← Back to Yu-Gi-Oh Card Ratings | Return to Index | Forward to DB2-EN Ratings → | |||
Learn to play the TCG. | More on these ratings | DB1-EN Card Spoiler | |||
0/5 | 1/5 | 2/5 | 3/5 | 4/5 | 5/5 |
Dark Beginning 1 (DB1-EN) Card Ratings
1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Dark_Beginning_1_(TCG-EN-UE) |
Dark
Beginning 1
(DB1-EN250) The Earl of Demise DARK / Normal Monster / Level 5 / ATK 2000 / DEF 700 (Fiend / Normal) This gentlemanly creature is extremely wicked, feared by man and fiend alike. (Common) |
Rating: 1 out of 5 It's going to meet its own demise with those stats and no decent effect. |
Dark
Beginning 1
(DB1-EN249) Earthbound Spirit EARTH / Normal Monster / Level 4 / ATK 500 / DEF 2000 (Fiend / Normal) A vengeful creature formed by the spirits of fallen warriors, it drags any who dare approach it into the deepest bowels of the earth. (Common) |
Rating: 2 out of 5 *sigh* another semi-playable 2000 DEF Normal Monster. |
Dark
Beginning 1
(DB1-EN248) Headless Knight EARTH / Normal Monster / Level 4 / ATK 1450 / DEF 1700 (Fiend / Normal) A haunted spirit of a falsely accused knight who wanders in search of truth and justice. (Common) |
Rating: 1 out of 5 Unlikely to ever get the justice the story claims it deserves. |
Dark
Beginning 1
(DB1-EN247) The Gross Ghost of Fled Dreams DARK / Normal Monster / Level 4 / ATK 1300 / DEF 1800 (Fiend / Normal) This monster feeds on the dreams of an unwary sleeper, dragging the victim into eternal slumber. (Common) |
Rating: 2 out of 5 Won't have much success on the field, but it'll be more than most monsters in this set. |
Dark
Beginning 1
(DB1-EN246) The Portrait's Secret EARTH / Normal Monster / Level 4 / ATK 1200 / DEF 1500 (Fiend / Normal) A portrait cursed by the artist, it is said to bring ill fortune to anyone who owns it. (Common) |
Rating: 1 out of 5 The secret's out. This guy is not playable. |
Dark
Beginning 1
(DB1-EN245) Mage Power SPELL / Equip Spell Increase the ATK and DEF of the equipped monster by 500 points for each Spell and Trap Card on your side of the field. (Ultra Rare) |
Rating: 4 out of 5 Just 2 Spell or Trap Cards give it the same boost as Axe of Despair, but it's not limited ot just that. |
Dark
Beginning 1
(DB1-EN244) United We Stand SPELL / Equip Spell Increase the ATK and DEF of the equipped monster by 800 points for each face-up monster you control. (Ultra Rare) |
Rating: 4 out of 5 A very nice way to strengthen your forces on the field. |
Dark
Beginning 1
(DB1-EN243) Scroll of Bewitchment SPELL / Equip Spell Select 1 Attribute. Change the Attribute of the equipped monster to the one you select. (Common) |
Rating: 1 out of 5 You can find decent monsters in just about every Attribute. |
Dark
Beginning 1
(DB1-EN242) Jar of Greed TRAP / Normal Trap Draw 1 card from your Deck. (Rare) |
Rating: 2 out of 5 Pretty slow to draw just 1 card. |
Dark
Beginning 1
(DB1-EN241) Marie the Fallen One DARK / Effect Monster / Level 5 / ATK 1700 / DEF 1200 (Fiend / Effect) As long as this card is in the Graveyard, increase your Life Points by 200 points during each of your Standby Phases. (Common) |
Rating: 1 out of 5 They're going to fall in battle every time and hardly make up for it in the Graveyard. |
Dark
Beginning 1
(DB1-EN240) St. Joan LIGHT / Fusion Monster / Level 7 / ATK 2800 / DEF 2000 (Fairy / Fusion) "The Forgiving Maiden" + "Marie the Fallen One" (Common) |
Rating: 1 out of 5 Very few changes over Twin-Headed Thunder Dragon. |
Dark
Beginning 1
(DB1-EN239) The Forgiving Maiden LIGHT / Effect Monster / Level 4 / ATK 850 / DEF 2000 (Fairy / Effect) Tribute this face-up card to return to your hand 1 of your monsters destroyed as a result of battle during this turn. (Common) |
Rating: 2 out of 5 2000 DEF is enough to forgive it somewhat. |
Dark
Beginning 1
(DB1-EN238) Hysteric Fairy LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 500 (Fairy / Effect) Tribute 2 monsters on your side of the field to increase your Life Points by 1000 points. (Common) |
Rating: 3 out of 5 The only thing hysterical is the effect. |
Dark
Beginning 1
(DB1-EN237) Cure Mermaid WATER / Effect Monster / Level 4 / ATK 1500 / DEF 800 (Fish / Effect) As long as this card remains face-up on your side of the field, increase your Life Points by 800 points during each of your Standby Phases. (Common) |
Rating: 1 out of 5 You'll lose at least twice as much when it's defeated in battle. |
Dark
Beginning 1
(DB1-EN236) Dancing Fairy WIND / Effect Monster / Level 4 / ATK 1700 / DEF 1000 (Fairy / Effect) As long as this card remains in face-up Defense Position on your side of the field, increase your Life Points by 1000 points during each of your Standby Phases. (Common) |
Rating: 1 out of 5 The performance is dismal. |
Dark
Beginning 1
(DB1-EN235) Spirit of the Breeze WIND / Effect Monster / Level 3 / ATK 0 / DEF 1800 (Fairy / Effect) As long as this card remains in face-up Attack Position on your side of the field, increase your Life Points by 1000 points during each of your Standby Phases. (Common) |
Rating: 2 out of 5 The DEF is the better option. |
Dark
Beginning 1
(DB1-EN234) Fire Princess FIRE / Effect Monster / Level 4 / ATK 1300 / DEF 1500 (Pyro / Effect) Each time you increase your Life Points, inflict 500 points of damage to your opponent's Life Points. (Common) |
Rating: 1 out of 5 Maybe you'll get a turn out of the effect? |
Dark
Beginning 1
(DB1-EN233) Amazon Archer EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 1000 (Warrior / Effect) Tribute 2 monsters on your side of the field to inflict 1200 points of damage to your opponent's Life Points. (Common) |
Rating: 1 out of 5 They're not too happy in the artwork and why not? Look at the stats and effect. |
Dark
Beginning 1
(DB1-EN232) Card of Safe Return SPELL / Continuous Spell When a monster is Special Summoned to the field from your Graveyard, you can draw 1 card from your Deck. (Common) |
Rating: 2 out of 5 Most cards that revive from the Graveyard are Forbidden in tournaments so this is quite useless. |
Dark
Beginning 1
(DB1-EN231) Jam Defender TRAP / Continuous Trap When a monster on your opponent's side of the field attacks a monster on your side of the field and there is a face-up "Revival Jam" on your side of the field, you can switch the attack target to the "Revival Jam". (Common) |
Rating: 1 out of 5 Hardly defends anything and you're paying for it later. |
Dark
Beginning 1
(DB1-EN230) Infinite Cards SPELL / Continuous Spell As long as this card remains face-up on the field, there is no limit to the number of cards in both players' hands. (Common) |
Rating: 1 out of 5 You're only spared from discarding because of the hand size limit. |
Dark
Beginning 1
(DB1-EN229) Jam Breeding Machine SPELL / Continuous Spell During each of your Standby Phases, Special Summon 1 "Slime Token" (Aqua-Type/ WATER/LEVEL 1/ATK 500/DEF 500) in Attack Position to your side of the field. As long as this card remains face-up on the field, you cannot Normal Summon, Flip Summon or Special Summon any other monster (except Slime Tokens). (Common) |
Rating: 1 out of 5 It's more of a Trouble Breeding Machine for the owner. |
Dark
Beginning 1
(DB1-EN228) Torrential Tribute TRAP / Normal Trap You can only activate this card when a monster is Normal Summoned, Flip Summoned, or Special Summoned. Destroy all monsters on the field. (Ultra Rare) |
Rating: 4 out of 5 One of the best unbanned Trap Cards out there thus far. |
Dark
Beginning 1
(DB1-EN227) Fairy Box TRAP / Continuous Trap Each time a monster on your opponent's side of the field attacks, toss a coin and call Heads or Tails. If you call it right, the attacking monster's ATK becomes 0 only during the Battle Phase. Pay 500 Life Points during each of your Standby Phases. If you do not, this card is destroyed. (Common) |
Rating: 1 out of 5 The cost to keep it out is minimal, but so are the odds of you succeeding at all. |
Dark
Beginning 1
(DB1-EN226) Tornado Wall TRAP / Continuous Trap This card can only be activated when "Umi" is active on the field. As long as "Umi" remains face-up on the field, any damage from attacking monsters to your Life Points becomes 0. When "Umi" is removed from the field, this card is also destroyed. (Common) |
Rating: 2 out of 5 Don't run this without Umi. |
Dark
Beginning 1
(DB1-EN225) Lightning Blade SPELL / Equip Spell You can only equip this card to a Warrior-Type monster. Increase the ATK of the equipped monster by 800 points and decrease the ATK of all WATER monsters on the field by 500 points. (Common) |
Rating: 3 out of 5 Power up your Marauding Captain or any other decent Warrior-Type monster. |
Dark
Beginning 1
(DB1-EN224) Return of the Doomed SPELL / Normal Spell Discard 1 Monster Card from your hand to the Graveyard. Return 1 of your monsters destroyed and sent to your Graveyard as a result of battle during this turn to your hand at the end of this turn. (Common) |
Rating: 1 out of 5 Much too slow, and it's not even Summoned on your field. |
Dark
Beginning 1
(DB1-EN223) Mask of Brutality SPELL / Equip Spell Increase the ATK of a monster equipped with this card by 1000 points and decrease its DEF by 1000 points. Pay 1000 Life Points during each of your Standby Phases. If you do not, destroy this card. (Common) |
Rating: 1 out of 5 The better version of this is also in this set. |
Dark
Beginning 1
(DB1-EN222) Mask of the Accursed SPELL / Equip Spell The monster equipped with this card cannot attack. The controller of the equipped monster takes 500 points of damage during each of your Standby Phases. (Common) |
Rating: 2 out of 5 A 2 because at least it stops the attack of the equipped monster, but it's still not that playable. |
Dark
Beginning 1
(DB1-EN221) Mask of Restrict TRAP / Continuous Trap Neither player can Tribute any monster under any conditions. (Common) |
Rating: 2 out of 5 It is restricted on the number of uses it has so use with caution. |
Dark
Beginning 1
(DB1-EN220) Mask of Dispel SPELL / Continuous Spell Select 1 face-up Spell Card on the field. The controller of the Spell Card takes 500 points of damage during each of your Standby Phases. When the selected card is removed from the field, destroy this card. (Common) |
Rating: 1 out of 5 Minimal damage and doesn't even negate the Spell Card's effect. |
Dark
Beginning 1
(DB1-EN219) Curse of the Masked Beast SPELL / Ritual Spell This card is used to Ritual Summon "The Masked Beast". You must also Tribute monsters whose total Level Stars equal 8 or more from the field or your hand. (Common) |
Rating: 3 out of 5 The Masked Beast is one of the best Rituals we have today. |
Dark
Beginning 1
(DB1-EN218) Mask of Weakness TRAP / Normal Trap Decrease the ATK of 1 attacking monster by 700 points until the end of the turn. (Common) |
Rating: 1 out of 5 You're better off with Rush Recklessly or one of the potent Equip Spells like Axe of Despair. |
Dark
Beginning 1
(DB1-EN217) Chosen One SPELL / Normal Spell Select 1 Monster Card and 2 non-Monster Cards from your hand. Your opponent randomly selects 1 card among them. If it is a Monster Card, it is Special Summoned and send the remaining 2 cards to the Graveyard. If not, send all the cards to the Graveyard. (Common) |
Rating: 1 out of 5 Chosen only to stay out of your Deck. |
Dark
Beginning 1
(DB1-EN216) Nuvia the Wicked DARK / Effect Monster / Level 4 / ATK 2000 / DEF 800 (Fiend / Effect) If this monster is Normal Summoned, destroy this card. If your opponent controls any monster, decrease the ATK of this card by 200 points for each monster on your opponents side of the field. (Common) |
Rating: 1 out of 5 So wicked that don't get any benefit from using it. |
Dark
Beginning 1
(DB1-EN215) Melchid the Four-Face Beast DARK / Normal Monster / Level 4 / ATK 1500 / DEF 1200 (Fiend / Normal) This monster has four different masks for four different attacks. (Common) |
Rating: 1 out of 5 Masked Beast Des Gardius remains unreleased in the TCG and this is useless otherwise. |
Dark
Beginning 1
(DB1-EN214) The Masked Beast DARK / Ritual Monster / Level 8 / ATK 3200 / DEF 1800 (Fiend / Ritual) This monster can only be Ritual Summoned with the Ritual Spell Card, "Curse of the Masked Beast". You must also Tribute monsters whose total Level Stars equal 8 or more from the field or your hand. (Super Rare) |
Rating: 3 out of 5 At 3200 ATK, it can demolish BEWD or be nearly enough for Des Gardius when it's in the TCG. |
Dark
Beginning 1
(DB1-EN213) Grand Tiki Elder DARK / Normal Monster / Level 4 / ATK 1500 / DEF 800 (Fiend / Normal) A masked monster that wields the most deadly of curses. (Common) |
Rating: 1 out of 5 Practically Melchid's identical twin. |
Dark
Beginning 1
(DB1-EN212) Shining Abyss LIGHT / Normal Monster / Level 4 / ATK 1600 / DEF 1800 (Fairy / Normal) This monster employs the powers of both Light and Darkness. (Common) |
Rating: 2 out of 5 All I can give it is a 2 for the DEF. |
Dark
Beginning 1
(DB1-EN211) Amphibian Beast WATER / Normal Monster / Level 6 / ATK 2400 / DEF 2000 (Fish / Normal) On land or in the sea, the speed of this monster is unmatchable. (Common) |
Rating: 3 out of 5 Very strong stats for a Level 6 monster. Perfect for just about any Deck. |
Dark
Beginning 1
(DB1-EN210) Revival Jam WATER / Effect Monster / Level 4 / ATK 1500 / DEF 500 (Aqua / Effect) When this card is sent to the Graveyard as a result of battle, you can pay 1000 Life Points. Then, Special Summon this card in face-up Defense Position during your next Standby Phase. (Common) |
Rating: 1 out of 5 Should've been in this rarity from the very beginning. |
Dark
Beginning 1
(DB1-EN209) Humanoid Worm Drake WATER / Fusion Monster / Level 7 / ATK 2200 / DEF 2000 (Aqua / Fusion) "Worm Drake" + "Humanoid Slime" (Common) |
Rating: 1 out of 5 Your Fusion Deck shouldn't have anything this bad in it. |
Dark
Beginning 1
(DB1-EN208) Worm Drake EARTH / Normal Monster / Level 4 / ATK 1400 / DEF 1500 (Reptile / Normal) Once this monster wraps itself around a victim, there is no escape. (Common) |
Rating: 1 out of 5 The opposition will certainly escape as this guy is too weak to be much of a threat. |
Dark
Beginning 1
(DB1-EN207) Humanoid Slime WATER / Normal Monster / Level 4 / ATK 800 / DEF 2000 (Aqua / Normal) This slime apparently has some human genes in its genetic makeup. (Common) |
Rating: 2 out of 5 All the genetic makeup in the world doesn't do much good here |
Dark
Beginning 1
(DB1-EN206) Swordsman of Landstar EARTH / Normal Monster / Level 3 / ATK 500 / DEF 1200 (Warrior / Normal) An amateur with a sword, this fairy warrior relies on its mysterious powers. (Common) |
Rating: 1 out of 5 No wonder Joey Wheeler uses it as the two of them are amateurs at heart. |
Dark
Beginning 1
(DB1-EN205) Insect Barrier SPELL / Continuous Spell Your opponent cannot declare an attack with any Insect-Type monsters on his/her side of the field. (Common) |
Rating: 2 out of 5 Be sure to run this card with DNA Surgery to stop all your opponent's monsters. |
Dark
Beginning 1
(DB1-EN204) Gearfried the Iron Knight EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 1600 (Warrior / Effect) When an Equip Spell Card is equipped to this card, destroy the Equip Spell Card. (Rare) |
Rating: 3 out of 5 With 1800 ATK and destroying any Equip Spells it's given, you've got little to worry about. |
Dark
Beginning 1
(DB1-EN203) The Fiend Megacyber DARK / Effect Monster / Level 6 / ATK 2200 / DEF 1200 (Warrior / Effect) You can Special Summon this card from your hand if your opponent has at least 2 more monsters on the field than you do. (Rare) |
Rating: 2 out of 5 Quite situational and doesn't do anything else. |
Dark
Beginning 1
(DB1-EN202) Goblin Attack Force EARTH / Effect Monster / Level 4 / ATK 2300 / DEF 0 (Warrior / Effect) If this card attacks, it is changed to Defense Position at the end of the Battle Phase. You cannot change this Battle position until the end of your next turn. (Super Rare) |
Rating: 1 out of 5 One attack and the ATK doesn't even matter anymore. |
Dark
Beginning 1
(DB1-EN201) Mad Sword Beast EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 1200 (Dinosaur / Effect) When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. (Rare) |
Rating: 1 out of 5 Piercing damage means very little if your stats are this low. |
Dark
Beginning 1
(DB1-EN200) Red Moon Baby DARK / Effect Monster / Level 3 / ATK 700 / DEF 1000 (Zombie / Effect) You can Special Summon to your side of the field a monster destroyed and sent to the Graveyard as a result of battle by this card at the end of the Battle Phase. (Common) |
Rating: 1 out of 5 Even when successful (good luck with that), you only get it after the Battle Phase ends. |
Dark
Beginning 1
(DB1-EN199) Gradius LIGHT / Normal Monster / Level 4 / ATK 1200 / DEF 800 (Machine / Normal) A high-performance jet fighter with power capsules for variable attack capabilities. (Common) |
Rating: 1 out of 5 Space junk is what this is. |
Dark
Beginning 1
(DB1-EN198) 4-Starred Ladybug of Doom WIND / Effect Monster / Level 3 / ATK 800 / DEF 1200 (Insect / Flip / Effect) FLIP: Destroy all face-up Level 4 monsters on your opponent's side of the field. (Common) |
Rating:3 out of 5 Probably going to hit most of the opponent's monsters when the effect triggers. |
Dark
Beginning 1
(DB1-EN197) Bombardment Beetle WIND / Effect Monster / Level 2 / ATK 400 / DEF 900 (Insect / Flip / Effect) FLIP: Pick up and see 1 face-down Defense Position Monster Card on your opponent's side of the field. If it is an Effect Monster, destroy it (its Flip Effect is not activated), and if the card is not, return it to its original position. (Common) |
Rating: 1 out of 5 Use Nobleman of Crossout instead. |
Dark
Beginning 1
(DB1-EN196) Hayabusa Knight EARTH / Effect Monster / Level 3 / ATK 1000 / DEF 700 (Warrior / Effect) This card can attack twice during the same Battle Phase. (Rare) |
Rating: 1 out of 5 It has hardly anything to attack or defend with. |
Dark
Beginning 1
(DB1-EN195) Thousand-Eyes Restrict DARK / Fusion Monster / Level 1 / ATK 0 / DEF 0 (Spellcaster / Fusion / Effect) "Relinquished" + "Thousand-Eyes Idol" As long as this card remains face-up on the field, other monsters cannot change their battle positions or attack. Select 1 monster on your opponent's side of the field and equip it to this card (this effect can only be used once per turn and you can only equip 1 monster at a time to this card). The ATK and DEF of this card become the same amounts as the monster equipped to this card. If this card is destroyed as a result of battle, the equipped monster is destroyed instead. (Ultra Rare) |
Rating: 3 out of 5 As weak as Relinquished, but far better because it can lock out attacks and still steal monsters. |
Dark
Beginning 1
(DB1-EN194) Thousand-Eyes Idol DARK / Normal Monster / Level 1 / ATK 0 / DEF 0 (Spellcaster / Normal) A wicked entity that controls the hearts of men, its thousand eyes are able to see and expand the negative influences in an individual's soul. (Common) |
Rating: 2 out of 5 Pretty useless outside of Fusion Summoning Thousand-Eyes Restrict. |
Dark
Beginning 1
(DB1-EN193) Deepsea Warrior WATER / Effect Monster / Level 5 / ATK 1600 / DEF 1800 (Warrior / Effect) As long as "Umi" is face-up on the field, this card is unaffected by any Spell Cards. (Common) |
Rating: 1 out of 5 Spell Cards shouldn't be your biggest fear if you're playing this. |
Dark
Beginning 1
(DB1-EN192) Drill Bug EARTH / Effect Monster / Level 2 / ATK 1100 / DEF 200 (Insect / Effect) When this card inflicts Battle Damage to your opponent's Life Points, you can select 1 "Parasite Paracide" card from your Deck, shuffle the Deck, and place "Parasite Paracide" on top of the Deck. (Common) |
Rating: 1 out of 5 Good luck dealing battle damage when it has only 1100 ATK and it also reveals your strategy. |
Dark
Beginning 1
(DB1-EN191) Sword Hunter EARTH / Effect Monster / Level 7 / ATK 2450 / DEF 1700 (Warrior / Effect) A monster destroyed by this card as a result of battle becomes an Equip Spell Card at the end of the Battle Phase that increases the ATK of this card by 200 points. (Common) |
Rating: 1 out of 5 Use Summoned Skull instead. |
Dark
Beginning 1
(DB1-EN190) The Legendary Fisherman WATER / Effect Monster / Level 5 / ATK 1850 / DEF 1600 (Warrior / Effect) As long as "Umi" is face-up on the field, this card is unaffected by any Spell Cards. Monsters on your opponent's side of the field cannot select this card as an attack target. (Rare) |
Rating: 1 out of 5 Being Level 5 for those stats really crushed its uses. |
Dark
Beginning 1
(DB1-EN189) Shadow of Eyes TRAP / Normal Trap You can only activate this card when your opponent Sets a Monster Card in Defense Position. Change it to face-up Attack Position. If the Monster Card has a Flip Effect, it is not activated. (Common) |
Rating: 2 out of 5 Prevent your opponent from setting a big surprise for you but it only works once. |
Dark
Beginning 1
(DB1-EN188) Type Zero Magic Crusher TRAP / Continuous Trap Discard 1 Spell Card from your hand to inflict 500 points of damage to your opponent's Life Points. (Common) |
Rating: 1 out of 5 More like "Type Zero Playability Trap Card" you're wasting a Spell Card just for 500 damage. |
Dark
Beginning 1
(DB1-EN187) Gravity Bind TRAP / Continuous Trap All Level 4 or higher monsters on the field cannot attack. (Common) |
Rating: 3 out of 5 Stop all the strong monsters your opponent has in their tracks. Affects yours too though. |
Dark
Beginning 1
(DB1-EN186) Infinite Dismissal TRAP / Continuous Trap Level 3 or lower monsters are destroyed during the End Phase of the turn that they are Normal Summoned or Flip Summoned. (Common) |
Rating: 1 out of 5 Too slow and very restricted. |
Dark
Beginning 1
(DB1-EN185) Magic Drain TRAP / Counter Trap You can activate this card when your opponent activates a Spell Card. Your opponent can discard 1 Spell Card from his/her hand to negate the effect of this card. If your opponent does not, negate the activation of the Spell Card of your opponent and destroy it. (Rare) |
Rating: 1 out of 5 Avoid the gamble and use Magic Jammer instead. |
Dark
Beginning 1
(DB1-EN184) Ground Collapse SPELL / Continuous Spell Select 2 Monster Card Zones on the field. Neither player can use the selected zones. You cannot select a zone that is occupied by a Monster Card. (Common) |
Rating: 2 out of 5 That's nearly half a player's field that becomes unusable. |
Dark
Beginning 1
(DB1-EN183) Dimensionhole SPELL / Normal Spell Select 1 monster on your side of the field and remove it from play until your next Standby Phase. While the monster is removed from play, the Monster Card Zone of the selected monster cannot be used. (Common) |
Rating: 1 out of 5 A self-inflicted double whammy. |
Dark
Beginning 1
(DB1-EN182) Shift TRAP / Normal Trap You can activate this card when your opponent designates 1 monster on your side of the field as a target of a Spell, Trap, or battle attack. Switch the target to another monster on your side of the field. (Common) |
Rating: 2 out of 5 Okay if you select a monster that cannot be destroyed in battle, but that's about it. |
Dark
Beginning 1
(DB1-EN181) Monster Recovery SPELL / Quick-Play Spell Unite 1 of your own monsters on your side of the field and your hand with your Deck and then shuffle it. Draw the same number of cards that were in your hand from the Deck. (You cannot activate this card if you have your opponent's card in your hand.) (Common) |
Rating: 1 out of 5 You're down a monster before you get any attempt at a benefit from this. |
Dark
Beginning 1
(DB1-EN180) Rain of Mercy SPELL / Normal Spell Increase the Life Points of both players by 1000 points. (Common) |
Rating: 1 out of 5 Don't be aiming for mercy. If you can't win, surrender the Duel. |
Dark
Beginning 1
(DB1-EN179) Limiter Removal SPELL / Quick-Play Spell Double the ATK of all face-up Machine-Type monsters that are on your side of the field when you activate this card. During the End Phase, destroy all Monster Cards that were affected by this effect. (Rare) |
Rating: 1 out of 5 There's basically nothing out there that is worth losing at the end of the turn. |
Dark
Beginning 1
(DB1-EN178) Fairy Meteor Crush SPELL / Equip Spell When a monster equipped with this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. (Rare) |
Rating: 2 out of 5 Only equip this on a decent powerful monster like Blue-Eyes White Dragon. |
Dark
Beginning 1
(DB1-EN177) Burning Land SPELL / Continuous Spell Destroy all Field Spell Cards on the field. Inflict 500 points of damage to each player's Life Points during his/her Standby Phase. (Common) |
Rating: 1 out of 5 Was it really necessary to add the damage afterwards? |
Dark
Beginning 1
(DB1-EN176) Bubonic Vermin EARTH / Effect Monster / Level 3 / ATK 900 / DEF 600 (Beast / Flip / Effect) FLIP: You can Special Summon 1 "Bubonic Vermin" from your Deck in face-down Defense Position. Then shuffle your Deck. (Common) |
Rating: 1 out of 5 Unlike the Bubonic Plague, this is no threat to anyone, whether on or off the field. |
Dark
Beginning 1
(DB1-EN175) Skull Invitation TRAP / Continuous Trap Each time a card is sent to the Graveyard, inflict 300 points of damage to its owner's Life Points per card. (Common) |
Rating: 1 out of 5 Use Coffin Seller instead. |
Dark
Beginning 1
(DB1-EN174) Solemn Wishes TRAP / Continuous Trap Increase your Life Points by 500 points each time you draw a card (or cards). (Common) |
Rating: 2 out of 5 This card is best to be played in multiples or you will be making some solemn wishes. |
Dark
Beginning 1
(DB1-EN173) Attack and Receive TRAP / Normal Trap You can only activate this card when you take damage to your Life Points. Inflict 700 points of damage to your opponent's Life Points. Also, inflict 300 points of damage to your opponent's Life Points for each "Attack and Receive" card in your Graveyard. (Common) |
Rating: 1 out of 5 Your opponent only "receives" minimal damage at best. |
Dark
Beginning 1
(DB1-EN172) Gamble TRAP / Normal Trap You can only activate this card when your opponent's hand is 6 or more cards and your hand is 2 or less. Toss a coin and call heads or tails. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your next turn. (Common) |
Rating: 1 out of 5 This nearly cost Joey his Duel against Johnson of The Big Five. Worst gamble a Duelist can ever make. |
Dark
Beginning 1
(DB1-EN171) Minor Goblin Official TRAP / Continuous Trap You can only activate this card when your opponent's Life Points are 3000 or less. Inflict 500 points of damage to your opponent's Life Points during each of his/her Standby Phases. (Common) |
Rating: 1 out of 5 It should be renamed "Minor Playability" as then the card would speak for itself. |
Dark
Beginning 1
(DB1-EN170) Exchange SPELL / Normal Spell Both players show their hands to each other and select 1 card from each other's hand. Add the selected card to your hand and you can use it in this Duel. (When the cards are sent to the Graveyard, they are sent to the Graveyard of the original owner.) (Super Rare) |
Rating: 1 out of 5 Far too risky to take a chance that the opponent has a good card, especially if your hand is bad. |
Dark
Beginning 1
(DB1-EN169) Makyura the Destructor DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1200 (Warrior / Effect) During the turn this card is sent to the Graveyard, the owner of this card can activate Trap Card(s) from his/her hand. (Super Rare) |
Rating: 3 out of 5 Low stats are a benefit this time around when you can activate all the Trap Cards you want that turn. |
Dark
Beginning 1
(DB1-EN168) Change of Heart SPELL / Normal Spell Select 1 monster on your opponent's side of the field. Take control of the selected monster until the End Phase of this turn. (Ultra Rare) |
Rating: 1 out of 5 UDE had their own change of heart and locked this card up for good. |
Dark
Beginning 1
(DB1-EN167) The Cheerful Coffin SPELL / Normal Spell Discard up to 3 Monster Cards from your hand to the Graveyard. (Common) |
Rating: 1 out of 5 You'll regret that decision when you have little to revive them with later. |
Dark
Beginning 1
(DB1-EN166) Soul Release SPELL / Normal Spell Select up to 5 cards from either your or your opponent's Graveyard(s) and remove them from play. (Common) |
Rating: 2 out of 5 With very few ways to revive monsters, this can be useful, but not by much. |
Dark
Beginning 1
(DB1-EN165) Tribute to the Doomed SPELL / Normal Spell Discard 1 card from your hand. Select 1 monster on the field and destroy it. (Rare) |
Rating: 2 out of 5 Both players are essentially losing a card, making this relatively poor. |
Dark
Beginning 1
(DB1-EN164) Fake Trap TRAP / Normal Trap You can only activate this card when your opponent uses an effect of a Spell, Trap, or Effect Monster to destroy Trap Card(s) on your side of the field. Destroy this card as a substitute of those Trap Card(s) and the other Trap Card(s) are not destroyed. If a Set card(s) would have been destroyed, pick up and see the Set card(s). (Common) |
Rating: 1 out of 5 Spares only Trap Cards, and likely only one. |
Dark
Beginning 1
(DB1-EN163) Magician of Faith LIGHT / Effect Monster / Level 1 / ATK 300 / DEF 400 (Spellcaster / Flip / Effect) FLIP: Select 1 Spell Card from your Graveyard. Add the selected card to your hand. (Rare) |
Rating: 1 out of 5 No more Spell Cards for them to retrieve, and so few good ones were left anyway. |
Dark
Beginning 1
(DB1-EN162) Jinzo #7 DARK / Effect Monster / Level 2 / ATK 500 / DEF 400 (Machine / Effect) This monster can attack your opponent's Life Points directly. (Common) |
Rating: 1 out of 5 We went from 1 to 7 and seriously dropped the build quality. |
Dark
Beginning 1
(DB1-EN161) Blast Juggler FIRE / Effect Monster / Level 3 / ATK 800 / DEF 900 (Machine / Effect) You can only activate this effect during your Standby Phase. Tribute this face-up card to select and destroy 2 face-up monsters with an ATK 1000 or less. (Common) |
Rating: 1 out of 5 It's like Trap Hole only significantly worse. |
Dark
Beginning 1
(DB1-EN160) Mystic Lamp DARK / Effect Monster / Level 1 / ATK 400 / DEF 300 (Spellcaster / Effect) This monster can attack your opponent's Life Points directly. (Common) |
Rating: 1 out of 5 Must be a leftover prop from Disney's Aladdin. |
Dark
Beginning 1
(DB1-EN159) Suijin WATER / Effect Monster / Level 7 / ATK 2500 / DEF 2400 (Aqua / Effect) You can only activate this card's effect during your opponent's damage calculation. Make the ATK of a monster attacking this card 0 during damage calculation. This effect can only be used once as long as this card remains face-up on the field. (Common) |
Rating: 2 out of 5 It's only remotely useful with A Legendary Ocean. |
Dark
Beginning 1
(DB1-EN158) Kazejin WIND / Effect Monster / Level 7 / ATK 2400 / DEF 2200 (Spellcaster / Effect) You can only activate this card's effect during your opponent's damage calculation. Make the ATK of a monster attacking this card 0 during damage calculation. This effect can only be used once as long as this card remains face-up on the field. (Common) |
Rating: 1 out of 5 An even weaker Sanga of the Thunder. |
Dark
Beginning 1
(DB1-EN157) Sanga of the Thunder LIGHT / Effect Monster / Level 7 / ATK 2600 / DEF 2200 (Thunder / Effect) You can only activate this card's effect during your opponent's damage calculation. Make the ATK of a monster attacking this card 0 during damage calculation. This effect can only be used once as long as this card remains face-up on the field. (Common) |
Rating: 1 out of 5 The strongest of the three, and not any better. |
Dark
Beginning 1
(DB1-EN156) Elegant Egotist SPELL / Normal Spell You can only activate this card when there are 1 or more "Harpie Lady" on the field. Special Summon 1 "Harpie Lady" or "Harpie Lady Sisters" from your hand or your Deck. (Common) |
Rating: 1 out of 5 All we have are the two bad ones from MRD. |
Dark
Beginning 1
(DB1-EN155) Petit Moth EARTH / Normal Monster / Level 1 / ATK 300 / DEF 200 (Insect / Normal) This small but deadly creature is better off avoided. (Common) |
Rating: 1 out of 5 Also a pathetic moth. |
Dark
Beginning 1
(DB1-EN154) Masked Sorcerer DARK / Effect Monster / Level 4 / ATK 900 / DEF 1400 (Spellcaster / Effect) When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck. (Common) |
Rating: 1 out of 5 Only the owner is generally going to be taking said Battle Damage. |
Dark
Beginning 1
(DB1-EN153) B. Skull Dragon DARK / Fusion Monster / Level 9 / ATK 3200 / DEF 2500 (Dragon / Fusion) "Summoned Skull" + "Red-Eyes B. Dragon" (Super Rare) |
Rating: 4 out of 5 Pretty much the #1 Fusion Monster in the TCG right now. |
Dark
Beginning 1
(DB1-EN152) Big Eye DARK / Effect Monster / Level 4 / ATK 1200 / DEF 1000 (Fiend / Flip / Effect) FLIP: See the 5 cards from the top of your Deck, arrange them in any order desired, and replace them on top of the Deck. (Common) |
Rating: 2 out of 5 You get to see your Deck's next 5 cards, which can prove useful, or not. |
Dark
Beginning 1
(DB1-EN151) White Magical Hat LIGHT / Effect Monster / Level 3 / ATK 1000 / DEF 700 (Spellcaster / Effect) When this card inflicts Battle Damage to your opponent's Life Points, your opponent discards 1 card randomly from his/her hand. (Common) |
Rating: 1 out of 5 Same stats as Hayabusa Knight and with equal odds of "success". |
Dark
Beginning 1
(DB1-EN150) Mask of Darkness DARK / Effect Monster / Level 2 / ATK 900 / DEF 400 (Fiend / Flip / Effect) FLIP: Select 1 Trap Card from your Graveyard. Add the selected card to your hand. (Common) |
Rating: 2 out of 5 Helpful for getting back those powerful Trap Cards, but there aren't many. |
Dark
Beginning 1
(DB1-EN149) Armored Zombie DARK / Normal Monster / Level 3 / ATK 1500 / DEF 0 (Zombie / Normal) This warrior blindly swings a deadly blade with devastating force. (Common) |
Rating: 1 out of 5 I'm sure aluminum foil wins their battles. |
Dark
Beginning 1
(DB1-EN148) Cocoon of Evolution EARTH / Effect Monster / Level 3 / ATK 0 / DEF 2000 (Insect / Effect) You can equip this card from your hand as an Equip Spell Card to a face-up "Petit Moth" on the field. If equipped, the ATK and DEF of "Cocoon of Evolution" is applied to "Petit Moth". (Common) |
Rating: 2 out of 5 Doesn't serve any real purpose other than to defend with. |
Dark
Beginning 1
(DB1-EN147) Kojikocy EARTH / Normal Monster / Level 4 / ATK 1500 / DEF 1200 (Warrior / Normal) A man-hunter with powerful arms that can crush boulders. (Common) |
Rating: 1 out of 5 Gazelle is trying to be a fighter basically. |
Dark
Beginning 1
(DB1-EN146) Harpie Lady Sisters WIND / Effect Monster / Level 6 / ATK 1950 / DEF 2100 (Winged Beast / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Elegant Egotist". (Common) |
Rating: 1 out of 5 Been a Common from day 1 and it's easy to see why. |
Dark
Beginning 1
(DB1-EN145) Harpie Lady WIND / Normal Monster / Level 4 / ATK 1300 / DEF 1400 (Winged Beast / Normal) This human-shaped animal with wings is beautiful to watch but deadly in battle. (Common) |
Rating: 1 out of 5 Maybe against mice or ants..... |
Dark
Beginning 1
(DB1-EN144) Larvae Moth EARTH / Effect Monster / Level 2 / ATK 500 / DEF 400 (Insect / Effect) This monster cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing "Petit Moth" on the 2nd of your turns after "Petit Moth" has been equipped with "Cocoon of Evolution". (Common) |
Rating: 0 out of 5 You're better off keeping the two cards on the field. |
Dark
Beginning 1
(DB1-EN143) Armored Lizard EARTH / Normal Monster / Level 4 / ATK 1500 / DEF 1200 (Reptile / Normal) This human-shaped animal with wings is beautiful to watch but deadly in battle. (Common) |
Rating: 1 out of 5 I would not describe anything about this monster as "tough" or "vicious". |
Dark
Beginning 1
(DB1-EN142) Summoned Skull (original artwork) DARK / Normal Monster / Level 6 / ATK 2500 / DEF 1200 (Fiend / Normal) A fiend with dark powers for confusing the enemy. Among the Fiend-Type monsters, this monster boasts considerable force. (Super Rare) |
Rating: 4 out of 5 Still pretty hard to get and it's perfectly understandable why. No disappointment to be found here. |
Dark
Beginning 1
(DB1-EN141) Winged Dragon, Guardian of the Fortress #1 WIND / Normal Monster / Level 4 / ATK 1400 / DEF 1200 (Dragon / Normal) A dragon commonly found guarding mountain fortresses. Its signature attack is a sweeping dive from out of the blue. (Common) |
Rating: 1 out of 5 How can it guard anything when it's weaker than Sorcerer of the Doomed (1450 ATK)? |
Dark
Beginning 1
(DB1-EN140) Feral Imp DARK / Normal Monster / Level 4 / ATK 1300 / DEF 1400 (Fiend / Normal) A playful little fiend that lurks in the dark, waiting to attack an unwary enemy. (Common) |
Rating: 1 out of 5 The text makes it sound a whole lot more dangerous than it actually is. |
Dark
Beginning 1
(DB1-EN139) Exodia the Forbidden One DARK / Effect Monster / Level 3 / ATK 1000 / DEF 1000 (Spellcaster / Effect) When you have "Right Leg of the Forbidden One", "Left Leg of the Forbidden One", "Right Arm of the Forbidden One" and "Left Arm of the Forbidden One" in addition to this card in your hand, you win the Duel. (Ultra Rare) |
Rating: 2 out of 5 The key to the instant win condition, but it's no good without the other pieces. |
Dark
Beginning 1
(DB1-EN138) Left Arm of the Forbidden One DARK / Normal Monster / Level 1 / ATK 200 / DEF 300 (Spellcaster / Normal) A forbidden left arm sealed by magic. Whosoever breaks this seal will know infinite power. (Common) |
Rating: 2 out of 5 We're done with the limbs, which is good because there's very little to talk about. |
Dark
Beginning 1
(DB1-EN137) Right Arm of the Forbidden One DARK / Normal Monster / Level 1 / ATK 200 / DEF 300 (Spellcaster / Normal) A forbidden right arm sealed by magic. Whosoever breaks this seal will know infinite power. (Common) |
Rating: 2 out of 5 Without the other pieces, this card is useless. |
Dark
Beginning 1
(DB1-EN136) Left Leg of the Forbidden One DARK / Normal Monster / Level 1 / ATK 200 / DEF 300 (Spellcaster / Normal) A forbidden left leg sealed by magic. Whosoever breaks this seal will know infinite power. (Common) |
Rating: 2 out of 5 Much like Right Leg, this card is very weak and serves only to be used for the instant win condition. |
Dark
Beginning 1
(DB1-EN135) Right Leg of the Forbidden One DARK / Normal Monster / Level 1 / ATK 200 / DEF 300 (Spellcaster / Normal) A forbidden right leg sealed by magic. Whosoever breaks this seal will know infinite power. (Common) |
Rating: 2 out of 5 It brings an instant win with the other cards, giving it 2 stars. |
Dark
Beginning 1
(DB1-EN134) Pot of Greed SPELL / Normal Spell Draw 2 cards from your Deck. (Super Rare) |
Rating: 1 out of 5 The Forbidden & Limited List has taken this card out of action, rendering everything moot. |
Dark
Beginning 1
(DB1-EN133) Monster Reborn SPELL / Normal Spell Select 1 monster from either you or your opponent's Graveyard. Special Summon the selected monster on your side of the field. (Ultra Rare) |
Rating: 1 out of 5 One of several cards in this set that is totally unusable thanks to the Banned List. |
Dark
Beginning 1
(DB1-EN132) Hane-Hane EARTH / Effect Monster / Level 2 / ATK 450 / DEF 500 (Beast / Flip / Effect) FLIP: Select 1 monster on the field and return it to its owner's hand. (Common) |
Rating: 1 out of 5 Stick to Penguin Soldier instead. |
Dark
Beginning 1
(DB1-EN131) Man-Eater Bug EARTH / Effect Monster / Level 2 / ATK 450 / DEF 600 (Insect / Flip / Effect) FLIP: Destroy 1 monster on the field. (Rare) |
Rating: 2 out of 5 Doesn't care which side of the field loses a monster. |
Dark
Beginning 1
(DB1-EN130) Armed Ninja EARTH / Effect Monster / Level 1 / ATK 300 / DEF 300 (Warrior / Flip / Effect) FLIP: Select 1 Spell Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Spell Card, it is destroyed. If it is a Trap Card, return it to its original position. (Common) |
Rating: 1 out of 5 Armed only with microscopic armor plating that is 0.0001" thick. |
Dark
Beginning 1
(DB1-EN129) Swords of Revealing Light SPELL / Normal Spell Flip all face-down monsters on your opponent's side of the field face-up. This card remains face-up on the field for 3 of your opponent's turns. As long as this card remains face-up on the field, your opponent cannot declare an attack. (Super Rare) |
Rating: 3 out of 5 3 turns can be all you need to switch the Duel in your favor or just to keep the attacks at bay. Free to use too. |
Dark
Beginning 1
(DB1-EN128) Stop Defense SPELL / Normal Spell Select 1 Defense Position monster on your opponent's side of the field and change it to Attack Position. (Common) |
Rating: 1 out of 5 Sounds good, but any effects of that monster are activated. |
Dark
Beginning 1
(DB1-EN127) Reaper of the Cards DARK / Effect Monster / Level 5 / ATK 1380 / DEF 1930 (Fiend / Flip / Effect) FLIP: Select 1 Trap Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Trap Card, it is destroyed. If it is a Spell Card, return it to its original position. (Common) |
Rating: 1 out of 5 Basically a much worse Trap Master. |
Dark
Beginning 1
(DB1-EN126) Red-Eyes B. Dragon (original artwork) DARK / Normal Monster / Level 7 / ATK 2400 / DEF 2000 (Dragon / Normal) A ferocious dragon with a deadly attack. (Super Rare) |
Rating: 1 out of 5 Still a foil despite taking twice the Tributes Amphibian Beast (#211) does, and that card is Common. |
Dark
Beginning 1
(DB1-EN125) Uraby EARTH / Normal Monster / Level 4 / ATK 1500 / DEF 800 (Dinosaur / Normal) Fast on its feet, this dinosaur rips enemies to shreds with its sharp claws. (Common) |
Rating: 1 out of 5 Easily the first to go down when the big event happened 65 million years ago. |
Dark
Beginning 1
(DB1-EN124) Giant Soldier of Stone EARTH / Normal Monster / Level 3 / ATK 1300 / DEF 2000 (Rock / Normal) A giant warrior made of stone. A punch from this creature has earth-shaking results. (Common) |
Rating: 2 out of 5 Still okay for some Decks, but the DEF is all it has to offer. |
Dark
Beginning 1
(DB1-EN123) Curse of Dragon DARK / Normal Monster / Level 5 / ATK 2000 / DEF 1500 (Dragon / Normal) A wicked dragon that taps into dark forces to execute a powerful attack. (Common) |
Rating: 1 out of 5 Summoned Skull has a truely powerful attack. |
Dark
Beginning 1
(DB1-EN122) Gaia the Dragon Champion WIND / Fusion Monster / Level 7 / ATK 2600 / DEF 2100 (Dragon / Fusion) "Gaia the Fierce Knight" + "Curse of Dragon" (Rare) |
Rating: 1 out of 5 No Castle of Dark Illusions shenanigans here so there's just a vanilla Fusion Monster instead. |
Dark
Beginning 1
(DB1-EN121) Beaver Warrior EARTH / Normal Monster / Level 4 / ATK 1200 / DEF 1500 (Beast-Warrior / Normal) What this creature lacks in size it makes up for in defense when battling in the prairie. (Common) |
Rating: 1 out of 5 Its defense is only 300 more than its offense. |
Dark
Beginning 1
(DB1-EN120) Mystical Elf LIGHT / Normal Monster / Level 4 / ATK 800 / DEF 2000 (Spellcaster / Normal) A delicate elf that lacks offense, but has a terrific defense backed by mystical power. (Common) |
Rating: 2 out of 5 The DEF is enough to make it somewhat playable. |
Dark
Beginning 1
(DB1-EN119) Polymerization (original artwork) SPELL / Normal Spell Send Fusion Material Monsters that are listed by a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Fusion Deck. (Common) |
Rating: 2 out of 5 The key card to any Fusion Summon, but most of the Fusion Monsters in the TCG are quite bad. |
Dark
Beginning 1
(DB1-EN118) Trap Hole TRAP / Normal Trap When your opponent Normal Summons or Flip Summons a monster with an ATK of 1000 points or more, destroy the monster. (Rare) |
Rating: 2 out of 5 Hits quite a few monsters, but Bottomless can hit multiple monsters at once and keep them away longer. |
Dark
Beginning 1
(DB1-EN117) Fissure SPELL / Normal Spell Destroy 1 face-up monster with the lowest ATK on your opponent's side of the field. (Rare) |
Rating: 2 out of 5 In rare cases, this could take out the opponent's only monster, but it's not going to help much of the time. |
Dark
Beginning 1
(DB1-EN116) Hinotama SPELL / Normal Spell Inflict 500 points of Direct Damage to your opponent's Life Points. (Common) |
Rating: 1 out of 5 No one thinks 500 damage is a threat. |
Dark
Beginning 1
(DB1-EN115) Red Medicine SPELL / Normal Spell Increase your Life Points by 500 points. (Common) |
Rating: 1 out of 5 Can't really call this a boost. |
Dark
Beginning 1
(DB1-EN114) Raigeki SPELL / Normal Spell Destroy all monsters on your opponent's side of the field. (Ultra Rare) |
Rating: 1 out of 5 Too potent for tournaments. |
Dark
Beginning 1
(DB1-EN113) Dark Hole SPELL / Normal Spell Destroy all monsters on the field. (Super Rare) |
Rating: 1 out of 5 Still a foil despite also still being banned. |
Dark
Beginning 1
(DB1-EN112) Umi SPELL / Field Spell Increase the ATK and DEF of all Fish, Sea Serpent, Thunder, and Aqua-Type monsters by 200 points. Decrease the ATK and DEF of all Machine and Pyro-Type monsters by 200 points. (Common) |
Rating: 1 out of 5 A Legendary Ocean doesn't need any boost to be useful. |
Dark
Beginning 1
(DB1-EN111) Dragon Capture Jar TRAP / Continuous Trap As long as this card remains face-up on the field, all face-up Dragon-Type monsters are changed to Defense Position and cannot change their Battle Position. (Common) |
Rating: 1 out of 5 They're still a threat on the field, unlike with Trap Hole and Bottomless. |
Dark
Beginning 1
(DB1-EN110) Masaki the Legendary Swordsman EARTH / Normal Monster / Level 4 / ATK 1100 / DEF 1100 (Warrior / Normal) Legendary swordmaster Masaki is a veteran of over 100 battles. (Common) |
Rating: 1 out of 5 And they probably lost every single one of them. |
Dark
Beginning 1
(DB1-EN109) Aqua Madoor WATER / Normal Monster / Level 4 / ATK 1200 / DEF 2000 (Spellcaster / Normal) A wizard of the waters that conjures a liquid wall to crush any enemies that oppose him. (Common) |
Rating: 2 out of 5 109 cards in and this is about the "best" we've had so far. |
Dark
Beginning 1
(DB1-EN108) Dark King of the Abyss DARK / Normal Monster / Level 3 / ATK 1200 / DEF 800 (Fiend / Normal) It's said that this King of the Netherworld once had the power to rule over the dark. (Common) |
Rating: 1 out of 5 Abyss is only half the name. It should be Abyssmal. |
Dark
Beginning 1
(DB1-EN107) Flame Manipulator FIRE / Normal Monster / Level 3 / ATK 900 / DEF 1000 (Spellcaster / Normal) This Spellcaster attacks enemies with fire-related spells such as "Sea of Flames" and "Wall of Fire". (Common) |
Rating: 1 out of 5 Neither of those spells are clearly a threat because all this guy has to show for them is weak stats. |
Dark
Beginning 1
(DB1-EN106) Silver Fang EARTH / Normal Monster / Level 3 / ATK 1200 / DEF 800 (Beast / Normal) A snow wolf that's beautiful to the eye, but absolutely vicious in battle. (Common) |
Rating: 1 out of 5 Beauty is subjective, but I doubt anyone will find it even remotely vicious in battle. |
Dark
Beginning 1
(DB1-EN105) Mammoth Graveyard EARTH / Normal Monster / Level 3 / ATK 1200 / DEF 800 (Dinosaur / Normal) A mammoth that protects the graves of its pack and is absolutely merciless when facing grave-robbers. (Common) |
Rating: 1 out of 5 All those bones have amounted to the same stats as Silver Fang. |
Dark
Beginning 1
(DB1-EN104) Celtic Guardian (original artwork) EARTH / Normal Monster / Level 4 / ATK 1400 / DEF 1200 (Warrior / Normal) An elf who learned to wield a sword, he baffles enemies with lightning-swift attacks. (Common) |
Rating: 1 out of 5 Wielding a sword is easy, it's using it properly that counts. |
Dark
Beginning 1
(DB1-EN103) Gaia the Fierce Knight (original artwork) EARTH / Normal Monster / Level 7 / ATK 2300 / DEF 2100 (Warrior / Normal) A knight whose horse travels faster than the wind. His battle-charge is a force to be reckoned with. (Rare) |
Rating: 1 out of 5 2300 ATK for a Level 7 Normal Monster is not a force to be reckoned with. |
Dark
Beginning 1
(DB1-EN102) Dark Magician (4th artwork) DARK / Normal Monster / Level 7 / ATK 2500 / DEF 2100 (Spellcaster / Normal) The ultimate wizard in terms of attack and defense. (Ultra Rare) |
Rating: 2 out of 5 Probably the best art of a mediocre monster. |
Dark
Beginning 1
(DB1-EN101) Skull Servant DARK / Normal Monster / Level 1 / ATK 300 / DEF 200 (Zombie / Normal) A skeletal ghost that isn't strong but can mean trouble in large numbers. (Common) |
Rating: 1 out of 5 It won't mean any trouble in any numbers. It's about as dangerous as a blade of grass. |
Dark
Beginning 1
(DB1-EN100) Flame Swordsman (original artwork) FIRE / Fusion Monster / Level 5 / ATK 1800 / DEF 1600 (Warrior / Fusion) "Flame Manipulator + "Masaki the Legendary Swordsman" (Rare) |
Rating: 1 out of 5 I don't think it's even worth a Rare. What value does it have as a vanilla Fusion Monster with those stats? |
Dark
Beginning 1
(DB1-EN099) Hitotsu-Me Giant EARTH / Normal Monster / Level 4 / ATK 1200 / DEF 1000 (Beast-Warrior / Normal) A one-eyed behemoth with thick, powerful arms made for delivering punishing blows. (Common) |
Rating: 1 out of 5 It's more like a $1 action figure. |
Dark
Beginning 1
(DB1-EN098) Blue-Eyes White Dragon (4th artwork) LIGHT / Normal Monster / Level 8 / ATK 3000 / DEF 2500 (Dragon / Normal) The legendary dragon is a powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale. (Ultra Rare) |
Rating: 3 out of 5 3000 ATK remains a tough obstacle to overcome, especially with most monster destruction cards banned. |
Dark
Beginning 1
(DB1-EN097) Big Shield Guardna EARTH / Effect Monster / Level 4 / ATK 100 / DEF 2600 (Warrior / Effect) Negate the activation of a Spell Card that designates this 1 face-down monster. At that time, flip this card into face-up Defense Position. If this card is attacked, change the Battle Position of this card to Attack Position at the end of the Damage Step. (Ultra Rare) |
Rating: 2 out of 5 High DEF, but a high price to pay when attacked. |
Dark
Beginning 1
(DB1-EN096) Dark Sage DARK / Effect Monster / Level 9 / ATK 2800 / DEF 3200 (Spellcaster / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand or your Deck by Tributing 1 "Dark Magician" on your side of the field when you succeed in the effect of "Time Wizard". At that time, select 1 Spell Card from your Deck, add it to your hand, and then shuffle your Deck. (Ultra Rare) |
Rating: 1 out of 5 A spell was cast by UDE to make this card as underpowered as possible. |
Dark
Beginning 1
(DB1-EN095) Buster Blader (original artwork) EARTH / Effect Monster / Level 7 / ATK 2600 / DEF 2300 (Warrior / Effect) Increase the ATK of this card by 500 points for each Dragon-Type monster on your opponent's side of the field and in your opponent's Graveyard. (Super Rare) |
Rating: 2 out of 5 It may be stronger against Blue-Eyes, but it's entirely relient on your opponent having 1 Type of monster. |
Dark
Beginning 1
(DB1-EN094) Harpie's Brother WIND / Normal Monster / Level 4 / ATK 1800 / DEF 600 (Winged Beast / Normal) With eyes like a hawk and a flying speed exceeding Mach 5, this monster is a master of the sky. (Common) |
Rating: 3 out of 5 WIth how bad Harpie Lady and her sisters are, I wouldn't have expected much from their brother, but it's decent. |
Dark
Beginning 1
(DB1-EN093) Kiseitai DARK / Effect Monster / Level 2 / ATK 300 / DEF 800 (Fiend / Effect) When your opponent's monster attacks this card in face-down Defense Position, this card becomes an Equip Spell Card equipped to the attacking monster (No damage calculation is conducted). During each of your opponent's Standby Phases, increase your Life Points by half of the ATK of the monster equipped with this card. (Common) |
Rating: 2 out of 5 All it takes is one Tribute Summon and this card is gone, but it may work for a little while. |
Dark
Beginning 1
(DB1-EN092) Morphing Jar #2 EARTH / Effect Monster / Level 3 / ATK 800 / DEF 700 (Rock / Flip / Effect) FLIP: Return all Monster Cards on the field to their respective Decks and shuffle them. You and your opponent then pick up cards until you both have the same number of Monster Cards that were returned to each Deck. Special Summon the Level 4 or lower monsters to the field in face-down Defense Position. The rest of the cards picked up are discarded to the Graveyard. (Rare) |
Rating: 2 out of 5 A devious monster that can work for or against its owner, but it takes quite a bit of luck. |
Dark
Beginning 1
(DB1-EN091) Premature Burial SPELL / Equip Spell Pay 800 Life Points. Select 1 Monster Card from your Graveyard, Special Summon it on the field in face-up Attack Position, and equip it with this card. When this card is destroyed, the monster is also destroyed. (Super Rare) |
Rating: 3 out of 5 The best revival card we have with Monster Reborn (#133) Forbidden from tournaments. |
Dark
Beginning 1
(DB1-EN090) The Shallow Grave SPELL / Normal Spell Both players select 1 monster from their respective Graveyards and Special Summon them to the field in face-down Defense Position. (Common) |
Rating: 2 out of 5 Both players need at least 1 monster in the Grave that can be revived for it to work at all. |
Dark
Beginning 1
(DB1-EN089) Nobleman of Extermination SPELL / Normal Spell Destroy 1 face-down Spell or Trap Card and remove it from play. If the card is a Trap Card, both players must check their respective Decks and remove all cards of the same name from play. Then shuffle the Decks. (Common) |
Rating: 1 out of 5 Stick to MST. |
Dark
Beginning 1
(DB1-EN088) Nobleman of Crossout SPELL / Normal Spell Destroy 1 face-down monster and remove it from play. If the monster is a Flip Effect Monster, both players must check their respective Decks and remove from play all monsters with the same name as the destroyed monster. Then shuffle the Decks. (Super Rare) |
Rating: 2 out of 5 A bit better than its counterpart next in line with this set, but not by much. |
Dark
Beginning 1
(DB1-EN087) Magical Hats TRAP / Normal Trap Select 2 non-Monster Cards from your Deck and 1 of your Monster Cards on the field, then shuffle your Deck. Shuffle the 3 selected cards and Set them on the field in face-down Defense Position. The 2 cards selected from your Deck are treated as monsters (ATK 0/DEF 0) and are destroyed at the end of the Battle Phase. You can only use this effect during your opponent's Battle Phase. (Rare) |
Rating: 2 out of 5 It's viritually nothing like it was in the anime, but there's still minor uses with it. |
Dark
Beginning 1
(DB1-EN086) Imperial Order TRAP / Continuous Trap As long as this card remains face-up on the field, negate the effects of all Spell Cards on the field. Pay 700 Life Points during each of your Standby Phases. If you do not, this card is destroyed. (Ultra Rare) |
Rating: 1 out of 5 It's out of order as UDE decided it was too strong in tournament Duels. |
Dark
Beginning 1
(DB1-EN085) Respect Play TRAP / Continuous Trap During their respective turns, each player must show their opponent their hand. (Common) |
Rating: 1 out of 5 Totally pointless. What good is seeing your opponent's hand when you can't do anything in return? |
Dark
Beginning 1
(DB1-EN084) Light of Intervention TRAP / Continuous Trap Monster Cards cannot be Set face-down. Monsters Set in Defense Position are Normal Summoned in face-up Defense Position. (Common) |
Rating: 2 out of 5 Basically anything Set isn't a surprise anymore, but this does kill off Flip Effect monsters. |
Dark
Beginning 1
(DB1-EN083) Ceasefire TRAP / Normal Trap Flip all face-down Defense Position monsters on the field face-up. Flip Effects are not activated at this time. Inflict 500 points of damage to your opponent's Life Points for each Effect Monster on the field. (Super Rare) |
Rating: 3 out of 5 Just from this set alone, there's plenty of chances to make this deal at least 1000 damage. |
Dark
Beginning 1
(DB1-EN082) Backup Soldier TRAP / Normal Trap You can activate this card when there are 5 or more Monster Cards in your Graveyard. Select up to 3 Monster Cards with an ATK of 1500 points or less (except Effect Monster Cards) from your Graveyard and add them to your hand. (Common) |
Rating: 3 out of 5 About half of Exodia can be retrieved with this or a handful of other monsters that don't have effects. |
Dark
Beginning 1
(DB1-EN081) DNA Surgery TRAP / Continuous Trap When you activate this card, declare 1 Type of monster. As long as this card remains face-up on the field, all face-up monsters become the Type you declared. (Common) |
Rating: 2 out of 5 It's not going to do much in most cases, but there's a few instances where it can become a threat. |
Dark
Beginning 1
(DB1-EN080) Forced Requisition TRAP / Continuous Trap You can activate this card when you discard from your hand. After that, each time you discard from your hand, your opponent must also discard the same number of cards from his/her hand. (Common) |
Rating: 1 out of 5 Does nothing right away, and you're just forcing your opponent to lose cards of their choosing. |
Dark
Beginning 1
(DB1-EN079) Numinous Healer TRAP / Normal Trap You can only activate this card when you take damage to your Life Points. Increase your Life Points by 1000 points. Also, increase your Life Points by 500 points for each "Numinous Healer" card in your Graveyard. (Common) |
Rating: 2 out of 5 Each copy does add up Life Points, but it's only up to 2000. |
Dark
Beginning 1
(DB1-EN078) Mirror Wall TRAP / Continuous Trap Halve the ATK of all your opponent's attacking monsters. Pay 2000 Life Points during each of your Standby Phases. If you do not, destroy this card. (Common) |
Rating: 1 out of 5 At best, it's a costly stall card. |
Dark
Beginning 1
(DB1-EN077) Enchanted Javelin TRAP / Normal Trap Increase your Life Points by the ATK of 1 attacking monster. (Common) |
Rating: 1 out of 5 The only way to gain extra Life Points is when your opponent attacks a monster. It's useless. |
Dark
Beginning 1
(DB1-EN076) Call of the Haunted TRAP / Continuous Trap Select 1 monster from your Graveyard and Special Summon it in face-up Attack Position. When this card is removed from the field, destroy the monster. If the monster is destroyed, destroy this card. (Super Rare) |
Rating: 3 out of 5 It's no Monster Reborn, but it's #2 for best revival card behind Premature Burial. |
Dark
Beginning 1
(DB1-EN075) Dust Tornado TRAP / Normal Trap Destroy 1 Spell or Trap Card on your opponent's side of the field. You can then Set 1 Spell or Trap Card from your hand. (Rare) |
Rating: 1 out of 5 Just a slower Mystical Space Typhoon (#31) with a pointless bonus effect. |
Dark
Beginning 1
(DB1-EN074) The Eye of Truth TRAP / Continuous Trap As long as this card remains face-up on the field, your opponent must show his/her hand. Your opponent increases his/her Life Points by 1000 points during each of his/her Standby Phases if he/she has a Spell Card in his/her hand. (Common) |
Rating: 1 out of 5 Gazing at your opponent's hand isn't worth giving them free Life Points each turn. |
Dark
Beginning 1
(DB1-EN073) Gift of the Mystical Elf TRAP / Normal Trap Increase your Life Points by 300 points for each monster on the field. (Common) |
Rating: 1 out of 5 The total amount can be up to 3000, but odds are it'll be less than 1/3 of that. |
Dark
Beginning 1
(DB1-EN072) Graverobber TRAP / Normal Trap Select 1 Spell Card from your opponent's Graveyard. You can use it as your hand until the end of the turn. If you use it, you take 2000 points of damage. (Common) |
Rating: 1 out of 5 There's nothing we have that would make the 2000 damage acceptable. |
Dark
Beginning 1
(DB1-EN071) Time Seal TRAP / Normal Trap Skip the Draw Phase of your opponent's next turn. (Common) |
Rating: 1 out of 5 More like "Time Waste" because nothing useful is accomplished with this. |
Dark
Beginning 1
(DB1-EN070) Chain Destruction TRAP / Normal Trap You can activate this card when a monster with an ATK 2000 or less is Normal Summoned, Flip Summoned or Special Summoned. Destroy all monsters with the same name in the Summoning player's hand and Deck. The Deck is then shuffled. (Common) |
Rating: 1 out of 5 One of the most situational cards in the game to date. It doesn't even get rid of the Summoned monster. |
Dark
Beginning 1
(DB1-EN069) Lightforce Sword TRAP / Normal Trap Select 1 card randomly from your opponent's hand and remove it from play face-down. Keep the card out of play for 3 of your opponent's turns. During your opponent's Standby Phase of the 4th turn, the card is returned to his/her hand. (Common) |
Rating: 1 out of 5 You'll probably never know what you temporarily took from them. |
Dark
Beginning 1
(DB1-EN068) Parasite Paracide EARTH / Effect Monster / Level 2 / ATK 500 / DEF 300 (Insect / Flip / Effect) FLIP: Put this card face-up in your opponent's Deck and shuffle it. When your opponent draws this card, it is Special Summoned on your opponent's side of the field in face-up Defense Position and inflicts 1000 points of damage to your opponent's Life Points. Then all face-up monsters on your opponent's side of the field become Insect-Type as long as this card remains face-up on the field. (Common) |
Rating: 1 out of 5 Other Flip monsters don't have to survive to trigger their effects. |
Dark
Beginning 1
(DB1-EN067) Jinzo (original artwork) DARK / Effect Monster / Level 6 / ATK 2400 / DEF 1500 (Machine / Effect) As long as this card remains face-up on the field, Trap Cards cannot be activated. The effects of all face-up Trap Cards are negated. (Ultra Rare) |
Rating: 4 out of 5 Only a tad behind Summoned Skull, this powerhouse makes attacking as a whole virtually worry-free. |
Dark
Beginning 1
(DB1-EN066) Blue-Eyes Toon Dragon LIGHT / Effect Monster / Level 8 / ATK 3000 / DEF 2500 (Dragon / Toon / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. This card cannot attack in the turn that it is Summoned. Unless you pay 500 Life Points, this monster cannot attack. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. (Super Rare) |
Rating: 1 out of 5 Basically, it's a Blue-Eyes White Dragon after one too many drinks at the bar. |
Dark
Beginning 1
(DB1-EN065) Messenger of Peace SPELL / Continuous Spell Neither player can declare attacks with face-up monsters with an ATK of 1500 or more. Pay 100 Life Points during each of your Standby Phases. If you do not, destroy this card. (Common) |
Rating: 2 out of 5 The price for locking out 1500+ ATK monsters is quite low, but you're affected too. |
Dark
Beginning 1
(DB1-EN064) Mystic Plasma Zone SPELL / Field Spell Increase the ATK of all DARK monsters by 500 points and decreases their DEF by 400 points. (Common) |
Rating:
3 out of 5 That's a wrap on the string of Field Spells, and it's a good thing we ended on a relatively high note. |
Dark
Beginning 1
(DB1-EN063) Luminous Spark SPELL / Field Spell Increase the ATK of all LIGHT monsters by 500 points and decreases their DEF by 400 points. (Common) |
Rating: 3 out of 5 Quite a few monsters will benefit from this. |
Dark
Beginning 1
(DB1-EN062) Rising Air Current SPELL / Field Spell Increase the ATK of all WIND monsters by 500 points and decreases their DEF by 400 points. (Common) |
Rating: 3 out of 5 While WIND monsters with high ATK aren't as abundant, this does help the weaker ones get stronger. |
Dark
Beginning 1
(DB1-EN061) Molten Destruction SPELL / Field Spell Increase the ATK of all FIRE monsters by 500 points and decreases their DEF by 400 points. (Common) |
Rating: 3 out of 5 A good card to help FIRE monsters with 1500 or less ATK become at least a threat. |
Dark
Beginning 1
(DB1-EN060) Umiiruka SPELL / Field Spell Increase the ATK of all WATER monsters by 500 points and decreases their DEF by 400 points. (Common) |
Rating: 3 out of 5 Not too bad for when you don't have A Legendary Ocean. |
Dark
Beginning 1
(DB1-EN059) Gaia Power SPELL / Field Spell Increase the ATK of all EARTH monsters by 500 points and decreases their DEF by 400 points. (Common) |
Rating: 3 out of 5 The first of several decent Field Spells based on a monster's Attribute. |
Dark
Beginning 1
(DB1-EN058) Kotodama EARTH / Effect Monster / Level 3 / ATK 0 / DEF 1600 (Fairy / Effect) As long as this card remains face-up on the field, more than 1 monster with the same name cannot exist face-up on the field. If a monster with the same name as a face-up monster on the field is Normal Summoned, Flip Summoned, Special Summoned or flipped face-up later, it is destroyed. (If monsters with the same name are Summoned or flipped face-up at the same time, they are destroyed.) (Common) |
Rating: 1 out of 5 The stats pretty much negate this card's effect entirely. |
Dark
Beginning 1
(DB1-EN057) Mystic Tomato DARK / Effect Monster / Level 4 / ATK 1400 / DEF 1100 (Plant / Effect) When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 DARK monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck. (Rare) |
Rating: 3 out of 5 What makes this card better than the others? The viable options it can search for like Sangan. |
Dark
Beginning 1
(DB1-EN056) Sonic Bird WIND / Effect Monster / Level 4 / ATK 1400 / DEF 1000 (Winged Beast / Effect) When this card is Normal Summoned or Flip Summoned, you can select 1 Ritual Spell Card from your Deck and add it to your hand. Then shuffle your Deck. (Common) |
Rating: 1 out of 5 Manju does this card's job much better as you get to choose a Ritual Monster or Ritual Spell. |
Dark
Beginning 1
(DB1-EN055) Ceremonial Bell LIGHT / Effect Monster / Level 3 / ATK 0 / DEF 1850 (Spellcaster / Effect) As long as this card remains face-up on the field, both players must show their respective hands. (Common) |
Rating: 1 out of 5 It'd be better off as a Normal Monster. |
Dark
Beginning 1
(DB1-EN054) Flying Kamakiri #1 WIND / Effect Monster / Level 4 / ATK 1400 / DEF 900 (Insect / Effect) When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 WIND monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck. (Common) |
Rating: 2 out of 5 At least it can search out Whirlwind Prodigy, but not much else. |
Dark
Beginning 1
(DB1-EN053) Mother Grizzly WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1000 (Beast-Warrior / Effect) When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 WATER monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck. (Common) |
Rating: 2 out of 5 Other than another copy of itself, I don't think there's all that much to get with this. |
Dark
Beginning 1
(DB1-EN052) Shining Angel LIGHT / Effect Monster / Level 4 / ATK 1400 / DEF 800 (Fairy / Effect) When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 LIGHT monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck. (Common) |
Rating: 2 out of 5 The best monsters for this are not out yet so you'll probably have little to get. |
Dark
Beginning 1
(DB1-EN051) Nimble Momonga EARTH / Effect Monster / Level 2 / ATK 1000 / DEF 100 (Beast / Effect) When this card is sent to the Graveyard as a result of battle, increase your Life Points by 1000 points. You can also Special Summon up to 2 "Nimble Momonga" cards from your Deck to your side of the field in face-down Defense Position. Then shuffle your Deck. (Rare) |
Rating: 2 out of 5 Hooray for extra defenses I guess? They don't do much aside from that and won't last long on the field. |
Dark
Beginning 1
(DB1-EN050) Giant Germ DARK / Effect Monster / Level 2 / ATK 1000 / DEF 100 (Fiend / Effect) When this card is sent to the Graveyard as a result of battle, inflict 500 points of damage to your opponent's Life Points. You can also Special Summon up to 2 "Giant Germ" cards from your Deck to your side of the field in face-up Attack Position. Then shuffle your Deck. (Common) |
Rating: 1 out of 5 The effect is hardly going to matter when you're likely taking quite a bit of damage. |
Dark
Beginning 1
(DB1-EN049) Karate Man EARTH / Effect Monster / Level 3 / ATK 1000 / DEF 1000 (Warrior / Effect) You can double the original ATK of this card once per turn. If you used this effect, destroy this card during the End Phase. (Common) |
Rating: 1 out of 5 It'll give itself a black eye. |
Dark
Beginning 1
(DB1-EN048) Flash Assailant DARK / Effect Monster / Level 4 / ATK 2000 / DEF 2000 (Fiend / Effect) Decrease the ATK and DEF of this card by 400 points for each card in your hand. (Common) |
Rating: 1 out of 5 Gone in a flash once the effect kicks in. |
Dark
Beginning 1
(DB1-EN047) UFO Turtle FIRE / Effect Monster / Level 4 / ATK 1400 / DEF 1200 (Machine / Effect) When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 FIRE monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck. (Common) |
Rating: 2 out of 5 Apart from Solar Flare Dragon, there isn't much that'll be even remotely a threat. |
Dark
Beginning 1
(DB1-EN046) Senju of the Thousand Hands LIGHT / Effect Monster / Level 4 / ATK 1400 / DEF 1000 (Fairy / Effect) When this card is Normal Summoned or Flip Summoned, you can select 1 Ritual Monster Card from your Deck and add it to your hand. Then shuffle your Deck. (Common) |
Rating: 1 out of 5 1/10 Manju's hands for 1/2 the value. |
Dark
Beginning 1
(DB1-EN045) Giant Rat EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 1450 (Beast / Effect) When this card is sent to the Graveyard as a result of battle, you can Special Summon 1 EARTH monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck. (Rare) |
Rating: 2 out of 5 Your options are pretty grim as most monsters that fit the bill don't offer much else, if anything at all. |
Dark
Beginning 1
(DB1-EN044) Banisher of the Light LIGHT / Effect Monster / Level 3 / ATK 100 / DEF 2000 (Fairy / Effect) As long as this card remains face-up on the field, any card sent to the Graveyard is removed from play instead. (Common) |
Rating: 2 out of 5 High DEF, but the effect isn't likely to benefit you much. |
Dark
Beginning 1
(DB1-EN043) Cyber Jar DARK / Effect Monster / Level 3 / ATK 900 / DEF 900 (Rock / Flip / Effect) FLIP: Destroy all monsters on the field. Both players then pick up 5 cards from the top of their respective Decks and Special Summon all Level 4 or lower Monster Cards among them on the field in face-up Attack Position or face-down Defense Position. The rest of the cards picked up are added to their respective hands. (Rare) |
Rating: 2 out of 5 A bit riskier than Dark Hole (#113), but it may be all you can play and then you just hope for the best. |
Dark
Beginning 1
(DB1-EN042) Toon World (original artwork) SPELL / Continuous Spell Pay 1000 Life Points to activate this card. (Common) |
Rating: 1 out of 5 UDE took the cheap way out and gave this nothing good to offset the activation fee. |
Dark
Beginning 1
(DB1-EN041) Hyozanryu LIGHT / Normal Monster / Level 7 / ATK 2100 / DEF 2800 (Dragon / Normal) A dragon created from a massive diamond that sparkles with blinding light. (Common) |
Rating: 1 out of 5 You must be blind if you think this is an ideal card in any Deck. |
Dark
Beginning 1
(DB1-EN040) Toon Summoned Skull DARK / Effect Monster / Level 6 / ATK 2500 / DEF 1200 (Fiend / Toon / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. This card cannot attack in the turn that it is Summoned. Unless you pay 500 Life Points, this monster cannot attack. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. (Rare) |
Rating: 1 out of 5 A much worse version of the original, and barely did anything on the TV show either. |
Dark
Beginning 1
(DB1-EN039) Toon Mermaid DARK / Effect Monster / Level 4 / ATK 1400 / DEF 1500 (Aqua / Toon / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. This card cannot attack in the turn that it is Summoned. Unless you pay 500 Life Points, this monster cannot attack. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. (Common) |
Rating: 1 out of 5 If this was Ariel, she wouldn't likely even be able to sing or speak. |
Dark
Beginning 1
(DB1-EN038) Manga Ryu-Ran FIRE / Effect Monster / Level 7 / ATK 2200 / DEF 2600 (Dragon / Toon / Effect) This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. This card cannot attack in the turn that it is Summoned. Unless you pay 500 Life Points, this monster cannot attack. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. (Common) |
Rating: 1 out of 5 I've read my share of Yu-Gi-Oh Mangas, but this monstrosity isn't going to be in any of my Decklists. |
Dark
Beginning 1
(DB1-EN037) Megamorph SPELL / Equip Spell While your Life Points are lower than your opponent's, double the original ATK of a monster equipped with this card. While your Life Points are higher, halve the original ATK. (Super Rare) |
Rating: 2 out of 5 Potential exists, but it's not always an ideal choice. |
Dark
Beginning 1
(DB1-EN036) Eternal Rest SPELL / Normal Spell Destroy all monsters equipped with Equip Spell Cards. (Common) |
Rating: 1 out of 5 This hits like what, 10% of all Yu-Gi-Oh cards? |
Dark
Beginning 1
(DB1-EN035) Labyrinth Wall EARTH / Normal Monster / Level 5 / ATK 0 / DEF 3000 (Rock / Normal) These walls form a labyrinth with no exit for enemies. (Common) |
Rating: 3 out of 5 A solid defense for just 1 Tribute. |
Dark
Beginning 1
(DB1-EN034) Horn of the Unicorn SPELL / Equip Spell Increase the ATK and DEF of a monster equipped with this card by 700 points. When this card is sent from the field to the Graveyard, it returns to the top of your Deck. (Common) |
Rating: 3 out of 5 Nearly as good as Axe of Despair, but just as good as Malevolent Nuzzler. |
Dark
Beginning 1
(DB1-EN033) Painful Choice SPELL / Normal Spell Select 5 cards from your Deck and show them to your opponent. Your opponent selects 1 card among them. Add that card to your hand and discard the remaining cards to the Graveyard. (Common) |
Rating: 1 out of 5 Apparently this card got the boot as well, but you're only keeping 1 of the 5 cards chosen. |
Dark
Beginning 1
(DB1-EN032) Giant Trunade SPELL / Normal Spell Return all Spell and Trap Cards on the field to the respective owners' hands. (Rare) |
Rating: 2 out of 5 Okay for that one interruption-free Battle Phase, but it's only temporary. |
Dark
Beginning 1
(DB1-EN031) Mystical Space Typhoon SPELL / Quick-Play Spell Destroy 1 Spell or Trap Card on the field. (Super Rare) |
Rating: 3 out of 5 The best legal Spell and Trap removal we have so far (aside from Heavy Storm). |
Dark
Beginning 1
(DB1-EN030) Chain Energy SPELL / Continuous Spell Each Player must pay 500 Life Points per card to Normal Summon, Special Summon, Set or activate cards from his/her respective hand. (Common) |
Rating: 1 out of 5 Way to make your turns even harder. |
Dark
Beginning 1
(DB1-EN029) The Forceful Sentry SPELL / Normal Spell Look at your opponent's hand. Select 1 card among them and return it to his/her Deck. The Deck is then shuffled. (Rare) |
Rating: 1 out of 5 Can't gamble at all in Yu-Gi-Oh despite how bad this is. |
Dark
Beginning 1
(DB1-EN028) The Reliable Guardian SPELL / Quick-Play Spell Increase 1 face-up monster's DEF by 700 points until the end of this turn. (Common) |
Rating: 2 out of 5 Barely a threat in the first place, but it's slightly better than Mask of Weakness. |
Dark
Beginning 1
(DB1-EN027) Rush Recklessly SPELL / Quick-Play Spell Increase 1 face-up monster's ATK by 700 points until the end of this turn. (Common) |
Rating: 2 out of 5 I'd rather keep the ATK boost longer with an Equip Spell, but this can help in a few ways. |
Dark
Beginning 1
(DB1-EN026) Tailor of the Fickle SPELL / Quick-Play Spell Switch 1 Equip Spell Card equipped to a monster to another correct target. (Common) |
Rating: 1 out of 5 Unless it's one of the better Equip Spells, this isn't going to be that useful at all. |
Dark
Beginning 1
(DB1-EN025) Fairy's Hand Mirror TRAP / Normal Trap Switch the opponent's Spell Card effect that designates 1 monster as a target to another correct target. (Common) |
Rating: 2 out of 5 Mostly, this'll affect Equip Spells, which really doesn't leave many times where this'll see play. |
Dark
Beginning 1
(DB1-EN024) Delinquent Duo SPELL / Normal Spell Pay 1000 Life Points. Your opponent randomly selects and discards 1 card from his/her hand and then selects and discards another card from his/her hand. (Super Rare) |
Rating: 1 out of 5 However potent it allegedly was, it's Forbidden now. |
Dark
Beginning 1
(DB1-EN023) Confiscation SPELL / Normal Spell Pay 1000 Life Points. Look at your opponent's hand, select 1 card among them and discard it to the Graveyard. (Common) |
Rating: 1 out of 5 A weaker Delinquent Duo, but that doesn't make Delinquent Duo much better. |
Dark
Beginning 1
(DB1-EN022) Chorus of Sanctuary SPELL / Field Spell Increase the DEF of all Defense Position monsters by 500 points. (Common) |
Rating: 3 out of 5 Stall Decks can make great use of this and buy more time to assemble Exodia. |
Dark
Beginning 1
(DB1-EN021) Snatch Steal SPELL / Equip Spell Take control of a monster on your opponent's side of the field that is equipped with this card. Increase your opponent's Life Points by 1000 points during each of his/her Standby Phases. (Ultra Rare) |
Rating: 4 out of 5 The extra Life Points doesn't really matter when the card doesn't prevent you from using the monster. |
Dark
Beginning 1
(DB1-EN020) Final Destiny SPELL / Normal Spell Discard 5 cards from your hand. Destroy all cards on the field. (Common) |
Rating: 1 out of 5 If I have to discard pretty much my entire hand, then the effect should be one-sided, but it's not. |
Dark
Beginning 1
(DB1-EN019) Toll SPELL / Continuous Spell Each player must pay 500 Life Points to declare an attack. (Common) |
Rating: 1 out of 5 It may be up to 2500 Life Points per Battle Phase, but I'd imagine that's quite rare. |
Dark
Beginning 1
(DB1-EN018) Upstart Goblin SPELL / Normal Spell Draw 1 card from your Deck. Increase your opponent's Life Points by 1000 Life Points. (Common) |
Rating: 1 out of 5 What advantage is drawing a card if your opponent gets free Life Points in return? |
Dark
Beginning 1
(DB1-EN017) Gravekeeper's Servant SPELL / Continuous Spell Unless your opponent sends 1 card from the top of his/her Deck to the Graveyard, he/she cannot declare an attack. (Common) |
Rating: 2 out of 5 Even with multiple copies, it's going to take a while to force your opponent to lose their Deck. |
Dark
Beginning 1
(DB1-EN016) Red Archery Girl WATER / Normal Monster / Level 4 / ATK 1400 / DEF 1500 (Aqua / Normal) A mermaid archer that hides in a protective shell, waiting for the right moment to strike. (Common) |
Rating: 1 out of 5 Pegasus played this to try and lower Yami's fears, but it's just a poor defense as a whole. |
Dark
Beginning 1
(DB1-EN015) Relinquished DARK / Ritual Monster / Level 1 / ATK 0 / DEF 0 (Spellcaster / Ritual / Effect) Select 1 monster on your opponent's side of the field and equip it to this card (this effect can only be used once per turn and you can only equip 1 monster at a time to this card). The ATK and DEF of this card become the same amounts as the monster equipped to this card. If this card is destroyed as a result of battle, the equipped monster is destroyed instead, and any battle damage you received from the battle is also inflicted to your opponent's Life Points. (Super Rare) |
Rating: 3 out of 5 Too much text to include how to Ritual Summon it, but it has good effects overall. |
Dark
Beginning 1
(DB1-EN014) Slot Machine DARK / Normal Monster / Level 7 / ATK 2000 / DEF 2300 (Machine / Normal) The machine's ability is said to vary according to its slot results. (Common) |
Rating: 1 out of 5 Your odds of success are even lower than using the real ones in Las Vegas. |
Dark
Beginning 1
(DB1-EN013) Invader of the Throne EARTH / Effect Monster / Level 4 / ATK 1350 / DEF 1700 (Warrior / Flip / Effect) FLIP: Select 1 monster on your opponent's side of the field and switch control of it with this card. This effect cannot be activated during the Battle Phase. (Common) |
Rating: 1 out of 5 The invasion is a false alarm because the army defeated themselves long ago. |
Dark
Beginning 1
(DB1-EN012) Hiro's Shadow Scout DARK / Effect Monster / Level 2 / ATK 650 / DEF 500 (Fiend / Flip / Effect) FLIP: Your opponent draws 3 cards. Both players look at the cards. If there are any Spell Cards among them, discard all those Spell Card(s) to the Graveyard. (Common) |
Rating: 1 out of 5 The only cards hit are Spell Cards so they'll probably keep everything most of the time. |
Dark
Beginning 1
(DB1-EN011) Griggle EARTH / Effect Monster / Level 1 / ATK 350 / DEF 300 (Plant / Effect) When the control of this face-up card on the field shifts to your opponent, increase your Life Points by 3000 points. This effect can only be used once as long as this card remains face-up on the field. (Common) |
Rating: 1 out of 5 With how few ways there are to give monsters to your opponent, this card's effect wil never trigger. |
Dark
Beginning 1
(DB1-EN010) Minar EARTH / Effect Monster / Level 3 / ATK 850 / DEF 750 (Insect / Effect) When this card is discarded directly from your hand to the Graveyard by an effect of a card controlled by your opponent, inflict 1000 points of damage to your opponent's Life Points. (Common) |
Rating: 1 out of 5 The only real options are banned, and they were bad too. |
Dark
Beginning 1
(DB1-EN009) Maha Vailo LIGHT / Effect Monster / Level 4 / ATK 1550 / DEF 1400 (Spellcaster / Effect) Increase the ATK of this card by 500 points for each Equip Spell Card equipped to this card. (Common) |
Rating: 3 out of 5 Doesn't really matter what Equip Spells you give it as each of them will give it 500 ATK. |
Dark
Beginning 1
(DB1-EN008) Ameba WATER / Effect Monster / Level 1 / ATK 300 / DEF 350 (Aqua / Effect) When the control of this face-up card on the field shifts to your opponent, inflict 2000 points of damage to your opponent's Life Points. This effect can only be used once as long as this card remains face-up on the field. (Common) |
Rating: 1 out of 5 The chances of this card's effect going off truly are microscopic. |
Dark
Beginning 1
(DB1-EN007) Electric Snake LIGHT / Effect Monster / Level 3 / ATK 800 / DEF 900 (Thunder / Effect) When this card is discarded from your hand to the Graveyard by an effect controlled by your opponent, draw 2 cards from your Deck. (Common) |
Rating: 1 out of 5 You can do just as well, if not better with 2 copies of Jar of Greed or 1 copy of Reckless Greed. |
Dark
Beginning 1
(DB1-EN006) Spellbinding Circle TRAP / Continuous Trap Select 1 monster. As long as this card remains face-up on the field, the selected monster cannot attack or change its battle position. When the selected monster is destroyed, this card is also destroyed. (Rare) |
Rating: 2 out of 5 A weaker Shadow Spell, but it could be worse still. |
Dark
Beginning 1
(DB1-EN005) Malevolent Nuzzler SPELL / Equip Spell Increase the ATK of a monster equipped with this card by 700 points. When this card is sent from the field to the Graveyard, if you pay 500 Life Points, this card returns to the top of your Deck. (Common) |
Rating: 3 out of 5 A good ATK boost and it's reusable for a small fee. |
Dark
Beginning 1
(DB1-EN004) Horn of Light SPELL / Equip Spell Increase the DEF of a monster equipped with this card by 800 points. When this card is sent from the field to the Graveyard, if you pay 500 Life Points, this card returns to the top of your Deck. (Common) |
Rating: 3 out of 5 The DEF version of Malevolent Nuzzler, but with a slightly higher boost. Pretty decent overall. |
Dark
Beginning 1
(DB1-EN003) Black Pendant SPELL / Equip Spell Increase the ATK of a monster equipped with this card by 500 points. When this card is sent from the field to the Graveyard, inflict 500 points of damage to your opponent's Life Points. (Rare) |
Rating: 1 out of 5 Nothing here makes this useful. |
Dark
Beginning 1
(DB1-EN002) Axe of Despair SPELL / Equip Spell Increase the ATK of a monster equipped with this card by 1000 points. When this card is sent from the field to the Graveyard, if you Tribute 1 monster on your side of the field, this card returns to the top of your Deck. (Rare) |
Rating: 4 out of 5 The highest static ATK boost offered by any Equip Spell to date. Well worth it, even for the 2nd effect. |
Dark
Beginning 1
(DB1-EN001) Penguin Knight WATER / Effect Monster / Level 3 / ATK 900 / DEF 800 (Aqua / Effect) When this card is sent directly from your Deck to the Graveyard by an effect of a card controlled by your opponent, unite your Graveyard cards and your own Deck, shuffle them and form a new Deck. (Common) |
Rating: 1 out of 5 You might need the cards in the Graveyard later, but it's not like the effect will trigger that often anyway. |