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Crossed Souls (CROS-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Crossed_Souls_(TCG-EN-1E)
                               Rating: 1 | CROS-EN099 | Effect Monster
Harpie Harpist
WIND | Winged Beast |
Level 4 | ATK 1700 | DEF 600
This card's name becomes "Harpie Lady" while on the field or in the Graveyard. You can only use each of these effects of "Harpie Harpist" once per turn.
● When this card is Normal Summoned: You can target 1 Winged Beast-Type monster you control (other than this card) and 1 face-up monster your opponent controls; return them to the hand.
● During the End Phase, if this card is in the Graveyard because it was sent there this turn: You can add 1 Level 4 Winged Beast-Type monster with 1500 or less ATK from your Deck to your hand.
(Super Rare)


It doesn't matter that it counts as Harpie Lady when it's just as bad. It's only slightly stronger than Harpie Lady too.
 
                               Rating: 2 | CROS-EN098 | Effect Monster
Junk Anchor
EARTH | Warrior-Type Tuner | Level 2 | ATK 0 | DEF 0
For a Synchro Summon, you can substitute this card for any 1 "Synchron" Tuner monster. Once per turn: You can discard 1 card, then target 1 non-Tuner "Junk" monster in your Graveyard; Special Summon that target, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster that lists a "Synchron" monster as a Tuner, using that monster and this card only. These Synchro Materials are banished instead of being sent to the Graveyard.
(Rare)


About the only use for this is to have it substitute for a Synchron Tuner because it has nothing else good to its name.
 
                               Rating: 1 | CROS-EN097 | Effect Monster
Primitive Butterfly
WIND | Insect | Level 5 | ATK 1200 | DEF 900
If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can increase the Levels of all Insect-Type monsters you currently control by 1.
(Common)


Come Spring time, this butterfly will have died because it's far more feeble than the others.
 
                               Rating: 2 | CROS-EN096 | Effect Monster
Performapal Thunderhino
LIGHT | Rock | Level 3 | ATK 200 | DEF 1800
Your opponent cannot target face-up "Performapal" monsters for attacks, except this one. If a "Performapal" card(s) you control, except "Performapal Thunderhino", would be destroyed by battle or card effect while this card is in your Graveyard, you can banish this card instead.
(Common)


Both effects are somwhat helpful, but they're only for Performapal Decks and it does have 1800 DEF.
 
                               Rating: 1 | CROS-EN095 | Xyz Monster
Galaxy-Eyes Full Armor Photon Dragon
LIGHT | Dragon-Type Xyz | Rank 8 | ATK 4000 | DEF 3500
3 Level 8 monsters
You can also Xyz Summon this card by using a "Galaxy-Eyes" Xyz Monster you control as the Xyz Material, except "Galaxy-Eyes Full Armor Photon Dragon". (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can target up to 2 Equip Cards equipped to this card; attach them to this card as Xyz Materials. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up card your opponent controls; destroy it.
(Super Rare)


If it can't be Xyz Material and the Xyz Materials are just to destroy cards once per turn, why even bother?
 
                               Rating: 1 | CROS-EN094 | Xyz Monster
Number S39: Utopia Prime
LIGHT | Warrior-Type Xyz | Rank 4 | ATK 2510 | DEF 2000
3 Level 4 LIGHT monsters
You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If your opponent's LP is at least 3000 higher than yours: You can detach 3 Xyz Materials from this card and pay LP so that you only have 10 left; destroy as many Special Summoned monsters your opponent controls as possible, and if you do, banish them, then inflict 300 damage to your opponent for each monster banished.
(Super Rare)


All it serves is to be a headache for the owner because they'll be down to 10 LP just for using the effect.
 
                               Rating: 1 | CROS-EN093 | Trap Card
Powerful Rebirth
Continuous Trap
Activate this card by targeting 1 Level 4 or lower monster in your Graveyard; Special Summon that target. Its Level is increased by 1 and ATK and DEF by 100. When that monster is destroyed, destroy this card.
(Super Rare)


Essentially, it's a weaker Call of the Haunted with less benefits.  
 
                               Rating: 1 | CROS-EN092 | Spell Card
Cybernetic Fusion Support
Quick-Play Spell
Pay half your LP; once, if you Fusion Summon a Machine-Type Fusion Monster this turn, you can banish monsters from your hand, Graveyard, and/or your side of the field as the Fusion Materials. You can only activate 1 "Cybernetic Fusion Support" per turn.
(Common)


It's only slightly less specific than Overload Fusion, which costs nothing for pretty much the same effect.
 
                               Rating: 3 | CROS-EN091 | Spell Card
The Melody of Awakening Dragon
Normal Spell
Discard 1 card; add up to 2 Dragon-Type monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.
(Super Rare)


A prime target to not only get up to 2 Blue-Eyes White Dragons but even a third BEWD if you discard The White Stone of Legend! 
 
                               Rating: 1 | CROS-EN090 | Trap Card
Half Unbreak
Normal Trap
Target 1 monster on the field; this turn, that monster cannot be destroyed by battle, also any battle damage you take from attacks involving that monster is halved.
(Common)


Yuma Tsukumo is known for using this card in Yu-Gi-Oh Zexal but he's a below average Duelist, which means this card is bad.
 
                               Rating: 1 | CROS-EN089 | Trap Card
U.A. Penalty Box
Continuous Trap
At the start of the Damage Step, if your "U.A." monster battles an opponent's monster: You can banish that opponent's monster until your opponent's 2nd End Phase. You can only use this effect of "U.A. Penalty Box" once per turn. You can banish this card from your Graveyard; add 1 "U.A." Spell Card from your Deck to your hand.
(Common)


The "penalty" is a temporarily lost opponent's monster and beyond that, you can only get U.A. Spell Cards with the 2nd effect.
 
                               Rating: 1 | CROS-EN088 | Spell Card
U.A. Signing Deal
Normal Spell
Special Summon 1 "U.A." monster from your Deck, but its effects are negated, also it cannot be used as Synchro or Xyz Material for a Summon. Then you lose LP equal to the Level of the monster you Special Summoned by this effect x 300. You can only activate 1 "U.A. Signing Deal" per turn.
(Common)


Might as well be a deal to sign off their time at the big leagues because U.A.s will never get there.
 
                               Rating: 2 | CROS-EN087 | Effect Monster
U.A. Rival Rebounder
EARTH | Warrior | Level 6 | ATK 2200 | DEF 2300
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Rival Rebounder". You can only Special Summon "U.A. Rival Rebounder" once per turn this way. If this card is Special Summoned during your opponent’s turn, or Normal Summoned: You can Special Summon 1 "U.A." monster from your hand or Graveyard, except "U.A. Rival Rebounder". You can only use this effect of "U.A. Rival Rebounder" once per turn.
(Common)


You'll end up with 2 U.A. monsters virtually regardless of how it's Summoned to the field but isn't that good stat-wise on its own.
 
                               Rating: 2 | CROS-EN086 | Effect Monster
U.A. Dreadnought Dunker
EARTH | Warrior | Level 7 | ATK 2500 | DEF 1800
You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Dreadnought Dunker". You can only Special Summon "U.A. Dreadnought Dunker" once per turn this way. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card inflicts battle damage to your opponent: You can target 1 card on the field; destroy it.
(Common)


The effects and stats aren't great but at least 2 of the effects make it somewhat playable.
 
                               Rating: 1 | CROS-EN085 | Spell Card
The Terminus of the Burning Abyss
Normal Spell
Fusion Summon 1 "Burning Abyss" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Burning Abyss" monster on the field; it gains 800 ATK and DEF until the end of your opponent’s next turn.
(Ultra Rare)


Apparently being a Burning Abyss Fusion Spell Card warrants making this card the 2nd highest rarity? Hardly.
 
                               Rating: 2 | CROS-EN084 | Fusion Monster
Dante, Pilgrim of the Burning Abyss
LIGHT | Fairy-Type Fusion | Level 9 | ATK 2800 | DEF 2500
3 "Burning Abyss" monsters with different names
Must be Fusion Summoned and cannot be Special Summoned by other ways. Cannot be targeted by an opponent's card effects. Once per turn, during either player’s turn: You can send 1 "Burning Abyss" card from your hand to the Graveyard; draw 1 card. If this card is destroyed by battle and sent to the Graveyard, or if this card you control is sent to your Graveyard by an opponent's card effect: You can send 1 random card from your opponent's hand to the Graveyard.
(Secret Rare)


Burning Abyss monsters benefit from being sent to the Grave but that should only make this a Rare at best.
 
                               Rating: 2 | CROS-EN083 | Effect Monster
Barbar, Malebranche of the Burning Abyss
DARK | Fiend | Level 3 | ATK 1700 | DEF 1000
If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Barbar, Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● If this card is sent to the Graveyard: You can target up to 3 "Burning Abyss" cards in your Graveyard, except "Barbar, Malebranche of the Burning Abyss"; banish them, and if you do, inflict 300 damage to your opponent for each.
(Rare)


Like all the other Burning Abyss Main Deck monsters, this can benefit during the first turn of the Duel but not much else.
 
                               Rating: 2 | CROS-EN082 | Effect Monster
Draghig, Malebranche of the Burning Abyss
DARK | Fiend | Level 3 | ATK 1100 | DEF 900
If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Draghig, Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● If this card is sent to the Graveyard: You can choose 1 "Burning Abyss" card from your Deck and place it on top of your Deck.
(Super Rare)


Pretty weak compared to other monsters but the effects aren't all that bad.
 
                               Rating: 3 | CROS-EN081 | Effect Monster
Moon Mirror Shield
Equip Spell
If the equipped monster battles an opponent’s monster, during damage calculation: The equipped monster’s ATK and DEF become equal to the ATK or DEF (whichever is higher) of the opponent’s battling monster +100, during damage calculation only. If this face-up card is sent from the field to the Graveyard: Pay 500 LP; place this card on either the top or bottom of your Deck.
(Rare)


The Wicked Avatar as a Spell Card, but for either ATK or DEF and it can be recycled too.
 
                               Rating: 1 | CROS-EN080 | Trap Card
Diceversity
Continuous Trap
Once per turn: You can target 1 monster on the field whose current Level is different from its original Level; roll a six-sided die and that monster's Level becomes the same as the result.
(Short Print Common)


I think we can do better with Falling Current. Don't you?
 
                               Rating: 1 | CROS-EN079 | Trap Card
Monster Rebone
Continuous Trap
If your opponent Special Summoned a monster this turn: Activate this card by targeting 1 monster in your opponent's Graveyard; Special Summon it to your side of the field in Defense Position. When this card leaves the field, banish that monster. When that monster leaves the field, destroy this card.
(Super Rare)


Its name may parody a Spell Card lost to the Forbidden List but Call of the Haunted is still tournament legal.
 
                               Rating: 2 | CROS-EN078 | Trap Card
Statue of Anguish Pattern
Continuous Trap
Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 7/ATK 0/DEF 2500). (This card is also still a Trap Card.) If Summoned this way, this card cannot be targeted by an opponent's card effects while you control another Trap Card that is a monster. If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone while this card is a monster: You can target 1 card on the field; destroy it.
(Common)


Trap Monsters are always at least okay to use considering their surprise factor and doubling as a monster but they don't have much.
 
                               Rating: 2 | CROS-EN077 | Trap Card
Abyss Stungray
Continuous Trap
Special Summon this card as an Effect Monster (Thunder-Type/LIGHT/Level 5/ATK 1900/DEF 0). (This card is also still a Trap Card). If Summoned this way, this card cannot be destroyed by battle.
(Common)


It has the stats of a weak Level 5 monster when activated, but at least prevents its own destruction in battle.
 
                               Rating: 1 | CROS-EN076 | Trap Card
Fiend Griefing
Normal Trap
Target 1 monster in your opponent's Graveyard; shuffle it into the Deck, then you can send 1 Fiend-Type monster from your Deck to the Graveyard.
(Common)


Kozaky should be mourning over the fact that it is a terrible excuse of a monster that was unplayable from the beginning.
 
                               Rating: 1 | CROS-EN075 | Trap Card
Lose 1 Turn
Normal Trap
Activate this card only if you currently control no Special Summoned monsters. During the turn a monster is Special Summoned, negate its effects. If an Effect Monster(s) is Special Summoned in Attack Position: Change it to Defense Position.
(Ultra Rare)


More like Lose No Advantage because all this does is stop a monster's effect and we have cards that can do that and more.
 
                               Rating: 2 | CROS-EN074 | Trap Card
Jar of Avarice
Normal Trap
Target 5 cards in your Graveyard, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. You can only activate 1 "Jar of Avarice" per turn.
(Secret Rare)


Not too bad to replace Pot of Avarice, especially since it's not limited to monsters. You only draw half the cards though.
 
                               Rating: 1 | CROS-EN073 | Trap Card
Void Purification
Continuous Trap
If you control a monster that is not an "Infernoid" monster, send this card to the Graveyard. You can only use each of these effects of "Void Purification" once per turn.
● During each of your opponent's Standby Phases: You can target 1 "Infernoid" monster in your Graveyard; add it to your hand.
● During each of your Standby Phases: You can target 1 of your banished "Infernoid" monsters; return it to the Graveyard.
(Rare)


Infernoids need to be purified of their unplayability because it's creating quite the pile.
 
                               Rating: 2 | CROS-EN072 | Trap Card
Zefra Divine Strike
Counter Trap
When a Spell/Trap Card, or monster effect, is activated: Banish 1 face-up "Zefra" monster in your Extra Deck; negate the activation, and if you do destroy it.
(Super Rare)


Easy enough to activate but needs you to banish a face-up Zefra monster in your Extra Deck first.
 
                               Rating: 2 | CROS-EN071 | Trap Card
Chosen of Zefra
Continuous Trap
This card gains these effects depending on the number of face-up "Zefra" monsters with different names in your Extra Deck.
● 3 or more: Monsters you control gain 100 ATK for each face-up monster in any Extra Deck.
● 5 or more: Monsters you control cannot be destroyed by an opponent's card effects.
● 8 or more: Monsters you control cannot be targeted by an opponent's card effects.
● 10: You can send this card to the Graveyard; shuffle all cards from your opponent's hand, field, and Graveyard into the Deck.
(Common)


It only works for each face-up Zefra monster in your Extra Deck but a Deck full of them will obviously get some uses with this.
 
                               Rating: 1 | CROS-EN070 | Trap Card
Dizzying Winds of Yosen Village
Continuous Trap
Activate this card only if you control a Level 6 or higher "Yosenju" monster. While you have a "Yosenju" card in your Pendulum Zone, if a monster would be returned from the field to the hand by a card effect, shuffle it into the Deck instead, unless it is a "Yosenju" monster.
(Common)


Regardless of why you're using this, you're not going to be benefited for it.
 
                               Rating: 2 | CROS-EN069 | Trap Card
Designer Frightfur
Normal Trap
Target 1 "Edge Imp" or "Fluffal" monster in your Graveyard; Special Summon it, and if you do, it can be treated as a "Frightfur" monster for a Fusion Summon.
(Common)


Too bad most Frightfurs don't generally have Frightfur Fusion Materials, but this can still help.
 
                               Rating: 2 | CROS-EN068 | Trap Card
Fluffal Crane
Normal Trap
When a face-up "Fluffal" monster(s) you control is destroyed by your opponent's attack or card effect and sent to your Graveyard: Target 1 of those destroyed monsters; add it to your hand, and if you do, draw 1 card.
(Common)


You get the lost Fluffal monster back and draw 1 card but it'd be better if you Special Summoned the lost Fluffal monster instead.
 
                               Rating: 2 | CROS-EN067 | Trap Card
Melodious Illusion
Normal Trap
Target 1 "Melodious" monster you control; this turn, that face-up monster you control is unaffected by your opponent's Spell/Trap effects, and it can make a second attack during each Battle Phase.
(Rare)


Not all Melodious monsters are good but the ones that are will only get better with this.
 
                               Rating: 2 | CROS-EN066 | Trap Card
Performapal Pinch Helper
Continuous Trap
Once per turn, when an opponent's monster declares a direct attack: You can negate the attack, and if you do, Special Summon 1 "Performapal" monster from your Deck, but its effects are negated. When an attack is declared involving a monster you control and an opponent's monster: You can send this card to the Graveyard; you take no battle damage from that battle.
(Common)


Battle Fader does this card's job better but the 2nd effect still isn't bad.
 
                               Rating: 3 | CROS-EN065 | Spell Card
Unexpected Dai
Normal Spell
If you control no monsters: Special Summon 1 Level 4 or lower Normal Monster from the Deck.
(Super Rare)


Getting up to 2000 ATK without having to do much of anything is pretty decent and then you can use it for whatever you need.
 
                               Rating: 2 | CROS-EN064 | Spell Card
Pendulum Rising
Normal Spell
Send 1 monster you control to the Graveyard; Special Summon from your Main Deck, 1 Pendulum Monster with the same Level as the sent monster's original Level, but destroy it during the End Phase. You can only activate 1 "Pendulum Rising" per turn.
(Common)


You can do what you want with the Pendulum Monster but it has to be the same Level as the sent monster's Level.
 
                               Rating: 1 | CROS-EN063 | Spell Card
Harmonic Oscillation
Normal Spell
If your opponent has 2 cards in their Pendulum Zones: Target those 2 cards; while both targets are in their Pendulum Zones, you can Pendulum Summon monsters using their Pendulum Scales this turn, but only from the Extra Deck.
(Short Print Common)


What a letdown since you can only Pendulum Summon from your Extra Deck. I'd rather do it normally over this monstrosity.
 
                               Rating: 1 | CROS-EN062 | Spell Card
Galaxy Cyclone
Normal Spell
Target 1 Set Spell/Trap Card on the field; destroy it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card on the field; destroy it. You can only use this effect of "Galaxy Cyclone" once per turn.
(Secret Rare)


Mystical Space Typhoon gets reimagined for the billionth time and still stands above them all.
 
                               Rating: 2 | CROS-EN061 | Spell Card
Void Vanishment
Continuous Spell
You can discard 1 card; add 1 "Void" Spell/Trap Card from your Deck to your hand, except "Void Vanishment" or "Null and Void", also you cannot Normal or Special Summon monsters for the rest of this turn, except "Infernoid" monsters. You can only use this effect of "Void Vanishment" once per turn. If an "Infernoid" monster you control battles an opponent's monster, after damage calculation: You can send this card to the Graveyard; banish those monsters.
(Super Rare)


Void Expansion is available and it's really the only one you should get, but that can be done with Terraforming as well.
 
                               Rating: 1 | CROS-EN060 | Spell Card
Oracle of Zefra
Field Spell
When this card is activated: Add 1 "Zefra" monster from your Deck to your hand. When you Ritual Summon using a "Zefra" monster, or Special Summon using a "Zefra" monster as Material, you can activate these effects depending on the monster Summoned, once per turn per effect.
● Ritual: Shuffle 1 monster on the field into the Deck.
● Fusion: Special Summon 1 monster from your hand.
● Synchro: Choose 1 monster from your Deck and place it on top of your Deck.
● Xyz: Draw 1 card, then discard 1 card.
You can only activate 1 "Oracle of Zefra" per turn.
(Secret Rare)


It relies solely on Zefras for pretty much everything and you don't really get much out of it, especially since you can only get each bullet once per turn.
 
                               Rating: 1 | CROS-EN059 | Spell Card
Zefra Path
Continuous Spell
Activate this card only if you have 2 "Zefra" cards in your Pendulum Zones, with active Pendulum Scales of 1 and 7. If this card is activated: Shuffle all monsters you control into the Deck, except "Zefra" monsters. Neither player can Special Summon monsters, except from the hand or Extra Deck. While you have a card(s) in your Pendulum Zone, this card cannot be targeted by card effects. Destroy this card if a card(s) in your Pendulum Zone is destroyed.
(Common)


Where's the reward? You need 2 specific Zefra cards in your Pendulum Zones and this doesn't block much at all.
 
                               Rating: 1 | CROS-EN058 | Spell Card
Yosen Whirlwind
Continuous Spell
Activate this card by paying 800 LP. Once per turn, if a face-up "Yosenju" monster you control returns to the hand (except during the Damage Step): You can target 1 card your opponent controls; return it to the hand. During your End Phase, unless this effect was activated this turn (and was not negated), destroy this card.
(Common)


Having to pay 800 LP as a fee to start isn't bad unless it's this kind of bad.
 
                               Rating: 2 | CROS-EN057 | Spell Card
Rank-Up-Magic Revolution Force
Quick-Play Spell
● During your turn: Target 1 "Raidraptor" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Raidraptor" monster that is 1 Rank higher than that target, by using that target as the Xyz Material.
● During your opponent's turn: Target 1 Xyz Monster your opponent controls with no Xyz Materials; take control of that Xyz Monster, then Special Summon from your Extra Deck, 1 "Raidraptor" monster that is 1 Rank higher than that monster, by using it as the Xyz Material.
(These Special Summons are treated as Xyz Summons. Attached Xyz Materials also become Xyz Materials on the Summoned monster.)
(Rare)


Both effects help Xyz Summon a Raidraptor Xyz Monster but the 2nd effect is a bit better.
 
                               Rating: 2 | CROS-EN056 | Spell Card
Frightfur Fusion
Normal Spell
Fusion Summon 1 "Frightfur" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your side of the field or your Graveyard. You can only activate 1 "Frightfur Fusion" per turn.
(Rare)


Definitely the better way to go if you can't Fusion Summon from the hand, though this doesn't let you do that either.
 
                               Rating: 1 | CROS-EN055 | Spell Card
Suture Rebirth
Normal Spell
Target 1 "Fluffal" or "Frightfur" monster in your Graveyard; Special Summon it, but its effects are negated. You can only activate 1 "Suture Rebirth" per turn.
(Rare)


You'd have to be pretty desperate to use this with Call of the Haunted at three and that doesn't take out its effect.
 
                               Rating: 2 | CROS-EN054 | Spell Card
Frightfur Factory
Continuous Spell
You can banish 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Graveyard, except "Diffusion Wave-Motion"; Fusion Summon 1 "Frightfur" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If this card is sent to the Graveyard: You can target 1 of your banished "Frightfur Fusion"; add it to your hand. You can only use each effect of "Frightfur Factory" once per turn.
(Common)


The last effect saves this card from the dreaded 1/5 as it's not just a copy of Polymerization, but it's pretty close.
 
                               Rating: 1 | CROS-EN053 | Spell Card
Fusion Conscription
Normal Spell
Reveal 1 Fusion Monster in your Extra Deck and add 1 of the Fusion Materials listed on that card from your Deck or Graveyard to your hand, and if you do, for the rest of this turn after this card is activated, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name, nor activate their effects. You can only activate 1 "Fusion Conscription" per turn.
(Rare)


Why bother adding the monster if it can't be played right away? All it does is expose your strategy.
 
                               Rating: 2 | CROS-EN052 | Spell Card
Performapal Recasting
Normal Spell
Reveal any number of "Performapal" monsters from your hand and shuffle them into the Deck, then draw cards equal to the number cards you shuffled into the Deck +1. You can only activate 1 "Performapal Recasting" per turn.
(Common)


Performapals get their own Magical Mallet and you draw more than you return,but Magical Mallet has far less restraints.
 
                               Rating: 2 | CROS-EN051 | Xyz Monster
Madolche Puddingcess Chocolat-a-la-Mode
EARTH | Fairy-Type Xyz | Rank 5 | ATK 2500 | DEF 2200
2 Level 5 EARTH monsters
You can also Xyz Summon this card by using a Rank 4 or lower "Madolche" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can target 1 "Madolche" card in your Graveyard; shuffle it into the Deck. While this card has "Madolche Puddingcess" as Xyz Material, when a "Madolche" card(s) in your Graveyard is shuffled into the Main Deck (except during the Damage Step): You can detach 1 Xyz Material from this card; Special Summon 1 "Madolche" monster from your Deck in Attack Position or face-down Defense Position.
(Ultra Rare)


You can Rank-Up to it (and you should) and will thus get more uses of the last effect but Madolches aren't all that great.
 
                               Rating: 2 | CROS-EN050 | Xyz Monster
Tellarknight Ptolemaeus
LIGHT | Warrior-Type Xyz | Rank 4 | ATK 550 | DEF 2600
2 or more Level 4 monsters
Once per Chain, during either player's turn: You can detach 3 Xyz Materials from this card; Special Summon from your Extra Deck, 1 monster that is 1 Rank higher than this card, except a "Number" monster, by using this face-up card you control as the Xyz Material. (This is treated as an Xyz Summon. Xyz Materials attached to this card also become Xyz Materials on the Summoned monster.) You can detach 7 Xyz Materials from this card; skip your opponent's next turn. During each player's End Phase: You can attach 1 "Stellarknight" card from your Extra Deck to this card as a face-up Xyz Material.
(Ultra Rare) & (Ultimate Rare)


Using the effect is quite costly, but it works on any Xyz Monster, not just Stellarknights.
 
                               Rating: 2 | CROS-EN049 | Xyz Monster
Raidraptor - Revolution Falcon
DARK | Winged Beast-Type Xyz | Rank 6 | ATK 2000 | DEF 3000
3 Level 6 Winged Beast-Type monsters
You can detach 1 Xyz Material from this card; this turn, this card can attack all monsters your opponent controls, once each. At the start of the Damage Step, if this card battles an opponent's face-up Special Summoned monster: That monster's ATK and DEF become 0. If this card has a "Raidraptor" Xyz Monster as Xyz Material, it gains this effect.
● Once per turn: You can target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to half the ATK that monster had on the field.
(Rare)


Much work is required to get anything out of this but the effects are relatively good for that work.
 
                               Rating: 2 | CROS-EN048 | Xyz Monster
Raidraptor - Blaze Falcon
DARK | Winged Beast-Type Xyz | Rank 5 | ATK 1000 | DEF 2000
3 Level 5 Winged Beast-Type monsters
This card can attack directly while it has Xyz Material. When this card inflicts battle damage to your opponent: You can target 1 monster your opponent controls; destroy it. Once per turn: You can detach 1 Xyz Material from this card; destroy as many Special Summoned monsters your opponent controls as possible, and if you do, inflict 500 damage to your opponent for each monster destroyed.
(Rare)


Wouldn't have given it any credit had it not been for the last effect but it's not likely going to do much even then.
 
                               Rating: 2 | CROS-EN047 | Synchro Monster
Chaofeng, Phantom of the Yang Zing
LIGHT | Wyrm-Type Synchro | Level 9 | ATK 2800 | DEF 2200
1 Tuner + 1 or more non-Tuner monsters
While this Synchro Summoned card is on the field, your opponent cannot activate effects of monsters with the same original Attribute(s) as the "Yang Zing" monster(s) used for the Synchro Summon of this card. When this Synchro Summoned card is destroyed by battle or card effect and sent to the Graveyard: You can add 1 Tuner monster from your Deck to your hand. Once per turn, when a monster(s) your opponent controls is destroyed by battle or card effect: You can Special Summon 1 Wyrm-Type monster from your Deck, in Defense Position, whose original Attribute matches the original Attribute that 1 of those destroyed monsters had on the field.
(Super Rare) 


You can't block all monster effects out, but even then, 2/3 of effects are still viable and the other effects aren't that good.
 
                               Rating: 2 | CROS-EN046 | Synchro Monster
Clear Wing Synchro Dragon
WIND | Dragon-Type Synchro | Level 7 | ATK 2500 | DEF 2000
1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn, when another Level 5 or higher monster activates its effect on the field: You can negate the activation, and if you do, destroy it. Once per turn, during either player's turn, when a monster effect is activated that targets exactly 1 Level 5 or higher monster on the field (and no other cards): You can negate the activation, and if you do, destroy it. If this card's effect destroys a monster, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn.
(Secret Rare), (Ultimate Rare) & (Ghost Rare)


The effects are only for Level 5+ monsters, which can be useful if successful, but good luck getting around everything else.
 
                               Rating: 2 | CROS-EN045 | Fusion Monster
Ritual Beast Ulti-Gaiapelio
LIGHT | Psychic-Type Fusion | Level 10 | ATK 3200 | DEF 2100
1 "Ritual Beast Ulti-" monster + 1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) If Summoned this way, this card gains this effect.
● During either player's turn, when a Spell/Trap Card, or monster effect, is activated: You can banish 1 "Ritual Beast" card from your hand; negate the activation, and if you do, destroy it.
(Ultra Rare) & (Ultimate Rare)


It's copied the XYZ Fusions' summoning requirements, but can negate pretty much anything each turn at least.
 
                               Rating: 2 | CROS-EN044 | Fusion Monster
El Shaddoll Anoyatyllis
WATER | Fiend-Type Fusion | Level 9 | ATK 2700 | DEF 2000
1 "Shaddoll" monster + 1 WATER monster
Must first be Fusion Summoned. Neither player can Special Summon monsters from the hand or Graveyard with Spell/Trap effects. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.
(Secret Rare) 


Both players are affected by the first effect but you do get a support card when it's sent to the Graveyard.
 
                               Rating: 2 | CROS-EN043 | Fusion Monster
Frightfur Chimera
DARK | Fiend-Type Fusion | Level 8 | ATK 2800 | DEF 2000
3 "Frightfur" monsters
Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon that monster to your side of the field, but its ATK is halved. You can only use this effect of "Frightfur Chimera" once per turn. This card gains 300 ATK for each monster you control that is owned by your opponent.
(Rare) & (Ultimate Rare)


Dark Calling doesn't work here so you'll have to use Frightfur Fusion, but at least it has some perks for all your hard work.
 
                               Rating: 2 | CROS-EN042 | Fusion Monster
Frightfur Sheep
DARK | Fiend-Type Fusion | Level 5 | ATK 2000 | DEF 2000
"Edge Imp Chain" + 1 "Fluffal" monster
If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card is destroyed by battle and sent to the Graveyard, or if this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard: You can Special Summon this card, and if you do, it gains 800 ATK. You can only use this effect of "Frightfur Sheep" once per turn.
(Super Rare)


Your opponent can't interfere when it attacks or battles, but it's pretty weak, even with the ATK boost it gets when revived.
 
                               Rating: 2 | CROS-EN041 | Fusion Monster
Frightfur Leo
DARK | Fiend-Type Fusion | Level 7 | ATK 2400 | DEF 2000
"Edge Imp Saw" + 1 "Fluffal" monster
Must be Fusion Summoned and cannot be Special Summoned by other ways. You can target 1 face-up monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK. You can only use this effect of "Frightfur Leo" once per turn. This card cannot attack your opponent directly during the turn you activate this effect.
(Super Rare)


It can still attack after using its effect, just not directly, and isn't too difficult to bring out, but can't be Special Summoned other ways.
 
                               Rating: 2 | CROS-EN040 | Fusion Monster
Bloom Diva the Melodious Choir
LIGHT | Fairy-Type Fusion | Level 6 | ATK 1000 | DEF 2000
1 "Melodious Maestra" monster + 1 "Melodious" monster
Cannot be destroyed by battle or by card effects, also you take no battle damage from attacks involving this card. If this card battles a Special Summoned monster, after damage calculation: You can inflict damage to your opponent equal to the difference between the original ATK of that opponent's monster and this card, and if you do, destroy that opponent's monster.
(Ultra Rare)


The specific Fusion Materials are enough to bring this card's rating down as most Melodious monsters aren't that good.
 
                               Rating: 1 | CROS-EN039 | Fusion Monster
Schuberta, the Melodious Maestra
LIGHT | Fairy-Type Fusion | Level 6 | ATK 2400 | DEF 2000
2 "Melodious" monsters
During either player's turn: You can target up to 3 cards in any Graveyard(s); banish them, and if you do, this card gains 200 ATK for each. This effect can only be used once while this card is face-up on the field.
(Rare)


A one-time effect isn't worth Fusion Summoning this, especially since less cards are removed than Soul Release.
 
                               Rating: 2 | CROS-EN038 | Ritual Monster
Nekroz of Sophia
LIGHT | Spellcaster-Type Ritual | Level 11 | ATK 3600 | DEF 3400
You can Ritual Summon this card with any "Nekroz" Ritual Spell Card. Must be Ritual Summoned from your hand by using 3 monsters you control with different Types, and cannot be Special Summoned by other ways. During either player's Main Phase 1: You can discard this card and 1 "Nekroz" Spell Card; your opponent cannot Special Summon monsters from the Extra Deck during this phase. When this card is Ritual Summoned: You can banish all other cards on the field and in the Graveyards. You cannot Normal Summon/Set or Special Summon other monsters the turn you activate this effect.
(Secret Rare) & (Ultimate Rare)


It has quite the effect for your hard work, but it only happens once and you can't bring out anything else that turn.
 
                               Rating:1 | CROS-EN037 | Effect Monster
Putrid Pudding Body Buddies
WATER | Fiend | Level 1 | ATK 300 | DEF 300
Cannot be used as a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. During your End Phase: You can target 1 card in your Pendulum Zone; destroy it, and if you do, give control of this card to your opponent. During each of your Standby Phases: Take 300 damage.
(Short Print Common)


Seems like a long-lost cousin of Duston considering it's just about as useless.
 
                               Rating: 2 | CROS-EN036 | Effect Monster
Doomdog Octhros
DARK | Fiend | Level 3 | ATK 800 | DEF 800
If this card is sent from the field to the Graveyard: Add 1 Level 8 Fiend-Type monster from your Deck to your hand. You can only use this effect of "Doomdog Octhros" once per turn.
(Common)


The effect is pretty specific but can get some of the better Fiends out there.
 
                               Rating: 1 | CROS-EN035 | Effect Monster
Deskbot 004
EARTH | Machine | Level 4 | ATK 500 | DEF 500
If this card battles an opponent's monster, during damage calculation (in either player's turn): You can activate this effect once per battle; your opponent takes no battle damage for the rest of this turn, also send 1 "Deskbot" monster from your Deck to the Graveyard, except "Deskbot 004", and if you do, this card gains ATK and DEF equal to the sent monster's Level x 500, during that damage calculation only. If this card destroys an opponent's monster by battle: You can Special Summon 2 "Deskbot" monsters with different Levels from your hand and/or Graveyard in Defense Position.
(Common)


Why put your LP at risk when your opponent has to do nothing at all to keep their's safe? This Archetype is a total joke.
 
                               Rating: 2 | CROS-EN034 | Effect Monster
Magma Dragon
FIRE | Wyrm | Level 4 | ATK 1600 | DEF 1200
When this card is Special Summoned: You can target 1 Wyrm-Type monster in your Graveyard, except "Magma Dragon"; Special Summon it in Defense Position, but its effects are negated. You can only use this effect of "Magma Dragon" once per turn. You cannot Special Summon monsters the turn you activate this effect, except Wyrm-Type monsters.
(Common)


Wyrms might be good, but probably not as good as Blackwings.
 
                               Rating: 2 | CROS-EN033 | Effect Monster
Ghost Ogre & Snow Rabbit
LIGHT | Psychic-Type Tuner | Level 3 | ATK 0 | DEF 1800
During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: You can send this card from your hand or your side of the field to the Graveyard; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.
(Secret Rare)


The first installment of the series but it's not all that good.
 
                               Rating: 1 | CROS-EN032 | Effect Monster
Infernoid Devyaty
FIRE | Fiend | Level 9 | ATK 2900 | DEF 2900
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. When this card is Special Summoned: You can destroy all Spell and Trap Cards on the field, except "Void" cards. Once per turn, during either player's turn, when another monster's effect is activated: You can Tribute 1 monster; negate the activation, and if you do, banish it.
(Ultra Rare)


Even having a near-Heavy Storm effect doesn't make this card useful.
 
                               Rating: 1 | CROS-EN031 | Effect Monster
Infernoid Sjette
FIRE | Fiend | Level 6 | ATK 2400 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 2 "Infernoid" monsters from your hand or Graveyard while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. When this card declares an attack: You can banish 1 card from your opponent's Extra Deck (their choice). Once per turn, during either player's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it.
(Common)


The opponent chooses what Extra Deck monster they lose and this guy also lacks DEF, but not the summoning needs.
 
                               Rating: 1 | CROS-EN030 | Effect Monster
Infernoid Pirmais
FIRE | Fiend | Level 1 | ATK 0 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Infernoid" monster from your hand or Graveyard, while the total Levels and Ranks of all Effect Monsters you control are 8 or lower, and cannot be Special Summoned by other ways. Once per turn: You can target 1 Set card on the field; shuffle it into the Deck. That card cannot be activated in response to this effect's activation. Once per turn, during your opponent's turn: You can Tribute 1 monster, then target 1 card in your opponent's Graveyard; banish it (this is a Quick Effect).
(Ultra Rare)


As weak as Monster Cards go, but with summoning needs and no good effects. A really bad combination.
 
                               Rating: 2 | CROS-EN029 | Pendulum Monster
Ritual Beast Tamer Zefrawendi
WIND | Psychic-Type Pendulum | Level 3 | ATK 1500 | DEF 1000 | Scale 7
You cannot Pendulum Summon monsters, except "Ritual Beast" and "Zefra" monsters. This effect cannot be negated.

When this card is Normal or Pendulum Summoned: You can add 1 face-up "Zefra" monster from your Extra Deck to your hand, except "Ritual Beast Tamer Zefrawendi". You can only Special Summon "Ritual Beast Tamer Zefrawendi(s)" once per turn.
(Common)


Seems having a high or low Scale is prime for every member of the Archetype to be limited to said Archetype.
 
                               Rating: 2 | CROS-EN028 | Pendulum Monster
Ritual Beast Tamer Zeframpilica
WIND | Psychic-Type Pendulum, | Level 3 | ATK 1000 | DEF 1500 | Scale 1
You cannot Pendulum Summon monsters, except "Ritual Beast" or "Zefra" monsters. This effect cannot be negated.

When this card is Normal or Pendulum Summoned: You can target 1 "Ritual Beast" or "Zefra" monster in your Graveyard, except "Ritual Beast Tamer Zeframpilica"; Special Summon it, but destroy it during the End Phase. You can only Special Summon "Ritual Beast Tamer Zeframpilica(s)" once per turn.
(Common)


Again, you're going to have very few options for using this outside Ritual Beast/Zefra Decks.
 
                               Rating: 2 | CROS-EN027 | Pendulum Monster
Zefraxa, Flame Beast of the Nekroz
FIRE | Dragon-Type Pendulum | Level 5 | ATK 2000 | DEF 1000 | Scale 7
You cannot Pendulum Summon monsters, except "Nekroz" and "Zefra" monsters. This effect cannot be negated.

While this card is in your hand or Graveyard, if a face-up "Nekroz" or "Zefra" card(s), except "Zefraxa, Flame Beast of the Nekroz", is destroyed by battle or card effect while in your Monster Zone or Pendulum Zone: You can Special Summon this card. You can only use this effect of "Zefraxa, Flame Beast of the Nekroz" once per turn.
(Common)


The names get longer but the uses stay pretty much the same.
 
                               Rating: 2 | CROS-EN026 | Pendulum Monster
Zefrasaber, Swordmaster of the Nekroz
WATER | Spellcaster-Type Pendulum | Level 4 | ATK 1500 | DEF 800 | Scale 1
You cannot Pendulum Summon monsters, except "Nekroz" and "Zefra" monsters. This effect cannot be negated.

You can Tribute this card from your hand or face-up from your side of the field; Tribute monsters from your hand or field, then Ritual Summon 1 "Nekroz" Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. You can only use this effect of "Zefrasaber, Swordmaster of the Nekroz" once per turn.
(Common)


I really don't get these guys at all, nor the hype surrounding them.
 
                               Rating: 2 | CROS-EN025 | Pendulum Monster
Zefraniu, Secret of the Yang Zing
EARTH | Wyrm-Type Pendulum | Level 6 | ATK 0 | DEF 2600 | Scale 7
You cannot Pendulum Summon monsters, except "Yang Zing" and "Zefra" monsters. This effect cannot be negated.

When this card is Pendulum Summoned, or when this card is destroyed by battle or card effect while in your Monster Zone: You can add 1 "Yang Zing" or "Zefra" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Zefraniu, Secret of the Yang Zing" once per turn.
(Rare)


The Scale is good but that's about it.
 
                               Rating: 2 | CROS-EN024 | Pendulum Monster
Zefraxi, Treasure of the Yang Zing
EARTH | Wyrm-Type Pendulum | Level 3 | ATK 1500 | DEF 0 | Scale 1
You cannot Pendulum Summon monsters, except "Yang Zing" and "Zefra" monsters. This effect cannot be negated.

If this card is Pendulum Summoned, or Special Summoned from the Main Deck: You can target 1 "Yang Zing" or "Zefra" monster you control, except "Zefraxi, Treasure of the Yang Zing"; that monster is treated as a Tuner monster this turn, also place this card on the bottom of the Deck when it leaves the field. You can only use this effect of "Zefraxi, Treasure of the Yang Zing" once per turn.
(Super Rare)


These guys just barely pass 1/5 thanks to being so restrained.
 
                               Rating: 2 | CROS-EN023 | Pendulum Monster
Shaddoll Zefracore
DARK | Rock-Type Pendulum | Level 4 | ATK 450 | DEF 1950 | Scale 7
You cannot Pendulum Summon monsters, except "Shaddoll" and "Zefra" monsters. This effect cannot be negated.

If this card is Pendulum Summoned or sent to the Graveyard: You can target 1 "Zefra" card in your Pendulum Zone, except "Shaddoll Zefracore"; Special Summon it. You can only use this effect of "Shaddoll Zefracore" once per turn.
(Common)


Shaddolls end their streak with at least a marginally playable monster.
 
                               Rating: 1 | CROS-EN022 | Pendulum Monster
Shaddoll Zefranaga
DARK | Spellcaster-Type Pendulum | Level 2 | ATK 900 | DEF 100 | Scale 1
You cannot Pendulum Summon monsters, except "Shaddoll" and "Zefra" monsters. This effect cannot be negated.

If this card is Pendulum Summoned or sent to the Graveyard: You can target 1 card in either player's Pendulum Zone; return it to the hand. You must have a "Zefra" card in your Pendulum Zone to activate and to resolve this effect. You can only use this effect of "Shaddoll Zefranaga" once per turn.
(Common)


Better Pendulum Monsters exist so this has no need to be used, even in a Shaddoll Deck. 
 
                               Rating: 2 | CROS-EN021 | Pendulum Monster
Stellarknight Zefraxciton
LIGHT | Fiend-Type Pendulum | Level 2 | ATK 1900 | DEF 0 | Scale 7
You cannot Pendulum Summon monsters, except "tellarknight" and "Zefra" monsters. This effect cannot be negated.

If this card is Normal, Flip, or Pendulum Summoned: You can target 1 other "tellarknight" or "Zefra" card in your Monster Zone or Pendulum Zone, and 1 Set card your opponent controls; destroy them. You can only use this effect of "Stellarknight Zefraxciton" once per turn.
(Rare)


1900 ATK and being an Honest Target would've made this card decent but there's so much negativity that I give it a 2 instead.
 
                               Rating: 2 | CROS-EN020 | Pendulum Monster
Satellarknight Zefrathuban
LIGHT | Warrior-Type Pendulum | Level 4 | ATK 0 | DEF 2100 | Scale 1
You cannot Pendulum Summon monsters, except "tellarknight" and "Zefra" monsters. This effect cannot be negated.

If this card is Normal, Flip, or Pendulum Summoned: You can target 1 other "tellarknight" or "Zefra" card in your Monster Zone or Pendulum Zone, and 1 face-up card your opponent controls; destroy them. You can only use this effect of "Satellarknight Zefrathuban" once per turn.
(Ultra Rare)


Satellarknights were probably better off not joining Pendulum Summoning because it hasn't really helped them much.
 
                               Rating: 1 | CROS-EN019 | Effect Monster
Yosenju Oyam
WIND | Beast | Level 6 | ATK ? | DEF ?
When an opponent's monster declares a direct attack: You can send 1 "Yosenju" monster from your hand to the Graveyard, except "Yosenju Oyam"; Special Summon this card from your hand. You can only use this effect of "Yosenju Oyam" once per turn. At the start of the Damage Step, if this card battles an opponent's face-up monster: You can make this card's ATK and DEF become equal to the original ATK of the opponent's monster it is battling, until the end of this turn. When this card is destroyed by battle and sent to the Graveyard: You can add 1 "Yosenju" card from your Deck to your hand.
(Rare)


Two question marks for stats say it all. Why would I bother using this at all when it can only tie with the monsters it battles?
 
                               Rating: 2 | CROS-EN018 | Effect Monster
Yosenju Kodam
WIND | Beast-Warrior | Level 1 | ATK 0 | DEF 0
You can Tribute this card, then target 1 "Yosen Training Grounds" you control; place 3 Yosen Counters on it. You can only use this effect of "Yosenju Kodam" once per turn. You can banish this card from your Graveyard; you can Normal Summon 1 "Yosenju" monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
(Common)


It's pretty relient on the Field Spell from THSF-EN but doesn't have any ATK or DEF to its name or any good effects.
 
                               Rating: 2 | CROS-EN017 | Effect Monster
Raidraptor - Mimicry Lanius
DARK | Winged Beast | Level 4 | ATK 1100 | DEF 1900
Once per turn, during your Main Phase, if this card was Normal or Special Summoned this turn: You can increase the Levels of all "Raidraptor" monsters you currently control by 1. During your Main Phase, if this card is in the Graveyard because it was sent there this turn: You can banish this card; add 1 "Raidraptor" card from your Deck to your hand, except "Raidraptor - Mimicry Lanius". You can only use this effect of "Raidraptor - Mimicry Lanius" once per turn.
(Common)


About all it can do is either defend your LP or help with Xyz Summoning, neither of which is all that great.
 
                               Rating: 2 | CROS-EN016 | Effect Monster
Raidraptor - Sharp Lanius
DARK | Winged Beast | Level 4 | ATK 1700 | DEF 1000
Once per turn, during your Main Phase, if this card was Normal or Special Summoned this turn: You can target 1 face-up Attack Position monster on the field; change it to face-up Defense Position. During your Main Phase 2, if this card attacked this turn: You can target 1 "Raidraptor" monster in your Graveyard; Special Summon it. You can only use this effect of "Raidraptor - Sharp Lanius" once per turn.
(Common)


Attacking with it isn't a good idea because it only has 1700 ATK, which is unlikely to be successful, but the other effect isn't too bad.
 
                               Rating: 2 | CROS-EN015 | Effect Monster
Edge Imp Frightfuloid
DARK | Fiend | Level 4 | ATK 1300 | DEF 1300
(This card is always treated as a "Frightfur" card.)
You can target 1 "Frightfur" Fusion Monster you control or in your Graveyard; this card's ATK and DEF each become equal to the original ATK and DEF of that monster, until the end of this turn. You can only use this effect of "Edge Imp Frightfuloid" once per turn.
(Common)


This'll help with Frightfur Chimera, but not by much.
 
                               Rating: 3 | CROS-EN014 | Effect Monster
Edge Imp Tomahawk
DARK | Fiend | Level 4 | ATK 1800 | DEF 800
You can send 1 "Edge Imp" monster from your hand to the Graveyard; inflict 800 damage to your opponent. You can send 1 "Edge Imp" monster from your Deck to the Graveyard, except "Edge Imp Tomahawk"; this card's name becomes the sent monster's name, until the End Phase. You can only use each effect of "Edge Imp Tomahawk" once per turn.
(Rare)


We haven't had a good Edge Imp monster since Sabres, but that still doesn't make the Deck any better.
 
                               Rating: 2 | CROS-EN013 | Effect Monster
Edge Imp Chain
DARK | Fiend | Level 4 | ATK 1200 | DEF 1800
When this card declares an attack: You can add 1 "Edge Imp Chain" from your Deck to your hand. If this card is sent from the hand or field to the Graveyard: You can add 1 "Frightfur" card from your Deck to your hand. You can only use 1 "Edge Imp Chain" effect per turn, and only once that turn.
(Common)


It helps get the support or other copies of itself to your hand, but both effect seem mediocre to me.
 
                               Rating: 1 | CROS-EN012 | Effect Monster
Edge Imp Saw
DARK | Fiend | Level 3 | ATK 500 | DEF 1000
When this card is Normal Summoned: You can send 1 "Fluffal" monster from your hand to the Graveyard; draw 2 cards, then place 1 card from your hand on either the top or bottom of your Deck. You can only use this effect of "Edge Imp Saw" once per turn.
(Common)


This saw has dull teeth on it. Why else is it so weak with a bad effect?
 
                               Rating: 2 | CROS-EN011 | Effect Monster
Fluffal Sheep
EARTH | Fairy | Level 2 | ATK 400 | DEF 800
If you control a "Fluffal" monster, except "Fluffal Sheep", you can Special Summon this card (from your hand). You can return 1 other "Fluffal" monster you control to the hand; Special Summon 1 "Edge Imp" monster from your hand or Graveyard. You can only use this effect of "Fluffal Sheep" once per turn.
(Common)


Fluffal Decks can take advantage of its first effect but it will need Edge Imps to make use of the other one. It'a also quite weak.
 
                               Rating: 2 | CROS-EN010 | Effect Monster
Soprano the Melodious Songstress
LIGHT | Fairy | Level 4 | ATK 1400 | DEF 1400
When this card is Special Summoned: You can target 1 "Melodious" monster in your Graveyard, except "Soprano the Melodious Songstress"; add it to your hand. You can only use this effect of "Soprano the Melodious Songstress" once per turn. Once per turn: You can Fusion Summon 1 "Melodious" Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card.
(Common)


It's pretty weak but can help get other members out of the Graveyard and/or Fusion Summon, though the latter isn't that great.
 
                               Rating: 2 | CROS-EN009 | Effect Monster
Superheavy Samurai Soulbuster Gauntlet
EARTH | Machine | Level 1 | ATK 0 | DEF 400
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It gains 400 DEF. During either player's Damage Step, when a Defense Position "Superheavy Samurai" monster you control battles an opponent's monster, and you have no Spell/Trap Cards in your Graveyard: You can send this card from your hand to the Graveyard; your battling monster's DEF becomes double its original DEF until the end of this turn.
(Common)


Might as well discard it to take advantage of that effect, but you need to lack Spell or Trap Cards in your Graveyard.
 
                               Rating: 2 | CROS-EN008 | Effect Monster
Superheavy Samurai Battleball
DARK | Machine-Type Tuner | Level 2 | ATK 100 | DEF 800
If all monsters you control are "Superheavy Samurai" monsters, and you have no Spell/Trap Cards in your Graveyard: You can target 1 face-up monster your opponent controls that has a Level; send both it and this card from the field to the Graveyard, then Special Summon from your Extra Deck 1 "Superheavy Samurai" Synchro Monster whose Level equals the total original Levels of those 2 monsters in the Graveyard. (This Special Summon is treated as a Synchro Summon.) You can only use this effect of "Superheavy Samurai Battleball" once per turn.
(Super Rare)


The only redeeming quality of this is the Synchro Monster is considered Synchro Summoned, but it's much more work.
 
                               Rating: 1 | CROS-EN007 | Effect Monster
Superheavy Samurai Gigagloves
EARTH | Machine | Level 3 | ATK 100 | DEF 1000
If this card is sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can look at 5 cards from the top of your Deck, then place them on the top of the Deck in any order. When an opponent's monster declares a direct attack: You can banish this card from your Graveyard; excavate the top card of your Deck, and if it is a "Superheavy Samurai" monster, add it to your hand, and if you do, the attacking monster's ATK becomes 0. Otherwise, send it to the Graveyard.
(Common)


The name makes it seem like some sort of super-gloves but they're probably full of holes.
 
                               Rating: 2 | CROS-EN006 | Effect Monster
Superheavy Samurai Big Waraji
EARTH | Machine | Level 5 | ATK 800 | DEF 1800
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. This card can be treated as 2 Tributes for the Tribute Summon of a Machine-Type monster.
(Common)


It's no Big Benkei, but will certainly help get that monster on the field.
 
                               Rating: 1 | CROS-EN005 | Effect Monster
Performapal Springoose
WIND | Winged Beast | Level 5 | ATK 1100 | DEF 2400
You can banish this card from your Graveyard, then target 2 cards among the Pendulum Monsters you control and/or the "Magician" and "Performapal" cards in your Pendulum Zone; return both to the hand. You can only use this effect of "Performapal Springoose" once per turn.
(Common)


There are better ways to return cards to the hand than this.
 
                               Rating: 2 | CROS-EN004 | Pendulum Monster
Performapal Lizardraw
EARTH | Reptile-Type Pendulum | Level 3 | ATK 1200 | DEF 600 | Scale 6
If you have a "Performapal" card in your other Pendulum Zone, except "Performapal Lizardraw": You can destroy this card, and if you do, draw 1 card. You can only use this effect of "Performapal Lizardraw" once per turn.

If another face-up monster you control is destroyed by your opponent's attack or card effect: You can draw cards equal to the number of "Performapal" monsters you currently control. You can only use this effect of "Performapal Lizardraw" once per turn.
(Common)


The Monster Effect is the most useful out of everything this has to offer, which means it must be in a Performapal Deck.
 
                               Rating: 1 | CROS-EN003 | Effect Monster
Performapal Bowhopper
EARTH | Insect | Level 4 | ATK 1500 | DEF 1000
You can Tribute 1 "Performapal" monster; inflict damage to your opponent equal to the Level it had on the field x 100 (original Level, if face-down). You can Tribute 1 "Performapal" monster, then target 1 "Performapal" monster in your Graveyard other than the Tributed monster; add it to your hand. You can only use each effect of "Performapal Bowhopper" once per turn.
(Common)


A bow and arrow isn't very good for hunting because it's far less effective. This guy will be like Wile. E. Coyote when it fires.
 
                               Rating: 1 | CROS-EN002 | Effect Monster
Performapal Elphammer
EARTH | Beast | Level 6 | ATK 2600 | DEF 1800
If you control 2 or more "Performapal" cards, you can Normal Summon this card without Tributing. Cannot attack unless you control another "Performapal" card. When this card declares an attack: You can return all Spell and Trap Cards your opponent controls to the hand.
(Rare)


Swift Gaia the Fierce Knight has more uses than this and it's weaker.
 
                               Rating: 3 | CROS-EN001 | Normal Monster
Phantom Gryphon
WIND | Winged Beast | Level 4 | ATK 2000 | DEF 0
A legendary monster that dwells secretly in the mountains, fighting with the harpies over hunting grounds. A single wingbeat is said to cause the fiercest of storms.
(Short Print Common)


Despite having less DEF than Alexandrite Dragon or Gene-Warped Warwolf, it's still a worthy choice for your Deck.
 
                               Rating: 2 | CROS-EN000 | Pendulum Monster
Sea Dragoons of Draconia
WATER | Sea Serpent-Type Pendulum | Level 3 | ATK 200 | DEF 2100 | Scale 7
When a monster is destroyed by battle: You can Special Summon 1 Normal Monster from your hand. You can only use this effect of "Sea Dragoons of Draconia" once per turn.

Silently creeping in from the deep sea, elite black ops marine troops of the Draconia Empire wage an endless battle against the hated Principality of Dinon on the sea's opposite shores.
(Rare)

Not much going for the new Sneak Preview card, but that's better than having nothing at all.