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Poor |
Alright |
Decent |
Outstanding! |
Epic!!! |
1/5 |
2/5 |
3/5 |
4/5 |
5/5 |
Text card ratings | Rarity Changes | Visual spoiler | Card spoiler | Improved Effects |
Rising Rampage (Page 1)
For info on how these ratings are
determined, click
here. *Also a Prismatic Secret Rare card. |
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RIRA-EN019 | |
Simorgh, Bird of Calamity WIND / Winged Beast / Level 3 / ATK 1500 / DEF 200 When this card is Normal Summoned: You can send 1 "Simorgh" card from your Deck to the GY, except "Simorgh, Bird of Calamity". If this card is in your GY and your opponent controls no cards in their Spell & Trap Zone: You can Special Summon this card in Defense Position, but banish it when it leaves the field, also you cannot Special Summon monsters for the rest of this turn, except Winged Beast monsters. You can only use each effect of "Simorgh, Bird of Calamity" once per turn. COMMON |
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Rating: | 1 |
Comments: | Welp, if they're going to be this poor down the road, I can simply write them off as crap and move on. |
RIRA-EN018 | |
Simorgh, Bird of Bringing WIND / Winged Beast / Level 2 / ATK 1000 / DEF 1000 When this card is Normal Summoned: You can add 1 "Simorgh" card from your Deck to your hand, except "Simorgh, Bird of Bringing". If this card is in your GY and your opponent controls no cards in their Spell & Trap Zone: You can Special Summon this card in Defense Position, but banish it when it leaves the field, also you cannot Special Summon monsters for the rest of this turn, except Winged Beast monsters. You can only use each effect of "Simorgh, Bird of Bringing" once per turn. RARE |
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Rating: | 1 |
Comments: | So far, they're proving that the only member of their family that is good is Dark Simorgh because this guy is showing poor skills. |
RIRA-EN017 | |
Simorgh, Bird of Beginning WIND / Winged Beast / Level 1 / ATK 0 / DEF 1600 When this card is Normal Summoned: You can activate this effect; during your Main Phase this turn, you can Normal Summon 1 "Simorgh" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is in your GY and your opponent controls no cards in their Spell & Trap Zone: You can Special Summon this card in Defense Position, but banish it when it leaves the field, also you cannot Special Summon monsters for the rest of this turn, except Winged Beast monsters. You can only use each effect of "Simorgh, Bird of Beginning" once per turn. COMMON |
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Rating: | 1 |
Comments: | Double Summon does this card's job far better and doesn't care what your opponent has out. It's also not restrained to an Archetype. |
RIRA-EN016 | |
Tenyi Spirit - Vishuda DARK / Wyrm / Level 7 / ATK 1500 / DEF 2500 If you control no Effect Monsters: You can Special Summon this card from your hand. If you control a face-up non-Effect Monster: You can banish this card from your hand or GY, then target 1 card your opponent controls; return it to the hand. You can only use each effect of "Tenyi Spirit - Vishuda" once per turn. RARE |
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Rating: | 1 |
Comments: | Well here's a different story at last. It's not very strong and not even the 1st effect makes it any good. |
RIRA-EN015 | |
Tenyi Spirit - Nahata WIND / Wyrm / Level 4 / ATK 800 / DEF 1000 If you control no Effect Monsters: You can Special Summon this card from your hand. When an attack is declared involving your face-up non-Effect Monster and an opponent's face-up monster: You can banish this card from your hand or GY; that opponent's monster loses 1500 ATK until the end of this turn. You can only use each effect of "Tenyi Spirit - Nahata" once per turn. RARE |
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Rating: | 2 |
Comments: | I get these are all for Normal Monster Decks and all hybrids of those but they're still not much to speak of. |
RIRA-EN014 | |
Tenyi Spirit - Mapura FIRE / Wyrm / Level 4 / ATK 600 / DEF 1500 If you control no Effect Monsters: You can Special Summon this card from your hand. When your opponent activates a card or effect that targets a face-up non-Effect Monster(s) you control (Quick Effect): You can banish this card from your hand or GY; negate the activation, and if you do, destroy that card. You can only use each effect of "Tenyi Spirit - Mapura" once per turn. RARE |
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Rating: | 2 |
Comments: | Now we're back to the likes of the 1st one where it doesn't even have ATK or DEF to make it any better. |
RIRA-EN013 | |
Tenyi Spirit - Shthana WATER / Wyrm / Level 4 / ATK 400 / DEF 2000 If you control no Effect Monsters: You can Special Summon this card from your hand. If a face-up non-Effect Monster(s) you control is destroyed by battle or card effect: You can banish this card from your hand or GY, then target 1 of those destroyed monsters; Special Summon it, then you can destroy 1 monster your opponent controls. You can only use each effect of "Tenyi Spirit - Shthana" once per turn. RARE |
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Rating: | 2 |
Comments: | Having Adhara's 1st effect is an okay start and so is its 2000 DEF but since you can't bring out more than one of these guys by their effects in a single turn (as you'll already control an Effect Monster), it's pretty specific on its uses. |
RIRA-EN012 | |
Tenyi Spirit - Adhara EARTH / Wyrm-Type Tuner / Level 1 / ATK 0 / DEF 0 If you control no Effect Monsters: You can Special Summon this card from your hand. If you control a face-up non-Effect Monster: You can banish this card from your hand or GY, then target 1 of your banished Wyrm monsters, except this card; add it to your hand. You can only use each effect of "Tenyi Spirit - Adhara" once per turn. RARE |
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Rating: | 2 |
Comments: | The effect can apply even if you control Gemini monsters that are treated a Normal Monsters or regular Normal Monstetrs but it doesn't have a whole lot to offer. |
RIRA-EN011 | |
Mayosenju Hitot WIND / Beast-Type Pendulum / Level 10 / ATK 2000 / DEF 3000 / Scale 3 You can target 1 "Yosenju" card in your Pendulum Zone; for the rest of this turn, its Pendulum Scale becomes 11, also you cannot Special Summon monsters, except "Yosenju" monsters (even if this card leaves the field). During your End Phase: Return this card to the hand. You can only use each Pendulum Effect of "Mayosenju Hitot" once per turn. Cannot be Special Summoned, except by Pendulum Summon. If this card is Normal or Special Summoned: You can target 1 card your opponent controls; return it to the hand. Each time a card(s) on the field is returned to the hand or Main Deck by your card effect, while this card is on the field: All "Yosenju" monsters you currently control gain 500 ATK. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand. SUPER RARE |
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Rating: | 1 |
Comments: | A Level 10 Pendulum Monster with even higher restraints because no matter what you do, you're putting in effort for very little in return. |
RIRA-EN010 | |
Yosenju Izna WIND / Beast-Warrior / Level 4 / ATK 800 / DEF 1200 Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of the following effects of "Yosenju Izna" once per turn. ● You can discard this card; this turn, your opponent cannot activate cards or effects when a "Yosenju" monster(s) is Normal or Special Summoned. ● If you control another "Yosenju" monster: You can draw 1 card. COMMON |
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Rating: | 2 |
Comments: | At least you can discard it to spare its friends from harm when they're Summoned but it's not much to speak of. |
RIRA-EN009 | |
Yosenju Sabu WIND / Beast-Warrior / Level 4 / ATK 1700 / DEF 400 Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of the following effects of "Yosenju Sabu" once per turn. ● If this card is Normal Summoned: If you control another "Yosenju" card, you can add 1 "Yosenju" Pendulum Monster from your Deck to your hand. ● You can target 1 "Yosenju" card you control; place 1 "Dizzying Winds of Yosen Village" or "Yosen Whirlwind" from your Deck face-up in your Spell & Trap Zone, and if you do, shuffle the targeted card into the Deck. COMMON |
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Rating: | 1 |
Comments: | Behaving like a Spirit monster makes it just as bad as they are, if not worse. This guy has no potent effects to make use of. |
RIRA-EN008 | |
Fortune Lady Past DARK / Spellcaster / Level 1 / ATK ? / DEF ? This card's ATK/DEF become its Level x 200. Once per turn, during your Standby Phase: Increase this card's Level by 1 (max. 12). You can target 1 "Fortune Lady" monster you control; banish any number of other Spellcaster monsters from your hand, field, and/or GY, and if you do, increase or reduce that monster's Level by the number of monsters banished, until the end of this turn. You can only use this effect of "Fortune Lady Past" once per turn. RARE |
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Rating: | 1 |
Comments: | Fortune Ladies never had the success to do well in tournaments and very few people used them. This diva is many years too late and has bad effects to boot. |
RIRA-EN007 | |
Dinowrestler Rambrachio EARTH / Dinosaur / Level 5 / ATK 1600 / DEF 0 When your "Dinowrestler" monster inflicts battle damage to your opponent: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Dinowrestler Rambrachio" once per turn. Your opponent cannot target other "Dinowrestler" monsters you control with card effects. COMMON |
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Rating: | 1 |
Comments: | What's the point in bringing it out in Defense Mode when it has 0 DEF to begin with? It's totally useless, even to defend your LP. |
RIRA-EN006 | |
Dinowrestler Martial Ankylo EARTH / Dinosaur / Level 2 / ATK 1000 / DEF 0 During damage calculation, if another "Dinowrestler" monster you control battles an opponent's monster (Quick Effect): You can send this card from your hand or field to the GY; that monster you control cannot be destroyed by that battle, also the ATK of your opponent's battling monster is halved at the end of the Damage Step. During the End Phase, if this card is in the GY because it was sent there from the field this turn: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Dinowrestler Martial Ankylo" once per turn. COMMON |
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Rating: | 1 |
Comments: | Shrink can do this guy's job far better as you don't even need to control any monsters to use it and can even be used when your opponent attempts to get rid of it. |
RIRA-EN005 | |
DMZ Dragon DARK / Dragon / Level 4 / ATK 0 / DEF 2000 Once per turn: You can target 1 Level 4 or lower Dragon monster in your GY and 1 Dragon monster you control; equip that monster in your GY to that monster on the field as an Equip Spell that makes it gain 500 ATK. At the end of the Damage Step, if your monster equipped with an Equip Card attacked: You can banish this card from your GY; destroy as many cards as possible equipped to that monster you control, and if you do, that monster can make a second attack in a row. COMMON |
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Rating: | 2 |
Comments: | The effect is 100% ill-advised because it's pretty bad as a whole. The 2000 DEF on the other hand is worthwhile to an extent. |
RIRA-EN004 | |
Marincess Sea Star WATER / Cyberse / Level 2 / ATK 800 / DEF 400 You can send this card from your hand to the GY, then target 1 "Marincess" monster you control; it gains 800 ATK until the end of this turn. You can use this effect of "Marincess Sea Star" up to twice per turn. COMMON |
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Rating: | 1 |
Comments: | There's never a point in running a monster whose effect offers a temporary boost as low as 800 when we have plenty of cards that can offer a permanent boost of 1000 or more. |
RIRA-EN003* | |
Marincess Sea Horse WATER / Cyberse / Level 3 / ATK 1400 / DEF 1000 You can Special Summon this card (from your hand) to your zone a "Marincess" Link Monster points to. You can only Special Summon "Marincess Sea Horse" once per turn this way. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 WATER monster from your hand to your zone a "Marincess" Link Monster points to. You can only use this effect of "Marincess Sea Horse" once per turn. ULTRA RARE |
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Rating: | 2 |
Comments: | The last effect is the only remotely useful one and that's only if you have a Marincess Link Monster out with a spot on your field desginated by it. |
RIRA-EN002 | |
Cross Debug DARK / Cyberse / Level 2 / ATK 900 / DEF 600 If you control 2 or more Link Monsters: You can Special Summon this card from your hand. During damage calculation, if your Link Monster battles an opponent's Link Monster (Quick Effect): You can banish this card from your GY, then target 1 Link Monster in your GY; your battling monster cannot be destroyed by that battle, also, until the end of this turn, it gains ATK equal to the target's ATK. You can only use each effect of "Cross Debug" once per turn. COMMON |
|
Rating: | 1 |
Comments: | Not only is the 1st effect situational but so is the 2nd effect and its stats aren't useful either. |
RIRA-EN001 | |
Rescue Interlacer LIGHT / Cyberse / Level 3 / ATK 1000 / DEF 1200 During damage calculation, if your Cyberse monster is attacked (Quick Effect): You can discard this card; you take no battle damage from that battle. You can only use this effect of "Rescue Interlacer" once per turn. Once per turn, during the End Phase, if this card is in the GY because it was discarded there to activate this effect this turn: Special Summon this card. COMMON |
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Rating: | 2 |
Comments: | It's a more restrained version of Kuriboh but can also revive itself later. |
RIRA-EN000 | |
Capshell DARK / Fiend / Level 2 / ATK 0 / DEF 0 You can only use 1 of the following effects of "Capshell" per turn, and only once that turn. ● If this card is Tributed: You can draw 1 card. ● If this card is used as material for a Fusion, Synchro, or Link Summon: You can draw 1 card. ● If this card is detached from an Xyz Monster to activate that monster's effect: You can draw 1 card. SECRET RARE |
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Rating: | 2 |
Comments: | Well it's pretty much useless unless it's used for something. |