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Rise of Destiny (RDS-EN) Card Ratings

1. RDS-ENSE1-SE4 are only included because of their Set ID.
2. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Rise_of_Destiny_(TCG-EN-1E)
RDS Special Edition (RDS-ENSE4)
Vampire Lord
DARK / Effect Monster / Level 5 / ATK 2000 / DEF 1500
(Zombie / Effect)

Each time this card inflicts Battle Damage to your opponent, declare 1 card Type (Monster, Spell, or Trap). Your opponent selects 1 card of that Type from his/her Deck and sends it to the Graveyard. Also, when this card is destroyed and sent to your Graveyard by your opponent's card effect, it is Special Summoned to the field during your next Standby Phase.
(Ultra Rare)
Rating: 2 out of 5
First effect is down to the opponent's choice and the 2nd is quite slow. Not very strong either.
RDS Special Edition (RDS-ENSE3)
Judgment of Anubis
TRAP / Counter Trap
Discard 1 card from your hand to negate the activation and the effect of a Spell Card controlled by your opponent that includes the effect of destroying Spell and/or Trap Card(s) on the field and destroy it. Then, you can destroy 1 face-up monster on your opponent's side of the field and inflict damage to your opponent equal to the ATK of the destroyed monster.
(Ultra Rare)
Rating: 4 out of 5
Even Magic Jammer isn't this potent for the same price.
RDS Special Edition (RDS-ENSE2)
Dark Magician Girl (original artwork)
DARK / Effect Monster / Level 6 / ATK 2000 / DEF 1700
(Spellcaster / Effect)

Increase the ATK of this monster by 300 points for each "Dark Magician" or "Magician of Black Chaos" in either player's Graveyard.
(Ultra Rare)
Rating: 2 out of 5
Only Dark Magician is available in English, which means only 2900 ATK at best.
RDS Special Edition (RDS-ENSE1)
Diffusion Wave-Motion
SPELL / Normal Spell
Pay 1000 Life Points. Select 1 Level 7 or higher Spellcaster-Type monster on your side of the field. During this turn, only the selected monster can attack and it attacks all monsters on your opponent's side of the field. The effects of the Effect Monsters destroyed by the selected monster in battle cannot be activated.
(Ultra Rare)
Rating: 1 out of 5
The fee is too steep for such restraints.
 
Rise of Destiny (RDS-EN060)
Covering Fire
TRAP / Normal Trap
If your opponent's monster attacks a monster on your side of the field, you can activate this card during the Damage Step. Increase the ATK of your attacked monster by the ATK of 1 other face-up monster on your side of the field during the Damage Step.
(Rare) & (Ultimate Rare)
Rating: 2 out of 5
Only works when you have at least 2 monsters out, but the right one can save the one being attacked.
Rise of Destiny (RDS-EN059)
Astral Barrier
TRAP / Continuous Trap
If your opponent's monster attacks a monster on your side of the field, you can make the attack a direct attack to your Life Points.
(Common)
Rating: 1 out of 5
Almost always better to lose a monster than take direct damage.
Rise of Destiny (RDS-EN058)
Spell Purification
TRAP / Normal Trap
Discard 1 card from your hand. Destroy all face-up Continuous Spell Cards on the field.
(Common)
Rating: 1 out of 5
Costs you a card and as a Trap Card it's quite slow for the end result.
Rise of Destiny (RDS-EN057)
Pikeru's Circle of Enchantment
TRAP / Normal Trap
Damage to the controller of this card from card effects becomes 0 until the End Phase of this turn. 
(Super Rare) & (Ultimate Rare)
Rating: 1 out of 5
Hardly any cards deal damage (#41) these days, and even then it's generally up to 1000 points.
Rise of Destiny (RDS-EN056)
Chain Burst
TRAP / Continuous Trap
Inflict 1000 points of damage to each player who activates a Trap Card.
(Rare) & (Ultimate Rare)
Rating: 2 out of 5
Only really useful if you run less Trap Cards than your opponent.
Rise of Destiny (RDS-EN055)
Fuh-Rin-Ka-Zan
TRAP / Normal Trap
You can only activate this card when there are at least 1 monster each of WIND, WATER, FIRE and EARTH Attributes face-up on the field. Select and resolve 1 of the following effects. 
● Destroy all monsters on your opponent's side of the field. 
● Destroy all Spell and Trap Cards on your opponent's side of the field. 
● Randomly discard 2 cards from your opponent's hand. 
● Draw 2 cards.
(Common)
Rating: 2 out of 5
Needs 4 specific monsters on your field at the same time. Not an easy feat.
Rise of Destiny (RDS-EN054)
Mind Haxorz
TRAP / Normal Trap
Pay 500 Life Points. Look at your opponent's hand and all Set cards on his/her side of the field.
(Common)
Rating: 1 out of 5
Nothing is actually accomplished here.
Rise of Destiny (RDS-EN053)
Fruits of Kozaky's Studies
TRAP / Normal Trap
Look at the top 3 cards of your Deck and return those cards to the top of the Deck in any order.
(Common)
Rating: 1 out of 5
A gamble that'll likely leave more disappointment.
Rise of Destiny (RDS-EN052)
Rare Metalmorph
TRAP / Continuous Trap
Increase the ATK of 1 Machine-Type monster on the field by 500 points. Only once, negate the effect of a Spell Card that designates the monster. When the selected monster is removed from the field, destroy this card.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
A worse variant of Black Pendant.
Rise of Destiny (RDS-EN051)
Xing Zhen Hu
TRAP / Continuous Trap
Select 2 Set Spell or Trap Cards on the field and activate this card. As long as this card remains on the field, the selected Spell or Trap Cards cannot be activated.
(Common)
Rating: 1 out of 5
Better to get rid of them.
Rise of Destiny (RDS-EN050)
Divine Wrath
TRAP / Counter Trap
Discard 1 card from your hand. Negate the activation and the effect of an Effect Monster and destroy the monster.
(Super Rare) & (Ultimate Rare)
Rating: 2 out of 5
Few cards actually activate, so there's little to counter with this.
Rise of Destiny (RDS-EN049)
Tragedy
TRAP / Normal Trap
You can only activate this card when a monster on your opponent's side of the field in face-up Attack Position is changed to face-up Defense Position. Destroy all Defense Position monsters on your opponent's side of the field.
(Super Rare) & (Ultimate Rare)
Rating: 1 out of 5
A foil this bad is certainly a tragedy.
Rise of Destiny (RDS-EN048)
Malice Dispersion
SPELL / Quick-Play Spell
Discard 1 card from your hand. Destroy all face-up Continuous Trap Cards on the field.
(Common)
Rating: 1 out of 5
There's one of these coming up later in the set that's just as bad.
Rise of Destiny (RDS-EN047)
Lighten the Load
SPELL / Continuous Spell
Add 1 Level 7 or higher monster from your hand to your Deck and shuffle it, then draw 1 card. You can only use this effect once per turn.
(Common)
Rating: 1 out of 5
Lightens nothing if you have a monster of even 1 less Level.
Rise of Destiny (RDS-EN046)
Ballista of Rampart Smashing
SPELL / Equip Spell
If a monster equipped with this card attacks a face-down Defense Position monster, increase the ATK of the equipped monster by 1500 points.
(Common)
Rating: 2 out of 5
Could help with piercing damage, but most monsters aren't worth this.
Rise of Destiny (RDS-EN045)
Monster Reincarnation
SPELL / Normal Spell
Discard 1 card from your hand. Add 1 Monster Card from your Graveyard to your hand.
(Super Rare) & (Ultimate Rare)
Rating: 1 out of 5
Only a rarity below Call of the Haunted's original rarity (#12) when it doesn't even revive the monster.
Rise of Destiny (RDS-EN044)
Back to Square One
SPELL / Normal Spell
Discard 1 card from your hand. Return 1 monster on the field to the top of the owner's Deck.
(Common)
Rating: 1 out of 5
The cost shouldn't be there since it's not going to be gone for long in most cases.
Rise of Destiny (RDS-EN043)
Mokey Mokey Smackdown
SPELL / Continuous Spell
While a face-up "Mokey Mokey" is on your side of the field, if a Fairy-Type monster on your side of the field is destroyed, the ATK of all "Mokey Mokey" on your side of the field becomes 3000 until the End Phase of this turn.
(Common)
Rating: 1 out of 5
Mokey Mokey isn't an ideal monster anywhere.
Rise of Destiny (RDS-EN042)
Flint
SPELL / Equip Spell
A monster equipped with this card cannot change its Battle Position or attack, and has its ATK decreased by 300 points. If the equipped monster is destroyed, select 1 monster on the field and equip this card to that monster.
(Rare) & (Ultimate Rare)
Rating: 2 out of 5
Better than Spellbinding Circle, but not by much.
Rise of Destiny (RDS-EN041)
Machine Duplication
SPELL / Normal Spell
Select 1 Machine-Type monster with an ATK of 500 or less on your side of the field and activate this card. You can Special Summon up to 2 cards with the same name from your Deck.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
Really bad incentive to run weak Machines. (#9)
Rise of Destiny (RDS-EN040)
Necklace of Command
SPELL / Equip Spell
When a monster on your side of the field equipped with this card is destroyed as a result of battle, and this card is sent to the Graveyard, select and activate 1 of the following effects:
● Draw 1 card from your Deck. 
● Randomly discard 1 card from your opponent's hand to the Graveyard.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
So I have to lose both cards just to get 1 perk out of this.
Rise of Destiny (RDS-EN039)
Triangle Ecstasy Spark
SPELL / Normal Spell
Until the End Phase of this turn, the ATK of all "Harpie Lady Sisters" becomes 2700, your opponent cannot activate any Trap Cards, and the effect of every Trap Card on your opponent's side of the field is negated.
(Super Rare) & (Ultimate Rare)
Rating: 1 out of 5
Jinzo (#3) does this as a Level 6 monster and is much more useful.
Rise of Destiny (RDS-EN038)
Harpies' Hunting Ground
SPELL / Field Spell
When "Harpie Lady" or "Harpie Lady Sisters" is Normal Summoned or Special Summoned to the field, destroy 1 Spell or Trap Card on the field. Increase the ATK and DEF of all face-up Winged Beast-Type monsters on the field by 200 points.
(Common)
Rating: 1 out of 5
The boost is too weak and sooner or later, this'll take out your own cards.
Rise of Destiny (RDS-EN037)
Serial Spell
SPELL / Quick-Play Spell
You can only activate this card when you activate one of your Normal Spell Cards. Discard all the cards in your hand to the Graveyard. The effect of this card becomes the same as the Normal Spell Card.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
A waste of your entire hand just to copy 1 likely medicore Spell Card.
Rise of Destiny (RDS-EN036)
Mokey Mokey King
LIGHT / Fusion Monster / Level 6 / ATK 300 / DEF 100
(Fairy / Fusion / Effect)

"Mokey Mokey" + "Mokey Mokey" + "Mokey Mokey".
When this card is removed from the field, you can Special Summon as many "Mokey Mokey" as possible from your Graveyard.
(Common)
Rating: 1 out of 5
A giant pillow that feels like a brick when you lay your head on it.
Rise of Destiny (RDS-EN035)
Dark Blade the Dragon Knight
DARK / Fusion Monster / Level 6 / ATK 2200 / DEF 1500
(Warrior / Fusion / Effect)

"Dark Blade" + "Pitch-Dark Dragon"
Each time this card inflicts Battle Damage to your opponent, you can select up to 3 Monster Cards from your opponent's Graveyard and remove them from play.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
Kycoo is a much better version of this.
Rise of Destiny (RDS-EN034)
Homunculus the Alchemic Being
LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 1600
(Plant / Effect)

You can change the Attribute of this monster. This effect can only be used once per turn.
(Common)
Rating: 3 out of 5
Who cares about altering Attributes when this has 1800 ATK to take monsters down?
Rise of Destiny (RDS-EN033)
A-Team: Trap Disposal Unit
FIRE / Effect Monster / Level 2 / ATK 300 / DEF 400
(Machine / Effect)

This effect can be used during either player's turn. When your opponent activates a Trap Card, Tribute this face-up card to negate the activation of the Trap Card and destroy it.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
Dispose of their services and run Seven Tools.
Rise of Destiny (RDS-EN032)
Dekoichi the Battlechanted Locomotive
DARK / Effect Monster / Level 4 / ATK 1400 / DEF 1000
(Machine / Flip / Effect)

FLIP: Draw 1 card. If you have face-up "Bokoichi, the Freightening Car" card(s) on your side of the field, draw an additional card for each of them.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
Slower than even Jar of Greed.
Rise of Destiny (RDS-EN031)
Fusilier Dragon, the Dual-Mode Beast
DARK / Effect Monster / Level 7 / ATK 2800 / DEF 2000
(Machine / Effect)

This card can be Normal Summoned or Set without Tribute. In that case, the original ATK/DEF of this card become halved.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
Easily the worst transformer in Yu-Gi-Oh.
Rise of Destiny (RDS-EN030)
Big Core
DARK / Effect Monster / Level 6 / ATK 2300 / DEF 1100
(Machine / Effect)

Put 3 counters on this card when you Normal Summon it. This card is not destroyed as a result of battle. If this card battles a monster, remove 1 counter from this card at the end of the Damage Step. If this card battles without a counter, destroy this card at the end of the Damage Step.
(Super Rare) & (Ultimate Rare)
Rating: 1 out of 5
Not a B.E.S. monster (#21) by name, but it checks all the boxes.
Rise of Destiny (RDS-EN029)
Fox Fire
FIRE / Effect Monster / Level 2 / ATK 300 / DEF 200
(Pyro / Effect)

During the End Phase of a turn when this face-up card was destroyed as a result of battle, Special Summon this card from the Graveyard to your side of the field. This card cannot be Tributed for a Tribute Summon.
(Common)
Rating: 1 out of 5
Charmander had more flame than this when Damien left it out in the rain.
Rise of Destiny (RDS-EN028)
Gaia Soul the Combustible Collective
FIRE / Effect Monster / Level 4 / ATK 2000 / DEF 0
(Pyro / Effect)

You can Tribute up to 2 Pyro-Type Monsters on your side of the field. If you do this, increase the ATK of this monster by the number of Tributed monsters x 1000 points. When this card 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. Destroy this card during the End Phase.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
You'll be down up to 3 monsters in a single turn thanks to this.
Rise of Destiny (RDS-EN027)
Mirage Dragon
LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 600
(Dragon / Effect)

As long as this card remains face-up on your side of the field, your opponent cannot activate Trap Cards during the Battle Phase.
(Common)
Rating: 2 out of 5
The LIGHT counterpart to Warwolf, and just as useful.
Rise of Destiny (RDS-EN026)
Pitch-Black Warwolf
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 600
(Beast-Warrior / Effect)

As long as this card remains face-up on your side of the field, your opponent cannot activate Trap Cards during the Battle Phase.
(Common)
Rating: 2 out of 5
At least the effect is different.
Rise of Destiny (RDS-EN025)
Creeping Doom Manta
WATER / Effect Monster / Level 3 / ATK 1300 / DEF 1200
(Fish / Effect)

When this card is Normal Summoned successfully, no Trap Cards can be activated.
(Common)
Rating: 1 out of 5
Such originality with these last 4 cards...
Rise of Destiny (RDS-EN024)
Invasion of Flames
FIRE / Effect Monster / Level 3 / ATK 1300 / DEF 1200
(Pyro / Effect)

When this card is Normal Summoned successfully, no Trap Cards can be activated.
(Common)
Rating: 1 out of 5
I guess it's good you can choose which of them loses a battle.
Rise of Destiny (RDS-EN023)
Tactical Espionage Expert
EARTH / Effect Monster / Level 3 / ATK 1300 / DEF 1200
(Warrior / Effect)

When this card is Normal Summoned successfully, no Trap Cards can be activated.
(Common)
Rating: 1 out of 5
Spies only on their own house while it is empty.
Rise of Destiny (RDS-EN022)
Eagle Eye
WIND / Effect Monster / Level 3 / ATK 1300 / DEF 1200
(Winged Beast / Effect)

When this card is Normal Summoned successfully, no Trap Cards can be activated.
(Common)
Rating: 1 out of 5
Who'd want to block the Summon of this anyway?
Rise of Destiny (RDS-EN021)
Thestalos the Firestom Monarch
FIRE / Effect Monster / Level 6 / ATK 2400 / DEF 1000
(Pyro / Effect)

When this card is Tribute Summoned successfully, randomly discard 1 card from your opponent's hand to the Graveyard. If the discarded card was a Monster Card, inflict damage to your opponent's Life Points equal to the Level of the monster x 100 points.
(Super Rare) & (Ultimate Rare)
Rating: 3 out of 5
Risky effect, but good otherwise.
Rise of Destiny (RDS-EN020)
Raging Flame Sprite
FIRE / Effect Monster / Level 3 / ATK 100 / DEF 200
(Pyro / Effect)

This card can attack your opponent's Life Points directly. Each time this card successfully attacks directly, increase the ATK of this card by 1000 points.
(Common)
Rating: 1 out of 5
Won't have decent ATK until 2 attacks later.
Rise of Destiny (RDS-EN019)
Harpie Lady 3
WIND / Effect Monster / Level 4 / ATK 1300 / DEF 1400
(Winged Beast / Effect)

This card's name is treated as "Harpie Lady". Your opponent's monster that battles with this card cannot declare an attack for your opponent's next 2 turns.
(Common)
Rating: 1 out of 5
3rd place is just as bad as first.
Rise of Destiny (RDS-EN018)
Harpie Lady 2
WIND / Effect Monster / Level 4 / ATK 1300 / DEF 1400
(Winged Beast / Effect)

This card's name is treated as "Harpie Lady". Negate the effects of any Flip Effect Monsters that are destroyed by this monster as a result of battle.
(Common)
Rating: 1 out of 5
All UDE did was slap crappy effects on what was once a vanilla monster. (#26)
Rise of Destiny (RDS-EN017)
Harpie Lady 1
WIND / Effect Monster / Level 4 / ATK 1300 / DEF 1400
(Winged Beast / Effect)

This card's name is treated as "Harpie Lady". As long as this card remains on the field, increase the ATK of all WIND monsters by 300 points.
(Common)
Rating: 1 out of 5
Marginal improvement over the original.
Rise of Destiny (RDS-EN016)
Sasuke Samurai #4
WIND / Effect Monster / Level 4 / ATK 1200 / DEF 1200
(Warrior / Effect)

If this card battles a monster, toss a coin and call heads or tails before damage calculation. If you call it right, destroy the opponent's monster with this effect.
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
We've had 4 Sasuke Samurais and none of them have been any good.
Rise of Destiny (RDS-EN015)
Roc from the Valley of Haze
WIND / Effect Monster / Level 6 / ATK 2400 / DEF 1400
(Winged Beast / Effect)

When this card is sent directly from your hand to the Graveyard, add this card to the Deck and shuffle it.
(Common)
Rating: 3 out of 5
This set needs more of these.
Rise of Destiny (RDS-EN014)
Element Saurus
DARK / Effect Monster / Level 4 / ATK 1500 / DEF 1200
(Dinosaur / Effect)

This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field. 
● FIRE: Increase the ATK of this card by 500 points. 
● EARTH: Negate the effect of an Effect Monster that is destroyed by this monster as a result of battle.
(Common)
Rating: 1 out of 5
Bad stats and relies on specific monsters for weak "benefits".
Rise of Destiny (RDS-EN013)
Element Magician
LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1200
(Spellcaster / Effect)

This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field. 
● WATER: Control of this card cannot switch. 
● WIND:  If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.
(Common)
Rating: 1 out of 5
Jorgon von Strangle didn't need to shut off their wand.
Rise of Destiny (RDS-EN012)
Perfect Machine King
EARTH / Effect Monster / Level 8 / ATK 2700 / DEF 1500
(Machine / Effect)

Increase the ATK of this card by 500 points for each Machine-Type monster on the field other than this card. 
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
Perfect would've given it at least 3000 ATK.
Rise of Destiny (RDS-EN011)
Heavy Mech Support Platform
DARK / Effect Monster / Level 3 / ATK 500 / DEF 500
(Machine / Union / Effect)

Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up Machine-Type monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card 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. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed, this card is destroyed instead).
(Common)
Rating: 1 out of 5
We finally get a generic Union monster and it's the equivalent of early Equip Cards. (#97)
Rise of Destiny (RDS-EN010)
Nightmare Penguin
WATER / Effect Monster / Level 4 / ATK 900 / DEF 1800
(Aqua / Effect)

When this card is flipped face-up, return 1 card on your opponent's side of the field to the owner's hand. As long as this card remains face-up on the field, increase the ATK of all WATER monsters on your side of the field by 200 points.
(Common)
Rating: 2 out of 5
Almost a nightmare for the card player.
Rise of Destiny (RDS-EN009)
Silent Swordsman LV3
LIGHT / Effect Monster / Level 3 / ATK 1000 / DEF 1000
(Warrior / Effect)

Negate the effects of your opponent's Spell Cards that designates this card. During your Standby Phase, send this face-up card to the Graveyard to Special Summon 1 "Silent Swordsman LV5" from your hand or Deck. (You cannot activate this effect the turn this card is Normal Summoned, Special Summoned, or flipped face-up).
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
The stats completely negate being immune to Spell Cards.
Rise of Destiny (RDS-EN008)
Mystic Swordsman LV6
EARTH / Effect Monster / Level 6 / ATK 2300 / DEF 1700
(Warrior / Effect)

If you Normal Summon this card, you must place it in face-down Defense Position. If this card attacks a face-down Defense Position monster, destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation. You can return the monster destroyed with this effect to the top of your opponent's Deck instead of sending it to the Graveyard. 
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
Works like LV4 (#12) as a Level 6 monster.
Rise of Destiny (RDS-EN007)
Ultimate Insect LV3
WIND / Effect Monster / Level 3 / ATK 1400 / DEF 900
(Insect / Effect)

If this card was Special Summoned by the effect of "Ultimate Insect LV1", as long as this card remains on the field, decrease the ATK of all your opponent's monsters by 300 points. During your Standby Phase, send this face-up card to the Graveyard to Special Summon 1 "Ultimate Insect LV5" from your hand or Deck. (You cannot activate this effect the turn this card is Normal Summoned, Special Summoned, or flipped face-up).
(Rare) & (Ultimate Rare)
Rating: 1 out of 5
Most of the effects stem from it being Summoned with LV1, and that's just terrible.
Rise of Destiny (RDS-EN006)
The Creator Incarnate
LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 1500
(Warrior / Effect)

Tribute this card to Special Summon 1 "The Creator" from your hand.
(Common)
Rating: 1 out of 5
Kaiser Sea Horse is much more versatile than this and does pretty much the same thing.
Rise of Destiny (RDS-EN005)
The Creator
LIGHT / Effect Monster / Level 8 / ATK 2300 / DEF 3000
(Thunder / Effect)

Select 1 monster from your Graveyard. Send 1 card from your hand to the Graveyard and Special Summon the selected monster. You can only use this effect once per turn. This card cannot be Special Summoned from the Graveyard.
(Ultra Rare) & (Ultimate Rare)
Rating: 1 out of 5
Ironic and unfortunate that it can't use its own effect on itself.
Rise of Destiny (RDS-EN004)
Harpie Girl
WIND / Normal Monster / Level 2 / ATK 500 / DEF 500
(Winged Beast / Normal)

A Harpie chick who aspires to flit about beautifully and gorgeously, but attack sharply.
(Common)
Rating: 1 out of 5
I'd probably its attacks as haphazardly.
Rise of Destiny (RDS-EN003)
Bokoichi the Freightening Car
DARK / Normal Monster / Level 2 / ATK 500 / DEF 500
(Machine / Normal)

A freight car that is exclusively for Dekoichi. It can transport anything, but most cargo arrives broken.
(Common)
Rating: 1 out of 5
Thomas & Friends clearly didn't deem this fit for the show back when it premiered.
Rise of Destiny (RDS-EN002)
Mighty Guard
EARTH / Normal Monster / Level 4 / ATK 500 / DEF 1200
(Machine / Normal)

A machine soldier that was developed as a guard. It is made of rust-proof metal.
(Common)
Rating: 1 out of 5
Calling it mighty with those stats is laughable.
Rise of Destiny (RDS-EN001)
Woodborg Inpachi
FIRE / Normal Monster / Level 5 / ATK 500 / DEF 2500
(Machine / Normal)

The new form of the enigmatic Inpachi, remodeled by cutting-edge Dark World technology. Maneuverability has been sacrificed for strong armor, which was considered more important.
(Common)
Rating: 1 out of 5
All that armor actually made it worse.