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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text Card Ratings Rarity Changes Visual Spoiler Card Spoiler Improved Effects

Magician's Force (Page 3)

MFC-059
Amazoness Paladin
EARTH / Warrior / Level 4 / ATK 1700 / DEF 300
Increase the ATK of this monster by 100 points for each monster on your side of the field that includes "Amazoness" in its card name, or is named "Amazon Archer".
COMMON
Rating: 2
Comments: A 1700 ATK monster with potential to rise to 2200 ATK; not too bad but not great either as you won't likely have 4 other Amazoness or Amazon Archers monsters on the field.
MFC-058
Luster Dragon
WIND / Dragon / Level 4 / ATK 1900 / DEF 1600
A very beautiful dragon covered with sapphire.  It does not like fights, but has incredibly high attack power.
ULTRA RARE
Rating: 4
Comments: UDE had every right to make this card hard to get because most monsters in prior sets cannot match it, or even come close to it! Perfect for just about any deck!
MFC-057
Sonic Duck
WIND / Winged Beast / Level 3 / ATK 1700 / DEF 700
A duck which can walk at a sonic speed. Sometimes, he cannot deal with his incredible pace and loses control.
COMMON
Rating: 2
Comments: 1700 ATK barely cuts it at this point in the game and won't last too long on the field without proper support.
MFC-056
Aitsu
FIRE / Fairy / Level 5 / ATK 100 / DEF 100
He seems to be very unreliable, but he might have incredible potential.
COMMON
Rating: 1
Comments: He may be a 5-star monster but he's not getting a 5-star rating, in fact I gave him 1/5 and he's well-deserving of it too because it's a waste of a tribute and he has no potential, contrary to his flavor text.
MFC-055
Great Angus
FIRE / Beast / Level 4 / ATK 1800 / DEF 600
A very violent beast, it is always berserk. People say that they have never seen it silent.
COMMON
Rating: 4
Comments: With so few 1900 ATK monsters, getting strong monsters like this one are no problem and are sure to devastate your opponent!
MFC-054
YZ-Tank Dragon
LIGHT / Machine-Type Fusion / Level 6 / ATK 2100 / DEF 2200
"Y-Dragon Head" + "Z-Metal Tank"
This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard one card from your hand to destroy one face-down Monster Card on your opponent's side of the field.
SUPER RARE
Rating: 2
Comments: The weakest of the XYZ Fusion monsters and perhaps the one with the weakest effect. For Kaiba decks, this card isn't too bad but I'd rather use XYZ or XZ than this card elsewhere.
MFC-053
XZ-Tank Cannon
LIGHT / Machine-Type Fusion / Level 6 / ATK 2400 / DEF 2100
"X-Head Cannon" + "Z-Metal Tank"
This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard one card from your hand to destroy one face-down Spell Card or Trap Card on your opponent's side of the field.
SUPER RARE
Rating: 3
Comments: A solid 2400 ATK monster! The only downside is that unlike its counterpart, which can destroy any Spell or Trap Card, this one can only destroy face down ones.
MFC-052
XYZ-Dragon Cannon (original artwork)
LIGHT / Machine-Type Fusion / Level 8 / ATK 2800 / DEF 2600
"X-Head Cannon" + "Y-Dragon Head" + "Z-Metal Tank" 
This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard one card from your hand to destroy one card on your opponent's side of the field.
ULTRA RARE
Rating: 4
Comments: A very strong monster! Not only does its effect target and destroy any card on the field but it can be used multiple times per turn! Its summoning requirement keeps its rating from reaching 5/5.
MFC-051
XY-Dragon Cannon
LIGHT / Machine-Type Fusion / Level 6 / ATK 2200 / DEF 1900
"X-Head Cannon" + "Y-Dragon Head"
This monster can only be Special Summoned by removing from play the above monsters on your side of the field. You do not use "Polymerization" to Special Summon this monster from your Fusion Deck. Discard 1 card from your hand to destroy one face-up Spell Card or Trap Card on your opponent's side of the field.
ULTRA RARE
Rating: 2
Comments: Not sure why this card should be an Ultra Rare except for maybe the effect can be used multiple times but this card is easily susceptible to Bottomless Trap Hole.
MFC-050
Adhesion Trap Hole
Normal Trap
You can only activate this card when your opponent successfully Normal Summons, Flip Summons, or Special Summons a monster. As long as that monster remains face-up on the field, the original ATK of that monster is halved.
COMMON
Rating: 2
Comments: This card isn't too bad against most monsters (except Jinzo), however the monster stays on the field and that brings this card's rating to 2/5.
MFC-049

Formation Union
Normal Trap

Select and activate 1 of the following effects:

● Equip 1 Union Monster on your side of the field to an appropriate monster on your side of the field as an Equip Spell Card.

● Change 1 equipped Union Monster on your side of the field back into a monster in face-up Attack Position.

COMMON

Rating: 1
Comments: Don't use this card and instead just use the Union monster's effect.
MFC-048
Rivalry of Warlords
Continuous Trap
Each player must send monsters from his/her side of the field to the Graveyard so that he/she only controls 1 Type of face-up monster. As long as this card remains face-up on the field each player can only Summon or control 1 Type of face-up monster at a time.
COMMON
Rating: 1
Comments: If you're running only one type of monster in your deck, this card is okay but that reason alone won't raise this card's rating any higher for me.
MFC-047
Physical Double
Normal Trap
You can only activate this card during your opponent's turn. Select 1 monster on your opponent's side of the field and Special Summon 1 "Mirage Token" in face-up Attack or Defense Position on your side of the field. The "Mirage Token" has the same Level Type, Attribute, ATK, and DEF as the selected monster. Destroy the "Mirage Token" at the end of the turn.
COMMON
Rating: 1
Comments: Your opponent won't be seeing double because the token dies at the End Phase. Don't bother with this card.
MFC-046
Secret Barrel
Normal Trap
Inflict Direct Damage to your opponent's Life Points equal to the total number of cards on your opponent's side of the field and in your opponent's hand x 200 points.
COMMON
Rating: 2
Comments: Most of the time the damage this card deals will be minimal but, there will probably be times where this card deals a reasonable amount of damage.
MFC-045
Pineapple Blast
Normal Trap
You can only activate this card when you Normal Summon a monster successfully. If there are more monsters on your opponent's side of the field then your side, destroy your opponent's monsters so that your opponent controls the same number of monsters as you. Your opponent selects which monsters are destroyed.
COMMON
Rating: 1
Comments: Not worth the effort or the deck space to use.
MFC-044
Meteorain
Normal Trap
During this turn, when your monsters attack with an ATK that is higher then the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.
COMMON
Rating: 1
Comments: A poor excuse not to use Fairy Meteor Crush. Use FMC instead.
MFC-043

Spell Shield Type-8
Counter Trap

Select and activate 1 of the following effects:

● Negate the activation and the effect of a Spell Card that designates 1 monster on the field as a target and destroy the Spell Card.

● Send 1 card from your hand to the Graveyard to negate the activation and the effect of a Spell Card and destroy it.

SUPER RARE

Rating: 1
Comments: Use Magic Jammer instead.
MFC-042
Thunder of Ruler
Normal Trap
You can only activate this card during your opponent's Standby Phase. During the turn this card is activated your opponent cannot perform his/her Battle Phase.
COMMON
Rating: 3
Comments: A nice substitute if you don't have Negate Attack, especially since you can use it before the Battle Phase! Since it can only be activated at your opponent's Standby Phase, its rating is 3/5.
MFC-041
Huge Revolution
Normal Trap
This card can only be activated during your Main Phase when "People Running About", "Oppressed People", and "United Resistance" are face-up on your side of the field. Send all cards in your opponents hand to the Graveyard and destroy all cards your opponent controls on the field.
COMMON
Rating: 2
Comments: Another situational card. You must have all 3 of its components face up on the field but in return, all your opponent's cards, including in the hand, goes to the Graveyard which is why this card's rating is 2/5.
MFC-040
Wave-Motion Cannon
Continuous Spell
Send this card on the field to the Graveyard during your Main Phase. Inflict Direct Damage to your opponent's Life Points equal to the number of your Standby Phases that have passed after this card was activated x 1000 points.
COMMON
Rating: 2
Comments: It can inflict major damage but the card must be on the field and if destroyed before hand, it doesn't deal damage. This is why its rating is 2/5.