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Magician's Force
(MFC-EN) Card Ratings
1. MFC-060 was misprinted with the wrong ATK. 2. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Magician's_Force_(TCG-NA-1E) |
Magician's Force (MFC-107) Diffusion Wave-Motion SPELL / Normal Spell Pay 1000 Life Points. Select 1 Level 7 or higher Spellcaster-Type monster on your side of the field. During this turn, only the selected monster can attack and it attacks all monsters on your opponent's side of the field. The effects of Effect Monsters destroyed by the selected monster in battle cannot be activated. (Secret Rare) |
Rating: 2 out of 5 Basically limited to Dark Magician. |
Magician's Force (MFC-106) Double Spell SPELL / Normal Spell Discard 1 Spell Card from your hand. Select 1 Spell Card from your opponent's Graveyard and activate it from the Graveyard as your Spell Card. (Ultra Rare) |
Rating: 2 out of 5 Sounds pretty powerful, but you lose a Spell Card and most of them aren't very good. |
Magician's Force (MFC-105) Dark Paladin (original artwork) DARK / Fusion Monster / Level 8 / ATK 2900 / DEF 2400 (Spellcaster / Fusion / Effect) "Dark Magician" + "Buster Blader" This monster can only be Special Summoned by Fusion Summon. As long as this card remains face-up on the field, you can negate the activation of 1 Spell Card and destroy the Spell Card by discarding 1 card from your hand. The ATK of this card increases by 500 points for each Dragon-Type monster on the field and in either player's Graveyard. (Ultra Rare) |
Rating: 3 out of 5 The Fusion Materials are quite bad, but at least they bring out this powerhouse. |
Magician's Force (MFC-104) The Spell Absorbing Life TRAP / Normal Trap Flip all face-down Defense Position Monster Cards on the field face-up. Flip Effects are not activated at this time. Increase your Life Points by 400 points for each Effect Monster Card on the field. (Common) |
Rating: 2 out of 5 A slightly weaker variant of Ceasefire. |
Magician's Force (MFC-103) Anti-Spell TRAP / Counter Trap Remove 2 Spell Counters on your side of the field. Negate the activation of a Spell Card and destroy it. (Common) |
Rating: 1 out of 5 You won't have many Spell Counters, even with the ones that get them in this set. |
Magician's Force (MFC-102) Disarmament TRAP / Normal Trap Destroy all Equip Spell Cards on the field. (Common) |
Rating: 1 out of 5 This would've been bad enough if it took out all Equip Cards, but it's worse than that. |
Magician's Force (MFC-101) Remove Brainwashing TRAP / Continuous Trap As long as this card remains face-up on the field, the control of all monsters on the field returns to the original owners. (Common) |
Rating: 1 out of 5 Brainwashing monsters is quite rare these days with most cards capable being bad or banned. |
Magician's Force (MFC-100) Miracle Restoring TRAP / Normal Trap Remove 2 Spell Counters on your side of the field. Special Summon 1 "Dark Magician" or "Buster Blader" from your Graveyard in face-up Attack or Defense Position. (Common) |
Rating: 1 out of 5 Call of the Haunted and Premture Burial are much better candidates to revive monsters than this. |
Magician's Force (MFC-099) Hidden Book of Spell TRAP / Normal Trap You can only activate this card during your turn. Select 2 Spell Cards from your Graveyard and add them to your Deck. Your Deck is then shuffled. (Common) |
Rating: 1 out of 5 No reward for this. Just get back 2 Spell Cards you'll have to draw all over again. |
Magician's Force (MFC-098) Exhausting Spell TRAP / Normal Trap Remove all Spell Counters on both sides of the field. (Common) |
Rating: 1 out of 5 In a set partly dedicated to Spell Counters, it was inevitable to see one of these released, but it's terrible. |
Magician's Force (MFC-097) Dramatic Rescue TRAP / Normal Trap You can only activate this card when a monster on your side of the field that includes "Amazoness" in its card name, or is named "Amazon Archer", is specifically designated as a target by a card. Return the targeted Monster Card to its owner's hand and Special Summon another monster from your hand in face-up Attack or Defense Position. (Rare) |
Rating: 1 out of 5 That one clichè as a card. |
Magician's Force (MFC-096) Amazoness Archers TRAP / Normal Trap You can only activate this card when your opponent declares an attack and if there is a monster(s) on your side of the field that includes "Amazoness" in its card name, or is named "Amazon Archer". All monsters on your opponent's side of the field are changed to face-up Attack Position (Flip Effects are not activated), and as long as they remain face-up on the field, their ATK(s) are decreased by 500 points. Your opponent must attack with all of his/her monsters. (Super Rare) |
Rating: 1 out of 5 Looks potent, except that most Amazoness monsters are probably going to lose the battle anyway. |
Magician's Force (MFC-095) Pitch-Black Power Stone TRAP / Continuous Trap After activation, put 3 Spell Counters on this card. During each of your turns, you can move 1 of this card's Spell Counters to another face-up card on the field that you can put a Spell Counter on. When there are no Spell Counters on this card, this card is destroyed. (Common) |
Rating: 1 out of 5 Only about 1/8 of the set has Spell Counter cards so putting 3 on this card is not useful. |
Magician's Force (MFC-094) Mega Ton Magical Cannon SPELL / Normal Spell Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field. (Rare) |
Rating: 1 out of 5 You're more likely to activate Final Destiny. |
Magician's Force (MFC-093) Pigeonholing Books of Spell SPELL / Quick-Play Spell See the 3 cards from the top of your opponent's Deck, arrange them in any order desired, and replace them on top of the Deck. Your opponent cannot see the cards. (Common) |
Rating: 2 out of 5 You'll be able to plan for opponent's next 3 plays at least. |
Magician's Force (MFC-092) My Body as a Shield SPELL / Quick-Play Spell When your opponent activates a card that has the effect that destroys 1 or more monsters on the field, pay 1500 Life Points to negate the activation of the card and destroy it. (Common) |
Rating: 1 out of 5 If Solemn Judgment cost nearly 1/4 the starting Life Points to negate only one thing.... |
Magician's Force (MFC-091) Jar Robber SPELL / Quick-Play Spell You can only activate this card when "Pot of Greed" is activated. Negate the effect of the "Pot of Greed". You draw 1 card from your Deck. (Common) |
Rating: 1 out of 5 Counters a single card that is just 1 per Deck. |
Magician's Force (MFC-090) Emblem of Dragon Dstroyer SPELL / Spell Spell Add 1 "Buster Blader" from your Deck or your Graveyard to your hand. (Common) |
Rating: 2 out of 5 You'd probably be better off reviving it, but it can be helpful in getting it from the Deck though. |
Magician's Force (MFC-089) Senri Eye SPELL / Continuous Spell During each of your Standby Phases, you can see 1 card on the top of your opponent's Deck and return it to its original position by paying 100 Life Points. Your opponent cannot see the card. (Common) |
Rating: 1 out of 5 A microscopic fee for an equally low chance at seeing a useful card. |
Magician's Force (MFC-088) Mass Driver SPELL / Continuous Spell Offer 1 monster on your side of the field as a Tribute to inflict 400 points of Direct Damage to your opponent's Life Points. (Common) |
Rating: 1 out of 5 Deals even less damage per monster than Cannon Soldier. (#42) |
Magician's Force (MFC-087) Gather Your Mind SPELL / Normal Spell Add 1 "Gather Your Mind" card from your Deck to your hand. Your Deck is then shuffled. You can only use 1 "Gather Your Mind" per turn. (Common) |
Rating: 1 out of 5 Focus all your mental energy on something actually playable. |
Magician's Force (MFC-086) Big Bang Shot SPELL / Equip Spell A monster equipped with this card increases its ATK by 400 points. When the equipped monster attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as battle damage to your opponent's Life Points. When this card is destroyed or removed from the field, the equipped monster is removed from play. (Rare) |
Rating: 2 out of 5 Fairy Meteor Crush with a small boost but also removes that monster from play if taken off the field. |
Magician's Force (MFC-085) Continuous Destruction Punch SPELL / Continuous Spell When the ATK of an attacking monster on your opponent's side of the field is lower than the DEF of the attacked Defense Position monster on your side of the field, destroy the attacking monster. Damage calculation is applied normally. (Rare) |
Rating: 1 out of 5 A poor variant on an existing poor card. |
Magician's Force (MFC-084) Amazoness Spellcaster SPELL / Normal Spell Until the end of this turn, switch the original ATK of 1 face-up monster on your side of the field that includes "Amazoness" in its card name or is named "Amazon Archer", with the original ATK of 1 face-up monster on your opponent's side of the field. (Common) |
Rating: 1 out of 5 You can do so much more with Shield & Sword. |
Magician's Force (MFC-083) Dark Cat with White Tail EARTH / Effect Monster / Level 2 / ATK 800 / DEF 500 (Beast / Flip / Effect) FLIP: Select 2 Monster Cards on your opponent's side of the field and 1 Monster Card on your side of the field and return them to their owners' hands. (Common) |
Rating: 1 out of 5 Penguin Soldier remains unbanned and has no side-effects. |
Magician's Force (MFC-082) Ultimate Obedient Fiend FIRE / Effect Monster / Level 10 / ATK 3500 / DEF 3000 (Fiend / Effect) This card can only attack when there are no other cards on your side of the field, and you also have no hand. Negate the effects of Effect Monsters destroyed by this card. (Common) |
Rating: 1 out of 5 About as obedient as Pikachu was when Ash Ketchum first got it. |
Magician's Force (MFC-081) Cat's Ear Tribe EARTH / Effect Monster / Level 1 / ATK 200 / DEF 100 (Beast-Warrior / Effect) During the Damage Step of your opponent's turn, the original ATK of his/her monster(s) that attack this monster becomes 200 points. (Rare) |
Rating: 2 out of 5 If you can force your opponent to attack it and also protect it from destruction in battle, it can prove effective. |
Magician's Force (MFC-080) Koitsu WATER / Effect Monster / Level 10 / ATK 200 / DEF 100 (Fairy / Union / Effect) Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Aitsu" as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 3000 points, and when it attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead). (Common) |
Rating: 1 out of 5 At Level 10, that practically means Tribute Summoning it. |
Magician's Force (MFC-079) Magical Merchant LIGHT / Effect Monster / Level 1 / ATK 200 / DEF 700 (Insect / Flip / Effect) FLIP: Pick up (not draw) cards from the top of your Deck until a Spell Card or Trap Card is picked up. Add that card to your hand. Any other cards picked up are sent to the Graveyard. (Common) |
Rating: 1 out of 5 Could be right on top, but more likely it's several cards down. |
Magician's Force (MFC-078) Cliff the Trap Remover DARK / Effect Monster / Level 3 / ATK 1200 / DEF 1000 (Warrior / Effect) When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1 of the following effects: ● Destroy 1 Spell Card or Trap Card on the field. ● Send 2 cards from the top of your opponent's Deck to his/her Graveyard. (Common) |
Rating: 1 out of 5 Won't be removing anything with those stats. |
Magician's Force (MFC-077) Des Koala DARK / Effect Monster / Level 3 / ATK 1100 / DEF 1800 (Beast / Flip / Effect) FLIP: Inflict 400 points of Direct Damage to your opponent's Life Points for each card in your opponent's hand. (Rare) |
Rating: 2 out of 5 It's probably not going to be more than 1200 in most cases, but the DEF may help it stay longer. |
Magician's Force (MFC-076) Tribe-Infecting Virus WATER / Effect Monster / Level 6 / ATK 1600 / DEF 1000 (Aqua / Effect) Discard 1 card from your hand and declare 1 Type of monster to destroy all face-up monsters of the declared Type on both sides of the field. (Super Rare) |
Rating: 3 out of 5 Dark Hole may have gotten a viable replacement thanks to this, though it's pretty much going to affect both sides. |
Magician's Force (MFC-075) Armor Exe LIGHT / Effect Monster / Level 4 / ATK 2400 / DEF 1400 (Rock / Effect) This card cannot attack in the same turn it is Normal Summoned, Flip Summoned, or Special Summoned. During each of your opponent's Standby Phases, remove 1 Spell Counter on your side of the field. If you do not do so, this card is destroyed. (Rare) |
Rating: 1 out of 5 This .exe is going to have a lot of issues even launching. |
Magician's Force (MFC-074) Royal Magical Library LIGHT / Effect Monster / Level 4 / ATK 0 / DEF 2000 (Spellcaster / Effect) Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max 3). You can remove 3 Spell Counters from this card to draw 1 card from your Deck. (Common) |
Rating: 2 out of 5 Not much in this library given the big name Spell Cards are mostly banned. |
Magician's Force (MFC-073) Magical Scientist DARK / Effect Monster / Level 1 / ATK 300 / DEF 300 (Spellcaster / Effect) Pay 1000 Life Points to Special Summon 1 Level 6 or lower Fusion Monster from your Fusion Deck in face-up Attack or Defense Position. That Fusion Monster cannot attack your opponent's Life Points directly, and is returned to your Fusion Deck at the end of the turn. (Common) |
Rating: 1 out of 5 The fee is pretty much wasted as there's nothing it can bring out that is a real threat. |
Magician's Force (MFC-072) Magical Plant Mandragola DARK / Effect Monster / Level 2 / ATK 500 / DEF 200 (Spellcaster / Flip / Effect) FLIP: Put 1 Spell Counter on each face-up card on the field that you can put a Spell Counter on. (Common) |
Rating: 1 out of 5 I'm so thankful this card simply adds a Spell Counter to 1 one of like 5 cards in this set. |
Magician's Force (MFC-071) Breaker the Magical Warrior DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Spellcaster / Effect) When this card is successfully Normal Summoned, put 1 Spell Counter on it (max 1). Increase the ATK of this monster by 300 points for each Spell Counter on this card. Also, you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field. (Ultra Rare) |
Rating: 1 out of 5 How does being a one-time MST bring this card to 1 on the Forbidden & Limited List? |
Magician's Force (MFC-070) Pixie Knight LIGHT / Effect Monster / Level 2 / ATK 1300 / DEF 200 (Spellcaster / Effect) When this card is sent to the Graveyard as a result of battle, your opponent selects 1 Spell Card from your Graveyard, and that card is placed on top of your Deck. (Common) |
Rating: 1 out of 5 What do you think your opponent will choose when the effect resolves? It won't be the one you want. |
Magician's Force (MFC-069) Magical Marionette DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1000 (Spellcaster / Effect) Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card. Increase the ATK of this monster by 200 points for each Spell Counter on this card. Also, you can remove 2 Spell Counters from this card to destroy 1 monster on the field. (Common) |
Rating: 1 out of 5 Only +200 per Spell Card activated and there's little left worth even triggering the effect at all. |
Magician's Force (MFC-068) Chaos Command Magician DARK / Effect Monster / Level 6 / ATK 2400 / DEF 1900 (Spellcaster / Effect) Negate the effect of a Monster Card that specifically designates this 1 card as a target. (Ultra Rare) |
Rating: 4 out of 5 Kills pretty much all Flip Effect monsters and its stats are quite decent for its Level. |
Magician's Force (MFC-067) Old Vindictive Magician DARK / Effect Monster / Level 2 / ATK 450 / DEF 600 (Spellcaster / Flip / Effect) FLIP: Destroys 1 monster on the field (regardless of position). (Common) |
Rating: 3 out of 5 Hits pretty much anything and keeps your own monsters safter from harm. |
Magician's Force (MFC-066) Apprentice Magician DARK / Effect Monster / Level 2 / ATK 400 / DEF 800 (Spellcaster / Effect) When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, put 1 Spell Counter on a face-up card on the field that you can put a Spell Counter on. If this card is destroyed in battle, you can select 1 Spellcaster-Type monster Level 2 or lower from your Deck and Special Summon it on the field in face-down Defense Position. (Rare) |
Rating: 1 out of 5 Gives an insignificant Spell Counter and then....brings out another copy? |
Magician's Force (MFC-065) Skilled Dark Magician DARK / Effect Monster / Level 4 / ATK 1900 / DEF 1700 (Spellcaster / Effect) Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max 3). You can Special Summon 1 "Dark Magician" from your hand, Deck, or Graveyard in face-up Attack or Defense Position by offering this monster with 3 Spell Counters as a Tribute during your Main Phase. (Super Rare) |
Rating: 3 out of 5 Dark Magician not needed as the stats and Level are fully useful on their own. |
Magician's Force (MFC-064) Skilled White Magician LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1900 (Spellcaster / Effect) Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max 3). You can Special Summon 1 "Buster Blader" from your hand, Deck, or Graveyard in face-up Attack or Defense Position by offering this monster with 3 Spell Counters as a Tribute during your Main Phase. (Super Rare) |
Rating: 2 out of 5 Just as slow as the next card, but also not as useful. |
Magician's Force (MFC-063) Amazoness Tiger EARTH / Effect Monster / Level 4 / ATK 1100 / DEF 1500 (Beast / Effect) Only 1 "Amazoness Tiger" can exist on your side of the field at a time. Increase the ATK of this monster by 400 points for each monster on your side of the field that includes "Amazoness" in its name, or is named "Amazon Archer". As long as this card remains face-up on the field, your opponent cannot select another monster on your side of the field that includes "Amazoness" in its name, or is named "Amazon Archer", as an attack target. (Rare) |
Rating: 2 out of 5 Since you can't have more than 1 copy out, there's not all that much to gain. |
Magician's Force (MFC-062) Amazoness Blowpiper EARTH / Effect Monster / Level 3 / ATK 800 / DEF 1500 (Warrior / Effect) Select 1 face-up monster on your opponent's side of the field during each of your Standby Phases. Decrease the ATK of the selected monster by 500 points until the end of this turn. (Common) |
Rating: 1 out of 5 The effect doesn't even apply until your next turn, and it'll be gone by then. |
Magician's Force (MFC-061) Amazoness Swords Woman EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1600 (Warrior / Effect) The opponent takes all Battle Damage to this card's controller that he/she takes from a battle involving this monster. (Ultra Rare) |
Rating: 3 out of 5 Searchable and the weaker this card is, the more damage your opponent takes from its battles. |
Magician's Force (MFC-060) Amazoness Fighter EARTH / Effect Monster / Level 4 / ATK 1300 / DEF 1300 (Warrior / Effect) All Battle Damage to this card's controller that he/she takes from a battle involving this monster becomes 0. (Common) |
Rating: 2 out of 5 Waboku can do it for all your monsters, but this can prove somewhat useful. |
Magician's Force (MFC-059) Amazoness Paladin EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 300 (Warrior / Effect) 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: 1 out of 5 If you're looking for actual brute force, try the previous card or one of the dozens of better monsters. |
Magician's Force (MFC-058) Luster Dragon WIND / Normal Monster / Level 4 / ATK 1900 / DEF 1600 (Dragon / Normal) A very beautiful dragon covered with sapphire. It does not like fights, but has incredibly high attack power. (Ultra Rare) |
Rating: 3 out of 5 Pretty decent for a Dragon-Type monster. |
Magician's Force (MFC-057) Sonic Duck WIND / Normal Monster / Level 3 / ATK 1700 / DEF 700 (Winged Beast / Normal) A duck which can walk at a sonic speed. Sometimes, he cannot deal with his incredible pace and loses control. (Common) |
Rating: 1 out of 5 Speed is nothing without control, and it has basically none to keep your strategy going. |
Magician's Force (MFC-056) Aitsu FIRE / Normal Monster / Level 5 / ATK 100 / DEF 100 (Fairy / Normal) He seems to be very unreliable, but he might have incredible potential. (Common) |
Rating: 1 out of 5 Only 100 ATK and DEF for a Level 5 Normal Monster is VERY unreliable. |
Magician's Force (MFC-055) Great Angus FIRE / Normal Monster / Level 4 / ATK 1800 / DEF 600 (Beast / Normal) A very violent beast, it is always berserk. People say that they have never seen it silent. (Common) |
Rating: 3 out of 5 Monsters like this are literally starting to become more common, and it's a good thing. |
Magician's Force (MFC-054) YZ-Tank Dragon LIGHT / Fusion Monster / Level 6 / ATK 2100 / DEF 2200 (Machine / Fusion / Effect) "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: 1 out of 5 The last of the XYZ Fusion Monsters, and we really haven't improved since XYZ-Dragon Cannon. |
Magician's Force (MFC-053) XZ-Tank Cannon LIGHT / Fusion Monster / Level 6 / ATK 2400 / DEF 2100 (Machine / Fusion / Effect) "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 or Trap card on your opponent's side of the field. (Super Rare) |
Rating: 1 out of 5 Of course it can be used more than once per turn. That doesn't make it good. This is more work for a weaker MST. |
Magician's Force (MFC-052) XYZ-Dragon Cannon (original artwork) LIGHT / Fusion Monster / Level 8 / ATK 2800 / DEF 2600 (Machine / Fusion / Effect) "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 out of 5 A major improvement from XY from an effect standpoint. There's plenty of reasons to use this powerhouse. |
Magician's Force (MFC-051) XY-Dragon Cannon (original artwork) LIGHT / Fusion Monster / Level 6 / ATK 2200 / DEF 1900 (Machine / Fusion / Effect) "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 or Trap card on your opponent's side of the field. (Ultra Rare) |
Rating: 1 out of 5 It's only a few points stronger than either of its Fusion Materials and is a weaker Mystical Space Typhoon. |
Magician's Force (MFC-050) Adhesion Trap Hole TRAP / 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: 1 out of 5 It's always better to get rid of the Summoned monster than to make it weaker. |
Magician's Force (MFC-049) Formation Union TRAP / 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 out of 5 Regardless of your choice, Union monsters are quite bad for the most part. |
Magician's Force (MFC-048) Rivalry of Warlords TRAP / 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: 2 out of 5 The card pool is pretty small in terms of one Monster Card Type vs another so this has minor uses at least. |
Magician's Force (MFC-047) Physical Double TRAP / 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 out of 5 Just like a real mirage, there's only disappointment ahead. |
Magician's Force (MFC-046) Secret Barrel TRAP / 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: 1 out of 5 It's nearly empty given how little damage you're likely going to deal. |
Magician's Force (MFC-045) Pineapple Blast TRAP / 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 off 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 out of 5 If you're not the one choosing, why even bother? |
Magician's Force (MFC-044) Meteorain TRAP / 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: 2 out of 5 You might win the Duel this way, but it's only for one turn. Fairy Meteor Crush can do better than this. |
Magician's Force (MFC-043) Spell Shield Type-8 TRAP / 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: 2 out of 5 A bit more versatile than Magic Jammer, but not by much. |
Magician's Force (MFC-042) Thunder of Ruler TRAP / 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: 2 out of 5 While I'd argue Negate Attack is better, this can help before the damage sets in. |
Magician's Force (MFC-041) Huge Revolution TRAP / 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 opponent's hand to the Graveyard and destroy all cards your opponent controls on the field. (Common) |
Rating: 1 out of 5 The slower Trap version of Ojama Delta Hurricane!!, but with slightly better requirements. |
Magician's Force (MFC-040) Wave-Motion Cannon SPELL / 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: 1 out of 5 By my calculations, you'll deal exactly 0 damage before this card is destroyed. |
Magician's Force (MFC-039) Tribute Doll SPELL / Normal Spell Activate this card by offering a monster on your side of the field as a Tribute. Special Summon 1 Level 7 monster from your hand. That monster cannot attack this turn. (Rare) |
Rating: 1 out of 5 That Tribute is wasted as a whole, and there are no good Level 7 monsters available. |
Magician's Force (MFC-038) Kishido Spirit SPELL / Continuous Spell Monsters on your side of the field cannot be destroyed in a battle if the monsters' ATK are equal. (Common) |
Rating: 2 out of 5 Quite a situational card to say the least, but it might help on occasion. |
Magician's Force (MFC-037) Metalsilver Armor SPELL / Equip Spell As long as you control the monster equipped with this card, your opponent cannot use the effect of a Spell, Trap, or Monster Card that specifically designates 1 monster, including monsters in the Graveyard, other than the equipped monster as a target. (Common) |
Rating: 1 out of 5 Using it on a strong monster is just as bad as using it on a weak monster. |
Magician's Force (MFC-036) Raregold Armor SPELL / Equip Spell As long as you control the monster equipped with this card, your opponent cannot attack other monsters other than the equipped monster. (Common) |
Rating: 2 out of 5 If the equipped monster isn't strong, you're asking to take big damage. |
Magician's Force (MFC-035) Dark Core SPELL / Normal Spell Discard 1 card from your hand to the Graveyard to remove 1 face-up Monster Card on the field from play. (Rare) |
Rating: 2 out of 5 Works like Tribute to the Doomed, but only against face-up monsters. |
Magician's Force (MFC-034) Ante SPELL / Normal Spell Each Player selects 1 card from his/her hand, then sees the Level Stars of the selected cards. The card with more Level Stars than the other returns to the hand of player who selected it. The player who selected the card with fewer Level Stars takes 1000 Life Points damage and sends the card he/she selected to the Graveyard. Selected cards that are not Monster Cards are treated as Level 0. If both players chose cards with equal Level Stars, return both cards to the hands of players who selected them. (Rare) |
Rating: 1 out of 5 All that for 1000 damage. |
Magician's Force (MFC-033) Poison of the Old Man SPELL / Quick-Play Spell Select and activate 1 of the following effects: ● Increases your Life Points by 1200 points. ● Inflict 800 points of Direct Damage to your opponent's Life Points. (Common) |
Rating: 2 out of 5 Just take the extra Life Points if you use this. It's the most Life Points given in such an easy manner. |
Magician's Force (MFC-032) Autonomous Action Unit SPELL / Equip Spell Pay 1500 Life Points. Select 1 Monster Card from your opponent's Graveyard. Special Summon it on your side of the field in face-up Attack Position, and equip it with this card. When this card is destroyed or removed from the field, the equipped monster is destroyed. (Common) |
Rating: 1 out of 5 Basically Premature Burial with nearly double the cost. |
Magician's Force (MFC-031) Kaiser Colosseum SPELL / Continuous Spell When there is 1 or more monsters on the field of the controller of this card, his/her opponent cannot place a monster on the field if the opponent would then have more monsters on the field than the controller of this card. (Common) |
Rating: 2 out of 5 Not to bad while you have a monster(s) to ensure your opponent doesn't surpass that amount. |
Magician's Force (MFC-030) Combination Attack SPELL / Quick-Play Spell During a Battle Phase, you can use this effect on 1 monster that has attacked this turn and is equipped with a Union Monster. Change the Union Monster back to a monster in face-up Attack or Defense Position. Also, the monster that was equipped with the Union Monster may attack again this turn. (Rare) |
Rating: 1 out of 5 The monsters cannot afford to unequip or they'll likely die more easily. |
Magician's Force (MFC-029) Demotion SPELL / Equip Spell Downgrade the monster equipped with this card by 2 Levels. (Common) |
Rating: 2 out of 5 It can help bypass Level Limit - Area B (#92) and Gravity Bind, but not much else. |
Magician's Force (MFC-028) Frontline Base SPELL / Continuous Spell Once per turn during your Main Phase you can Special Summon 1 Union monster of Level 4 or lower from your hand. (Common) |
Rating: 2 out of 5 Not very useful outside of aiding to bring out XYZ-Dragon Cannon or Tribute Summon. |
Magician's Force (MFC-027) White Dragon Ritual SPELL / Ritual Spell This card is used to Ritual Summon "Paladin of White Dragon". You must also offer monsters whose total Level Stars equal 4 or more as a Tribute from the field or your hand. (Common) |
Rating: 2 out of 5 Paladin of White Dragon is pretty weak, but the effects are okay. Thus, this gets the same rating it has. |
Magician's Force (MFC-026) Paladin of White Dragon LIGHT / Ritual Monster / Level 4 / ATK 1900 / DEF 1200 (Dragon / Ritual / Effect) This monster can only be Ritual Summoned with the Ritual Spell Card, "White Dragon Ritual." You must also offer monsters whose total Level Stars equal 4 or more as a Tribute from the field or your hand. When this monster attacks a face-down Defense Position monster, destroy the face-down monster immediately with this card's effect without flipping it face-up or damage calculations. You can Special Summon 1 "Blue-Eyes White Dragon" from your hand or your Deck by offering this card as a Tribute during your Main Phase. (Blue-Eyes White Dragon cannot attack during that turn.) (Ultra Rare) |
Rating: 2 out of 5 Not great Blue-Eyes support, but it's the easiest legal way we have to Summon it without Tributing. |
Magician's Force (MFC-025) Roulette Barrel LIGHT / Effect Monster / Level 4 / ATK 1000 / DEF 2000 (Machine / Effect) Once per turn, during your Main Phase, you can roll a six-sided die twice. Select one result and destroy 1 face-up monster on the field whose Level is equal to the result. (Common) |
Rating: 2 out of 5 The effect is pretty much a flop, but the DEF will help it last a while on the field at least. |
Magician's Force (MFC-024) Great Phantom Thief EARTH / Effect Monster / Level 3 / ATK 1000 / DEF 1000 (Spellcaster / Effect) Each time this card inflicts Battle Damage to your opponent's Life Points, declare the name of 1 card. Then see your opponent's hand and discard all copies of the declared card in his/her hand to the Graveyard. (Rare) |
Rating: 1 out of 5 Already pretty much impossible to even trigger the effect, and then you have a gamble at best. |
Magician's Force (MFC-023) Dimension Jar DARK / Effect Monster / Level 2 / ATK 200 / DEF 200 (Machine / Flip / Effect) FLIP: Both players can remove from play up to 3 monsters from their opponent's Graveyard. (Common) |
Rating: 1 out of 5 Soul Release can remove nearly double the number of monsters from play from just the opponent's Grave. |
Magician's Force (MFC-022) Helping Robo for Combat LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 0 (Machine / Effect) Each time this monster destroys 1 of your opponent's monsters in battle, you draw 1 card and then select and return 1 card from your hand to the bottom of your Deck. (Rare) |
Rating: 1 out of 5 Not much help at all actually. |
Magician's Force (MFC-021) Neko Mane King EARTH / Effect Monster / Level 1 / ATK 0 / DEF 0 (Beast / Effect) During your opponent's turn, when this card is sent to the Graveyard by the effect of your opponent's Spell, Trap or Monster Card, your opponent's turn ends. (Common) |
Rating: 1 out of 5 The most obvious ways are greatly reduced, rendering this pretty much useless. |
Magician's Force (MFC-020) Spell Canceller WIND / Effect Monster / Level 5 / ATK 1800 / DEF 1600 (Machine / Effect) As long as this card remains face-up on the field, all Spell Cards cannot be activated. The Effects of all face-up Spell cards are also negated. (Ultra Rare) |
Rating: 1 out of 5 The big names (#113) are banned and this doesn't have the stats to block much else for long. |
Magician's Force (MFC-019) D. D. Crazy Beast EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 1400 (Beast / Effect) A monster destroyed by this card in battle is removed from play. (Rare) |
Rating: 1 out of 5 1400 ATK doesn't win any battles. |
Magician's Force (MFC-018) Union Rider WIND / Effect Monster / Level 2 / ATK 1000 / DEF 1000 (Machine / Effect) You can take a Union Monster that is currently a monster on your opponent's side of the field and equip it to this card. This monster can only be equipped with 1 Union Monster as at a time. The Union Monster that is equipped to this card cannot be changed back to a monster by its own effect. (Common) |
Rating: 1 out of 5 It won't be riding high with such a bad effect and stats, plus the Unions here have a specific target. |
Magician's Force (MFC-017) Freezing Beast WATER / Effect Monster / Level 4 / ATK 1500 / DEF 1000 (Aqua / Union / Effect) Once per turn during your Main Phase, if you control this monster on the field, you can equip it to your "Burning Beast" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, each time that monster inflicts Battle Damage to your opponent, destroy 1 face-down Spell or Trap Card. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle this card is destroyed instead). (Common) |
Rating: 1 out of 5 They're basically identical twins so equipping one to the other is pointless. |
Magician's Force (MFC-016) Burning Beast FIRE / Effect Monster / Level 4 / ATK 1500 / DEF 1000 (Pyro / Union / Effect) Once per turn during your Main Phase, if you control this monster on the field, you can equip it to your "Freezing Beast" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, each time that monster inflicts Battle Damage to your opponent, destroy 1 face-up Spell or Trap Card. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle this card is destroyed instead). (Common) |
Rating: 1 out of 5 As bad as first Unions in this set are, this is even worse. |
Magician's Force (MFC-015) Des Dendle EARTH / Effect Monster / Level 4 / ATK 300 / DEF 2000 (Plant / Union / Effect) Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Vampire Orchis" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, each time that monster destroys 1 of your opponent's monsters Special Summon 1 "Wicked Plant Token" (Plant-Type/EARTH/1 Star/ATK 800/DEF 800) in Attack or Defense Position. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead). (Common) |
Rating: 2 out of 5 Vampire Orchis is barely a supporting monster so just use this for its DEF. |
Magician's Force (MFC-014) Vampire Orchis EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 1000 (Plant / Effect) When this monster is Normal Summoned successfully, you can Special Summon 1 "Des Dendle" from your hand. (Common) |
Rating: 1 out of 5 Already tells you which one to use instead. |
Magician's Force (MFC-013) Second Goblin DARK / Effect Monster / Level 1 / ATK 100 / DEF 100 (Fiend / Union / Effect) Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Giant Orc" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, you can change that monster's battle position once per turn during your Main Phase. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead). (Common) |
Rating: 1 out of 5 Giant Orc's companion is terrible at their job because the effect is only once per turn. |
Magician's Force (MFC-012) Giant Orc DARK / Effect Monster / Level 4 / ATK 2200 / DEF 0 (Fiend / Effect) When this card attacks, it is changed to Defense Position at the end of the Battle Phase. This position cannot be changed until the end of your next turn. (Common) |
Rating: 1 out of 5 One attack and then the ATK won't even matter. |
Magician's Force (MFC-011) Zombie Tiger EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 1600 (Zombie / Union / Effect) Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Decayed Commander" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 500 points, and each time it destroys 1 of your opponent's monsters, 1 card is randomly selected from your opponent's hand and discarded to the Graveyard. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead). (Common) |
Rating: 1 out of 5 When its host has only 1000 ATK to start with, 500 ATK adds nothing. |
Magician's Force (MFC-010) Decayed Commander EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1500 (Zombie / Effect) When this monster is Normal Summoned successfully, you can Special Summon 1 "Zombie Tiger" from your hand. When this card attacks your opponent's Life Points directly 1 card is randomly selected from your opponent's hand and discarded to the Graveyard. (Common) |
Rating: 1 out of 5 Usless on the battlefield then. |
Magician's Force (MFC-009) Kiryu DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1500 (Dragon / Union / Effect) Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Dark Blade" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 900 points, and you can offer this card as a Tribute to allow the equipped monster to attack the opponent's Life Points directly this turn. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead). (Common) |
Rating: 2 out of 5 900 extra ATK is quite nice, but this guy mostly requires a Tribute. |
Magician's Force (MFC-008) Pitch-Dark Dragon DARK / Effect Monster / Level 3 / ATK 900 / DEF 600 (Dragon / Union / Effect) Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Dark Blade" as an Equip Spell Card OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monsters ATK/DEF is increased by 400 points, and when it attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead). (Common) |
Rating: 1 out of 5 Can't even see where it is going. Dark Blade doesn't need it anyway. |
Magician's Force (MFC-007) Dark Blade DARK / Normal Monster / Level 4 / ATK 1800 / DEF 1500 (Warrior / Normal) They say he is a dragon manipulating warrior from the dark world. His attack is tremendous, using his great swords with vicious power. (Rare) |
Rating: 3 out of 5 Just as strong as X-Head Cannon and with just about the same amount of support. |
Magician's Force (MFC-006) Z-Metal Tank LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1300 (Machine / Union / Effect) Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "X-Head Cannon" or "Y-Dragon Head" as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 600 points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.) (Super Rare) |
Rating: 2 out of 5 We did well with X-Head Cannon, but the other two have come up short. |
Magician's Force (MFC-005) Y-Dragon Head LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1600 (Machine / Union / Effect) Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "X-Head Cannon" as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 400 points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.) (Super Rare) |
Rating: 2 out of 5 About the only thing good with this is being Fusion Material for XYZ-Dragon Cannon. |
Magician's Force (MFC-004) X-Head Cannon LIGHT / Normal Monster / Level 4 / ATK 1800 / DEF 1500 (Machine / Normal) A monster with a mighty cannon barrel, it is able to integrate its attacks. It attacks in many ways by combining and separating with other monsters. (Super Rare) |
Rating: 3 out of 5 It's been a pretty poor start so it's nice to see at least 1 card making it to 3 stars. |
Magician's Force (MFC-003) United Resistance WIND / Normal Monster / Level 3 / ATK 1000 / DEF 600 (Thunder / Normal) The people that gather to swear to fight their oppressors. A revolution is coming. (Common) |
Rating: 1 out of 5 Very little resistance to the vast majory of monsters. |
Magician's Force (MFC-002) Oppressed People WATER / Normal Monster / Level 1 / ATK 400 / DEF 2000 (Aqua / Normal) They are oppressed, but believe they will have their freedom someday. (Common) |
Rating: 2 out of 5 I'd rather have them be oppressed than just running in circles screaming. |
Magician's Force (MFC-001) People Running About FIRE / Normal Monster / Level 2 / ATK 600 / DEF 600 (Pyro / Normal) Although they always suffer in silence, they swear an oath to inevitably revolt. (Common) |
Rating: 1 out of 5 I guess the total number of people involved is 6. |
Magician's Force (MFC-000) Dark Magician Girl (original artwork) EARTH / Effect Monster / Level 6 / ATK 2000 / DEF 1700 (Spellcaster / Effect) Increase the ATK of this card by 300 points for each "Dark Magician" or "Magician of Black Chaos" in either player's Graveyard. (Secret Rare) |
Rating: 1 out of 5 Only half the required monsters are in the TCG and it's only 300 per copy in the Graveyard. |