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Extreme Victory (EXVC-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Extreme_Victory_(TCG-EN-1E)
Extreme Victory (EXVC-EN099)
Blue Rose Dragon
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1200
(Dragon / Effect)

When this card is destroyed and sent from the field to the Graveyard, you can select 1 "Black Rose Dragon" or 1 Plant-Type monster in your Graveyard, and Special Summon it.
(Secret Rare)
Rating: 2 out of 5
None of the possible choices are really all that good, not even the Beatsticks.
Extreme Victory (EXVC-EN098)
Naturia Eggplant
EARTH / Effect Monster / Level 2 / ATK 1000 / DEF 700
(Plant / Effect)

When this card is sent from the field to the Graveyard, you can select 1 "Naturia" monster in your Graveyard, except "Naturia Eggplant", and add it to your hand.
(Super Rare)
Rating: 2 out of 5
Eggplant isn't exactly ideal anyway so best to pick something like Stinkbug. (#48)
Extreme Victory (EXVC-EN097)
Scrap Orthros
EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 1100
(Beast / Tuner / Effect)

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling a face-up "Scrap" monster. When Special Summoned this way, select 1 face-up "Scrap" monster you control, and destroy it. If this card is destroyed by the effect of a "Scrap" card and sent to the Graveyard, you can select 1 "Scrap" monster in your Graveyard, except "Scrap Orthros", and add it to your hand.
(Secret Rare)
Rating: 1 out of 5
Needs to be recycled into something actually useful. Even Rose, Warrior of Revenge is better.
Extreme Victory (EXVC-EN096)
Blackwing - Jin the Rain Shadow
DARK / Effect Monster / Level 1 / ATK 600 / DEF 500
(Winged Beast / Tuner / Effect)

If this card battles with a monster with DEF equal to or less than this card's ATK, destroy that monster immediately with this card's effect (without applying damage calculation).
(Rare)
Rating: 2 out of 5
Best to use it as Synchro Material because getting the effect to trigger is next to impossible.
Extreme Victory (EXVC-EN095)
Meklord Fortress
SPELL / Field Spell
Face-up "Meklord Emperor" monsters you control cannot be targeted by the effects of Synchro Monsters. When this card on the field is destroyed and sent to the Graveyard, you can add 1 "Meklord Emperor" monster from your Deck to your hand.
(Rare)
Rating: 2 out of 5
This'll help for when the Meklords are already on your field, but anything that doesn't target gets through this.
Extreme Victory (EXVC-EN094)
Meklord Emperor Skiel
WIND / Effect Monster / Level 1 / ATK 2200 / DEF 2200
(Machine / Effect)

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard, you can Special Summon this card from your hand. Other monsters you control cannot declare an attack. Once per turn, you can select 1 Synchro Monster your opponent controls, and equip it to this card. This card gains ATK equal to those equipped monsters' combined ATK. You can send 1 monster equipped to this card to the Graveyard to allow this card to attack your opponent directly this turn.
(Secret Rare)
Rating: 2 out of 5
Locking out your other attacks is unfortunate when combined with the requirements, but it still isn't that bad.
Extreme Victory (EXVC-EN093)
Elemental Hero Neos Knight
LIGHT / Fusion Monster / Level 7 / ATK 2500 / DEF 1000
(Warrior / Fusion / Effect)

"Elemental Hero Neos" + 1 Warrior-Type monster
This card cannot be Special Summoned except by Fusion Summon. This card gains ATK equal to half the ATK of the Warrior-Type Fusion Material Monster used to Fusion Summon this card, other than "Elemental Hero Neos". This card can attack twice during each Battle Phase. If this card attacks or is attacked, your opponent takes no Battle Damage.
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
If your opponent can't take Battle Damage, then gaining ATK or getting multiple attacks doesn't matter.
Extreme Victory (EXVC-EN092)
Lance Lindwurm
WIND / Effect Monster / Level 4 / ATK 1800 / DEF 1200
(Dragon / Effect)

During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.
(Common)
Rating: 3 out of 5
Just a few hundred ATK points make all the difference when two cards have the same effect.
Extreme Victory (EXVC-EN091)
Lancer Dragonute
DARK / Effect Monster / Level 4 / ATK 1500 / DEF 1800
(Dragon / Effect)

During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.
(Super Rare)
Rating: 2 out of 5
Should've been Common. Dealing piercing damage is much harder with 1500 ATK than it is with 1800.
Extreme Victory (EXVC-EN090)
Axe Dragonute
DARK / Effect Monster / Level 4 / ATK 2000 / DEF 1200
(Dragon / Effect)

If this card attacks, it is changed to Defense Position at the end of the Damage Step.
(Common)
Rating: 1 out of 5
We've had plenty of these over the years.
Extreme Victory (EXVC-EN089)
Psychic Shockwave
TRAP / Normal Trap
Activate only when your opponent activates a Trap Card. Discard 1 Spell/Trap Card to Special Summon 1 Level 6 DARK Machine-Type monster from your Deck.
(Secret Rare)
Rating: 2 out of 5
Might as well be Jinzo support because that's the only Machine worth bringing out.
Extreme Victory (EXVC-EN088)
Full House
TRAP / Normal Trap
Select 2 face-up Spell/Trap Cards (except this card) and 3 Set Spell/Trap Cards. Destroy the selected cards.
(Rare)
Rating: 1 out of 5
Put it up on the market. It won't be sold.
Extreme Victory (EXVC-EN087)
Gladiator Taming
SPELL / Quick-Play Spell
If a face-up "Gladiator Beast" monster is on the field, activate 1 of these effects:
● Select 1 face-up monster your opponent controls, and change its battle position.
● Select 1 face-up "Gladiator Beast" monster your opponent controls, and take control of it until the End Phase.
(Secret Rare)
Rating: 1 out of 5
The Deck is already tame enough as is.
Extreme Victory (EXVC-EN086)
Gladiator Beast Essedarii
EARTH / Fusion Monster / Level 5 / ATK 2500 / DEF 1400
(Beast / Fusion / Effect)

2 "Gladiator Beast" monsters
This card can only be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".)
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
The worst Gladiator Beast to date.
Extreme Victory (EXVC-EN085)
Psi-Beast
EARTH / Effect Monster / Level 2 / ATK 700 / DEF 500
(Psychic / Effect)

When this card is Normal Summoned, you can remove from play 1 Psychic-Type monster from your Deck. This card's Level becomes the Level of that monster.
(Rare)
Rating: 1 out of 5
Most of them are Level 3 or less and are terrible.
Extreme Victory (EXVC-EN084)
Tour Guide From the Underworld
DARK / Effect Monster / Level 3 / ATK 1000 / DEF 600
(Fiend / Effect)

When this card is Normal Summoned, you can Special Summon 1 Level 3 Fiend-Type monster from your hand or Deck. Its effects are negated, and it cannot be used as a Synchro Material Monster.
(Secret Rare)
Rating: 1 out of 5
Sangan must've gotten demoted to get into this situation.
Extreme Victory (EXVC-EN083)
Mara of the Nordic Alfar
DARK / Effect Monster / Level 2 / ATK 1000 / DEF 500
(Spellcaster / Tuner / Effect)

If this card is used as a Synchro Material Monster, the other Synchro Material Monsters are 2 "Nordic" monsters in your hand.
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
Great, so you're making it even harder to Synchro Summon.
Extreme Victory (EXVC-EN082)
Dodger Dragon
WIND / Effect Monster / Level 4 / ATK 1900 / DEF 1200
(Dragon / Effect)

The Normal Summon of this card cannot be negated. Your opponent cannot activate Counter Trap Cards the turn this card is Normal Summoned.
(Super Rare)
Rating: 3 out of 5
If the 2nd effect lasted longer, I could've rated this higher, but it's still decent.
Extreme Victory (EXVC-EN081)
Vampire Dragon
DARK / Effect Monster / Level 5 / ATK 2400 / DEF 0
(Dragon / Effect)

When this Tribute Summoned card is sent from the field to the Graveyard, you can add 1 Level 4 or lower monster from your Deck to your hand.
(Secret Rare)
Rating: 2 out of 5
Comes up a bit short by lackng DEF and the only effect is only activated after being Tribute Summoned.
Extreme Victory (EXVC-EN080)
W Nebula Meteorite
TRAP / Normal Trap
Change all face-down monsters on the field to face-up Defense Position. During the End Phase this turn, change all face-up LIGHT Reptile-Type monsters you control to face-down Defense Position, then draw 1 card for each. After that, you can Special Summon 1 Level 7 or higher LIGHT Reptile-Type monster from your Deck.
(Common)
Rating: 1 out of 5
You're just asking for trouble with this.
Extreme Victory (EXVC-EN079)
Localized Tornado
TRAP / Normal Trap
Shuffle all cards from your hand and Graveyard into the Deck.
(Common)
Rating: 1 out of 5
So localized it's far away from any damage opportunities.
Extreme Victory (EXVC-EN078)
Safe Zone
TRAP / Continuous Trap
Activate by selecting 1 face-up Attack Position monster. That monster cannot be targeted or destroyed by your opponent's card effects, or be destroyed by battle. It cannot attack your opponent directly. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.
(Super Rare)
Rating: 4 out of 5
It really does make the field a safe place to be.
Extreme Victory (EXVC-EN077)
Sealing Ceremony of Mokuton
TRAP / Continuous Trap
Once per turn, you can Tribute 1 face-up EARTH monster to select up to 2 cards in your opponent's Graveyard, and remove them from play.
(Common)
Rating: 1 out of 5
A much worse Soul Release.
Extreme Victory (EXVC-EN076)
Debunk
TRAP / Counter Trap
Negate the activation of an Effect Monster's effect that activates in the hand or Graveyard, and remove it from play.
(Super Rare)
Rating: 3 out of 5
Hits quite a few cards for free, but only those types of Effect Monsters.
Extreme Victory (EXVC-EN075)
Tyrant's Tantrum
TRAP / Continuous Trap
Tribute 2 monsters. Your opponent must send 1 Spell Card from their Deck to the Graveyard to activate a Spell Card.
(Common)
Rating: 2 out of 5
It's going to take several Spell Cards to make up for your loss at activation.
Extreme Victory (EXVC-EN074)
Karakuri Cash Shed
TRAP / Counter Trap
Activate only if you control a "Karakuri" monster in face-up Defense Position. Negate the activation of an opponent's Spell/Trap Card and destroy it.
(Super Rare)
Rating: 2 out of 5
Simple to use, but Karakuris are quite vulnerable and may be attacked first.
Extreme Victory (EXVC-EN073)
Six Style - Dual Wield
TRAP / Normal Trap
Activate only if the only monster you control is 1 "Six Samurai" monster in face-up Attack Position. Select 2 cards your opponent controls and return them to the hand.
(Common)
Rating: 1 out of 5
Returning to the hand is only useful with or against certain monsters
Extreme Victory (EXVC-EN072)
Brain Hazard
TRAP / Continuous Trap
Select 1 of your removed from play Psychic-Type monsters, and Special Summon it. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.
(Rare)
Rating: 2 out of 5
A slower, free D.D.R., but only for Psychics.
Extreme Victory (EXVC-EN071)
Psychic Reactor
TRAP / Normal Trap
Activate only if you control a face-up Psychic-Type monster. During this turn, if a Psychic-Type monster you control battles an opponent's monster, remove from play both monsters.
(Common)
Rating: 1 out of 5
Why even bother with this when you could use one of a handful of better cards?
Extreme Victory (EXVC-EN070)
TG1-EM1
TRAP / Normal Trap
Select 1 monster your opponent controls and 1 face-up "T.G." monster you control. Switch control of the selected monsters.
(Common)
Rating: 1 out of 5
Creature Swap works with any 2 monsters.
Extreme Victory (EXVC-EN069)
TG-SX1
TRAP / Normal Trap
Activate only when a "T.G." monster you control destroys an opponent's monster by battle and sends it to the Graveyard. Select 1 "T.G." Synchro Monster in your Graveyard and Special Summon it.
(Common)
Rating: 1 out of 5
Your success in battle isn't really rewarded.
Extreme Victory (EXVC-EN68)
TGX3-DX2
TRAP / Normal Trap
Select 3 "T.G." monsters in your Graveyard. Return them to your Deck, then draw 2 cards.
(Rare)
Rating: 1 out of 5
Pot of Avarice returns more for the same result and is easier to activate.
Extreme Victory (EXVC-EN67)
Meklord Factory
TRAP / Normal Trap
Activate only when a face-up "Meklord" monster on the field is selected as an attack target. Select 1 "Meklord Army" monster in your Graveyard, and add it to your hand. Then, destroy the attack target.
(Common)
Rating: 0 out of 5
They need to learn how to recycle from Ancient Gears.
Extreme Victory (EXVC-EN66)
Mektimed Blast
TRAP / Normal Trap
Select 1 face-up "Meklord" monster you control and 1 card your opponent controls. Destroy both cards.
(Common)
Rating: 1 out of 5
Scrap Dragon is a powerhouse compared to this.
Extreme Victory (EXVC-EN65)
Chaos Infinity
TRAP / Normal Trap
Change all Defense Position monsters on the field to face-up Attack Position. Then, Special Summon 1 "Meklord" monster from your Deck or your Graveyard. Its effect is negated, and it is destroyed during this turn's End Phase.
(Rare)
Rating: 1 out of 5
The Meklord Emperors are off-limits so what's left are those rejects from earlier.
Extreme Victory (EXVC-EN64)
Power-Up Adaptor
TRAP / Normal Trap
After activation, treat this card as an Equip Card and equip it to 1 face-up "Morphtronic" monster you control. The equipped monster cannot declare an attack. Then, select 1 face-up monster on the field, except the equipped monster. It gains ATK equal to the ATK of the equipped monster.
(Common)
Rating: 1 out of 5
They're all mostly below 1500 ATK and you're relying on the opponent having a strong monster out.
Extreme Victory (EXVC-EN63)
Red Carpet
TRAP / Normal Trap
Activate only if a face-up Dragon-Type Synchro Monster is on the field. Select up to 2 "Resonator" monsters in your Graveyard. Special Summon those monsters.
(Common)
Rating: 2 out of 5
Owning the Dragon-Type Synchro would be nice, but Resonator monsters aren't great.
Extreme Victory (EXVC-EN062)
Self-Mummification
SPELL / Quick-Play Spell
Select 1 monster you control, and send it to the Graveyard.
(Common)
Rating: 1 out of 5
You can send monsters to the Grave in better ways that will still trigger their effects.
Extreme Victory (EXVC-EN061)
Out of the Blue
SPELL / Continuous Spell
Destroy this card if your opponent activates a card or effect that targets a card(s) in the Graveyard. When this card is destroyed by this effect and sent to the Graveyard, your opponent shuffles all cards in their Graveyard into the Deck.
(Common)
Rating: 1 out of 5
The opponent very likely can read the text you're presenting them.
Extreme Victory (EXVC-EN060)
Soundproofed
SPELL / Normal Spell
This card can only be activated at the start of Main Phase 1, and only if you control no face-up Synchro Monsters. Neither player can Special Summon a Synchro Monster until your opponent's next End Phase.
(Rare)
Rating: 1 out of 5
Great way to leave you in a bind for 2 turns.
Extreme Victory (EXVC-EN059)
Contact with the Aquamirror
SPELL / Normal Spell
If you control a face-up WATER monster, activate 1 of these effects. If you control a face-up WATER Ritual Monster, you can activate both of these effects:
● Look at all Set cards in your opponent's Spell & Trap Card Zones.
● Look at the 2 top cards of either player's Deck and return them to the top of the Deck in any order.
(Common)
Rating: 2 out of 5
Top effect is better, and using a WATER Ritual just to do more is more trouble than it's worth.
Extreme Victory (EXVC-EN058)
Runaway Karakuri
SPELL / Quick-Play Spell
Select 1 face-up "Karakuri" monster on the field. Until the End Phase, it gains 1000 ATK, but its effect(s) is negated.
(Common)
Rating: 2 out of 5
The effect doesn't last long, but Haipa is the strongest low Level monster this can be used on.
Extreme Victory (EXVC-EN057)
Shien's Dojo
SPELL / Continuous Spell
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the Graveyard to Special Summon 1 "Shien" or "Six Samurai" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card.
(Super Rare)
Rating: 1 out of 5
With the exception of like 1, they're all pretty bad, and this isn't going to get many counters before it's destroyed.
Extreme Victory (EXVC-EN056)
Psychic Feel Zone
SPELL / Normal Spell
Select 2 of your removed from play monsters (1 Psychic-Type Tuner and 1 Psychic-Type non-Tuner), return them to the Graveyard, and Special Summon 1 Psychic-Type Synchro Monster from your Extra Deck in face-up Defense Position, whose Level equals the total Levels of the returned monsters.
(Rare)
Rating: 2 out of 5
Your options are quite limited, and your new monster is probably going to be more vulnerable in Defense Mode.
Extreme Victory (EXVC-EN055)
ESP Amplifier
SPELL / Quick-Play Spell
All face-up Psychic-Type monsters you control gain 300 ATK for each of your removed from play Psychic-Type monsters. During the End Phase, remove from play all monsters that were affected by this effect.
(Common)
Rating: 1 out of 5
Psychics can't even get a good variant of Limiter Removal.
Extreme Victory (EXVC-EN054)
TGX300
SPELL / Continuous Spell
All face-up monsters you control gain 300 ATK for each face-up "T.G." monster you control.
(Common)
Rating: 1 out of 5
You can get a higher boost with United We Stand or Mage Power.
Extreme Victory (EXVC-EN053)
TGX1-HL
SPELL / Quick-Play Spell
Select 1 face-up "T.G." monster you control. Halve its ATK and DEF, and destroy 1 Spell/Trap Card on the field.
(Common)
Rating: 0 out of 5
No good comes from weakening your own monster just for an MST effect.
Extreme Victory (EXVC-EN052)
Reboot
SPELL / Normal Spell
Shuffle 1 "Meklord" monster from your hand into the Deck to select 1 "Meklord" card in your Graveyard, and add it to your hand.
(Common)
Rating: 1 out of 5
Even the Emperors cannot make this good.
Extreme Victory (EXVC-EN051)
The Resolute Meklord Army
SPELL / Continuous Spell
"Meklord Army" monsters you control in face-up Attack Position cannot be destroyed by battle, but their effects are negated.
(Common)
Rating: 1 out of 5
There's only three terrible members of this "army".
Extreme Victory (EXVC-EN050)
Boon of the Meklord Emperor
SPELL / Normal Spell
Activate only if the only face-up monsters on the field are 2 "Meklord" monsters. Draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card.
(Common)
Rating: 1 out of 5
Reckless Greed gives you the 2 cards without costing you a Battle Phase.
Extreme Victory (EXVC-EN049)
Fortissimo the Mobile Fortress
SPELL / Field Spell
Once per turn, you can Special Summon 1 "Meklord Army" monster from your hand.
(Common)
Rating: 1 out of 5
They needed to make more members if the support was going to be so abundant.
Extreme Victory (EXVC-EN048)
Resonant Destruction
SPELL / Continuous Spell
When a "Resonator" monster(s) is sent to the Graveyard as a Synchro Material Monster, select 1 card your opponent controls and destroy it. Destroy this card during your 2nd End Phase after activation.
(Common)
Rating: 1 out of 5
Only around for 2 turns and that's 2 cards per turn.
Extreme Victory (EXVC-EN047)
Resonator Call
SPELL / Normal Spell
Add 1 "Resonator" monster from your Deck to your hand.
(Rare)
Rating: 2 out of 5
There's two here and quite a few others, but they are pretty mediocre Tuners.
Extreme Victory (EXVC-EN046)
Red Dragon Vase
SPELL / Normal Spell
Activate only if you control a face-up "Red Dragon Archfiend". Draw 2 cards. You cannot Normal or Special Summon another monster until the end of your opponent's turn if you activate this card.
(Common)
Rating: 2 out of 5
The side-effect will probably hurt most of all, but you can still Set monsters.
Extreme Victory (EXVC-EN045)
Scarlet Security
SPELL / Normal Spell
Activate only if you control a face-up "Red Dragon Archfiend". Destroy all Spell/Trap Cards your opponent controls.
(Common)
Rating: 3 out of 5
Much better than Dark Magic Attack from Ancient Sanctuary.
Extreme Victory (EXVC-EN044)
Overmind Archfiend
DARK / Synchro Monster / Level 10 / ATK 3300 / DEF 3000
(Psychic / Synchro / Effect)

1 Psychic-Type Tuner + 2 or more non-Tuner Psychic-Type monsters
Once per turn, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon as many monsters as possible that were removed from play by this effect.
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
Let's just remake Dimension Fusion (#94) much worse.
Extreme Victory (EXVC-EN043)
T.G. Halberd Cannon
EARTH / Synchro Monster / Level 12 / ATK 4000 / DEF 4000
(Machine / Synchro / Effect)

1 Tuner Synchro Monster + 2 or more non-Tuner Synchro Monsters
This card cannot be Special Summoned except by Synchro Summon. Once per turn, while this card is face-up on the field, you can negate the Summon of a monster and destroy it. When this card is sent from the field to the Graveyard, you can select 1 "T.G." monster in your Graveyard, and Special Summon it.
(Ultra Rare) & (Ultimate Rare)
Rating: 2 out of 5
The last of these Accel Synchros, but it has few perks.
Extreme Victory (EXVC-EN042)
T.G. Blade Blaster
EARTH / Synchro Monster / Level 10 / ATK 3300 / DEF 2200
(Machine / Synchro / Effect)

1 Tuner Synchro Monster + 1 or more non-Tuner Synchro Monsters
When an opponent's Spell/Trap Card is activated that targets this card, you can send 1 card from your hand to the Graveyard to negate the effect. Once per opponent's turn, you can remove from play 1 "T.G." monster from your Graveyard to remove this face-up card on the field from play. During the next Standby Phase, Special Summon this card, if removed by this effect.
(Ultra Rare) & (Ultimate Rare)
Rating: 2 out of 5
Negating Spell and Trap Cards that target it is the best this can do, which is rather sad.
Extreme Victory (EXVC-EN041)
T.G. Power Gladiator
EARTH / Synchro Monster / Level 5 / ATK 2300 / DEF 1000
(Warrior / Synchro / Effect)

1 Tuner + 1 or more non-Tuner "T.G." monsters
During battle between this attacking monster and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card on the field is destroyed, draw 1 card.
(Super Rare)
Rating: 2 out of 5
Airknight Parshath's stronger and less versatile counterpart.
Extreme Victory (EXVC-EN040)
T.G. Wonder Magician
LIGHT / Synchro Monster / Level 5 / ATK 1900 / DEF 0
(Spellcaster / Synchro / Tuner / Effect)

1 Tuner + 1 or more non-Tuner "T.G." monsters
When this card is Synchro Summoned, select 1 Spell/Trap Card on the field and destroy it. When this card on the field is destroyed, draw 1 card. During your opponent's Main Phase, you can Synchro Summon using this face-up card you control as a Synchro Material Monster.
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
Being a Synchro and a Tuner does not justify making it this high a rarity and nothing else is good.
Extreme Victory (EXVC-EN039)
T.G. Recipro Dragonfly
WIND / Synchro Monster / Level 2 / ATK 300 / DEF 300
(Insect / Synchro / Effect)

1 Tuner + 1 non-Tuner monster
Once per turn, you can send 1 other "T.G." Synchro Monster you control to the Graveyard. Then, if all of the Synchro Monsters that were used for the Synchro Summon of that monster are in your Graveyard, you can Special Summon them.
(Rare)
Rating: 1 out of 5
The 3rd weakest Synchro in the game, and you're just getting a De-Fusion for specifc Synchros.
Extreme Victory (EXVC-EN038)
Life Stream Dragon
EARTH / Synchro Monster / Level 8 / ATK 2900 / DEF 2400
(Dragon / Synchro / Tuner / Effect)

1 Tuner + "Power Tool Dragon"
When this card is Synchro Summoned, you can make your Life Points become 4000. Any effect damage you take becomes 0. If this face-up card would be destroyed, you can remove from play 1 Equip Spell Card from your Graveyard instead.
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
There's hardly any life in this dragon.
Extreme Victory (EXVC-EN037)
Junk Berserker
EARTH / Synchro Monster / Level 7 / ATK 2700 / DEF 1800
(Warrior / Synchro / Effect)

"Junk Synchron" + 1 or more non-Tuner monsters
You can remove from play 1 "Junk" monster from your Graveyard to select 1 face-up monster your opponent controls. That monster loses ATK equal to the removed monster's ATK. If this card attacks a Defense Position monster, destroy that monster at the start of the Damage Step (without damage calculation).
(Ultra Rare), (Ultimate Rare) & (Ghost Rare)
Rating: 3 out of 5
Two decent ways to take down a monster, though Junk monsters are quite poor.
Extreme Victory (EXVC-EN036)
Aurora Paragon
LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1000
(Fairy / Effect)

Neither player can Special Summon monsters. When another monster is Normal Summoned to either player's side of the field, destroy this card.
(Common)
Rating: 1 out of 5
You are viewing the Aurora Poorialis, which is just a dimly lit hologram projection of random colors.
Extreme Victory (EXVC-EN035)
Jar Turtle
WATER / Effect Monster / Level 4 / ATK 200 / DEF 2100
(Reptile / Effect)

Each time "Jar of Greed" is activated, draw 1 card.
(Common)
Rating: 2 out of 5
Jar of Greed isn't that good, but this card's effect makes it closer to Pot of Greed, and its DEF is high.
Extreme Victory (EXVC-EN034)
Gladiator Beast Tygerius
EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 800
(Beast / Effect)

This card cannot be used as a Fusion Material Monster. When this card is Special Summoned by the effect of a "Gladiator Beast" monster, you can discard 1 "Gladiator Beast" card to add 1 "Gladiator Beast" monster from your Deck to your hand.
(Common)
Rating: 2 out of 5
Gladiaor Beasts just singled out what could've been a good member of the family.
Extreme Victory (EXVC-EN033)
Tradetoad
WATER / Effect Monster / Level 1 / ATK 100 / DEF 2000
(Aqua / Effect)

Once per turn, you can Tribute 1 Aqua-Type monster to select 1 "Frog" monster in your Graveyard, except "Frog the Jam". Special Summon that monster from your Graveyard.
(Rare)
Rating: 2 out of 5
A substitute for Substitoad perhaps, but all it's good for is the DEF.
Extreme Victory (EXVC-EN032)
Scrap Kong
EARTH / Effect Monster / Level 4 / ATK 2000 / DEF 1000
(Beast / Effect)

When this card is Normal Summoned, destroy this card. When this card is destroyed by the effect of a "Scrap" card and sent to the Graveyard, you can select 1 "Scrap" monster in your Graveyard, except "Scrap Kong", and add it to your hand.
(Common)
Rating: 1 out of 5
Bound to climb the Scrap State Building and cause havoc until security arrives.
Extreme Victory (EXVC-EN031)
Karakuri Ninja mdl 7749 "Nanashick"
EARTH / Effect Monster / Level 5 / ATK 2200 / DEF 1800
(Machine / Effect)

This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. When this card is Normal Summoned, you can draw 1 card for each face-up Defense Position "Karakuri" monster you control.
(Common)
Rating: 2 out of 5
Only one Tribute tops to gain the drawing effect, but they have to be in Defense Mode.
Extreme Victory (EXVC-EN030)
Karakuri Komachi mdl 224 "Ninishi"
EARTH / Effect Monster / Level 3 / ATK 0 / DEF 1900
(Machine / Tuner / Effect)

This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)
(Common)
Rating: 3 out of 5
High DEF and can aid in Synchro Summoning the best Synchros in the game.
Extreme Victory (EXVC-EN029)
Shien's Advisor
EARTH / Effect Monster / Level 4 / ATK 1200 / DEF 400
(Warrior / Effect)

When this card is Normal Summoned, if you control a face-up "Six Samurai" monster, declare 1 Monster Type. While this card is face-up on the field, monsters with the declared Monster Type cannot declare an attack or be Special Summoned.
(Super Rare)
Rating: 1 out of 5
Better advise the whole team that they're in great danger.
Extreme Victory (EXVC-EN028)
Elder of the Six Samurai
EARTH / Effect Monster / Level 3 / ATK 400 / DEF 0
(Warrior / Effect)

If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand.
(Common)
Rating: 1 out of 5
However long they've been alive, they haven't learned anything except copying Cyber Dragon.
Extreme Victory (EXVC-EN027)
Hushed Psychic Cleric
EARTH / Effect Monster / Level 3 / ATK 0 / DEF 2100
(Psychic / Effect)

When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can send 1 card from your hand to the Graveyard to select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, select 1 monster removed from play by this effect, and Special Summon it.
(Rare)
Rating: 2 out of 5
Karakuris change their battle positions right away so this is a bit helpful, especially with 2100 DEF.
Extreme Victory (EXVC-EN026)
Serene Psychic Witch
EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 1200
(Psychic / Effect)

When this card on the field is destroyed and sent to the Graveyard, you can remove from play 1 Psychic-Type monster with 2000 or less ATK from your Deck. During the next Standby Phase, Special Summon the monster removed from play by this effect.
(Common)
Rating: 2 out of 5
The effect is quicker than I might've thought, but it's limited to Psychics.
Extreme Victory (EXVC-EN025)
Silent Psychic Wizard
EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 0
(Psychic / Effect)

When this card is Normal Summoned, you can select 1 Psychic-Type monster in your Graveyard, and remove it from play. When this card is sent from the field to the Graveyard, Special Summon that removed monster.
(Super Rare)
Rating: 2 out of 5
You won't know when the monster removed from play will come back so use this guy's ATK instead.
Extreme Victory (EXVC-EN024)
Mental Seeker
EARTH / Effect Monster / Level 3 / ATK 800 / DEF 600
(Psychic / Tuner / Effect)

When this removed from play card is Special Summoned, reveal the top 3 cards of your opponent's Deck. Choose 1 of those cards and remove it from play. Then, shuffle the others into the Deck.
(Common)
Rating: 2 out of 5
The effect is your choice, but it may not be useful. Still, it's also a Tuner.
Extreme Victory (EXVC-EN023)
Esper Girl
EARTH / Effect Monster / Level 2 / ATK 500 / DEF 300
(Psychic / Tuner / Effect)

When this removed from play card is Special Summoned, remove from play the top card of your Deck, face-down. When this card is sent from the field to the Graveyard, add that removed card to your hand.
(Common)
Rating: 2 out of 5
A lot of fuss just for 1 card you won't know about until later. Much more useful as a Tuner.
Extreme Victory (EXVC-EN022)
Buster Blaster
EARTH / Effect Monster / Level 1 / ATK 0 / DEF 0
(Machine / Union / Effect)

Once per turn, during your Main Phase, you can equip this card to a monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, the equipped monster loses 500 ATK and DEF. If the equipped monster destroys an opponent's monster by battle, destroy all face-up monsters on the field with the same Monster Type as the destroyed monster. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
(Rare)
Rating: 0 out of 5
Wicked-Breaking Flamberge - Baou is now a weak Monster Card with a wall of text.
Extreme Victory (EXVC-EN021)
T.G. Rush Rhino
EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 800
(Beast / Effect)

If this card attacks, it gains 400 ATK during the Damage Step only. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Rush Rhino".
(Rare)
Rating: 2 out of 5
T.G. Decks get their own variant of Topaz Tiger, but it's about as useful in that regard.
Extreme Victory (EXVC-EN020)
T.G. Warwolf
DARK / Effect Monster / Level 3 / ATK 1200 / DEF 0
(Beast-Warrior / Effect)

When a Level 4 or lower monster is Special Summoned, you can Special Summon this card from your hand. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Warwolf".
(Common)
Rating: 1 out of 5
A wolf with no bark or bite.
Extreme Victory (EXVC-EN019)
T.G. Catapult Dragon
EARTH / Effect Monster / Level 2 / ATK 900 / DEF 1300
(Dragon / Effect)

Once per turn, you can Special Summon 1 Level 3 or lower "T.G." Tuner monster from your hand.
(Common)
Rating: 1 out of 5
Purchased from ACME by Wile E. Coyote where it promptly backfired.
Extreme Victory (EXVC-EN018)
T.G. Jet Falcon
WIND / Effect Monster / Level 3 / ATK 1400 / DEF 1200
(Winged Beast / Tuner / Effect)

If this card is sent to the Graveyard as a Synchro Material Monster, inflict 500 damage to your opponent.
(Common)
Rating: 2 out of 5
I guess it's an improvement over Synchronized Realm?
Extreme Victory (EXVC-EN017)
T.G. Striker
WIND / Effect Monster / Level 2 / ATK 800 / DEF 0
(Warrior / Tuner / Effect)

If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Striker".
(Rare)
Rating: 2 out of 5
A Tuner with a pretty slow effect and a copy of Cyber Dragon's effect.
Extreme Victory (EXVC-EN016)
T.G. Cyber Magician
LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 0
(Spellcaster / Tuner / Effect)

If this card is used as a Synchro Material Monster for the Synchro Summon of a "T.G." Synchro Monster, you can use "T.G." monsters in your hand as non-Tuner Synchro Material Monsters. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Magician".
(Super Rare)
Rating: 2 out of 5
Poor effects, but it's still a Tuner.
Extreme Victory (EXVC-EN015)
Meklord Astro Dragon Asterisk
DARK / Effect Monster / Level 10 / ATK 0 / DEF 0
(Machine / Effect)

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling 3 or more face-up "Meklord" monsters. When this card is Special Summoned, you can select any number of face-up "Meklord" monsters you control, except this card, and send them to the Graveyard. This card's ATK is equal to the total original ATK of the monsters sent to the Graveyard by this effect. While this card is face-up on the field, when a Synchro Monster(s) is Special Summoned, inflict 1000 damage to the player that Summoned.
(Super Rare)
Rating: 2 out of 5
Tricky to bring out and costly to gain any ATK once it's on the field. The last effect is also hardly redeeming.
Extreme Victory (EXVC-EN014)
Meklord Army of Granel
EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 1200
(Machine / Effect)

This card gains 100 ATK for each face-up "Meklord" monster on the field, except this card. When this card is Normal Summoned, you can select 1 face-up monster your opponent controls, and halve its ATK until the End Phase.
(Rare)
Rating: 1 out of 5
Jakob has the vastly superior Granel available.
Extreme Victory (EXVC-EN013)
Meklord Army of Skiel
WIND / Effect Monster / Level 4 / ATK 1200 / DEF 1000
(Machine / Effect)

This card gains 200 ATK for each face-up "Meklord" monster you control, except this card. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Meklord Army" monster from your Deck.
(Common)
Rating: 1 out of 5
An army of ants clearly make up these three monsters.
Extreme Victory (EXVC-EN012)
Meklord Army of Wisel
DARK / Effect Monster / Level 4 / ATK 1800 / DEF 0
(Machine / Effect)

This card gains 100 ATK for each face-up "Meklord" monster you control, except this card. Once per turn, when another "Meklord" monster you control declares an attack on a Defense Position monster your opponent controls, you can activate this effect. During battle between an attacking "Meklord" monster you control, except this card, and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.
(Common)
Rating: 2 out of 5
Pretty much nothing applies to itself, except the lame ATK boost. The ATK is only enough for a 2.
Extreme Victory (EXVC-EN011)
Morphtronic Staplen
EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 1000
(Machine / Effect)

● While in Attack Position: Your opponent cannot select another monster you control as an attack target. If this card is destroyed by battle, the monster that destroyed it loses 300 ATK.
● While in Defense Position: This card cannot be destroyed by battle. If this card is attacked, select 1 face-up Attack Position monster your opponent controls, after damage calculation. Change it to face-up Defense Position and change this card to face-up Attack Position.
(Common)
Rating: 2 out of 5
Defense Mode is where it'll need to be for sure.
Extreme Victory (EXVC-EN010)
Morphtronic Lantron
LIGHT / Effect Monster / Level 1 / ATK 200 / DEF 200
(Machine / Tuner / Effect)

● While in Attack Position: Any effect damage you would take from an opponent's card effect is inflicted to your opponent instead.
● While in Defense Position: When this card is destroyed by battle and sent to the Graveyard, you take no Battle Damage this turn.
(Common)
Rating: 2 out of 5
Leo gets some new options for his Deck, but this is barely any good at all.
Extreme Victory (EXVC-EN009)
Blackwing - Kogarashi the Wanderer
DARK / Effect Monster / Level 6 / ATK 2300 / DEF 1600
(Winged Beast / Tuner / Effect)

When a face-up "Blackwing" monster you control is destroyed by a card effect and sent to the Graveyard, you can Special Summon this card from your hand. When you Synchro Summon using this card as a Synchro Material Monster, your opponent cannot activate cards or effects.
(Ultra Rare) & (Ultimate Rare)
Rating: 2 out of 5
High-Level Tuners are often mediocre, just like this one.
Extreme Victory (EXVC-EN008)
Blackwing - Hillen the Tengu-wind
DARK / Effect Monster / Level 5 / ATK 0 / DEF 2300
(Winged Beast / Tuner / Effect)

When you take 2000 or more Battle Damage from your opponent's monster's direct attack while this card is in the Graveyard, you can select 1 Level 3 or lower "Blackwing" monster in your Graveyard. Special Summon that monster and this card from the Graveyard. Their effects are negated. Each player can only use the effect of "Blackwing - Hillen the Tengu-wind" once per Duel.
(Super Rare)
Rating: 1 out of 5
Blew away everything that could've made itself useful.
Extreme Victory (EXVC-EN007)
Clock Resonator
EARTH / Effect Monster / Level 3 / ATK 1200 / DEF 600
(Fiend / Tuner / Effect)

Once per turn, this face-up Defense Position card cannot be destroyed by battle or by card effects.
(Common)
Rating: 2 out of 5
Survives longer than most monsters and is a Tuner, but still not great.
Extreme Victory (EXVC-EN006)
Force Resonator
WATER / Effect Monster / Level 2 / ATK 500 / DEF 500
(Fiend / Tuner / Effect)

You can send this face-up card you control to the Graveyard to select 1 face-up monster you control. If that monster attacks during this turn, your opponent cannot activate the effects of any Spell, Trap, or Effect Monster Cards that target a monster(s), until the end of the Damage Step.
(Common)
Rating: 2 out of 5
Okay as a Tuner, but the effect is better done with Ancient Gear Golem and Pitch-Black Warwolf.
Extreme Victory (EXVC-EN005)
Mystic Piper
LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 0
(Spellcaster / Effect)

You can Tribute this card to draw and reveal 1 card. If that card is a Level 1 Monster Card, draw 1 more card. The effect of "Mystic Piper" can only be activated once per turn.
(Secret Rare)
Rating: 2 out of 5
The risk is much too high for such a high rarity and the effect is once per turn.
Extreme Victory (EXVC-EN004)
Necro Defender
DARK / Effect Monster / Level 2 / ATK 0 / DEF 800
(Fiend / Effect)

During your Main Phase, you can remove from play this card from your Graveyard to select 1 monster you control. Until your opponent's next End Phase, that monster cannot be destroyed by battle, and you take no Battle Damage from battles involving it.
(Rare)
Rating: 2 out of 5
Your monster will survive for your opponent's turn, which'll likely save you quite a bit, but pretty useless otherwise.
Extreme Victory (EXVC-EN003)
Salvage Warrior
WATER / Effect Monster / Level 5 / ATK 1900 / DEF 1600
(Warrior / Effect)

When this card is Tribute Summoned, you can Special Summon 1 Tuner monster from your hand or Graveyard.
(Rare)
Rating: 2 out of 5
Poor stats for its Level, but can help with Synchro Summons, though not by much.
Extreme Victory (EXVC-EN002)
Unknown Synchron
DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Machine / Tuner / Effect)

If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. Each player can only use the effect of "Unknown Synchron" once per Duel.
(Common)
Rating: 2 out of 5
Well here's a case where using the effect at all is a bad idea. Cyber Dragon isn't this bad.
Extreme Victory (EXVC-EN001)
Junk Servant
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1000
(Warrior / Effect)

If you control a face-up "Junk" monster, you can Special Summon this card from your hand.
(Rare)
Rating: 2 out of 5
Stronger than other servants of the past, but hardly good.
Extreme Victory (EXVC-EN000)
Reborn Tengu
WIND / Effect Monster / Level 4 / ATK 1700 / DEF 600
(Beast-Warrior / Effect)

When this card is removed from the field, Special Summon 1 "Reborn Tengu" from your Deck.
(Super Rare)
Rating: 2 out of 5
Having extra copies only helps a bit.