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Cosmo Blazer (Page 5)

*Also available as an Ultimate Rare card.
Brotherhood of the Fire Fist - Lion Emperor
FIRE / Beast-Warrior-Type Xyz / Rank 3 / ATK 2200 / DEF 200
2 Level 3 FIRE monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 FIRE monster in your Graveyard; add that target to your hand, but you cannot Normal or Special Summon that monster, or a monster with the same name, for the rest of this turn.
Rating: 2
Comments: His effect lets you can pick any FIRE monster in your Grave but you you're restricted to either waiting next turn to summon it or setting it on the field. Plus this guy needs somewhat specific Xyz Materials.
Brotherhood of the Fire Fist - Spirit
FIRE / Beast-Warrior-Type Tuner / Level 3 / ATK 500 / DEF 200
Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Beast-Warrior-Type monster. When this card is Normal Summoned: You can target 1 Level 3 FIRE monster with 200 or less DEF in your Graveyard; Special Summon that target in face-up Defense Position. If you do, you can only attack with Beast-Warrior-Type monsters for the rest of this turn. You can only use the effect of "Brotherhood of the Fire Fist - Spirit" once per turn.
Rating: 1
Comments: When it comes down to it, this guy is so fussy he wants you to only interact with and Summon Beast-Warriors and that's depressing enough for a Tuner, let alone his stats.
Brotherhood of the Fire Fist - Horse Prince
FIRE / Beast-Warrior-Type Synchro / Level 6 / ATK 2200 / DEF 2200
1 FIRE Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can Special Summon 1 Level 3 FIRE monster from your Deck. After you Synchro Summon this card, you cannot Special Summon Level 5 or higher monsters for the rest of the turn.
Rating: 1
Comments: I doubt even Brotherhood decks would run this guy for you basically can't summon much at all and after his effect is used, he doesn't do anything either.
Blackwing - Damascus the Polar Night
DARK / Winged Beast / Level 3 / ATK 1300 / DEF 700
During either player's turn: You can discard this card to target 1 "Blackwing" monster you control; it gains 500 ATK until the End Phase.
Rating: 1
Comments: Even if the effect can be used during either player's turn, it doesn't stay with the monster.
Blackwing - Gladius the Midnight Sun
DARK / Winged Beast / Level 3 / ATK 800 / DEF 1500
If the only face-up monster you control is 1 "Blackwing" monster other than "Blackwing - Gladius the Midnight Sun", you can Special Summon this card (from your hand). Once per turn, this card cannot be destroyed by battle.
Rating: 2
Comments: Blackwings make it easy to get themselves out there so this guy won't have much trouble joining them and can survive up to 2 attacks without protection but still isn't that great.
Infernity Archer
DARK / Fiend / Level 6 / ATK 2000 / DEF 1000
If you have no cards in your hand, this card can attack your opponent directly.
Rating: 1
Comments: Even Wattgiraffe is better because it can attack directly regardless of virtually anything in the duel, doesn't need a tribute and can be used with Honest, not to mention its bonus effect.
Crimson Blader
FIRE / Warrior-Type Synchro / Level 8 / ATK 2800 / DEF 2600
1 Tuner + 1 or more non-Tuner monsters
If this card destroys an opponent's monster by battle and sends it to the Graveyard: Your opponent cannot Normal or Special Summon Level 5 or higher monsters during their next turn.
Rating: 3
Comments: A Synchro Monster manages to appear in the US in a now Xyz-dominated card game but even they are hindered by this guy's effect, which is pretty easy to trigger.
Noble Knight Joan
LIGHT / Warrior / Level 4 / ATK 1900 / DEF 1300
If this card attacks, it loses 300 ATK during the Damage Step only. If this card in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: You can send 1 card from your hand to the Graveyard, then target 1 Level 4 or lower Warrior-Type monster in your Graveyard; add that target to your hand.
Rating: 2
Comments: Its ATK is great for its Level until you read that if attacking, it loses 300 ATK, which'd put it below the usual rating but it does have an okay bonus effect.
Ignition Beast Volcannon
EARTH / Machine-Type Fusion / Level 6 / ATK 2300 / DEF 1600
1 Machine-Type monster + 1 Pyro-Type monster
When this card is Fusion Summoned: You can target 1 monster your opponent controls; destroy that target, also destroy this card, then if both monsters were destroyed, inflict damage to your opponent equal to the ATK of the monster in the Graveyard that was targeted by this effect.
Rating: 1
Comments: 3.......2.........1..........liftoff, we have ignition. Oh wait, it's just this lousy card.
Crimson Sunbird
FIRE / Winged Beast-Type Fusion / Level 6 / ATK 2300 / DEF 1800
"Faith Bird" + "Skull Red Bird"
Rating: 1
Comments: Much like its Fusion Materials, this card will long be forgotten when its viewers discover its lack of playability or anything decent.
Continuous Trap
Once per turn, when a face-up FIRE monster(s) you control is destroyed by a card effect, place 1 counter on this card for each destroyed FIRE monster. During either player's Standby Phase: You can send this card to the Graveyard; inflict 1000 damage to your opponent for each counter on this card.
Rating: 3
Comments: This card has a leg up over Backfire in that not only does its effect rack up a counter for each destroyed FIRE monster but during either player's turn, you can send it for its effect!
Spell Wall
Normal Spell
Activate 1 of these effects. Your opponent takes no further damage this turn.
● During this turn, no Summon of a Spellcaster-Type monster can be negated, and when a Spellcaster-Type monster is Summoned, your opponent cannot activate cards or effects.
● Target 1 Spellcaster-Type monster you control; if it attacks this turn, your opponent cannot activate cards or effects until the end of the Damage Step.
Rating: 2
Comments: It gives your Spellcaster either the guaranteed chance to appear or have a worry-free attack but either way, you can't deal your opponent any damage that turn.
Infernal Flame Vixen
FIRE / Pyro-Type Xyz / Rank 4 / ATK 2200 / DEF 2000
2 Pyro-Type Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; this card gains 500 ATK until your opponent's End Phase. When this card with 2500 or more ATK is destroyed: Target 3 monsters in any Graveyard(s); banish those targets.
Rating: 2
Comments: Needs somewhat specific materials but can be run in a FIRE, Pyro or a deck with both, not to mention his effect is easy to trigger and can banish monsters from either Graveyard.
Artorigus, King of the Noble Knights
LIGHT / Warrior-Type Xyz / Rank 4 / ATK 2000 / DEF 2000
2 Level 4 "Noble Knight" monsters
When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card; destroy any number of Spell/Trap Cards on the field, up to the number of "Noble Arms" Equip Spell Cards you control.
Rating: 1
Comments: His stats aren't all that respectable considering both his Xyz Materials and effect are constrained to the archtype, not to mention the effect relies on him being Xyz Summoned.
Mystical Fairy Elfuria
WIND / Spellcaster / Level 3 / ATK 1500 / DEF 900
Once per turn: You can reveal 1 WIND monster in your hand; until your opponent's next End Phase, neither player can Xyz Summon using monsters with a different Level from the revealed monster as Xyz Materials.
Rating: 1
Comments: She should see the Wizard of Oz to get some playability and better stats because as is, she's terrible.
Bonfire Colossus
FIRE / Beast-Warrior / Level 8 / ATK 2600 / DEF 2200
If you control a FIRE monster, you can Special Summon this card (from your hand). When this card is Special Summoned: Target 2 FIRE monsters you control; destroy those targets.
Rating: 1
Comments: I'm sure this was made to combo with Kickfire (also in this set) but that's not enough to either warrant its rarity or a higher rating.
Mermail Abyssteus
WATER / Aqua / Level 7 / ATK 1700 / DEF 2400
You can discard 1 other WATER monster to the Graveyard; Special Summon this card from your hand. When you do: Add 1 Level 4 or lower "Mermail" monster from your Deck to your hand. You can only use this effect of "Mermail Abyssteus" once per turn.
Rating: 2
Comments: Being Level 7 makes it prime for use with A Legendary Ocean to play it with 1 tribute but its effect also helps with that and has some decent DEF but the rest of its effect makes the card best in Mermails.
Hazy Flame Mantikor
FIRE / Winged Beast / Level 6 / ATK 2200 / DEF 300
Your opponent cannot target this card with card effects. Once per turn, during either player's turn: You can send 1 FIRE monster, except this card, from your hand or face-up from your side of the field to the Graveyard; this card cannot be destroyed by card effects this turn.
Rating: 2
Comments: When combined with his standard Hazy Flame effect, he's impervious to card effects and can do so during either player's turn by sending another FIRE monster to the Grave but his ATK could be better.
Noble Knight Medraut
LIGHT / Warrior / Level 4 / ATK 1700 / DEF 1000
This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect.
● This card becomes DARK and its Level is increased by 1. Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster from your Deck in face-up Defense Position, except "Noble Knight Medraut", and if you do, destroy 1 Equip Spell Card you control.
Rating: 1
Comments: He's trying to pose as a Gemini monster without actually being one and doesn't do a good job because his effect desires one of his Noble Arms cards to trigger his true ability.
Continuous Trap
Each time your opponent Special Summons a monster(s): Roll a six-sided die, and return all of those Summoned monster(s) to the hand with a current Level that's the same as the result.
Rating: 1
Comments: You might get lucky once in a while but this card's effect doesn't exceed six, nor does it stop other Summons so if your opponent plays a Level 7+ monster, or Normal Summons anything, this card won't help you.