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Code of the Duelist (COTD-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Code_of_the_Duelist_(TCG-EN-1E)
                               Rating: 3 | COTD-EN099 | Effect Monster
Ancient Gear Golem - Ultimate Pound
EARTH | Machine |
Level 8 | ATK 3000 | DEF 3000
Cannot be Special Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage. Up to twice per turn, when this attacking card destroys a monster by battle: You can discard 1 Machine monster; this card can attack again in a row. If this card on the field is destroyed by battle or card effect: You can add 1 "Polymerization" from your Deck to your hand, and if you do, add 1 other "Ancient Gear" monster from your GY to your hand.
(Common)


Wasn't expecting its Japan Attack Name but it has perks even the original doesn't have as well as 1 downside it does have.
 
                               Rating: 2 | COTD-EN098 | Pendulum Monster
Speedroid Passinglider
WIND | Machine-Type Pendulum | Level 5 | ATK 2200 | DEF 2000 | Scale 3
Once per turn: You can send 1 "Speedroid" Tuner from your hand or face-up from your field to the GY; increase or reduce (min. 1) this card's Pendulum Scale by the original Level of the sent monster until the end of this turn.

If there are no monsters on the field, you can Special Summon this card (from your hand). You can only Special Summon "Speedroid Passinglider" once per turn this way. When this card is Tribute Summoned: You can target 1 Level 4 or lower "Speedroid" monster in your GY; Special Summon it. Your opponent's monsters cannot target "Speedroid" monsters for attacks, except this one.
(Common)


It's not a major player wherever it's used but it has enough uses to give it a 2.
 
                               Rating: 2 | COTD-EN097 | Pendulum Monster
Abyss Actor - Trendy Understudy
DARK | Fiend-Type Pendulum | Level 2 | ATK 700 | DEF 700 | Scale 8
When you Pendulum Summon a monster: You can add 1 face-up Level 1 or 8 "Abyss Actor" Pendulum Monster from your Extra Deck to your hand.

If you have 2 "Abyss Actor" cards in your Pendulum Zones: You can Tribute this card; Special Summon 1 Level 1 or 8 "Abyss Actor" Pendulum Monster from your hand or face-up from your Extra Deck. You can only use this effect of "Abyss Actor - Trendy Understudy" once per turn.
(Common)


That high Scale is about all this is good for because you won't be able to attack or defend with it for long.
 
                               Rating: 1 | COTD-EN096 | Fusion Monster
Destiny HERO - Dangerous
DARK | Warrior-Type Fusion | Level 6 | ATK 2000 | DEF 2600
1 "Destiny HERO" monster + 1 DARK Effect Monster
(Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.
(Common)


"Pathetic" is more like it because it only has 2000 ATK, 2600 DEF and a dismal temporary ATK boost to give the others.
 
                               Rating: 2 | COTD-EN095 | Pendulum Monster
Performapal Trumpanda
EARTH | Beast-Type Pendulum | Level 3 | ATK 800 | DEF 800 | Scale 3
Once per turn: You can increase this card's Pendulum Scale by 1 (max. 12).

When your Pendulum Monster is targeted for an attack: You can negate the attack. You can only use this effect of "Performapal Trumpanda" once per turn.
(Common)


The effects are rather mediocre but the Pendulum Text effect has its uses as does its Pendulum Scale.
 
                               Rating: 2 | COTD-EN094 | Effect Monster
Galaxy Worm
LIGHT | Insect | Level 3 | ATK 1200 | DEF 1000
When this card is Normal Summoned while you control no other monsters: You can Special Summon 1 Level 3 or lower "Galaxy" Effect Monster from your Deck, but it has its effects negated.
(Common)


You're pretty much limited to Rank 3 Xyz Monsters because the effect is limited to Level 3 or lower monsters.
 
                               Rating: 2 | COTD-EN093 | Effect Monster
Wicked Acolyte Chilam Sabak
DARK | Reptile | Level 8 | ATK 2500 | DEF 0
If you have 5 or more cards in your hand, you can Normal Summon this card without Tributing. When this card is destroyed by battle and sent to the GY: You can Special Summon this card in Defense Position, and if you do, it is treated as a Tuner. You can only use this effect of "Wicked Acolyte Chilam Sabak" once per turn.
(Common)


Bringing it out during the first turn of the Duel isn't all that bad but the only other effect it has will leave it quite vulnerable.
 
                               Rating: 3 | COTD-EN092 | Effect Monster
Gogogo Aristera & Dexia
EARTH | Rock | Level 3 | ATK 0 | DEF 2200
While another "Gogogo" monster is on the field, your opponent's monsters cannot target "Gogogo" monsters for attacks, also your opponent cannot target "Gogogo" monsters on the field with card effects. An Xyz Monster that was Summoned using only this card and other "Gogogo" monsters as material gains this effect.
● When it is Xyz Summoned: You can target 1 face-up Attack Position monster your opponent controls; change it to Defense Position, and if you do, change its DEF to 0.
(Common)


A rare instance where having high DEF actually ends up being decent given all this card can do.
 
                               Rating: 2 | COTD-EN091 | Effect Monster
Infernity Patriarch
DARK | Fiend | Level 4 | ATK 1000 | DEF 2000
If this is the only card in your hand, you can Special Summon it (from your hand). You can only Special Summon "Infernity Patriarch" once per turn this way. While you have no cards in your hand, if an "Infernity" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
(Common)


You don't need to run it in an Infernity Deck but either case won't have it doing much.
 
                               Rating: 3 | COTD-EN090 | Effect Monster
Junk Breaker
EARTH | Warrior | Level 4 | ATK 1800 | DEF 1000
During your Main Phase, if this card was Normal Summoned this turn: You can Tribute this card; all face-up monsters on the field have their effects negated until the end of this turn.
(Common)


A Beatstick makes it worthwhile but the effect will probably cost you more than your opponent.
 
                               Rating: 2 | COTD-EN089 | Spell Card
F.A. Downforce
Quick-Play Spell
Target 1 "F.A." monster you control; increase its Level by 2 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "F.A." monster you control; increase its level by 2 until the end of this turn. You can only use each effect of "F.A. Downforce" once per turn.
(Common)


Well it's quicker to boost F.A. monsters than Grand Prix but that boost only lasts one turn, regardless of which effect you use.
 
                               Rating: 2 | COTD-EN088 | Spell Card
F. A. Circuit Grand Prix
Field Spell
Increase the Levels of all "F.A." monsters on the field by 2 during the Battle Phase only. Once per turn, when your "F.A." monster destroys an opponent's monster by battle: You can draw 1 card. If this face-up card on the field is destroyed by a card effect: You can add 1 "F.A." card from your Deck to your hand, except "F.A. Circuit Grand Prix". You can only use this effect of "F.A. Circuit Grand Prix" once per turn.
(Common)


This makes F.A. monsters gain 600 ATK during the Battle Phase but we need better support if F.A. Decks are to be any good.
 
                               Rating: 2 | COTD-EN087 | Effect Monster
F.A. Hang On Mach
WIND | Machine | Level 4 | ATK 0 | DEF 1800
Gains ATK equal to its Level x 300. Unaffected by activated effects from an opponent's monster whose original Level/Rank is lower than this card's Level. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. If this card is Level 7 or higher, any card sent to your opponent's GY is banished instead.
(Common)


Its DEF is high enough to fend off even Vendread Revenants from this set but it's only marginally better than its comrade below.
 
                               Rating: 1 | COTD-EN086 | Effect Monster
F.A. Sonic Meister
WIND | Machine | Level 4 | ATK 0 | DEF 1000
Gains ATK equal to its Level x 300. Cannot be destroyed by battle with an opponent's monster whose original Level/Rank is lower than this card's Level. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. If this card is Level 7 or higher, it can make up to 2 attacks on monsters during each Battle Phase.
(Common)


Effects are as pitiful as its stats so despite being a brand new archetype, this is not the way they should start off.
 
                               Rating: 1 | COTD-EN085 | Trap Card
Vendread Reorigin
Normal Trap
Target 1 face-up monster your opponent controls that has a Level; Tribute it, and if you do, Special Summon 1 "Vendread Token" (Zombie/DARK/ATK 0/DEF 0) with a Level equal to the Tributed monster's original Level. While the Token Special Summoned by this effect is on the field, you cannot Normal or Special Summon monsters, except "Vendread" monsters.
(Secret Rare)


Want a Token for free? Use Fiend's Sanctuary and the like, which are also going to be faster than this.
 
                              Rating: 2 | COTD-EN084 | Spell Card
Revendread Origin
Ritual Spell
This card can be used to Ritual Summon any "Vendread" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field, and/or banish Zombie monsters from your GY, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If "Revendread Slayer(s)" you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
(Common)

                                                       Rating: 2
Unlike traditional Ritual Spells, this card offers a bit more but not enough to rate it higher than the Ritual Monster it brings out.
 
                               Rating: 3 | COTD-EN083 | Effect Monster
Vendread Revenants
DARK | Zombie | Level 4 | ATK 1800 | DEF 200
If this card in your possession is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains this effect. You can only use the preceding effect of "Vendread Revenants" once per turn.
● Once per turn (Quick Effect): You can target 1 Special Summoned monster your opponent controls; banish it.
(Common)


With 1800 ATK and Imperial Iron Wall, this'll pull off a combo the likes of D.D. Scout Plane and Macro Cosmos but better.
 
                               Rating: 2 | COTD-EN082 | Ritual Monster
Revendread Slayer
DARK | Zombie-Type Ritual | Level 6 | ATK 2400 | DEF 0
You can Ritual Summon this card with any "Vendread" Ritual Spell. Once per battle, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can banish 1 Zombie monster from your GY; this card gains 300 ATK. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Spell from your Deck to your hand, and if you do, send 1 "Vendread" monster from your Deck to the GY. You can only use this effect of "Revendread Slayer" once per turn.
(Rare)


You're not forced to use the only Ritual Spell in this set but it's not all that great either.
 
                               Rating: 2 | COTD-EN081 | Effect Monster
Samurai Skull
DARK | Zombie | Level 4 | ATK 1700 | DEF 0
When this card is Normal Summoned: You can send 1 Zombie monster from your Deck to the GY. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon 1 Level 4 or lower Zombie monster from your Deck, except "Samurai Skull".
(Common)


It's Zombie support, but not by much.
 
                               Rating: 1 | COTD-EN080 | Trap Card
Transmission Gear
Normal Trap
During damage calculation, if your monster battles an opponent's monster: Play rock-paper-scissors with your opponent. Make the losing player banish the battling monster they control, face-down.
(Short Print Common)


Rock Paper Scissors is already a risk and you don't need this for it. Plus, it could be a while before you find the outcome.
 
                               Rating: 2 | COTD-EN079 | Trap Card
Blind Obliteration
Normal Trap
Roll a six-sided die twice and destroy all face-up monsters with Levels/Ranks lower than the total roll.
(Rare)


It's risky whether you have monsters out or not because the total die result could hit your monsters only.
 
                               Rating: 1 | COTD-EN078 | Trap Card
Recall
Counter Trap
When your opponent activates a monster effect: Negate the activation, and if you do, destroy that card, also your opponent draws 1 card.
(Rare)


People write off giving your opponent a free card but it may cost them when that free card wins the opponent the Duel.
 
                               Rating: 2 | COTD-EN077 | Trap Card
Back to the Front
Normal Trap
Target 1 monster in your GY; Special Summon it in Defense Position.
(Rare)


Arguably better than Soul Resurrection but not by much.
 
                               Rating: 1 | COTD-EN076 | Trap Card
Heavy Storm Duster
Normal Trap
Target up to 2 Spells/Traps on the field; destroy them. You cannot conduct your Battle Phase the turn you activate this card.
(Super Rare)


I don't see this getting heavy use due to the side-effect. It makes Twin Twisters look good.
 
                               Rating: 2 | COTD-EN075 | Trap Card
Break Off Trap Hole
Normal Trap
When a Link Monster is Link Summoned: Destroy all monsters on the field that are not linked.
(Super Rare)


It doesn't take out the Link Monster, which means it will probably take out more monsters and that'll include yours.
 
                               Rating: 2 | COTD-EN074 | Trap Card
Dark World Brainwashing
Continuous Trap
When an opponent's monster activates its effect, if you have 3 or more cards in your hand (except during the Damage Step): You can target 1 "Dark World" monster on the field; return it to the hand, and if you do, the activated effect becomes "Discard 1 random card from your opponent's hand".
(Common)


Pretty situational, even for Dark World Decks but I suppose it could be worse.
 
                               Rating: 2 | COTD-EN073 | Trap Card
Twilight Cloth
Normal Trap
Target 1 face-up monster you control; banish any number of "Lightsworn" monsters from your GY, and if you do, that monster gains 200 ATK and DEF for each monster banished by this effect, until the end of this turn. If this card is sent from the Deck to the GY by a "Lightsworn" monster's effect: You can activate this effect; this turn, "Lightsworn" monsters you control cannot be destroyed by battle or card effects.
(Common)


Once again, the last effect is the only reason I'm considering this card playable, and only barely playable at that.
 
                               Rating: 2 | COTD-EN072 | Trap Card
Twilight Eraser
Normal Trap
If you control 2 or more "Lightsworn" monsters with the same Type but different names: Banish 2 "Lightsworn" monsters from your GY, then target 2 cards on the field; banish them. If this card is sent from the Deck to the GY by a "Lightsworn" monster's effect: You can Special Summon 1 "Lightsworn" monster from your hand.
(Rare)


Apart from the last effect, the card is pretty much useless.
 
                               Rating: 2 | COTD-EN071 | Trap Card
World Legacy Landmark
Normal Trap
Banish 1 "World Legacy" monster from your hand or face-up from your field, then target 2 monsters in your GY; Special Summon them, but they cannot attack this turn.
(Common)


It's a double Monster Reborn for World Legacy Decks for little cost but only for them.
 
                               Rating: 1 | COTD-EN071 | Trap Card
Supreme Rage
Normal Trap
If you control "Supreme King Z-ARC": Destroy as many monsters you control as possible, except "Supreme King Z-ARC", and if you do, Special Summon up to 4 "Supreme King Dragon" monsters with different names from your hand, Deck, Extra Deck, and/or GY, ignoring their Summoning conditions. You can banish this card from your GY, then target 1 "Supreme King Dragon" Xyz Monster you control; attach 2 "Supreme King Dragon" monsters to it as materials, from your GY and/or face-up from your Extra Deck.
(Common)


Why all the restraints when it already requires Supreme King Z-ARC for activation?
 
                               Rating: 2 | COTD-EN069 | Trap Card
Pulse Mines
Normal Trap
If you control a Machine monster: Change your opponent's Attack Position monsters (if any) to Defense Position, also, until the end of this turn, if a monster(s) is Normal or Special Summoned to your opponent's field, change them to Defense Position.
(Common)


The changes don't last long but even basic Machine Decks can use this.
 
                               Rating: 2 | COTD-EN068 | Trap Card
Trickstar Reincarnation
Normal Trap
Banish your opponent's entire hand, and if you do, they draw the same number of cards. You can banish this card from your GY, then target 1 "Trickstar" monster in your GY; Special Summon it.
(Secret Rare)


Not many uses with this but if you're aware of a card your opponent just added to their hand, this'll likely get rid of it for a while.
 
                               Rating: 1 | COTD-EN067 | Trap Card
Three Strikes Barrier
Normal Trap
If your opponent controls exactly 3 cards: Activate 1 of these effects;
● this turn, your monsters cannot be destroyed by battle.
● this turn, you take no battle damage.
● this turn, each time your monster inflicts battle damage to your opponent, you gain the same amount of LP.
(Common)


Why wait until they have an unlikely amount of cards on the field when you can use better cards that require little-to-nothing?
 
                               Rating: 2 | COTD-EN066 | Spell Card
Defense Zone
Field Spell
For each monster a player controls in their Main Monster Zone, their Spells/Traps in the same column as that monster cannot be destroyed by their opponent's card effects, and their opponent cannot target them with card effects.
(Short Print Common)


It may help you but it also helps your opponent and won't be for long in either case.
 
                               Rating: 2 | COTD-EN065 | Spell Card
Castle Link
Field Spell
Once per turn: You can target 1 Link Monster on the field; move it to a Main Monster Zone it points to on its controller's field. Once per turn: You can switch the locations of 2 Link Monsters in your Main Monster Zones or 2 Link Monsters in your opponent's Main Monster Zones.
(Ultra Rare)


Maybe this'll help but I doubt it'll do much for you.
 
                               Rating: 2 | COTD-EN064 | Spell Card
Boogie Trap
Normal Spell
Discard 2 cards, then target 1 Trap in your GY; Set that target. It can be activated this turn. You can only activate 1 "Boogie Trap" per turn.
(Common)


A bit pricy, but you might as well activate the revealed Trap since it'll probably be already known to your opponent anyway.
 
                               Rating: 2 | COTD-EN063 | Spell Card
Gravity Lash
Quick-Play Spell
Target 1 face-up monster on the field; it loses ATK equal to its DEF until the end of this turn.
(Common)


Goukis don't have to worry about this but most monsters do and being a Quick-Play Spell makes it a bit more versatile.
 
                               Rating: 2 | COTD-EN062 | Spell Card
Spellbook of Knowledge
Normal Spell
Send to the GY either 1 Spellcaster monster you control, or 1 other "Spellbook" card from your hand or face-up from your field, except "Spellbook of Knowledge", and if you do, draw 2 cards. You can only activate 1 "Spellbook of Knowledge" per turn.
(Ultra Rare)


Spellbook Decks are pretty much dead at this point and this isn't really good enough to revive them.
 
                               Rating: 1 | COTD-EN061 | Spell Card
Emerging Emergency Rescute Rescue
Normal Spell
If your LP is lower than your opponent's: Reveal 3 Beast monsters with 300 ATK and 100 DEF from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. You can only activate 1 "Emerging Emergency Rescute Rescue" per turn.
(Common)


You shouldn't be waiting until you have a crisis during a Duel to get cards from anywhere and you need less LP to even use this.
 
                               Rating: 1 | COTD-EN060 | Spell Card
Twilight Twin Dragons
Normal Spell
If you control "Punishment Dragon": Target 1 "Judgment Dragon" in your GY; add it to your hand, then send the top 4 cards of your Deck to the GY. If this card is sent from the Deck to the GY by a "Lightsworn" monster's effect: You can target 1 "Punishment Dragon" in your GY; add it to your hand, then banish the top 4 cards of your Deck.
(Common)


Should've required Judgment Dragon for activation as that card is a much more formidable monster.
 
                               Rating: 1 | COTD-EN059 | Spell Card
March of the Dark Brigade
Normal Spell
Target 1 "Lightsworn" monster in your GY that has a Level; add it to your hand, then banish a number of cards from the top of your Deck equal to the original Level of that monster in your hand. You can only activate 1 "March of the Dark Brigade" per turn.
(Ultra Rare)


This doesn't even really support Lightsworns since the cards on top of the Deck are banished not milled.
 
                               Rating: 1 | COTD-EN058 | Spell Card
World Legacy's Heart
Normal Spell
Target 2 "World Chalice" monsters in your GY with different names; add them to your hand. If your linked Link Monster would be destroyed by battle, you can banish this card from your GY instead. You can only activate 1 "World Legacy's Heart" per turn.
(Common)


Nothing we have right now makes this any good.
 
                               Rating: 1 | COTD-EN057 | Spell Card
World Legacy Discovery
Field Spell
All "World Chalice" monsters on the field gain 300 ATK and DEF. Once per turn, if a face-up "World Chalice" monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can target 1 "World Chalice" monster in your GY; Special Summon it in Defense Position.
(Rare)


Tonight on World Legacy Discovery: The downfall of World Legacy Decks and why this card is partly to blame. More at 11.
 
                               Rating: 1 | COTD-EN056 | Spell Card
Smile Universe
Quick-Play Spell
Special Summon as many face-up Pendulum Monsters from your Extra Deck as possible, but they have their effects negated (if any), then your opponent gains LP equal to the total original ATK of those Special Summoned monsters. You cannot Normal or Special Summon other monsters, or attack, during the turn you activate this card.
(Common)


The universe is supposed to be bigger and better when it comes to size but this version will only get laughs for being so bad.
 
                               Rating: 1 | COTD-EN055 | Spell Card
Air Cracking Storm
Equip Spell
Equip only to a Machine monster. When that attacking monster destroys your opponent's monster by battle: You can activate this effect; it can make a second attack during this Battle Phase. Your other monsters cannot attack the turn you activate this effect.
(Common)


What good is getting a 2nd attack when your other monsters are locked out from attacking at all? You'd get more attacks without this.
 
                               Rating: 2 | COTD-EN054 | Spell Card
Gouki Re-Match
Normal Spell
Target 2 "Gouki" monsters in your GY with different Levels; Special Summon them in Defense Position. You can only activate 1 "Gouki Re-Match" per turn.
(Super Rare)


It can't revive Gouki Link monsters like The Great Ogre but I suppose it can be useful to get The Great Ogre onto the field.
 
                               Rating: 3 | COTD-EN053 | Spell Card
Trickstar Light Stage
Field Spell
When this card is activated: You can add 1 "Trickstar" monster from your Deck to your hand. Once per turn: You can target 1 Set card in your opponent's Spell & Trap Zone; while this card is in the Field Zone, that Set card cannot be activated until the End Phase, and your opponent must activate it during the End Phase or else send it to the GY. Each time a "Trickstar" monster you control inflicts battle or effect damage to your opponent, inflict 200 damage to them.
(Ultra Rare)


Even non-Trickstar Decks can use this to lock out your opponent's Set Spells and Traps, then force them to use it or lose it.
 
                               Rating: 1 | COTD-EN052 | Link Monster
Missus Radiant
EARTH | Beast-Type Link | ATK 1400 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 EARTH monsters
All EARTH monsters on the field gain 500 ATK and DEF, also all WIND monsters on the field lose 400 ATK and DEF. If this card is destroyed by battle or card effect: You can target 1 EARTH monster in your GY; add it to your hand. You can only use this effect of "Missus Radiant" once per turn.
(Super Rare)


We just took the original, a monster variant of Gaia Power, made it somewhat stronger and still do the same thing.
 
                               Rating: 2 | COTD-EN051 | Link Monster
Gaia Saber, the Lightning Shadow
EARTH | Machine-Type Link | ATK 2600 | Link-3
Active Link Arrow(s): Left, Right and Bottom
(Secret Rare)


Vanilla Extra Deck monsters should not be this rare, no matter how strong they are. This is at most a Rare.
 
                               Rating: 2 | COTD-EN050 | Link Monster
Ningirsu the World Chalice Warrior
EARTH | Warrior-Type Link | ATK 2500 | Link-3
Active Link Arrow(s): Top, Left and Right
2+ Link Monsters
If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
(Secret Rare)


You only draw twice once and that's if there's 2 monsters Linked to it. The other effects aren't enough to make it so rare.
 
                               Rating: 1 | COTD-EN049 | Link Monster
Auram the World Chalice Blademaster
FIRE | Cyberse-Type Link | ATK 2000 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 "World Chalice" monsters
Gains 300 ATK for each "World Legacy" monster in your GY with a different name. You can Tribute 1 "World Chalice" monster this card points to, then target 1 other monster in your GY; Special Summon it to your zone this card points to. You can only use this effect of "Auram the World Chalice Blademaster" once per turn. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
(Super Rare)


It'll have 2600 ATK when Special Summoned but we only have 1 at the moment and it's very poor.
 
                               Rating: 1 | COTD-EN048 | Link Monster
Ib the World Chalice Priestess
WATER | Spellcaster-Type Link | ATK 1800 | Link-2
Active Link Arrow(s): Left and Right
2 monsters with different Types and Attributes
This linked card cannot be destroyed by battle or card effects. Your opponent cannot target this linked card with card effects. If a monster(s) this card points to would be destroyed by a card effect, you can send this card to the GY instead. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
(Super Rare)


Much of its effects require it to be linked but it'll need that if it is to survive and the other effect really doesn't do well.
 
                               Rating: 1 | COTD-EN047 | Link Monster
Imduk the World Chalice Dragon
WIND | Dragon-Type Link | ATK 800 | Link-1
Active Link Arrow(s): Top
1 Normal Monster, except a Token
During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
(Rare)


The weakest Link in the chain because all it can do is copy other card's effects. Catastor can do so much more.
 
                               Rating: 3 | COTD-EN046 | Link Monster
Topologic Bomber Dragon
DARK | Cyberse-Type Link | ATK 3000 | Link-4
Active Link Arrow(s): Top, Bottom, Bottom-Left and Bottom-Right
2+ Effect Monsters
If another monster is Special Summoned to a zone a Link Monster points to, while this monster is on the field: Destroy all monsters in the Main Monster Zones, also your other monsters cannot attack for the rest of this turn. After damage calculation, if this card attacked an opponent's monster: Inflict damage to your opponent equal to that monster's original ATK.
(Secret Rare)


It's got some good effects for a Link-4 monster but is still a bit risky to play.
 
                               Rating: 2 | COTD-EN045 | Link Monster
Gouki The Great Ogre
EARTH | Warrior-Type Link | ATK 2600 | Link-3
Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right
2+ "Gouki" monsters
All monsters on the field lose ATK equal to their original DEF. If this card would be destroyed by battle or card effect, you can destroy 1 of your monsters this card points to instead.
(Super Rare)


Link Monsters won't lose ATK by its effect but neither will itself. It also costs you a monster to keep it alive in battle.
 
                               Rating: 1 | COTD-EN044 | Link Monster
Trickstar Holly Angel
LIGHT | Fairy-Type Link | ATK 2000 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 "Trickstar" monsters
Each time a "Trickstar" monster(s) is Normal or Special Summoned to a zone(s) this card points to, inflict 200 damage to your opponent. "Trickstar" monsters this card points to cannot be destroyed by battle or card effects. If your opponent takes damage by a "Trickstar" monster's effect: This card gains ATK equal to the damage they took, until the end of this turn.
(Ultra Rare)


Both effects are pretty poor for needing such specific Link Materials and not even its ATK or Attribute will help either.
 
                               Rating: 3 | COTD-EN043 | Link Monster
Firewall Dragon
LIGHT | Cyberse-Type Link | ATK 2500 | Link-4
Active Link Arrow(s): Top, Bottom, Left and Right
2+ monsters
Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 monster from your hand.
(Secret Rare)


The first effect only happens once and probably won't return much. The other effect really makes up for it and gives this card a 3.
 
                               Rating: 2 | COTD-EN042 | Xyz Monster
D/D/D Wave High King Caesar
WATER | Fiend-Type Xyz |
Rank 6 | ATK 2800 | DEF 1800
2 Level 6 Fiend monsters
When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.
(Super Rare)


Harder to bring out than Gust High King Alexander but it's not too bad for its Xyz Material requirements.
 
                               Rating: 3 | COTD-EN041 | Xyz Monster
Supreme King Dragon Dark Rebellion
DARK | Dragon-Type Xyz | Rank 4 | ATK 2500 | DEF 2000
2 Level 4 DARK Pendulum Monsters
Once per turn, before damage calculation, if this card battles an opponent's monster: You can detach 1 material from this card; until the end of this turn, change the ATK of that face-up opponent's monster to 0, and if you do, this card gains ATK equal to the original ATK of that opponent's monster. During the Battle Phase (Quick Effect): You can return this card to the Extra Deck; Special Summon up to 2 face-up "Supreme King Dragon" and/or "Supreme King Gate" Pendulum Monsters from your Extra Deck in Defense Position.
(Rare)


Pretty easy to Summon and has at least one decent effect to go with its rather high ATK for its Rank.
 
                               Rating: 2 | COTD-EN040 | Synchro Monster
D/D/D Gust High King Alexander
WIND | Fiend-Type Synchro | Level 10 | ATK 3000 | DEF 2500
1 Tuner + 1+ non-Tuner monsters
If 3 or more "D/D/D" monsters are on the field, this card gains 3000 ATK. If another "D/D" monster(s) is Normal or Special Summoned to your field while this monster is on the field (except during the Damage Step): You can target 1 "D/D" monster in your GY; Special Summon it. You can only use this effect of "D/D/D Gust High King Alexander" once per turn.
(Rare)


At least D/D and D/D/D monsters don't have the costs to stay out like the Dark Contracts do but they aren't much better.
 
                               Rating: 3 | COTD-EN039 | Synchro Monster
Supreme King Dragon Clear Wing
DARK | Dragon-Type Synchro | Level 8 | ATK 2500 | DEF 2000
1 Tuner + 1+ non-Tuner DARK Pendulum Monsters
If this card is Synchro Summoned: You can destroy all face-up monsters your opponent controls. Once per turn, before damage calculation, if this card battles an opponent's monster: You can destroy that monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK. If this card is in your GY: You can Tribute 2 "Supreme King Dragon" monsters; Special Summon this card.
(Rare)


ATK really doesn't matter much when facing down an army of monsters thanks to all the good effects this card has to offer.
 
                               Rating: 2 | COTD-EN038 | Fusion Monster
Supreme King Dragon Starving Venom
DARK | Dragon-Type Fusion | Level 8 | ATK 2800 | DEF 2000
2 DARK Pendulum Monsters
Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"). Once per turn: You can target 1 other monster on the field or in the GY; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects, also for the rest of this turn, if your monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(Rare)


Too bad it doesn't work on itself like the original but being able to use it on another monster isn't all that bad.
 
                               Rating: 2 | COTD-EN037 | Effect Monster
Parry Knights
EARTH | Warrior | Level 6 | ATK 2300 | DEF 2100
When you take battle damage from an opponent's attacking monster: You can Special Summon this card from your hand, then you can Special Summon 1 monster from your hand with ATK less than or equal to the damage you took.
(Short Print Common)


It could perhaps surpass Gorz and Tragoedia in terms of the other monster's ATK but you still end up taking the damage.
 
                               Rating: 1 | COTD-EN036 | Effect Monster
The Ascended of Thunder
LIGHT | Thunder | Level 7 | ATK 2700 | DEF 2400
You can Special Summon this card (from your hand) by paying 3000 LP. If this card Summoned this way in its owner's control is destroyed by an opponent's card (by battle or card effect): Gain 5000 LP.
(Short Print Common)


I thought the original was bad. At least that card's side effect can be avoided by not destroying it.
 
                               Rating: 1 | COTD-EN035 | Effect Monster
Orbital Hydralander
DARK | Machine | Level 8 | ATK 3000 | DEF 1500
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 5 or more monsters in your GY, and no monsters in your GY with the same name. Once per turn (Quick Effect): You can send the top 3 cards of your Deck to the GY; destroy 1 card on the field. You must have at least 2 monsters in your GY, and no monsters in your GY with the same name, to activate and to resolve this effect.
(Common)


This card has a achieved what few monsters with 3000 ATK have, the ability to remain totally unplayable despite its high ATK.
 
                               Rating: 4 | COTD-EN034 | Effect Monster
Re: EX
LIGHT | Dinosaur | Level 4 | ATK 1900 | DEF 1200
If this card battles a monster in the Extra Monster Zone, it gains 800 ATK and DEF during the Damage Step only.
(Rare)


With 1900 ATK to start and being easy to Summon, it's bound to take down most Extra Deck monsters thanks to the boost.
 
                               Rating: 2 | COTD-EN033 | Effect Monster
Zombina
EARTH | Zombie | Level 4 | ATK 1400 | DEF 1500
If this card in its owner's possession is destroyed by an opponent's card (by battle or card effect): You can target 1 Level 4 or lower monster in your GY, except "Zombina"; Special Summon it.
(Common)


Even she has a better effect than Treasure Panda but she has to bite the dust first.
 
                               Rating: 2 | COTD-EN032 | Effect Monster
Treasure Panda
EARTH | Beast | Level 4 | ATK 1100 | DEF 2000
You can banish up to 3 Spells/Traps from your GY face-down; Special Summon 1 Normal Monster from your Deck, whose Level equals the number of cards banished to activate this effect.
(Common)


Unexpected Dai can go 1 Level higher for pretty much nothing. This just has 2000 DEF to make use of.
 
                               Rating: 1 | COTD-EN031 | Effect Monster
Motivating Captain
EARTH | Warrior | Level 1 | ATK 400 | DEF 1200
When this card is Normal Summoned: You can target 1 Level 4 or lower monster in your GY; Special Summon it in Defense Position, but it has its effects negated.
(Rare)


There's no motivation for using this card. It's far too weak and can only revive Level 4 or less monsters in your Grave.
 
                               Rating: 2 | COTD-EN030 | Effect Monster
Traptrix Mantis
EARTH | Insect | Level 4 | ATK 1500 | DEF 1300
When this card is Normal Summoned: You can add 1 "Traptrix" monster from your Deck to your hand. Unaffected by the effects of "Hole" Normal Traps. Once per turn (Quick Effect): You can target 1 Set Spell/Trap you control; return that target to the hand, then you can Set 1 Spell/Trap from your hand.
(Super Rare)


It's only remotely playable for the 1st effect and being searchable as the 2nd effect is pointless.
 
                               Rating: 2 | COTD-EN029 | Effect Monster
Rescue Ferret
EARTH | Beast | Level 4 | ATK 300 | DEF 100
You can shuffle this card you control into the Deck; Special Summon monster(s) from your Deck, except "Rescue Ferret", whose total Levels equal 6, to your zone(s) a Link Monster(s) points to, but those Summoned monsters have their effects negated, also destroy them during the End Phase. You can only use this effect of "Rescue Ferret" once per turn.
(Secret Rare)


Yet another 1 for 2 effect that really doesn't do much good, especially since it's so specific.
 
                               Rating: 1 | COTD-EN028 | Effect Monster
Punishment Dragon
DARK | Dragon | Level 8 | ATK 3000 | DEF 2600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by possessing 4 or more banished "Lightsworn" monsters with different names. Once per turn (Quick Effect): You can pay 1000 LP; shuffle into the Decks, all cards in the GYs and all face-up banished cards, except "Lightsworn" monsters. Once per turn, if your "Lightsworn" monster's effect is activated: Send the top 4 cards of your Deck to the GY.
(Ultra Rare)


Judgment Dragon has been reincarnated into a guy dressed as a dragon. All he can do is scare children on Halloween, if that.
 
                               Rating: 1 | COTD-EN027 | Effect Monster
Ryko, Twilightsworn Fighter
DARK | Beast | Level 2 | ATK 200 | DEF 100
If this card is Normal Summoned or flipped face-up: You can banish 1 "Lightsworn" monster from your hand or GY; banish 1 card on the field. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 3 cards of your Deck to the GY.
(Rare)


There are much better ways to banish cards than to use this severe downgrade of the original.
 
                               Rating: 2 | COTD-EN026 | Effect Monster
Lumina, Twilightsworn Shaman
DARK | Spellcaster | Level 3 | ATK 1000 | DEF 1000
Once per turn: You can banish 1 "Lightsworn" monster from your hand or GY, then target 1 of your banished "Lightsworn" monsters, except "Lumina, Twilightsworn Shaman"; Special Summon it. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 3 cards of your Deck to the GY.
(Secret Rare)


Not much has changed compared to the original. Now she can only get banished members.
 
                               Rating: 1 | COTD-EN025 | Effect Monster
Lyla, Twilightsworn Enchantress
DARK | Spellcaster | Level 4 | ATK 1700 | DEF 200
Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can banish 1 "Lightsworn" monster from your hand or GY, then target 1 face-up Spell/Trap on the field; destroy it. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 3 cards of your Deck to the GY.
(Super Rare)


Her corruption was pretty much a failure. She hasn't improved much at all.
 
                               Rating: 3 | COTD-EN024 | Effect Monster
Jain, Twilightsworn General
DARK | Warrior | Level 4 | ATK 1800 | DEF 1200
Once per turn: You can banish 1 "Lightsworn" monster from your hand or GY, then target 1 face-up monster on the field; it loses ATK and DEF equal to the banished monster's Level x 300, until the end of this turn. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 2 cards of your Deck to the GY.
(Common)


Darkness has fallen onto Lightsworns but at least this one still has the power of being a Beatstick.
 
                               Rating: 2 | COTD-EN023 | Effect Monster
World Legacy - "World Chalice"
DARK | Machine | Level 5 | ATK 0 | DEF 0
If a monster(s) is Special Summoned from the Extra Deck (except during the Damage Step): You can Tribute this card; send that monster(s) to the GY. You can only use each of the following effects of "World Legacy - "World Chalice"" once per turn.
● If this face-up Normal Summoned/Set card leaves the field: You can Special Summon 2 "World Chalice" monsters from your Deck, except "World Legacy - "World Chalice"".
● During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "World Legacy" card from your Deck to your hand.
(Rare)


Still not impressed by these guys yet and there isn't really anything this card can bring out that will truly be a threat.
 
                               Rating: 2 | COTD-EN022 | Effect Monster
Lee the World Chalice Fairy
LIGHT | Fairy | Level 2 | ATK 100 | DEF 2000
If this card is Normal or Special Summoned: You can add 1 "World Chalice" monster from your Deck to your hand. If this card is in your GY: You can send 1 monster from your hand or field to the GY; add this card to your hand. You can only use each effect of "Lee the World Chalice Fairy" once per turn.
(Ultra Rare)


Being able to recycle a monster isn't bad, especailly when it has high ATK or DEF like this one does but the effect costs you a monster.
 
                               Rating: 2 | COTD-EN021 | Effect Monster
World Chalice Guardragon
WIND | Dragon | Level 1 | ATK 400 | DEF 400
When a card or effect is activated that targets your linked monster (Quick Effect): You can send this card from your hand or field to the GY; negate the activation, and if you do, destroy that card. You can banish this card from your GY, then target 1 Normal Monster in your GY; Special Summon it in Defense Position to your zone a Link Monster points to. You can only use this effect of "World Chalice Guardragon" once per turn.
(Ultra Rare)


The effects aren't all that bad but with only 400 ATK and DEF, it's not going to survive very long.
 
                               Rating: 2 | COTD-EN020 | Normal Monster
Beckoned by the World Chalice
EARTH | Warrior | Level 4 | ATK 1800 | DEF 0
His battle with the Mekkstrosities never seems to end. Even when their forest was invaded by Mekkstrocious Insects, he stood his ground and inspired the other defenders around him.
(Common)


A slight improvement over Chosen by the World Chalice but not by much.
 
                               Rating: 1 | COTD-EN019 | Normal Monster
Chosen by the World Chalice
FIRE | Psychic | Level 3 | ATK 1600 | DEF 0
Inspired by the World Hero legends he heard as a boy, this crusader adds a piece to his armor from every Mekkstrosity he destroys. He has set out on a quest from Fairy Lee to recover the Seven World Legacies and save their world.
(Common)


I've chosen to give it a 1/5 based on poor stats, lack of any skills and being surpassed by better cards.
 
                               Rating: 2 | COTD-EN018 | Normal Monster
Crowned by the World Chalice
WATER | Spellcaster | Level 2 | ATK 0 | DEF 2100
With her magical staff, she can channel the living heart of her world to shield her people from the Mekk-Knights that have overrun it.
(Common)


A 2100 DEF Normal Monster certainly isn't a bad way to start for a new Archetype but it won't get higher marks than a 2.
 
                               Rating: 2 | COTD-EN017 | Effect Monster
D/D Vice Typhon
DARK | Fiend | Level 7 | ATK 2300 | DEF 2800
When this card is Normal Summoned: You can Tribute 1 "D/D" monster; Special Summon 1 Level 7 "D/D/D" monster from your Deck. During your Main Phase, if this card is in the GY because it was sent there this turn: You can Fusion Summon 1 Level 8 or higher "D/D/D" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY, including this card. You can only use each effect of "D/D Vice Typhon" once per turn.
(Common)


Not much to give it since it doesn't have much that is even remotely worthwhile apart from its DEF and sub-par effects.
 
                               Rating: 2 | COTD-EN016 | Effect Monster
Predaplant Banksiogre
DARK | Plant-Type Tuner | Level 6 | ATK 2000 | DEF 100
You can Special Summon this card (from your hand) by Tributing 1 opponent's monster with a Predator Counter. If this card is sent from the field to the GY: Place 1 Predator Counter on each face-up monster your opponent controls, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter.
(Common)


It's mostly relient on Predator Counters but can be easily Summoned using an opponent's monster that has one.
 
                               Rating: 2 | COTD-EN015 | Pendulum Monster
Supreme King Dragon Odd-Eyes
DARK | Dragon-Type Pendulum | Level 8 | ATK 2500 | DEF 2000 | Scale 4
You can Tribute 1 "Supreme King Dragon" monster; destroy this card, and if you do, add 1 Pendulum Monster with 1500 or less ATK from your Deck to your hand.

You can Tribute 2 "Supreme King Dragon" monsters; Special Summon this card from your hand. If your Pendulum Monster battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. During the Battle Phase (Quick Effect): You can Tribute this card; Special Summon up to 2 face-up "Supreme King Dragon" and/or "Supreme King Gate" Pendulum Monsters from your Extra Deck in Defense Position, except "Supreme King Dragon Odd-Eyes".
(Rare)

The original also had the ability to deal twice the damage but this has a bit more leeway in that regard. The other effects aren't great.
 
                               Rating: 2 | COTD-EN014 | Effect Monster
Cracking Dragon
DARK | Machine | Level 8 | ATK 3000 | DEF 0
Cannot be destroyed by battle with a monster with equal or lower Level. When your opponent Normal or Special Summons exactly 1 monster (and no other monsters are Summoned) while this monster is on the field: You can make that monster lose ATK equal to its Level x 200 (until the end of this turn), and if you do, inflict damage to your opponent equal to the ATK lost by this effect.
(Super Rare)


3000 ATK is promising but not having any DEF and only working against monsters with Levels isn't very good at all.
 
                               Rating: 2 | COTD-EN013 | Effect Monster
Jack Wyvern
DARK | Machine | Level 4 | ATK 1800 | DEF 0
You can banish this card and 1 face-up Machine monster you control, then target 1 DARK monster in your GY; Special Summon it. You can only use this effect of "Jack Wyvern" once per turn.
(Common)


The effect costs you 2 monsters including itself just to revive a DARK monster and without that, it has 1800 ATK.
 
                               Rating: 1 | COTD-EN012 | Effect Monster
Hack Worm
DARK | Machine | Level 1 | ATK 400 | DEF 0
If your opponent controls no monsters, you can Special Summon this card (from your hand).
(Common)


What'd it do, hack into Elder of the Six Samurai's database and download its info for itself? It's done it no good.
 
                               Rating: 2 | COTD-EN011 | Effect Monster
Gouki Riscorpio
EARTH | Warrior | Level 5 | ATK 2300 | DEF 0
If you control no monsters, or all monsters you control are "Gouki" monsters, you can Normal Summon this card without Tributing. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Riscorpio". You can only use this effect of "Gouki Riscorpio" once per turn.
(Rare)


Its first effect can help a bit, especially to increase your army but once again, that 0 DEF won't do it much good.
 
                               Rating: 2 | COTD-EN010 | Effect Monster
Gouki Suprex
EARTH | Warrior | Level 4 | ATK 1800 | DEF 0
When this card is Normal Summoned: You can Special Summon 1 "Gouki" monster from your hand. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Suprex". You can only use this effect of "Gouki Suprex" once per turn.
(Rare)


0 DEF will almost always mean the difference between 2 and 3 stars with me but the effects aren't all that bad.
 
                               Rating: 2 | COTD-EN009 | Effect Monster
Gouki Twistcobra
EARTH | Warrior | Level 3 | ATK 1600 | DEF 0
(Quick Effect): You can Tribute 1 "Gouki" monster, then target 1 "Gouki" monster you control; it gains ATK equal to the original ATK of the Tributed monster until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Twistcobra". You can only use each effect of "Gouki Twistcobra" once per turn.
(Super Rare)


Goukis emerge on to the scene but I'm not seeing much that's useful.
 
                               Rating: 3 | COTD-EN008 | Effect Monster
Trickstar Candina
LIGHT | Fairy | Level 4 | ATK 1800 | DEF 400
When this card is Normal Summoned: You can add 1 "Trickstar" card from your Deck to your hand. Each time your opponent activates a Spell/Trap Card, inflict 200 damage to them immediately after it resolves.
(Ultra Rare)


Just skip the effect and use it as a Beatstick because the damage is too small and there's not much to get with the effect.
 
                               Rating: 1 | COTD-EN007 | Effect Monster
Trickstar Lycoris
LIGHT | Fairy | Level 3 | ATK 1600 | DEF 1200
(Quick Effect): You can reveal this card in your hand, then target 1 "Trickstar" monster you control, except "Trickstar Lycoris"; Special Summon this card, and if you do, return that monster to the hand. Each time a card(s) is added to your opponent's hand, inflict 200 damage to them for each.
(Super Rare)


Thunder King Rai-Oh can shut this card two-fold by having higher ATK and blocking cards from being added to the hand.
 
                               Rating: 2 | COTD-EN006 | Effect Monster
Trickstar Lilybell
LIGHT | Fairy | Level 2 | ATK 800 | DEF 2000
If this card is added to your hand, except by drawing it: You can Special Summon it from your hand. You can only use this effect of "Trickstar Lilybell" once per turn. This card can attack directly. When this card inflicts battle damage to your opponent: You can target 1 "Trickstar" monster in your GY; add it to your hand.
(Rare)


Its DEF already makes it at least playable but using the other effect probably won't help out that much.
 
                               Rating: 1 | COTD-EN005 | Effect Monster
Salvagent Driver
LIGHT | Cyberse | Level 6 | ATK 2200 | DEF 2100
If a Cyberse Link Monster you control is destroyed by an opponent's card effect while this card is in your hand or GY (except during the Damage Step): You can Special Summon this card. You can discard 1 Spell, then target 1 Cyberse monster in your GY; Special Summon it, but it cannot attack directly this turn. You can only use each effect of "Salvagent Driver" once per turn.
(Ultra Rare)


I'm not installing this driver on my computer. It's probably outdated and/or just faulty. I don't see it being better in Decks either.
 
                               Rating: 1 | COTD-EN004 | Effect Monster
Launcher Commander
EARTH | Cyberse | Level 4 | ATK 1700 | DEF 1200
All other Cyberse monsters you control gain 300 ATK and DEF. Once per turn: You can Tribute 1 Cyberse monster, then target 1 face-up monster your opponent controls; destroy it.
(Common)


Both effects have me wondering if its status as commander was given to it by default. I'd remove that status at once.
 
                               Rating: 1 | COTD-EN003 | Effect Monster
Stack Reviver
DARK | Cyberse | Level 2 | ATK 100 | DEF 600
If this card is used as material for a Link Summon: You can target 1 other Level 4 or lower Cyberse monster in your GY, that was used as material for that Link Summon; Special Summon it in Defense Position. You can only use this effect of "Stack Reviver" once per Duel.
(Common)


It's certainly stacked all the reasons needed to confirm that it's a useless piece of hardware that's for sure.
 
                               Rating: 2 | COTD-EN002 | Effect Monster
Backup Secretary
LIGHT | Cyberse | Level 3 | ATK 1200 | DEF 800
If you control a Cyberse monster, you can Special Summon this card (from your hand). You can only Special Summon "Backup Secretary" once per turn this way.
(Common)


You can use the effect on a copy of itself but that's pretty minimal at best.
 
                               Rating: 3 | COTD-EN001 | Effect Monster
Cyberse Wizard
LIGHT | Cyberse | Level 4 | ATK 1800 | DEF 800
Once per turn: You can target 1 Attack Position opponent's monster; change it to Defense Position, and if you do, for the rest of this turn, your monsters cannot attack, except to attack that monster, and if your Cyberse monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(Super Rare)


Cyberse cards really haven't held up well in my eyes but here's one that certainly has. I approve using it just about anywhere.
 
                               Rating: 2 | COTD-EN000 | Effect Monster
Vendread Houndhorde
DARK | Zombie | Level 3 | ATK 0 | DEF 2100
If this card is in your GY: You can discard 1 "Vendread" card; Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Houndhorde" once per turn.
● Once per turn (Quick Effect): You can target 1 Spell/Trap your opponent controls; banish it.
(Rare)


A near-worthless first card and Sneak Preview card considering how few Vendread Rituals there are but it has 2100 DEF.