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Dark Crisis (DCR-EN) Card Ratings)

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Dark_Crisis_(TCG-NA-1E)
                                       Rating: 4 | 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)


A very powerful Trap Card and it's no wonder it's a ScR!
 
                                       Rating: 2 | 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)


It was dubbed "Sacrifices Blast" in the anime but it's a pretty bad card all things considered.
 
                                      Rating: 2 | 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)


If you're running a LIGHT Deck, this card isn't too bad but horrible elsewhere.
 
                                       Rating: 1 | 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)


Use Mirror Force or Negate Attack instead.
 
                                       Rating: 1 | 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)


Use Cursed Seal of the Forbidden Spell instead.
 
                                       Rating: 1 | 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)


For what it's worth, you could activate this card and have your opponent get the same or better roll!
 
                                       Rating: 1 | 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)


Another horrible Archfiend support card.
 
                                       Rating: 1 | 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)


It's not really worth having 5 rejects on the field, especially since they're limited to 400 damage each.
 
                                       Rating: 1 | 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)


It's hardly worth it, especially since you still have to pay for the Archfiend monster(s).
 
                                       Rating: 1 | 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)


Use Negate Attack or Thunder of Ruler instead.
 
                                       Rating: 1 | 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)


Whether you use it when you're about to lose it or just need the extra boost, it's a bad card to play.
 
                                       Rating: 1 | DCR-094 | Trap 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)


Archfiends are so bad they need a Field Spell just to become cost-free on the field and the effects still aren't worth it.
 
                                       Rating: 1 | 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)


Since the Dark Scorpion monsters aren't worth using, neither is this card.
 
                                       Rating: 1 | 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)


They could take an oath to be better monsters but that's not going to happen.
 
                                       Rating: 2 | 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)


A 20-turn victory. That only happens if you don't lose beforehand.
 
                                       Rating: 2 | 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)


Some of the decent Fairy-Type monsters will get better with this card but there aren't many.
 
                                       Rating: 1 | 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)


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.
 
                                       Rating: 1 | 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)


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.
 
                                       Rating: 3 | 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)


What's there to say? Its the card necessary for a decent Ritual Monster!
 
                                       Rating: 3 | 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)


Any DARK Ritual Monster will benefit from this so you don't need the listed Ritual Spell to bring it out.
 
                                       Rating: 2 | 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)


The listed card for the so-called Legendary Flame Lord. I've seen better honestly.
 
                                       Rating: 1 | 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)


Your opponent will get dragged into laughter when they see you've played such a horrible card.
 
                                       Rating: 1 | 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)


All the big Spell Cards that would make this card more useful are banned from play, leaving nothing for this card.
 
                                       Rating: 3 | 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)


You have a 5-in-6 chance of being successful, which really makes it worth Ritual Summoning this guy.
 
                                       Rating: 2 | 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)


It'll probably take too long to achieve the activation requirements, but it's not the worst effect.
 
                                       Rating: 2 | 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)


A built-in Monster Reborn for Fariy Decks, but it's dependent on what's already in your Graveyard at the time.
 
                                      Rating: 2 | 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)


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.
 
                                       Rating: 2 | 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)


Wall of Illusion has slightly more DEF and the same effect, but this isn't bad either.
 
                                       Rating: 2 | 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)


You get to at least pick the 2 cards your opponent returns to the Deck, but you may not have good choices.
 
                                       Rating: 2 | 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)


There's potential with this in a Fairy Deck but even then, you probably won't give it all that much.
 
                                       Rating: 2 | 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)


The effect works on itself, but it really doesn't have a lot going for it.
 
                                       Rating: 1 | 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)


Spell Canceller can do better than this for half the number of Tributes.
 
                                       Rating: 3 | 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)


It costs a small fee to keep it on the field, but the effect at least has a 50-50 chance of success.
 
                                       Rating: 1 | 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)


I would call this card "Terribleking Archfiend for his horrible effect.
 
                                       Rating: 1 | 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)


Far too weak to have any chance of giving anything an ATK boost.
 
                                       Rating: 2 | 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)


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.
 
                                       Rating: 1 | 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)


These may be based on chess pieces, but while the actual game is pretty dull, these are just flat-out bad.
 
                                       Rating: 1 | 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)


Horrendous. Simply horrendous.
 
                                       Rating: 1 | 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)


Very low stats and having to pay Life Points at all of your Standby Phases make this a very horrible card to use.
 
                                       Rating: 2 | 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)


He at least has trample but requires a Tribute and that's why his rating is 2/5.
 
                                       Rating: 2 | 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)


Stop your opponent from using Magic Jammer or the like but it stops you too so it's an okay card to use.
 
                                       Rating: 1 | 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)


With such low stats, he isn't even worth retrieving the Equip Spell.
 
                                      Rating: 4 | 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)


Great he is for Tribute a BEWD gives him 6000 ATK!
 
                                       Rating: 1 | 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)


What's outstanding about a weak monster that recycles itself? It's totally useless.
 
                                       Rating: 2 | 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)


At least she stands up to the 1800 ATK monsters like the so-called "Gorg the Strong".
 
                                       Rating: 1 | 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)


A strong monster would have higher ATK and/or DEF. This guy has the stats of a Level 4 monster.
 
                                       Rating: 1 | 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)


As if the first one was any good.
 
                                       Rating: 2 | 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)


He keeps your Pandemonium Field Spell on the field but he won't be watching it for long with only 1800 DEF.
 
                                       Rating: 4 | 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)


Even Gemini Elf wasn't this easy to obtain, but I have no complaints.
 
                                       Rating: 1 | 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)


We got the other two already but they're collectively terrible.
 
                                       Rating: 2 | 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)


2000 DEF is all this card has along with weak ATK.
 
                                       Rating: 4 | 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)


1850 ATK clobbers even La Jinn or Dark Blade and since it's a WATER monster, it'll benefit from Umi!
 
                                       Rating: 3 | 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)


Summon your more powerful monsters more easily for a small price!
 
                                       Rating: 3 | 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)


Protect your weak monsters and leave your opponent with even fewer options of attacking!
 
                                       Rating: 4 | 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)


Thank goodness it's not Level 7+ for all the benefits it offers because I get to give it a high rating.
 
                                       Rating: 1 | DCR-050 | Trap Card
Really Eternal Rest
Normal Trap
Destroy all monsters equipped with Equip Cards.
(Common)


Eternal Rest is already better than this even though both are terrible cards.
 
                                       Rating: 3 | 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)


Make every monster on the field basically into a Normal Monster, all for 1000 LP.
 
                                       Rating: 1 | 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)


A useless Trap Card that should not be part of any Deck.
 
                                       Rating: 1 | 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.
 
                                       Rating: 2 | 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)


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.
 
                                       Rating: 3 | 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)


Comes in quite handy to keep your strong monsters in Attack Mode as well as opponent's weakest monsters!
 
                                       Rating: 1 | 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)


Since this card is continuous, a simple MST can take it out with ease. A waste of Deck space overall.
 
                                       Rating: 1 | 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)


There's no point to this card so don't use it. 
 
                                       Rating: 2 | 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)


This card is a double-edged sword. It can give you tons of Life Points or deal you tons of damage.
 
                                       Rating: 1 | 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)


Even if you do activate this card successfully, there is little chance that you'll gain much in the way of Life Points.
 
                                       Rating: 2 | 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)


Limited uses for this card like taking back Axe of Despair or Premature Burial but that's about it.
 
                                       Rating: 2 | 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)


It's only really useful if your opponent would otherwise take less damage.
 
                                       Rating: 2 | 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)


Bring out BEWD and draw twice! Not much else for this card, though.
 
                                       Rating: 2 | 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)


It's a carbon copy of Shooting Star Bow - Ceal but with less ATK lost.
 
                                       Rating: 2 | 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)


The affected monster gets 500 extra DEF and some protection, but both are minimal.
 
                                       Rating: 2 | 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)


This can be seen is the mirror to Twin Swords of Flashing Light - Tryce since the ATK is gained vs lost.
 
                                       Rating: 2 | 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)


It's basically Black Pendant but with the ability to lock down the battle positions of your opponents monsters.
 
                                       Rating: 2 | DCR-033 | Spell Card
Shooting Star Bow - Ceal
Equip Spelll
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))


If you're not Summoning Guardian Ceal, use this on a monster that has high ATK.
 
                                       Rating: 1 | DCR-032 | 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)


A horrible card. Only +300 ATK boost and returning to the hand only when equipped create bad cards overall.
 
                                       Rating: 2 | 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)


Like father, like son. Equally okay cards get equally bad ratings.
 
                                       Rating: 2 | 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)


At least it costs you nothing once your Level 8+ monster is sent to the Graveyard but Berserk Dragon isn't all that good.
 
                                       Rating: 5 | 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)


Since Shinato cannot hit the field without this card, it's rating is equal to Shinato's.
 
                                       Rating: 2 | 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)


Another card from this set with the potential to be okay but with low odds of that happening.
 
                                       Rating: 2 | 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)


An okay trade-off when both monsters are removed from play but you're still taking damage in most cases.
 
                                       Rating: 1 | 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)


Very low stats make it seem impossible for this card to do anything on the field except get destroyed in battle.
 
                                       Rating: 2 | 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)


There isn't much to fear from this card as its stats barely make it playable.
 
                                       Rating: 3 | 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)


The Tributed monsters decide how strong it becomes but it stil has 0 DEF.
 
                                       Rating: 2 | 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)


A strong monster whose DEF can fend off a BEWD but even Shinato can take it down.
 
                                       Rating: 4 | 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)


A strong monster that stops cards like Snatch Steal and Brain Control from handing him over to your opponent!
 
                                       Rating: 2 | 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)


Both effects aren't all that great as the 2nd hinges on the first being enough.
 
                                       Rating: 2 | 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)


While it's free to bring this out, it costs you a better way to win and is dependent on being successful in battle.
 
                                       Rating: 2 | 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)


3500 ATK is pretty respectable, but lacking DEF and losing 500 ATK each turn is pretty bad.
 
                                       Rating: 2 | 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)


Unlike the anime, it doesn't need to battle a LIGHT monster but it still only stays for 1 turn.
 
                                       Rating: 2 | 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)


You can't take damage when it battles, but it's not all that strong and brings out a pretty lackluster monster when destroyed.
 
                                       Rating: 5 | 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)


One of the strongest Ritual Monsters to date, topping even The Masked Beast and comes with a pretty nasty effect.
 
                                       Rating: 2 | 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)


If it weren't for its effects, there would be no way this card's rating would be higher than 1/5.
 
                                       Rating: 2 | 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)


The effect may help, but that's dependent on your Graveyard's contents at the time it's activated.
 
                                       Rating: 2 | 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)


Its effect is probably the only thing that would keep it alive after destroying a monster in battle.
 
                                       Rating: 1 | 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)


Even being an Ultra Rare card, his effect only lasts one turn and his stats aren't very high either.
 
                                       Rating: 1 | 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)


Low stats and pretty bad effect all add up to a card that isn't playable.
 
                                       Rating: 2 | 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)


Why only 2/5? Two reasons: He requires a Tribute and 2 he needs his Equip Spell to be Summoned.
 
                                      Rating: 2 | 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)


The effects aren't bad, but she still needs the Equip Spell on your field before they can be used.
 
                                       Rating: 1 | 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)


I thought GE was bad. Maybe it should baou before the superior monsters of the past, present and future?
 
                                       Rating: 3 | 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)


It's unfortunate it needs the proper Equip Spell, but the effects help make up for that.
 
                                       Rating: 2 | 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)


I really don't understand why this card's rarity wasn't Common or Rare because what I see here is nothing spectacular.
 
                                       Rating: 1 | 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)


Guardians arrive, but they're starting with this pitiful excuse of a monster.
 
                                       Rating: 1 | 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)


With such limited choices as to what this card can pick up, it's not even worth setting on the field.
 
                                       Rating: 2 | 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)


Some monsters can be blocked by this card, but it's pretty limited on uses.
 
                                       Rating: 4 | 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)


Mow down that pesky Sonic Duck and even monsters with 1750 DEF!
 
                                       Rating: 3 | 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)


A nice solid 2100 blocks even 2000 ATK monsters like Vampire Lord!
 
                                       Rating: 3 | 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)


Both effects are pretty good but the 2nd effect is slow and requires being destroyed by an opponent's card effect.