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Dark Crisis
1.
For info on how these ratings are
determined, click
here. 2. Booster set gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Dark_Crisis_(TCG-NA-1E) |
DCR-105 Trap Card Judgment of Anubis Counter Trap Discard 1 card from your hand to negate the activation and the effect of a Spell Card controlled by your opponent that includes the effect of destroying Spell and/or Trap Card(s) on the field and destroy it. Then, you can destroy 1 face-up monster on your opponent's side of the field and inflict damage to your opponent equal to the ATK of the destroyed monster. SECRET RARE Rating: 4 A very powerful Trap Card and it's no wonder it's a SCR! |
DCR-104 Trap Card Blast Held by a Tribute Normal Trap You can only activate this card when your opponent declares an attack with a monster on his/her side of the field that has been Tribute Summoned or Set. Destroy all face-up Attack Position monsters on your opponent's side of the field and inflict 1000 points of damage to your opponent's Life Points. ULTRA RARE Rating: 2 The one called "Sacrifices Blast" on Yu-Gi-Oh that Ishizu uses. Not too bad to make your opponent regret Tribute Summoning the monster and wipe out their field of monsters but that's about it. |
DCR-103 Trap Card Ray of Hope Normal Trap Select 2 LIGHT monsters from your Graveyard and add them to your Deck. Then shuffle your Deck. COMMON Rating: 2 If you're running a LIGHT Deck, this card isn't too bad but horrible elsewhere. |
DCR-102 Trap Card Sakuretsu Armor Normal Trap You can only activate this card when your opponent declares an attack. Destroy the attacking monster. COMMON Rating: 1 Use Mirror Force or Negate Attack instead. |
DCR-101 Trap Card Spell Vanishing Counter Trap Discard 2 cards from your hand to negate the activation of a Spell Card and destroy it. Also, check your opponent's hand and Deck and if you find any Spell Cards of the same name as the destroyed Spell Card, send all of them to the Graveyard. SUPER RARE Rating: 1 Use Cursed Seal of the Forbidden Spell instead. |
DCR-100 Trap Card Dice Re-Roll Normal Trap After this card is activated, for the rest of this turn you can negate 1 six-sided die roll and re-roll it. COMMON Rating: 1 For what it's worth, you could activate this card and have your opponent get the same or better roll! |
DCR-099 Trap Card Archfiend's Roar Normal Trap Pay 500 Life Points to activate this card. Special Summon 1 Archfiend Monster Card from your Graveyard. This monster cannot be offered as a Tribute under any conditions and is destroyed during the End Phase of this turn. COMMON Rating: 1 Another horrible Archfiend support card. |
DCR-098 Trap Card Dark Scorpion Combination Normal Trap You can only activate this card when you have "Don Zaloog", "Cliff the Trap Remover", "Dark Scorpion - Chick the Yellow", "Dark Scorpion - Gorg the Strong", and "Dark Scorpion - Meanae the Thorn" face-up on your side of the field. During the turn this card is activated, any of these 5 cards can attack your opponent's Life Points directly. In that case, the Battle Damage inflicted by each of those cards (that attack your opponent's Life Points directly) becomes 400 points. RARE Rating: 1 What's truly sad is for the activation requirements this card needs, you deal only 2000 damage and your opponent can easily chain Mirror Force and destroy all of your monsters. |
DCR-097 Trap Card Battle-Scarred Continuous Trap Select 1 Archfiend monster on your side of the field when you activate this card. When the monster's controller pays Life Points during the Standby Phase for the selected monster, that player's opponent also must pay equal Life Points. If this card is destroyed or removed from the field, destroy the selected monster. When the selected monster is destroyed or removed from the field, this card is also destroyed. COMMON Rating: 1 It's hardly worth it, especially since you still have to pay for the Archfiend monster(s). |
DCR-096 Trap Card Frozen Soul Normal Trap You can only activate this card when your opponent's Life Points are at least 2000 points higher than yours. Your opponent skips his/her next Battle Phase. COMMON Rating: 1 Use Negate Attack or Thunder of Ruler instead. |
DCR-095 Trap Card Altar for Tribute Normal Trap Select 1 monster on your side of the field and send it to the Graveyard. Increase your Life Points by an amount equal to the original ATK of the monster. COMMON Rating: 2 You're probably going to use this when you have a strong monster out but that comes with a price because then the monster goes to the Graveyard. |
DCR-094 Spell Card Pandemonium Field Spell Neither player has to pay Life Points during the Standby Phase of Archfiend monsters. Each time a players Archfiend Monster Card(s) are destroyed and sent to the Graveyard, except as a result of battle, that player can select 1 Archfiend Monster Card from his/her Deck that has fewer Level Stars than the destroyed card and add it to his/her hand. COMMON Rating: 1 The back bone to any Archfiend Decks (if there are any). However, most won't even use the Archfiend monsters and therefore won't even touch this card. |
DCR-093 Spell Card Mustering of the Dark Scorpions Normal Spell You can only activate this card when you have "Don Zaloog" face-up on your side of the field. You can Special Summon any of the cards from your hand that include "Dark Scorpion" on the name, or are named "Cliff the Trap Remover". You cannot Special Summon 2 cards with the same card name by the effect of this card. COMMON Rating: 1 Since the Dark Scorpion monsters aren't worth using, neither is this card. |
DCR-092 Spell Card Archfiend's Oath Continuous Spell Once per turn you can pay 500 Life Points to declare 1 card name. Pick up the top card from your Deck and if the card name is the one you declared, add it to your hand. If not, send the card you picked up to the Graveyard. COMMON Rating: 1 Odds are very high that you won't guess the next card of your Deck and will not only lose it but be out 500 Life Points for using its effect. |
DCR-091 Spell Card Final Countdown Normal Spell Pay 2000 Life Points. After 20 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel. COMMON Rating: 2 A 20-turn victory. That only happens if you don't lose beforehand. |
DCR-090 Spell Card Cestus of Dagla Equip Spell This card can only be equipped to Fairy-Type monsters. A monster equipped with this card increases its ATK by 500 points. When this card inflicts Battle Damage to your opponent's Life Points, increase your Life Points by an equal amount. COMMON Rating: 2 Some of the decent Fairy-Type monsters will get better with this card but there aren't many. |
DCR-089 Spell Card Checkmate Normal Spell Offer 1 Archfiend monster on your side of the field as a Tribute. During the turn this card is activated, 1 "Terrorking Archfiend" on your side of the field can attack your opponents Life Points directly. COMMON Rating: 1 Since I'm sure you won't be using Terrorking, you surely won't be using this card as Terrorking is needed for this card. |
DCR-088 Spell Card Falling Down Equip Spell Destroy this card if there is no face-up Archfiend card on your side of the field. Take control of 1 of your opponent's face-up monsters. Inflict 800 points of damage to your Life Points during each of your opponent's Standby Phases. COMMON Rating: 1 When it isn't your opponent that is falling down from laughter, it'll be you after you've lost the duel by using this card. |
DCR-087 Spell Card Contract with the Dark Master Ritual Spell This card is used to Ritual Summon "Dark Master - Zorc". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand. COMMON Rating: 3 What's there to say? Its the card necessary for a decent Ritual Monster! |
DCR-086 Spell Card Contract with the Abyss Ritual Spell This card is used to Ritual Summon any DARK monster. You must also offer monsters from the field or your hand whose total Level Stars equal the Level Stars of the Ritual Monster you are attempting to Ritual Summon. RARE Rating: 3 This card comes in quite handy when you either you don't have the Ritual Spell needed (be that in your hand or haven't pulled it yet)! Since it only works with DARK Ritual Monsters, its rating is 3/5. |
DCR-085 Spell Card Incandescent Ordeal Ritual Spell This card is used to Ritual Summon "Legendary Flame Lord". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand. COMMON Rating: 2 This is the flame lord's supposedly legendary Ritual Spell Card. Of course, there's nothing legendary about it so don't bother with it. |
DCR-084 Spell Card Dragged Down into the Grave Normal Spell You and your opponent look at each other's hands, select 1 card from each other's hands and discard them to the Graveyard, and each draw 1 card. COMMON Rating: 1 Your opponent will get dragged into laughter when they see you've played such a horrible card. |
DCR-083 Spell Card Spell Reproduction Normal Spell Send 2 Spell Cards from your hand to the Graveyard. Select 1 Spell Card from your Graveyard and add it to your hand. COMMON Rating: 1 All the big Spell Cards that would make this card more useful are banned from play, leaving nothing for this card. |
DCR-082 Ritual Monster Dark Master - Zorc DARK / Fiend-Type Ritual / Level 8 / ATK 2700 / DEF 1500 This card can only be Ritual Summoned with the Ritual Spell Card, "Contract with the Dark Master". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand. During your turn you can roll 1 six-sided die. If the result is 1 or 2, destroy all monsters on your opponent's side of the field. If the result is 3, 4, or 5, destroy 1 monster on your opponent's side of the field. If the result is 6, destroy all monsters on your side of the field. SUPER RARE Rating: 3 Despite being short 300 ATK of stomping BEWD, his effect almost guarantees he'll go to the Graveyard and may be joined by others. |
DCR-081 Ritual Monster Legendary Flame Lord FIRE / Spellcaster-Type Ritual / Level 7 / ATK 2400 / DEF 2000 This card can only be Ritual Summoned with the Ritual Spell Card, "Incandescent Ordeal". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand. Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card. Remove 3 Spell Counters from this card to destroy all monsters on the field except this card. RARE Rating: 2 You would think that for a legendary flame lord he'd be much stronger in ATK and much harder to get along with a powerful effect, most of which this guy lacks but the effect is enough to give him 2/5. |
DCR-080 Effect Monster Agido EARTH / Fairy / Level 4 / ATK 1500 / DEF 1300 When this card is destroyed and sent to the Graveyard as a result of battle, roll a six-sided die. You can Special Summon 1 Fairy-Type monster from your Graveyard whose Level Stars are equal to the number rolled. If the result is 6, you can Special Summon a Level 6 or higher monster. COMMON Rating: 2 Low stats guarantee this card's arrival in the Graveyard with its effect activated. However, you'd better hope that the die result lands on a number for a monster you can Summon. |
DCR-079 Effect Monster Zolga EARTH / Fairy / Level 4 / ATK 1700 / DEF 1200 The controller of this card increases his/her Life Points by 2000 points when this monster is offered as a Tribute for a successful Tribute Summon or Set. COMMON Rating: 2 If the 1700 ATK isn't enough for you, Tribute it for a better one and gain 2000 Life Points! That's all this card has. |
DCR-078 Effect Monster Kelbek EARTH / Fairy / Level 4 / ATK 1500 / DEF 1800 Any monster that attacks this card is returned to its owners hand. Damage calculation is applied normally. COMMON Rating: 2 Since most monsters on the field will be at least 1800 ATK, they'll go back to the hand but by then this card will be in the Graveyard and you'll have one less monster out. |
DCR-077 Effect Monster Keldo EARTH / Fairy / Level 4 / ATK 1200 / DEF 1600 When this card is destroyed and sent to the Graveyard as a result of battle, select 2 cards from your opponents Graveyard and return them to your opponents Deck. Your opponent then shuffles his/her Deck. COMMON Rating: 2 Her stats make it easy for her to be destroyed in battle and at least you get to pick the two cards to be returned to your Deck (most of the time). |
DCR-076 Effect Monster Mudora EARTH / Fairy / Level 4 / ATK 1500 / DEF 1800 The ATK of this card increases by 200 points for every Fairy-Type monster in your Graveyard. SUPER RARE Rating: 2 With enough Fairy-Type monsters in your Graveyard, this card can be quite strong but under most cases, it'll have probably no more than 1700 ATK. |
DCR-075 Effect Monster Tsukuyomi DARK / Spellcaster-Type Spirit / Level 4 / ATK 1100 / DEF 1400 This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned, or flipped face-up. When this card is Normal Summoned, Flip Summoned, or flipped face-up, flip 1 face-up monster on the field into face-down Defense Position. RARE Rating: 2 Really doesn't have much going for it but it can save itself from its own effect or flip face down a monster your opponent controls with low DEF and high ATK. |
DCR-074 Effect Monster Metallizing Parasite - Lunatite WATER / Aqua-Type Union / Level 7 / ATK 1000 / DEF 500 Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster will not be affected by the effects of Spell Cards controlled by your opponent. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.) RARE Rating: 1 2 Tributes for a monster that can easily be trampled by even Masaki the Legendary Swordsman (1100 ATK) isn't worth it at all but at least its rarity wasn't higher. |
DCR-073 Effect Monster Skull Archfiend of Lightning DARK / Fiend / Level 6 / ATK 2500 / DEF 1200 The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 1, 3, or 6, negate the effect and destroy the opponent's card. ULTRA RARE Rating: 3 Definitely one of the better Archfiend monsters in this set and would've gotten the 4/5 stars if it didn't have the Life Point cost. |
DCR-072 Effect Monster Terrorking Archfiend DARK / Fiend / Level 4 / ATK 2000 / DEF 1500 You cannot Normal Summon or Flip Summon this card unless you have an Archfiend Monster Card on your side of the field. The controller of this card pays 800 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent's card. Also negate the effect of an Effect Monster that is destroyed by this monster in battle. SUPER RARE Rating: 1 I would have instead called this card "Terribleking Archfiend for his horrible effect. |
DCR-071 Effect Monster Infernalqueen Archfiend FIRE / Fiend / Level 3 / ATK 900 / DEF 1300 The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the opponent's card. As long as this card remains on the field, during each Standby Phase increase the ATK of 1 Archfiend monster by 1000 points. RARE Rating: 1 Same as DCR-069's comments. |
DCR-070 Effect Monster Desrook Archfiend LIGHT / Fiend / Level 3 / ATK 1100 / DEF 1800 The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When a "Terrorking Archfiend" on your side of the field is destroyed and sent to the Graveyard, you can send this card from your hand to the Graveyard to Special Summon the "Terrorking Archfiend". COMMON Rating: 2 1800 DEF is enough to last at least one turn on the field but he probably won't last long enough to activate his effect. |
DCR-069 Effect Monster Darkbishop Archfiend WATER / Fiend / Level 3 / ATK 300 / DEF 1400 The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When an Archfiend Monster Card on your side of the field is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 1, 3, or 6, negate the effect and destroy the opponent's card. RARE Rating: 1 Same as DCR-068's comments. |
DCR-068 Effect Monster Shadowknight Archfiend WIND / Fiend / Level 4 / ATK 2000 / DEF 1600 The controller of this card pays 900 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. The Battle Damage this card inflicts to your opponent's Life Points is halved. COMMON Rating: 1 Horrendous, simply horrendous. |
DCR-067 Effect Monster Vilepawn Archfiend EARTH / Fiend / Level 2 / ATK 1200 / DEF 200 The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. As long as this card remains face-up on the field, your opponent cannot attack another face-up Archfiend Monster Card. COMMON Rating: 1 Very low stats and having to pay Life Points at all of your Standby Phases make this a very horrible card to use. |
DCR-066 Effect Monster Mefist the Infernal General DARK / Fiend / Level 5 / ATK 1800 / DEF 1700 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. When this card inflicts Battle Damage to your opponent's Life Points, select 1 card from your opponent's hand randomly and discard it. RARE Rating: 2 He at least has trample but requires a Tribute and that's why his rating is 2/5. |
DCR-065 Effect Monster Goblin of Greed EARTH / Fiend / Level 4 / ATK 1000 / DEF 1800 As long as this card remains face-up on your side of the field, neither player can discard from his/her hand as a cost. COMMON Rating: 2 Stop your opponent from using Magic Jammer or the like but it stops you too so it's an okay card to use. |
DCR-064 Effect Monster Iron Blacksmith Kotetsu FIRE / Beast-Warrior / Level 2 / ATK 500 / DEF 500 FLIP: Select 1 Equip Spell Card from your Deck and add it to your hand. COMMON Rating: 1 With such low stats, he isn't even worth retrieving the Equip Spell. |
DCR-063 Effect Monster Great Maju Garzett DARK / Fiend / Level 6 / ATK 0 / DEF 0 The ATK of this card becomes twice the original ATK of the Tribute Monster you used to Tribute Summon this card. RARE Rating: 4 Great he is for Tribute a BEWD gives him 6000 ATK! |
DCR-062 Effect Monster Outstanding Dog Marron LIGHT / Beast / Level 1 / ATK 100 / DEF 100 When this card is sent to your Graveyard, it is returned to your Deck. Then shuffle your Deck. COMMON Rating: 1 I don't consider having only 100 ATK and DEF outstanding at all and he doesn't return to your hand, making him even less outstanding. |
DCR-061 Effect Monster Dark Scorpion - Meanae the Thorn DARK / Warrior / Level 4 / ATK 1000 / DEF 1800 When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate one of the following effects: ● Select 1 card that includes "Dark Scorpion" in its name, or is named "Cliff the Trap Remover", from your Deck and add it to your hand. ● Select 1 card that includes "Dark Scorpion" in its card name, or is named "Cliff the Trap Remover", from your Graveyard and add it to your hand. COMMON Rating: 2 At least she stands up to the 1800 ATK monsters like the so-called "Gorg the Strong". |
DCR-060 Effect Monster Dark Scorpion - Gorg the Strong DARK / Warrior / Level 5 / ATK 1800 / DEF 1500 When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1 of the following effects: ● Return 1 Monster Card on your opponent's side of the field to the top of its owner's Deck. ● Send 1 card from the top of your opponent's Deck to the Graveyard. COMMON Rating: 1 He isn't very strong if he requires a Tribute when there are monsters out there stronger than he is that need no Tributes at all. |
DCR-059 Effect Monster Sasuke Samurai #2 WIND / Warrior / Level 1 / ATK 200 / DEF 300 Once per turn, during your Main Phase, you can pay 800 Life Points. If you do this, until the End Phase, Spell and Trap Cards cannot be activated. COMMON Rating: 1 I bet Sasuki Samurai was better than this card, being #1 and all and with hardly any stats, this card isn't going to see any play at all from experienced duelists. |
DCR-058 Effect Monster Pandemonium Watchbear DARK / Beast / Level 4 / ATK 1300 / DEF 1800 As long as this card remains face-up on your side of the field, "Pandemonium" on your side of the field cannot be destroyed by your opponent's card effects. COMMON Rating: 2 He keeps your Pandemonium Field Spell on the field but he won't be watching it for long with only 1800 DEF. |
DCR-057 Normal Monster Archfiend Soldier DARK / Fiend / Level 4 / ATK 1900 / DEF 1500 An expert at battle who belongs to a crack diabolical unit. He's famous because he always gets the job done. RARE Rating: 4 A Level 4 monster with 1900 ATK in easy-to-get form? What is UDE thinking? Well be thankful as you'll now have any easy way to obtain at least 1 1900 ATK monster like this one. |
DCR-056 Normal Monster Ojama Green LIGHT / Beast / Level 2 / ATK 0 / DEF 1000 He's one of the Ojama Trio. It's said that he butts in by any means necessary. It's also said that when the three are together, something happens. COMMON Rating: 1 No ATK and hardly any DEF make this card a very poor monster to use so do whatever you wish with it but I recommend not using it in your Deck. |
DCR-055 Normal Monster D. D. Trainer DARK / Fiend / Level 1 / ATK 100 / DEF 2000 A poor goblin that was sucked into a different dimension. However, he's doing his best with his new destiny. COMMON Rating: 2 2000 DEF is all this card has along with weak ATK. |
DCR-054 Normal Monster Gagagigo WATER / Reptile / Level 4 / ATK 1850 / DEF 1000 This young evildoer used to have an evil heart, but by meeting a special person, he discovered justice. COMMON Rating: 4 1850 ATK clobbers even La Jinn or Dark Blade and since it's a WATER monster, it'll benefit from Umi! |
DCR-053 Spell Card Cost Down Normal Spell Discard 1 card from your hand. Downgrade all Monster Cards in your hand by 2 Levels until the End Phase of the turn this card is activated. ULTRA RARE Rating: 3 Summon your more powerful monsters more easily for a small price! |
DCR-052 Trap Card Interdimensional Matter Transporter Normal Trap Select 1 face-up monster on your side of the field and remove it from play until the End Phase of the turn this card is activated. ULTRA RARE Rating: 3 Protect your weak monsters and leave your opponent with even fewer options of attacking! |
DCR-051 Effect Monster Kaiser Glider LIGHT / Dragon / Level 6 / ATK 2400 / DEF 2000 This card is not destroyed as a result of battle when this card battles with a monster with the same ATK. When this card is destroyed and sent to the Graveyard, return 1 monster on the field to its owner's hand. ULTRA RARE Rating: 4 An excellent monster! 2400 ATK and being able to mow down Jinzo or Amphibian Beast is very nice and only one Tribute is even better! |
DCR-050 Trap Card Really Eternal Rest Normal Trap Destroy all monsters equipped with Equip Cards. COMMON Rating: 1 I'd much rather rename this card "Really Bad Card" and for good reason as it's worse than even Eternal Rest, which can be used with Jinzo on the field. |
DCR-049 Trap Card Skill Drain Continuous Trap Pay 1000 Life Points. As long as this card remains face-up on the field, negate the effects of all face-up Effect Monsters on the field. RARE Rating: 3 Stop Jinzo or any other powerful monster effect! Since you have to pay 1000 Life Points to activate this card and it includes your Effect Monsters, this card's rating is 3/5. |
DCR-048 Trap Card Arsenal Robber Normal Trap Your opponent selects 1 Equip Spell Card form his/her Deck and sends it to the Graveyard. COMMON Rating: 1 A useless Trap Card that should not be part of any Deck. |
DCR-047 Trap Card Ojama Trio Normal Trap Special Summon 3 "Ojama Tokens" (Beast-Type/LIGHT/2 Stars/ATK 0/DEF 1000) in Defense Position on your opponent's side of the field. The tokens cannot be used as a Tribute for a Tribute Summon. When an "Ojama Token" is destroyed, inflict 300 points of damage to the controller's Life Points. COMMON Rating: 1 Hammering your opponent for a mere 900 damage is hardly worth it and the tokens can still be used for a Ritual Summon. |
DCR-046 Trap Card Staunch Defender Normal Trap You can only activate this card when your opponent declares an attack. Select 1 face-up monster on your side of the field. During the turn this card is activated, your opponent can only attack the monster you selected. Your opponent must attack the selected monster with all face-up monsters on his/her side of the field. COMMON Rating: 2 It's best to use it on a monster that can't be destroyed in battle or a monster with higher DEF than your opponent's monsters. |
DCR-045 Trap Card Final Attack Orders Continuous Trap As long as this card remains face-up on the field, all face-up monsters on the field are changed to Attack Position and their battle position cannot be changed. COMMON Rating: 3 Comes in quite handy to keep your strong monsters in Attack Mode as well as opponent's weakest monsters! |
DCR-044 Spell Card Different Dimension Gate Continuous Spell Select 1 Monster Card each from you and your opponent's sides of the field and remove them from play. When this card is destroyed and sent to the Graveyard, return those monsters to the field in the same battle position as when they were removed from play. RARE Rating: 1 Since this card is continuous, a simple MST can take it out with ease. A waste of Deck space overall. |
DCR-043 Spell Card Non-Spellcasting Area Continuous Spell All face-up Monster Cards on the field, except for Effect Monsters, are unaffected by any Spell Card (excluding this card). COMMON Rating: 1 There's no point to this card so don't use it. |
DCR-042 Spell Card Morale Boost Continuous Spell Each time a player equips an Equip Spell Card, that player's Life Points increase by 1000 points. Each time an Equip Spell Card is destroyed or removed from the field, inflict 1000 damage to the Life Points of the controller of that Equip Spell Card. COMMON Rating: 2 This card is a double-edged sword. It can give you tons of Life Points or deal you tons of damage. |
DCR-041 Spell Card Token Thanksgiving Normal Spell Destroy all tokens on the field. Increase your Life Points by the number of tokens destroyed x 800 points. COMMON Rating: 1 Even if you do activate this card successfully, there is little chance that you'll gain much in the way of Life Points. |
DCR-040 Spell Card Fairy of the Spring Normal Spell Select 1 Equip Spell Card from your Graveyard and add it to your hand. You cannot activate that Equip Spell Card this turn. COMMON Rating: 2 Limited uses for this card like taking back Axe of Despair or Premature Burial but that's about it. |
DCR-039 Spell Card Rod of the Mind's Eye Equip Spell When a monster equipped with this card inflicts Battle Damage to your opponent, the damage becomes 1000 points. COMMON Rating: 2 This card helps if you constantly battle monsters slightly weaker than yours but it hurts when you would normally deal more damage but instead it becomes only 1000. |
DCR-038 Spell Card Precious Cards from Beyond Continuous Spell When you successfully Tribute Summon or Set a monster that required 2 or more Tributes, draw 2 cards from your Deck. COMMON Rating: 2 Bring out BEWD and draw twice! Not much else for this card, though. |
DCR-037 Spell Card Twin Swords of Flashing Light - Tryce Equip Spell You must send 1 card from your hand to your Graveyard when you activate this card. A monster equipped with this card decreases its ATK by 500 points. A monster equipped with this card can attack twice during the same Battle Phase. COMMON Rating: 2 Like Shooting Star Bow - Ceal, this card requires the discard of 1 card from your hand and lowers the ATK of the equipped monster by 500, which isn't much. |
DCR-036 Spell Card Rod of Silence - Kay'est Equip Spell A monster equipped with this card increases its DEF by 500 points. Negate the effect of a Spell Card (excluding this card) that specifically designates a monster equipped with this card as a target and destroy it. COMMON Rating: 2 500 DEF isn't much these days and it only lasts while this card is equipped when even Chorus of Sanctuary does the job better so when not using this card, use CoS. |
DCR-035 Spell Card Wicked-Breaking Flamberge - Baou Equip Spell You must send 1 card from your hand to your Graveyard when you activate this card. A monster equipped with this card increases its ATK by 500 points. When a monster equipped with this card destroys a monster with an effect on your opponent's side of the field in battle, negate the effect of that monster. RARE Rating: 2 Negate monsters like Sangan, Shining Angel and more, however you have to discard 1 of your own cards in your hand for this effect when even Dark Ruler Ha Des has the same effect so use him instead. |
DCR-034 Spell Card Gravity Axe - Grarl Equip Spell A monster equipped with this card increases its ATK by 500 points. As long as this card remains face-up on the field, monsters on your opponent's side of the field cannot change their battle position. COMMON Rating: 2 It makes a 1500 ATK monster into a 2000 ATK monster and prevents your opponent's monsters from changing modes. That's about all it's good for overall. |
DCR-033 Spell Card Shooting Star Bow - Ceal Equip Spell A monster equipped with this card decreases its ATK by 1000 points. A monster equipped with this card can attack your opponent's Life Points directly. COMMON Rating: 2 If you're going to use this card for uses other than for Summoning Guardian Ceal, do so on a monster that has high ATK. |
DCR-031 Spell Card Butterfly Dagger - Elma Equip Spell A monster equipped with this card increases its ATK by 300 points. When this card is destroyed and sent to the Graveyard while equipped to a monster, this card can be returned to the owner's hand. SUPER RARE Rating: 1 A horrible card. Only +300 ATK boost and returning to the hand only when equipped create bad cards overall. |
DCR-031 Spell Card Contract with Exodia Normal Spell You can only activate this card when you have "Exodia the Forbidden One", "Right Arm of the Forbidden One", "Left Arm of the Forbidden One", "Right Leg of the Forbidden One", and "Left Leg of the Forbidden One" in your Graveyard. Special Summon 1 "Exodia Necross" from your hand. COMMON Rating: 2 Like father, like son. Equally okay cards get equally bad ratings. |
DCR-030 Spell Card A Deal with Dark Ruler Quick-Play Spell You can only activate this card during a turn in which a monster with 8 or more Level Stars on your side of the field was sent to the Graveyard. Special Summon 1 "Berserk Dragon" from your hand or Deck. COMMON Rating: 2 The card needed to Summon the not-so-playable Berserk Dragon. Like any card that needs another card to be Summoned, both the Summoned monster and the card for the Summoned monster get equal ratings. |
DCR-029 Spell Card Shinato's Ark Ritual Spell This card is used to Ritual Summon "Shinato, King of a Higher Plane". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand. COMMON Rating: 5 Since Shinato cannot hit the field without this card, it's rating is equal to Shinato's. |
DCR-028 Effect Monster Thousand Needles EARTH / Beast / Level 4 / ATK 1000 / DEF 1800 When this Defense Position card is attacked and the ATK of the attacking monster is lower than the DEF of this card, after Damage Calculation destroy the attacking monster. COMMON Rating: 2 Another card from this set with the potential to be okay but with low odds of that happening. |
DCR-027 Effect Monster D. D. Warrior Lady LIGHT / Warrior / Level 4 / ATK 1500 / DEF 1600 When this card battles another monster, after Damage Calculation you can remove the opponent's monster and this card from play. SUPER RARE Rating: 2 You'll probably want to use her effect if you know she's going to be destroyed in battle and/or your other monsters are all stronger than your opponent's because her stats won't allow her to survive on the field alone. |
DCR-026 Effect Monster Dark Scorpion - Chick the Yellow DARK / Warrior / Level 3 / ATK 1000 / DEF 1000 When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1 of the following effects: ● Return 1 card on the field to its owner's hand. ● See 1 card on the top of your opponent's Deck. Your opponent does not see the card. Then return it on the top or the bottom of your opponent's Deck. COMMON Rating: 1 Very low stats make it seem impossible for this card to do anything on the field except get destroyed in battle. |
DCR-025 Effect Monster Fear from the Dark DARK / Zombie / Level 4 / ATK 1700 / DEF 1500 When this card is sent directly from your hand or Deck to your Graveyard by your opponent's card effect, Special Summon this card to your side of the field. RARE Rating: 2 There isn't much to fear from this card as its stats barely make it playable. |
DCR-024 Effect Monster Maju Garzett DARK / Fiend / Level 7 / ATK ? / DEF 0 The ATK of this card becomes equal to the combined original ATK of the 2 monsters you offered as a Tribute to Tribute Summon this card. COMMON Rating: 3 I gave this card 3/5 because it can either be a very strong or very weak monster for under most cases, you'll Tribute strong monsters so that Summoning this guy is worth it. |
DCR-023 Effect Monster Despair from the Dark DARK / Zombie / Level 8 / ATK 2800 / DEF 3000 When this card is sent directly from your hand or Deck to your Graveyard by your opponent's card effect, Special Summon this card to your side of the field. COMMON Rating: 2 A strong monster whose DEF can fend off a BEWD but even Shinato can take it down. |
DCR-022 Effect Monster Blindly Loyal Goblin EARTH / Warrior / Level 4 / ATK 1800 / DEF 1500 As long as this card remains face-up on the field, control of this card cannot switch. COMMON Rating: 4 A strong monster that stops cards like Snatch Steal and Brain Control from handing him over to your opponent! |
DCR-021 Effect Monster Gyaku-Gire Panda EARTH / Beast / Level 3 / ATK 800 / DEF 1600 The ATK of this card increases by 500 points for every monster on your opponent's side of the field. 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. COMMON Rating: 2 A monster that can become quite strong (3300 ATK) under the right conditions but that's not very likely as he'll either die in battle or you'll keep destroying your opponent's monsters. |
DCR-020 Effect Monster Exodia Necross DARK / Spellcaster / Level 4 / ATK 1800 / DEF 0 This card can only be Special Summoned by the effect of "Contract with Exodia". This card is not destroyed as a result of battle at any time or by the effects of Spell or Trap Cards. During each of your Standby Phases, increase the ATK of this card by 500 points. This card is destroyed when you do not have all 5 of these cards in your Graveyard: "Exodia the Forbidden One", "Right Arm of the Forbidden One", "Left Arm of the Forbidden One", "Right Leg of the Forbidden One", "Left Leg of the Forbidden One". ULTRA RARE Rating: 2 Its stats are hardly worth the card's Summoning requirements. At least it can't be destroyed by most cards and gets 500 ATK during each of your Standby Phases. This reason is why its rating is 2/5. |
DCR-019 Effect Monster Berserk Dragon DARK / Zombie / Level 8 / ATK 3500 / DEF 0 This card can only be Special Summoned by the effect of "A Deal with Dark Ruler". This card can attack all monsters on your opponent's side of the field once. You cannot attack your opponent directly if you attack any monsters first. Decrease the ATK of this card by 500 points during each of your End Phases. SUPER RARE Rating: 2 An immense 3500 ATK is enough to destroy Shinato and most likely any other monster your opponent has but it loses 500 ATK during all of your End Phases and has no DEF to help it last in Defense Mode. |
DCR-018 Effect Monster Mirage Knight LIGHT / Warrior / Level 8 / ATK 2800 / DEF 2000 This card can only be Special Summoned by the effect of "Dark Flare Knight". When this card battles another monster, during damage calculation increase the ATK of this card by the original ATK of the opponent's monster. During the End Phase after this card was involved in battle, remove this card from play. SUPER RARE Rating: 2 It's stronger than DFK but it can only be brought out by DFK's effect. It still gains the ATK of its attack target for Damage Calculation, though. |
DCR-017 Fusion Monster Dark Flare Knight DARK / Warrior-Type Fusion / Level 6 / ATK 2200 / DEF 800 "Dark Magician" + "Flame Swordsman" Any damage to the controller of this card from battle involving this monster becomes 0. When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon 1 "Mirage Knight" from your hand or Deck. SUPER RARE Rating: 2 A pretty strong monster but it requires another Fusion Monster and has only 800 DEF so if it goes to Defense Mode, it's easy prey for even LOB's Boneheimer with 850 ATK. |
DCR-016 Ritual Monster Shinato, King of a Higher Plane LIGHT / Fairy-Type Ritual / Level 8 / ATK 3300 / DEF 3000 This card can only be Ritual Summoned with the Ritual Spell Card, "Shinato's Ark". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand. When a Defense Position monster on your opponent's side of the field is destroyed and sent to the Graveyard by this card as a result of battle, inflict damage to your opponent's Life Points equal to the original ATK of the destroyed monster. ULTRA RARE Rating: 5 Well deserving of 5/5 stars! 3300 ATK takes out BEWD and if it takes out a Defense Position monster your opponent has, your opponent takes the original ATK of the monster as damage! |
DCR-015 Effect Monster Different Dimension Dragon LIGHT / Dragon / Level 5 / ATK 1200 / DEF 1500 The effect of a Spell of Trap Card cannot destroy this card unless the Spell or Trap Card specifically designates a target. This card is not destroyed as a result of battle when this card battles with a monster with an ATK of 1900 or less. SUPER RARE Rating: 2 If it weren't for its effects, there would be no way this card's rating would be higher than 1/5. |
DCR-014 Effect Monster Des Feral Imp DARK / Reptile / Level 4 / ATK 1600 / DEF 1800 FLIP: Select 1 card from your Graveyard and add it to your Deck. Then shuffle your Deck. RARE Rating: 2 Its effect of letting you select any card and shuffle it into your Deck can come in handy but since it's not added to your hand, this card's rating is 2/5. |
DCR-013 Effect Monster Little-Winguard WIND / Warrior / Level 4 / ATK 1400 / DEF 1800 Once during each of your End Phases, you can change the battle position of this card. COMMON Rating: 2 Its effect is probably the only thing that would keep it alive after destroying a monster in battle. |
DCR-012 Effect Monster Reflect Bounder LIGHT / Machine / Level 4 / ATK 1700 / DEF 1000 When this face-up Attack Position card is attacked by a monster on your opponent's side of the field, before damage calculation is resolved in the Damage Step, this card inflicts damage to your opponent's Life Points equal to the ATK of the attacking monster. Then, after damage calculation is resolved, this card is destroyed. ULTRA RARE Rating: 1 Even being an Ultra Rare card, his effect only lasts one turn and his stats aren't very high either. |
DCR-011 Effect Monster Cyber Raider DARK / Machine / Level 4 / ATK 1400 / DEF 1000 When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, select and activate 1 of the following effects: ● Select 1 equipped Equip Spell Card and destroy it. ● Select 1 equipped Equip Spell Card and equip it to this card. COMMON Rating: 1 Low stats and pretty bad effect all add up to a card that isn't playable. |
DCR-010 Effect Monster Guardian Tryce LIGHT / Thunder / Level 5 / ATK 1900 / DEF 1700 This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Twin Swords of Flashing Light - Tryce" on your side of the field. When this card is destroyed and sent to the Graveyard, Special Summon the monster that was offered as a Tribute for this card. RARE Rating: 2 Why only 2/5? Two reasons: He requires a Tribute and 2 he needs his Equip Spell to be Summoned. |
DCR-009 Effect Monster Guardian Kay'est WATER / Sea Serpent / Level 4 / ATK 1000 / DEF/ 1800 This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Rod of Silence - Kay'est" on your side of the field. This card is unaffected by any Spell Cards and cannot be attacked by your opponent's monsters. COMMON Rating: 2 I allow this card to stay at 2/5 for she can't be attacked by your opponent's monsters and is unaffected by Spell Cards your opponent uses. |
DCR-008 Effect Monster Guardian Baou DARK / Fiend / Level 4 / ATK 800 / DEF 800 This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Wicked-Breaking Flamberge - Baou" on your side of the field. Each time 1 of your opponent's monsters is destroyed and sent to the Graveyard in battle by this monster, increase the ATK of this card by 1000 points. Also negate the effect of an Effect Monster that is destroyed by this monster in battle. RARE Rating: 1 I thought GE was bad. This card is even worse! If you're not running his Equip Spell, why on earth are you running this card? |
DCR-007 Effect Monster Guardian Grarl EARTH / Dinosaur / Level 5 / ATK 2500 / DEF 1000 This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Gravity Axe - Grarl" on your side of the field. If this is the only card in your hand, you can Special Summon it without offering Tributes. ULTRA RARE Rating: 3 The reason for this 2500 ATK monster not getting 4/5 stars is due to the fact that to be Summoned he needs a specific Equip Spell on your field. |
DCR-006 Effect Monster Guardian Ceal FIRE / Pyro / Level 4 / ATK 1700 / DEF 1400 This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Shooting Star Bow - Ceal" on your side of the field. Send an Equip Spell Card on your side of the field equipped to this card to the Graveyard to destroy 1 monster on your opponent's side of the field. ULTRA RARE Rating: 2 Was the reason this card was made Ultra Rare because we have an Equip Spell that returns to the top of your Deck when sent to the Graveyard or his effect that can be used more than once? Still not too great a card. |
DCR-005 Effect Monster Guardian Elma WIND / Fairy / Level 3 / ATK 1300 / DEF 1200 This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a "Butterfly Dagger - Elma" on your side of the field. When this card is Summoned successfully, you can select 1 appropriate Equip Spell Card in your Graveyard and equip it to this card. COMMON Rating: 1 Her weak stats alone don't make her playable and needing a specific Equip Spell on the field just to Summon her makes her even less playable. |
DCR-004 Effect Monster Arsenal Summoner WIND / Spellcaster / Level 4 / ATK 1600 / DEF 1600 FLIP: Select 1 card that includes "Guardian" in its card name from your Deck and add it to your hand. You cannot select "Celtic Guardian", "Winged Dragon, Guardian of the Fortress #1", "Winged Dragon Guardian of the Fortress #2", "Guardian of the Labyrinth", or "The Reliable Guardian". COMMON Rating: 1 With such limited choices as to what this card can pick up, it's not even worth setting on the field. |
DCR-003 Normal Monster Acrobat Monkey EARTH / Machine / Level 3 / ATK 1000 / DEF 1800 An autonomous monkey type robot which was developed with cutting-edge technology. It moves very acrobatically. COMMON Rating: 2 1800 DEF stops monsters like La Jinn and Nin-Ken Dog but it won't be able to hold against monsters like either of the Luster Dragons. |
DCR-002 Normal Monster Nin-Ken Dog WIND / Beast-Warrior / Level 4 / ATK 1800 / DEF 1000 Ninja dog who has mastered extreme Ninjitsu. Through hard training, it learned the technique to metamorphose into a human being. COMMON Rating: 4 Mow down that pesky Sonic Duck and even monsters with 1750 DEF! |
DCR-001 Normal Monster Battle Footballer FIRE / Machine / Level 4 / ATK 1000 / DEF 2100 A cyborg with high defense power. Originally it was invented for a football machine. COMMON Rating: 3 A nice solid 2100 blocks even 2000 ATK monsters like Vampire Lord! |
DCR-000 Effect Monster Vampire Lord DARK / Zombie / Level 5 / ATK 2000 / DEF 1500 Each time this card inflicts Battle Damage to your opponent, declare 1 card type (Monster, Spell, or Trap). Your opponent selects 1 card of that type from his/her Deck and sends it to the Graveyard. Also, when this card is destroyed and sent to your Graveyard by your opponent's card effect, it is Special Summoned to the field during your next Standby Phase. SECRET RARE Rating: 3 A not-so-strong monster with decent effects! If he is destroyed and sent to the Graveyard by your opponent's card effect, under most cases, he comes back! Plus his other effect can ruin your opponent's Deck too! |