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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)
Code of the Duelist (COTD-EN099)
Ancient Gear Golem - Ultimate Pound
EARTH / Effect Monster / Level 8 / ATK 3000 / DEF 3000
(Machine / Effect)
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)
Rating: 3 out of 5
Its dub Attack Name wasn't used, but it's decent overall.
Code of the Duelist (COTD-EN098)
Speedroid Passinglider
WIND / Pendulum Monster / Level 5 / ATK 2200 / DEF 2000 / Scale 3 and Scale 3
Pendulum Text
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.
(Machine / Pendulum / Effect)
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)
Rating: 2 out of 5
Two possible uses with this, one for each effect, but the first is certainly the worst of the two.
Code of the Duelist (COTD-EN097)
Abyss Actor - Trendy Understudy
DARK / Pendulum Monster / Level 2 / ATK 700 / DEF 700 / Scale 8 and Scale 8
Pendulum Text
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.
(Fiend / Pendulum / Effect)
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)
Rating: 2 out of 5
True to an actual understudy, this guy isn't able to do much that is useful.
Code of the Duelist (COTD-EN096)
Destiny HERO - Dangerous
DARK / Fusion Monster / Level 6 / ATK 2000 / DEF 2600
(Warrior / Fusion / Effect)

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)
Rating: 1 out of 5
A danger to itself and any strategy you use it for.
Code of the Duelist (COTD-EN095)
Performapal Trumpanda
EARTH / Pendulum Monster / Level 3 / ATK 800 / DEF 800 / Scale 3 and Scale 3
Pendulum Text
Once per turn: You can increase this card's Pendulum Scale by 1 (max. 12).
(Beast / Pendulum / Effect)
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)
Rating: 2 out of 5
The Pendulum Scale and accompanying effect relating to it are the only good things about this.
Code of the Duelist (COTD-EN094)
Galaxy Worm
LIGHT / Effect Monster / Level 3 / ATK 1200 / DEF 1000
(Insect / Effect)
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)
Rating: 1 out of 5
With that requirement, it shouldn't be so restrained, but it is.
Code of the Duelist (COTD-EN093)
Wicked Acolyte Chilam Sabak
DARK / Effect Monster / Level 8 / ATK 2500 / DEF 0
(Reptile / Effect)
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)
Rating: 1 out of 5
I translate this card's name to "One Who Cannot be Successful".
Code of the Duelist (COTD-EN092)
Gogogo Aristera & Dexia
EARTH / Effect Monster / Level 3 / ATK 0 / DEF 2200
(Rock / Effect)
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)
Rating: 2 out of 5
Almost good enough to have 3 stars, but not quite, given the effect requirements.
Code of the Duelist (COTD-EN091)
Infernity Patriarch
DARK / Effect Monster / Level 4 / ATK 1000 / DEF 2000
(Fiend / Effect)
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)
Rating: 2 out of 5
Only slightly better than Swift Gaia the Fierce Knight.
Code of the Duelist (COTD-EN090)
Junk Breaker
EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 1000
(Warrior / Effect)
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)
Rating: 3 out of 5
Not junk in the slightest compared to other members of the Archetype.
Code of the Duelist (COTD-EN089)
F.A. Downforce
SPELL / 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)
Rating: 1 out of 5
F.A. monsters are the ones kids would probably use on their way up to the pro circuit.
Code of the Duelist (COTD-EN088)
F.A. Circuit Grand Prix
SPELL / 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)
Rating: 1 out of 5
A closed circuit after just 1 race.
Code of the Duelist (COTD-EN087)
F.A. Hang On Mach
WIND / Effect Monster / Level 4 / ATK 0 / DEF 1800
(Machine / Effect)
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)
Rating: 1 out of 5
These guys can be considered the Fortune Ladies of their time, putting them right near the bottom of the pack.
Code of the Duelist (COTD-EN086)
F.A. Sonic Meister
WIND / Effect Monster / Level 4 / ATK 0 / DEF 1000
(Machine / Effect)
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)
Rating: 1 out of 5
Telling these drivers to "break a leg" would be predicting the future because these cars are unfit for driving.
Code of the Duelist (COTD-EN085)
Vendread Reorigin
TRAP / 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)
Rating: 1 out of 5
Soul Exchange isn't even this restrictive, or this slow.
Code of the Duelist (COTD-EN084)
Revendread Origin
SPELL / 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: 1 out of 5
Of course it's used for Vendread Rituals when they're only a few members and so bad.
Code of the Duelist (COTD-EN083)
Vendread Revenants
DARK / Effect Monster / Level 4 / ATK 1800 / DEF 200
(Zombie / Effect)
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)
Rating: 3 out of 5
Decent enough that using Imperial Iron Wall makes it able to come back every time.
Code of the Duelist (COTD-EN082)
Revendread Slayer
DARK / Ritual Monster / Level 6 / ATK 2400 / DEF 0
(Zombie / Ritual / Effect)

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)
Rating: 1 out of 5
I've seen far better Effect Monsters that can do more slaying than this.
Code of the Duelist (COTD-EN081)
Samurai Skull
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 0
(Zombie / Effect)
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)
Rating: 2 out of 5
Effects aren't too bad, but that 0 DEF was going to prevent it from getting a higher rating regardless.
Code of the Duelist (COTD-EN080)
Transmission Gear
TRAP / 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)
Rating: 0 out of 5
Was bad enough as a Spell Card.
Code of the Duelist (COTD-EN079)
Blind Obliteration
TRAP / Normal Trap
Roll a six-sided die twice and destroy all face-up monsters with Levels/Ranks lower than the total roll.
(Rare)
Rating: 2 out of 5
The right roll could work in your favor, and it does include Ranks, unlike Blind Destruction and Needle Wall.
Code of the Duelist (COTD-EN078)
Recall
TRAP / 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)
Rating: 1 out of 5
You'll be sorry if that 1 draw proves to win your opponent the Duel. Besides, it only negates 1/3 of effects.
Code of the Duelist (COTD-EN077)
Back to the Front
TRAP / Normal Trap
Target 1 monster in your GY; Special Summon it in Defense Position.
(Rare)
Rating: 2 out of 5
A more generic and less vulnerable Soul Resurrection, but Call of the Haunted is better.
Code of the Duelist (COTD-EN076)
Heavy Storm Duster
TRAP / 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)
Rating: 1 out of 5
It combined their names, but only about about half the effectiveness. Twin Twisters is better.
Code of the Duelist (COTD-EN075)
Break Off Trap Hole
TRAP / Normal Trap
When a Link Monster is Link Summoned: Destroy all monsters on the field that are not linked.
(Super Rare)
Rating: 1 out of 5
This is hardly going to benefit you when most monsters on the field will probably not be linked.
Code of the Duelist (COTD-EN074)
Dark World Brainwashing
TRAP / 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)
Rating: 1 out of 5
You can do better, even in a Dark World Deck. It's much too slow and too situational.
Code of the Duelist (COTD-EN073)
Twilight Cloth
TRAP / 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)
Rating: 1 out of 5
Quite the sabotage for Lightsworn Decks, and the 2nd effect has very little chance of activating at all.
Code of the Duelist (COTD-EN072)
Twilight Eraser
TRAP / 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)
Rating: 1 out of 5
If you want to erase your chances of victory, go right ahead.
Code of the Duelist (COTD-EN071)
World Legacy Landmark
TRAP / 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)
Rating: 2 out of 5
Being a slower double Monster Reborn isn't bad for the price, but you still need a World Legacy monster to banish.
Code of the Duelist (COTD-EN070)
Supreme Rage
TRAP / 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)
Rating: 0 out of 5
A significantly worse Big Wave Small Wave.
Code of the Duelist (COTD-EN069)
Pulse Mines
TRAP / 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)
Rating: 2 out of 5
Labyrinth of Nightmare can do better than this, but there are some good Machines out there.
Code of the Duelist (COTD-EN068)
Trickstar Reincarnation
TRAP / 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)
Rating: 1 out of 5
Considerably worse than Magical Mallet, given you probably have no idea what cards were lost or drawn.
Code of the Duelist (COTD-EN067)
Three Strikes Barrier
TRAP / 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)
Rating: 1 out of 5
You can't even activate all 3 effects in the unlikely event you're able to use this.
Code of the Duelist (COTD-EN066)
Defense Zone
SPELL / 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)
Rating: 2 out of 5
Both players get the benefits, but if you can lock your opponent out of monsters, this'll mostly benefit you.
Code of the Duelist (COTD-EN065)
Castle Link
SPELL / 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)
Rating: 2 out of 5
I don't know why you'd want to move your Link Monsters and it's quite situational overall.
Code of the Duelist (COTD-EN064)
Boogie Trap
SPELL / 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)
Rating: 2 out of 5
Costlier than Mask of Darkness, but you can use the Trap right away at least.
Code of the Duelist (COTD-EN063)
Gravity Lush
SPELL / 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)
Rating: 2 out of 5
Link Monsters aren't affected, but most monsters will be, making this at least somewhat useful.
Code of the Duelist (COTD-EN062)
Spellbook of Knowledge
SPELL / 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)
Rating: 1 out of 5
Their books have been closed for the future, and this isn't good enough to make them useful.
Code of the Duelist (COTD-EN061)
Emerging Emergency Rescute Rescue
SPELL / 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)
Rating: 1 out of 5
The emergency will only escalate with cards this bad.
Code of the Duelist (COTD-EN060)
Twilight Twin Dragons
SPELL / 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)
Rating: 1 out of 5
Should've supported Cyber Twin or End instead.
Code of the Duelist (COTD-EN059)
March of the Dark Brigade
SPELL / 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)
Rating: 0 out of 5
Lightsworn Decks cannot win if their precious cards get banished.
Code of the Duelist (COTD-EN058)
World Legacy's Heart
SPELL / 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)
Rating: 1 out of 5
Their heart is beating so slowly that Cardiac Arrest is a real possibility. No need to revive them afterwards.
Code of the Duelist (COTD-EN057)
World Legacy Discovery
SPELL / 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)
Rating: 1 out of 5
Clearly they didn't figure out how to be better cards.
Code of the Duelist (COTD-EN056)
Smile Universe
SPELL / 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)
Rating: 1 out of 5
Your opponent gets free Life Points while you're unable to counter it at all.
Code of the Duelist (COTD-EN055)
Air Cracking Storm
SPELL / 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)
Rating: 1 out of 5
An extra attack for one monster isn't work preventing the others from getting any attacks that turn.
Code of the Duelist (COTD-EN054)
Gouki Re-Match
SPELL / 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)
Rating: 1 out of 5
It'll end the same way as the first match, only this time, there's no resistance.
Code of the Duelist (COTD-EN053)
Trickstar Light Stage
SPELL / 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)
Rating: 2 out of 5
Trickstars are worthless so use the 1 effect that they aren't required for using.
Code of the Duelist (COTD-EN052)
Missus Radiant
EARTH / Link Monster / ATK 1400 / Link-2
Links: Bottom Corners
(Beast / Link / Effect)

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)
Rating: 1 out of 5
Milus Radiant hasn't grown up all that much.
Code of the Duelist (COTD-EN051)
Gaia Saber, the Lightning Shadow
EARTH / Link Monster / ATK 2600 / Link-3
Links: Left, Right and Bottom
(Machine / Link)

2+ monsters
(Secret Rare)
Rating: 1 out of 5
Gem-Knight Pearl takes less monsters than this. Belongs in a Starter Deck.
Code of the Duelist (COTD-EN050)
Ningirsu the World Chalice Warrior
EARTH / Link Monster / ATK 2500 / Link-3
Links: Top, Left, Right
(Warrior / Link / Effect)

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)
Rating: 1 out of 5
So for 2+ Link Monsters, I can only draw 2 cards? What a rip-off.
Code of the Duelist (COTD-EN049)
Auram the World Chalice Blademaster
FIRE / Link Monster / ATK 2000 / Link-2
Links: Bottom Corners
(Cyberse / Link / Effect)

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)
Rating: 1 out of 5
Only 2000 ATK to start and also costs you a monster just to revive another one from the Grave.
Code of the Duelist (COTD-EN048)
Ib the World Chalice Priestess
WATER / Link Monster / ATK 1800 / Link-2
Links: Left and Right
(Spellcaster / Link / Effect)

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)
Rating: 1 out of 5
Bad enough it has to be linked for half of its effects, but it's total failure with the other effects.
Code of the Duelist (COTD-EN047)
Imduk the World Chalice Dragon
WIND / Link Monster / ATK 800 / Link-1
Links: Top
(Dragon / Link / Effect)

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)
Rating: 1 out of 5
Slaying this dragon isn't an accomplishment.
Code of the Duelist (COTD-EN046)
Topologic Bomber Dragon
DARK / Link Monster / ATK 3000 / Link-4
Links: Top, Bottom and both Bottom Corners
(Cyberse / Link / Effect)

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)
Rating: 3 out of 5
Quite a bit like Red Dragon Archfiend, but also locks out your attacks.
Code of the Duelist (COTD-EN045)
Gouki The Great Ogre
EARTH / Link Monster / ATK 2600 / Link-3
Links: All 3 Bottom Arrows
(Warrior / Link / Effect)

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)
Rating: 2 out of 5
Only one effect makes this even remotely playable, but it still requires Gouki Link Materials.
Code of the Duelist (COTD-EN044)
Trickstar Holly Angel
LIGHT / Link Monster / ATK 2000 / Link-2
Links: Bottom Corners
(Fairy / Link / Effect)

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)
Rating: 1 out of 5
I'm all for looking out for friends, unless they're as bad as the one trying to protect them.
Code of the Duelist (COTD-EN043)
Firewall Dragon
LIGHT / Link Monster / ATK 2500 / Link-4
Links: All 4 Center Arrows
(Cyberse / Link / Effect)

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)
Rating: 3 out of 5
Pretty low ATK for a Link-4 and the first effect only happens once, but the last effect is decent enough to use.
Code of the Duelist (COTD-EN042)
D/D/D Wave High King Caesar
WATER / Xyz Monster / Rank 6 / ATK 2800 / DEF 1800
(Fiend / Xyz / Effect)

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)
Rating: 1 out of 5
Black Horn of Heaven is much easier to play than this and achieves the same goal. The other effect isn't any better.
Code of the Duelist (COTD-EN041)
Supreme King Dragon Dark Rebellion
DARK / Xyz Monster / Rank 4 / ATK 2500 / DEF 2000
(Dragon / Xyz / Effect)

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)
Rating: 3 out of 5
For a Rare, this is pretty good, and only requires DARK Pendulum Xyz Materials.
Code of the Duelist (COTD-EN040)
D/D/D Gust High King Alexander
WIND / Synchro Monster / Level 10 / ATK 3000 / DEF 2500
(Fiend / Synchro / Effect)

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)
Rating: 3 out of 5
You don't even need other D/D/D monsters, so 3 copies of this can suffice as well.
Code of the Duelist (COTD-EN039)
Supreme King Dragon Clear Wing
DARK / Synchro Monster / Level 8 / ATK 2500 / DEF 2000
(Dragon / Synchro / Effect)

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)
Rating: 4 out of 5
A free half-Raigeki effect right away is quite nice, and the 2nd effect makes having less ATK irrelevent.
Code of the Duelist (COTD-EN038)
Supreme King Dragon Starving Venom
DARK / Fusion Monster / Level 8 / ATK 2800 / DEF 2000
(Dragon / Fusion / Effect)

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)
Rating: 1 out of 5
There are better ways to deal piercing damage than wasting cards to bring this out.
Code of the Duelist (COTD-EN037)
Parry Knights
EARTH / Effect Monster / Level 6 / ATK 2300 / DEF 2100
(Warrior / Effect)
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)
Rating: 2 out of 5
A new variant of Gorz has arrived, but you'll probably not be able to Special Summon a strong enough monster.
Code of the Duelist (COTD-EN036)
The Ascended of Thunder
LIGHT / Effect Monster / Level 7 / ATK 2700 / DEF 2400
(Thunder / Effect)
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)
Rating: 1 out of 5
It's a descendent of the original and much worse.
Code of the Duelist (COTD-EN035)
Orbital Hydralander
DARK / Effect Monster / Level 8 / ATK 3000 / DEF 1500
(Machine / Effect)
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)
Rating: 1 out of 5
This could be terrible enough to rival Ultimate Obedient Fiend.
Code of the Duelist (COTD-EN034)
Re: EX
LIGHT / Effect Monster / Level 4 / ATK 1900 / DEF 1200
(Dinosaur / Effect)
If this card battles a monster in the Extra Monster Zone, it gains 800 ATK and DEF during the Damage Step only.
(Rare)
Rating: 3 out of 5
Only 2 monsters can be in that position, which means it could take some down, but even if not, it's still good.
Code of the Duelist (COTD-EN033)
Zombina
EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 1500
(Zombie / Effect)
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)
Rating: 2 out of 5
Pretty specific, but still better than Treasure Panda, or other cards that revive from the Grave.
Code of the Duelist (COTD-EN032)
Treasure Panda
EARTH / Effect Monster / Level 4 / ATK 1100 / DEF 2000
(Beast / Effect)
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)
Rating: 2 out of 5
It's a weaker Unexpected Dai, but the DEF will help.
Code of the Duelist (COTD-EN031)
Motivating Captain
EARTH / Effect Monster / Level 1 / ATK 400 / DEF 1200
(Warrior / Effect)
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)
Rating: 1 out of 5
Marauding Captain is clearly injured and it shows on the card itself.
Code of the Duelist (COTD-EN030)
Traptrix Mantis
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1300
(Insect / Effect)
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)
Rating: 2 out of 5
Searching out other members is okay, though despite being unaffected by Hole Traps, they don't offer much.
Code of the Duelist (COTD-EN029)
Rescue Ferret
EARTH / Effect Monster / Level 4 / ATK 300 / DEF 100
(Beast / Effect)
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)
Rating: 2 out of 5
Quite specific and requires a Link Monster to designate two zones. Not a likely scenario.
Code of the Duelist (COTD-EN028)
Punishment Dragon
DARK / Effect Monster / Level 8 / ATK 3000 / DEF 2600
(Dragon / Effect)
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)
Rating: 1 out of 5
Why punish yourself with this seriosly downgraded version of the original?
Code of the Duelist (COTD-EN027)
Ryko, Twilightsworn Fighter
DARK / Effect Monster / Level 2 / ATK 200 / DEF 100
(Beast / Effect)
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)
Rating: 1 out of 5
The original Ryko was better.
Code of the Duelist (COTD-EN026)
Lumina, Twilightsworn Shaman
DARK / Effect Monster / Level 3 / ATK 1000 / DEF 1000
(Spellcaster / Effect)
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)
Rating: 1 out of 5
Seems the originals have been corrupted, but it has only made them weaker so far.
Code of the Duelist (COTD-EN025)
Lyla, Twilightsworn Enchantress
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 200
(Spellcaster / Effect)
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)
Rating: 1 out of 5
By the time it takes out 1 Spell Card, the whole year will have gone by.
Code of the Duelist (COTD-EN024)
Jain, Twilightsworn General
DARK / Effect Monster / Level 4 / ATK 1800 / DEF 1200
(Warrior / Effect)
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)
Rating: 3 out of 5
Jain is back and is just as good as the original.
Code of the Duelist (COTD-EN023)
World Legacy - "World Chalice"
DARK / Effect Monster / Level 5 / ATK 0 / DEF 0
(Machine / Effect)
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)
Rating: 1 out of 5
The chalice without an ounce of malice inside it, literally nothing to its name.
Code of the Duelist (COTD-EN022)
Lee the World Chalice Fairy
LIGHT / Effect Monster / Level 2 / ATK 100 / DEF 2000
(Fairy / Effect)
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)
Rating: 2 out of 5
2000 DEF good; effects as a whole: bad.
Code of the Duelist (COTD-EN021)
World Chalice Guardragon
WIND / Effect Monster / Level 1 / ATK 400 / DEF 400
(Dragon / Effect)
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)
Rating: 2 out of 5
Having it on the field is asking for trouble on your end so toss it, and then use the effect from the Grave.
Code of the Duelist (COTD-EN020)
Beckoned by the World Chalice
EARTH / Normal Monster / Level 4 / ATK 1800 / DEF 0
(Warrior / Normal)

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)
Rating: 2 out of 5
200 more ATK is only enough to give it a 2 since it still lacks the DEF.
Code of the Duelist (COTD-EN019)
Chosen by the World Chalice
FIRE / Normal Monster / Level 3 / ATK 1600 / DEF 0
(Psychic / Normal)

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)
Rating: 1 out of 5
Chosen to die first probably.
Code of the Duelist (COTD-EN018)
Crowned by the World Chalice
WATER / Normal Monster / Level 2 / ATK 0 / DEF 2100
(Spellcaster / Normal)

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)
Rating: 2 out of 5
They can wear my "Only Worth a 2" cap.
Code of the Duelist (COTD-EN017)
D/D Vice Typhon
DARK / Effect Monster / Level 7 / ATK 2300 / DEF 2800
(Fiend / Effect)
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)
Rating: 1 out of 5
Both effects involve D/D or D/D/D monsters so it's junk.
Code of the Duelist (COTD-EN016)
Predaplant Banksiogre
DARK / Effect Monster / Level 6 / ATK 2000 / DEF 100
(Plant / Tuner / Effect)
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)
Rating: 1 out of 5
Pretty weak for a Level 6 monster, and the effect is honestly better done elsewhere.
Code of the Duelist (COTD-EN015)
Supreme King Dragon Odd-Eyes
DARK / Pendulum Monster / Level 8 / ATK 2500 / DEF 2000 / Scale 4 and Scale 4
Pendulum Text
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.
(Dragon / Pendulum / Effect)
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)
Rating: 2 out of 5
Still deals double the damage, but it's not really much of an improvement.
Code of the Duelist (COTD-EN014)
Cracking Dragon
DARK / Effect Monster / Level 8 / ATK 3000 / DEF 0
(Machine / Effect)
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)
Rating: 2 out of 5
Even 100 DEF would've given it the DEF needed to have a 3/5, but it's just not quite there for uses either.
Code of the Duelist (COTD-EN013)
Jack Wyvern
DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0
(Machine / Effect)
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)
Rating: 2 out of 5
Perhaps the costliest Monster Reborn I've ever seen, other than Burst Rebirth.
Code of the Duelist (COTD-EN012)
Hack Worm
DARK / Effect Monster / Level 1 / ATK 400 / DEF 0
(Machine / Effect)
If your opponent controls no monsters, you can Special Summon this card (from your hand).
(Common)
Rating: 1 out of 5
Yusaku has better hacking skills than this.
Code of the Duelist (COTD-EN011)
Gouki Riscorpio
EARTH / Effect Monster / Level 5 / ATK 2300 / DEF 0
(Warrior / Effect)
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)
Rating: 1 out of 5
A glorified Swift Gaia the Fierce Knight isn't any better.
Code of the Duelist (COTD-EN010)
Gouki Suprex
EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 0
(Warrior / Effect)
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)
Rating: 2 out of 5
They do like to fetch other members and support, but from what I'm seeing they're hardly a threat so far.
Code of the Duelist (COTD-EN009)
Gouki Twistcobra
EARTH / Effect Monster / Level 3 / ATK 1600 / DEF 0
(Warrior / Effect)
(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)
Rating: 1 out of 5
I'd much rather use Darkworld Shackles to weaken an opponent's monster.
Code of the Duelist (COTD-EN008)
Trickstar Candina
LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 400
(Fairy / Effect)
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)
Rating: 3 out of 5
The best we have so far, but it's just in line with other monsters like it.
Code of the Duelist (COTD-EN007)
Trickstar Lycoris
LIGHT / Effect Monster / Level 3 / ATK 1600 / DEF 1200
(Fairy / Effect)
(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)
Rating: 1 out of 5
Both effects are beyond terrible, and its stats are no better.
Code of the Duelist (COTD-EN006)
Trickstar Lilybell
LIGHT / Effect Monster / Level 2 / ATK 800 / DEF 2000
(Fairy / Effect)
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)
Rating: 2 out of 5
The first effect and its DEF give it enough for 2 stars.
Code of the Duelist (COTD-EN005)
Salvagent Driver
LIGHT / Effect Monster / Level 6 / ATK 2200 / DEF 2100
(Cyberse / Effect)
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)
Rating: 1 out of 5
There aren't many good Cyberse Link Monsters and this really doesn't help much at all.
Code of the Duelist (COTD-EN004)
Launcher Commander
EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 1200
(Cyberse / Effect)
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)
Rating: 1 out of 5
If they're commander of anything, they're all doomed.
Code of the Duelist (COTD-EN003)
Stack Reviver
DARK / Effect Monster / Level 2 / ATK 100 / DEF 600
(Cyberse / Effect)
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)
Rating: 1 out of 5
More fragile than a stack of plates.
Code of the Duelist (COTD-EN002)
Backup Secretary
LIGHT / Effect Monster / Level 3 / ATK 1200 / DEF 800
(Cyberse / Effect)
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)
Rating: 1 out of 5
Apart from Wizard, you're going to have a hard time making this useful so I'd say forget about it entirely.
Code of the Duelist (COTD-EN001)
Cyberse Wizard
LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 800
(Cyberse / Effect)
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)
Rating: 3 out of 5
Unlike other wizards, this one is actually good.
Code of the Duelist (COTD-EN000)
Vendread Houndhorde
DARK / Effect Monster / Level 3 / ATK 0 / DEF 2100
(Zombie / Effect)
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)
Rating: 2 out of 5
Even when Ritual Material, it doesn't offer much. Make use of its 2100 DEF instead.