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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)

                                  Rating: 3 | MFC-107 | Spell Card
Diffusion Wave-Motion
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)


Works well with Dark Magician or Dark Paladin!
 
                                  Rating: 3 | MFC-106 | Spell Card
Double 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)


With Magician of Faith banned, this card is as close as you can get.
 
                                  Rating: 4 | MFC-105 | Fusion Monster
Dark Paladin (original artwork)
DARK | Spellcaster-Type Fusion |
Level 8 | ATK 2900 | DEF 2400
"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)


While its stats are only marginally stronger than its Fusion Materials, it has two great effects that make up for that.
 
                                  Rating: 2 | MFC-104 | Trap Card
The Spell Absorbing Life
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)


This card can give your Life Points a nice boost but most of the time it'll be less than 1000.
 
                                  Rating: 1 | MFC-103 | Trap Card
Anti-Spell
Counter Trap
Remove 2 Spell Counters on your side of the field. Negate the activation of a Spell Card and destroy it.
(Common)


Use Magic Jammer instead.
 
                                  Rating: 1 | MFC-102 | Trap Card
Disarmament
Normal Trap
Destroy all Equip Spell Cards on the field.
(Common)


If you HAVE to use a card that does this, use Eternal Rest instead but otherwise, use neither card.
 
                                  Rating: 2 | MFC-101 | Trap Card
Remove Brainwashing
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)


This won't work against much, though we still have Snatch Steal at this point.
 
                                  Rating: 1 | MFC-100 | Trap Card
Miracle Restoring
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)


Use Premature Burial instead.
 
                                  Rating: 1 | MFC-099 | Trap Card
Hidden Book of Spell
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)


With all the big Spell Cards banned from play, there is no need for a card like this.
 
                                  Rating: 1 | MFC-098 | Trap Card
Exhausting Spell
Normal Trap
Remove all Spell Counters on both sides of the field.
(Common)


Your opponent will also be exhausted from laughing at you so hard for playing this horrible card.
 
                                  Rating: 2 | MFC-097 | Trap Card
Dramatic Rescue
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)


A very situational card for Amazoness Decks.
 
                                  Rating: 2 | MFC-096 | Trap Card
Amazoness Archers
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)


If you aren't running Amazoness monsters or Amazon Archers, don't use this.
 
                                  Rating: 1 | MFC-095 | Trap Card
Pitch-Black Power Stone
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)


Feeds cards like Breaker but that's about it.
 
                                  Rating: 1 | MFC-094 | Spell Card
Mega Ton Magical Cannon
Normal Spell
Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field.
(Rare)


The activation requirement is far too steep for this to have any use.
 
                                  Rating: 1 | MFC-093 | Spell Card
Pigeonholing Books of 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)


It's about as bad as Senri Eye, except without the cost. Don't use this card.
 
                                  Rating: 2 | MFC-092 | Spell Card
My Body as a Shield
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)


This card has almost no uses with the main uses for it banned from play.
 
                                  Rating: 1 | MFC-091 | Spell Card
Jar Robber
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)


With Pot of Greed out of the picture, this card is completely useless.
 
                                  Rating: 2 | MFC-090 | Spell Card
Emblem of Dragon Destroyer
Normal Spell
Add 1 "Buster Blader" from your Deck or your Graveyard to your hand.
(Common)


Okay for retrieving your Buster Blader to quickly Summon Dark Paladin but that's about it.
 
                                  Rating: 1 | MFC-089 | Spell Card
Senri Eye
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)


The only good thing about this card is the low cost to activate its effect. Nevertheless, it isn't worth using.
 
                                  Rating: 1 | MFC-088 | Spell Card
Mass Driver
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)


Losing a monster you have isn't worth knocking off only 400 LPs from your opponent so don't use this card.
 
                                  Rating: 1 | MFC-087 | Spell Card
Gather Your Mind
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)


Indeed gather your mind, not for this card but for a better card instead.
 
                                  Rating: 2 | MFC-086 | Spell Card
Big Bang Shot
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)


Any monster can get piercing damage, but the ATK boost is low so unless the monster is strong, this won't do much.
 
                                  Rating: 2 | MFC-085 | Spell Card
Continuous Destruction Punch
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)


Not many monsters can overpower DEF alone so this isn't too bad.
 
                                  Rating: 1 | MFC-084 | Spell Card
Amazoness Spellcaster
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)


We have this already as Shield & Sword.
 
                                  Rating: 1 | MFC-083 | Effect Monster
Dark Cat with White Tail
EARTH | Beast | Level 2 | ATK 800 | DEF 500
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)


Use Man-Eater or Old Vindictive instead.
 
                                  Rating: 1 | MFC-082 | Effect Monster
Ultimate Obedient Fiend
FIRE | Fiend | Level 10 | ATK 3500 | DEF 3000
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)


You can't do much of anything with this so where's the "obedience" part?
 
                                  Rating: 2 | MFC-081 | Effect Monster
Cat's Ear Tribe
EARTH | Beast-Warrior | Level 1 | ATK 200 | DEF 100
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)


I gave this card 2/5 because your opponent can't attack this card without taking their own monster down with it.
 
                                  Rating: 2 | MFC-080 | Effect Monster
Koitsu
WATER | Fairy-Type Union | Level 10 | ATK 200 | DEF 100
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)


While quite bad on its own, it does give Aitsu 3000 ATK at least and there's support for Union monsters in this set.
 
                                  Rating: 1 | MFC-079 | Effect Monster
Magical Merchant
LIGHT | Insect | Level 1 | ATK 200 | DEF 700
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)


Good luck not Decking Out when using this. What a total waste.
 
                                  Rating: 1 | MFC-078 | Effect Monster

Cliff the Trap Remover
DARK | Warrior | Level 3 | ATK 1200 | DEF 1000

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)


Hardly worth the Deck space so keep him out.
 
                                  Rating: 3 | MFC-077 | Effect Monster
Des Koala
DARK | Beast | Level 3 | ATK 1100 | DEF 1800
FLIP: Inflict 400 points of Direct Damage to your opponent's Life Points for each card in your opponent's hand.
(Rare)


1800 DEF already makes it good and it'll deal extra damage just by being turned face-up.
 
                                  Rating: 3 | MFC-076 | Effect Monster
Tribe-Infecting Virus
WATER | Aqua | Level 4 | ATK 1600 | DEF 1000
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)


A very potent card under the right conditions.
 
                                  Rating: 1 | MFC-075 | Effect Monster
Armor Exe
LIGHT | Rock | Level 4 | ATK 2400 | DEF 1400
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)


Don't let the 2400 ATK fool you. You won't have it out long enough to take advantage of it.
 
                                  Rating: 2 | MFC-074 | Effect Monster
Royal Magical Library
LIGHT | Spellcaster | Level 4 | ATK 0 | DEF 2000
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)


I like the DEF, but the effect isn't all that good and it has 0 ATK.
 
                                  Rating: 1 | MFC-073 | Effect Monster
Magical Scientist
DARK | Spellcaster | Level 1 | ATK 300 | DEF 300
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)


What's the point in bringing out a Fusion Monster that can't do much, especially for a fee?
 
                                 Rating: 2 | MFC-072 | Effect Monster
Magical Plant Mandragola
DARK | Spellcaster | Level 2 | ATK 500 | DEF 200
FLIP: Put 1 Spell Counter on each face-up card on the field that you can put a Spell Counter on.
(Common)


Helps for monsters like Breaker but that's about it.
 
                                  Rating: 2 | MFC-071 | Effect Monster
Breaker the Magical Warrior
DARK | Spellcaster | Level 4 | ATK 1600 | DEF 1000
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)


I would rate him higher if his stats were higher but he at least gets 2 stars for temporarily becoming a 1900 ATK monster.
 
                                  Rating: 1 | MFC-070 | Effect Monster
Pixie Knight
LIGHT | Spellcaster | Level 2 | ATK 1300 | DEF 200
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)


Very weak and helps your opponent out for nothing.
 
                                  Rating: 2 | MFC-069 | Effect Monster
Magical Marionette
DARK | Spellcaster | Level 5 | ATK 2000 | DEF 1000
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)


The effects aren't terrible, but not good enough to make it all that useful. It also isn't very strong.
 
                                  Rating: 4 | MFC-068 | Effect Monster
Chaos Command Magician
LIGHT | Spellcaster | Level 6 | ATK 2400 | DEF 1900
Negate the effect of a Monster Card that specifically designates this 1 card as a target.
(Ultra Rare)


Very high ATK and preventing Man-Eaters, Old Vindictive and others from selecting him as a target!
 
                                  Rating: 3 | MFC-067 | Effect Monster
Old Vindictive Magician
DARK | Spellcaster | Level 2 | ATK 450 | DEF 600
FLIP: Destroys 1 monster on the field (regardless of position).
(Common)


Knock-out even the strongest monsters!
 
                                  Rating: 2 | MFC-066 | Effect Monster
Apprentice Magician
DARK | Spellcaster | Level 2 | ATK 400 | DEF 800
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)


At least it puts a Spell Counter on one of your cards, but it's only for a specific Deck.
 
                                  Rating: 4 | MFC-065 | Effect Monster
Skilled Dark Magician
DARK | Spellcaster | Level 4 | ATK 1900 | DEF 1700
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)


Several steps above White Magician as its stats are reversed and it brings out a better monster.
 
                                  Rating: 2 | MFC-064 | Effect Monster
Skilled White Magician
LIGHT | Spellcaster | Level 4 | ATK 1700 | DEF 1900
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)


The DEF should help it survive long enough to bring out the "dragon slayer".
 
                                  Rating: 2 | MFC-063 | Effect Monster
Amazoness Tiger
EARTH | Beast | Level 4 | ATK 1100 | DEF 1500
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)


The ATK boost includes itself, but it's not very strong to start.
 
                                  Rating: 1 | MFC-062 | Effect Monster
Amazoness Blowpiper
EARTH | Warrior | Level 3 | ATK 800 | DEF 1500
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)


She has to stay on the field to get her effect, which isn't very likely with her stats. Don't use her. 
 
                                  Rating: 3 | MFC-061 | Effect Monster
Amazoness Swords Woman
EARTH | Warrior | Level 4 | ATK 1500 | DEF 1600
The opponent takes all Battle Damage to this card's controller that he/she takes from a battle involving this monster.
(Ultra Rare)


For once, I don't mind that it's weak considering that's the entire point of damaging your opponent with the effect.
 
                                  Rating: 1 | MFC-060 | Effect Monster
Amazoness Fighter
EARTH | Warrior | Level 4 | ATK 1300 | DEF 1300
All Battle Damage to this card's controller that he/she takes from a battle involving this monster becomes 0.
(Common)


One of the weakest fighters I've ever seen.
 
                                  Rating: 2 | MFC-059 | Effect Monster
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)


Relatively strong, but the ATK boost probably won't do much of anything.
 
                                  Rating: 4 | MFC-058 | Normal Monster
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)


It does have high ATK power and well worth being such a high rarity.
 
                                  Rating: 2 | MFC-057 | Normal Monster
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)


1700 ATK barely cuts it at this point in the game and won't last too long on the field without proper support.
 
                                  Rating: 2 | MFC-056 | Normal Monster
Aitsu
FIRE | Fairy | Level 5 | ATK 100 | DEF 100
He seems to be very unreliable, but he might have incredible potential.
(Common)


The only potential it has is with Soitsu, which is also in this set.
 
                                  Rating: 4 | MFC-055 | Normal Monster
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)


Great indeed thanks to its low Level and high ATK.
 
                                  Rating: 2 | MFC-054 | Fusion Monster
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)


Certainly the worst of the XYZ Fusion Monsters, but not so bad that I have to deem it useless.
 
                                  Rating: 3 | MFC-053 | Fusion Monster
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 or Trap card on your opponent's side of the field.
(Super Rare)


A bit more restrained compared to the previous card, but still capable of doing quite a bit of damage.
 
                                  Rating: 4 | MFC-052 | Fusion Monster
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)


Easily the best of the lot, though the summoning requirements really make it more difficult to bring out.
 
                                  Rating: 2 | MFC-051 | Fusion Monster
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 or Trap card on your opponent's side of the field.
(Ultra Rare)


Even with the ability use the effect multiple times, it's not all that good.
 
                                  Rating: 2 | MFC-050 | Trap Card
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)


I'd rather get rid of the monster than weaken it.
 
                                  Rating: 1 | MFC-049 | Trap Card

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)


Don't use this card and instead just use the Union monster's effect.
 
                                  Rating: 1 | MFC-048 | Trap Card
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)


This only benefits a Deck that doesn't really exist.
 
                                  Rating: 1 | MFC-047 | Trap Card
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)


Your opponent won't be seeing double because the token dies at the End Phase. Don't bother with this card.
 
                                  Rating: 2 | MFC-046 | Trap Card
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)


Your opponent needs a lot on the field and in the hand for this to even remotely be a threat, but I see at least 1000 damage.
 
                                  Rating: 1 | MFC-045 | Trap Card
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 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)


Not worth the effort or the Deck space to use.
 
                                  Rating: 1 | MFC-044 | Trap Card
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)


A poor excuse not to use Fairy Meteor Crush. Use FMC instead.
 
                                  Rating: 1 | MFC-043 | Trap Card

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)


Use Magic Jammer instead.
 
                                  Rating: 3 | MFC-042 | Trap Card
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)


I'd even say it's better than Negate Attack since you can use it before they would even attack.
 
                                  Rating: 2 | MFC-041 | Trap Card
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 opponent's hand to the Graveyard and destroy all cards your opponent controls on the field.
(Common)


At least the end result makes up for requiring 3 nearly useless cards.
 
                                  Rating: 1 | MFC-040 | Spell Card
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)


Far too slow to even deal 1000 damage.
 
                                  Rating: 2 | MFC-039 | Spell Card
Tribute Doll
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)


If the monster could attack the turn it was Summoned, this card would've gotten a higher rating.
 
                                  Rating: 3 | MFC-038 | Spell Card
Kishido Spirit
Continuous Spell
Monsters on your side of the field cannot be destroyed in a battle if the monsters' ATK are equal.
(Common)


Helps your monsters survive what would otherwise be kamikazi.
 
                                  Rating: 2 | MFC-037 | Spell Card
Metalsilver Armor
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)


Pretty much the same card as Raregold Armor, only difference is only the target monster can be selected by a card effect.
 
                                  Rating: 2 | MFC-036 | Spell Card
Raregold Armor
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)


This card comes in handy when you have a monster with high DEF or cannot be destroyed in battle but it has limited uses.
 
                                  Rating: 1 | MFC-035 | Spell Card
Dark Core
Normal Spell
Discard 1 card from your hand to the Graveyard to remove 1 face-up Monster Card on the field from play.
(Rare)


Discarding 1 card to only remove from play a face-up monster isn't worth it so don't use this card.
 
                                  Rating: 1 | MFC-034 | Spell Card
Ante
Normal Spell
Each player selects 1 card from his/her hand, then sees the Level of stars of the selected cards. The card with moreLevel stars than the other returns to the hand of the player that 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 asLevel 0. If both players chose cards that have the same starLevel, then the cards are returned to the hands of the players who selected them.
(Rare)


Overall horrible.
 
                                  Rating: 2 | MFC-033 | Spell Card

Poison of the Old Man
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)


You can give your Life Points a nice boost, however the 800 damage isn't much to deal.
 
                                  Rating: 1 | MFC-032 | Spell Card
Autonomous Action Unit
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)


Even with Monster Reborn banned, there is no reason to use this card as Premature Burial has a less steeper cost
 
                                  Rating: 2 | MFC-031 | Spell Card
Kaiser Colosseum
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)


If you can somehow have the right amount of monsters that can't die in battle or by effects, this isn't bad.
 
                                  Rating: 1 | MFC-030 | Spell Card
Combination Attack
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)


Most Union monsters are very specific on which monsters they can go to so this is pretty much useless.
 
                                  Rating: 3 | MFC-029 | Spell Card
Demotion
Equip Spell
Downgrade the monster equipped with this card by 2 Levels.
(Common)


Make a Level 4 slide under Gravity Bind or even make a Level 6 WATER Monster with Umi out, escape Gravity Bind,
 
                                  Rating: 3 | MFC-028 | Spell Card
Frontline Base
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)


A good card to help you Summon the deadly XYZ Dragon Cannon or just to Tribute the monsters for better ones.
 
                                  Rating: 4 | MFC-027 | Spell Card
White Dragon Ritual
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)


Since it needs Paladin of White Dragon to be used, its rating is the same as that card's.
 
                                  Rating: 4 | MFC-026 | Ritual Monster
Paladin of White Dragon
LIGHT | Dragon-Type Ritual | Level 4 | ATK 1900 | DEF 1200
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)


A strong 1900 ATK monster with the ability to bring out the big bad Blue-Eyes!
 
                                  Rating: 2 | MFC-025 | Effect Monster
Roulette Barrel
LIGHT | Machine | Level 4 | ATK 1000 | DEF 2000
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)


Another monster with 2000 DEF but he at least can potentially destroy an opponent's monster with his effect.
 
                                  Rating: 1 | MFC-024 | Effect Monster
Great Phantom Thief
EARTH | Spellcaster | Level 3 | ATK 1000 | DEF 1000
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)


With a name like "Great Phantom Thief", I expected much more than 1000 ATK and DEF and a mediocre effect.
 
                                  Rating: 1 | MFC-023 | Effect Monster
Dimension Jar
DARK | Machine | Level 2 | ATK 200 | DEF 200
FLIP: Both players can remove from play up to 3 monsters from their opponent's Graveyard.
(Common)


In most cases, this card won't work to your advantage so use it at your own risk. 
 
                                  Rating: 1 | MFC-022 | Effect Monster
Helping Robo for Combat
LIGHT | Machine | Level 4 | ATK 1600 | DEF 0
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)


A mere 1600 ATK and that 0 DEF are just horrible, making its effect utterly useless unless you can power it up.

 
                                  Rating: 1 | MFC-021 | Effect Monster
Neko Mane King
EARTH | Beast | Level 1 | ATK 0 | DEF 0
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)


Very situational. Under most cases, it'll just go to the Graveyard without its effect activating.
 
                                  Rating: 2 | MFC-020 | Effect Monster
Spell Canceller
WIND |Machine | Level 5 | ATK 1800 | DEF 1500
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)


Negating all Spell Cards for one Tribute isn't too bad, but it's not very strong and negates your Spell Cards too.
 
                                  Rating: 1 | MFC-019 | Effect Monster
D. D. Crazy Beast
EARTH | Beast | Level 3 | ATK 1400 | DEF 1400
A monster destroyed by this card in battle is removed from play.
(Rare)


The only thing crazier than this card is you if you actually use it.
 
                                  Rating: 1 | MFC-018 | Effect Monster
Union Rider
WIND |Machine | Level 2 | ATK 1000 | DEF 1000
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)


The best ones are specific to other ones so this isn't going to be useful at all.
 
                                  Rating: 1 | MFC-017 | Effect Monster
Freezing Beast
WATER | Aqua-Type Union | Level 4 | ATK 1500 | DEF 1000
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)


The ice counterpart to the previous card and just as useless.
 
                                  Rating: 1 | MFC-016 | Effect Monster
Burning Beast
FIRE | Pyro-Type Union | Level 4 | ATK 1500 | DEF 1000
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)


No ATK or DEF boost and can only destroy 1 Spell or Trap Card when succesful in dealing damage.
 
                                  Rating: 2 | MFC-015 | Effect Monster
Des Dendle
EARTH | Plant-Type Union | Level 4 | ATK 300 | DEF 2000
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)


The DEF is nice, but I'd rather use X-Head Cannon.
 
                                  Rating: 2 | MFC-014 | Effect Monster
Vampire Orchis
EARTH | Plant | Level 4 | ATK 1700 | DEF 1000
When this monster is Normal Summoned successfully, you can Special Summon 1 "Des Dendle" from your hand.
(Common)


Won't do anything unless Normal Summoned, and even then it doesn't do much.
 
                                  Rating: 1 | MFC-013 | Effect Monster
Second Goblin
DARK | Fiend-Type Union | Level 1 | ATK 100 | DEF 100
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)


If you have to use this just to keep a strong monster in Attack Mode, you're not very skilled.
 
                                  Rating: 1 | MFC-012 | Effect Monster
Giant Orc
DARK | Fiend | Level 4 | ATK 2200 | DEF 0
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)


A giant waste of Deck space that's for sure.
 
                                  Rating: 1 | MFC-011 | Effect Monster
Zombie Tiger
EARTH | Zombie-Type Union | Level 3 | ATK 1400 | DEF 1600
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)


Even when successful in battle, you're taking quite the risk to force your opponent to discard something good.
 
                                  Rating: 1 | MFC-010 | Effect Monster
Decayed Commander
EARTH | Zombie | Level 4 | ATK 1000 | DEF 1500
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)


It's probably so decayed it can't survive the night air without crumbling.
 
                                  Rating: 2 | MFC-009 | Effect Monster
Kiryu
DARK | Dragon-Type Union | Level 5 | ATK 2000 | DEF 1500
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)


The strongest Union monster thus far and while the ATK boost is nice, it doesn't have any decent Fusion Monster to use.
 
                                  Rating: 2 | MFC-008 | Effect Monster
Pitch-Dark Dragon
DARK | Dragon-Type Union | Level 3 | ATK 900 | DEF 600
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)


Power up your already strong Dark Blade and give it trample but that's literally about all this card has.
 
                                  Rating: 4 | MFC-007 | Normal Monster
Dark Blade
DARK | Warrior | Level 4 | ATK 1800 | DEF 1500
They say he is a dragon manipulating warrior from the dark world. His attack is tremendous, using his great swords with vicious power.
(Rare)


The Warrior counterpart to X-Head Cannon, but made easier to get.
 
                                  Rating: 2 | MFC-006 | Effect Monster
Z-Metal Tank
LIGHT | Machine-Type Union | Level 4 | ATK 1500 | DEF 1300
Once per turn during your Main Phase if you control this monster on your field you can equip this monster on one of your "X-Head Cannon" or "Y-Dragon Head" as an Equip Spell Card. OR you can change it back to a monster in face-up Attack Position. When equipped to a monster by this cards effect that monster's ATK/DEF is increased by 600 points. A monster can only be equipped with one Union Monster at a time. If a monster that has this card equipped to it is destroyed, destroy this card instead.
(Super Rare)


The trio is done and they've proven less useful than one might hope for their rarities.
 
                                  Rating: 2 | MFC-005 | Effect Monster
Y-Dragon Head
LIGHT | Machine-Type Union | Level 4 | ATK 1500 | DEF 1600
Once per turn during your main phase if you control this monster on your field you can equip this monster on one of your "X-Head Cannon" or "Z Metal Tank" as an Equip Spell Card. OR you can change it back to a monster in face-up Attack Position. When equipped to a monster by this cards effect that monster's ATK/DEF is increased by 400 points. A monster can only be equipped with one Union Monster at a time. If a monster that has this card equipped to it is destroyed, destroy this card instead.
(Super Rare)


Really doesn't have much going for it.
 
                                  Rating: 4 | MFC-004 | Normal Monster
X-Head Cannon
LIGHT | Machine | Level 4 | ATK 1800 | DEF 1500
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)


With such high ATK, it's no wonder this card's a Super Rare! A must for Machine or just overall Beatdown!
 
                                  Rating: 1 | MFC-003 | Normal Monster
United Resistance
WIND |Thunder | Level 3 | ATK 1000 | DEF 600
The people that gather to swear to fight their oppressors. A revolution is coming.
(Common)


There is little resistance to be found here and I doubt you'll have much resistance in throwing it away.
 
                                  Rating: 2 | MFC-002 | Normal Monster
Oppressed People
WATER | Aqua | Level 1 | ATK 400 | DEF 2000
They are oppressed, but believe they will have their freedom someday.
(Common)


They aren't very oppressive other than for their 2000 DEF.
 
                                  Rating: 1 | MFC-001 | Normal Monster
People Running About
FIRE | Pyro | Level 2 | ATK 600 | DEF 600
Although they always suffer in silence, they swear an oath to inevitably revolt.
(Common)


Panic has probably set in due to some unknown crisis taking place and they're just running into everything in sight.
 
                                  Rating: 2 | MFC-000 | Effect Monster
Dark Magician Girl (original artwork)
DARK | Spellcaster | Level 6 | ATK 2000 | DEF 1700
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)


I suppose it's only fitting a Spellcaster starts off the set, but I'd have liked this one to offer more for its rarity.