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Raging Tempest (RATE-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Raging_Tempest_(TCG-EN-1E)
                               Rating: 1 | RATE-EN099 | Spell Card
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)  

Regardless of what you Summon, you're taking 2000 damage each turn and the benefits are quite weak.
 
                               Rating: 2 | RATE-EN098 | Effect Monster
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)  

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.   
 
                               Rating: 2 | RATE-EN097 | Effect Monster
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)  

Magnet Warriors haven't really gotten better since they debuited as video game promos.
 
                               Rating: 2 | RATE-EN096 | Pendulum Monster
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)  

It's following Timegazer Magician's footsteps, which does a number on its uses.
 
                               Rating: 1 | RATE-EN095 | Trap Card
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)  

Judgment Dragon is quite bad and getting it with this means it'll be countered by the time it's on the field.
 
                               Rating: 2 | RATE-EN094 | Effect Monster
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)  

2100 DEF can hold back some monsters but it can only bring out or revive Normal Monsters.   
 
                               Rating: 1 | RATE-EN093 | Trap Card
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)

A hand with all broken bones and muscles, leaving it unable to grab anything, let alone attack someone.
 
                               Rating: 1 | RATE-EN092 | Spell Card
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)

There's hardly any members to use with this and the ATK boost is much too low to be worthwhile.
 
                               Rating: 2 | RATE-EN091 | Effect Monster
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)

I like the DEF, but there's not much to pick from.
 
                               Rating: 2 | RATE-EN090 | Pendulum Monster
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)

We'll need more than this to make the Deck viable, but the Scale is nice at least.
 
                               Rating: 1 | RATE-EN089 | Trap Card
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)

Their missions are a bust because they involve amateurs failing to do basic maneuvers.
 
                               Rating: 1 | RATE-EN088 | Trap Card
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)

Even Super Agent isn't worth using this on.
 
                               Rating: 3 | RATE-EN087 | Effect Monster
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)

He can probably show SPYGAL Misty a thing or two about being playable thanks to his 1900 ATK and low Level.
 
                               Rating: 1 | RATE-EN086 | Effect Monster
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)

It certainly looks like it's dressed to be a professional, but her effect makes her more like a rookie.
 
                               Rating: 2 | RATE-EN085 | Spell Card
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)

Since most of them are high-Level monsters, this'll certainly make up for the Tributing, but not by much.
 
                               Rating: 1 | RATE-EN084 | Effect Monster
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)

I think I'd rather use Relinquished and just steal the monster entirely.
 
                               Rating: 3 | RATE-EN083 | Effect Monster
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)

Beatsticks without drawbacks are always worthwhile and this is also a Zombie, making it ideal with Call of the Mummy.
 
                               Rating: 2 | RATE-EN082 | Effect Monster
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)

It can be used to defend your LP or save a monster you control from harm but neither option is particularly that good.
 
                               Rating: 1 | RATE-EN081 | Fusion Monster
Sea Monster of Theseus
WATER | Zombie, Fusion and Tuner | Level 5 | ATK 2200 | DEF 1800
2 Tuners
(Secret Rare)

Konami made it sound like this card was overpowered. It's not even close. It's more work than regular Tuners.
 
                               Rating: 1 | RATE-EN080 | Trap Card
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)

Worthless since that monster can still deal damage.
 
                               Rating: 2 | RATE-EN079 | Trap Card
Switcheroroo
Normal Trap
If you control the same number of monsters as your opponent, switch control of all those monsters.
(Rare)

Really only useful when your monsters are weaker.
 
                               Rating: 2 | RATE-EN078 | Trap Card
Full Force Virus
Normal Trap
Tribute 1 DARK monster with 2000 or more DEF; check your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less DEF.
(Secret Rare)

Won't be able to hit much, but there's several key targets that'll certainly fall.
 
                               Rating: 1 | RATE-EN077 | Trap Card
Purushaddoll Aeon
Normal Trap
Target 1 "Shaddoll" monster you control; send 1 "Shaddoll" card from your hand to the Graveyard, and if you do, the targeted monster gains 1000 ATK and DEF, but is changed to face-down Defense Position during the End Phase.
(Common)

The ATK boost is irrelevent when it gets turned face-down and will be clear as day to your opponent.
 
                               Rating: 2 | RATE-EN076 | Trap Card
Void Feast
Normal Trap
Send 1 "Void" Spell/Trap Card from your hand or face-up from your field to the Graveyard; Special Summon up to 3 "Infernoid" monsters from your Deck, whose total Levels exactly equal 8, ignoring their Summoning conditions.
(Common)

It's a small cost to bring out 3 monsters but Void monsters have only proven to me that they're pretty poor.
 
                               Rating: 2 | RATE-EN075 | Trap Card
Majespector Gust
Normal Trap
Target 1 "Majespecter" card in your Pendulum Zone; Special Summon it.
(Common)

It can help if you don't have any other monsters to play but it doesn't do anything else.
 
                               Rating: 2 | RATE-EN074 | Trap Card
Shiranui Style Samsara
Continuous Trap
This card's name becomes "Shiranui Style Synthesis" while it is in the Spell & Trap Zone. Once per turn: You can activate 1 of these effects.
● Banish 1 face-up Zombie-Type monster you control; you take no damage this turn (even if this card leaves the field).
● Target 2 of your banished Zombie-Type monsters with 0 DEF; shuffle them both into the Deck, then draw 1 card.
(Common)

Any of your Zombies will work with this and some of the good ones have 0 DEF to retrieve later.
 
                               Rating: 1 | RATE-EN073 | Trap Card
Beginning of Heaven and Earth
Normal Trap
Reveal 3 Warrior-Type monsters from your Deck, including at least 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, and have your opponent randomly pick 1. If they picked a "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, add it to your hand and send the rest to the Graveyard. Otherwise, send them all to the Graveyard. You can only activate 1 "Beginning of Heaven and Earth" per turn.
(Common)

There's really nothing you could choose that would be useful since the Effect version is banned.
 
                               Rating: 1 | RATE-EN072 | Trap Card
Shinobird Salvation
Continuous Trap
If a face-up Spirit monster(s) you control returns to your hand while this card is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. When an opponent's monster declares an attack: You can banish 1 Spirit monster from your Graveyard; negate the attack, then end the Battle Phase. You can only use each effect of "Shinobird Salvation" once per turn.
(Common)

Spirit monsters do not deserve to have support because they are an awful Deck idea.
 
                               Rating: 1 | RATE-EN071 | Trap Card
Zoodiac Combo
Normal Trap
Target 1 "Zoodiac" Xyz Monster you control; attach 1 "Zoodiac" monster from your Deck to that Xyz Monster as Xyz Material. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 5 "Zoodiac" cards in your Graveyard with different names; shuffle all 5 into the Deck, then draw 1 card.
(Common)

The strongest member has only 1600 ATK, which is much weaker than monsters. Other than that, Pot of Avarice is better.
 
                               Rating: 1 | RATE-EN070 | Trap Card
Ancient Gear Reborn
Continuous Trap
Once per turn, if you control no monsters: You can target 1 "Ancient Gear" monster in your Graveyard; Special Summon it, and if you do, it gains 200 ATK (even if this card leaves the field). You can only control 1 "Ancient Gear Reborn".
(Rare)

Just a worse Call of the Haunted as a whole, especially since not all Ancient Gear monsters can be revived.
 
                               Rating: 1 | RATE-EN069 | Trap Card
Cipher Spectrum
Normal Trap
If a "Cipher" Xyz Monster(s) you control that has Xyz Material is destroyed by battle or an opponent's card effect and sent to your Graveyard: Target 1 of those monsters; Special Summon it, and if you do, Special Summon 1 Xyz Monster from your Extra Deck with the same name as that Xyz Monster.
(Common)

You do get 2 monsters for the price of one but neither of them will do you much good without their Xyz Materials.
 
                               Rating: 1 | RATE-EN068 | Trap Card
Lost Wind
Normal Trap
Target 1 face-up Special Summoned monster on the field; it has its effects negated, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in the Graveyard (except during the Damage Step): You can Set this card, but banish it when it leaves the field.
(Rare)

It's just a slower version of Shrink while Fiendish Chain can get the vast majority of monsters.
 
                               Rating: 1 | RATE-EN067 | Spell Card
Terminal World NEXT
Continuous Spell
Activate this card if your opponent controls 3 or fewer monsters and 3 or fewer Spell/Trap Cards, while you control no other cards. Cards cannot be placed on the field if it would give any player more than 3 monsters or more than 3 Spell/Trap Cards on their field.
(Short Print Common)

Terrible enough to have this card terminated indefinitely.
 
                               Rating: 1 | RATE-EN066 | Spell Card
That Grass Looks Greener
Normal Spell
If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent.
(Secret Rare)

Even if you're just dumping cards that could benefit you, your odds of Decking out first are higher.
 
                               Rating: 2 | RATE-EN065 | Spell Card
Foolish Burial Goods
Normal Spell
Send 1 Spell/Trap Card from your Deck to the Graveyard. You can only activate 1 "Foolish Burial Goods" per turn.
(Secret Rare)

Since some Spell/Trap Cards have Graveyard effects, this isn't too bad, but only one copy can be activated per turn.
 
                               Rating: 1 | RATE-EN064 | Spell Card
Ritual Beast Return
Quick-Play Spell
Banish 1 "Ritual Beast" monster from your hand, then target 1 of your "Ritual Beast" monsters, that is banished or is in your Graveyard; Special Summon it.
(Common)

I'd like to return Ritual Beasts back to the drawing board because they're no good as is.
 
                               Rating: 1 | RATE-EN063 | Spell Card
Super Quantal Alphan Spike
Normal Spell
If you control 3 or more "Super Quantum" monsters with different names: Shuffle as many cards your opponent controls as possible into the Deck, then your opponent Special Summons 1 monster from their Extra Deck, ignoring its Summoning conditions. You can banish this card and 1 "Super Quantal Fairy Alphan" from your Graveyard; activate 1 "Super Quantal Mech Ship Magnacarrier" from your Deck.
(Common)

You basically get no benefits and your opponent gets a free Extra Deck monster.
 
                               Rating: 1 | RATE-EN062 | Spell Card
Super Soldier Synthesis
Ritual Spell
This card can be used to Ritual Summon any "Black Luster Soldier" Ritual Monster from your hand or Graveyard. You must also send 1 LIGHT and 1 DARK monster (1 from your hand and 1 from your Deck) to the Graveyard, whose total Levels exactly equal 8. You can only activate 1 "Super Soldier Synthesis" per turn.
(Common)

No doubt for Chaos Decks, but those were hurt badly when IOC-EN's Black Luster Soldier got canned.
 
                               Rating: 2 | RATE-EN061 | Spell Card
Shinobird Power Spot
Continuous Spell
Spirit monsters you control gain 500 ATK and DEF. If a face-up WIND monster(s) you control returns to your hand (except during the Damage Step): You can add 1 Spirit monster or Ritual Spell Card from your Deck to your hand. You can only use this effect of "Shinobird Power Spot" once per turn.
(Common)

At least not all of the effects are restrained to WIND monsters but it's still pretty poor.
 
                               Rating: 1 | RATE-EN060 | Spell Card
Shinobird's Calling
Ritual Spell
This card is used to Ritual Summon "Shinobaroness Peacock" or "Shinobaron Peacock". You must also Tribute monsters from your hand or field and/or banish Spirit monsters from your Graveyard, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon.
(Common)

This calls for a better Ritual Spell and luckily there's plenty to choose from.
 
                               Rating: 1 | RATE-EN059 | Spell Card
Zoodiac Barrage
Continuous Spell
You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Zoodiac" monster from your Deck. You can only use this effect of "Zoodiac Barrage" once per turn. If this card is destroyed by a card effect and sent to the Graveyard: You can target 1 "Zoodiac" Xyz Monster you control; attach this card from your Graveyard to that Xyz Monster as Xyz Material.
(Secret Rare)

There's little point in either effect since Zoodiacs have no more than 1600 ATK and bad effects all around.
 
                               Rating: 2 | RATE-EN058 | Spell Card
Zodiac Sign
Field Spell
All "Zoodiac" monsters you control gain 300 ATK and DEF. Monsters your opponent controls cannot target face-up Beast-Warrior-Type monsters you control for attacks, except the Beast-Warrior-Type monster you control with the highest ATK (either, if tied). Once per turn, if a "Zoodiac" monster(s) you control would be destroyed by card effect, you can destroy 1 monster in your hand or field instead of 1 "Zoodiac" monster.
(Common)

The boost is pretty minimal but the other effects aren't too bad.
 
                               Rating: 1 | RATE-EN057 | Spell Card
Recardination
Normal Spell
Target 1 "Flower Cardian" monster in your Graveyard; add it to your hand, then you can Special Summon 1 "Flower Cardian" monster from your hand, ignoring its Summoning conditions. If this card is sent to the Graveyard by a "Flower Cardian" monster's effect: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated Spell/Trap Card to your hand. Place the remaining cards on top of your Deck in any order.
(Common)

Flower Cardians are really just dying flowers in a garden that was left underwatered.
 
                               Rating: 1 | RATE-EN056 | Spell Card
Rank-Up-Magic Cipher Ascension
Quick-Play Spell
During either player's Main Phase: Target 1 "Cipher" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Cipher" Xyz Monster that is 1 Rank higher than that target, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) It gains this effect.
● This card gains 500 ATK for each Level 4 or higher monster you control.
(Common)

Only 3 of the required Xyz Monsters exist and none of them make this useful.
 
                               Rating: 1 | RATE-EN055 | Spell Card
Machine Angel Absolute Ritual
Ritual Spell
This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster. You must also Tribute monsters from your hand or field and/or shuffle Fairy or Warrior-Type monsters from your Graveyard into the Deck, whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.
(Common)

An absolutely horrible Ritual Spell.
 
                               Rating: 1 | RATE-EN054 | Xyz Monster
Zoodiac Boarbow
EARTH | Beast-Warrior-Type Xyz | Rank 4 | ATK ? | DEF ?
5 Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Boarbow" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. This card can attack your opponent directly. When this card inflicts battle damage to your opponent while it has 12 or more Xyz Materials: You can send as many cards as possible from your opponent's hand and field to the Graveyard, then change this card to Defense Position.
(Rare)

They may be able to use only 1 Xyz Material, but that's useless when they'll never have the strength to win a battle.
 
                               Rating: 1 | RATE-EN053 | Xyz Monster
Zoodiac Drident
EARTH | Beast-Warrior-Type Xyz | Rank 4 | ATK ? | DEF ?
4 Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Drident" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up card on the field; destroy it.
(Secret Rare)

Weak effects and has all other Extra Deck members' properties.
 
                               Rating: 1 | RATE-EN052 | Xyz Monster
Zoodiac Tigermortar
EARTH | Beast-Warrior-Type Xyz | Rank 4 | ATK ? | DEF ?
3 Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Tigermortar" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Xyz Monster you control and 1 "Zoodiac" monster in your Graveyard; attach that "Zoodiac" monster to that Xyz Monster as Xyz Material.
(Ultra Rare)

Xyz Summoning got a whole lot less useful. Just ask these guys.
 
                               Rating: 1 | RATE-EN051 | Xyz Monster
Zoodiac Broadbull
EARTH | Beast-Warrior-Type Xyz | Rank 4 | ATK ? | DEF ?
2 Level 4 monsters
Once per turn, you can also Xyz Summon "Zoodiac Broadbull" by using 1 "Zoodiac" monster you control with a different name as Xyz Material. (If you used an Xyz Monster, any Xyz Materials attached to it also become Xyz Materials on this card.) This card gains ATK and DEF equal to the ATK and DEF of all "Zoodiac" monsters attached to it as Materials. Once per turn: You can detach 1 Xyz Material from this card; add 1 Beast-Warrior-Type monster, that can be Normal Summoned/Set, from your Deck to your hand.
(Secret Rare)

They'll only be a threat with multiple Xyz Materials, but since the aim is to have only 1, that's just never going to happen.
 
                               Rating: 3 | RATE-EN050 | Xyz Monster
Heavy Armored Train Ironwolf
EARTH | Machine-Type Xyz | Rank 4 | ATK 2200 | DEF 2200
2 Level 4 Machine-Type monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 Machine-Type monster you control; this turn, it can attack your opponent directly, also other monsters cannot attack. If this card in your possession is destroyed by an opponent's card (by battle or card effect) and sent to your Graveyard: You can add 1 Level 4 Machine-Type monster from your Deck to your hand.
(Super Rare)

Easy to bring out and highly supports Machine-Type monsters, including Karakuris.
 
                               Rating: 1 | RATE-EN049 | Xyz Monster
Neo Galaxy-Eyes Cipher Dragon
LIGHT | Dragon-Type Xyz | Rank 9 | ATK 4500 | DEF 3000
3 Level 9 monsters
If this card has a "Cipher" card as Xyz Material, it gains this effect.
● Once per turn: You can detach up to 3 Xyz Materials from this card; monsters you control cannot attack your opponent directly for the rest of this turn, except this card, also for each Material detached, take control of 1 opponent's face-up monster until the End Phase, but while this effect is applied, they have their effects negated, their ATK's become 4500, also their names become "Neo Galaxy-Eyes Cipher Dragon".
(Super Rare)

A Rank 9 vanilla Xyz Monster makes for a very poor Super Rare card, but that's what you'll have without Cipher materials
 
                               Rating: 2 | RATE-EN048 | Pendulum Monster
Odd-Eyes Raging Dragon
DARK | Dragon, Xyz and Pendulum | Rank 7 | ATK 3000 | DEF 2500 | Scale 1
Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone.

2 Level 7 Dragon-Type monsters
If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card in your Extra Deck. If this card in the Monster Zone is destroyed: You can place it in your Pendulum Zone. If this card is Xyz Summoned using an Xyz Monster as Material, it gains these effects.
● It can make a second attack during each Battle Phase.
● Once per turn: You can detach 1 Xyz Material from it; destroy as many cards your opponent controls as possible, and if you do, this card gains 200 ATK for each, until the end of this turn.
(Ultra Rare)

I guess it could be worse, but for an Ultra Rare, it certainly could be a lot better.
 
                               Rating: 2 | RATE-EN047 | Synchro Monster
Shiranui Sunsaga
FIRE | Zombie-Type Synchro | Level 10 | ATK 3500 | DEF 0
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters
If this card is Special Summoned: You can return any number of your Zombie-Type Synchro Monsters, that are banished or are in your Graveyard, to the Extra Deck, then you can destroy cards your opponent controls, equal to the number of cards returned. If a Zombie-Type monster(s) you control would be destroyed by battle or card effect, you can banish 1 "Shiranui" monster from your Graveyard instead. You can only Special Summon "Shiranui Sunsaga(s)" once per turn.
(Rare)

Not great, but the ATK is high at least and it does work with any Zombie-Type Synchros.
 
                               Rating: 2 | RATE-EN046 | Synchro Monster
Crystron Quariongandrax
WATER | Machine-Type Synchro | Level 9 | ATK 3000 | DEF 3000
2 or more Tuners + 1 non-Tuner monster
If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their Graveyard, up to the number of Synchro Materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field.
(Ultra Rare)

Generic materials, but you need at least 2 Tuners and both effects are pretty mediocre.
 
                               Rating: 1 | RATE-EN045 | Synchro Monster
Flower Cardian Lightflare
DARK | Warrior-Type Synchro | Level 10 | ATK 5000 | DEF 0
1 Tuner + 4 non-Tuner monsters
Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card: You can negate the activation, and if you do, destroy that card. If a "Flower Cardian" monster you control battles an opponent's monster, that opponent's monster has its effects negated during the Battle Phase only. If this face-up Synchro Summoned card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can Special Summon 1 "Flower Cardian" Synchro Monster from your Extra Deck, except "Flower Cardian Lightflare".
(Rare)

The strongest Flower Cardian we have so far, but that means nothing when it's just as bad.
 
                               Rating: 2 | RATE-EN044 | Synchro Monster
Superheavy Samurai Stealth Ninja
EARTH | Machine-Type Synchro | Level 7 | ATK 1200 | DEF 2800
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard: You can halve this card's original DEF until the end of this turn, and if you do, this card can attack your opponent directly this turn. Once per turn, during the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: You can Special Summon this card.
(Rare)

Don't attack directly with its effect. It costs you DEF, even if it's not for long. Not much else going for it though.
 
                               Rating: 1 | RATE-EN043 | Synchro Monster
Windwitch - Winter Bell
WIND | Spellcaster-Type Synchro | Level 7 | ATK 2400 | DEF 2000
1 Tuner + 1 or more non-Tuner WIND monsters
You can target 1 "Windwitch" monster in your Graveyard; inflict damage to your opponent equal to that target's Level x 200. During either player's Battle Phase: You can target 1 "Windwitch" monster you control; Special Summon 1 monster from your hand with a Level less than or equal to that monster, but it cannot attack this turn. You can only use each effect of "Windwitch - Winter Bell" once per turn.
(Rare)

Windwitches are more like an ice cube on a hot summer day. The bell here tolls for its own demise.
 
                               Rating: 1 | RATE-EN042 | Fusion Monster
Ancient Gear Howitzer
EARTH | Machine-Type Fusion | Level 8 | ATK 1000 | DEF 1800
2 "Ancient Gear" monsters
Unaffected by other cards' effects. During your Main Phase: You can inflict 1000 damage to your opponent. You can only use this effect of "Ancient Gear Howitzer" once per turn. If this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your Deck, ignoring its Summoning conditions.
(Common)

A far cry from the previous card in many ways. It really just isn't worth it.
 
                               Rating: 4 | RATE-EN041 | Fusion Monster
Chaos Ancient Gear Giant
DARK | Machine-Type Fusion | Level 10 | ATK 4500 | DEF 3000
4 "Ancient Gear" monsters
Must be Fusion Summoned and cannot be Special Summoned by other ways. Unaffected by Spell/Trap effects. Your opponent's monsters cannot activate their effects during the Battle Phase. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(Super Rare)

Pricy to bring out, but it has several good effects to make up for it.
 
                               Rating: 2 | RATE-EN040 | Fusion Monster
Windwitch - Crystal Bell
WIND | Spellcaster-Type Fusion | Level 8 | ATK 2800 | DEF 2400
"Windwitch - Winter Bell" + 1 "Windwitch" monster
You can target 1 monster in either player's Graveyard; until the End Phase, this card's name becomes that target's original name, and replace this effect with that target's original effects. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can target 1 "Windwitch - Winter Bell" and 1 Level 4 or lower "Windwitch" monster in your Graveyard; Special Summon them. You can only use each effect of "Windwitch - Crystal Bell" once per turn.
(Rare)

Pretty specific Fusion Materials, but the effects somewhat help make up for it.
 
                               Rating: 2 | RATE-EN039 | Fusion Monster
Brave-Eyes Pendulum Dragon
DARK | Dragon-Type Fusion | Level 8 | ATK 3000 | DEF 2000
1 "Pendulum Dragon" monster + 1 Warrior-Type monster
When this card is Fusion Summoned: You can change the ATK of all face-up monsters your opponent currently controls to 0, also, for the rest of this turn, other monsters you control cannot attack. Negate the activated effects of monsters with 0 ATK. At the end of the Damage Step, when this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster.
(Secret Rare)

The effects make it seem pretty potent, but the first effect only happens once while the 2nd is pretty specific.
 
                               Rating: 1 | RATE-EN038 | Ritual Monster
Shinobaron Peacock
WIND | Winged Beast, Ritual and Spirit | Level 8 | ATK 3000 | DEF 2500
You can Ritual Summon this card with "Shinobird's Calling". Must be Ritual Summoned, and cannot be Special Summoned by other ways. If this card is Ritual Summoned: You can return up to 3 monsters your opponent controls to the hand, then you can Special Summon 1 Level 4 or lower Spirit monster from your hand, ignoring its Summoning conditions. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand, and if you do, Special Summon 2 "Shinobird Tokens"
(Winged Beast-Type/WIND/Level 4/ATK 1500/DEF 1500).
(Rare)

You are essentially seeing double because this is just a carbon copy of Peacock.
 
                               Rating: 1 | RATE-EN037 | Ritual Monster
Shinobaroness Peacock
WIND | Winged Beast, Ritual and Spirit | Level 8 | ATK 2500 | DEF 3000
You can Ritual Summon this card with "Shinobird's Calling". Must be Ritual Summoned, and cannot be Special Summoned by other ways. If this card is Ritual Summoned: You can shuffle up to 3 Spell/Trap Cards your opponent controls into the Deck, then you can Special Summon 1 Level 4 or lower Spirit monster from your Deck, ignoring its Summoning conditions. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand, and if you do, Special Summon 2 "Shinobird Tokens" (Winged Beast-Type/WIND/Level 4/ATK 1500/DEF 1500).
(Rare)

Blueprints to become even worse Spirit monsters than you already are.
 
                               Rating: 2 | RATE-EN036 | Ritual Monster
Cyber Angel Natasha
LIGHT | Fairy-Type Ritual | Level 5 | ATK 1000 | DEF 1000
You can Ritual Summon this card with "Machine Angel Ritual". Once per turn: You can target 1 face-up monster you control; gain LP equal to half its ATK. When a Ritual Monster you control is targeted for an attack: You can negate the attack. If this card is in the Graveyard: You can banish 1 other "Cyber Angel" monster from your Graveyard, then target 1 monster your opponent controls; Special Summon this card, and if you do, take control of that monster.
(Super Rare)

If you can force your opponent's attacks to this card, this won't be too bad, but it's pretty weak.
 
                               Rating: 3 | RATE-EN035 | Effect Monster
Fairy Tail - Rella
LIGHT | Spellcaster | Level 4 | ATK 1850 | DEF 1000
Neither player can target monsters on the field with Spell Cards or effects, except this one. Once per turn: You can discard 1 Spell Card; equip 1 Equip Spell Card from your hand, Deck, or Graveyard to this card, but return that Equip Spell Card to the hand during the End Phase.
(Short Print Common)

The latest of the Fairy Tail series of monsters and she's about as good as the others, if you don't use her effect.
 
                               Rating: 3 | RATE-EN034 | Pendulum Monster
Metrognome
EARTH | Fairy-Type Pendulum | Level 4 | ATK 1800 | DEF 1600 | Scale 4
Once per turn: You can target 1 other card in a Pendulum Zone; this card's Pendulum Scale becomes equal to that card's, until the end of this turn.

While you have 2 cards in your Pendulum Zones with the same Pendulum Scale, this card gains ATK and DEF equal to the Pendulum Scale x 100, and can attack your opponent directly. If this card inflicts battle damage to your opponent by a direct attack: Destroy all cards in the Pendulum Zones.
(Short Print Common)

A decent Pendulum Monster, mostly for its ATK and low Level.
 
                               Rating: 1 | RATE-EN033 | Effect Monster
Wightprincess
LIGHT | Zombie | Level 3 | ATK 1600 | DEF 0
This card’s name becomes "Skull Servant" while it is in the Graveyard. If this card is Normal or Special Summoned: You can send 1 "Wightprince" from your Deck to the Graveyard. During either player's turn: You can send this card from your hand or field to the Graveyard; all monsters currently on the field lose ATK and DEF equal to their own Level/Rank x 300, until the end of this turn.
(Common)

It all started with Skull Servant and now there's a whole family of them, each as bad as the next.
 
                               Rating: 1 | RATE-EN032 | Effect Monster
Eater of Millions
DARK | Fiend | Level 1 | ATK ? | DEF ?
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down.
(Common)

You'd think it'd get a much higher boost being the Eater of Millions, but it seems they're very small meals.
 
                               Rating: 2 | RATE-EN031 | Effect Monster
Yokotuner
EARTH | Beast-Type Tuner | Level 1 | ATK 800 | DEF 600
When this card is Normal Summoned: You can Special Summon 1 Tuner from your hand or Graveyard, but it has its effects negated.
(Common)

Very few Decks will benefit from this considering most Synchros need only 1 Tuner, but it may help for those few.
 
                               Rating: 1 | RATE-EN030 | Effect Monster
Hebo, Lord of the River
WATER | Aqua-Type Spirit | Level 4 | ATK 1800 | DEF 600
Cannot be Special Summoned. If this card is Normal Summoned or flipped face-up: You can target 1 face-up monster on the field; that target is treated as a Spirit monster, also return that target to the hand during the End Phase. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand.
(Common)

Compulsory Evacuation Device pretty much ensures whatever monster you want is back in the owner's hand.
 
                               Rating: 4 | RATE-EN029 | Effect Monster
Apprentice Piper
DARK | Spellcaster-Type Flip | Level 2 | ATK 100 | DEF 1500
FLIP: You can Special Summon 1 monster from your hand.
If this card is destroyed by battle or card effect and sent to the Graveyard: You can Special Summon 1 monster from your hand.
(Common)

It may be down to a bit of luck with what's in your hand, but there's very few monsters it can't Special Summon.
 
                               Rating: 3 | RATE-EN028 | Effect Monster
Miscellaneousaurus
FIRE | Dinosaur | Level 4 | ATK 1800 | DEF 1000
During either player's Main Phase: You can send this card from your hand to the Graveyard; during this Main Phase, Dinosaur-Type monsters you control are unaffected by your opponent's activated effects. You can banish any number of Dinosaur-Type monsters from your Graveyard, including this card; Special Summon 1 Dinosaur-Type monster from your Deck with a Level equal to the total number of monsters banished to activate this effect, but destroy it during the End Phase. You can only use this effect of "Miscellaneousaurus" once per turn.
(Common)

Not many Beatsticks offer protection for other monsters and this keeps your Dinos safe from harm, albeit temporarily.
 
                               Rating: 3 | RATE-EN027 | Effect Monster
Tierra, Source of Destruction
LIGHT | Fiend | Level 11 | ATK 3400 | DEF 3600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling 10 other cards with different names from your hand and/or field into the Deck and/or Extra Deck, and cannot be Special Summoned by other ways. This card's Special Summon cannot be negated. If this card is Special Summoned: Shuffle all cards into the Deck, except this card, from each player's hand, field, Graveyard, and face-up Pendulum Monsters from the Extra Deck. Neither player can activate cards or effects in response to this effect's activation.
(Super Rare)

Finally, Sophia, Goddess of Rebirth has become something useful, and it's pretty easy to Summon too.
 
                               Rating: 2 | RATE-EN026 | Effect Monster
Spiritual Beast Tamer Winda
WIND | Psychic | Level 4 | ATK 1600 | DEF 1800
If this card in its owner's possession is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 "Ritual Beast" monster from your Deck or Extra Deck, ignoring its Summoning conditions. You can only Special Summon "Spiritual Beast Tamer Winda(s)" once per turn.
(Rare)

Not many potent members to search for, but it gets the better ones at least.
 
                               Rating: 1 | RATE-EN025 | Effect Monster
Envoy of Chaos
DARK | Warrior | Level 4 | ATK 1500 | DEF 0
During either player's Battle Phase: You can discard this card, then target 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster you control; it gains 1500 ATK until the end of this turn, and if it does, every opponent's monster that battles it this turn has its ATK become that monster's original ATK during damage calculation only. Once per turn, during the End Phase, if this card is in the Graveyard: You can banish 1 LIGHT and 1 DARK monster from your Graveyard, except this card; add this card to your hand.
(Rare)

Very specific to two poorly constructed Archetypes and they don't even keep the ATK boost.
 
                               Rating: 1 | RATE-EN024 | Effect Monster
Shinobird Pigeon
WIND | Winged Beast-Type Spirit | Level 4 | ATK 1000 | DEF 1800
Cannot be Special Summoned. Once per turn: You can target 1 other Spirit monster on the field; return it to the hand. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand.
(Common)

Even the original Spirit monsters from Legacy of Darkness would be better than this.
 
                               Rating: 1 | RATE-EN023 | Effect Monster
Shinobird Crane
WIND | Winged Beast-Type Spirit | Level 4 | ATK 1500 | DEF 1500
Cannot be Special Summoned. Once per turn, if another Spirit monster is Normal or Special Summoned while this monster is on the field: You can draw 1 card. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand.
(Common)

There's really no reason to rate Spirit monsters high at all. They're just not good enough.
 
                               Rating: 1 | RATE-EN022 | Effect Monster
Shinobird Crow
WIND | Winged Beast-Type Spirit | Level 4 | ATK 0 | DEF 0
Cannot be Special Summoned. Once per turn, during either player's Damage Step, when this card battles an opponent's monster: You can discard 1 Spirit monster; until the end of the Battle Phase, this card gains ATK and DEF equal to the ATK and DEF of the discarded monster. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand.
(Common)

I guess Spirit monsters are going to haunt booster sets for the forseeable future even though no one uses them.
 
                               Rating: 1 | RATE-EN021 | Effect Monster
Crystron Sulfefnir
WATER | Machine | Level 5 | ATK 2000 | DEF 1500
If this card is in your hand or Graveyard: You can discard 1 "Crystron" card, except "Crystron Sulfefnir"; Special Summon this card in Defense Position, then destroy 1 card you control. If this card on the field is destroyed by battle or card effect: You can Special Summon 1 "Crystron" monster from your Deck in Defense Position. You can only use each effect of "Crystron Sulfefnir" once per turn.
(Super Rare)

The strongest of two new members, but the first one is 1/4 the ATK and 1/3 the DEF. Hardly a comparison.
 
                               Rating: 2 | RATE-EN020 | Effect Monster
Crystron Rion
WATER | Machine-Type Tuner | Level 3 | ATK 500 | DEF 500
During your opponent's Main Phase or Battle Phase: You can target 1 of your banished non-Tuner monsters; Special Summon it, but it has its effects negated (if any), and if you do, immediately after this effect resolves, Synchro Summon 1 Machine-Type Synchro Monster using only that monster and this card (this is a Quick Effect). These Synchro Materials are shuffled into the Deck instead of being sent to the Graveyard. You can only use this effect of "Crystron Rion" once per turn.
(Common)

Being a Tuner will help, but Crystrons are not a good Deck since their party trick is never a good idea.
 
                               Rating: 1 | RATE-EN019 | Effect Monster
True King Lithosagym, the Disaster
EARTH | Wyrm | Level 9 | ATK 2500 | DEF 2300
If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including an EARTH monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were EARTH, you can also look at your opponent's Extra Deck and banish up to 3 monsters from it with different names. If this card is destroyed by card effect: You can Special Summon 1 non-EARTH Wyrm-Type monster from your Graveyard. You can only use each effect of "True King Lithosagym, the Disaster" once per turn.
(Super Rare)

A disaster indeed because the effects are far more costly than they're worth.
 
                               Rating: 2 | RATE-EN018 | Effect Monster
Zoodiac Ramram
EARTH | Beast-Warrior | Level 4 | ATK 400 | DEF 2000
If this card is destroyed by battle or card effect: You can target 1 "Zoodiac" monster in your Graveyard, except "Zoodiac Ramram"; Special Summon it. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● During either player's turn, when your opponent activates a Trap Card or effect that targets this card: You can detach 1 Xyz Material from this card; negate the activation.
(Common)

At least this one has the DEF to survive on its own. No point in making it Zoodiac Xyz Material though.
 
                               Rating: 1 | RATE-EN017 | Effect Monster
Zoodiac Thoroughblade
EARTH | Beast-Warrior | Level 4 | ATK 1600 | DEF 0
If this card is Normal or Special Summoned: You can discard 1 "Zoodiac" card, and if you do, draw 1 card. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
(Ultra Rare)

Fairy Meteor Crush is already leagues better than this.
 
                               Rating: 1 | RATE-EN016 | Effect Monster
Zoodiac Whiptail
EARTH | Beast-Warrior | Level 4 | ATK 1200 | DEF 400
During either player's turn: You can target 1 Beast-Warrior-Type Xyz Monster you control; attach this card from your hand or field to it as Xyz Material. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● If this card battles an opponent's monster, after damage calculation: Banish that opponent's monster.
(Super Rare)

All they do is copy more generic cards. Nothing good about them at all.
 
                               Rating: 1 | RATE-EN015 | Effect Monster
Zoodiac Bunnyblast
EARTH | Beast-Warrior | Level 4 | ATK 800 | DEF 800
If this card is destroyed by battle or card effect: You can target 1 "Zoodiac" card in your Graveyard, except "Zoodiac Bunnyblast"; add it to your hand. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● During either player's turn, when your opponent activates a Spell Card or effect that targets this card: You can detach 1 Xyz Material from this card; negate the activation.
(Common)

Magic Jammer costs you 1 card in your hand, which is much better than wasting an Xyz Material.
 
                               Rating: 1 | RATE-EN014 | Effect Monster
Zoodiac Ratpier
EARTH | Beast-Warrior | Level 4 | ATK 0 | DEF 0
If this card is Normal Summoned: You can send 1 "Zoodiac" card from your Deck to the Graveyard. An Xyz Monster whose original Type is Beast-Warrior and has this card as Xyz Material gains this effect.
● Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 "Zoodiac Ratpier" from your hand or Deck.
(Super Rare)

I've seen much hype with this one, but it's unjustified because all it can do is fetch copies of itself.
 
                               Rating: 2 | RATE-EN013 | Effect Monster
Ancient Gear Hunting Hound
EARTH | Machine | Level 3 | ATK 1000 | DEF 1000
If this card is Normal Summoned: Inflict 600 damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. Once per turn: You can Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials.
(Common)

It bypasses the need for Polymerization while still counting as a Fusion Summon, but doesn't do much else.
 
                               Rating: 1 | RATE-EN012 | Effect Monster
Flower Cardian Cherry Blossom with Curtain
DARK | Warrior | Level 3 | ATK 2000 | DEF 2000
Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. You can reveal this card in your hand; draw 1 card, and if you do, show it, then Special Summon this card if the drawn card is a "Flower Cardian" monster. Otherwise, send it and this card to the Graveyard. During either player's Damage Step, when your "Flower Cardian" monster battles an opponent's monster: You can discard this card; your battling monster gains 1000 ATK until the end of this turn.
(Common)

That curtain must be on fire or shredded like it had a fight with a lawn mower. Nothing good comes from these flowers.
 
                               Rating: 1 | RATE-EN011 | Effect Monster
Cipher Etranger
LIGHT | Spellcaster | Level 1 | ATK 0 | DEF 0
If this card is in your hand or Graveyard: You can target 1 "Cipher" Xyz Monster you control; attach this card to it as an Xyz Material. If this card is sent to the Graveyard: You can add 1 "Cipher" Spell/Trap Card from your Deck to your hand. You can only use 1 "Cipher Etranger" effect per turn, and only once that turn.
(Common)

There's nothing Ciphers have that makes this worth using.
 
                               Rating: 1 | RATE-EN010 | Effect Monster
Cyber Tutubon
EARTH | Warrior | Level 5 | ATK 1800 | DEF 1600
You can Special Summon this card (from your hand) by Tributing 1 Warrior or Fairy-Type monster from your hand or field. If this card is Tributed for a Ritual Summon: You can target 1 Ritual Spell Card in your Graveyard; add it to your hand.
(Common)

Hardly an upgrade when it costs about as much to Normal Summon it as it does to Special Summon it.
 
                               Rating: 1 | RATE-EN009 | Effect Monster
Fusion Parasite
DARK | Insect | Level 1 | ATK 0 | DEF 0
This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. Cannot be used as Fusion Material otherwise. If this card is Special Summoned (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card.
(Rare)  

The worst Fusion Substitute I've ever seen. The originals are much more versatile.
 
                               Rating: 2 | RATE-EN008 | Effect Monster
Windwitch - Snow Bell
WIND | Spellcaster-Type Tuner | Level 1 | ATK 100 | DEF 100
If you control 2 or more WIND monsters, and no non-WIND monsters: You can Special Summon this card from your hand. A WIND Synchro Monster that was Summoned using this card as Synchro Material cannot be destroyed by your opponent's card effects.
(Ultra Rare)

Stardust Dragon would work well with this as it's a WIND Synchro, but not much else.
 
                               Rating: 2 | RATE-EN007 | Effect Monster
Windwitch - Ice Bell
WIND | Spellcaster | Level 3 | ATK 1000 | DEF 1000
If you control no monsters: You can Special Summon this card from your hand, then you can Special Summon 1 "Windwitch" monster from your Deck, but it cannot be Tributed. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Level 5 or higher WIND monsters. If this card is Normal or Special Summoned: You can inflict 500 damage to your opponent. You can only use each effect of "Windwitch - Ice Bell" once per turn.
(Ultra Rare)

Even with the card you bring out, it probably won't be enough and there's only two others to choose from.
 
                               Rating: 2 | RATE-EN006 | Effect Monster
Speedroid Horse Stilts
WIND | Machine | Level 4 | ATK 1100 | DEF 1100
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Speedroid" monster from your hand. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; send 1 WIND monster from your Deck to the Graveyard. You can only use this effect of "Speedroid Horse Stilts" once per turn.
(Common)

Not very good as a whole, but at least it's mostly just restricted to WIND Decks.
 
                               Rating: 2 | RATE-EN005 | Effect Monster
Speedroid Gum Prize
WIND | Machine-Type Tuner | Level 1 | ATK 0 | DEF 800
During the Battle Phase, if you take battle or effect damage: You can Special Summon this card from your hand. During either player's Battle Phase in which this card was Special Summoned by its effect, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only WIND monsters you control, including this card. If this card is sent to the Graveyard as a Synchro Material: You can send the top card of your Deck to the Graveyard, and if the sent card was a "Speedroid" monster, the Synchro Monster that used this card as Synchro Material gains 1000 ATK.
(Common)

More like a consolation prize because it has very few good perks.
 
                               Rating: 2 | RATE-EN004 | Pendulum Monster
Performapal Laugh Maker
LIGHT | Spellcaster-Type Pendulum | Level 8 | ATK 2500 | DEF 2000 | Scale 5
Once per turn, if your opponent controls a monster whose current ATK is higher than its original ATK: You can gain 1000 LP.

When this card declares an attack: You can make this card gain 1000 ATK for each monster on the field whose current ATK is higher than its original ATK, except other monsters you control, until the end of the Battle Phase. If this card is destroyed by battle or card effect while its current ATK is higher than its original ATK: You can target 1 monster in your Graveyard; Special Summon it. You can only use 1 "Performapal Laugh Maker" effect per turn, and only once that turn.
(Rare)

Could be somewhat useful given all the ways there are to increase ATK.
 
                               Rating: 2 | RATE-EN003 | Pendulum Monster
Performapal Dag Daggerman
EARTH | Warrior-Type Pendulum | Level 5 | ATK 2000 | DEF 600 | Scale 2
During your Main Phase, if this card was activated this turn: You can target 1 "Performapal" monster in your Graveyard; add it to your hand. You can only use this effect of "Performapal Dag Daggerman" once per turn.

During your Main Phase, if this card was Pendulum Summoned this turn: You can send 1 "Performapal" monster from your hand to the Graveyard; draw 1 card. You can only use this effect of "Performapal Dag Daggerman" once per turn.
(Ultra Rare)

Name is bad enough, but it's also packaged with bad effects and stats. Its Scale is the only good thing.
 
                               Rating: 1 | RATE-EN002 | Pendulum Monster
Performapal Handstandacoon
EARTH | Beast-Type Pendulum | Level 2 | ATK 400 | DEF 600 | Scale 3
You can target 1 "Performapal" card you control; return it to the hand, but for the rest of this turn, your cards with the same name as the one returned to the hand by this effect, and their effects, cannot be activated (even if this card leaves the field). You can only use this effect of "Performapal Handstandaccoon" once per turn.

When this card is destroyed by battle: You can target 1 card on the field; return it to the hand.
(Common)

The monster's acrobatics will impress no one since his stats and effects are poor and such a feat isn't uncommon.
 
                               Rating: 2 | RATE-EN001 | Pendulum Monster
Dragoncaller Magician
DARK | Spellcaster-Type Pendulum | Level 7 | ATK 2400 | DEF 1000 | Scale 2
Once per turn: You can target 1 face-up monster on the field; it becomes Dragon-Type until the end of your opponent's turn (even if this card leaves the field).

Once per turn: You can make this card become Dragon-Type until the end of this turn. A monster that was Fusion, Synchro, or Xyz Summoned using this card on the field as Material gains this effect.
● If this card battles a Dragon-Type monster, this card's ATK becomes double its original ATK during the Damage Step only.
(Super Rare)

The Scale is nice, but the effects make it entirely relient on being successful and only 1 effect will work at a time.
 
                               Rating: 1 | RATE-EN000 | Spell Card
Fusion Recycling Plant
Field Spell
Once per turn: You can discard 1 card; add 1 "Polymerization" from your Deck or Graveyard to your hand. Once per turn, during the End Phase: You can target 1 monster in your Graveyard that was used as a Fusion Material for a Fusion Summon this turn; add it to your hand.
(Rare)

A less versatile Fusion Sage isn't useful at all.