale 5
Pendulum Text
All "Performapal" monsters you control gain 300 ATK.
(Beast / Pendulum / Effect)
If this card declares an attack: All "Performapal" monsters you currently control gain 300 ATK until the end of the Battle Phase.
(Common)
Pros: Easy to play, high ATK, supports Performapal Decks
Cons: Low ATK boost in both effects, no other effects, poor Pendulum Scale
Clash of Rebellions (CORE-EN089)
Kyoutou Waterfront
SPELL / 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)
Pros: Easy to play, searchable, supports Kaiju Decks
Cons: Can't have more than 5 Kaiju Counters, needs at least 3 Kaiju Counters to add from the Deck to the hand
Clash of Rebellions (CORE-EN088)
Kumongous, the Sticky String Kaiju

EARTH / Effect Monster / Level 7 / ATK 2400 / DEF 2500
(Insect / Effect)

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)
Pros: Easy to play, high stats, supports Kaiju Decks, relatively useful effects
Cons: Can't control more than 1 Kaiju monster, requires the opponent to control 1 to Special Summon itself
Clash of Rebellions (CORE-EN087)
Dogoran, the Mad Flame Kaiju

FIRE / Effect Monster / Level 8 / ATK 3000 / DEF 1200
(Dinosaur / Effect)

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)
Pros: Easy to play, high ATK, supports Kaiju Decks, relatively useful effects
Cons: Can't control more than 1 Kaiju monster, requires the opponent to control 1 to Special Summon itself
Clash of Rebellions (CORE-EN086)
Kozmotown
SPELL / 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)
Pros: Easy to play, searchable, supports Kozmo Decks, low burn damage
Cons: Costs at least 1 Kozmo monster to draw cards, doesn't add anything to the hand unless destroyed by an effect
Clash of Rebellions (CORE-EN085)
Kozmo Forerunner

LIGHT / Effect Monster / Level 7 / ATK 2800 / DEF 1400
(Machine / Effect)

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)
Pros: Easy to play, high ATK, supports Kozmo Decks, not bad effects
Cons: Can still be destroyed by opponent's effects, can only Special Summon Level 6 ot lower Kozmo monsters
Clash of Rebellions (CORE-EN084)
Kozmo Sliprider

LIGHT / Effect Monster / Level 5 / ATK 2300 / DEF 800
(Machine / Effect)

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)
Pros: Easy to play, supports Kozmo Decks
Cons: Low stats for its Level, poor effects
Clash of Rebellions (CORE-EN083)
Kozmo Goodwitch

LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 1000
(Psychic / Effect)

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)
Pros: Easy to play, high ATK, supports Kozmo Decks, low activation cost to Set a monster
Cons: Costs itself to Special Summon a Kozmo monster
Clash of Rebellions (CORE-EN082)
Kozmo Farmgirl

LIGHT / Effect Monster / Level 3 / ATK 1500 / DEF 1000
(Psychic / Effect)

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)
Pros: Easy to play, searchable, supports Kozmo Decks, low activation cost to add a Kozmo monster to the hand
Cons: Costs itself to Special Summon a Kozmo monster
Clash of Rebellions (CORE-EN081)
Extinction on Schedule
TRAP / 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)
Pros: Easy to play
Cons: Very slow and costly effect, no other effects
Clash of Rebellions (CORE-EN080)
Side Effects?
TRAP / 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)
Pros: Easy to play, supports LP Gain Decks
Cons: Opponent gets free draw(s)
Clash of Rebellions (CORE-EN079)
Extra Buck
TRAP / 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)
Pros: Easy to play
Cons: Needs 3 Spell Counters to draw cards, costs itself to do so
Clash of Rebellions (CORE-EN078)
Balance of Judgment
TRAP / 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)
Pros: Relatively easy to play, no activation cost
Cons: Requres the opponent to have more cards on their field than all your cards
Clash of Rebellions (CORE-EN077)
Ferret Flames
TRAP / 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)
Pros: Relatively easy to play, no activation cost
Cons: The opponent chooses what is shuffled into the Deck
Clash of Rebellions (CORE-EN076)
Storming Mirror Force
TRAP / 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)
Pros: Easy to play, no activation cost, useful effect
Cons: Only returns Attack Position monsters to the hand
Clash of Rebellions (CORE-EN075)
Dried Winds
TRAP / 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)
Pros: Easy to play, no activation cost, supports Aroma and LP Gain Decks
Cons: Needs you to have at least 3000 more LP than the opponent to destroy monsters, costly when doing so
Clash of Rebellions (CORE-EN074)
Humid
Winds
TRAP / 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)
Pros: Easy to play, supports Aroma and LP Gain Decks
Cons: Low LP Gain
Clash of Rebellions (CORE-EN073)
Igknight Burst

TRAP / 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)
Pros: Easy to play, supports Igknight Decks
Cons: Costs Ignight cards to return opponent's cards to the hand
Clash of Rebellions (CORE-EN072)
Return of the Red-Eyes

TRAP / 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)
Pros: Easy to play, supports Red-Eyes Decks
Cons: First effect can only revive Normal Monsters
Clash of Rebellions (CORE-EN071)
Trick Box

TRAP / 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)
Pros: Easy to play, supports Performage Decks, steals an opponent's monster
Cons: Gives the opponent a free Performage monster for the entire turn
Clash of Rebellions (CORE-EN070)
Raptor's Gust

TRAP / 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)
Pros: Easy to play, supports Raidraptor Decks, no activation cost
Cons: Doesn't block monster effects
Clash of Rebellions (CORE-EN069)
Raidraptor - Return

TRAP / 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)
Pros: Easy to play, supports Raidraptor Decks, no activation cost
Cons: Only adds Raidraptor cards from the Deck or Grave to the hand
Clash of Rebellions (CORE-EN068)
Brilliant Spark

TRAP / 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)
Pros: Easy to play, supports Gem-Knight Decks, can recycle itself
Cons: Doesn't deal damage until the Gem-Knight monster is destroyed
Clash of Rebellions (CORE-EN067)
Chicken Game

SPELL / 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)
Pros: Easy to play, searchable
Cons: Benefits the player with less LP, costs 1000 LP to use any of the bulleted effects
Clash of Rebellions (CORE-EN066)
Wavering Eyes

SPELL / 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)
Pros: Easy to play, is a Quick-Play Spell
Cons: Only destroys Pendulum Monsters, mostly mimimal effects
Clash of Rebellions (CORE-EN065)
Mistaken Arrest

SPELL / 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)
Pros: Easy to play, is a Quick-Play Spell
Cons: Only lasts until your next turn ends, includes both players
Clash of Rebellions (CORE-EN064)
Back-Up Rider

SPELL / Normal Spell
Target 1 face-up monster on the field; it gains 1500 ATK until the end of this turn.
(Common)
Pros: Easy to play, pretty high ATK boost
Cons: Effect expires at the end of the turn
Clash of Rebellions (CORE-EN063)
Void Imagination

SPELL / 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)
Pros: Easy to play, supports Infernoid Decks
Cons: Halves battle damage affected Infernoid monsters inflict the opponent, otherwise is an Infernoid variant of Polymerization (#36)
Clash of Rebellions (CORE-EN062)
Aroma Garden

SPELL / 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)
Pros: Easy to play, searchable, supports Aroma and LP Gain Decks
Cons: Low LP and ATK and DEF boosts
Clash of Rebellions (CORE-EN061)
Ignition Phoenix

SPELL / 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)
Pros: Easy to play, searchable, supports Igknight Decks
Cons: Low ATK and DEF boost, costs an Igknight card to add 1 from the Deck to the hand
Clash of Rebellions (CORE-EN060)
Cards of the Red Stone

SPELL / 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)
Pros: Easy to play, supports Red-Eyes Decks
Cons: Costs a Level 7 Red-Eyes monster to draw 2 cards
Clash of Rebellions (CORE-EN059)
Red-Eyes Fusion

SPELL / 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)
Pros: Easy to play, supports Red-Eyes Decks
Cons: Entirely a Red-Eyes version of Polymerization (#14)
Clash of Rebellions (CORE-EN058)
Bubble Barrier

SPELL / 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)
Pros: Easy to play, supports Performapal (#5) and Performage Decks
Cons: Only prevents their destruction once per turn
Clash of Rebellions (CORE-EN057)
Rank-Up-Magic Raptor's Force

SPELL / 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)
Pros: Easy to play, supports Performapal and Performage Decks
Cons: Only prevents their destruction once per turn
Clash of Rebellions (CORE-EN056)
Brilliant Fusion

SPELL / 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)
Pros: Easy to play, supports Gem-Knight Decks
Cons: Mostly a Gem-Knight version of Polymerization, makes the Fusion Monster's ATK and DEF 0
Clash of Rebellions (CORE-EN055)
Pianissimo

SPELL / 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)
Pros: Easy to play, is a Quick-Play Spell supports Gem-Knight Decks
Cons: Greatly hinders the monster's ability to win battles
Clash of Rebellions (CORE-EN054)
Red-Eyes Flare Metal Dragon

DARK / Xyz Monster / Rank 7 / ATK 2800 / DEF 2400
(Dragon / Xyz / Effect)

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)
Pros: Easy to play, generic Xyz Materials, supports Red-Eyes Decks
Cons: Minimal burn damage, needs Xyz Materials to prevent its destruction by effects
Clash of Rebellions (CORE-EN053)
Performage Trapeze Magician

LIGHT / Xyz Monster / Rank 4 / ATK 2500 / DEF 2000
(Spellcaster / Xyz / Effect)

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)
Pros: Easy to play, high stats, largely generic Xyz Materials, supports Performage Decks, not bad effects
Cons: Doesn't block damage if the damage is more than this card's ATK
Clash of Rebellions (CORE-EN052)
D/D/D Marksman King Tell

DARK / Xyz Monster / Rank 5 / ATK 2300 / DEF 2000
(Fiend / Xyz / Effect)

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)
Pros: Easy to play, generic Xyz Materials, supports D/D and D/D/D Decks, not bad effects
Cons: Can't deal effect damage unless you take effect damage, low stats for its Rank
Clash of Rebellions (CORE-EN051)
Odd-Eyes Rebellion Dragon

DARK / Pendulum Monster / Rank 7 / ATK 3000 / DEF 2500 / Scale 4 and Scale 4
Pendulum Text
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.
(Dragon / Xyz / Pendulum / Effect)
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)
Pros: Easy to play, high stats, generic Xyz Materials, supports Pendulum Summons, not bad effects
Cons: 2nd effect needs it to be Xyz Summoned with an Xyz Monster to destroy cards, not great Pendulum Scale
Clash of Rebellions (CORE-EN050)
Ignister Prominence, the Blasting Dracoslayer

FIRE / Synchro Monster / Level 8 / ATK 2850 / DEF 0
(Dragon / Synchro / Effect)

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)
Pros: Easy to play, high ATK, mostly generic Synchro Materials, supports Dracoslayer Decks
Cons: No DEF, only destroys Pendulum Monsters
Clash of Rebellions (CORE-EN049)
Infernoid Tierra

FIRE / Fusion Monster / Level 11 / ATK 3400 / DEF 3600
(Fiend / Fusion / Effect)

"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)
Pros: Easy to play, high stats
Cons: Effects only apply the instant it's Fusion Summoned, largely minimal effects
Clash of Rebellions (CORE-EN048)
Archfiend Black Skull Dragon

DARK / Fusion Monster / Level 9 / ATK 3200 / DEF 2500
(Dragon / Fusion / Effect)

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)
Pros: Easy to play, high stats, supports Red-Eyes Decks
Cons: Can't be Special Summoned more than once per turn, only has attack or battle protection, must be Fusion Summoned to deal damage
Clash of Rebellions (CORE-EN047)
Gem-Knight Lady Brilliant Diamond

EARTH / Fusion Monster / Level 10 / ATK 3400 / DEF 2000
(Rock / Fusion / Effect)

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)
Pros: Easy to play, high stats, supports Gem-Knight Decks
Cons: Can't be Special Summoned more than once per turn, doesn't Fusion Summon the Fusion Monster
Clash of Rebellions (CORE-EN046)
D/D/D Oracle King d'Arc

DARK / Fusion Monster / Level 7 / ATK 2800 / DEF 2000
(Fiend / Fusion / Effect)

2 "D/D" monsters
Any effect that would inflict damage to you makes you gain that much LP, instead.
(Rare)
Pros: Easy to play, high stats, supports LP Gain Decks
Cons: Only works against Effect Damage
Clash of Rebellions (CORE-EN045)
Retaliating "C"

EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 1400
(Insect / Effect)

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)
Pros: Easy to play, searchable, supports Insect Decks, relatively useful effects
Cons: Can't Special Summon itself unless an opponent's Spell Card would Special Summon, doesn't banish anything unless it Special Summons itself
Clash of Rebellions (CORE-EN044)
Deskbot 005

EARTH / Pendulum Monster / Level 5 / ATK 500 / DEF 500 / Scale 10 and Scale 10
Pendulum Text
You cannot Pendulum Summon monsters, except "Deskbot" monsters. This effect cannot be negated.
(Machine / Pendulum / Effect)
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)
Pros: Easy to play, searchable, supports Deskbot Decks, high Pendulum Scale
Cons: Can't Pendulum Summon non-Deskbot monsters, low ATK boost
Clash of Rebellions (CORE-EN043)
Toon Cyber Dragon

LIGHT / Effect Monster / Level 5 / ATK 2100 / DEF 1600
(Machine / Toon / Effect)

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)
Pros: Easy to play
Cons: Can't attack the turn it is Summoned, only other effect is Toon monster-related
Clash of Rebellions (CORE-EN042)
Archfiend Eccentrick

LIGHT / Pendulum Monster / Level 3 / ATK 800 / DEF 1000 / Scale 7 and Scale 7
Pendulum Text
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.
(Fiend / Pendulum / Effect)
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)
Pros: Easy to play, searchable, high Pendulum Scale
Cons: Costs itself to use either effect, no other effects
Clash of Rebellions (CORE-EN041)
Magical Abductor

EARTH / Pendulum Monster / Level 4 / ATK 1700 / DEF 1400 / Scale 3 and Scale 3
Pendulum Text
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.
(Spellcaster / Pendulum / Effect)
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)
Pros: Easy to play, low Pendulum Scale, supports Spell Counter Decks
Cons: Low ATK boost, costs 3 Spell Counters to do anything
Clash of Rebellions (CORE-EN040)
Bird of Paradise Lost

DARK / Effect Monster / Level 8 / ATK 2700 / DEF 1500
(Wyrm / Tuner / Effect)

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)
Pros: Easy to play, high ATK, is a Tuner
Cons: Low ATK and DEF boost, costs a Tuner monster to steal an opponent's monster for 1 turn
Clash of Rebellions (CORE-EN039)
Infernoid Decatron

FIRE / Effect Monster / Level 1 / ATK 500 / DEF 200
(Fiend / Tuner / Effect)

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)
Pros: Easy to play, searchable, supports Infernoid Decks, is a Tuner
Cons: Doesn't Special Summon the Infernoid monster
Clash of Rebellions (CORE-EN038)
Aroma Jar

WIND / Effect Monster / Level 1 / ATK 500 / DEF 400
(Rock / Flip / Effect)

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)
Pros: Easy to play, searchable, supports LP Gain Decks, decent first effect
Cons: Must be flipped face-up to prevent its destruction in battle
Clash of Rebellions (CORE-EN037)
Aromage Bergamot

FIRE / Effect Monster / Level 6 / ATK 2400 / DEF 1800
(Plant / Effect)

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)
Pros: Easy to play, high stats, supports LP Gain and Plant Decks, decent first effect
Cons: Requires higher LP than the opponent to let Plant monsters deal piercing damage, ATK and DEF boost doesn't last
Clash of Rebellions (CORE-EN036)
Aromage Rosemary

WATER / Effect Monster / Level 4 / ATK 1800 / DEF 700
(Plant / Effect)

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)
Pros: Easy to play, high ATK, supports LP Gain Decks, decent first effect
Cons: Requires higher LP than the opponent to give Plant monsters attack protection
Clash of Rebellions (CORE-EN035)
Aromage Cananga

EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 1000
(Plant / Effect)

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)
Pros: Easy to play, searchable, supports LP Gain Decks
Cons: Poor effects
Clash of Rebellions (CORE-EN034)
Aromage Jasmine

LIGHT / Effect Monster / Level 2 / ATK 100 / DEF 1900
(Plant / Effect)

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)
Pros: Easy to play, searchable, high DEF, supports LP Gain Decks
Cons: Requires higher LP than the opponent to give you an extra Normal Summon/Set
Clash of Rebellions (CORE-EN033)
Igknight Champion

FIRE / Effect Monster / Level 8 / ATK 2800 / DEF 2300
(Warrior / Effect)

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)
Pros: Easy to play, high stats, supports Igknight Decks
Cons: Pretty poor effects
Clash of Rebellions (CORE-EN032)
Igknight Lancer

FIRE / Effect Monster / Level 7 / ATK 2600 / DEF 1800
(Warrior / Effect)

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)
Pros: Easy to play, high stats, supports Igknight Decks
Cons: Pretty poor effects
Clash of Rebellions (CORE-EN031)
Igknight Gallant

FIRE / Pendulum Monster / Level 6 / ATK 2100 / DEF 2200 / Scale 2 and Scale 2
Pendulum Text
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.
(Warrior / Pendulum / Normal)
A leader of the most dashing Igknight commando unit. His greatest challenge is keeping the hot tempers of his men under control.
(Common)
Pros: Easy to play, high stats, supports Igknight Decks, low Pendulum Scale
Cons: Only effect is copied from other members
Clash of Rebellions (CORE-EN030)
Igknight Margrave

FIRE / Pendulum Monster / Level 5 / ATK 1500 / DEF 2500 / Scale 7 and Scale 7
Pendulum Text
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.
(Warrior / Pendulum / Normal)
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)
Pros: Easy to play, high DEF, searchable, supports Igknight Decks, high Pendulum Scale
Cons: Only effect is copied from other members
Clash of Rebellions (CORE-EN029)
Igknight Paladin

FIRE / Pendulum Monster / Level 4 / ATK 1400 / DEF 1900 / Scale 2 and Scale 2
Pendulum Text
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.
(Warrior / Pendulum / Normal)
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)
Pros: Easy to play, high DEF, searchable, supports Igknight Decks, low Pendulum Scale
Cons: Only effect is copied from other members
Clash of Rebellions (CORE-EN028)
Igknight Templar

FIRE / Pendulum Monster / Level 4 / ATK 1700 / DEF 1300 / Scale 7 and Scale 7
Pendulum Text
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.
(Warrior / Pendulum / Normal)
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)
Pros: Easy to play, supports Igknight Decks, high Pendulum Scale
Cons: Only effect is copied from other members, low stats for its Level
Clash of Rebellions (CORE-EN027)
Igknight Crusader

FIRE / Pendulum Monster / Level 3 / ATK 1600 / DEF 300 / Scale 2 and Scale 2
Pendulum Text
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.
(Warrior / Pendulum / Normal)
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)
Pros: Easy to play, supports Igknight Decks, low Pendulum Scale
Cons: Only effect is copied from other members, low stats for its Level
Clash of Rebellions (CORE-EN026)
Igknight Squire

FIRE / Pendulum Monster / Level 3 / ATK 0 / DEF 2000 / Scale 7 and Scale 7
Pendulum Text
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.
(Warrior / Pendulum / Normal)
The cold steel armor of this young squire cannot hide the keen, burning mind contained within.
(Common)
Pros: Easy to play, searchable, high DEF, supports Igknight Decks, high Pendulum Scale
Cons: Costs an Igknight card to add a FIRE Warrior from the Deck or Grave to the hand
Clash of Rebellions (CORE-EN025)
Luster Pendulum, the Dracoslayer

LIGHT / Pendulum Monster / Level 4 / ATK 1850 / DEF 0 / Scale 5 and Scale 5
Pendulum Text
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.
(Dragon / Pendulum / Tuner / Effect)
Cannot Special Summon Fusion, Synchro or Xyz Monsters using this card as a Material, except "Dracoslayer" monsters.
(Super Rare)
Pros: Easy to play, high ATK, supports Dracoslayer Decks
Cons: No DEF, poor effects and Pendulum Scale
Clash of Rebellions (CORE-EN024)
Keeper of the Shrine

DARK / Effect Monster / Level 4 / ATK 0 / DEF 2100
(Dragon / Effect)

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)
Pros: Easy to play, searchable, high DEF, supports Dragon Decks, pretty useful effects
Cons: Can only retrieve Dragon Normal Monsters from the Grave
Clash of Rebellions (CORE-EN023)
Red-Eyes Archfiend of Lightning

DARK / Effect Monster / Level 6 / ATK 2500 / DEF 2100
(Fiend / Gemini / Effect)

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)
Pros: Easy to play, high stats, pretty potent effect
Cons: Must be Gemini Summoned to use bonus effect
Clash of Rebellions (CORE-EN022)
Black Metal Dragon

DARK / Effect Monster / Level 1 / ATK 600 / DEF 600
(Dragon / Effect)

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)
Pros: Easy to play, searchable, supports Red-Eyes Decks, useful last effect
Cons: Low ATK boost
Clash of Rebellions (CORE-EN021)
The Black Stone of Legend

DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Dragon / Effect)

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)
Pros: Easy to play, searchable, supports Red-Eyes Decks, useful first effect
Cons: Can only Special Summon Level 7 or lower Red-Eyes monsters or return them to the Deck, can't use both effects that turn
Clash of Rebellions (CORE-EN020)
Red-Eyes Black Flare Dragon

DARK / Effect Monster / Level 7 / ATK 2400 / DEF 2000
(Dragon / Gemini / Effect)

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)
Pros: Easy to play, high stats, partly useful Gemini Effect
Cons: Gemini Effect is slow, requires being Gemini Summoned
Clash of Rebellions (CORE-EN019)
Performage Stilts Launcher

EARTH / Effect Monster / Level 6 / ATK 2200 / DEF 0
(Spellcaster / Effect)

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)
Pros: Easy to play, high ATK, supports Performage Decks, somewhat useful effects
Cons: No DEF, can't Special Summon itself unless no monsters are on the field, only counters effect damage
Clash of Rebellions (CORE-EN018)
Performage Trick Clown

LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 1200
(Spellcaster / Effect)

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)
Pros: Easy to play, supports Performage Decks
Cons: Terrible effects, low stats for its Level
Clash of Rebellions (CORE-EN017)
Performage Hat Tricker

EARTH / Effect Monster / Level 4 / ATK 1100 / DEF 1100
(Spellcaster / Effect)

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)
Pros: Easy to play, searchable, supports Performage Decks
Cons: Can't have more than 3 Performage Counters, slow to triple its ATK and DEF, only counters effect damage
Clash of Rebellions (CORE-EN016)
Performage Flame Eater

FIRE / Effect Monster / Level 4 / ATK 1200 / DEF 1600
(Spellcaster / Effect)

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)
Pros: Easy to play, searchable, supports Performage Decks
Cons: Low burn damage, only counters effect damage
Clash of Rebellions (CORE-EN015)
Performage Damage Juggler

LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1000
(Spellcaster / Effect)

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)
Pros: Easy to play, searchable, supports Performage Decks
Cons: Only counters effect damage, doesn't negate initial effect damage
Clash of Rebellions (CORE-EN014)
Raidraptor - Singing Lanius

DARK / Effect Monster / Level 4 / ATK 100 / DEF 100
(Winged Beast / Effect)

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)
Pros: Easy to play, searchable, supports Raidraptor Decks
Cons: Can't Special Summon itself unles you control an Xyz Monster, no other effects
Clash of Rebellions (CORE-EN013)
Raidraptor - Fuzzy Lanius

DARK / Effect Monster / Level 4 / ATK 500 / DEF 1500
(Winged Beast / Effect)

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)
Pros: Easy to play, searchable, supports Raidraptor Decks
Cons: Can't Summon non-Raidraptor monsters the turn either effect is used
Clash of Rebellions (CORE-EN012)
Crystal Rose

LIGHT / Effect Monster / Level 2 / ATK 500 / DEF 500
(Rock / Effect)

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)
Pros: Easy to play, searchable, supports Gem-Knight and Melodious Decks
Cons: Costs a Fusion Monster to revive itself, otherwise only copies monster names for 1 turn
Clash of Rebellions (CORE-EN011)
D/D Pandora

DARK / Effect Monster / Level 5 / ATK 1700 / DEF 2100
(Fiend / Effect)

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)
Pros: Easy to play, high DEF
Cons: Situational effect, no other effects, poor ATK for its Level
Clash of Rebellions (CORE-EN010)
Fluffal Mouse

EARTH / Effect Monster / Level 1 / ATK 100 / DEF 100
(Fairy / Effect)

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)
Pros: Easy to play, searchable
Cons: Effect can only be used once while face-up, can't Special Summon non-Frightfurs from the Extra Deck the turn the effect is used, no other effects
Clash of Rebellions (CORE-EN009)
Tamtam the Melodious Diva

LIGHT / Effect Monster / Level 4 / ATK 1000 / DEF 2000
(Fairy / Effect)

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)
Pros: Easy to play, searchable, high DEF, supports Melodious Decks
Cons: Poor 2nd effect
Clash of Rebellions (CORE-EN008)
Opera the Melodious Diva

LIGHT / Effect Monster / Level 4 / ATK 2300 / DEF 1000
(Fairy / Effect)

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)
Pros: Easy to play, high ATK, supports Melodious Decks
Cons: Can't attack the turn it is Normal Summoned or turned face-up, low DEF, must be Fusion Material to do anything
Clash of Rebellions (CORE-EN007)
Superheavy Samurai Blowtorch

EARTH / Effect Monster / Level 1 / ATK 500 / DEF 300
(Machine / Effect)

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)
Pros: Easy to play, searchable, supports Superheavy Samurai Decks
Cons: Requires no Spell or Trap Cards in your Grave or an attack to do anything
Clash of Rebellions (CORE-EN006)
Performapal Drummerilla

EARTH / Pendulum Monster / Level 5 / ATK 1600 / DEF 900 / Scale 2 and Scale 2
Pendulum Text
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).
(Beast / Pendulum / Effect)
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)
Pros: Easy to play, low Pendulum Scale
Cons: Poor effects, poor stats for its Level
Clash of Rebellions (CORE-EN005)
Performapal Camelump

EARTH / Pendulum Monster / Level 3 / ATK 800 / DEF 1800 / Scale 2 and Scale 2
Pendulum Text
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.)
(Beast / Pendulum / Effect)
If this card is destroyed by battle: You can make the monster that destroyed this card lose 800 ATK.
(Common)
Pros: Easy to play, searchable, high DEF, low Pendulum Scale
Cons: Low ATK gain and DEF loss
Clash of Rebellions (CORE-EN004)
Xiangsheng Magician

LIGHT / Pendulum Monster / Level 4 / ATK 500 / DEF 1500 / Scale 8 and Scale 8
Pendulum Text
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.
(Spellcaster / Pendulum / Effect)
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)
Pros: Easy to play, searchable, high Pendulum Scale
Cons: Pretty poor effects
Clash of Rebellions (CORE-EN003)
Xiangke Magician

LIGHT / Pendulum Monster / Level 7 / ATK 2500 / DEF 500 / Scale 3 and Scale 3
Pendulum Text
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).
(Spellcaster / Pendulum / Effect)
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)
Pros: Easy to play, high ATK, low Pendulum Scale, supports LIGHT Decks and Xyz Summons
Cons: Low DEF for its Level, does not support other Summons
Clash of Rebellions (CORE-EN002)
Risebell the Summoner

WIND / Pendulum Monster / Level 3 / ATK 800 / DEF 800 / Scale 2 and Scale 2
Pendulum Text
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).
(Psychic / Pendulum / Normal)
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)
Pros: Easy to play, searchable, low Pendulum Scale
Cons: Only effect is minimal
Clash of Rebellions (CORE-EN001)
Mystery Shell Dragon

DARK / Normal Monster / Level 4 / ATK 2000 / DEF 0
(Wyrm / Normal)

Mysterious living matter that suddenly appeared from a different dimension. Its attack paralyzes the target's nerves, and causes intense hallucinations.
(Common)
Pros: Easy to play, very high ATK for its Level
Cons: No DEF, is a Normal Monster
Clash of Rebellions (CORE-EN000)
Sky Dragoons of Draconia

WIND / Pendulum Monster / Level 5 / ATK 2200 / DEF 200 / Scale 7 and Scale 7
Pendulum Text
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.
(Winged Beast / Pendulum / Normal)
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)
Pros: Easy to play, high Pendulum Scale, supports Normal Monster Decks
Cons: Only effect is minimal, poor stats for its Level