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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.