← Back to Yu-Gi-Oh Card Ratings Return to Index Forward to CYHO-EN Ratings →
*For more info on these ratings, click here.
0/5 1/5 2/5 3/5 4/5 5/5
Wanna see the Spoiler instead? Click here.

Flames of Destruction (FLOD-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Flames_of_Destruction_(TCG-EN-1E)
                               Rating: 2 | 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)  


Your lost Crystal Beast is replenished but you'll lose that perk if you use the other effect, which I highly don't recommend.   
 
                               Rating: 1 | 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)  


At least it also works with Rainbow Dark Dragon, but the result in't all that good.
 
                               Rating: 2 | 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)


Madolches aren't exactly a top tier Deck because they're weak and their strategy is easily exploited. This isn't helping either.
 
                               Rating: 1 | 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)  


Inzektors have tried to update themselves to the current Dueling era, but have neglected to make their new member useful.
 
                               Rating: 1 | 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)


Even for Fusion Summoning this is terrible compared to other cards that can get Polymerization. What a waste.
 
                               Rating: 2 | 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)


Pretty weak and exclusive to Flower Cardians, but it's a Tuner that can also treat the other materials as Level 2.
 
                               Rating: 2 | 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)


It's hardly worth doubling your monster's ATK/DEF if it's destroyed that turn so make use of its DEF or Pendulum Scale.
 
                               Rating: 2 | 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)


Not very useful for Crystal Beast Decks, but it could be worse.
 
                               Rating: 2 | 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)


You don't need to control anything at least, but F.A. monsters are pretty bad.
 
                               Rating: 1 | 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)


There aren't many strong F.A. monsters so it really doesn't matter which one you Special Summon and it's risky too.
 
                               Rating: 1 | 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)


Jackpot 7 and Exodia are easier to obtain an instant win than this.
 
                               Rating: 1 | 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)


I guess it's meant to be a counterpart to Dark Dragster, but nothing has been improved.
 
                               Rating: 1 | 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)


A real drag for your strategy considering how bad it is. It'll only hold you back, contrary to a real dragster.
 
                               Rating: 1 | 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)


What's the point in destroying all other cards when your affected monster can't take advantage of it, even turns later?
 
                               Rating: 1 | 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)


There are better ways to increase a monster's Level than this and give it more ATK as well.
 
                               Rating: 1 | 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)


Of course it can be used to Ritual Summon a Vendread Ritual Monster, but you lose it next turn so why bother?
 
                               Rating: 2 | 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)


Really isn't much better than D.D.R. which can revive any banished monster you own for the price of discarding a card.
 
                               Rating: 2 | 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)


The ATK is nice, but it lacks DEF and is pretty much exclusive to the Archetype.
 
                               Rating: 2 | 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)


Combined with DNA Surgery, this has potential uses, but that still doesn't guarantee you'll have a matching monster.
 
                               Rating: 3 | 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)


A pretty potent card that needs no input from you other than being Set before it's removed from the field.
 
                               Rating: 1 | 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)


Very costly just to return a monster to the hand. We can use Compulsory Evacuation Device for that purpose instead.
 
                               Rating: 1 | 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)


With only up to 3 copies of any card allowed in a Deck, it's unlikely you'll get anything out of this.
 
                               Rating: 1 | 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)


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.
 
                               Rating: 3 | 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)


Two common ways to get monsters on the field are essentially blocked and the monster's effect probably won't resolve.
 
                               Rating: 2 | 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)


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.
 
                               Rating: 1 | 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)


Elementsabers need a lot more than training to be useful. They're among the worst Archetypes in recent years.
 
                               Rating: 1 | 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)


There's no sorrow when parting with cards this bad.
 
                               Rating: 1 | 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)


This makes Twin Twisters and the like more playable because they don't have such strict activation requirements.
 
                               Rating: 1 | 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)


Blueprints for how to make pointless cards right here.
 
                               Rating: 2 | 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)


Doesn't really do much if not with its friends as it's otherwise just a a mediocre Trap Monster.
 
                               Rating: 1 | 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)  


Keeping a bad monster safe from harm is meaningless when there are plenty of better monsters that are worth protecting.
 
                               Rating: 2 | 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)  


People are loving this card, but all it does is delay the activation of a Trap Card, unlike Counter Counter.
 
                               Rating: 1 | 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)  


A temporary revival of a bad Link Monster is just terrible compared to the myriad of other ways to revive monsters.
 
                               Rating: 1 | 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)  


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.   
 
                               Rating: 1 | 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)  


Why not banish it for good with cards like Soul Release, which also banish more cards than this?
 
                               Rating: 1 | 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)  


Much like real staring contests, this isn't going to get you anywhere.
 
                               Rating: 1 | 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)


If you want to draw cards, I think you can do better than this.
 
                               Rating: 1 | 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)


A really steep price just to draw 2 cards. Even Reckless Greed isn't so bad.
 
                               Rating: 2 | 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)


Highly specific, but at least the revived monster can count as 2 Tributes for a Tribute Summon at least.
 
                               Rating: 1 | 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)


All the Attributes in the world won't make this card any good considering how bad Elementsabers are.
 
                               Rating: 1 | 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)


Or just use Spirit Barrier to take no battle damage at all? The bulleted effects are not worth it.
 
                               Rating: 1 | 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)


Even if Monster Reborn become banned again, there's still better alternatives.
 
                               Rating: 1 | 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)


I'd say regardless of what World Legacy monster you bring out, this is still too situational to be useful.
 
                               Rating: 1 | FLOD-EN056 | 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)


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.
 
                               Rating: 1 | FLOD-EN055 | 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)


It's a bouquet of dead flowers, which is useless to anyone that's recieving them and makes you a bad person by giving them.
 
                               Rating: 1 | FLOD-EN054 | 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)


The light of this arena is too dim to see anything worthwhile and Trickstars have proven to be the worst magicians of all.
 
                               Rating: 1 | FLOD-EN053 | 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)


Mystical Space Typhoon has been "fixed" over and over again, but look how it turns out. This card is a total disaster.
 
                               Rating: 1 | FLOD-EN052 | 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)


There's nothing great about this fly. It's about as threatening as a common house fly.
 
                               Rating: 2 | FLOD-EN051 | 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)


Pretty weak, but can destroy Spell or Trap Cards each turn or retrieve certain monsters.
 
                               Rating: 2 | FLOD-EN050 | 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)


Zombie World will make this card lethal, but this card's ATK is pretty low.
 
                               Rating: 2 | FLOD-EN049 | 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)


It's not very strong and is limited to Wind-Up Link Materials but a Deck using them will certainly make use of it.
 
                               Rating: 1 | FLOD-EN048 | 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)


A whole lot of work for pretty much no benefit at all.
 
                               Rating: 1 | FLOD-EN047 | 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)


Unicorns are the stuff of myths and legends and this guy shold be one of them.
 
                               Rating: 1 | FLOD-EN046 | 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)


A phoenix this bad won't rise from the ashes. It'll be burnt to a crisp and never awaken.
 
                               Rating: 1 | FLOD-EN045 | 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)


Knightmares seem to have nothing better to do than to copy each other's skills, but that means they're all going to be bad.
 
                               Rating: 1 | FLOD-EN044 | 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)


This card has officially ripped off Double Summon, and is more work than it's worth.
 
                               Rating: 1 | FLOD-EN043 | 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)


It's no Ariel and shouldn't be a part of your Deck. Go ahead and let this monster drown.
 
                               Rating: 1 | FLOD-EN042 | 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)


Two wasted monsters for a Link Monster that blocks any monster revived by its effect from attacking and is quite weak.
 
                               Rating: 2 | FLOD-EN041 | 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)


Was looking good until that last line of text reared its ugly head. All I can give it is a 2/5.
 
                               Rating: 1 | FLOD-EN040 | 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)


A Rare as it should be because those are generally limited to bad cards like this one.
 
                               Rating: 1 | FLOD-EN039 | 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)  


Where's the benefits here? It has only 100 ATK and should have effects that make up for it. There's nothing good here.
 
                               Rating: 1 | FLOD-EN038 | 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)  


You can't even power it up if it gets into trouble (it will) and this is a Link-4 monster we're talking about.  
 
                               Rating: 1 | FLOD-EN037 | 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)  


More like Space Waster because it's weak, costs you 2 monsters and does nothing useful.
 
                               Rating: 1 | FLOD-EN036 | 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)  


Bomber Dragon is the better version over this with higher ATK and better effects.
 
                               Rating: 1 | FLOD-EN035 | 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)  


It looks good with 2500 DEF and being Level 4 but the effects it has to offer make it utterly useless.   
 
                               Rating: 1 | FLOD-EN034 | 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)


You can Special Summon it easily by its effect, but it also self-destructs easily and has a bad other effect.
 
                               Rating: 3 | FLOD-EN033 | 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)


A new Ghost X & Y has arrived and unlike most of the others it's actually pretty good.
 
                               Rating: 1 | FLOD-EN032 | 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)


You may be quick to use it for its 2000 ATK, but it has summoning requirements, no DEF and a pretty bad other effect.
 
                               Rating: 1 | FLOD-EN031 | 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)


The invasion was doomed from the start and this guy is to blame.
 
                               Rating: 2 | FLOD-EN030 | 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)


It's limited to Beast-Warrior Decks, but can alter its Level and is a Tuner that is easy to Summon.
 
                               Rating: 1 | FLOD-EN029 | 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)


The 0 ATK and DEF tell exactly how many will fall under its spell and how many copies your Deck should have.
 
                               Rating: 2 | FLOD-EN028 | 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)


I'd keep this card out rather than get a Continuous Spell and lose that defense.
 
                               Rating: 2 | FLOD-EN027 | 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)


Batteryman Decks are pretty much dead, but this isn't exclusive to them, it's just a new member.
 
                               Rating: 2 | FLOD-EN026 | 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)


A nearly decent Elemental Lord considering all the Fairy-Type support that exists. It still has the issues of the others though.
 
                               Rating: 3 | FLOD-EN025 | 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)


No need to use it with its intended purpose given its stats and to an extent its effects.
 
                               Rating: 2 | FLOD-EN024 | 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)


1900 ATK is very nice for a Level 4 monster but it's matched with 0 DEF and the effects aren't that great.
 
                               Rating: 2 | FLOD-EN023 | 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)


Its DEF and built-in protectionw will help, but it costs a member with the 1st effect. The other effect is a copy of the others.
 
                               Rating: 2 | FLOD-EN022 | 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)


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.
 
                               Rating: 2 | FLOD-EN021 | 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)


So far these guys don't impress me much at all given their effects are pretty much identical and their stats are pretty weak.
 
                               Rating: 2 | FLOD-EN020 | 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)


I suppose it helps with certain Decks but I don't see why either effect justifies making it Ultra Rare.
 
                               Rating: 2 | FLOD-EN019 | 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)


Pretty mediocre all things considered as the 1800 DEF is really the only good reason to use it.
 
                               Rating: 2 | 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)


Even with 3000 ATK, I can't give it much credit thanks to its lack of DEF and rather mediocre effects.
 
                               Rating: 1 | 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)


Looks like they're copying the side-effects of Hieratics and are more strict about what they revive. Bad idea.
 
                               Rating: 3 | FLOD-EN016 | Normal Monster
Mekk-Knight Avram
LIGHT | Psychic | Level 4 | ATK 2000 | DEF 0
"Check THIS out!"
(Common)


No story here, but no explanation needed considering it's a decent monster.
 
                               Rating: 1 | 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)


Sylvans were pretty bad and this card has the audacity to copy their party trick. Being so weak, it's hardly going to pay off.
 
                               Rating: 1 | 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)


Such a high rarity when Traps can't be used right away and this offers very little in return.
 
                               Rating: 2 | 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)


It offers battle destruction prevention if Set, but there's little to make use of with the last effect.
 
                               Rating: 1 | 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)


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


Those stats make it a poor choice to play whether for its effect or just to defend your LP.
 
                               Rating: 2 | 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)


It can mimic the effect of Shrink, but needs to meet criteria first and has 0 DEF to boot.
 
                               Rating: 2 | 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)


Kuriboh and Battle Fader can both do better than this and there's little you can get with Gouki's that's useful.
 
                               Rating: 2 | 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)


I guess the 1900 DEF will help it last, but it deals only 200 damage per banished card, which isn't much.
 
                               Rating: 1 | 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)


Pretty bad honestly. Weak and only destroys a monster linked to a Link Monster if it becomes Link Material.
 
                               Rating: 1 | 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)


Why would you use it even as Link Material when there are better monsters to use? It's barely acceptable as a bookmark.
 
                               Rating: 1 | 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)


Shouldn't have any summoning requirements when the effect is that bad.
 
                               Rating: 2 | 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)


You can get free Tokens each turn with Void Expansion, which is also searchable.
 
                               Rating: 1 | 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)


How does this qualify as backup when it gets rid of the monster it's trying to support and has little to support with?
 
                               Rating: 1 | 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)


Are we back to Cyberdark Impact? It really feels that way given the past 3 cards.
 
                               Rating: 1 | 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)


It probably can't hold much and certainly can't hold its own on the field.
 
                               Rating: 1 | 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)


We had two of these before and they sucked. Konami apparently thought it was a good idea to continue the trend.