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Flames of Destruction

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

Crystal Conclave
Continuous Trap
Once per turn, if a face-up "Crystal Beast" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Crystal Beast" monster from your Deck. You can send this face-up card from the field to the GY, then target 1 "Crystal Beast" card you control and 1 card on the field; return them to the hand. You cannot activate these effects in the same Chain.
(Common)  

                                                       Rating: 2
Your lost Crystal Beast is replenished but you'll lose that perk if you use the other effect, which I highly don't recommend.   
 
                                                       FLOD-EN098
Spell Card

Rainbow Refraction
Quick-Play Spell
If a monster(s) you control whose original name is "Rainbow Dragon" or "Rainbow Dark Dragon" activated its effect this turn: Special Summon any number of "Crystal Beast" monsters with different names from your Deck.
(Super Rare)  

                                                       Rating: 2
Not sure why you'd need the other Crystal Beasts when you were already successful with one of the main dragons' effects. However, Rainbow Dragon is the worst of the two given it can't attack if eitther of its effects are successful so this won't do you much good with that.
 
                                                       FLOD-EN097
Link Monster

Madolche Fresh Sistart
EARTH | Fairy-Type Link | ATK 1500 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 "Madolche" monsters
While this card points to a "Madolche" monster, "Madolche" Spells/Traps you control cannot be destroyed by card effects, also neither player can target them with card effects. If this card on the field would be destroyed by battle or card effect, you can shuffle 1 "Madolche" monster from your GY into the Deck instead.
(Common)

                                                       Rating: 2
It works two-fold by protecting your Spells and Traps from harm and putting its friends back into the Deck where they belong but isn't very strong and only works with Madolches.   
 
                                                       FLOD-EN096
Link Monster

Inzektor Picofalena
DARK | Insect-Type Link | ATK 1000 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Insect monsters
If this card is Link Summoned: You can discard 1 card, then target 1 other Insect monster you control; equip 1 Insect monster from your Deck to it as an Equip Spell that gains this effect.
● The equipped monster gains 500 ATK/DEF.
You can target 3 Insect monsters in your GY; shuffle them into the Deck, then draw 1 card. You can only use each effect of "Inzektor Picofalena" once per turn.
(Common)  

                                                       Rating: 1
Oh sure it helps its friends out but doesn't protect itself and with a puny 1000 ATK, that's pretty much essential. The other effect can also be achieved better.   
 
                                                       FLOD-EN095
Link Monster

Shaddoll Construct
LIGHT | Fairy-Type Link | ATK 1200 | Link-2
Active Link Arrow(s): Left and Right
2 Flip monsters
During your Main Phase: You can Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this card is in your GY: You can send 1 "Shaddoll" card from your hand or face-up field to the GY, and if you do, Special Summon this card. You can only use each effect of "Shaddoll Construct" once per turn.
(Common)

                                                       Rating: 1
This is more effort than using Elemental HERO Woodsman or any other card that searches Polymerization and all for a monster with a mere 1200 ATK. Plus, the other effect isn't worth it either since this card is bad enough the first time around.   
 
                                                       FLOD-EN094
Synchro Monster

Flower Cardian Moonflowerviewing
DARK | Warrior, Synchro and Tuner |
Level 6 | ATK 2000 | DEF 2000
1 Tuner + 2 non-Tuner monsters
Once per turn, during your Main Phase: You can draw 1 card, and if you do, show it, then, if it is a "Flower Cardian" monster, you can Special Summon it, ignoring its Summoning conditions, and it can attack directly this turn. If you activated this effect, skip the Draw Phase of your next turn. When this card is used as Synchro Material, you can treat it and all other Synchro Materials (that have a Level) as Level 2 monsters.
(Common)

                                                       Rating: 2
It's risky to use the 1st effect but even in non-Flower Cardian Decks you don't lose the drawn card, just your next Draw Phase. It's not all that strong either but at least is a Tuner monster that can then make it easier to Synchro Summon with. Still, losing your Draw Phase can prove crutial in a Duel, especially late game when your hand is small.
 
                                                       FLOD-EN093
Pendulum Monster

Crystal Keeper
FIRE | Warrior-Type Pendulum | Level 4 | ATK 1500 | DEF 1800 | Scale 2
Each turn, the first time an "Ultimate Crystal" monster(s) and/or "Crystal Beast" card(s) you control would be destroyed by card effect that turn, it is not destroyed.

If a "Crystal Beast" monster you control battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute this card from your hand or face-up from your field; your battling monster's ATK/DEF become double its original ATK/DEF during that damage calculation only, but it is destroyed at the end of this Damage Step.
(Common)

                                                       Rating: 2
It's searchable and has a pretty low Scale but it's DEF isn't all that high and neither is its ATK. It's effects aren't all that bad but aren't enough to make it all that good.
 
                                                       FLOD-EN092
Pendulum Monster
Crystal Master
DARK | Spellcaster-Type Pendulum | Level 3 | ATK 1300 | DEF 1000 | Scale 5
Your opponent cannot target "Ultimate Crystal" monsters or "Crystal Beast" cards you control with card effects.

You can Tribute this card; add 1 "Ultimate Crystal" monster, "Crystal Beast" monster, or "Crystal" Spell/Trap from your Deck to your hand.
(Common)

                                                       Rating: 2
New support for Crystal Beasts and the main boss monsters but its Scale isn't low enough to be all that useful and its stats are pretty weak to use as an effective Monster Card.
 
                                                       FLOD-EN091
Trap Card

F.A. Overheat
Normal Trap
If only your opponent controls a monster: Special Summon 1 "F.A." monster from your hand, and if you do, increase its Level by 3 until the end of this turn. If this card is in the GY and you control no cards in your Field Zone: You can banish this card from the GY; activate 1 "F.A." Field Spell directly from your hand or GY. You can only use this effect of "F.A. Overheat" once per turn.
(Rare)

                                                       Rating: 2
It gives you a free F.A. monster that will temporarily be stronger than normal and can activate a Field Spell from your Deck but it's for F.A. Decks only.
 
                                                               FLOD-EN090
Trap Card

F.A. Dead Heat
Continuous Trap
When an opponent's monster declares a direct attack: You can Special Summon 1 "F.A." monster from your Deck. You can only use this effect of "F.A. Dead Heat" once per turn. Once per battle, if your "F.A." monster battles an opponent's monster, before damage calculation: You can have both players roll a six-sided die. If your result is higher, increase the Level of your battling monster by 4, until the end of this turn (even if this card leaves the field). If your result is lower, destroy your battling monster. If it's a tie, both players roll again.
(Common)

                                              Rating: 1
A risky gamble considering you may not have an F.A. monster on the field to even use the effect, and even if you get one, it's not likely it'll survive the turn.
 
                                                       FLOD-EN089
Spell Card

F.A. Winners
Continuous Spell
If you control a "F.A." monster, this card cannot be destroyed by your opponent's card effects. When your "F.A." monster whose Level is at least 5 higher than its original Level battles an opponent's monster and inflicts battle damage to them: You can banish 1 card from your hand, field, or GY. You can only activate this effect of "F.A. Winners" once per turn. If 3 of your "F.A." Field Spells with different names are currently banished, and were all banished by the effect of "F.A. Winners", you win the Duel.
(Rare)

                                                       Rating: 2
Not much of a winning card when compared to Jackpot 7 or Exodia, which are both much more generic and searchable but it's not the worst of the F.A. cards.
 
                                                       FLOD-EN088
Synchro Monster

F.A. Dawn Dragster
LIGHT | Machine-Type Synchro | Level 7 | ATK 0 | DEF 2000
1 Tuner + 1+ non-Tuner monsters
Gains ATK equal to its Level x 300. If this card attacks a Defense Position monster, inflict piercing battle damage. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can reduce this card's Level by 2, and if you do, negate the activation, and if you do that, destroy that card.
(Rare)

                                                       Rating: 1
Literally nothing more than an Extra Deck version of Dark Dragster given its ATK and DEF are the same, it still has Summoning requirements (though unwritten given it's a Synchro Monster) and the same poor effects. Even piercing damage is better done with other cards.
 
                                                       FLOD-EN087
Effect Monster

F.A. Dark Dragster
DARK | Machine | Level 7 | ATK 0 | DEF 2000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by having a Level 7 or higher "F.A." monster on the field, but no "F.A. Dark Dragster" in your Monster Zone. Gains ATK equal to its Level x 300. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. Once per turn: You can target 1 card on the field; reduce this card's Level by 3, and if you do, destroy that target.
(Rare)

                                                       Rating: 1
We actually have a monster that has this card's perks and so much more. Wanna know what it is? Greed Quasar, which also has no strings attached.
 
                                                       FLOD-EN086
Trap Card

Vendread Daybreak
Normal Trap
If your opponent controls more cards than you do: Choose 1 Ritual Summoned "Vendread" monster you control, and destroy all cards on the field, except the chosen monster. It cannot attack directly while it remains face-up on the field. You can only activate 1 "Vendread Daybreak" per turn.
(Common)

                                                       Rating: 1
So basically you're just destroying your opponent's cards for no good reason given that you can't attack directly with that monster (which must be a Ritual Summoned Vendread monster I might add). At least it's a Common but it won't make good trade bait.
 
                                                       FLOD-EN085
Spell Card

Vendread Nightmare
Continuous Spell
Once per turn: You can Tribute 1 or more "Vendread" monsters from your hand and/or field, then target 1 face-up monster you control; increase its Level by the number of monsters Tributed, until the end of this turn. When your attacking "Vendread" Ritual Monster destroys an opponent's monster by battle: You can have your monster gain 1000 ATK. You can only use this effect of "Vendread Nightmare" once per turn.
(Common)

                                                       Rating: 1
There are better ways to increase a monster's Level than this and give it more ATK as well.
 
                                                       FLOD-EN084
Spell Card

Revendread Evolution
Ritual Spell
This card can be used to Ritual Summon any "Vendread" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field, and/or send 1 "Vendread" monster from your Deck to the GY, whose total Levels equal the Level of the Ritual Monster you Ritual Summon. The Ritual Summoned monster is destroyed during the End Phase of the next turn. You can only activate 1 "Revendread Evolution" per turn.
(Common)

                                                       Rating: 1
Since it won't stick around long, why bother Ritual Summoning it with this anyway? Yeah you'll get the monster's effect out of it but that's only if your opponent doesn't counter it first.
 
                                                       FLOD-EN083
Effect Monster

Vendread Anima
DARK | Zombie | Level 1 | ATK 0 | DEF 0
You can banish this card from your GY, then target 1 of your banished "Vendread" monsters, except "Vendread Anima"; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Zombie monsters. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Anima" once per turn.
● Banish any monster destroyed by battle with this card.
(Rare)

                                                       Rating: 2
It's mostly good for use with Ritual Summons as its ATK and DEF aren't going to do you much good and the 1st effect is restricted to Vendreads, not to mention restrains your Special Summons to Zombies if the effect is used.
 
                                                       FLOD-EN082
Ritual Monster

Revendread Executor
DARK | Zombie-Type Ritual | Level 8 | ATK 3000 | DEF 0
You can Ritual Summon this card with any "Vendread" Ritual Spell. This card's name becomes "Revendread Slayer" while on the field. While this Ritual Summoned card is on the field, your opponent cannot target cards you control with card effects, except this card. If this Ritual Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 "Vendread" card from your Deck to your hand. You can only use this effect of "Revendread Executor" once per turn.
(Rare)

                                                       Rating: 2
It's got some pretty high ATK and isn't restrained to Vendread Ritual Spells for any of its effects. However, the main good effect only works while it's on the field after being Ritual Summoned and that 0 DEF won't help it regardless.
 
                                                       FLOD-EN081
Trap Card

Super Team Buddy Force Unite!
Normal Trap
Target 1 face-up monster on the field; Special Summon 1 monster from your hand or GY, with the same original Type as that monster's, but with a different original name. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Set 1 "Super Team Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone.
(Secret Rare)

                                                       Rating: 2
It could give you a stronger monster but that's up to chance as you don't know what monster will be out when you're able to use this card. Setting another copy right away should this one get destroyed isn't bad but then your opponent will anticipate it.
 
                                                       FLOD-EN080
Trap Card

Waking the Dragon
Normal Trap
If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the GY or banished: You can Special Summon 1 monster from your Deck or Extra Deck.
(Short Print Common)

                                                       Rating: 3
It's a pretty powerful card and all it has to do is either get banished or sent to the Grave by an opponent's card effect to give you a free monster from almost anywhere in your possesion.
 
                                                       FLOD-EN079
Trap Card

Mamemaki
Normal Trap
Target 1 face-up monster your opponent controls; discard cards equal to that monster's Level, and if you do, draw the same number of cards you discarded, then return that monster to the hand.
(Common)

                                                       Rating: 1
You may get nothing good from your efforts and thus only succeed in returning the monster to the hand at best. You're better off using Magical Mallet, which is also a Spell Card.
 
                                                       FLOD-EN078
Trap Card

Heartless Drop Off
Counter Trap
When a face-up card(s) on the field and/or in the GY is added to your opponent's hand by an effect: Look at their hand, also banish the added card(s) and all cards with the same name, if any.
(Rare)

                                                       Rating: 2
Not too many uses with this given that some of the more proper ways to give your oppoinent cards aren't all that good. You'd be better off using Thunder King Rai-Oh to prevent it from happening in the first place. Plus, that card can also negate Special Summons, has strong ATK for a Level 4 monster and works with Honest.
 
                                                       FLOD-EN077
Trap Card

Infinite Impermanence
Normal Trap
If you control no cards, you can activate this card from your hand. Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated.
(Secret Rare)

                                                       Rating: 1
Who cares if it can be activated from the hand if it means having an empty field? That's just not worth negating the effect of one lone card for a turn. Plus, even if it's destroyed before it can be used, it's not going to negate much at all and not for very long either.
 
                                                       FLOD-EN076
Trap Card

Network Trap Hole
Normal Trap
When your opponent Special Summons a monster(s) from the Main Deck or GY: Banish it face-down.
(Ultra Rare)

                                                       Rating: 3
It only works against Special Summons but since it banishes face-down, it's pretty much guaranteed that the monster's effect won't be triggered as a result.
 
                                                       FLOD-EN075
Trap Card

The Sanctified Darklord
Normal Trap
Send 1 "Darklord" monster from your hand or face-up from your field to the GY; negate the effects of 1 Effect Monster on the field until the end of this turn, and if you do, gain LP equal to its ATK. You can only activate 1 "The Sanctified Darklord" per turn.
(Rare)

                                                       Rating: 2
Darklords aren't all that bad but they're not all good either, which means this card isn't really that playable as a whole.
 
                                                       FLOD-EN074
Trap Card

Elemental Training
Continuous Trap
Your opponent cannot target "Palace of the Elemental Lords" you control with card effects, also it cannot be destroyed by card effects. Once per turn: You can Tribute 1 monster; Special Summon 1 "Elementsaber" monster from your Deck with a different original Attribute than that monster's. You can send this face-up card from the field to the GY; discard your entire hand, then add "Elemental Lord" monsters from your GY to your hand, equal to the number of cards discarded.
(Ultra Rare)

                                                       Rating: 1
Saving a pretty much useless card from harm isn't a good strategy for any Deck and neither of this card's other effects make up for that.
 
                                                       FLOD-EN073
Trap Card

World Legacy's Sorrow
Counter Trap
When your opponent activates a Spell/Trap Card, or monster effect, while you control a co-linked monster(s): Negate the activation, and if you do, destroy that card. You can only activate 1 "World Legacy's Sorrow" per turn.
(Super Rare)

                                                       Rating: 1
There's plenty of sorrow to be had here as this card isn't worth the effort it takes considering you need co-Linked monsters out to even use it and that requires at least 2 Link Monsters that point to each other.
 
                                                       FLOD-EN072
Trap Card

World Legacy Struggle
Normal Trap
Target Spells/Traps on the field, up to the number of co-linked monsters on the field; destroy them.
(Rare)

                                                       Rating: 1
This makes Twin Twisters and the like more playable because they don't have such strict activation requirements.
 
                                                       FLOD-EN071
Trap Card

World Legacy Awakens
Normal Trap
Immediately after this effect resolves, Link Summon 1 Link Monster using monster(s) you control as material. You can only activate 1 "World Legacy Awakens" per turn.
(Rare)

                                                       Rating: 1
So we're just going to make a pointless Trap Card for each method that Special Summons from the Extra Deck? There's no point to any of them.
 
                                                       FLOD-EN070
Trap Card

Altergeist Emulatelf
Continuous Trap
Special Summon this card as an Effect Monster (Spellcaster/LIGHT/Level 4/ATK 1400/DEF 1800). (This card is also still a Trap.) If Summoned this way, while it is in the Monster Zone, other "Altergeist" Traps you control cannot be destroyed by card effects, also neither player can target them with card effects.
(Common)

                                                       Rating: 2
Doesn't really do much if not with its friends as it's otherwise just a a mediocre Trap Monster.
 
                                                       FLOD-EN069
Trap Card

Gergonne's End
Normal Trap
Target 1 "Tindangle" Link Monster you control; equip this card to it. It cannot be destroyed by battle or card effects, also your opponent cannot target it with card effects. Once per turn, if there are monsters in all zones the equipped monster points to: If there are still monsters in all zones the equipped monster points to, you can destroy this card and all of those monsters, then, inflict damage to your opponent equal to the equipped monster's ATK before they were destroyed.
(Common)  

                                                       Rating: 2
Its activation requirements are pretty strict as it requires a Tindangle Link Monster but that monster becomes safe from harm. However, I'd strongly recommend not using the other effect.   
 
                                                       FLOD-EN068
Trap Card

Red Reboot
Counter Trap
When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.
(Super Rare)  

                                                       Rating: 2
The fact that they can't use other Traps is enough to give this card 2/5 but everything else pretty much prevents its rating from being any higher.   
 
                                                       FLOD-EN067
Trap Card

Limit Code
Normal Trap
If you have any Cyberse Link Monsters in your GY: Place 1 counter on this card for each of those monsters, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck, and equip it with this card. When this card leaves the field, destroy the equipped monster. Once per turn, during your End Phase: Remove 1 counter from this card. If you cannot, destroy it. You can only activate "Limit Code" once per Duel.
(Common)  

                                                       Rating: 1
Not only is it restricted to Cyberse Link monsters in your Grave for its activation requirement but it can only bring out Code Talker Link Monsters from your Extra Deck, and even then it will lose a counter with each of your End Phases. I'd also consider the fact that you can't use more than one copy per Duel but that's moot since the card is useless.   
 
                                                       FLOD-EN066
Spell Card

Monster Reborn Reborn
Normal Spell
Target 3 monsters in your GY; your opponent chooses 1, you Special Summon it, and if you do, banish the rest. You can only activate 1 "Monster Reborn Reborn" per turn.
(Common)  

                                                       Rating: 1
Sure you can choose the same monster but you probably won't have that luxury when you are able to play this card. Plus with Monster Reborn legal again, there's just no better card to use than that.   
 
                                                       FLOD-EN065
Spell Card

Called by the Grave
Quick-Play Spell
Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.
(Common)  

                                                       Rating: 1
Why not banish it for good with cards like Soul Release, which also banish more cards than this?
 
                                                       FLOD-EN064
Spell Card

Staring Contest
Continuous Spell
When you Special Summon a monster to the Extra Monster Zone: You can target 1 monster in your opponent's Main Monster Zone; move that target to their zone in the same column as that Extra Monster Zone monster. When your opponent Special Summons a monster to the Extra Monster Zone: You can target 1 monster in your Main Monster Zone; move that target to your zone in the same column as that Extra Monster Zone monster. These effects cannot be activated in the Damage Step.
(Common)  

                                                       Rating: 1
Staring contests never get anywhere fast and this card is only proving that because all you're doing is moving monsters from one place to another, which I've already noted as being bad with previous cards in this set.  
 
                                                       FLOD-EN063
Spell Card

Link Bound
Quick-Play Spell
Target 1 Link Monster you control or in your GY; return it to the Extra Deck, and if you do, draw cards equal to its Link Rating, then place cards from your hand on the bottom of the Deck, in any order, equal to the number of cards you drew. You can only activate 1 "Link Bound" per turn.
(Super Rare)

                                                       Rating: 1
I never see the point of drawing cards only to lose others without discarding as you can't benefit from it at all. In fact, you lose a monster right off the bat with this card.   
 
                                                       FLOD-EN062
Spell Card

Sekka's Light
Normal Spell
If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest of this Duel after you activate this card, you cannot activate Spell/Trap Cards or effects, except "Sekka's Light". You can banish this card from your GY; reveal 1 monster in your hand, shuffle it into the Deck, then, draw 1 card. You can only use each effect of "Sekka's Light" once per turn.
(Rare)

                                                       Rating: 1
Even if you have no Spell/Trap Cards in your Graveyard, you're not going to be able to use any other Spells or Traps to bail you out, unless you can use monster effects to rectify that. Still a terrible card, even compared to other cards like it.
 
                                                       FLOD-EN061
Spell Card

Restoration of the Monarchs
Equip Spell
Activate this card by targeting 1 monster in your GY with 2400 ATK/1000 DEF, or 2800 ATK/1000 DEF; Special Summon it in Defense Position, but negate its effects, also equip it with this card. When this card leaves the field, destroy that monster. The equipped monster can be treated as 2 Tributes for a Tribute Summon. You can only activate 1 "Restoration of the Monarchs" per turn.
(Common)

                                                       Rating: 2
If it weren't for the fact that the revived mounster can count as 2 Tributes for a Tribute Summon, this would've only gottten half the rating it's getting here. Still, it's pretty limited on uses as some monsters that meet the requirements can't be revived by its effect.
 
                                                       FLOD-EN060
Spell Card

Palace of the Elemental Lords
Field Spell
All monsters you control gain ATK/DEF equal to the number of different Attributes in your GY x 200. Once per turn: You can add 1 "Elementsaber" monster from your Deck to your hand, but skip the Battle Phase of your next turn (even if this card leaves the field). Once per turn, if an "Elementsaber" monster in your hand or field would send a card(s) from the hand to the GY to activate an effect, you can send that many "Elementsaber" monster(s) from your Deck to the GY, instead.
(Ultra Rare)

                                                       Rating: 2
Pretty mediocre for an Ultra Rare card given the low ATK boost only applies if you have different atTributes in your Graveyard, which means Decks centered around one Attribute can't make use of it at all. Either way, the only relatively good effect is the very last one.
 
                                                       FLOD-EN059
Spell Card

World Legacy's Nightmare
Continuous Spell
You take no battle damage from attacks involving your co-linked monsters. Once per turn: You can activate 1 of these effects;
● Move 1 "Knightmare" monster you control to another of your Main Monster Zones.
● Switch the locations of 2 "Knightmare" monsters in your Main Monster Zones.
(Common)

                                                       Rating: 1
What exactly is the point of moving one Link Monster from one spot to another? It doesn't really help much at all and the other effects are just as situational.
 
                                                       FLOD-EN058
Spell Card

World Legacy Succession
Normal Spell
Target 1 monster in your GY; Special Summon it to your zone a Link Monster points to. You can only activate 1 "World Legacy Succession" per turn.
(Ultra Rare)

                                                       Rating: 1
Even if Monster Reborn become banned again, there's still better alternatives.
 
                                                       FLOD-EN057
Spell Card

World Legacy's Corruption
Continuous Spell
Once per turn, if a face-up Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon 1 "World Legacy" monster from your hand or Deck in Defense Position. You can only control 1 "World Legacy's Corruption".
(Common)

                                                       Rating: 1
I'd say regardless of what World Legacy monster you bring out, this is still too situational to be useful.
 
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Spell Card

Gouki Face Turn
Normal Spell
Target 1 "Gouki" card you control and 1 "Gouki" monster in your GY; destroy that card on the field, and if you do, Special Summon that other monster from the GY. You can only activate 1 "Gouki Face Turn" per turn.
(Rare)

                                                       Rating: 1
Monster Reborn is still legal so it's a far better card to use than this. Heck, there's other alternatives that are better than this.
 
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Spell Card

Trickstar Bouquet
Quick-Play Spell
Target 1 "Trickstar" monster you control and 1 face-up monster on the field; return that "Trickstar" monster to the hand, and if you do, the other monster gains ATK equal to the original ATK of the returned monster, until the end of this turn. You can only activate 1 "Trickstar Bouquet" per turn.
(Rare)

                                                       Rating: 1
You lose a monster just to power up another monster and while it may be more ATK than other boosts, there are better ways to power up your monsters without losing one of your own.
 
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Spell Card

Trickstar Light Arena
Field Spell
If you Link Summon a "Trickstar" monster: You can target 1 "Trickstar" monster in your GY that was used as its material; Special Summon it in Defense Position, but negate its effects. You can only use this effect of "Trickstar Light Arena" once per turn. Once per turn: You can target 1 Set card in your opponent's Spell & Trap Zone; while this card is in the Field Zone, that Set card cannot be activated until the End Phase, and your opponent must activate it during the End Phase or else return it to the hand.
(Rare)

                                                       Rating: 2
Trickstars aren't that hard to Link Summon and this will lock out one threat your opponent has waiting but doesn't prevent them from chaining to its effect.
 
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Spell Card

Cybersal Cyclone
Quick-Play Spell
Target 1 Link Monster your opponent controls; banish 1 monster from your GY that has the same Link Rating as that monster, and if you do, destroy that monster, then, if the original Type of the monster you banished was Cyberse, you can destroy 1 face-up card in your opponent's Spell & Trap Zone.
(Common)

                                                       Rating: 1
The activation requirements are far too strict to make this useful, especially since we have more generic cards that require less for their activation already released.
 
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Link Monster

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

                                                       Rating: 1
There's nothing great about this bug as it's just as feeble as the other Attribute Link Monsters released so far and doesn't really offer anything that can't be done better already.
 
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Link Monster

Fire Fighting Daruma Doll
FIRE | Beast-Warrior-Type Link | ATK 1500 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Beast, Beast-Warrior, and/or Winged Beast monsters
This card gains 100 ATK for each Beast, Beast-Warrior, and Winged Beast monster on the field. Once per turn: You can target 1 Spell/Trap on each field; destroy them. When this card destroys an opponent's monster by battle: You can target 1 of your Beast, Beast-Warrior, or Winged Beast monsters, that is banished or is in your GY; add it to your hand.
(Rare)

                                                       Rating: 2
It's pretty weak but the Link Materials aren't too specific and it will likely get a boost if used in Beast-Warrior or Winged Beast Decks.
 
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Link Monster

Vampire Sucker
DARK | Zombie-Type Link | ATK 1600 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Zombie monsters
If you would Tribute a monster(s) for a Tribute Summon, you can Tribute a Zombie monster(s) your opponent controls, even though you do not control them. You can only use each of the following effects of "Vampire Sucker" once per turn.
● You can target 1 monster in your opponent's GY; Special Summon it to your opponent's field in Defense Position, but it becomes a Zombie monster.
● If a Zombie monster(s) is Special Summoned from either GY: Draw 1 card.
(Secret Rare)

                                                       Rating: 2
Its ATK is rather low but its Link Materials are easily to find and two of its effects are pretty good. Still, it's going to come up a little short of gettng a 3/5.
 
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Link Monster

Wind-Up Zenmaintenance
LIGHT | Machine-Type Link | ATK 1800 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 "Wind-Up" monsters
If this card is destroyed and sent to the GY: You can target 1 "Wind-Up" Xyz Monster you control; attach this card to it as material. You can only use each of the following effects of "Wind-Up Zenmaintenance" once per turn.
● If this card is Link Summoned: You can add 1 "Wind-Up" card from your Deck to your hand.
● You can banish 1 face-up "Wind-Up" monster you control, face-down; Special Summon 1 monster from your Deck with the same name that card had on the field.
(Super Rare)

                                                       Rating: 2
It's not very strong and is limited to Wind-Up Link Materials but a Deck using them will certainly make use of it.
 
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Link Monster

Knightmare Gryphon
LIGHT | Fiend-Type Link | ATK 2500 | Link-4
Active Link Arrow(s): Top, Bottom, Left and Right
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap in your GY; Set it to your field, but it cannot be activated this turn, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Gryphon" once per turn. Special Summoned monsters on the field cannot activate their effects, unless they are linked.
(Secret Rare)

                                                       Rating: 1
Why would I go through the effort of bringing this guy out if he locks out the abilities of all Special Summoned monsters on the field, including mine? Plus, I can't even use the card I Set on my field from my Graveyard right away so it's an easy target for my opponent, whom will already know exactly what card it is.
 
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Link Monster

Knightmare Unicorn
DARK | Fiend-Type Link | ATK 2200 | Link-3
Active Link Arrow(s): Left, Right and Bottom
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; return it to the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
(Secret Rare)

                                                       Rating: 2
It's going to take more effort to get this guy out and achieve all that it has to offer but it gives you extra draws during your Draw Phase while it's co-linked.
 
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Link Monster

Knightmare Phoenix
FIRE | Fiend-Type Link | ATK 1900 | Link-2
Active Link Arrow(s): Top and Right
2 monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
(Super Rare)

                                                       Rating: 2
Not much to say about this one that wasn't said with Cerberus, especially given that the initial effect you get when it's Link Summoned is better used with MST. It's also not very strong, though at least isn't specific with Link Materials either.
 
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Link Monster

Knightmare Cerberus
EARTH | Fiend-Type Link | ATK 1600 | Link-2
Active Link Arrow(s): Top and Left
2 monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.
(Super Rare)

                                                       Rating: 2
Obviously you'll want to co-link this guy with another Link Monster but it's not all that strong and won't get the effect after that. Plus, it only works on monsters that were Special Summoned to your opponent's Main Monster Zone.
 
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Link Monster

Knightmare Goblin
WIND | Fiend-Type Link | ATK 1300 | Link-2
Active Link Arrow(s): Left and Right
2 monsters with different names
If this card is Link Summoned during your turn: You can discard 1 card; if this card was co-linked when this effect was activated, you can draw 1 card, also, during your Main Phase this turn, you can Normal Summon 1 monster from your hand to your zone this card points to, in addition to your Normal Summon/Set. You can only apply this effect of "Knightmare Goblin" once per turn. Neither player can target co-linked monsters you control with card effects.
(Ultra Rare)

                                                       Rating: 1
Most of its effects are quite situational to get the most out of them and the 2nd effect is already better achieved with Double Summon, which was released well before this card and well below this card's rarity.
 
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Link Monster

Knightmare Mermaid
WATER | Fiend-Type Link | ATK 1000 | Link-1
Active Link Arrow(s): Bottom
1 "Knightmare" monster, except "Knightmare Mermaid"
If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked.
(Rare)

                                                       Rating: 1
Unlike a real mermaid which is only the result of myth and folklore, this card actually exists and is pretty much useless, even with the 1000 ATK loss.
 
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Link Monster

Altergeist Kidolga
DARK | Spellcaster-Type Link | ATK 1000 | Link-2
Active Link Arrow(s): Left and Bottom
2 "Altergeist" monsters
When another "Altergeist" monster you control inflicts battle damage to your opponent: You can target 1 monster in their GY; Special Summon it to your zone this card points to, but each turn, it cannot attack unless this card has already declared an attack that turn. If this card is destroyed by battle: You can target 1 "Altergeist" card in your GY; add it to your hand.
(Common)

                                                       Rating: 1
It really isn't worth the effort since it can't last long on the field and has to wait until one of its friends deals battle damage to your opponent before it can do anything. Even when its first effect is used, the revived monster can't attack until this guy does and with only 1000 ATK, it's not a smart move. I can't even rate it higher with the last effect as there are better ways of going about it.
 
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Link Monster

Gouki The Master Ogre
EARTH | Warrior-Type Link | ATK 2800 | Link-4
Active Link Arrow(s): Top, Bottom, Bottom-Left and Bottom-Right
2+ "Gouki" monsters
Once per turn (Quick Effect): You can return to the hand any number of "Gouki" monsters you control that this card points to, then target the same number of face-up cards your opponent controls; they have their effects negated until the end of this turn. This card can attack all monsters your opponent controls, once each. If your opponent controls a face-up monster(s), this card can only target their monster with the highest ATK for attacks (your choice, if tied).
(Super Rare)

                                                       Rating: 2
It needs at least 2 Gouki monsters but once it's on the field, it can quickly cripple your oppponent's defenses. However, The last line of text also hurts this card's playability.
 
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Link Monster

Trickstar Delfiendium
LIGHT | Fairy-Type Link | ATK 2200 | Link-3
Active Link Arrow(s): Top, Bottom-Left and Bottom-Right
2+ "Trickstar" monsters
When this card declares an attack while pointing to a "Trickstar" monster: You can target your banished "Trickstar" cards, up to the number of Link Monsters your opponent controls; add them to your hand, and if you do, this card gains 1000 ATK for each card added, until the end of this turn.
(Rare)

                                                       Rating: 1
As a Link-3 monster, I'd expect some good effects but this guy is only a Rare and its effects reflect that as they're pretty mediocre for the Link Materials it needs.
 
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Link Monster

Trickstar Bloom
LIGHT | Fairy-Type Link | ATK 100 | Link-1
Active Link Arrow(s): Bottom
1 Level 2 or lower "Trickstar" monster
If this card is Link Summoned: You can make your opponent draw 1 card. If a face-up "Trickstar" monster this card points to is destroyed by battle or card effect: You can inflict 200 damage to your opponent for each card in their hand. You can only use this effect of "Trickstar Bloom" once per turn.
(Common)  

                                                       Rating: 1
If its ATK is going to be that low with two downsides, it'd better make up for that with the effect. There's nothing in the effect to make up for how bad this card is. Besides, even if you use the last effect, you'll be taking more damage than that when she bites the dust in battle.   
 
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Link Monster

Trickstar Bella Madonna
LIGHT | Fairy-Type Link | ATK 2800 | Link-4
Active Link Arrow(s): Top, Right, Bottom and Bottom-Left
2+ "Trickstar" monsters
While this Link Summoned card points to no monsters, it is unaffected by other cards' activated effects. If this card points to no monsters: You can inflict 200 damage to your opponent for each "Trickstar" monster in your GY with a different name. You can only use this effect of "Trickstar Bella Madonna" once per turn.
(Ultra Rare)  

                                                       Rating: 2
I can only barely give it 2/5 because of its effect, though that's not going to keep that condition fulfilled for very long given the four arrows that point outward from its artwork. Of course, you're not going to bring it out easily outside Trickstar Decks.   
 
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Link Monster

Space Insulator
DARK | Cyberse-Type Link | ATK 1200 | Link-2
Active Link Arrow(s): Top and Bottom
2 monsters
Monsters this card points to lose 800 ATK/DEF. When a Cyberse Link Monster is Link Summoned to your field, while this card is in the GY, except the turn this card was sent to the GY: You can Special Summon this card to your zone that monster points to, but it cannot be used as Link Material, also banish it when it leaves the field.
(Common)  

                                                       Rating: 1
A mere 1200 ATK isn't going to last long on the field but even so, its effect applies to your monsters too so that makes that zone pretty much unusable. Plus, you'd be pretty desperate for using the other effect since you won't be gettting it back so easily afterwards.  
 
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Link Monster

Topologic Trisbaena
DARK | Cyberse-Type Link | ATK 2500 | Link-3
Active Link Arrow(s): Top, Bottom-Left and Bottom-Right
2+ Effect Monsters
If a monster(s) is Special Summoned to a zone(s) this card points to: Banish as many of those monster(s) as possible, also as many Spells/Traps on the field as possible, and if you do, inflict 500 damage to your opponent for each of their cards banished by this effect.
(Secret Rare)  

                                                       Rating: 1
A new Trash Rare has emerged thanks to this guy's awful effect and even its required Link Materials. Why? It hurts you more than your opponent as all they lose at most is 1 monster whereas you will lose 2 monsters and perhaps some or all Spell/Trap Cards. It's just pitiful. 
 
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Effect Monster

Boycotton
EARTH | Plant | Level 4 | ATK 1000 | DEF 2500
You take any battle damage your opponent would have taken from battles involving this card, instead. If this card battles, is not destroyed, and you took damage from that battle: Return this card to the hand.
(Short Print Common)  

                                                       Rating: 1
It looks good with 2500 DEF and being Level 4 but the effects it has to offer make it utterly useless.   
 
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Effect Monster

Red Hared Hasty Horse
WIND | Beast | Level 5 | ATK 2000 | DEF 1800
If there is a column with no cards, you can Special Summon this card (from your hand) in Attack Position to your zone in that column. You can only Special Summon "Red Hared Hasty Horse" once per turn this way. If another card is placed in this card's column: Destroy this card. Once per turn: You can halve this card's original ATK for the rest of this turn, and if you do, it can attack directly this turn.
(Short Print Common)

                                                       Rating: 1
While the first effect may seem promising, it's very easily mitigated thanks to the side-effect that goes with that effect and since the other effect and stats aren't enough to offset this, I can't give it any more stars than this.   
 
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Effect Monster

Ghost Belle & Haunted Mansion
EARTH | Zombie-Type Tuner | Level 3 | ATK 0 | DEF 1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation.
● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck.
● Special Summon a Monster Card(s) from the GY.
● Banish a card(s) from the GY.
You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.
(Secret Rare)

                                                       Rating: 3
I'd say at least the first two bulleted effects are pretty common these days so this'll block them in short order and it's a Tuner monster that can also be searched and/or Special Summoned if need be.
 
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Effect Monster

Iron Dragon Tiamaton
DARK | Dragon | Level 4 | ATK 2000 | DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned by the following effect. If 3 or more cards are in the same column (Quick Effect): You can Special Summon this card from your hand. You can only use this effect of "Iron Dragon Tiamaton" once per turn. If this card is Special Summoned: Destroy all other cards in this card's column. Neither player can use the unused zones in this card's column.
(Ultra Rare)

                                                       Rating: 1
Don't let its 2000 ATK and low Level fool you. It's nowhere near good enough to be used as a Beatstick because it not only has a Summoning requirement but a pretty bad effect to boot and 0 DEF.
 
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Effect Monster

Yajiro Invader
DARK | Reptile | Level 5 | ATK 2200 | DEF 0
If this card is Normal or Special Summoned to a zone that is not the center Main Monster Zone, destroy this card. Once per turn: You can move this card to an unused adjacent Main Monster Zone. Each time exactly 1 monster is Normal or Special Summoned, to your opponent's field: Move this card to the adjacent Main Monster Zone closer to that opponent's monster, then destroy all other cards in this card's column.
(Common)

                                                       Rating: 1
Not only does it self-destruct if it's not in its oh-so-desired center Main Monster Zone but the best it can do is grab an enemy monster and move it to where it is, then blow up all other cards in its column. That wouldn't be too bad except if you have any cards there yourself that don't trigger when destroyed, you're losing them too. Plus this guy doesn't have any DEF to defend with should it end up in Defense Mode and doesn't do anything if more than one monster is Special Summoned.
 
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Effect Monster

Three Trolling Trolls
WATER | Beast-Warrior-Type Tuner | Level 3 | ATK 1000 | DEF 1300
If this card is Normal or Special Summoned: You can target 1 Beast-Warrior monster in your GY; this card's Attribute and Level become the same as that monster's, until the end of this turn. During your Main Phase: You can Special Summon 1 Beast-Warrior monster with the same Attribute and Level as this card from your hand. You can only use each effect of "Three Trolling Trolls" once per turn. You cannot Special Summon monsters the turn you activate either of this card's effects, except Beast-Warrior monsters.
(Common)

                                                       Rating: 2
Since it's a Tuner with no Summoning requirements to start, it's already got some playability and can adjust its Level whenever it's Normal or Special Summoned. However, using either effect limits you to Summoning Beast-Warriors that turn.
 
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Effect Monster

Trancefamiliar
DARK | Psychic | Level 1 | ATK 0 | DEF 0
Once per turn: You can target 1 monster you control; move that target to another of your Main Monster Zones.
(Common)

                                                       Rating: 1
"I will rate this card 5/5 stars. I will rate this ca----" just kidding. I'm not under this guy's spell. Hypnosis is a blatant scam and this guy sure isn't going to get anyone with even half a brain to fall under its spell. Plus the effect is pathetic and is the only one this guy offers.
 
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Effect Monster

Watch Cat
EARTH | Beast | Level 1 | ATK 0 | DEF 1800
If you control no monsters: You can Special Summon this card from your hand. During your End Phase, if this card was Special Summoned this turn: You can banish this card; Set 1 Continuous Spell directly from your Deck. You can only use each effect of "Watch Cat" once per turn.
(Common)

                                                       Rating: 2
Not much going for it other than its 1st effect and 1800 DEF but I suppose there are a few options to search for with the 2nd effect.
 
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Effect Monster

Batteryman Solar
LIGHT | Thunder | Level 4 | ATK 1500 | DEF 1500
If this card is Normal or Special Summoned: You can send 1 Thunder monster from your Deck to the GY. If a Thunder monster(s) is Normal or Special Summoned while this monster is on the field: Special Summon 1 "Batteryman Token" (Thunder/LIGHT/Level 1/ATK 0/DEF 0). You can target 1 "Batteryman" Effect Monster you control or in your GY; this card's name becomes that monster's until the End Phase. You can only use each effect of "Batteryman Solar" once per turn.
(Common)

                                                       Rating: 2
Despite the fact that no one really uses Batteryman Decks anymore, this guy seems to have been based on the current era we live in (which is not a good one). Still, this guy isn't the worst Batteryman to be released.
 
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Effect Monster

Phosphorage the Elemental Lord
LIGHT | Fairy | Level 8 | ATK 2800 | DEF 2200
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having exactly 5 LIGHT monsters in your GY. When this card is Special Summoned: You can destroy all monsters your opponent controls. You can only use this effect of "Phosphorage the Elemental Lord" once per turn. If this face-up card leaves the field, skip the Battle Phase of your next turn.
(Super Rare)

                                                       Rating: 2
I'd say it's pretty easy to get 5 LIGHT monsters in the Graveyard, especially with cards that help you Special Summon them quickly and the Elementsabers can help too. Plus you get a decent effect out of the deal but the major downside is that you don't get your Battle Phase the turn after this guy is sent packing and can't revive it later.
 
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Effect Monster

Elementsaber Lapauila Mana
LIGHT | Warrior | Level 6 | ATK 2400 | DEF 2100
You can send 2 other monsters from your hand to the GY; Special Summon this card from your hand. You can only use this effect of "Elementsaber Lapauila Mana" once per turn. Apply the following effect(s) to "Elementsaber" and "Elemental Lord" monsters you control, depending on the original Attributes of any "Elementsaber" monsters sent to the GY to activate this card's effect.
● EARTH or WIND: Cannot be destroyed by battle.
● WATER or FIRE: Cannot be destroyed by effects.
● LIGHT or DARK: Your opponent cannot target it with card effects.
(Super Rare)

                                                       Rating: 3
Although it's most likely meant to be used with Elementsabers and Elemental Lords, it's a strong Level 6 monster that can be used perfectly on its own.
 
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Effect Monster

Elementsaber Molehu
DARK | Warrior | Level 4 | ATK 1900 | DEF 0
Once per turn (Quick Effect): You can send 1 "Elementsaber" monster from your hand to the GY, then target 1 face-up monster on the field; change it to face-down Defense Position. Once per turn, if this card is in the GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn.
(Ultra Rare)

                                                       Rating: 2
1900 ATK is very nice for a Level 4 monster but it's matched with 0 DEF and the effects aren't that great.
 
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Effect Monster

Elementsaber Lapauila
LIGHT | Warrior | Level 4 | ATK 400 | DEF 2100
Once per turn, when a Spell/Trap Card is activated (Quick Effect): You can send 1 "Elementsaber" monster from your hand to the GY; negate the activation, and if you do, destroy it. Once per turn, if this card is in the GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn.
(Super Rare)

                                                       Rating: 2
Its DEF and effect can help protect itself and its friends respectively but it costs one of its friends to do so with the 1st effect. The other effect is just the same as all the others have been.
 
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Effect Monster

Elementsaber Malo
FIRE | Warrior | Level 3 | ATK 1700 | DEF 200
Once per turn: You can send 1 "Elementsaber" monster from your hand to the GY; send 1 "Elementsaber" or "Elemental Lord" monster from your Deck to the GY, except "Elementsaber Malo". Once per turn, if this card is in the GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn.
(Common)

                                                       Rating: 2
If this is how they all are, I'll be unable to give them a rating higher than 2, even if they end up winning Duels.
 
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Effect Monster

Elementsaber Nalu
WATER | Warrior | Level 3 | ATK 1500 | DEF 1000
Once per turn: You can send 1 "Elementsaber" monster from your hand to the GY, then target 1 "Elementsaber" or "Elemental Lord" monster in your GY, except "Elementsaber Nalu"; add it to your hand. Once per turn, if this card is in the GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn.
(Super Rare)

                                                       Rating: 2
So far these guys don't impress me much at all given their effects are pretty much identical and their stats are pretty weak.
 
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Effect Monster

Elementsaber Makani
WIND | Warrior | Level 2 | ATK 1300 | DEF 1200
Once per turn: You can send 1 "Elementsaber" monster from your hand to the GY; add 1 "Elementsaber" or "Elemental Lord" monster from your Deck to your hand, except "Elementsaber Makani". Once per turn, if this card is in the GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn.
(Ultra Rare)

                                                       Rating: 2
I suppose it helps with certain Decks but I don't see why either effect justifies making it Ultra Rare.
 
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Effect Monster

Elementsaber Aina
EARTH | Warrior | Level 2 | ATK 900 | DEF 1800
Once per turn: You can send 1 "Elementsaber" monster from your hand to the GY, then target 1 "Elementsaber" monster (except "Elementsaber Aina") or "Elemental Lord" monster (that has been properly Summoned) in your GY; Special Summon it, ignoring its Summoning conditions. Once per turn, if this card is in the GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn.
(Common)

                                                       Rating: 2
Though it's not very good, it has potential for it and its friends to be good, especially with its effects and 1800 DEF. Even so, I fail to see why the had to require that it only revives Elementsabers or Elemental Lords that were properly Summoned when it bypasses the Summoning requirements anyway.
 
                                                       FLOD-EN018
Effect Monster

World Legacy - "World Lance"
DARK | Machine | Level 8 | ATK 3000 | DEF 0
Monsters your opponent controls cannot attack "World Legacy" monsters you control, except this one. You can only use each of the following effects of "World Legacy - "World Lance"" once per turn.
● During damage calculation, if a Link Monster battles a monster (Quick Effect): You can discard this card; the opponent's battling monster loses 3000 ATK.
● If a monster(s) is Special Summoned from the Extra Deck: Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position.
(Rare)

                                                       Rating: 2
Even with 3000 ATK, I can't give it much credit thanks to its lack of DEF and rather mediocre effects.
 
                                                       FLOD-EN017
Effect Monster

Knightmare Corruptor Iblee
DARK | Cyberse | Level 2 | ATK 0 | DEF 0
When this card is Normal Summoned: You can target 1 Link Monster in your GY; Special Summon it to your field so it points to this card, but change its ATK to 0, also negate its effects. You cannot Special Summon monsters, except Link Monsters. If this card in its owner's control is sent to the GY: You can Special Summon this card to your opponent's field in Defense Position. You can only use this effect of "Knightmare Corruptor Iblee" once per turn.
(Secret Rare)

                                                       Rating: 1
I see no benefit to either of its effects or its ATK and DEF so I have no idea why this was bumped from Super Rare (which I'd argue is still too high a rarity) other than to make people buy their product.
 
                                                       FLOD-EN016
Normal Monster

Mekk-Knight Avram
LIGHT | Psychic | Level 4 | ATK 2000 | DEF 0
"Check THIS out!"
(Common)

                                                       Rating: 3
Yes, that's literally what the card's text says but while it's much more vague than past Normal Monsters' text, even those released back in the early days, it's still a worthwhile monster to use.
 
                                                       FLOD-EN015
Effect Monster

Altergeist Pixiel
WIND | Spellcaster | Level 1 | ATK 100 | DEF 100
You can Tribute this card; excavate the top 3 cards of your Deck, add 1 excavated "Altergeist" card to your hand, also send the rest to the GY. You can only use this effect of "Altergeist Pixiel" once per turn.
(Common)

                                                       Rating: 1
Not only is it feeble but the best it can do is get you an Altergeist card, which isn't guaranteed, even in an Altergeist-based Deck. Plus if you lose the effect, you're not going to get those LP back easily.
 
                                                       FLOD-EN014
Effect Monster

Altergeist Multifaker
DARK | Spellcaster | Level 3 | ATK 1200 | DEF 800
If you activate a Trap Card (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Special Summon 1 "Altergeist" monster from your Deck in Defense Position, except "Altergeist Multifaker". You cannot Special Summon monsters the turn you activate this effect, except "Altergeist" monsters. You can only use each effect of "Altergeist Multifaker" once per turn.
(Ultra Rare)

                                                       Rating: 1
While Trap Cards generally can't be used right away anyway, this guy doesn't bring a lot to the table whether you use the effect or not and most Altergeists don't have the ATK, DEF or effects to survive long on the field.
 
                                                       FLOD-EN013
Effect Monster

Tindangle Trinity
DARK | Fiend-Type Flip | Level 4 | ATK 0 | DEF 1500
FLIP: You can Special Summon 1 "Tindangle Base Gardna" from your Deck.
If this card was flipped face-up, your "Tindangle" monsters cannot be destroyed by battle. If this card is sent to the GY as Link Material for the Link Summon of a "Tindangle" monster: You can add 1 "Gergonne's End" from your Deck to your hand, and if you do, send 1 Spell/Trap from your Deck to the GY. You can only use this effect of "Tindangle Trinity" once per turn.
(Common)

                                                       Rating: 2
Since you'll probably Set it anyway, it'll stick around a while thanks to its effect and you may end up with 2 defenses for the price of one. Still, The other effect isn't much to speak of.
 
                                                       FLOD-EN012
Effect Monster

Background Dragon
DARK | Dragon | Level 5 | ATK 1600 | DEF 1800
If this card is in the GY and you control no cards: You can Special Summon both this card, and 1 Level 4 or lower Dragon monster from your hand, in Defense Position, but banish this card when it leaves the field. You can only use this effect of "Background Dragon" once per turn.
(Common)

                                                       Rating: 1
A pretty situational effect and there's nothing else worthwhile with it to make use of that can't be done better elsewhere.
 
                                                       FLOD-EN011
Effect Monster

Defrag Dragon
DARK | Dragon | Level 3 | ATK 1000 | DEF 600
You can Special Summon this card (from your hand) by sending 1 other monster from your hand to the GY. You can only Special Summon "Defrag Dragon" once per turn this way. If this card is in the GY: You can banish 3 monsters from your GY with the same name, except "Defrag Dragon"; Special Summon this card. You can only use this effect of "Defrag Dragon" once per turn.
(Common)

                                                       Rating: 1
Those stats make it a poor choice to play whether for its effect or just to defend your LP.
 
                                                       FLOD-EN010
Effect Monster

Gouki Bearhug
EARTH | Warrior | Level 6 | ATK 2400 | DEF 0
If this card is Special Summoned by the effect of a "Gouki" card, or Normal Summoned: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Bearhug". You can only use each effect of "Gouki Bearhug" once per turn.
(Common)

                                                       Rating: 2
Halving the ATK of an enemy monster will likely bring it down at or below this card's ATK, making it pretty easy to defeat if it doesn't have battle destruction prevention. However, it still has 0 DEF and won't generally get to have the luxury of weakening an opponent's monster unless Normal Summomned outside of Gouki card effects.
 
                                                       FLOD-EN009
Effect Monster

Gouki Octostretch
EARTH | Warrior | Level 1 | ATK 0 | DEF 0
If your opponent's monster attacks, during damage calculation (Quick Effect): You can discard this card; the damage you take from that battle is halved. When your opponent activates an effect that would inflict damage to you (even during the Damage Step) (Quick Effect): You can discard this card; the damage you take from that effect is halved. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Octostretch". You can only use this effect of "Gouki Octostretch" once per turn.
(Common)

                                                       Rating: 2
With 0 ATK and DEF, it won't be difficult to trigger the last effect but both its 1st effect and 2nd effect aren't all that good since they only halve the damage you take. Either way it's not terrible.
 
                                                       FLOD-EN008
Effect Monster

Trickstar Rhodode
LIGHT | Fairy | Level 4 | ATK 1400 | DEF 1900
You can discard 1 "Trickstar" card, then target 1 "Trickstar" Link Monster in your GY: Special Summon it. You can only use this effect of "Trickstar Rhodode" once per turn. Each time a card(s) is banished from your opponent's GY, immediately inflict 200 damage to your opponent for each card banished.
(Super Rare)

                                                       Rating: 2
It can be used with the previous card below but I doubt there's much to use it with, or revive for that matter. It also has 1900 DEF, which is more than I can say for the past 7 cards.
 
                                                       FLOD-EN007
Effect Monster

Trickstar Mandrake
LIGHT | Fairy | Level 2 | ATK 0 | DEF 1000
If this card is sent from the hand to the GY: You can Special Summon this card in Defense Position, but banish it when it leaves the field. If this card is sent to the GY as Link Material for the Link Summon of a "Trickstar" monster: You can target 1 monster an opponent's Link Monster points to; destroy it. You can only use each effect of "Trickstar Mandrake" once per turn.
(Common)

                                                       Rating: 2
Much like Link Streamer, this guy's rating is only barely at the 2/5 mark because it's still pretty bad, just not so much that it's totally useless.
 
                                                       FLOD-EN006
Effect Monster

Trickstar Nightshade
LIGHT | Fairy | Level 1 | ATK 100 | DEF 0
If this card is sent to the GY as Link Material for the Link Summon of a "Trickstar" monster: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Trickstar Nightshade" once per turn.
(Common)

                                                       Rating: 1
Why would you use it even as Link Material when there are better monsters to use? It's barely acceptable as a bookmark.
 
                                                       FLOD-EN005
Effect Monster

Degrade Buster
FIRE | Cyberse | Level 7 | ATK 2500 | DEF 2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 Cyberse monsters from your GY. You can target 1 monster your opponent controls with higher ATK than this card (Quick Effect); banish it until the End Phase. You can only use this effect of "Degrade Buster" once per turn.
(Super Rare)

                                                       Rating: 1
Alas, the minor jump in playability was cut short thanks to this guy's underwhelming properties. At least it's name is appropriate, as it IS rather degrading to itself and all monsters with its properties.
 
                                                       FLOD-EN004
Effect Monster

Link Streamer
LIGHT | Cyberse | Level 4 | ATK 1600 | DEF 1800
When a Cyberse monster(s) is Normal or Special Summoned to your field while this monster is on the field (except during the Damage Step): You can Special Summon 1 "Data Token" (Cyberse/LIGHT/
Level 1/ATK 0/DEF 0). You can only use this effect of "Link Streamer" once per turn.
(Common)

                                                       Rating: 2
Well it's the best monster so far and that's not saying much when the others were 1/5 but at least it works with another copy of itself and triggers relatively easily.
 
                                                       FLOD-EN003
Effect Monster

Backup Operator
LIGHT | Cyberse | Level 3 | ATK 1200 | DEF 800
You can target 1 face-up monster that a Link Monster you control points to; Special Summon this card from your hand, and if you do, return that monster to the hand. If Special Summoned this way, banish this card when it leaves the field. You can only use this effect of "Backup Operator" once per turn.
(Rare)

                                                       Rating: 1
What backup is this from, the reject department? Why would you replace a monster, even one your opponent controls, for a probably weaker monster that will be taken out later on and likely never return? Plus it offers nothing else outside of that.
 
                                                       FLOD-EN002
Effect Monster

Prompthorn
DARK | Cyberse | Level 1 | ATK 200 | DEF 400
You can Tribute 1 Level 4 or lower Cyberse monster; Special Summon any number of Cyberse Normal Monsters from your Deck and/or GY whose total Levels equal the Tributed monster's Level on the field, but banish them during the End Phase. You can only use this effect of "Prompthorn" once per turn.
(Common)

                                                       Rating: 1
Starting to look like Cyberark Impact all over again as the first three cards have proven to be pathetic. I don't know whether the goat-like animal in the artwork can actually see but it's too feeble to be a match for much wildlife.
 
                                                       FLOD-EN001
Normal Monster

Protron
EARTH | Cyberse | Level 1 | ATK 100 | DEF 100
Ancestral species found in electronic space. No one knows how much information it holds.
(Common)

                                                       Rating: 1
No one probably cares how much info it holds considering it's worthless to keep around. Monsters released well before it can take it down.
 
                                                       FLOD-EN000
Pendulum Monster

Kai-Den Kendo 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 choose 1 card in your Pendulum Zone, and send to the GY all cards your opponent controls in the same column as that card. 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
You know it's bad when the best Konami can do for a Sneak Preview card is create an equally poor card found in the set already or released as a previous Sneak Preview card. Sure you can re-activate it or Summon it again later but it's pointless to use as a whole and that's even with all the perks it has to offer.