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Crossed Souls (CROS-EN) Card Ratings

1. For info on how these ratings are determined, click here.
2. Booster set gallery:
https://yugipedia.com/wiki/Set_Card_Galleries:Crossed_Souls_(TCG-EN-1E)
                               Rating: 2 | 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)


A weak Level 4 Winged Beast-Type monster that is only surpassed by the likes of Harpie Girl and Harpie Lady and using the first effect requires you to have two or more Winged Beasts out just to remove a monster from each side of the field temporarily and the other effect doesn't have much to pick from either. 
 
                               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)


It helps with Synchro Summoning but using the other effect to Synchro Summon is not going to help you at all because the Synchro Materials are banished. 
 
                               Rating: 2 | 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)


It can be Special Summoned any old way or with its effect and it can give all Insect-Type monsters you control 1 Level to help with Xyz Summoning, including itself. 
 
                               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)


1800 DEF will get it by for a turn or two and it can protect its friends but not another copy of itself and does not include itself in its first effect. 
 
                               Rating: 2 | 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)


It looks quite powerful on the outside with 4000 ATK and 3500 DEF but it cannot be Xyz Material and doesn't really get to do much on the field except attach Equip Cards to itself as Xyz Material and get rid of a threat by detaching an Xyz Material from itself. 
 
                               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)


Talk about being a prime number because those have no companions to be with and this card is not worth having any since it makes the owner get their LPs down to 10 and remove what'll likely be all of its Xyz Materials to get rid of your opponent's Special Summoned monsters and deal them 300 damage for each, and that's if they have 3000 or more LPs more than you do! 
 
                               Rating: 2 | 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)


It may help with Xyz Summoning but so does Call of the Haunted, which doesn't care what monster you revive so you could revive a Level 5 or higher monster and gain virtually all the perks of this card. 
 
                               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)


A card going back to the early days of Yu-Gi-Oh Gx but it's no good here because you're still risking your resources and paying half your LP to Fusion Summon a monster that does not gain any protection at all.
 
                               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)


A card well-deserving of being Common as it's outclassed by Waboku, which can also prevent your monsters' destruction in battle but you also don't take any battle damage that turn and it can be used even if you don't have any monsters out at all.
 
                               Rating: 2 | 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)


It'll help your U.A. monsters escape danger by banishing the threat before it can hit them but it won't be gone for long and once the effect is used, it can't be used again that turn and they don't have any good Spell Cards to pick from if you banish this card from your Graveyard to use its last 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)


Sign up for this deal and it's a deal you'll regret for future turns because you get one perk for multiple downsides that prevent you from avoiding or making use of them.
 
                               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 best parts are the last two effects, which work hand-in-hand with each other but having only 2500 ATK for a Level 7 monster isn't that great.
 
                               Rating: 2 | 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)


I don't really see much of a point in giving a specific Archetype their own Polymerization when said Polymerization is more versatile and the ATK boost this card gives is not enough warrant its rarity since it's not even permanent.
 
                               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)


It's not all that hard to Summon and has protection from card effects that target but it can't be Special Summoned other ways and is still vulnerable to non-targeting effects like Smashing Ground and even when the last effect is activated, it's of little consequence to the opponent.
 
                               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 Draghig, this card doesn't have much to offer either like most Burning Abyss monsters but it has better ATK than that card too and can deal minor burn damage to your opponent.
 
                               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)


Like most Burning Abyss monsters, the first bulleted effect is the better effect because placing a Burning Abyss monster on top of your Deck may seem good until you need a Spell/Trap Card instead.
 
                               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)


It's basically the Spell Card version of The Wicked Avatar but that means that it'll always have higher ATK than the other monster, making cards like Honest useless!
 
                               Rating: 2 | 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)


It can help if you've used a card like Cost Down to lower your monster's Level to then play that monster more easily but really doesn't have that many uses.
 
                               Rating: 2 | 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)


Special Summoning is quite common these days and you'll get a monster out of the deal but it's Special Summoned in Defense Mode, which may not be what you want and Call of the Haunted may be the better choice as it's more versatile.
 
                               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)


It'll have 2500 DEF as a Monster Card and that'll hold back most monsters of its soon-to-have Level and lower but it'd be much better if it too had indestructibility to battle as being unable to be the target of card effects doesn't help you or it much, though you might get some use out of the last effect.
 
                               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)


A free 1900 beatstick that is an Honest target and can't be destroyed in battle isn't all that bad but it has all the weaknesses of Trap Cards so you'd better Tribute it or use it for something better.
 
                               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)


Griefing is right because let's face it, this is a terrible way to prevent your opponent from having their desired monster(s) in the Graveyard or dump a Fiend-Type monster from your Deck to the Graveyard.
 
                               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)


Little more than a feeble stall card and there are better ones than that like Ceasefire and in the very least Curse of Anubis, neither of which are this Rare nor do they really need anything for their activation.
 
                               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)


Clearly a replacement for the banned Pot of Avarice as it does virtually the same thing only it doesn't care what 5 cards you shuffle into the Deck as long as it's not another copy and of course you only draw half the cards PoA gives you in return, not to mention this is a Trap Card.
 
                               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)


It's this card that needs to be purified of its terribleness as its effects do you little good unless you're desperate to bring an Infernoid monster out.
 
                               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 Zefra monster in your Extra Deck first and you may not have any when you need to use this card.
 
                               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)


I'm sure Zefras aren't actually all that bad considering their high scale Pendulum Monsters and the more you have stockpiled in your Extra Deck, the more of this card's effects you can use.
 
                               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)


It asks for you to control a Level 6 or higher Yosenju monster and doesn't even return Yosenjus to the Deck if they'd return to the hand, which makes this card completely pointless.
 
                               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)


Only Sabres is good enough to use with this but it'll count as a Frightfur monster for a Fusion Summon and other better Edge Imp or Fluffal monsters may get released down the road.
 
                               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 as well as an extra 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)


This can help save you from direct damage but your new monster loses its effects and sending itself to the Graveyard only saves you from battle damage during the battle your monster is involved in.
 
                               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)


Although you need to control no monsters, you can activate this card the first turn of the duel, where you'll always have no monsters and there are plenty of strong Level 4 or lower Normal Monsters to choose from and you can use the new monster for whatever Summon you'd like!
 
                               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)


It'd be great if I could Pendulum Summon from my hand using those two Scales but I'm limited to the Extra Deck, which doesn't help much at all, nor is it good enough to justify making this card short printed.
 
                               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)


Nothing beats the good old Mystical Space Typhoon because that card can get rid of any Spell or Trap on the field and is a Quick-Play, which is better than this card's effects combined.
 
                               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)


Though most Infernoid monsters and their support are pretty bad, there might be better support down the road, though you don't get to Normal Summon or Special Summon anything else if the first effect is used.
 
                               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 either being Summoned or being used for a Summon 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)


Its strict activation requirements are not offset by anything else it has to offer because restricting Special Summons to the hand or Extra Deck doesn't do much because that gives both players access to cards with effects that do not target and thus get around this card's protection. Plus, the effects can also take out a Pendulum Monster you own, which in turn will take out this card too, not to mention you also lose any other monsters you have out that are not Zefra monsters.
 
                               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 accompanied by an effect that not only doesn't stop your Yosenju monsters from returning to the hand but allows you to return one lone card your opponent controls to the hand.
 
                               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)


Being able to steal your opponent's Xyz Materialess Xyz Monster to use in ranking up your Raidraptor Xyz Monster isn't all that bad as it could be their only monster out but you also get to use it on your own Raidraptor Xyz Monster and either way, the new Xyz Monster gets Xyz Materials.
 
                               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)


Not all the Frightfur Fusion Monsters are good but this does help Fusion Summon the good ones, though you'll have to banish a Fusion or Polymerization card from your Graveyard first.
 
                               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)


There's very little point in searching out a card you can't use because that'd mean this is is simply for Fusion Summoning whereas Fusion Reserve does this job much better as you can not only get and use the Fusion Material but you also can retrieve Polymerization.
 
                               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)


The Magical Mallet of sorts for Performapals and you draw more than you return, which isn't all that bad, though Magical Mallet doesn't care what cards you return, nor do you have to reveal them.
 
                               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)


Being able to Rank Up to it is nice and you'll then have more Xyz Materials and thus more monsters to work with but to obtain any of its friends from your Deck, you'll need to have regular Puddingcess as the Xyz Material and have any of its friends shuffled into the Deck outside of the Damage Step.
 
                               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)


It's too weak to have it in Attack Mode and using its best effects drastically reduces your Xyz Material count so even if you skip your opponent's next turn, it's not going to help you all that much. On top of that, you'd need to use at least 3 Level 4 monsters to even allow this card to rank up, which wouldn't be all that useful since it'd use up pretty much all its Xyz Materials to do so.
 
                               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)


Obviously Ranking up to this guy is what you'll want to get the most out of it because otherwise, you're going to struggle to bring out 3 Level 6 Winged Beasts and won't get to destroy any monsters or inflict damage using its effect.
 
                               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)


All the Xyz Materials in the world won't make up for its weak ATK so attacking directly won't do very much but getting rid of your opponent's Special Summoned monsters and dealing 500 damage for each destroyed Special Summoned monster might help and in fact is the better option. Bringing this guy out isn't so easy without a Rank-Up-Magic card though.
 
                               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'll need to use all six attributes of Yang Zing to lock our your opponent's monster effects but even that can't stop them from getting rid of this card and when this card is gone, your new monster is in your hand and unable to defend you or attack, not to mention Special Summoning a Wyrm monster only occurs when your opponent's monster is destroyed and only Special Summons the Wyrm in Defense Mode. 
 
                               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)


It only works on Level 5 or higher monsters but that is still a pretty decent range yet at the same time, leaves it vulnerable to Xyz Monsters and Level or lower monsters like Effect Veiler. 
 
                               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 takes a page from the XYZ Fusion Monsters as it banishes its Fusion Materials from your field but in doing so, it has the ability to negate card effects by banishing its friends from your hand and its high ATK won't mean much if you can't stop the effect. 
 
                               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) 


Specific in Fusion Materials and hinders your Special Summons from the hand or Graveyard with Spells and Traps too but if you don't do that many anyway, it won't be as bad but it's easy to take out, even if that's what you want to happen.
 
                               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)


Since you can't use Dark Calling to bring this card out, you'll have to use Frightfur Fusion, which is in this set and only a Rare but even that doesn't make it a whole lot easier to play this and thus does not improve this card's rating.
 
                               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)


It makes your opponent helpless to interfere when it battles and can revive itself when it's destroyed and give itself 800 ATK but it too needs somewhat specific Fusion Materials.
 
                               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 the turn the effect is used but cannot be Special Summoned other ways and it pretty specific on Fusion Materials, not to mention it can't attack directly if you took out your opponent's only monster with the effect.
 
                               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)


It's weak to start but your opponent basically takes the Battle Damage you would've taken and can't get rid of this card with destruction thanks to this card's 2nd effect but most of those upsides only occur when it battles a Special Summoned monster and it's somewhat Fusion Material specific.
 
                               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)


Since the effect only works once while the card is face-up, that basically makes it a vanilla Fusion the rest of the time and therefore is quite vulnerable.
 
                               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 takes a fair bit of effort to bring it out but it can be quite the threat on the field but it only affects Main Phase 1 so your opponent can get rid of it during Main Phase 2, rendering your efforts virtually moot.
 
                               Rating: 2 | 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)


There isn't even a good reason to run this card as even the Duston monsters at least have a purpose to lock your opponent out. All this does is deal minimal burn damage and is fairly easy to take out in battle and giving it to your opponent by its effect isn't any better.
 
                               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)


You're already limited to getting Level 8 Fiends but there are some good ones like Grapha and Demise, King of Armageddon.
 
                               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)


You're putting your LP and/or this guy's fate in his effect because if it's stopped, you're out a monster in the least but regardless, your opponent doesn't take any battle damage so all you'll get is a stalemate or at best you'll take out an opponent's monster but the boost doesn't last long and you will run out eventually, not to mention Special Summoning more of them to your field won't really help you, especially since they'll have different Levels.
 
                               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 have the potential there to be good but since I haven't been to a Yu-Gi-Oh tournament in a long while, I probably won't get to see how they're doing unless the Banned List nails one of the Deck's components.
 
                               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)


A Tuner with the ability to stop threats that are face-up on the field during either player's turn but it won't stop effects like Stardust Dragon as they negate from the Graveyard and Tribute as a cost.
 
                               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)


It has a Heavy Storm-like effect the instant it hits the field and can get rid of monster threats when that monster activates its effect but only when you have monsters to Tribute so for its stats and summoning requirements, those are pretty big let-downs for an Ultra Rare card.
 
                               Rating: 2 | 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)


I'd be more inclined to have this guy swap rarities with Pirmais because it's not only stronger but can do more harm than Pirmais ever could.
 
                               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)


Not only does it continue the Infernoid Summoning Sickness (cannot be Normal Summoned/Set and having the Infernoid summoning requirements) but for all that, you can either get rid of a monster on your field to get rid of a used threat in your opponent's Graveyard or temporarily get rid of a Set Spell/Trap on your opponent's field and this is for an Ultra Rare card!
 
                               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)


High scale and equally high restraints because you're only able to Pendulum Summon Ritual Beast and Zefra monsters and the other effect really isn't that good either, even for the Decks the card goes best in.
 
                               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)


Same as CROS-EN026's comments.
 
                               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)


Same as CROS-EN025's comments.
 
                               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)


Same as CROS-EN024's comments.
 
                               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)


Another restrained low scale Pendulum Monster that has uses with its friends but very little uses anywhere else and its stats won't help either.
 
                               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)


With 1950 DEF, it can be used on its own and survive a turn or two and you may get another monster out of the deal but that's only if you're running Shaddolls and/or Zefras.
 
                               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)


Even as a Pendulum Monster this card has extremely limited options because unlike the past two cards, this card is neither a wall nor a beatstick and all its restraints leave it only to reside with Zefra or Shaddolls.
 
                               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)


Much like Zefrathuban, this card has very little to offer for those not building the Tellarknight/Zefra Deck outside of 1900 ATK and being an Honest target.
 
                               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)


It's only remotely good for Pendulum Summons with its friends because outside of that, since you cannot Pendulum Summon non-Zefra or Tellarknight monsters, it just has 2100 DEF and being searchable to work for you and that's dismal for an Ultra Rare card.
 
                               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)


What's the point in bringing this guy out when the best he can do is commit suicide with the other monster and that's if his effect is activated, not to mention Copycat handles this better by also being an Honest target and adapting ATK and DEF whenever it's Summoned?
 
                               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)


I'm unfamiliar with Yosen Training Grounds and that may be in this set or previously released but regardless, the best this has to offer is an additional Normal Suimmon/Set, even if that can be done more easily with Double Summon.
 
                               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)


It can help with Xyz Summoning, especially since its first effect applies to itself and not only can fetch a copy of its friends except itself by banishing it from your Graveyard, but it has 1900 DEF to hold its own for a little while.
 
                               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)


Both effects might help you take out a monster and thus increase your army on the field but 1700 ATK won't likely get it too far and your opponent may want you to attack.
 
                               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)


It'll probably get a somewhat decent ATK and DEF exchange for the turn but once that turn is up, it won't be able to stay long on the field and it doesn't offer much else.
 
                               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)


Perhaps the first decent Edge Imp monster since Sabres as it's strong enough to go head-to-head with most monsters its Level and of course can either inflict minor burn damage or help you Fusion Summon a Frightfur monster.
 
                               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)


Mostly it's the effect that activates when it's sent from the hand or field to the Graveyard by any means that gives this card 2 out of 5 stars because having it attack with only 1200 ATK is pretty risky and all it does is add another copy of itself to your hand.
 
                               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)


You'll know what the returned card is but you'll need to send a Fluffal monster from your hand to the Graveyard first and either way, it's not a great trade-off.
 
                               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)


A Fluffal Deck might want this for its Special Summon effect and while the other effect will need you to run Edge Imp monsters, it's not good anyway.
 
                               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 doesn't care what Melodious monster you retrieve with its effect, meaning you could get Mozarta but you have to Special Summon it to get the effect and Fusion Summoning with its effect isn't great either.
 
                               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)


Since it won't do any good on the field with its pitiful stats and +400 DEF to one of its comrades, discarding it by its other effect will help to add to the hurt your opponent takes but it could also add to the hurt you take if you encounter Magic Cylinder, not to mention this guy also requires you not to have any 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)


If you can manage to Synchro Summon with it, it's not all that bad since it you'll take away from your opponent's field without really changing your own field's lineup but you must have no Spell or Trap Cards in your Graveyard first, which'll likely only occur on the first turn in which case you won't be able to attack. While the Summon counts as a Synchro Summon, if you don't get the effect off, this guy can't hold his own on the field and you're probably going to take a fair bit of battle damage.
 
                               Rating: 2 | 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)


Sending it to the Graveyard any old way will get you set-up to activate its effect but that's only if it's in a Superheavy Samurai Deck and you beat the 1 in 3 odds.
 
                               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)


You don't have to Tribute Summon it, which is good because its stats are not high enough to make that worthwhile but unless this is used for Superheavy Samurai Decks, it won't be much use.
 
                               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)


This seems like a viable option for Performapal Decks as it requires them to be of any use and it isn't bad for what you get in that Deck and its scale isn't too bad if you want to use it elsewhere.
 
                               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)


You're wasting your offense and/or defense just to deal minimal damage to your opponent or retrieve one of its friends that wasn't Tributed by its effect, all for a weakling like this.
 
                               Rating: 2 | 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)


It's a strong Level 6 monster but its uses are hindered by needing one of its friends to be out in order to attack and in doing so, you'll temporarily clear your opponent of their Spell and Trap threats.
 
                               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)


Its DEF makes it a little shy of being in the ranks of Alexandrite Dragon and Gene-Warped Warwolf but is still no worse a 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)

A new vanilla Pendulum Monster has emerged with no ill effects for using it how you want and it has some DEF to last a period on the field but it's limited to Normal Monsters for its Pendulum text.