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Dark Neostorm (DANE-EN) Card Ratings

1. For info on how these ratings are determined, click here.
2. Card
gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Dark_Neostorm_(TCG-EN-1E)
                               Rating: 1 | DANE-EN099 | Spell Card
Memories of Hope
Normal Spell
Draw cards equal to the number of "Number" Xyz Monsters with different names you control. You can only activate 1 "Memories of Hope" per turn.
(Super Rare)


What are the odds you're going to have more than one Number Xyz Monster on your field, especially when most of them suck? I'd say pretty slim to none, especially since they need to have different names.
 
                               Rating: 1 | DANE-EN098 | Spell Card
Whitefish Salvage
Continuous Spell
You can target 1 Fish monster in your GY; add it to your hand. You can only use this effect of "Whitefish Salvage" once per turn. If this card in your possession is destroyed by an opponent's card effect and sent to your GY: Take 1 Fish monster from your Deck, and either add it to your hand or Special Summon it.
(Rare)


What Fish-Type monsters do we have that are viable with this? Not very many. I wouldn't even recommend this with Mermails as they're mostly Aqua-Type.
 
                               Rating: 1 | DANE-EN097 | Spell Card
Pendulum Halt
Normal Spell
If you have 3 or more face-up Pendulum Monsters with different names in your Extra Deck: Draw 2 cards. You cannot add cards from the Deck to your hand for the rest of this turn after this card resolves.
(Super Rare)


Little point in drawing extra cards if you're then unable to add anything else to your hand in case your draws are bad. It's already not really usable in Archetype Decks because they're all generally going to use multiples of the same monster.
 
                               Rating: 2 | DANE-EN096 | Spell Card
Speedlift
Quick-Play Spell
If you control exactly 1 Tuner and no other monsters: Special Summon 1 Level 4 or lower "Speedroid" monster from your Deck. Neither player can activate cards or effects when that monster is Special Summoned.
(Common)


Kind of random to have it require a Tuner and no other monsters but as a Quick-Play Spell, it can help with Synchro, Xyz and maybe even Link Summons.
 
                               Rating: 1 | DANE-EN095 | Link Monster
Cherubini, Ebon Angel of the Burning Abyss
DARK | Fairy-Type Link | ATK 500 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Level 3 monsters
Monsters this card points to cannot be destroyed by card effects. If this card would be destroyed by battle or an opponent's card effect, you can send 1 other card you control to the GY instead. You can send 1 Level 3 monster from your Deck to the GY, then target 1 "Burning Abyss" monster on the field; it gains ATK/DEF equal to the ATK/DEF of the monster sent to the GY, until the end of this turn. You can only use this effect of "Cherubini, Ebon Angel of the Burning Abyss" once per turn.
(Secret Rare)


Seems like it's manditory for Burning Abyss Extra Deck monsters to be Secret Rare because we've had a few prior to this that were also Secret Rare and this guy just isn't worth the effort given it's incredibly weak and sacrifices the same monsters it protects just to save itself and cost you more LP.
 
                               Rating: 2 | DANE-EN094 | Link Monster
Mermail Abyssalacia
WATER | Sea Serpent-Type Link | ATK 1600 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Fish, Sea Serpent, and/or Aqua monsters
Monsters this card points to gain 500 ATK/DEF. You can only use each of the following effects of "Mermail Abyssalacia" once per turn.
● During your opponent's turn (Quick Effect): You can send 1 card from your hand to the GY; add 1 "Mermail" monster from your Deck to your hand.
● If this card in its owner's possession is destroyed by an opponent's attack or card effect: You can send 1 WATER monster from your Deck to the GY, then target 1 WATER monster in your GY; Special Summon it in Defense Position.
(Ultra Rare)


The effects are pretty mediocre and it's not very strong but in some instances it can be okay.
 
                               Rating: 2 | DANE-EN093 | Xyz Monster
Number XX: Utopic Dark Infinity
DARK | Warrior-Type Xyz |
Rank 10 | ATK 4000 | DEF 4000
2+ Level 10 monsters
When a monster is destroyed by battle and sent to the GY: You can detach 1 material from this card, then target that monster; Special Summon it to your field in Defense Position. You can target 1 other face-up Special Summoned monster you control; gain LP equal to its original ATK. You can only use each effect of "Number XX: Utopic Dark Infinity" once per turn.
(Ultra Rare)


As far as Number and Utopic monsters go, it's pretty powerful and getting the materials isn't too difficult thanks to Metal Reflect Slime and Yubel. Still, the monster it revives is going to be vulnerable and this guy will lose an Xyz Material. The other effect costs nothing, though.
 
                               Rating: 2 | DANE-EN092 | Xyz Monster
Number 5: Doom Chimera Dragon
DARK | Dragon-Type Xyz | Rank 5 | ATK 0 | DEF 0
2+ Level 5 monsters
Gains 1000 ATK for each material attached to it. This card with material can attack all monsters your opponent controls once each. At the end of the Battle Phase, if this card battled: You can activate one of the following effects.
● Target 1 monster in your GY; attach it to this card as material.
● Target 1 card in your opponent's GY; place it on top of their Deck.
(Super Rare)


It's weak to start but with at least 3 Xyz Materials, it can be okay and can get more each turn but is entirely relient on having them to be even remotely successful.
 
                               Rating: 2 | DANE-EN091 | Trap Card
Loge's Flame
Continuous Trap
While you control a "Valkyrie" monster, monsters your opponent controls with 2000 or less ATK cannot attack. If this card in your possession is destroyed by an opponent's card effect: You can Special Summon 1 Level 5 or higher "Valkyrie" monster from your hand or Deck.
(Super Rare)


It isn't going to do much, even in Valkyrie Decks because monsters that are stronger can bypass it whether you have a Valkyrie monster out or not. At least the other effect can bring out just about any Valkyrie monster.
 
                               Rating: 2 | DANE-EN090 | Spell Card
Pegasus Wing
Normal Spell
If you have a Union monster in your GY: Target any number of "Valkyrie" monsters you control; those monsters can attack directly this turn, but if they do so using this effect, their battle damage inflicted to your opponent is halved.
(Common)


At least you don't need to control a Union monster, nor do you need a Valkyrie one but Union monsters generally aren't all that good, appart from the X,Y and Z ones.
 
                               Rating: 1 | DANE-EN089 | Spell Card
Valkyrie's Embrace
Normal Spell
If all monsters you control are "Valkyrie" monsters: Target 1 Attack Position "Valkyrie" monster you control and 1 face-up monster your opponent controls; change your monster to Defense Position, and if you do, banish that opponent's monster. You cannot Special Summon monsters the turn you activate this card, except "Valkyrie" monsters. You can only activate 1 "Valkyrie's Embrace" per turn.
(Ultra Rare)


There are better ways to banish monsters without even needing Valkyrie monsters.
 
                               Rating: 2 | DANE-EN088 | Effect Monster
Valkyrie Chariot
WIND | Fairy-Type Union |
Level 3 | ATK 500 | DEF 1000
Once per turn, you can either: Target 1 Fairy monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. When the equipped monster declares an attack: You can have it gain 500 ATK. (This ATK gain remains even if this card leaves the field.)
(Common)


The ATK boost applies to any Fairy-Type monster and will give it the ATK even after it's been removed from its host. Still, it doesn't have much on its own.
 
                               Rating: 2 | DANE-EN087 | Effect Monster
Valkyrie Erda
LIGHT | Fairy | Level 8 | ATK 2000 | DEF 2200
You can only control 1 "Valkyrie Erda". While you control this card, Special Summoned by the effect of a "Valkyrie" card, all face-up monsters your opponent controls lose 1000 ATK. Any card destroyed by battle or card effect that would be sent to your opponent's GY is banished instead.
(Super Rare)


I don't know of too many Valkyrie cards we have that Special Summon the likes of her but she's not going to be that useful even so because apart from that, she's just a copy of Banisher of the Light.
 
                               Rating: 1 | DANE-EN086 | Effect Monster
Valkyrie Funfte
LIGHT | Fairy | Level 2 | ATK 800 | DEF 1200
"Valkyrie" monsters you control gain 200 ATK for each of your opponent's banished monsters. If you control a "Valkyrie" monster other than "Valkyrie Funfte": You can send 1 Spell/Trap from your Deck to the GY. You can only use this effect of "Valkyrie Funfte" once per turn.
(Rare)


Unfortunately, key cards that could make her remotely playable are either limited or banned and probably aren't going to be released from those statuses anytime soon. This means, she'll pretty much be useless until then.
 
                               Rating: 1 | DANE-EN085 | Trap Card
You're in Danger!
Normal Trap
Reveal 3 "Danger!" monsters with different names from your Deck, your opponent randomly picks 1 for you to Special Summon, and you shuffle the rest into the Deck. During the End Phase, destroy that Special Summoned monster. You can only activate 1 "You're in Danger!" per turn.
(Rare)


What danger am I in? The mere thought of a piece of cardboard with ink temporarily staying on the field? Turns out some danger IS a laughing matter.
 
                               Rating: 2 | DANE-EN084 | Spell Card
Danger! Feets of Strength!
Equip Spell
Equip only to a "Danger!" monster. It gains 800 ATK/DEF. It cannot be destroyed by card effects. It can make up to 2 attacks on monsters during each Battle Phase.
(Rare)


Since Danger! monsters are pretty vulnerable as is, they'll need cards like this to support themselves but this won't be enough.
 
                               Rating: 1 | DANE-EN083 | Spell Card
Danger! Excitement! Mystery!
Normal Spell
Discard 1 Level 5 or higher "Danger!" monster; add 1 Level 4 or lower "Danger!" monster from your Deck to your hand. You cannot Special Summon monsters for the rest of this turn after this card resolves, except "Danger!" monsters. You can only activate 1 "Danger! Excitement! Mystery!" per turn.
(Ultra Rare)


The Danger! is more like crying wolf because the entire Archetype has proven to be pretty much just as the folklore presents it, intriguing at first then disappointing later on.
 
                               Rating: 1 | DANE-EN082 | Trap Card
Saryuja's Shackles
Normal Trap
Target 1 Link Monster your opponent controls or is in their GY; draw cards equal to its Link Rating, then, if you have 2 or more cards in your hand, place 2 cards from your hand on the bottom of your Deck in any order. You can only activate 1 "Saryuja's Shackles" per turn.
(Common)


I'd think having the Link Monster out in general would've sufficed to be the card's activation requirements but we're apparently not allowed to draw cards anymore without getting rid of cards in our hand afterwards.
 
                               Rating: 1 | DANE-EN081 | Synchro Monster
Muddy Mudragon
DARK | Dragon-Type Synchro | Level 5 | ATK 500 | DEF 2200
1 Tuner + 1+ non-Tuner monsters
This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. During your Main Phase, if you control this Synchro Summoned card: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Material, including this card. You can only use this effect of "Muddy Mudragon" once per turn.
(Rare)


In spite of its artwork, all that mud has left it becoming pretty much useless in Duels as everything it has to offer can be done as well as if not better for little or no effort.
 
                               Rating: 1 | DANE-EN080 | Trap Card
Dice It
Normal Trap
Roll a six-sided die. Apply this effect, depending on whose turn it is.
● During your turn: Banish cards from your GY equal to the result. Then, if the result was 1, send 6 cards from the top of your Deck to the GY.
● During your opponent's turn: Send cards from the top of your Deck to the GY equal to the result. Then, if the result was 6, banish 1 card from your GY.
(Common)


Doesn't matter what effect you end up using as you lose either way. It's just a pitiful attempt to trigger effects in the Graveyard.
 
                               Rating: 3 | DANE-EN079 | Trap Card
Snowman Effect
Normal Trap
Target 1 face-up monster you control; it gains ATK equal to the combined original ATK of the other monsters you control, until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Snowman Effect" per turn.
(Common)


Beatdown Decks can take full advantage of this in a lot of ways, especially since it doesn't restrain your other monsters from attacking (should you use this during your turn).
 
                               Rating: 4 | DANE-EN078 | Trap Card
Crackdown
Continuous Trap
Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.
(Super Rare)


Mind Control has nothing on this card because while that card can be activated more readily, this can take anything and use that monster for anything. It also has little restraints and no activation requirements, apart from being a Trap Card.
 
                               Rating: 2 | DANE-EN077 | Trap Card
Chain Hole
Normal Trap
When your opponent activates a monster effect in response to a card or effect activation: Negate that opponent's effect, then, your opponent can banish 1 card from their hand or Deck with the same original name as that negated card. If they did not, you can banish 1 random card from their hand.
(Super Rare)


While I can see it being somewhat potent against Decks that rely heavily on their monster effects, it doesn't stop anything else and doesn't do much when it's successful.
 
                               Rating: 1 | DANE-EN076 | Trap Card
World Legacy Cliffhanger
Normal Trap
When an attack is declared involving 2 Link Monsters: Shuffle all monsters on the field and in the GYs into the Decks. For the rest of this turn after this card resolves, neither player can Link Summon.
(Common)


This is like having an episode end in suspense where you know the result and here, it's plainly obvious that it's just not worth using.
 
                               Rating: 2 | DANE-EN075 | Trap Card
World Legacy Collapse
Continuous Trap
You can banish 1 "World Legacy" monster from your hand, GY, or face-up field, then target 1 Link Monster on the field; it gains ATK equal to the original ATK of the banished monster (even if this card leaves the field). If a Link Monster(s) you control is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish this card; Special Summon 1 Cyberse Link Monster from your GY. You can only use each effect of "World Legacy Collapse" once per turn.
(Common)


It's not even specific to World Legacy Link Monsters but since it needs a World Legacy Monster to even use the effect, it might as well be and it's okay for those Decks.
 
                               Rating: 2 | DANE-EN074 | Trap Card
Orcust Crescendo
Counter Trap
When a Spell/Trap Card, or monster effect, is activated while you control an "Orcust" Link Monster: Negate the activation, and if you do, banish that card. You can banish this card from your GY; add to your hand 1 of your DARK Machine monsters that is banished or in your Deck. You cannot Special Summon monsters the turn you activate this effect, except DARK Machine monsters. You can only use 1 "Orcust Crescendo" effect per turn, and only once that turn.
(Super Rare)


It can't be just any Orcust monster but it stops just about anything that would come your way in return. The 2nd effect isn't all that useful, though.
 
                               Rating: 1 | DANE-EN073 | Trap Card
The Weather Rainbowed Canvas
Continuous Trap
You can only control 1 "The Weather Rainbowed Canvas". "The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
● If your opponent controls a monster (Quick Effect): You can banish this card; Special Summon 1 "The Weather" monster with a different name from your Deck, also you cannot Special Summon other monsters from the Deck for the rest of this turn.
(Rare)


All that text for a card that Special Summons 1 monster? Not even The Weather Decks should consider this.
 
                               Rating: 1 | DANE-EN072 | Trap Card
Magical Musket - Crooked Crown
Continuous Trap
You can only control 1 "Magical Musket - Crooked Crown". During the Main Phase: You can Special Summon 1 "Magical Musket" monster from your hand, and if you do, if your opponent's Main Monster Zone in that monster's current column is unused, that zone cannot be used until the end of this turn (even if this card leaves the field). You can only use this effect of "Magical Musket - Crooked Crown" once per turn.
(Common)


You'll probably get at least 2 Magical Musketeers out each turn but the opponent's Main Monster Zone only becomes unusable for 1 turn.
 
                               Rating: 2 | DANE-EN071 | Trap Card
Super Quantal Union - Magnaformation
Continuious Trap
Your opponent cannot target "Super Quant" cards on the field with card effects during your Main Phase 1. You can target 1 "Super Quant" Xyz Monster you control; attach 1 other face-up monster you control to it as material. You can only use this effect of "Super Quantal Union - Magnaformation" once per turn.
(Common)


If it weren't for the 2nd effect, I'd have no problem giving this card my lowest rating but it's not much better.
 
                               Rating: 1 | DANE-EN070 | Trap Card
Assault Reboot
Normal Trap
Tribute 1 "/Assault Mode" monster; Special Summon 1 "/Assault Mode" monster from your Deck with a different name in Defense Position, ignoring its Summoning conditions. You can banish this card from your GY, then target any number of cards in your GY, with different names, that are "Assault Mode Activate" and/or specifically list "Assault Mode Activate" in their text, except "Assault Reboot"; shuffle them into the Deck. You can only use each effect of "Assault Reboot" once per turn.
(Rare)


What's the point of this exactly? You're just trading in 1 useless /Assault Mode monster for one that's even worse since it wasn't Summoned properly. The other effect doesn't even mean anything since you're just recycling the junk that makes up the Archetype as a whole.
 
                               Rating: 2 | DANE-EN069 | Trap Card
D - Tactics
Continuous Trap
During the Standby Phase: You can have all "HERO" monsters you control gain 400 ATK (even if this card leaves the field). If a Level 8 or higher "Destiny HERO" monster(s) or a "Destiny End Dragoon" is Special Summoned to your field (except during the Damage Step): You can banish 1 card from your opponent's hand (random), field, or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can add 1 "Destiny HERO" monster from your Deck to your hand. You can only use each effect of "D - Tactics" once per turn.
(Rare)


The tactics here are pretty minimal except for the last one, which actually has some uses.
 
                               Rating: 2 | DANE-EN068 | Trap Card
Altergesit Haunted Rock
Continuous Trap
If this card was Set by the effect of an "Altergeist" card, you can activate it the turn it was Set. When this card is activated: Send 1 "Altergeist" monster from your hand to the GY. When your opponent activates a Trap Card (except during the Damage Step): You can send 1 "Altergeist" monster from your hand to the GY; negate that effect, and if you do, destroy that card. You can only use each effect of "Altergeist Haunted Rock" once per turn.
(Common)


Not even that playable in Altergeist Decks considering you end up losing more than you gain and only the 2nd effect is worth it.
 
                               Rating: 1 | DANE-EN067 | Spell Card
Packet Swap
Normal Spell
Target 1 face-up non-Link Monster you control and 1 Link Monster your opponent controls; switch control of those monsters. You can only activate 1 "Packet Swap" per turn.
(Common)


First of all, this card targets, which means it can be blocked by cards that Creature Swap can't and second, you're limited on monsters you can choose on both sides of the field.
 
                               Rating: 1 | DANE-EN066 | Spell Card
Stand In
Quick-Play Spell
Tribute 1 monster, then target 1 monster in your opponent's GY with the same original Type and Attribute; Special Summon it to your field. You can only activate 1 "Stand In" per turn.
(Common)


If you need a monster that badly, use Call of the Haunted, Monster Reborn or any other more versatile card.
 
                               Rating: 3 | DANE-EN065 | Spell Card
Mordschlag
Equip Spell
Equip only to a Normal Summoned/Set monster you control. It is unaffected by your opponent's activated effects of Special Summoned monsters. During damage calculation, if the equipped monster battles an opponent's Special Summoned monster: That opponent's monster loses ATK/DEF equal to the equipped monster's original ATK, during that damage calculation only.
(Common)


This can be especially deadly with Armed Protector Dragon, whom can protect this card from harm as well but just about any high ATK monster can make use of this.
 
                               Rating: 2 | DANE-EN064 | Spell Card
Mystic Mine
Field Spell
If your opponent controls more monsters than you do, your opponent cannot activate monster effects or declare an attack. If you control more monsters than your opponent does, you cannot activate monster effects or declare an attack. Once per turn, during the End Phase, if both players control the same number of monsters: Destroy this card.
(Super Rare)


Field Barrier can keep this card in play regardless of the number of monsters out but this card isn't all that good except in very few Decks.
 
                               Rating: 1 | DANE-EN063 | Spell Card
Dirge of the Lost Dragon
Continuous Spell
Activate this card by declaring 1 card name. Each time the declared card, or its effect, is activated, halve its owner's LP immediately after it resolves. During the End Phase, if this card halved a player's LP this turn, send this card to the GY. While your opponent controls a monster, this card cannot be destroyed by card effects.
(Super Rare)


Just like the monster it depicts, this card is hurtful to both players and doesn't stop the card that triggers the effect in the first place. It's also irrelevent that it can't be destroyed by card effects if your opponenent has a monster out.
 
                               Rating: 1 | DANE-EN062 | Spell Card
Impcantation Thanatosis
Field Spell
When this card is activated: You can reveal 1 "Impcantation" monster in your hand and Special Summon 2 monsters with that monster's name from your Deck, then shuffle the revealed monster into the Deck. Once per turn, if a Ritual Monster is Special Summoned to your field (except during the Damage Step): You can target 1 card on the field; destroy it. You can only activate 1 "Impcantation Thanatosis" per turn.
(Common)


Doesn't really matter what effects are given to support Impcantations because they have no good uses whatsoever.
 
                               Rating: 1 | DANE-EN061 | Spell Card
Crusadia Testament
Quick-Play Spell
Activate 1 of these effects.
● Your opponent cannot activate cards or effects in response to the activation of your "Crusadia" monster effects this turn.
● After damage calculation, if your "Crusadia" Link Monster destroys an opponent's monster by battle: Draw cards equal to your monster's Link Rating.
You can only activate 1 "Crusadia Testament" per turn.
(Common)


The extra cards you draw from this effect isn't going to offset the crappiness of the Crusadia Link Monsters.
 
                               Rating: 1 | DANE-EN060 | Spell Card
Guardragon Reincarnation
Quick-Play Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it, that are all Link Monsters, from your field or GY. You can only activate 1 "Guardragon Reincarnation" per turn.
(Common)


I highly doubt any Fusion Monster that needs Link Monsters is going to prove useful and even if it is, there are better cards to use to bring out Fusion Monsters than this.
 
                               Rating: 1 | DANE-EN059 | Spell Card
World Legacy Monstrosity
Quick-Play Spell
Activate 1 of these effects.
● Special Summon 1 Level 9 monster from your hand.
● Target 1 Level 9 monster you control; Special Summon from your Deck, 2 Level 9 monsters each with different original Type and Attribute from that face-up targeted monster, and with different names from each other, but these 2 monsters cannot attack, also destroy them during the End Phase.
You can only activate 1 "World Legacy Monstrosity" per turn.
(Ultra Rare)


A monstrosity indeed because it's based on a Level that most people don't even use (and shouldn't) and won't likely have in their hand at the time. No excuse is good enough to explain why this card is such a high rarity.
 
                               Rating: 2 | DANE-EN058 | Spell Card
Cloudian Aerosol
Normal Spell
Discard 1 "Cloudian" monster, then target 1 face-up monster on the field; place Fog Counters on that target equal to its Level. You can banish this card and 1 "Cloudian" monster from your GY; Special Summon 1 "Cloudian" monster from your Deck. You can only use 1 "Cloudian Aerosol" effect per turn, and only once that turn.
(Common)


This'd be a start in making Cloudians relevent in tounaments (they never really did get going when they were released) but a start isn't enough in getting a Deck to top tier status.
 
                               Rating: 1 | DANE-EN057 | Spell Card
Mayakashi Winter
Continuous Spell
Monsters your opponent controls lose 100 ATK/DEF for each "Mayakashi" monster with a different name in your GY. You can only use 1 of the following effects of "Mayakashi Winter" per turn, and only once that turn.
● Send this card and 1 "Mayakashi" monster you control to the GY; draw 1 card.
● Banish this card and 1 Zombie monster from your GY, then target 1 "Mayakashi" monster in your GY; Special Summon it.
(Super Rare)


That's got to be one harsh winter because the effects are so bad they're outclassed by cards dating back to Pharaonic Guardian.
 
                               Rating: 1 | DANE-EN056 | Spell Card
Super Quantal Alphancall Appeal
Quick-Play Spell
If a "Super Quant" monster you control is destroyed by battle: Special Summon 1 "Super Quantal Mech Beast" Xyz Monster from your Extra Deck, then you can Special Summon 1 "Super Quantum" monster from your hand, Deck, or GY, that is specifically listed on that Xyz Monster in its text, but negate its effects. You can only activate 1 "Super Quantal Alphancall Appeal" per turn.
(Common)


So you replace the Super Quant monster you lost with two that are just about useless. There's no appeal for this card at all, though I'm sure there's a need to appeal the decision to make the card in the first place.
 
                               Rating: 1 | DANE-EN055 | Spell Card
Assault Mode Zero
Quick-Play Spell
Tribute 1 Synchro Monster; Special Summon 1 "/Assault Mode" monster from your hand whose name includes the Tributed monster's name. (This is treated as a Special Summon with "Assault Mode Activate".) During your Main Phase: You can banish this card from your GY; Set 1 "Assault Mode Activate" directly from your hand or Deck. It can be activated this turn. You can only use each effect of "Assault Mode Zero" once per turn.
(Common)


/Assault Modes are pretty much a lost cause at this point. Pretty much all their members and their support suck as a whole and the only one that was ever used to my knowledge was Stardust Dragon/Assault Mode.
 
                               Rating: 1 | DANE-EN054 | Spell Card
Fusion Destiny
Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.
(Super Rare)


Even Destiny HERO Decks get a crappy remake of Polymerization but their's also takes down the monster it brings out, making it even worse.
 
                               Rating: 1 | DANE-EN053 | Spell Card
Tyrant Dino Fusion
Quick-Play Spell
Fusion Summon 1 "Dinowrestler" monster from your Extra Deck, using monsters you control as Fusion Material. If you do, the first time that face-up monster on the field would be destroyed by battle or card effect, it is not destroyed.
(Common)


Another watered down Polymerization that only proves that Poly is superior in just about every way.
 
                               Rating: 2 | DANE-EN052 | Spell Card
Salamangreat Recureance
Normal Spell
Target 2 "Salamangreat" monsters in your GY with different names; add them to your hand. If this Set card is destroyed by card effect and sent to the GY: You can add 1 "Salamangreat" Spell/Trap from your Deck to your hand, except "Salamangreat Recureance". You can only use each effect of "Salamangreat Recureance" once per turn.
(Ultra Rare)


Don't know why this card is Ultra consdering it's not all that different from Salvage and the other effect isn't much better.
 
                               Rating: 2 | DANE-EN051 | Spell Card
Cynet Mining
Normal Spell
Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.
(Secret Rare)


Cyberse Decks get their own Reinforcement of the Army but it has an activation cost, unlike RotA.
 
                               Rating: 2 | DANE-EN050 | Link Monster
Amphibious Swarmship Amblowhale
FIRE | Machine-Type Link | ATK 2600 | Link-4
Active Link Arrow(s): Left, Right and Bottom
2+ Effect Monsters
Gains 200 ATK for each Link Monster in the GYs. You can only use each of the following effects of "Amphibious Swarmship Amblowhale" once per turn.
● If this card is destroyed: You can target 1 Link-3 or lower monster in either GY; Special Summon it.
● If a Link-3 or lower monster(s) on the field is destroyed by battle or card effect while this card is in your GY: You can banish this card from your GY; destroy 1 card on the field.
(Rare)


It's heavily depenended on Link Monsters being in the Graveyard or getting destroyed but there's bound to be a few that end up in the Grave during the Duel.
 
                               Rating: 2 | DANE-EN049 | Link Monster
Puzzlomino, the Drop-n-Deleter
LIGHT | Spellcaster-Type Link | ATK 1300 | Link-2
Active Link Arrow(s): Right and Bottom
2 monsters with different Levels
If a monster is Special Summoned face-up to a zone this card points to while you control this monster (except during the Damage Step): You can declare a Level from 1 to 8; that monster becomes that Level until the end of the turn. You can target 2 monsters with the same Level (1 from each field); destroy them. You can only use each effect of "Puzzlomino, the Drop-n-Deleter" once per turn.
(Common)


It probably won't last long but unlike Gagaga Magician, which only works on itself, this guy affects just about any monster it points to.
 
                               Rating: 1 | DANE-EN048 | Link Monster
World Gears of Theurlogical Demiurgy
DARK | Cyberse-Type Link | ATK 3500 | Link-3
Active Link Arrow(s): Left, Right and Bottom
3 Level 5 or higher monsters
Cannot be used as Link Material. This Link Summoned card is unaffected by other monsters' effects. You can only use each of the following effects of "World Gears of Theurlogical Demiurgy" once per turn.
● During your Main Phase, if you control this card that was Link Summoned using 3 monsters that had 3 different Types and Attributes on the field: You can destroy all other cards on the field.
● If your opponent Special Summons a monster(s) from the Extra Deck (except during the Damage Step): You can Special Summon 1 "World Legacy" monster from your Deck.
(Ultra Rare)


When it's already this bad, there's no need to use it as Link Material anyway and it's incredibly difficult to bring out with very little to reward you with.
 
                               Rating: 2 | DANE-EN047 | Link Monster
Mekk-Knight Crusadia Avramax
LIGHT | Cyberse-Type Link | ATK 3000 | Link-4
Active Link Arrow(s): Left, Right, Bottom-Left and Bottom-Right
2+ monsters Special Summoned from the Extra Deck
While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.
(Secret Rare)


It's a Link-4 monster, which means you'll need multiple Extra Deck monsters on your field to even have a shot at getting this guy out. When you do, it can become a powerhouse in a few ways.
 
                               Rating: 2 | DANE-EN046 | Link Monster
Neo Super Quantal Mech King Blaster Magna
LIGHT | Machine-Type Link | ATK 2500 | Link-3
Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right
2+ Effect Monsters including a "Super Quant" monster
This Link Summoned card cannot be destroyed by your opponent's card effects. Each time a "Super Quant" Xyz Monster(s) with a different name from the cards you control is Special Summoned from the Extra Deck to a zone(s) this card points to: Draw 1 card. If a face-up Xyz Monster(s) this card points to is destroyed by battle or an opponent's card effect: You can Special Summon 1 "Super Quant" monster from your Deck with the same original Attribute as 1 of those destroyed Xyz Monsters. You can only use this effect of "Neo Super Quantal Mech King Blaster Magna" once per turn.
(Super Rare)


While Xyz Monsters in general tend to take at least 2 monsters, Super Quantals probably have ways to get them out more easily and thus you may end up drawing multiple cards. Still, the Archetype brings nothing substantial to the table to make this guy any more playable.
 
                               Rating: 2 | DANE-EN045 | Link Monster
Xtra HERO Cross Crusader
DARK | Warrior-Type Link | ATK 1600 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Warrior monsters
If this card is Link Summoned: You can target 1 "Destiny HERO" monster in your GY; Special Summon it. You can Tribute 1 "Destiny HERO" monster; add 1 "HERO" monster with a different name from your Deck to your hand. You can only use each effect of "Xtra HERO Cross Crusader" once per turn, also you cannot Special Summon monsters the turn you activate either of this card's effects, except "HERO" monsters.
(Rare)


It's about as weak as most Destiny HERO monsters but can either get better ones by Tributing weak ones or revive fallen ones from your Graveyard, though this guy isn't likely to be around very long regardless.
 
                               Rating: 2 | DANE-EN044 | Link Monster
Gouki The Solid Ogre
EARTH | Warrior-Type Link | ATK 2400 | Link-3
Active Link Arrow(s): Top, Left and Bottom
2+ "Gouki" monsters
Cannot be destroyed by battle or card effects while it points to a "Gouki" monster. Once per turn (Quick Effect): You can target 1 "Gouki" monster in your Main Monster Zone, except "Gouki The Solid Ogre"; move that monster you control to your Main Monster Zone this card points to.
(Common)


Unlike Blade Ogre, this guy doesn't offer much to work with and it has the same Link Rating and ATK.
 
                               Rating: 2 | DANE-EN043 | Link Monster
Gouki The Blade Ogre
EARTH | Warrior-Type Link | ATK 2400 | Link-3
Active Link Arrow(s): Top, Bottom-Left and Bottom-Right
2+ "Gouki" monsters
Gains 300 ATK for each monster it points to. Once per turn: You can Tribute 1 monster this card points to on either field; this card can make a second attack during each Battle Phase this turn.
(Common)


As far as Link-3 monsters go, it's not too bad, especially since you can Tribute opponent's monsters it points to to gain the 2nd attack.Still, you have to Tribute a monster just to obtain what other monstes already have.
 
                               Rating: 1 | DANE-EN042 | Link Monster
Dinowrestler Terra Parkourio
EARTH | Dinosaur-Type Link | ATK 1000 | Link-2
Active Link Arrow(s): Top and Left
2 "Dinowrestler" monsters
If you activate "World Dino Wrestling": You can target 1 "Dinowrestler" monster in your GY; add it to your hand. If this card is sent to the GY as Link Material: You can target 1 "Dinowrestler" monster in your GY; Special Summon it in Defense Position, but negate its effects, also you cannot Special Summon monsters for the rest of this turn, except "Dinowrestler" monsters. You can only use each effect of "Dinowrestler Terra Parkourio" once per turn.
(Common)


You're pretty desperate if this is how you want to revive fallen Dinowrestlers, especially given all the other ways you can revive them without wasting monsters.
 
                               Rating: 2 | DANE-EN041 | Link Monster
Dillingerous Dragon
DARK | Dragon-Type Link | ATK 1600 | Link-2
Active Link Arrow(s): Top and Bottom
2 DARK Dragon monsters
Once per turn, during your opponent's End Phase: You can target 1 Attack Position monster your opponent controls that did not declare an attack this turn; destroy it, and if you do, inflict damage to your opponent equal to that monster's original ATK. If a "Rokket" monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Dillingerous Dragon" once per turn.
(Common)


Its Link Materials are somewhat specific and it's weak for a Link-2 monster but preventing opponent's monsters from attacking isn't that difficult to do. It's keeping this guy out until you opponent's End Phase that's more difficult.
 
                               Rating: 2 | DANE-EN040 | Xyz Monster
Cyberse Reminder
LIGHT | Cyberse-Type Xyz | Rank 3 | ATK 1800 | DEF 800
2 Level 3 monsters
You can detach 1 material from this card, then target 1 "Cynet" Spell/Trap in your GY; add it to your hand. If this Xyz Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can Special Summon 2 Level 4 Cyberse monsters with different names from your Deck, but their effects are negated. You can only use each effect of "Cyberse Reminder" once per turn, also you cannot Special Summon monsters from the Extra Deck the turn you activate either of this card's effects, except Cyberse monsters.
(Common)


You'll either get support for Cyberse monsters or be ready to go for another Xyz Summon when this guy falls short. Still, not much to speak of for a Rank 3.
 
                               Rating: 2 | DANE-EN039 | Xyz Monster
Madolche Teacher Glassouffle
EARTH | Fairy-Type Xyz | Rank 4 | ATK 1800 | DEF 2500
2 Level 4 "Madolche" monsters
(Quick Effect): You can detach 1 material from this card, then target 1 "Madolche" monster on the field; this turn, that face-up monster is unaffected by monster effects, except its own. If a "Madolche" card is sent to your GY while this card is on the field (except during the Damage Step): You can shuffle up to 2 cards from the GYs into the Deck(s). You can only use each effect of "Madolche Teacher Glassouffle" once per turn.
(Rare)  


Madolches get a new Xyz Monster but her status as a teacher isn't going to make me rate her any higher than the others. The effects don't do that much for me either.   
 
                               Rating: 2 | DANE-EN038 | Xyz Monster
Dingirsu, the Orcust of the Evening Star
DARK | Machine-Type Xyz | Rank 8 | ATK 2600 | DEF 2100
2 Level 8 monsters
You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects;
● Send 1 card your opponent controls to the GY.
● Attach 1 of your banished Machine monsters to this card as material.
(Ultra Rare)  


The effects are pretty bad apart from its ability to avoid destruction and for an (Ultra Rare), that's pretty bad too.   
 
                               Rating: 1 | DANE-EN037 | Xyz Monster
Super Quantal Mech Beast Lusterrex
LIGHT | Machine-Type Xyz | Rank 7 | ATK 2700 | DEF 1900
2 Level 7 monsters
Cannot attack unless it has material. Once per turn: You can detach 1 material from this card, then target 1 Effect Monster on the field; negate that face-up monster's effects until the end of this turn. This is a Quick Effect if this card has "Super Quantum White Layer" as material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as material.
(Super Rare)  


2 Level 7 monsters shouldn't result in an Xyz Monster this bad. It's copying Fiendish Chain and once its materials run out, it's a sitting duck.  
 
                               Rating: 2 | DANE-EN036 | Xyz Monster
Firewall eXceed Dragon
DARK | Cyberse-Type Xyz | Rank 4 | ATK 2500 | DEF 2000
2+ Level 4 monsters
This Xyz Summoned card gains 500 ATK x the total Link Rating of Link Monsters linked to this card. You can detach 2 materials from this card, then target 1 Link-4 Cyberse Link Monster in your GY; Special Summon it to your field so it points to this card, also you cannot Special Summon other monsters or attack directly for the rest of this turn.
(Ultra Rare)  


Well this is going to throw a wrench in the pronunciation of Xyz because this looks like the translation fans provided before Xyz Monsters were released. Nevertheless, it's ranked pretty low on my scale.
 
                               Rating: 2 | DANE-EN035 | Synchro Monster
Ib the World Chalice Justiciar
WATER | Spellcaster, Synchro and Tuner | Level 5 | ATK 1800 | DEF 2100
1 Tuner + 1+ non-Tuner monsters
For this card's Synchro Summon, you can treat 1 "World Chalice" Normal Monster you control as a Tuner. You can only use each of the following effects of "Ib the World Chalice Justiciar" once per turn.
● If this card is Synchro Summoned: You can add 1 "World Legacy" card from your Deck to your hand.
● If this Synchro Summoned card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your Deck or GY, except "Ib the World Chalice Justiciar".
(Secret Rare)


World Chalice Decks contiue to get support but my view on them is staying static because they just aren't making themselves useful on their own.   
 
                               Rating: 3 | DANE-EN034 | Synchro Monster
Dinowrestler Giga Spinosavate
EARTH | Dinosaur-Type Synchro | Level 8 | ATK 3000 | DEF 0
1 Dinosaur Tuner + 1+ non-Tuner monsters
If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Your opponent's monsters cannot target monsters for attacks, except this one. Once per turn: You can target 1 monster your opponent controls; destroy it. If this card would be destroyed by battle or card effect, you can destroy 1 card you control instead.
(Rare)


Rares are typically not all that good but here's a good exception because it's more generic for Dinosaur Decks and has some pretty good effects. The 0 DEF is to be expected with monsters this powerful.
 
                               Rating: 1 | DANE-EN033 | Synchro Monster
Altergeist Dragvirion
DARK | Spellcaster-Type Synchro | Level 6 | ATK 2200 | DEF 1200
1 Tuner + 1+ non-Tuner monsters
When an opponent's Special Summoned monster declares an attack: You can return 1 "Altergeist" monster you control to the hand; negate that attack. If this card is Tributed and sent to the GY: You can Special Summon this card. You can only use each effect of "Altergeist Dragvirion" once per turn.
(Common)


It has all the hallmarks of a playable Extra Deck Monster, except the effect, which is pretty bad and doesn't make up for its weak ATK/DEF.
 
                               Rating: 2 | DANE-EN032 | Fusion Monster
World Chalice Guardragon Almarduke
WIND | Dragon-Type Fusion | Level 9 | ATK 3000 | DEF 2600
3 Link Monsters
Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards you control (in which case you do not use "Polymerization"). This card can attack all monsters your opponent controls once each. When an attack is declared involving this card and an opponent's Link Monster: You can banish 1 Link Monster with the same Link Rating as that monster from your field or GY; destroy that opponent's monster, and if you do, inflict damage to your opponent equal to its original ATK.
(Rare)


Being able to attack all opponent's monsters in a single turn is the best this monster has to offer because it needs 3 Link Monsters for Fusion Mateirals and those already take at least 1 monster each.
 
                               Rating: 2 | DANE-EN031 | Fusion Monster
Destiny HERO - Dominance
DARK | Warrior-Type Fusion | Level 10 | ATK 2900 | DEF 2600
3 "Destiny HERO" monsters
During your Main Phase: You can look at the top 5 cards of your Deck or your opponent's Deck, then place them on the top of the Deck in any order. When this card destroys an opponent's monster by battle: You can draw 1 card. If this Fusion Summoned card is destroyed by battle or card effect: You can target 3 Level 9 or lower "Destiny HERO" monsters with different names in your GY; Special Summon them. You can only use each effect of "Destiny HERO - Dominance" once per turn.
(Super Rare)


It's certainly better than most of the ones released in Destiny Soldiers but not by much and it's entirely restrained to Destiny HERO Decks.
 
                               Rating: 2 | DANE-EN030 | Fusion Monster
Dinowrestler Chimera T Wrextle
EARTH | Dinosaur-Type Fusion | Level 8 | ATK 3500 | DEF 0
1 "Dinowrestler" Link Monster + 1 "Dinowrestler" monster
If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this card attacks a Defense Position monster, inflict piercing battle damage. Your opponent's monsters cannot target monsters for attacks, except this one. If this card destroys a monster by battle: It gains 500 ATK. If this card is destroyed by card effect: Destroy all your opponent's Attack Position monsters.
(Common)


Unfortunately, the materials are entirely restrained to Dinowrestlers so not even generic Dinosaur Decks can use it but its effects and ATK make it worthwhile in Dinowrestler Decks at least.
 
                               Rating: 1 | DANE-EN029 | Ritual Monster
Crealtar, the Impcantation Originator
LIGHT | Fiend-Type Ritual | Level 10 | ATK 3000 | DEF 3000
You can Ritual Summon this card with "Impcantation Inception". During the Main Phase (Quick
Effect): You can reveal this card in your hand; discard 1 card, then Special Summon "Impcantation" monsters from your GY whose total Levels equal 10, but shuffle them into the Deck during the End Phase. You can only use this effect of "Crealtar, the Impcantation Originator" once per turn. Non-Ritual "Impcantation" monsters you control gain 2000 ATK, but their effects are negated.
(Common)


Impcantions continue to stay at the very bottom of the barrel as their effects are not improving with new cards.
 
                               Rating: 3 | DANE-EN028 | Effect Monster
Cupid Dunk
LIGHT | Fairy | Level 4 | ATK 1800 | DEF 600
Cannot be destroyed by battle with a monster, unless that monster has a higher Level. Once per turn, during your Standby Phase: You can increase this card's Level by 1.
(Common)


The higher you make its Level the less likely it'll be taken down in battle and with Extra Deck monsters being more prevelent these days, notably Link Monsters, it's even less likely. She's also boasting 1800 ATK for a Level 4 monster and works with Honest in case of emergency.
 
                               Rating: 3 | DANE-EN027 | Effect Monster
Emperor Maju Garzett
DARK | Fiend | Level 9 | ATK 0 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. This card's ATK becomes the combined original ATK of the Tributed monsters. Your opponent cannot activate cards or effects during the Battle Phase.
(Common)


One monster that is literally evolving over time is Maju Garzett because now he shuts down your opponent's responses during the Battle Phase.
 
                               Rating: 1 | DANE-EN026 | Effect Monster
Handigallop
EARTH | Beast | Level 1 | ATK 0 | DEF 0
Cannot attack directly. Gains ATK equal to the difference between your LP and your opponent's. If your LP are higher than your opponent's, you take any battle damage your opponent would have taken from battles involving this attacking card, instead.
(Common)


It came in time for the 2019 Kentucky Derby but unfortunately, it's not cut out for it or for Duels because its skills are terrible.
 
                               Rating: 2 | DANE-EN025 | Effect Monster
Ghost Sister & Spooky Dogwood
WATER | Zombie-Type Tuner | Level 3 | ATK 0 | DEF 1800
During either turn, except the End Phase (Quick Effect): You can discard this card; apply this effect this turn. You can only use this effect of "Ghost Sister & Spooky Dogwood" once per turn.
● Each time your opponent Special Summons an Effect Monster(s) during the Main Phase or Battle Phase, you gain LP equal to that monster's ATK. If you did not gain LP by this effect, your LP are halved during the End Phase.
(Secret Rare)


Here's our practically manidtory Ghost Sister Secret Rare that seems to be present in all booster packs these days. Unfortunately, she hasn't made any of them much better.
 
                               Rating: 2 | DANE-EN024 | Effect Monster
Star Staring Starling
WIND | Winged Beast | Level 4 | ATK 1000 | DEF 1500
This card gains an effect based on your Main Monster Zone it is in.
● Leftmost: Increase its Level by 4.
● Rightmost: Increase its Level by 3.
● Center: Increase its Level by 2.
● Others: Increase its Level by 1.
(Rare)


It's taken a page from Ghost Bird of Bewitchment but thankfully can do better for a variety of Decks.
 
                               Rating: 2 | DANE-EN023 | Effect Monster
Xyz Slidolphin
WATER | Sea Serpent | Level 4 | ATK 1200 | DEF 1800
If an Xyz Monster is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. If an Xyz Monster(s) is Special Summoned to your field while this card is in your GY, except the turn this card was sent to your GY (and except during the Damage Step): You can target 1 of those Xyz Monsters; attach this card to it as material. You can only use each effect of "Xyz Slidolphin" once per turn.
(Common)


Both effects are somewhat situational but still better than other cards that involve Xyz Monsters. 1800 DEF might also be okay too.
 
                               Rating: 2 | DANE-EN022 | Effect Monster
Loud Cloud the Storm Serpent
WATER | Reptile | Level 5 | ATK 0 | DEF 2000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 FIRE and 1 WIND monster from your GY. You can only use each of the following effects of "Loud Cloud the Storm Serpent" once per turn.
● You can banish 1 FIRE monster from your GY, then target 1 monster your opponent controls; destroy that monster, and if you do, this card gains ATK equal to the destroyed monster's original ATK.
● You can banish 1 WIND monster from your GY, then target 1 card in your opponent's Spell & Trap Zone; destroy it.
(Common)


This time, it's the first bulleted effect that makes it even remotely playable as we already have monsters with 2000 DEF or more that are more playable for that property.
 
                               Rating: 1 | DANE-EN021 | Effect Monster
Chaos Betrayer
DARK | Fiend | Level 6 | ATK 2000 | DEF 2000
If this card is in your GY: You can banish 1 LIGHT and 1 DARK monster from your GY, except "Chaos Betrayer"; Special Summon this card in Defense Position, but banish it when it leaves the field. If this card is Special Summoned: You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Chaos Betrayer" once per turn.
(Rare)


If he's betraying anyone it's their owner beause they're the ones doing the work when all they get at best is a one-time replica of a Trap no one uses (Disappear).
 
                               Rating: 1 | DANE-EN020 | Effect Monster
Omni Dragon Brotaur
DARK | Dragon | Level 1 | ATK 0 | DEF 0
If a monster you control is destroyed by battle or an opponent's card effect: You can Special Summon this card from the GY (if it was there when the monster was destroyed) or hand (even if not), but banish it when it leaves the field. If this card is Special Summoned: You can target 1 face-up monster on the field; discard 1 card, and if you do, add 1 monster from your Deck to your hand, with the same Type and Attribute as that target, but a different name. You can only use each effect of "Omni Dragon Brotaur" once per turn.
(Secret Rare)


It's not only weak in ATK/DEF but also has pretty bad effects as a whole. If this is my bro in the family, I'm letting everyone know they're not related to me.
 
                               Rating: 2 | DANE-EN019 | Effect Monster
Deus-X-Krawler
EARTH | Insect-Type Flip | Level 9 | ATK 2000 | DEF 3000
When your opponent activates a card or effect that targets this face-down monster (Quick Effect): You can change this card to face-up Defense Position; negate the activation, and if you do, destroy that card. After this card was flipped face-up, while it is in the Monster Zone, negate all monster effects activated on your opponent's field. If this card on the field is destroyed by battle or card effect: You can add, from your Deck to your hand, 1 Level 9 monster with a different original Type and Attribute than this card. You can only use this effect of "Deus X-Krawler" once per turn.
(Common)


As far as both Flip monsters and Level 9 monsters go, it's not any better than others of the past or even the ones in this set.
 
                               Rating: 2 | DANE-EN018 | Effect Monster
World Legacy Guardragon Mardark
WIND | Dragon | Level 9 | ATK 2600 | DEF 3000
All monsters your opponent controls lose 500 ATK/DEF for each Dragon monster you control. You can only use each of the following effects of "World Legacy Guardragon Mardark" once per turn.
● You can banish 2 Normal Monsters from your hand or GY; Special Summon this card from your hand.
● If this card on the field is destroyed by battle or card effect: You can add, from your GY to your hand, 1 Level 9 monster with a different original Type and Attribute than this card.
(Rare)


None of the effects are entirely specific except for the last one but it's the 1st effect that gives this card any playability.
 
                               Rating: 2 | DANE-EN017 | Effect Monster
Knightmare Incarnation Idlee
DARK | Fairy | Level 9 | ATK 2100 | DEF 2100
Level 9 monsters you control cannot be destroyed by card effects. You can only use each of the following effects of "Knightmare Incarnation Idlee" once per turn.
● If the total Link Rating of the monsters on the field is 8 or more (Quick Effect): You can Special Summon this card from your hand.
● If this card is Special Summoned, while your opponent controls more Link Monsters than you do: You can send all Link Monsters on the field to the GY.
(Secret Rare)


The first effect is entirely restrained to Level 9 monsters and even though it is one, that's just not good enough and its stats don't help out either. The other effects aren't that bad but don't make it worth being Secret Rare.
 
                               Rating: 2 | DANE-EN016 | Effect Monster
Yuki-Musume, the Ice Mayakashi
WATER | Zombie | Level 1 | ATK 0 | DEF 1900
If you control a "Mayakashi" card, other than "Yuki-Musume, the Ice Mayakashi" while this card is in your hand or GY: You can Special Summon this card, then send 1 Zombie monster from your Deck to the GY. You can only use this effect of "Yuki-Musume, the Ice Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters.
(Common)


This pack seems to have members for every relevant Archetype released in various special packs in recent years but none of them have proven that useful.
 
                               Rating: 2 | DANE-EN015 | Effect Monster
Filo, Messenger Fur Hire
WIND | Winged Beast | Level 1 | ATK 0 | DEF 0
During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Filo, Messenger Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 monster "Fur Hire" in your GY; Special Summon it in Defense Position, but place it on the bottom of the Deck if it leaves the field. You can only use each effect of "Filo, Messenger Fur Hire" once per turn.
(Rare)


The monsters Fur Hire are probably only remembered by me for their flipped terminology for how they mention their Archetype but that won't be enough to make it that useful.
 
                               Rating: 2 | DANE-EN014 | Effect Monster
Neo Flamvell Lady
FIRE | Pyro | Level 4 | ATK 1600 | DEF 200
(Quick Effect): You can send 1 FIRE monster from your hand to the GY, then target 1 card in your opponent's GY; banish that card. If a card is banished from your opponent's GY, while you control this monster (except during the Damage Step): You can send 1 FIRE monster with 200 or less DEF from your Deck to the GY, except "Neo Flamvell Lady". You can only use each effect of "Neo Flamvell Lady" once per turn.
(Common)


It has minor uses in Decks with FIRE monsters that have 200 DEF or Volcanic Scattershot but not much else.
 
                               Rating: 2 | DANE-EN013 | Effect Monster
Super Quantum White Layer
LIGHT | Fairy | Level 7 | ATK 2400 | DEF 2400
You can send 1 non-LIGHT "Super Quant" monster from your hand or face-up field to the GY; Special Summon this card from your hand in Defense Position. When this card is Normal or Special Summoned: You can send 1 "Super Quant" monster from your Deck to the GY, and if you do, this card's Attribute and Level become the same as that monster's. If this card is sent to the GY: You can add 1 "Super Quantal Fairy Alphan" from your Deck or GY to your hand. You can only use each effect of "Super Quantum White Layer" once per turn.
(Rare)


Progress is slow for Super Quantals as well given they're still not that playable.
 
                               Rating: 2 | DANE-EN012 | Effect Monster
T.G. Halberd Cannon/Assault Mode
EARTH | Machine | Level 12 | ATK 4500 | DEF 4500
Cannot be Normal Summoned/Set. Must be Special Summoned with "Assault Mode Activate". You can only use each of the following effects of "T.G. Halberd Cannon/Assault Mode" once per turn.
● When your opponent would Summon a monster (Quick Effect): You can negate the Summon, and if you do, banish that monster and all Special Summoned monsters your opponent controls.
● When this card on the field is destroyed: You can target 1 "T.G. Halberd Cannon" in your GY; Special Summon it, ignoring its Summoning conditions.
(Rare)


It's perhaps the first /Assault Mode monster not to be Ultra Rare and for good reason because it's pretty difficult to bring out, though its ATK and DEF are respectible.
 
                               Rating: 2 | DANE-EN011 | Effect Monster
Assault Sentinel
EARTH | Beast-Warrior | Level 4 | ATK 1600 | DEF 800
You can Tribute this card; Special Summon 1 monster from your hand or Deck that specifically lists "Assault Mode Activate" in its text, except "Assault Sentinel", also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters. You can target 1 face-up monster you control; reveal 1 Synchro Monster in your Extra Deck, and if you do, the targeted monster's Type and Attribute become the same as the revealed monster's, until the end of this turn. You can only use each effect of "Assault Sentinel" once per turn.
(Common)


Since the /Assault Mode monsters can't be Special Summoned other ways and this guy doesn't bypass those other ways, it doesn't have much to get thus far.
 
                               Rating: 2 | DANE-EN010 | Effect Monster
Psi-Reflector
DARK | Psychic-Type Tuner | Level 1 | ATK 400 | DEF 300
If this card is Normal or Special Summoned: You can add 1 "Assault Mode Activate", or 1 card that specifically lists "Assault Mode Activate" in its text, from your Deck to your hand, except "Psi-Reflector". You can reveal 1 "Assault Mode Activate" in your hand, then target 1 monster in your GY that specifically lists "Assault Mode Activate" in its text, except "Psi-Reflector"; Special Summon it, and if you do, increase its Level by 1 to 4. You can only use each effect of "Psi-Reflector" once per turn.
(Rare)


/Assault Mode monsters still don't have what it takes to do well and even then, I probably won't give them much credit. This guy is also a Tuner monster, though.
 
                               Rating: 1 | DANE-EN009 | Effect Monster
Destiny HERO - Drawhand
DARK | Warrior | Level 4 | ATK 1600 | DEF 800
If this card is Special Summoned by the effect of a "HERO" monster: You can make each player draw 1 card. During the next Standby Phase after this card was sent to the GY: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Destiny HERO - Drawhand" once per turn.
(Common)


Sometimes you have to play with the hand your dealt but this is thankfully not one of them as this is basically the Dead Man's Hand.
 
                               Rating: 3 | DANE-EN008 | Effect Monster
Dinowrestler Martial Anga
EARTH | Dinosaur | Level 5 | ATK 1600 | DEF 0
During damage calculation, when your "Dinowrestler" monster battles a monster with an equal or higher ATK (Quick Effect): You can send this card from your hand to the GY; your battling monster cannot be destroyed by that battle, also end the Battle Phase after the Damage Step. Once per turn, during the End Phase, if this card is in the GY because it was sent there to activate this effect this turn, and your opponent controls more monsters than you do: You can Special Summon this card.
(Common)

                                                       Rating: 3
It's probably not going to be much use on the field so you might as well use it for one of its comrades that is in trouble. The other effect is pretty situational anyway.
 
                              Rating: 2 | DANE-EN007 | Effect Monster
Dinowrestler Coelasilat
EARTH | Dinosaur-Type Tuner | Level 2 | ATK 100 | DEF 800
If you control no monsters, you can Special Summon this card (from your hand). If Summoned this way, this card cannot be used as Link Material, except for the Link Summon of a "Dinowrestler" monster. You can only Special Summon "Dinowrestler Coelasilat" once per Duel this way.
(Common)


The effect certainly went all out to make sure it was pointless to use given that it's a variation of Archetype Bias. At least it's a Tuner but that's really its only redeeming quality.
 
                               Rating: 2 | DANE-EN006 | Effect Monster
Dinowrestler Eskrimamenchi
EARTH | Dinosaur | Level 6 | ATK 2200 | DEF 0
If you control a "Dinowrestler" monster, you can Normal Summon this card without Tributing. During your turn, if your opponent Special Summons a monster(s) while this card is in your GY (except during the Damage Step): You can target 1 Level 4 or lower "Dinowrestler" monster in your GY; Special Summon it, then add this card to your hand. You can only use this effect of "Dinowrestler Eskrimamenchi" once per turn.
(Common)


Dinowrestlers have been around longer than Salamangreats but their progress is equally slow.
 
                               Rating: 2 | DANE-EN005 | Effect Monster
Altergeist Fifinellag
DARK | Spellcaster-Type Tuner | Level 1 | ATK 0 | DEF 1000
Monsters your opponent controls cannot target "Altergeist" monsters you control for attacks, except "Altergeist Fifinellag", also your opponent cannot target "Altergeist" monsters you control with card effects, except "Altergeist Fifinellag".
(Common)


A pretty typical Tuner monster that at least doesn't have the typical Altergeist side-effects.
 
                               Rating: 1 | DANE-EN004 | Effect Monster
Overflow Dragon
DARK | Dragon | Level 1 | ATK 0 | DEF 0
When a monster(s) on the field is destroyed by card effect (except during the Damage Step): You can Special Summon this card from your hand, then, if 2 or more monsters on the field were destroyed by that card effect, you can Special Summon 1 "Overflow Token" (Dragon/DARK/Level 1/ATK 0/DEF 0). You can only use this effect of "Overflow Dragon" once per turn.
(Common)


The unplayability with this card is certainly overflowing that's for sure.
 
                               Rating: 2 | DANE-EN003 | Effect Monster
Salamangreat Fennec
FIRE | Cyberse | Level 3 | ATK 1600 | DEF 200
If a Cyberse monster(s) you control that was Special Summoned from the Extra Deck is destroyed by battle or an opponent's card effect: You can Special Summon this card from the GY (if it was there when the monster was destroyed) or hand (even if not), but banish it when it leaves the field. If this card is sent to the GY as material for the Link Summon of a Link-2 or higher Cyberse Link Monster: You can add 1 "Salamangreat" Normal Spell from your Deck to your hand. You can only use each effect of "Salamangreat Fennec" once per turn.
(Common)


Salamangreats still haven't really improved since their debut and I doubt they ever will. This card is only marginally helping them out.
 
                               Rating: 2 | DANE-EN002 | Effect Monster
Grid Sweeper
LIGHT | Cyberse | Level 4 | ATK 100 | DEF 2000
If a face-up Field Spell is in any Field Zone: You can Special Summon this card from your hand. You can banish this card in your GY and 1 Link Monster you control; destroy 1 card your opponent controls. You can only use each effect of "Grid Sweeper" once per turn.
(Common)


I actually had to verify that I had Firewall Guardian's and this guy's correct stats because they're exactly the same. Its effects aren't any better either.
 
                               Rating: 2 | DANE-EN001 | Effect Monster
Firewall Guardian
DARK | Cyberse | Level 4 | ATK 100 | DEF 2000
If this card is sent to the GY as material for the Link Summon of a Cyberse monster: You can Special Summon this card, but banish it when it leaves the field. When an attack is declared involving your Link Monster and an opponent's Link Monster: You can banish this card from your GY; negate that attack, and if you do, until the end of this turn, the original ATK of that opponent's monster becomes 0, also it is unaffected by other card effects, except its own. You can only use each effect of "Firewall Guardian" once per turn.
(Common)


It's only playable thanks to its 2000 DEF because the effects are both pretty situational.
 
                               Rating: 1 | DANE-EN000 | Effect Monster
Gnomaterial
EARTH | Fairy | Level 1 | ATK 0 | DEF 1000
If your opponent Special Summons a monster(s) while you control no cards: You can discard this card, then target 1 face-up monster your opponent controls; this turn, that monster cannot be Tributed, or used as material for a Fusion, Synchro, Xyz, or Link Summon. You can only use this effect of "Gnomaterial" once per turn.
(Secret Rare)


Well as far as Sneak Previews, it's about what you'd expect, nothing overpowered or underpowered, except this card is pretty much useless as the effect only lasts one turn and only when you control no cards.