← Back to Yu-Gi-Oh Card Ratings Return to Index Forward to FLOD-EN Ratings →

Poor

Alright

Decent

Outstanding!

Epic!!!

1/5 2/5 3/5 4/5 5/5
Wanna see the Spoiler instead? Click here.

Extreme Force

1. For info on how these ratings are determined, click here.
2. Booster set gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Extreme_Force_(TCG-EN-1E)
                                                       EXFO-EN099
Trap Card

Scramble Egg
Normal Trap
If a monster(s) you control is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Sonic Chick" from your hand, Deck, or GY.
(Common)

                                                       Rating: 2
Random Sonic Chick support when the 5Ds era has been gone for quite a while and it's not all that good. Quite frankly, neither is Sonic Chick but it's better than other monsters.
 
                                                       EXFO-EN098
Link Monster

Heavymetalfoes Electrumite
FIRE | Psychic-Type Link | ATK 1800 | Link-2
Active Link Arrow(s): Bottom-Left  and Bottom-Right
2 Pendulum Monsters
If this card is Link Summoned: You can add 1 Pendulum Monster from your Deck to your Extra Deck face-up. Once per turn: You can target 1 other face-up card you control; destroy it, then add 1 face-up Pendulum Monster from your Extra Deck to your hand. If a card(s) in your Pendulum Zone leaves the field: Draw 1 card. You can only use this effect of "Heavymetalfoes Electrumite" once per turn.
(Secret Rare)

                                                       Rating: 2
Obviously its effects are meant to work together so that you destroy an active Pendulum Monster in your Pendulum Zone and thus draw 1 card and get not only the destroyed card but the card you grabbed with the 1st effct set-up for a future Pendulum Summon. Still, I can't rate it all that high, even for that.
 
                                                       EXFO-EN097
Link Monster

Zefra Metaltron
LIGHT | Wyrm-Type Link | ATK 2500 | Link-3
Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right
2+ monsters Special Summoned from the Extra Deck
If a monster(s) this card points to that was Special Summoned from the Extra Deck is destroyed by battle or an opponent's card effect: Add 1 monster from your GY or 1 face-up Pendulum Monster from your Extra Deck to your hand. You can target 1 monster on each player's field that was Special Summoned from the Extra Deck, except this card; banish both until the End Phase. You can only use each effect of "Zefra Metaltron" once per turn.
(Super Rare)

                                                       Rating: 1
Even the regular Zefa Pendulum Monsters can do more than this guy and they take less effort to get on the field.
 
                                                       EXFO-EN096
Link Monster

Ritual Beast Ulti-Kimunfalcos
WIND | Psychic-Type Link | ATK 1800 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 "Ritual Beast" monsters
"Ritual Beast" monsters this card points to gain 600 ATK/DEF. You can banish 1 "Ritual Beast" card from your GY; immediately after this effect resolves, Normal Summon 1 "Ritual Beast" monster from your hand. You can only use this effect of "Ritual Beast Ulti-Kimunfalcos" once per turn. (Quick Effect): You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.
(Rare)

                                                       Rating: 2
There sure are quite a few Link Monsters with active Bottom-Left and Bottom-Right Link Arrows in this set but regardless, this guy doesn't offer much to wortk with.
 
                                                       EXFO-EN095
Link Monster

Qliphort Genius
EARTH | Machine-Type Link | ATK 1800 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Machine monsters
This Link Summoned card is unaffected by Spell/Trap effects and the activated effects from other Link Monsters. Once per turn: You can target 1 face-up card on each player's field, except this card; both face-up cards have their effects negated until the end of this turn. When 2 monsters are Special Summoned at the same time to the zones this card points to: You can add 1 Level 5 or higher Machine monster from your Deck to your hand.
(Rare)

                                                       Rating: 2
It's not too difficult to Summon but is best used in a Machine-Type monster Deck. Thankfully it has nothing to do wtih Qliphorts except for its name.
 
                                                       EXFO-EN094
Link Monster

Isolde, Two Tales of the Noble Knights
LIGHT | 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 add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.
(Ultra Rare)

                                                       Rating: 2
At least it's not restrained to Noble Knights with any of its effects or Link Materials but it's pretty weak and whatever you grab with its first effect doesn't get to do anything right away. The other effect is even harder to resolve as you'll need lots of Equoip Spells to get anything out of it.
 
                                                       EXFO-EN093
Link Monster

Steelswarm Origin
LIGHT | Fiend-Type Link | ATK 2000 | Link-2
Active Link Arrow(s): Top and Bottom
2 "lswarm" monsters
While this card is in an Extra Monster Zone, if a monster would be Special Summoned from the Extra Deck to the Main Monster Zone, it must be Summoned in the zone this card points to. While this card points to a monster, neither player can target it with card effects, also it cannot be destroyed by battle or card effect. Once per turn, when a monster(s) on the field is destroyed by battle or by card effect: You can Special Summon Level 4 or lower "lswarm" monsters from your Deck in Defense Position, up the number destroyed.
(Rare)

                                                       Rating: 2
It forces Extra Deck monsters to link to it and thus allow its main effect to take hold but that's only while it's in the Extra Monster Zone and it doesn't prevent the Special Summon from taking place. Not really all that great.
 
                                                       EXFO-EN092
Link Monster

Gem-Knight Phantom Quartz
EARTH | Rock-Type Link | ATK 1450 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 "Gem-" monsters
If this card is Link Summoned: You can add 1 "Gem-Knight" card from your Deck to your hand. You can pay 1000 LP; Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by shuffling Fusion Materials in your possession listed on it into your Deck, that are banished or in your GY, but it cannot attack directly this turn. You can only use each effect of "Gem-Knight Phantom Quartz" once per turn.
(Super Rare)

                                                       Rating: 2
It's only really any good for its Fusion Summoning effect as its ATK is rather low and its Link Materials are pretty specific.
 
                                                       EXFO-EN091
Link Monster

Curious, the Lightsworn Dominion
LIGHT | Warrior-Type Link | ATK 2400 | Link-3
Active Link Arrow(s): Top, Bottom-Left and Bottom-Right
3 monsters with the same Attribute but different Types
If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 1 card in your GY; add it to your hand. You can only use each of the following effects of "Curious, the Lightsworn Dominion" once per turn.
● If this card is Link Summoned: You can send 1 card from your Deck to the GY.
● If a card(s) is sent from your Deck to the GY by an effect: Send the top 3 cards of your Deck to the GY.
(Super Rare)

                                                       Rating: 2
Naturally this is a Lightsworn Deck support given some of its properties and part of its effect but the Link Materials will probably require you to run this with a Deck based around one Attribute.
 
                                                       EXFO-EN090
Link Monster

Masterking Archfiend
DARK | Fiend-Type Link | ATK 2000 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Fiend monsters
Once per turn, during your Standby Phase, pay 500 LP or destroy this card. Once per Chain, if you pay LP (except during the Damage Step): You can send 1 Fiend monster from your Deck to the GY whose ATK or DEF is equal to the LP you paid. Once per Chain, if a Fiend monster(s) is sent to your GY (except during the Damage Step): You can roll a six-sided die and apply the result to 1 of those monsters.
● 1: Add it to your hand. ● 2-5: Shuffle it into the Deck. ● 6: Special Summon it.
(Rare)

                                                       Rating: 1
Even as a Link Monster it still cannot escape the debt that many Archfiends have been cursed with since their debut in Dark Crisis. The gamble effect isn't any better as you're only able to do things based on the monster you sent, which is dependent on the LP paid.
 
                                                       EXFO-EN089
Spell Card

F.A. Test Run
Quick-Play Spell
Target 1 "F.A." monster you control; change its battle position, then, destroy 1 card on the field. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "F.A." monster from your Deck. You can only use each effect of "F.A. Test Run" once per turn.
(Common)

                                                       Rating: 2
I can see times where you'd want to use this, mostly to destroy a card on the field, perhaps even one of your own with both parts of the effect. Still, as a Common, one can't really expect much and we don't get much here.
 
                                                       EXFO-EN088
Spell Card

F.A. City Grand Prix
Field Spell
Increase the Levels of all "F.A." monsters on the field by 2 during the Main Phase and Battle Phase. Your opponent cannot target "F.A." monsters you control with card effects. If this face-up card on the field is destroyed by a card effect: You can add 1 "F.A." card from your Deck to your hand, except "F.A. City Grand Prix". You can only use this effect of "F.A. City Grand Prix" once per turn.
(Common)

                                                       Rating: 2
This can certainly help F.A. monsters, though only ones that are relatively strong to begin with (so Auto Navigator is screwed regardless). At least it also lets you grab any F.A.card upon its destruction by an effect.
 
                                                       EXFO-EN087
Synchro Monster

F.A. Motorhome Transport
LIGHT | Machine-Type Synchro |
Level 9 | ATK 0 | DEF 3000
1 Tuner + 1+ non-Tuner monsters
Gains ATK equal to its Level x 300. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase the Level of this card by 1. This card gains the following effect(s), based on its current Level.
● Level 11 or higher: Cannot be destroyed by battle or card effects.
● Level 13 or higher: Once per turn: You can target 1 "F.A." monster in your GY; Special Summon it.
(Common)

                                                       Rating: 2
It can be pretty strong (and generally will so long as its effects are active). Plus it's Synchro Materials are also generic as is the first bulleted effect, which can easily be met.
 
                                                       EXFO-EN086
Effect Monster

F.A. Auto Navigator
WIND | Machine-Type Tuner | Level 1 | ATK 0 | DEF 0
If this card is in your hand or GY: You can target 1 "F.A." monster you control whose current Level is higher than its original Level; Special Summon this card, and if you do, reduce that target's Level by the difference between its current and original Level, and if you do that, this card's Level become equal to the amount reduced. If this card is Normal or Special Summoned: You can add 1 "F.A." Field Spell from your Deck to your hand. You can only use each effect of "F.A. Auto Navigator" once per turn.
(Common)

                                                       Rating: 2
The nice wall of text doesn't give this card a whole lot to do and with 0 ATK and DEF, that's pretty bad, though it's also a Tuner and can fetch a Field Spell that all members can enjoy pretty easily.
 
                                                       EXFO-EN085
Trap Card

Vendread Revolution
Normal Trap
Discard 1 card, then target 1 "Vendread" monster and 1 Ritual Spell in your GY; Special Summon that monster in Defense Position, and if you do, add that Ritual Spell to your hand. You can banish this card from your GY, then target 5 of your banished Zombie monsters; shuffle them into your Deck, then draw 1 card. You can only use each effect of "Vendread Revolution" once per turn.
(Super Rare)

                                                       Rating: 2
Zombies can be banished in a variety of ways so at least the last effect is less specific, though the card isn't that good as a whole.
 
                                                       EXFO-EN084
Trap Card

Vendread Charge
Quick-Play Spell
Send 1 Zombie monster from your hand or face-up from the field to the GY; Special Summon 1 "Vendread" monster from your Deck. You can only activate 1 "Vendread Charge" per turn.
(Rare)

                                                       Rating: 2
At least the cost isn't specific to Vendreads too, though it might as well be considering it can only Special Summon a Vendread from the Deck.
 
                                                       EXFO-EN083
Effect Monster

Vendread Core
DARK | Zombie | Level 1 | ATK 0 | DEF 500
If this card is in your GY: you can banish 1 other Zombie monster from your GY; Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceeding effects of "Vendread Core" once per turn.
● Your opponent cannot target this card with card effects.
(Super Rare)

                                                       Rating: 1
This doesn't really provide much on any aspect with low ATK and DEF and mediocre effects. I don't see this being a core part of any Deck, even Vendreads.
 
                                                       EXFO-EN082
Ritual Monster

Vendread Battlelord
DARK | Zombie-Type Ritual | Level 7 | ATK 2700 | DEF 0
You can Ritual Summon this card with any "Vendread" Ritual Spell. You can banish 1 "Vendread" card from your GY and declare 1 Type of card (Monster, Spell, or Trap); for the rest of this turn, your opponent cannot activate cards or effects of that Type. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Monster from your Deck to your hand, and if you do, send 1 "Vendread" monster from your Deck to the GY. You can only use each effect of "Vendread Battlelord" once per turn.
(Super Rare)

                                                       Rating: 2
Having 0 DEF never really helps unless it's irrelevent due to the monster being indestructible in battle but this guy doesn't have that and mostly revolves around its friends, making it pretty well useless without them.
 
                                                       EXFO-EN081
Pendulum Monster

Kuro-Obi Karate Spirit
WIND | Warrior, Pendulum and Spirit | Level 5 | ATK 2400 | DEF 1000 | Scale 9
If a monster(s) is Pendulum Summoned: Return this card from the Pendulum Zone to the hand.

When this card is Normal Summoned: You can send to the GY all Spells/Traps your opponent controls in the same column as the card(s) in your Pendulum Zones. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.
(Common)

                                                       Rating: 1
Sumo Spirit wasn't bad enough apparently as Konami made a pretty much exact duplicate as a new card with the exception being that the effect applies to your opponent's Spell/Trap Cards instead of Monster Cards.
 
                                                       EXFO-EN080
Trap Card

Oops!
Normal Trap
Target 1 card you control; destroy it.
(Common)

                                                       Rating: 2
It has some uses, mostly to trigger effects of destroyed cards but you can also steal an opponent's monster and destroy it after attacking with it.
 
                                                       EXFO-EN079
Trap Card

Parthian Shot
Counter Trap
At the end of the Battle Phase: It becomes the End Phase of this turn.
(Common)  

                                                       Rating: 2
It has no activation cost or requirement so you can use Negate Attack, then put your opponent's turn to a quick end. Still, it's not all that great.   
 
                                                       EXFO-EN078
Trap Card

Showdown of the Secret Sense Scroll Techniques
Counter Trap
When your opponent activates a Spell/Trap Card, or monster effect, with the same name as a card in their GY: Negate the activation, and if you do, destroy that card.
(Common)  

                                                       Rating: 2
Some cards are good enough to run multiples of but unless you can recall a card in your opponent's Grave that has the same name as the one they're activating, this won't be much use to you.   
 
                                                       EXFO-EN077
Trap Card

Dai Dance
Normal Trap
Choose 1 opponent's unused Main Monster Zones; if your opponent would Normal Summon/Set or Special Summon a monster to their Main Monster Zone, and the chosen zone can be used, they must use that zone. (They cannot Summon multiple monsters to their Main Monster Zones while this effect is applied.) This effect is applies until the zone is occupied or becomes unusable. You can only apply the effect of "Dai Dance" once per Duel.
(Common)  

                                                       Rating: 1
The artwork already portrays D.D. Warrior Lady uninterested in dancing with Warrior Dai Grepher and rightfully so considering this card's effects are horrible.   
 
                                                       EXFO-EN076
Trap Card

There Can Be Only One
Continuous Trap
Each player can only control 1 monster of each Type. If a player controls 2 or more monsters of the same Type, they must send some to the GY so they control no more than 1 monster of that Type.
(Super Rare)  

                                                       Rating: 1
The only Decks this goes against are Decks with multiple Types of monsters and that already is handled better with cards like Rivalry of Warlords.   
 
                                                       EXFO-EN075
Trap Card

Call of the Archfiend
Continuous Trap
You can target 1 Level 5 or higher Fiend monster in your GY; discard 1 Fiend monster, and if you do, Special Summon the targeted monster. You can only use this effect of "Call of the Archfiend" once per turn.
(Common)  

                                                       Rating: 2
It's limited to Fiend-Type monsters but it only costs you 1 Fiend-Type monster and that can be one you can revive later.   
 
                                                       EXFO-EN074
Trap Card

Ghostrick Renovation
Normal Trap
Target 1 "Ghostrick" Field Spell you control; return it to the hand, then you can activate 1 Field Spell from your hand or Deck. You can banish this card from your GY, then target 1 "Ghostrick" Xyz Monster you control; Special Summon 1 "Ghostrick" Xyz Monster from your Extra Deck with a different name, by using that target as material. (This is treated as an Xyz Summon. Transfer that target's materials to the Summoned monster.) You can only use this effect of "Ghostrick Renovation" once per turn.
(Common)  

                                                       Rating: 2
Not much going for this either since replacing one Field Spell for another isn't all that useful but Xyz Summoning a Ghostrick Xyz Monster using the 1st one as Xyz Material is perhaps the better effect.   
 
                                                       EXFO-EN073
Trap Card

Mythical Bestiamorph
Continuous Trap
Each time an opponent's monster activates its effect, place 1 Spell Counter on this card when that effect resolves. You can send this card with 6 or more Spell Counters to the GY; add 1 Spell from your Deck to your hand. You can only use this effect of "Mythical Bestiamorph" once per turn.
(Rare)  

                                                       Rating: 2
It'll probably take a while to rack up enough Spell Counters to get that Spell Card but it's not specific at least. Plus you can make that happen a little quicker with other Spell Counter support.   
 
                                                       EXFO-EN071
Trap Card

World Legacy's Secret
Continuous Trap
When this card is activated: You can target 1 Level 5 or higher monster in your GY; Special Summon it. When this card leaves the field, destroy that monster. Negate any opponent's monster effect that activates in the same column as a "Mekk-Knight" monster you control.
(Ultra Rare)  

                                                       Rating: 2
Similarly with World Legacy Whispers, this card is also already outclassed, this time by Monster Reborn (which just became legal again) and Call of the Haunted. The other effect isn't too bad either, though it is rather limited.   
 
                                                       EXFO-EN070
Trap Card

World Legacy Whispers
Continuous Trap
When this card is activated: You can target 1 Level 5 or higher monster on the field; it gains 1000 ATK/DEF until the end of this turn. Negate any opponent's Spell Card effect that activates in the same column as a "Mekk-Knight" monster you control.
(Rare)  

                                                       Rating: 2
The last effect is the only reason this card is any good because otherwise, we have far better cards that give at least 1000 ATK to any monster.   
 
                                                       EXFO-EN070
Trap Card

Altergeist Manifestation
Normal Trap
Targeting 1 "Altergeist" monster in your GY; Special Summon it in Attack Position and equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 "Altergeist" Trap in your GY; add it to your hand. You can only use this effect of "Altergeist Manifestation" once per turn.
(Super Rare)

                                                       Rating: 2
Haven't seen too many good Altergeist monsters so far but that doesn't mean there aren't any and won't be any in the future.   
 
                                                       EXFO-EN069
Trap Card

Tindangle Delaunay
Normal Trap
When you take battle damage from an opponent's attacking monster while you have 3 or more "Tindangle" monsters with different names in your GY: You can destroy the attacking monster, and if you do, Special Summon 1 "Tindangle Acute Cerberus" from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 3 "Tindangle" monsters with different names in your GY; Special Summon them in face-down Defense Position.
(Common)

                                                       Rating: 1
It's so situational Waboku outclasses it on multiple accounts.
 
                                                       EXFO-EN068
Trap Card

Borrel Cooling
Normal Trap
Tribute 1 "Rokket" monster, then target 1 "Borrel" Link Monster you control; equip it with this card. If this card is equipped to a monster by this effect, the equipped monster gains this effect.
● Once per turn (Quick Effect): You can target 1 monster you control; it cannot be destroyed by battle or card effects this turn.
(Common)

                                                       Rating: 1
Talk about situational because it's restrained to two different Types of monsters and only offers mediocre protection for a monster.
 
                                                       EXFO-EN067
Trap Card

Cynet Refresh
Normal Trap
When an opponent's Cyberse monster declares an attack: Destroy as many monsters in the Main Monster Zones as possible, and if you do, during the End Phase of this turn, Special Summon as many Cyberse Link Monsters among those destroyed monsters in the GY as possible to their owner's fields. When your opponent activates a monster effect: You can banish this card from your GY; Cyberse Link Monsters you control are unaffected by card effects (except their own) until the end of this turn.
(Common)

                                                       Rating: 1
Highly situational and there's no guarantee you'll get more monsters back than your opponent.
 
                                                       EXFO-EN066
Trap Card

Parallel Port Armor
Normal Trap
Target 1 Link Monster you control; equip it with this card. Your opponent cannot target the equipped monster with card effects, also it cannot be destroyed by battle. You can banish this card and 2 Link Monsters from your GY, then target 1 Link Monster you control; it can make a second attack during each Battle Phase this turn.
(Common)

                                                       Rating: 2
Link Monsters probably need this card since not all of them are strong, nor do they all have built-in protection and can't be in Defense Mode.
 
                                                       EXFO-EN065
Spell Card

Trading Places
Quick-Play Spell
If your LP is higher than your opponent's, switch your LP with your opponent.
(Common)

                                                       Rating: 1
Since when is it EVER a good idea to swap LP when yours are higher? All that does is put you at a disdvantage over your opponent, or a bigger disadvantage if you're already in one.
 
                                                       EXFO-EN064
Spell Card

Column Switch
Quick-Play Spell
Target 1 monster in your Main Monster Zone; move that target to another of your Main Monster Zones.
(Common)

                                                       Rating: 1
Pointless considering there's no rule requiring you to place monsters in a specific zone, only ones with card effects allowing you to do so.
 
                                                       EXFO-EN063
Spell Card

Downbeat
Normal Spell
Tribute 1 face-up monster; Special Summon from your Deck, 1 monster with the same original Type and Attribute, that the Tributed monster had on the field but 1 Level lower. You can only activate 1 "Downbeat" per turn.
(Super Rare)

                                                       Rating: 1
I'm not seeing the point in using this outside of maybe activating some effect from a monster in your Deck. It won't likely give you many options unless your Deck relies on using the same Type and Attribute.
 
                                                       EXFO-EN062
Spell Card

Hey, Trunade!
Normal Spell
Return all Set Spells and Traps on the field to the hand.
(Secret Rare)

                                                       Rating: 2
Clearly the watered down version of Giant Trunade, which remains banned to this day but this isn't the worst remake of a banned card.
 
                                                       EXFO-EN061
Spell Card

Pendulum Paradox
Normal Spell
Add 2 face-up Pendulum Monsters with the same Pendulum Scale but different names, from your Extra Deck to your hand. You can only activate 1 "Pendulum Paradox" per turn.
(Secret Rare)

                                                       Rating: 2
Not really going to help you much unless you either already have another Pendulum Monster with a different Scale in place and/or those monsters can be Normal Summoned/Set.
 
                                                       EXFO-EN060
Spell Card

Power of the Guardians
Equip Spell
If an attack is declared involving the equipped monster: Place 1 Spell Counter on this card. The equipped monster gains 500 ATK/DEF for each Spell Counter on this card. If the equipped monster would be destroyed by battle or card effect, you can remove 1 Spell Counter from your field, instead.
(Super Rare)

                                                       Rating: 2
It won't do much for monsters that don't utilize Spell Counters but for those that do, it's actually decent.
 
                                                       EXFO-EN059
Spell Card

Glory of the Noble Knights
Quick-Play Spell
Target 1 "Noble Knight" monster you control; equip it with 1 Equip Spell from your Deck that can equip to that target.. You can only activate 1 "Glory of the Noble Knights" per turn.
(Rare)

                                                       Rating: 2
Not all that useful outside of Noble Knights Decks, though those guys haven't really done anything either lately to my knowledge.
 
                                                       EXFO-EN058
Spell Card

Mythical Bestiary
Quick-Play Spell
Send the top 2 cards of your Deck to the GY, then target 1 card on the field that you can place a Spell Counter on; place up to 2 Spell Counters on it. If this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon 1 monster from your Deck that you can place a Spell Counter on, and if you do, place up to 2 Spell Counters on it. You can only activate 1 "Mythical Bestiary" per turn.
(Ultra Rare)

                                                       Rating: 2
It's support for Decks that utilize Spell Counters but it's not all that great because both effects are centered around it and I believe the strongest monster that can gain Spell Counters is Mythical Beast Master Cerberus from this set.
 
                                                       EXFO-EN057
Spell Card

World Legacy Key
Continuous Spell
When this card is activated: You can target 1 of your banished "Mekk-Knight" monsters or "World Legacy" cards; add it to your hand. Negate any opponent's Trap Card effect that activates in the same column as a "Mekk-Knight" monster you control.
(Rare)

                                                       Rating: 2
It's that last line of text that makes this card playable because that means you can stop pretty much anything if your Main Monster Zones are filled with Mekk-Knights.
 
                                                       EXFO-EN056
Spell Card

World Legacy Scars
Field Spell
All "Mekk-Knight" monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; draw 1 card. You can banish 8 "Mekk-Knight" monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY.
(Rare)

                                                       Rating: 2
The 2nd effect is the only somewhat worthwhile effect (though not by much given that it's a 1-for-1 deal).
 
                                                       EXFO-EN055
Spell Card

Euler's Circuit
Field Spell
Your opponent's monsters cannot attack if you control 3 or more "Tindangle" monsters. Once per turn, during your Standby Phase: You can target 1 "Tindangle" monster you control; give control of it to your opponent. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 "Euler's Circuit" from your Deck to your hand. You can only use this effect of "Euler's Circuit" once per turn.
(Common)

                                                       Rating: 2
A bit situational to meet the requirement that prevents your opponent from attacking but the Field Spell is still vulnerable as are the Tindangle monsters you're trying to keep on the field.
 
                                                       EXFO-EN054
Spell Card

Nagel's Protection
Continuous Spell
"Tindangle" monsters in your Main Monster Zone cannot be destroyed by battle or your opponent's card effects. Once per turn, if your "Tindangle" monster inflicts battle damage to your opponent, the damage becomes doubled. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 "Nagel's Protection" from your Deck to your hand. You can only use this effect of "Nagel's Protection" once per turn.
(Common)

                                                       Rating: 2
Tindangles have yet to really prove to me they're a threat but this excludes Link Monsters anyway unless they're revived from the Grave or brought out to a Main Monster Zone pointed by a Link Monster already out. Dealing double damage isn't that bad, though.
 
                                                       EXFO-EN053
Spell Card

Boot Sector Launch
Field Spell
All "Rokket" monsters on the field gain 300 ATK/DEF. You can activate 1 of these effects;
● Special Summon up to 2 "Rokket" monsters with different names from your hand in Defense Position.
● If your opponent controls more monsters than you do: Special Summon "Rokket" monsters with different names from your GY in Defense Position, up to the difference.
You can only use this effect of "Boot Sector Launch" once per turn.
(Ultra Rare)

                                                       Rating: 2
2 basically free monsters to use for whatever you want isn't all that bad but it's restrained to Rokket monsters as a whole.
 
                                                       EXFO-EN052
Spell Card

Fire Prison
Field Spell
All Dragon monsters on the field gain 300 DEF. If any Link Monster is on the field, neither player can Link Summon a monster with a lower Link Rating than the highest Link Rating on the field. Monsters cannot attack, except Link Monsters. Apply the following effects while 2 or more Cyberse Link Monsters are on the field.
● Negate the activated effects of Cyberse monsters.
● Cyberse monsters cannot attack, cannot be targeted for attacks, and cannot be targeted by card effects.
(Common)

                                                       Rating: 1
It's only specifically against Cyberse monsters but both players are affected when it comes to Link Summons.
 
                                                       EXFO-EN051
Spell Card

Link Hole
Normal Spell
If you control a Link-4 or higher monster: Destroy monsters your opponent controls, up to the number of Link-3 or higher monsters you control. You can only activate 1 "Link Hole" per turn.
(Common)

                                                       Rating: 1
Far too situational to be useful. Heck, Bottomless Trap Hole is another hole card that can hit so much more.
 
                                                       EXFO-EN050
Link Monster

Duelittle Chimera
FIRE | Beast-Type Link | ATK 1400 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
All FIRE monsters on the field gain 500 ATK/DEF, also all WATER monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 FIRE monster in your GY; add it to your hand. You can only use this effect of "Duelittle Chimera" once per turn.
(Rare)

                                                       Rating: 2
It's done enough to become more playable than the previous Link Monster (not that it takes all that much) but that's not enough to give it a rating of 3 or more.
 
                                                       EXFO-EN049
Link Monster

Clara and Rushka, the Ventriloduo
EARTH | Spellcaster-Type Link | ATK 0 | Link-1
Active Link Arrow(s): Top
1 Normal Summoned/Set monster
Cannot be Link Summoned, except during Main Phase 2.
(Ultra Rare)

                                                       Rating: 1
In this case, two heads are FAR WORSE than one because these two clearly banged their heads together to make themselves totally useless. Jeff Dunham makes a better ventroliquist than this. A wasted Ultra Rare slot.
 
                                                       EXFO-EN048
Link Monster

Saryuja Skull Dread
EARTH | Dragon-Type Link | ATK 2800 | Link-4
Active Link Arrow(s): Top, Bottom, Bottom-Left and Bottom-Right
2+ monsters with different names
This card gains effects based on the number of monsters used for its Link Summon.
● 2+: If a monster(s) is Normal or Special Summoned to a zone this card points to: That monster(s) gains 300 ATK/DEF.
● 3+: Once per turn: You can Special Summon 1 monster from your hand.
● 4: When this card is Link Summoned: You can draw 4 cards, then place 3 cards from your hand on the bottom of the Deck in any order.
(Secret Rare)

                                                       Rating: 2
You'll need at least 2 to bring this guy out anyway (3 if you don't have a Link Monster out already) but the effects aren't all that bad, though #3 is the best of all.
 
                                                       EXFO-EN047
Link Monster

Mekk-Knight Spectrum Supreme
LIGHT | Cyberse-Type Link | ATK 3000 | Link-3
Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right
2+ "Mekk-Knight" monsters
This card can attack directly if it is the only card in its column. If this card in the Extra Monster Zone points to no monsters, it cannot be destroyed by card effects, also your opponent cannot target it with card effects. You can send 1 other card you control in this card's column to the GY; Special Summon 1 "Mekk-Knight" monster from your Deck in Defense Position. You can only use this effect of "Mekk-Knight Spectrum Supreme" once per turn.
(Ultra Rare)

                                                       Rating: 2
Even Mekk-Knights will have some difficulty getting this guy out and it's pretty much restrained to them but for that, the effects aren't that bad and are enough to give it 2/5.
 
                                                       EXFO-EN046
Link Monster

Altergeist Hexstia
FIRE | Spellcaster-Type Link | ATK 1500 | Link-2
Active Link Arrow(s): Right and Bottom
2 "Altergeist" monsters
Gains ATK equal to the original ATK of all "Altergeist" monsters it points to. When a Spell/Trap Card is activated (Quick Effect): You can Tribute 1 "Altergeist" monster this card points to; negate the activation, and if you do, destroy that card. If this card is sent from the field to the GY: You can add 1 "Altegeist" card from your Deck to your hand. You can only use this effect of "Altergeist Hexstia" once per turn.
(Super Rare)

                                                       Rating: 2
It won't need much of a boost to become a threat but will need its friends to point to to gain any ATK. Unfortunately, standing up for others requires it to get rid of its friends (and some or all of its ATK boost).
 
                                                       EXFO-EN045
Link Monster

Tindangle Acute Cerberus
DARK | Fiend-Type Link | ATK 0 | Link-3
Active Link Arrow(s): Top, Bottom-Left and Bottom-Right
3 "Tindangle" monsters
Gains 3000 ATK if you have 3 or more "Tindangle" monsters with different names in your GY, including "Tindangle Base Gardna". Gains 500 ATK for each "Tindangle" monster it points to. At the end of the Battle Phase, if this card declared an attack: You can Special Summon 1 "Tindangle Token" (Fiend/DARK/
Level 1/ATK 0/DEF 0).
(Common)

                                                       Rating: 2
An improvement over Lame Administrator, Insecure Gardna and Reject Sorcerer (whom are so bad I gave them special names) but not by much, especially with 0 ATK to start.
 
                                                       EXFO-EN044
Link Monster

Triple Burst Dragon
DARK | Dragon-Type Link | ATK 2400 | Link-3
Active Link Arrow(s): Top, Left and Bottom
2+ monsters, except Tokens
Once per turn, during the Damage Step, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can negate the activation. If this card attacks a Defense Position monster, inflict piercing battle damage. During your Main Phase, except the turn this card was Special Summoned: You can Tribute this card, then target 1 Link-2 or lower monster in your GY; Special Summon it, then you can Special Summon 1 Level 4 or lower Dragon monster from your hand.
(Ultra Rare)

                                                       Rating: 3
I wouldn't recommend trading it for a Link-2 Link Monster so you can constantly take advantage of both good effects this guy has to offer.
 
                                                       EXFO-EN043
Link Monster

Secure Gardna
LIGHT | Cyberse-Type Link | ATK 1000 | Link-1
Active Link Arrow(s): Right
1 Cyberse Link Monster
After you Special Summon this card, you take no effect damage for the rest of this turn. Once per turn, if you would take battle or effect damage, you take no damage. Cannot be used as Link Material. You can only control 1 "Secure Gardna".
(Common)

                                                       Rating: 1
More like Insecure Gardna because its insecurity keeps it from having any benefits to make itself useful.
 
                                                       EXFO-EN042
Link Monster

Recovery Sorcerer
LIGHT | Cyberse-Type Link | ATK 1500 | Link-2
Active Link Arrow(s): Left and Bottom
2 Cyberse monsters
(Quick Effect): You can target 1 Cyberse Link Monster in your GY that was destroyed this turn; Special Summon it, but it has its effects negated, also destroy it during the End Phase. You can only use this effect of "Recovery Sorcerer" once per turn.
(Common)

                                                       Rating: 1
What's the point in recovering something that'll self-destruct, especially when the recovery object is so specific and doesn't get its effects? Since we're getting Monster Reborn back and have so many ways to revive monsters, you don't need this.
 
                                                       EXFO-EN041
Link Monster

Flame Administrator
FIRE | Cyberse-Type Link | ATK 1200 | Link-2
Active Link Arrow(s): Left and Bottom-Right
2 Cyberse monsters
All Link Monsters you control gain 800 ATK. You can only control 1 "Flame Administrator".
(Common)

                                                       Rating: 1
I've seen forum administrators better than this. A mere 800 ATK to Link Monsters is not worth the effort, especially when it offers nothing else worthwhile.
 
                                                       EXFO-EN040
Link Monster

Vector Scare Archfiend
DARK | Cyberse-Type Link | ATK 2400 | Link-3
Active Link Arrow(s): Top, Bottom-Left and Bottom-Right
2+ Cyberse monsters
When this card destroys an opponent's monster by battle and sends it to the GY: You can Tribute 1 monster that this card points to; Special Summon that destroyed monster to any zone this card points to. If you Special Summon to your opponent's field to your opponent's field by this effect, this card can make a second attack during this Battle Phase (although your opponent gains control of that Special Summoned monster).
(Rare)

                                                       Rating: 2
It's not all that bad but I think is outclassed by the likes of Paladin of the Cursed Dragon and Red-Eyes Zombie Dragon as they automatically bring the monster to your field with less effort.
 
                                                       EXFO-EN039
Link Monster

Underclock Taker
DARK | Cyberse-Type Link | ATK 1000 | Link-2
Active Link Arrow(s): Left and Bottom
2 Effect Monsters
Once per turn: You can target 1 face-up monster this card points to, and 1 face-up monster your opponent controls; the opponent's target loses ATK equal to the ATK of the target this monster points to, until the end of this turn.
(Common)

                                                       Rating: 1
Use a better method to weaken an opponent's monster, or heck give your monster a stronger boost as this guy isn't worth the effort, especially with only 1000 ATK.
 
                                                       EXFO-EN038
Link Monster

Excode Talker
WIND | Cyberse-Type Link | ATK 2300 | Link-3
Active Link Arrow(s): Top, Left and Right
2+ Cyberse monsters
When this card is Link Summoned: You can choose unused Main Monster Zones equal to the number of monsters currently in the Extra Monster Zones; those zones cannot be used while this monster is face-up on the field. You can only use this effect of "Excode Talker" once per turn. Monsters this card points to gain 500 ATK, also they cannot be destroyed by card effects.
(Ultra Rare)

                                                       Rating: 1
If you want to block Monster Card Zones, stick to Ground Collapse, which also takes less effort to use. There are also better ways to protect your monsters from destruction by effects and give them more ATK.
 
                                                       EXFO-EN037
Effect Monster

Contact "C"
EARTH | Insect | Level 6 | ATK 1500 | DEF 2200
When your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can Special Summon this card from your hand to the opponent's field in Defense Position. This card's controller cannot Fusion, Synchro, Xyz, or Link Summon unless they use this card as material.
(Common)

                                                       Rating: 1
Of course they're going to use it as material. You literally just gave them this card for free and they can do what they want with it, including use it to Tribute Summon.
 
                                                       EXFO-EN036
Effect Monster

Overtex Qoatlus
DARK | Dinosaur | Level 7 | ATK 2700 | DEF 2100
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling 5 of your banished Dinosaur monsters into the Main Deck. Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can destroy 1 Dinosaur monster in your hand or face-up on your field, and if you do, negate that activation, and if you do that, destroy that card. If this card is sent to the GY by a card effect: You can add 1 "Evolution Pill" Spell from your Deck to your hand. You can only use this effect of "Overtex Coatlus" once per turn.
(Super Rare)

                                                       Rating: 1
Not only is it bundled with a Summoning requirement but it sacrifices monsters you may need later just to negate Spell/Trap Cards. Plus, it can't be Special Summoned after it leaves the field and doesn't get much worthwhile with its last effect.
 
                                                       EXFO-EN035
Effect Monster

Inspector Boarder
LIGHT | Machine | Level 4 | ATK 2000 | DEF 2000
Cannot be Normal or Special Summoned if you control a monster. Neither player can activate a monster effect unless the number of monster effects that player has previously activated that turn is less than the number of monster card Types currently on the field (Ritual, Fusion, Synchro, Xyz, Pendulum, and Link). (If an effect’s activation was negated, it still counts toward the total for that turn. Only count effects that were activated while this monster was face-up on the field.)
(Secret Rare)

                                                       Rating: 2
One could get away with using this in a straight-up Normal Monster Deck as there are no Effect Monsters there and thus you'll generally be safe. Still, even with 2000 ATK and DEF, most Extra Deck monsters will overpower it so this won't save you for all that long.
 
                                                       EXFO-EN034
Effect Monster

Wattkinetic Puppeteer
LIGHT | Psychic | Level 4 | ATK 1800 | DEF 0
(Quick Effect): You can send this card from your hand or field to the GY, then target 1 monster your opponent controls; move that target to another of their Main Monster Zones.
(Common)

                                                       Rating: 2
While the effect is completely pointless, its ATK is decent at least.
 
                                                       EXFO-EN033
Effect Monster

Desmanian Devil
EARTH | Beast | Level 4 | ATK 1700 | DEF 1400
When this card destroys an opponent's monster by battle: You can add 1 Level 4 or lower Beast monster from your Deck to your hand.
(Rare)

                                                       Rating: 2
It'll need a literal boost to be more likely to take out a monster as 1700 ATK generally doesn't take down monsters on its own these days.
 
                                                       EXFO-EN032
Effect Monster

Ghost Bird of Bewitchment
DARK | Winged Beast | Level 4 | ATK 1300 | DEF 1500
This card gains an effect based on your Main Monster Zone it is in.
● Leftmost: Gains 1000 ATK/DEF.
● Rightmost: Can make up to 2 attacks on monsters during each Battle Phase.
● Center: Your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects.
● Others: Monsters in this column cannot activate their effects.
(Rare)

                                                       Rating: 2
Unfortunate that the effects aren't lumped together so that you have them all while it's on the field but with them all based on which Main Monster Zone it resides in, it's not all that good and won't last long unless it's on the leftmost one.
 
                                                       EXFO-EN031
Effect Monster

D.D. Seeker
DARK | Psychic | Level 3 | ATK 1500 | DEF 800
(Quick Effect): You can target 1 face-up monster you control; banish it until the End Phase of the next turn. You can only use this effect of "D.D. Seeker" once per turn.
(Common)

                                                       Rating: 2
It doesn't banish the monster for long, though it does banish it longer than other card effects without having any drawbacks to the effect or Summoning requirements. It is also searchable too.
 
                                                       EXFO-EN030
Effect Monster

Mahjong Munia Maidens
WIND | Winged Beast-Type Flip | Level 2 | ATK 200 | DEF 2000
FLIP: You can draw 1 card, then discard 1 card.
Once per turn: You can change this card to face-down Defense Position.
(Common)

                                                       Rating: 2
It's certainly better for Flip monsters if they have higher DEF than ATK and 2000 is a good number to have for DEF, especially since this one can reset itself.
 
                                                       EXFO-EN029
Effect Monster

Grappler Angler
WATER | Warrior-Type Tuner | Level 1 | ATK 100 | DEF 100
When this card inflicts battle damage to your opponent by a direct attack: You can target 1 monster in your GY; Special Summon it in Defense Position.
(Common)

                                                       Rating: 2
Being a Tuner monster is all this guy is useful for because the effect is much too situational to be useful, especially with only 100 ATK and DEF and no way to attack directly on its own.
 
                                                       EXFO-EN028
Effect Monster

Artifact Mjollnir
LIGHT | Fairy | Level 5 | ATK 1300 | DEF 1800
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Target 1 "Artifact" monster in your GY; Special Summon it in Defense Position, also you cannot Special Summon monsters until the end of the next turn, except "Artifact" monsters. You can only use this effect of "Artifact Mjolnir" once per turn.
(Common)

                                                       Rating: 2
I don't think Artifacts have done anything in years so this guy is probably too late to make the Deck relevent again but while I don't recall any that were all that good, I'm giving this guy 2 stars anyway just in case.
 
                                                       EXFO-EN027
Pendulum Monster

Mythical Beast Master Cerberus
LIGHT | Spellcaster-Type Pendulum | Level 8 | ATK 2800 | DEF 2800 | Scale 4
If you have no cards in your other Pendulum Zone: You can destroy this card, and if you do, add 1 Level 7 or lower "Mythical Beast" Effect Monster from your Deck to your hand. You can only use this effect of "Mythical Beast Master Cerberus" once per turn.

Each time a Spell Card is activated, place 2 Spell Counters on this card when that Spell resolves. Cannot be destroyed by card effects while 4 or more Spell Counters are on your field. Once per turn: You can remove 4 Spell Counters from your field, then target 1 monster your opponent controls; banish it face-up, and if you do, this card gains ATK equal to the banished monster's original ATK until the end of the opponent's turn.
(Secret Rare)

                                                       Rating: 2
Ouch. We were on a good streak for a bit there but this guy has to bring the good ones down with it because the effects are pretty poor and so are its stats for a Level 8 monster. If this is all the "master cerberus" can bring up, I am utterly disappointed.
 
                                                       EXFO-EN026
Pendulum Monster

Mythical Beast Jackal King
DARK | Spellcaster-Type Pendulum | Level 6 | ATK 2400 | DEF 1400 | Scale 4
If you have no cards in your other Pendulum Zone: You can destroy this card, and if you do, Special Summon 1 face-up "Mythical Beast" Pendulum Monster from your Extra Deck, except "Mythical Beast Jackal King". You can only use this effect of "Mythical Beast Jackal King" once per turn.

Each time a Spell is activated, place 2 Spell Counters on this card when that Spell resolves. Once per turn, when an opponent activates a monster effect (Quick Effect): You can remove 2 Spell Counters from your field; negate the activation, and if you do, destroy that card.
(Ultra Rare)

                                                       Rating: 4
Even with a sub-par Scale and mediocre 1st effect, it's got plenty to make use of from its high ATK and average Level to its 2nd effect to keep the field in your control. Certainly a good addition to Mythical Beasts, Beatdown, Spellcasters and any other possible Deck that matches its properties.
 
                                                       EXFO-EN025
Pendulum Monster

Mythical Beast Bashilisk
LIGHT | Spellcaster-Type Pendulum | Level 4 | ATK 1800 | DEF 500 | Scale 4
If you have no card in your other Pendulum Zone: You can destroy this card, and if you do, shuffle 1 face-up Spellcaster Pendulum Monster from your Extra Deck into your Deck, except "Mythical Beast Bashilisk", then draw 1 card. You can only use this effect of "Mythical Beast Bashilisk" once per turn.

Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from your field; return 1 "Mythical Beast" card from your Pendulum Zone or face-up from your Extra Deck to the hand. You can only use this effect of "Mythical Beast Bashilisk" once per turn.
(Rare)

                                                       Rating: 3
Mythical Beasts have yet to impress me so far but this guy at least has the ATK and Level to get on the right path and it can recycle its friends. Too bad its Scale isn't any lower or higher, though.
 
                                                       EXFO-EN024
Pendulum Monster

Mythical Beast Medusa
LIGHT | Spellcaster-Type Pendulum | Level 4 | ATK 1500 | DEF 1500 | Scale 4
If you have no card in your other Pendulum Zone: You can target 1 monster in your GY that you can place a Spell Counter on; destroy this card, and if you do, Special Summon that monster, and if you do that, place 1 Spell Counter on it. You can only use this effect of "Mythical Beast Medusa" once per turn.

Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Once per turn, during the Battle Phase (Quick Effect): You can remove 2 Spell Counters from your field, then target 1 face-up monster on the field; its ATK/DEF become half its current ATK/DEF until the end of this turn.
(Super Rare)

                                                       Rating: 1
It may be named after the character in the story but this is a wannabe in comparison given its poor effects, inadequate Scale and low ATK and DEF.
 
                                                       EXFO-EN023
Pendulum Monster

Mythical Beast Garuda
LIGHT | Spellcaster-Type Pendulum | Level 4 | ATK 1200 | DEF 1600 | Scale 4
If you have no card in your other Pendulum Zone: You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Mythical Beast Garuda" once per turn.

Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. When your opponent Normal or Special Summons a monster (except during the Damage Step): You can remove 3 Spell Counters from your field; Special Summon this card from your hand, then return that opponent's Summoned monster(s) to the hand. You can only use this effect of "Mythical Beast Garuda" once per turn.
(Ultra Rare)

                                                       Rating: 1
It's not very strong and doesn't have a very high Scale either. Being based with Spell Counters doesn't do it or you much good when the effects that require them are bad.
 
                                                       EXFO-EN022
Pendulum Monster

Mythical Beast Jackal
DARK | Spellcaster-Type Pendulum | Level 1 | ATK 0 | DEF 1400 | Scale 4
If you have no card in your other Pendulum Zone: You can target 1 card you control that you can place a Spell Counter on; destroy this card, and if you do, place 1 Spell Counter on that card. You can only use this effect of "Mythical Beast Jackal" once per turn.

Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from your field and Tribute this card; Special Summon 1 "Mythical Beast" Effect Monster from your Deck, except "Mythical Beast Jackal".
(Rare)

                                                       Rating: 2
As a Pendulum Monster, it has all the perks the others do but its stats, effects and Scale aren't enough to bring its rating any higher. Still, it also could bring out any of its friends that are worthwhile, should there be any here or later on.
 
                                                       EXFO-EN021
Effect Monster

World Legacy - "World Shield"
DARK | Machine | Level 6 | ATK 0 | DEF 3000
Unaffected by activated effects from any monster Special Summoned from the Extra Deck. Your opponent cannot target your "World Legacy" cards in this card's column with card effects, also they cannot be destroyed by your opponent's card effects. During the Standby Phase, if this card is in your GY: You can pay 1000 LP; Special Summon this card, then your opponent can Special Summon 1 monster from their hand or GY. You can only use this effect of "World Legacy - "World Shield"" once per turn.
(Common)

                                                       Rating: 2
Unlike Millennium Shield and Labyrinth Wall, this guy offers some protection for your cards directly behind it and itself. Plus it can reivve itself for a relatively small fee, though I don't recommend that considering your opponent gets a free monster too.
 
                                                       EXFO-EN020
Effect Monster

Mekk-Knight Purple Nightfall
LIGHT | Psychic | Level 8 | ATK 2500 | DEF 2000
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Purple Nightfall" once per turn this way. (Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn.
(Secret Rare)

                                                       Rating: 2
Well it's not much better than the other ones so far, both in its ATK and DEF and its effect, at least it's not worse.
 
                                                       EXFO-EN019
Effect Monster

Mekk-Knight Indigo Eclipse
LIGHT | Psychic | Level 8 | ATK 2400 | DEF 2400
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones.
(Super Rare)

                                                       Rating: 2
Not sure what good it'll do to move one of its friends to another column when you've already brought it out on the field and it can't do much once it's on the field. This guy isn't really any better.
 
                                                       EXFO-EN018
Effect Monster

Mekk-Knight Red Moon
LIGHT | Psychic | Level 7 | ATK 2300 | DEF 2600
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Red Moon" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 face-up monster in this card's column; destroy it.
(Rare)

                                                       Rating: 2
So far, these Mekk-Knights are looking more like "Meh-Knights" given they're not all that good and thiis guy is proof of that with the only good thing about it is its DEF, which is marginally so.
 
                                                       EXFO-EN017
Effect Monster

Mekk-Knight Yellow Star
LIGHT | Psychic | Level 7 | ATK 2200 | DEF 2800
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Yellow Star" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 Spell/Trap in this card's column; destroy it.
(Rare)

                                                       Rating: 2
It's a low-end 2/5 considering its DEF is the only reason to use it as neither effect do much for it.
 
                                                       EXFO-EN016
Effect Monster

Mekk-Knight Orange Sunset
LIGHT | Psychic | Level 6 | ATK 800 | DEF 3000
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Orange Sunset" once per turn this way. If an opponent's card in this card's column is destroyed by battle, or leaves the field: You can Special Summon 1 "Mekk-Knight" monster from your hand.
(Common)

                                                       Rating: 2
3000 DEF will certainly fend off most monsters its Level/Rank or lower and you don't have to Normal Summon it to get it on the field but the last effect is the most useful.
 
                                                       EXFO-EN015
Effect Monster

Mekk-Knight Green Horizon
LIGHT | Psychic | Level 6 | ATK 2100 | DEF 1600
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Green Horizon" once per turn this way. When an attack is declared involved this card and an opponent's monster in this card's column: You can target 1 "Mekk-Knight" monster in your GY; add it to your hand.
(Common)

                                                       Rating: 2
So these guys like card columns it seems because their effects revolve around it. Too bad no one cared for them back when they first became a thing in Cyberdark Impact. Still, the effects aren't too bad.
 
                                                       EXFO-EN014
Effect Monster

Mekk-Knight Blue Sky
LIGHT | Psychic | Level 5 | ATK 2000 | DEF 2500
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) to that column. You can only Special Summon "Mekk-Knight Blue Sky" once per turn this way. If this card is Normal or Special Summoned from the hand: You can add "Mekk-Knight" monsters with different names, except "Mekk-Knight Blue Sky", from your Deck to your hand, equal to the number of your opponent's cards in this card's column. You can only use this effect of "Mekk-Knight Blue Sky" once per turn.
(Secret Rare)

                                                       Rating: 2
It'll join whatever card column has been set-up and thus give you access to more of its friends but isn't very strong for its Level.
 
                                                       EXFO-EN013
Effect Monster

Tindangle Intruder
DARK | Fiend-Type Flip | Level 6 | ATK 2200 | DEF 0
FLIP: You can add 1 "Tindangle" card from your Deck to your hand.
When this card is Normal Summoned: You can send 1 "Tindangle" card from your Deck to the GY. If a monster(s) is Special Summoned to your field in face-down Defense Position while this card is in your GY: Special Summon this card in face-down Defense Position (this is not optional). You can only use each effect of "Tindangle Intruder" once per turn.
(Common)

                                                       Rating: 2
A self-revival effect that isn't optional isn't that bad and there are a few cards that Special Summon face-down but with 0 DEF to help out, it's not all that good either.
 
                                                       EXFO-EN012
Effect Monster

Tindangle Protector
DARK | Fiend-Type Flip | Level 3 | ATK 800 | DEF 1600
FLIP: You can change up to 3 face-down Defense Position monsters you control to face-up Defense Position, then if all those monsters are "Tindangle" monsters, you can add up to that many "Tindangle" cards from your Deck to your hand. You can only use this effect of "Tindangle Protector" once per turn.
(Common)

                                                       Rating: 2
It can help reset the Flip effects of its friends but there aren't that many and they're pretty vulnerable, especially given that your opponent will already know what their effects are.
 
                                                       EXFO-EN011
Effect Monster

Tindangle Hound
DARK | Fiend-Type Flip | Level 7 | ATK 2500 | DEF 0
FLIP: You can target 1 other face-up monster on the field; this card gains ATK equal to that target's original ATK, then change that target to face-down Defense Position.
Each monster your opponent controls loses 1000 ATK for each monster linked to it. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 face-down monster on the field; change it to face-up Defense Position.
(Common)

                                                       Rating: 2
It won't do much good if you're trying to activate its 1st effect given that 0 DEF. Still, as a beatstick that drains your opponent's monsters a fair bit, it's not all that bad but not great.
 
                                                       EXFO-EN010
Effect Monster

Tindangle Base Gardna
DARK | Fiend | Level 5 | ATK 0 | DEF 2300
If you control a face-down Defense Position monster, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Tindangle Base Gardna" once per turn this way. If a monster(s) is Normal or Special Summoned, and is now pointed to by an opponent's Link Monster (except during the Damage Step): You can Tribute this card; Special Summon 1 "Tindangle" monster from your hand or Deck in Attack Position or face-down Defense Position.
(Common)

                                                       Rating: 2
Controlling a face-down monster is fairly simple, especially if you're running lots of Flip monsters or the likes of Guardian Sphinx. Still, if you don't have the luxary when this card is drawn, you'll have to find a way to make that happen or bring it out another way. Honestly, its DEF is rather low for a Level 5 monster given the number of Level 4 monsters with higher or slightly lower DEF that are better than this.
 
                                                       EXFO-EN009
Effect Monster

Tindangle Angel
DARK | Fiend-Type Flip | Level 4 | ATK 500 | DEF 1800
FLIP: You can Special Summon 1 Flip monster from your hand or GY in face-down Defense Position, except "Tindangle Angel", then if it is your opponent's Battle Phase, end the Battle Phase. You can only use this effect of "Tindangle Angel" once per turn.
(Common)

                                                       Rating: 2
Its 1800 DEF may help it survive but if not, you'll get a new monster to replace it and that can be quite helpful, especially if it stops your opponent's remaining attacks. Still, would be nice if I could Set another copy of this for next turn.
 
                                                       EXFO-EN008
Effect Monster

Metalrokket Dragon
DARK | Dragon | Level 4 | ATK 1700 | DEF 1400
When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then destroy all your opponent's cards in the column this card was in. During the End Phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 "Rokket" monster from your Deck, except "Metalrokket Dragon". You can only use each effect of "Metalrokket Dragon" once per turn.
(Rare)

                                                       Rating: 1
Are we really just copy-pasting the effects onto each member of the family? That's what it looks like here and it's not helping them much.
 
                                                       EXFO-EN007
Effect Monster

Shelrokket Dragon
DARK | Dragon | Level 2 | ATK 1100 | DEF 2000
When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then destroy 1 monster in the column this card was in, and if you do, destroy any monsters in that card's adjacent zones. During the End Phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 "Rokket" monster from your Deck, except "Shellrokket Dragon". You can only use each effect of "Shellrokket Dragon" once per turn.
(Rare)

                                                       Rating: 2
It self-destructs to get rid of other threats and bring out another of its friends but aside from its 2000 DEF, it's not that good.
 
                                                       EXFO-EN006
Effect Monster

Linkbelt Wall Dragon
EARTH | Dragon | Level 6 | ATK 0 | DEF 2100
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. When you Link Summon: You can Special Summon this card from your hand, and if you do, place 2 counters on it. If a monster is Link Summoned: Remove 2 of these counters from this card (or all, if less than 2). Once per turn, during each Standby Phase: Place 1 of these counters on this card. No monster can be Link Summoned unless this card has at least as many of these counters as that monster's Link Rating. Monsters cannot attack, except Link Monsters.
(Common)

                                                       Rating: 1
That wall of text sure isn't helping its playability or allowing it to survive long on the field. I can't even rate it for its 2100 DEF as there are monsters with that DEF or higher that are better.
 
                                                       EXFO-EN005
Effect Monster

Bitrooper
EARTH | Cyberse | Level 4 | ATK 1500 | DEF 2000
You can send 1 Level 2 or lower monster from your hand to the GY; Special Summon this card from your hand. You can only use this effect of "Bitrooper" once per turn.
(Common)

                                                       Rating: 2
2 stars only for its 2000 DEF and not required to use the effect to bring it out.
 
                                                       EXFO-EN004
Effect Monster

Flick Clown
DARK | Cyberse | Level 4 | ATK 1000 | DEF 1400
If you control at least 2 other Cyberse monsters and you have no cards in your hand: You can pay 1000 LP; draw 1 card. You can only use this effect of "Flick Clown" once per turn.
(Common)

                                                       Rating: 1
There are less costly ways to draw cards than this.
 
                                                       EXFO-EN003
Effect Monster

Striping Partner
LIGHT | Cyberse | Level 4 | ATK 1200 | DEF 1600
Cannot be Normal Summoned/Set. Must be Special Summoned by the following effect. If the effect activation of a monster you control is negated (except during the Damage Step): You can Special Summon this card from your hand. When this card is Special Summoned: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it. You can only use this effect of "Striping Partner" once per turn.
(Common)

                                                       Rating: 1
Not a partner you should consider for any job or task consdering it's very strict on how it accompanies your other monster(s). Plus, it's not very strong in ATK or DEF.
 
                                                       EXFO-EN002
Effect Monster

Lockout Gardna
EARTH | Cyberse | Level 3 | ATK 1000 | DEF 1000
When an opponent's monster declares a direct attack: You can Special Summon this card from your hand in Attack Position, and if you do, it cannot be destroyed by battle this turn. When an effect of a monster your opponent controls is activated that targets 1 Cyberse monster you control (and no other cards) (Quick Effect): You can negate the effects of both that Cyberse monster you control and that opponent's monster until the end of this turn.
(Common)

                                                       Rating: 1
Neither effect is really worth using when cards released before it like Effect Veiler and Battler Fader already outclass it by a wide margin.
 
                                                       EXFO-EN001
Normal Monster

Zombino
EARTH | Zombie | Level 4 | ATK 2000 | DEF 0
The two are so close
They die and return to life
Inseparable

(Common)

                                                       Rating: 3
Not only is it a good Zombie-Type monster but it's a good Level 4 and Normal Monster too so you probably can build a Deck on Level 4 Normal Monsters with 2000 ATK now.
 
                                                       EXFO-EN000
Pendulum Monster

Yoko-Zuna Sumo Spirit
WIND | Warrior, Pendulum and Spirit | Level 5 | ATK 2400 | DEF 1000 | Scale 1
If a monster(s) is Pendulum Summoned: Return this card from the Pendulum Zone to the hand.

When this card is Normal Summoned: You can send to the GY all monsters your opponent controls in the same column as the card(s) in your Pendulum Zones. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.
(Common)

                                                       Rating: 1
As much as I'd love to give it a high rating, I can't thanks to its two Spirit monster effects that render it pretty much useless.