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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text card ratings DJCR DJCR Text  Visual spoiler Card spoiler

Raging Tempest (Page 5)

RATE-EN099
Dark Contract with the Entities
Continuous Spell
When a "D/D/D" monster of the below card type is Special Summoned from the Extra Deck to your field: You can activate the appropriate effect once per turn;
● Fusion: Gain 1000 LP.
● Synchro: Your opponent cannot target that Special Summoned monster with card effects.
● Xyz: Banish 1 card from the field or the Graveyard.
● Pendulum: Draw 1 card, then discard 1 card.
Once per turn, during your Standby Phase: Take 2000 damage.
ULTRA RARE 
Rating: 2
Comments: Each of its bulleted effects offers a perk for taking the time to achieve the required Special Summoning method but it's still going to cost you heavily during your Standby Phases and is useless if your Special Summoning method doesn't yield a D/D/D monster.  
RATE-EN098
Windwitch - Glass Bell
WIND / Spellcaster-Type Tuner / Level 4 / ATK 1500 / DEF 1500
If this card is Normal or Special Summoned: You can add 1 "Windwitch" monster from your Deck to your hand, except "Windwitch - Glass Bell", also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Windwitch - Glass Bell" once per turn.
ULTRA RARE 
Rating: 2
Comments: A new Level 4 Tuner monster that can fetch a second Windwitch monster just for Summoning it but as usual, you won't be Special Summoning non-WIND monsters that turn.  
RATE-EN097
Delta The Magnet Warrior
EARTH / Rock / Level 4 / ATK 1600 / DEF 1400
If this card is Normal or Special Summoned: You can send 1 Level 4 or lower "Magnet Warrior" monster from your Deck to the Graveyard. If this card is sent to the Graveyard: You can banish 3 Level 4 or lower "Magnet Warrior" monsters from your Graveyard, except "Delta The Magnet Warrior"; Special Summon 1 "Valkyrion the Magna Warrior" from your hand or Deck, ignoring its Summoning conditions. You can only use each effect of "Delta The Magnet Warrior" once per turn.
SUPER RARE 
Rating: 2
Comments: It can get the Magnet Warriors into the Graveyard for retrieval later but I wouldn't recommend Special Summoning Valkyrion by this guy's effect.  
RATE-EN096
Symphonic Warrior Miccs
WIND / Machine-Type Pendulum / Level 5 / ATK 2300 / DEF 1100 / Scale 1
Unless you have a "Symphonic Warrior" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Once per turn, during your End Phase: You can target 1 of your banished "Symphonic Warrior" monsters; add it to your hand.
You can Special Summon this card (from your hand) by removing 3 Symphonic Counters from your field. After you Normal or Special Summon this card, you can Normal Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
COMMON 
Rating: 2
Comments: Much like Timegazer Magician, this guy will raise its Scale if you don't have a certain monster in your other Pendulum Zone but since Symph Amplifier is little more than a faint noise, you won't be using those Symphonic Counters to Special Summon this guy right away.  
RATE-EN095
Lightsworn Judgment
Normal Trap
Place this card on top of the Deck. If this card is sent from the Deck to the Graveyard by a "Lightsworn" monster's effect: You can add 1 "Judgment Dragon" from your Deck to your hand.
COMMON 
Rating: 2
Comments: Judgment Dragon is certainly the strongest monster to get from a Lightsworn Deck but you probably won't have met the requirements to get it on the field and thus it will be clear to your opponent that you plan to Summon it later. 
RATE-EN094
Mekanikal Arkfiend
DARK / Fiend / Level 4 / ATK 100 / DEF 2100
When this card inflicts battle damage to your opponent: You can Special Summon 1 Normal Monster from your hand or Graveyard.
COMMON 
Rating: 2
Comments: 2100 DEF can hold back some monsters but it can only bring out or revive Normal Monsters.  
RATE-EN093
Rocket Hand
Normal Trap
Target 1 Attack Position monster you control with 800 or more ATK; equip this card to that target. It gains 800 ATK. You can send this equipped card to the Graveyard, then target 1 face-up card on the field; destroy it, then change the ATK of the monster this card was equipped to, to 0, also its battle position cannot be changed. You can only use 1 "Rocket Hand" effect per turn, and only once that turn.
COMMON
Rating: 1
Comments: Girag would be disappointed that this card is so lame because while its ATK boost and activation requirements aren't that bad, should you choose to use the other effect, the affected monster loses any ATK it had prior to using this and is forced to stay in the battle position it was in before activation.  
RATE-EN092
Symph Amplifire
Field Spell
Each time an effect of a "Symphonic Warrior" card is activated, place 1 Symphonic Counter on this card when that effect resolves. All "Symphonic Warrior" monsters on the field gain 100 ATK for each Symphonic Counter on this card. Once per turn: You can remove 5 or 7 Symphonic Counters from your field; apply this effect, depending on the number of Symphonic Counters removed.
● 5 Counters: Inflict 300 damage to your opponent for each "Symphonic Warrior" card on the field.
● 7 Counters: Banish cards your opponent controls and/or in their Graveyard, up to the number of "Symphonic Warrior" cards on the field.
COMMON
Rating: 1
Comments: The boost is weak and it will take several counters accumulated for you to be able to use either effect, which in turn will cost them the ATK boost this card provides.
RATE-EN091
Symphonic Warrior Synthess
WIND / Machine-Type Flip / Level 4 / ATK 1200 / DEF 1900
FLIP: You can add 1 "Symphonic Warrior" monster from your Deck to your hand, except "Symphonic Warrior Synthess".
Once per turn: You can target 1 monster you control or in your Graveyard whose original name includes "Symphonic Warrior", except "Symphonic Warrior Synthess"; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. You can banish this card from your Graveyard, then target 1 of your banished "Symphonic Warrior" monsters, except "Symphonic Warrior Synthess"; Special Summon it.
COMMON
Rating: 2
Comments: It has 1900 DEF and can copy some of the better Symphonic Warriors for a turn but having a Symphonic Warrior be banished isn't that likely and you have to banish this card from the Graveyard to bring that banished Symphonic Warrior back to your field.
RATE-EN090
Symphonic Warrior Guitaar
WIND / Machine-Type Pendulum / Level 3 / ATK 1500 / DEF 100 / Scale 7
You can discard 1 card; Special Summon 1 "Symphonic Warrior" monster from your Deck, except "Symphonic Warrior Guitaar". You can only use this effect of "Symphonic Warrior Guitaar" once per turn.
When this card is Normal Summoned: You can target 1 "Symphonic Warrior" monster in your Graveyard; Special Summon it.
COMMON
Rating: 2
Comments: Should more Symphonic Warriors get made, this won't be too bad but at the moment, I've only found one Symphonic Warrior monster to be worthwhile.
RATE-EN089
SPYRAL MISSION - Recapture
Continuous Trap
Destroy this card during your 3rd End Phase after activation. Once per turn, if a "SPYRAL" monster is Special Summoned to your field (except during the Damage Step): You can target 1 monster your opponent controls; take control of it until the End Phase, but it cannot attack directly this turn. If a "SPYRAL" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead of destroying 1 of those "SPYRAL" monsters.
RARE
Rating: 2
Comments: SPYRAL monsters have ended their run as cards but only a few of them are actually worthwile, which means this card doesn't have a whole lot of uses either.
RATE-EN088
SPYRAL GEAR - Utility Wire
Normal Trap
If you control "SPYRAL Super Agent": Target 1 face-up card your opponent controls; place it on top of the Deck. You can only activate 1 "SPYRAL GEAR - Utility Wire" per turn.
SUPER RARE
Rating: 1
Comments: It may look like it's effective in the artwork but I'd bet that's just what the SPYRALs envision it to do rather than what it actually does because this card's effect is anything but effective.
RATE-EN087
SPYRAL Tough
WIND / Warrior / Level 4 / ATK 1900 / DEF 1500
This card's name becomes "SPYRAL Super Agent" while it is on the field or in the Graveyard. Once per turn: You can declare 1 card type (Monster, Spell, or Trap) and target 1 card your opponent controls; reveal the top card of your opponent's Deck, and if you do, destroy the targeted card if the revealed card is the declared type.
RARE
Rating: 3
Comments: He can probably show SPYGAL Misty a thing or two about being playable thanks to his 1900 ATK and low Level.
RATE-EN086
SPYGAL Misty
DARK / Spellcaster / Level 4 / ATK 1500 / DEF 1600
If this card is Normal or Special Summoned: You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, draw 1 card if it is a card of that type. Once per turn, during either player's turn: You can target 1 "SPYRAL Super Agent" you control and 1 monster your opponent controls; return both monsters to the hand.
ULTRA RARE
Rating: 1
Comments: She certainly looks like she's dressed to be a professional but her effect makes her more like a rookie.
RATE-EN085
Subterror Cave Clash
Continuous Spell
All "Subterror" monsters you control gain 500 ATK and DEF for each Set monster on the field. Once per turn, when a "Subterror" monster you control inflicts battle damage to your opponent: You can target 1 "Subterror" card in your Graveyard, except "Subterror Cave Clash"; add it to your hand.
SUPER RARE
Rating: 2
Comments: You could probably use this with the previous monsters that flip themselves face-down but monsters that are Set are generally not that way for long.
RATE-EN084
Subterror Behemoth Voltelluric
EARTH / Thunder-Type Flip / Level 9 / ATK 1900 / DEF 3000
FLIP: You can target 1 Set monster your opponent controls; take control of it until your next End Phase. You can only use this effect of "Subterror Behemoth Voltelluric" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
RARE
Rating: 2
Comments: With 3000 DEF, it's bound to survive being attacked by an opponent's monster and will likely cost your opponent LP too but both effects are pretty mediocre.
RATE-EN083
Subterror Behemoth Dragossuary
EARTH / Zombie-Type Flip / Level 6 / ATK 2400 / DEF 1600
FLIP: You can activate this effect; this turn, "Subterror" cards you control cannot be destroyed by your opponent's card effects. You can only use this effect of "Subterror Behemoth Dragossuary" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
SUPER RARE
Rating: 3
Comments: Beatsticks are always worthwhile so long as they don't have any drawbacks and this one is also a Zombie-Type monster, making it ideal with Call of the Mummy.
RATE-EN082
Subterror Nemesis Defender
EARTH / Beast-Warrior / Level 2 / ATK 100 / DEF 2000
During either player's turn, when your opponent activates a card or effect that targets exactly 1 Set monster you control (and no other cards), or when a Set monster you control is targeted for an attack by an opponent's monster: You can send this card from your hand or face-up from your field to the Graveyard, then target another monster you control that would be an appropriate target; that card/effect/attack now targets the new target. While you control a Set monster, this card cannot be destroyed by battle or card effects.
RARE
Rating: 2
Comments: It can be used to defend your LP or save a monster you control from harm but neither option is particularly that good.
RATE-EN081
Sea Monster of Theseus
WATER / Zombie-Type Fusion-Type Tuner / Level 5 / ATK 2200 / DEF 1800
2 Tuners
SECRET RARE
Rating: 1
Comments: Konami overhyped this like no tomorrow but it's a huge letdown since it's only viable use is with Instant Fusion and there are better Tuner monsters that don't have such restraints.
RATE-EN080
Massivemorph
Normal Trap
Target 1 face-up monster your opponent controls; its ATK and DEF become double its current ATK and DEF, but it cannot attack directly.
COMMON
Rating: 1
Comments: Not being able to attack directly is a small drawback when the opponent's monster is twice as strong. Stick to Darkworld Shackles instead as it's much easier to activate and doesn't benefit your opponent at all.