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Soul Fusion (SOFU-EN) Card Ratings

1. SOFU-EN031 is also the Sneak Preview card.
2. For info on how these ratings are determined, click here.
3. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Soul_Fusion_(TCG-EN-1E)
                               Rating: 2 | SOFU-EN099 | Spell Card
Frightfur Patchwork
Normal Spell
Add 1 "Edge Imp" monster and 1 "Polymerization" from your Deck to your hand. You can only activate 1 "Frightfur Patchwork" per turn.
(Rare)


It can help for Fusion Summoning Frightfurs, which is likely the intent Konmi had and doesn't cost you anything but you still need othe other Fusion Materials and it will become predictable what you're about to do.
 
                               Rating: 1 | SOFU-EN098 | Spell Card
Ostinato
Normal Spell
If you control no monsters: Fusion Summon 1 "Melodious" Fusion Monster from your Extra Deck, using 2 monsters from your hand and/or Deck as Fusion Material. During the End Phase of this turn, destroy the monster Fusion Summoned by this effect, and if you do, if all the Fusion Materials that were used for its Fusion Summon are in your GY, you can Special Summon all of them.
(Common)


Why would I Fusion Summon this way for a Fusion Monster that self-destructs during the End Phase? No, using this on a monster that can't be destroyed by card effects doesn't justify using this.
 
                               Rating: 2 | SOFU-EN097 | Spell Card
Predaplast
Quick-Play Spell
Reveal any number of "Predap" cards in your hand, then target that number of face-up monsters your opponent controls; place 1 Predator Counter on each one, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter. If your "Predaplant" monster would be destroyed by battle, you can banish this card from your GY instead.
(Common)


Predaplants still don't seem like the threat they're meant to be because most of their members and support aren't all that good. This card doesn't help much either.
 
                               Rating: 2 | SOFU-EN096 | Pendulum Monster
D/D/D Super Doom King Purple Armageddon
DARK | Fiend, Fusion and Pendulum | Level 10 | ATK 3500 | DEF 3000 | Scale 1
Once per turn, before damage calculation, if your "D/D/D" Fusion Monster battles an opponent's monster: You can make that opponent's monster lose 1000 ATK until the end of this turn (even if this card leaves the field).

2 D/D/D" monsters
You can target 1 Attack Position monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to half its original ATK. You can only use this effect of "D/D/D Super Doom King Purple Armageddon" once per turn. Before damage calculation, if an opponent's monster battles: You can make its ATK become equal to its original ATK until the end of the Damage Step. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.
(Common)


It's even easier to bring out than High King Genghis and the effects are better but requires D/D/D monsters.
 
                               Rating: 2 | SOFU-EN095 | Fusion Monster
D/D/D Flame High King Genghis
FIRE | Fiend-Type Fusion | Level 8 | ATK 2800 | DEF 2400
1 Level 5 or higher "D/D" monster + 1 "D/D" monster
If another "D/D" monster(s) is Normal or Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 "D/D" monster in your GY; Special Summon it. You can only use this effect of "D/D/D Flame High King Genghis" once per turn. Once per your turn, when a Spell/Trap Card, or its effect, is activated (Quick Effect): You can negate the activation.
(Common)


Unfortunately, this guy is entirely restrained to the Archtype he belongs to so even though it's easy to bring out and has okay effects, that doesn't mean much.
 
                               Rating: 2 | SOFU-EN094 | Fusion Monster
Predaplant Dragostapelia
DARK | Plant-Type Fusion | Level 8 | ATK 2700 | DEF 1900
1 Fusion Monster + 1 DARK monster
Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; place 1 Predator Counter on it, and if it is Level 2 or higher, it becomes Level 1 as long as it has a Predator Counter. Negate the activated effects of your opponent's monsters that have Predator Counters.
(Common)


Thankfully I don't need a Predaplant Fusion monster because the effect then wouldn't even be worth it. The effect isn't too bad as it does more than other cards that can negate monster effects but still takes more effort than those cards.
 
                               Rating: 2 | SOFU-EN093 | Pendulum Monster
Edge Imp Cotton Eater
DARK | Fiend-Type Pendulum | Level 7 | ATK 2400 | DEF 1600 | Scale 1
All Fusion Monsters you control gain 300 ATK. Once per turn, if a "Frightfur" Fusion Monster(s) is Fusion Summoned to your field (except during the Damage Step): You can draw 1 card.

If this card is Special Summoned: You can inflict 200 damage to your opponent for each "Frightfur" monster in your GY. You can only use this effect of "Edge Imp Cotton Eater" once per turn.
(Common)


Its ATK and DEF are pretty bad for a Level 7 monster but the Pendulum Scale and lack of Archetype Bias are enough to give it a rating of 2.
 
                               Rating: 1 | SOFU-EN092 | Effect Monster
Patchwork Fluffal
EARTH | Fairy | Level 1 | ATK 0 | DEF 0
This card is also treated as a "Frightfur" monster while face-up on the field. This card on the field can be used as a substitute for any 1 Fusion Material whose name is specifically listed on a "Frightfur" Fusion Monster, but the other Fusion Material(s) must be correct.
(Common)


Basically it's an Archetype specific version of cards like Versago the Destroyer but those cards can also use their effects in the hand and are generally much stronger than this.
 
                               Rating: 1 | SOFU-EN091 | Trap Card
Until Noble Arms are Needed Once Again
Normal Trap
Excavate cards from the top of your Deck, equal to the number of "Noble Arms" Equip Spells you control, and if you do, add 1 of them to your hand, also place the remaining cards on top of your Deck in any order. You can banish this card from your GY, except the turn this card was sent to the GY; Special Summon from your Deck, 1 "Noble Knight" monster with a different name from the cards you control or in your GY. You can only use this effect of "Until Noble Arms are Needed Once Again" once per turn.
(Common)


All the effects are highly situational and this is slower than Pot of Duality and you all know what fate I gave that card.
 
                               Rating: 2 | SOFU-EN090 | Spell Card
Heritage of the Chalice
Normal Spell
Add 1 "Noble Knight" monster or 1 "Noble Arms" card from your Deck or GY to your hand. If your "Noble Knight" monster equipped with a "Noble Arms" Equip Spell is destroyed by battle and sent to the GY, while this card is in your GY: You can add this card to your hand. You can only use 1 "Heritage of the Chalice" effect per turn, and only once that turn.
(Ultra Rare)


Reinforcement of the Army can already search most if not all Noble Knight monsters so that may not be ideal. Plus we do have cards that can revive them and/or add them to the hand so they may prove better. Still, this card is reusable thanks to its effect.
 
                               Rating: 1 | SOFU-EN089 | Effect Monster
Morgan, the Enchantress of Avalon
DARK | Spellcaster | Level 3 | ATK 1300 | DEF 1600
When your opponent activates a card or effect, while you control a "Noble Knight" monster and a "Noble Arms" Equip Spell (Quick Effect): You can send this card from your hand to the GY; destroy 1 "Noble Arms" Equip Spell you control, and if you do, negate the activation. You can only use this effect of "Morgan, the Enchantress of Avalon" once per turn.
(Ultra Rare)


Way more costly than using more generic effects that counter like Magic Jammer.
 
                               Rating: 1 | SOFU-EN088 | Effect Monster
Noble Knight Ivyanne
LIGHT | Warrior | Level 4 | ATK 1700 | DEF 1600
If a "Noble Arms" Equip Spell becomes equipped to this card: You can Special Summon 1 "Noble Knight Token" (Warrior/LIGHT/Level 4/ATK 1000/DEF 1000), also you cannot Special Summon monsters for the rest of this turn, except "Noble Knight" monsters. You can only use this effect of "Noble Knight Iyvanne" once per turn. While this card is equipped with a "Noble Arms" Equip Spell, all other "Noble Knight" monsters you control gain 500 ATK.
(Super Rare)


If I want a free Token, I can do much better with other cards and none of them involve Archetype-specific cards.
 
                               Rating: 1 | SOFU-EN087 | Trap Card
Second Expedition into Danger!
Continuous Trap
Discard 1 card, then target 1 "Danger!" monster you control; it gains 500 ATK/DEF until the end of this turn. If this card is in the GY: You can discard 1 "Danger!" monster; place this card on the bottom of the Deck, then draw 1 card. You can only use each effect of "Second Expedition into Danger!" once per turn.
(Super Rare)


Why have a 2nd expedition when the 1st was likely mediocre?
 
                               Rating: 1 | SOFU-EN086 | Spell Card
Danger! Response Team
Normal Spell
Target 1 "Danger!" monster you control and 1 monster on the field; return them to the hand. If this card is in the GY: You can discard 1 "Danger!" monster; place this card on the bottom of the Deck, then draw 1 card. You can only use each effect of "Danger! Response Team" once per turn.
(Ultra Rare)


It's a pretty lackluster response team because what they do is far less than a real response team does.
 
                               Rating: 1 | SOFU-EN085 | Effect Monster
Danger!? Tsuchinoko?
DARK | Reptile | Level 3 | ATK 1300 | DEF 0
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger!? Tsuchinoko?", Special Summon 1 "Danger!? Tsuchinoko?" from your hand, and if you do, draw 1 card. If this card is discarded: You can Special Summon this card. You can only use this effect of "Danger!? Tsuchinoko?" once per turn.
(Secret Rare)


So you get to bring it out for free but that's at best. The other effects are just as bad as the effects from all other Danger! monsters.
 
                               Rating: 3 | SOFU-EN084 | Effect Monster
Danger! Mothman!
DARK | Insect | Level 4 | ATK 1800 | DEF 400
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Mothman!", Special Summon 1 "Danger! Mothman!" from your hand, and if you do, draw 1 card. If this card is discarded: You can have both players draw 1 card, then both players discard 1 card. You can only use this effect of "Danger! Mothman!" once per turn.
(Super Rare)


While it's effects aren't very dangerous, it's the best member of the Archetype we've gotten so far.
 
                               Rating: 2 | SOFU-EN083 | Effect Monster
Danger! Dogman!
DARK | Beast-Warrior | Level 7 | ATK 2400 | DEF 1000
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Dogman!", Special Summon 1 "Danger! Dogman!" from your hand, and if you do, draw 1 card. If this card is discarded: You can have all face-up monsters your opponent currently controls lose 1000 ATK until the end of this turn. You can only use this effect of "Danger! Dogman!" once per turn.
(Super Rare)


At least this card reduces your opponent's chances of winning the Duel or defeating a monster that turn but it's still not very good.
 
                               Rating: 1 | SOFU-EN082 | Effect Monster
Danger! Thunderbird!
DARK | Winged Beast | Level 8 | ATK 2800 | DEF 2400
You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Thunderbird!", Special Summon 1 "Danger! Thunderbird!" from your hand, and if you do, draw 1 card. If this card is discarded: You can target 1 Set card your opponent controls; destroy it. You can only use this effect of "Danger! Thunderbird!" once per turn.
(Secret Rare)


There's no danger here at all. Your opponent will know exactly where your Danger Thunderbird is and probably choose it anyway and the only things they lose is one of their Set cards, and that's if they don't chain it first. You lose a card either way.
 
                               Rating: 3 | SOFU-EN081 | Trap Card
Consolation Prize
Normal Trap
If a monster(s) is sent from the hand to the GY: Target 1 of them; Special Summon it to your field. You can only activate 1 "Consolation Prize" per turn.
(Rare)


Consolation Prizes tend to be pretty mediocre but this card offers you quite the good one, depending on what you or your opponent discard from the hand to the Grave.
 
                               Rating: 1 | SOFU-EN080 | Trap Card
Subsurface Stage Divers
Normal Trap
If you control exactly 3 non-Token monsters with the same name, and no other monsters: You can add 3 monsters with the same name as each other from your Deck to your hand. For the rest of this turn after this card resolves, you cannot Normal Summon/Set or Special Summon monsters with the added monsters' name, nor activate their monster effects. You can only activate 1 "Subsurface Stage Divers" per turn.
(Short Print Common) 


What's the point in adding them to your hand if you can't play at least one of them that turn? They're quite vulnerable and really just serve as a bluff at best.
 
                               Rating: 2 | SOFU-EN079 | Trap Card
The Revenge of the Normal
Normal Trap
Special Summon Level 4 or lower monsters from your hand, up to the number of monsters your opponent controls. You can only activate 1 "The Revenge of the Normal" per turn.
(Common)


It has its uses with a fair number of monsters but it's restrained to Normal Monsters and only up to the number of monsters your opponent controls.
 
                               Rating: 1 | SOFU-EN078 | Trap Card
Trap Trick
Normal Trap
Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.
(Secret Rare)


Halloween may be around the corner but this card is going to be the trick instead of the treat thanks to its bad effect.
 
                               Rating: 1 | SOFU-EN077 | Trap Card
Toll Hike
Continuous Trap
Each player must send 1 card from their hand to the GY to declare an attack.
(Rare)


This is probably going to cost you more than it costs your opponent. Plus, even if things are even, the Duel will be long and dull. Even Stall Decks should reconsider using this.
 
                               Rating: 1 | SOFU-EN076 | Trap Card
Invincibility Barrier
Continuous Trap
Once per turn: You can banish 1 face-up Ritual, Fusion, Synchro, Xyz, Pendulum, or Link Monster you control; this turn, the effects of monsters with the same card type as that banished monster (Ritual, Fusion, Synchro, Xyz, Pendulum, or Link) are negated.
(Common)


Talk about situational and your hard work goes out the window just to negate effects of the same Monster Card Type that was banished.
 
                               Rating: 1 | SOFU-EN075 | Trap Card
Necro Fusion
Normal Trap
Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY face-down, but it cannot attack this turn.
(Common)


It's not only slower but more restrained than Polymerization. Even Dragon's Mirror has more uses than this.
 
                               Rating: 2 | SOFU-EN074 | Trap Card
Crusadia Krawler
Continuous Trap
Special Summon this card as an Effect Monster (Insect/EARTH/Level 2/ATK 300/DEF 2100). (This card is also still a Trap.) If this card is Special Summoned by this effect to a zone a Link Monster points to: You can add 1 "World Legacy" card from your Deck to your hand.
(Common)


The 2100 DEF will do nicely on the field but the effect is restrained to World Legacy cards and only if this card is Special Summoned to a zone designated by a Link Monster.
 
                               Rating: 2 | SOFU-EN073 | Trap Card
Thunder Dragon Discharge
Continuous Trap
The activation of your Thunder monsters' effects cannot be negated. Once per turn, if a "Thunder Dragon" monster(s) is Normal or Special Summoned to your field: You can target 1 Spell/Trap on the field; banish 1 Thunder monster from your Deck, and if you do, destroy that target.
(Rare)


It not only protects Thunder-Type monsters you own from having their effects blocked but also isn't restrained to the Thunder Dragon Archetype. The 2nd effect isn't very good, though.
 
                               Rating: 2 | SOFU-EN072 | Trap Card
Thunder Dragons' Hundred Thunders
Normal Trap
Target 1 Thunder monster in your GY; Special Summon it, then you can Special Summon as many monsters with that same name as possible from your GY. The monster(s) Special Summoned by this effect are banished when they leave the field, also while they are face-up on the field, you cannot Special Summon monsters, except Thunder monsters. You can only activate 1 "Thunder Dragons' Hundred Thunders" per turn.
(Rare)


You can do mostly what you want with them and can revive any Thunder-Type monster in your Grave but it's entirely restrained to Thunder Decks and the side-effects reduce your options for using them. Plus, they're banishd when they leave the field.
 
                               Rating: 1 | SOFU-EN071 | Trap Card
Orcustrated Core
Continuous Trap
Once per turn: You can banish 1 monster from your field or GY, then target 1 "Orcust" or "World Legacy" card you control, except "Orcustrated Core"; neither player can target it with card effects this turn (even if this card leaves the field). If other "Orcust" and/or "World Legacy" card(s) you control would be destroyed by battle or card effect, you can send this card to the GY instead.
(Common)


This is not a well-orcustrated core by any stretch because you're losing a monster just to prevent another monster on your field from being targeted by card effects (including yours) and then it also has medocre destruction protection by sending itself to the Grave.
 
                               Rating: 1 | SOFU-EN070 | Trap Card
Orcustrated Attack
Normal Trap
When a monster declares an attack: Tribute 1 "Orcust" or "World Legacy" monster, then target 1 monster your opponent controls; banish it.
(Common)


Dimensional Prison works way better than this as while you have to wait until your opponent's monster attacks, it costs you nothing in return, nor do you need to control any monsters.
 
                               Rating: 2 | SOFU-EN069 | Trap Card
Eternal Galaxy
Normal Trap
If you control a "Photon" or "Galaxy" monster: Target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 "Photon" or "Galaxy" Xyz Monster that is 4 Ranks higher than that target, by using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1 "Eternal Galaxy" per turn.
(Common)


It's entirely restrained to Photon and Galaxy Decks but for those Decks, it's not that bad.
 
                               Rating: 2 | SOFU-EN068 | Trap Card
Necrovalley Temple
Continuous Trap
While a "Gravekeeper's" monster(s) and "Necrovalley" are both on the field, monsters your opponent controls lose 500 ATK/DEF. Once per turn, during the Main Phase, if you control no card in your Field Zone: You can activate 1 "Necrovalley" directly from your hand or GY. If this card in your possession is destroyed by an opponent's effect and sent to your GY: You can Set 1 "Necrovalley" Spell/Trap directly from your Deck, except "Necrovalley Temple".
(Rare)


The ATK and DEF loss is pretty minimal and probably not going to be much of a factor but being able to activate Necrovalley from the Graveyard isn't all that bad. The other effect will be plainly obvious to your opponent, though.
 
                               Rating: 2 | SOFU-EN067 | Trap Card
Salamangreat Gift
Continuous Trap
You can discard 1 "Salamangreat" monster; send 1 "Salamangreat" monster from your Deck to the GY, then draw 1 card. If you control a "Salamangreat" Link Monster that was Link Summoned using a monster with its same name as material: You can discard 1 "Salamangreat" monster; draw 2 cards. You can only use 1 "Salamangreat Gift" effect per turn, and only once that turn.
(Common)


It only gets credit for the 1st effect as the 2nd is just as bad as the other Salamangreat support cards.
 
                               Rating: 1 | SOFU-EN066 | Spell Card
Parallel Panzer
Equip Spell
Equip only to a Link Monster. Once per turn: You can move the equipped monster to a Main Monster Zone it points to on its controller's field. You can send this Equip Card to the GY; destroy 1 card in the same column as the monster that was equipped with this card. You can only use this effect of "Parallel Panzer" once per turn.
(Short Print Common) 


What's the pont in this? Nether effect makes it worthwhile, especially since the player still owns the Link Monster. All you did was move it.
 
                               Rating: 1 | SOFU-EN065 | Spell Card
Extra-Foolish Burial
Normal Spell
Pay half your LP; send 1 monster from your Extra Deck to the GY. You can only activate 1 "Extra-Foolish Burial" per turn. You cannot Set Spells/Traps during the turn you activate this card.
(Super Rare)


The name hits the nail right on the head. It's literally Gale Dogra as a Spell Card with a generally higher activation fee. No one uses Gale Dogra (or shouldn't if they do) so this card shouldn't see any play either.
 
                               Rating: 2 | SOFU-EN064 | Spell Card
Concentrating Current
Quick-Play Spell
Target 1 face-up monster you control; it gains ATK equal to its current DEF, until the end of this turn. Other monsters you control cannot attack during the turn you activate this card.
(Common)


Ordinarily, I'd not recommend using this but you'll probably just use it during your opponent's turn anyway so the restraint is meaningless. Still, the ATK boost doesn't last long and not every monster can benefit from this.
 
                               Rating: 1 | SOFU-EN063 | Spell Card
Herald of the Abyss
Normal Spell
Pay 1500 LP and declare 1 Monster Type and 1 Attribute; your opponent must send 1 face-up monster with the declared Type and Attribute from their field to the GY, if possible. For the rest of this turn, your opponent cannot activate the effects of monsters with that sent monster's name. You can only activate 1 "Herald of the Abyss" per turn.
(Super Rare)


That's a pretty harsh activation fee just to send 1 monster your opponent controls to the Grave, especially since it doesn't stop them fron doing much afterwards. They can still revive the monster you just forced them to send to the Grave.
 
                               Rating: 2 | SOFU-EN062 | Spell Card
Giant Ballpark
Field Spell
During damage calculation, if a player would take battle damage: You can make neither player take any battle damage from that battle, and if you do, send 1 Level 4 or lower Insect monster from your Deck to the GY, then, if you sent a Normal Monster this way, you can Special Summon any number of monsters with the same name as that monster, from your hand, Deck, and/or GY. If a monster(s) you control is sent to the GY by an opponent's card effect (except during the Damage Step): You can Special Summon 1 Insect Normal Monster from your GY. You can only use each effect of "Giant Ballpark" once per turn.
(Common)


There are very few options to use with this as most Insect-Type Normal Monsters are awful and thus don't really justify bringing out with this. Still, the likes of Insect Knight makes this somewhat worthwhile, though still situational.
 
                               Rating: 1 | SOFU-EN061 | Spell Card
Sky Striker Maneuver - Vector Blast
Normal Spell
If you control no monsters in your Main Monster Zone: Each player sends the top 2 cards of their Deck to the GY (or as many as possible, if less than 2), then, if you sent at least 1 card to the GY, and have 3 or more Spells in your GY, you can shuffle all your opponent's monsters from the Extra Monster Zones into the Deck.
(Super Rare)


Highly risky with very little benfit.
 
                               Rating: 2 | SOFU-EN060 | Spell Card
Thunder Dragon Fusion
Normal Spell
Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 Thunder monster from your Deck to your hand. You can only use each effect of "Thunder Dragon Fusion" once per turn.
(Ultra Rare)


It's not specific to the new Thunder Dragon Fusions, though I'm not too sure thare are all that many to choose from anyway. The other effect is certainly helpful, though.
 
                               Rating: 2 | SOFU-EN059 | Spell Card
Orcustrated Einsatz
Continuous Spell
If your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can take 1 "Orcust" or "World Legacy" monster from your hand or Deck, and either send it to the GY or banish it. You can only use this effect of "Orcustrated Einsatz" once per turn.
(Common)


I'd rather send it to the Grave than banish it where it becomes harder to retrieve it when I need it. The effect is still easy to trigger, though.
 
                               Rating: 2 | SOFU-EN058 | Spell Card
Orcustrated Return
Normal Spell
Send 1 "Orcust" or "World Legacy" monster from your hand or face-up field to the GY; draw 2 cards. You can only activate 1 "Orcustrated Return" per turn.
(Secret Rare)


It's less restrained than say Destiny Draw, which has the same effect but doesn't allow sending from the field to the Grave and is entirely restrained to Destiny HERO monsters. Still, Neither Archetype has lived up to the hype so far.
 
                               Rating: 2 | SOFU-EN057 | Spell Card
Orcustrated Babel
Field Spell
You can activate the effects of "Orcust" monsters in your GY, or of Link Monsters you control with "Orcust" in their original names, as Quick Effects. During your Main Phase, if this card is in your GY, except the turn it was sent to the GY: You can send 1 card from your hand to the GY; add this card to your hand.
(Rare)


The current arsenal of Orcusts are pretty bad as a whole so making them Quick Effects isn't going to improve that at all. Still, the Archetype is pretty new so there's plenty of time for better ones to emerge.
 
                               Rating: 1 | SOFU-EN056 | Spell Card
Galaxy Trance
Normal Spell
Pay 2000 LP, then target 1 "Photon" monster in your GY; Special Summon both it and 1 "Galaxy" monster from your Deck, with the same Level, both in Defense Position, and if you do, each monster's ATK become 2000, also their effects are negated. You can only activate 1 "Galaxy Trance" per turn. You cannot Normal or Special Summon monsters during the turn you activate this card, except "Photon" and "Galaxy" monsters.
(Rare)


It's a pretty steep activation cost just to bring out 2 monsters that are probably mostly for an Xyz or Link Summon. Double Summon can do much better in most cases and isn't restrained to any Deck.
 
                               Rating: 2 | SOFU-EN055 | Spell Card
Necrovalley Throne
Normal Spell
Activate 1 of these effects.
● Add 1 "Gravekeeper's" monster from your Deck to your hand.
● Immediately after this effect resolves, Normal Summon 1 "Gravekeeper's" monster.
You can only activate 1 "Necrovalley Throne" per turn.
(Super Rare)


It can be pretty powerful in Gravekeeper's Decks but only with them.
 
                               Rating: 2 | SOFU-EN054 | Spell Card
World Dino Wrestling
Field Spell
While you control a "Dinowrestler" monster, each player can attack with only 1 monster during each Battle Phase. If your "Dinowrestler" monster attacks an opponent's monster, it gains 200 ATK during damage calculation only. If your opponent controls more monsters than you do: You can banish this card from the GY; Special Summon 1 "Dinowrestler" monster from your Deck. You can only use this effect of "World Dino Wrestling" once per turn.
(Common)


Though it is mostly outclassed by cards released previously, the 2nd effect isn't all that bad, so long as we get better Dinowrestlers to use with it.
 
                               Rating: 2 | SOFU-EN053 | Spell Card
Will of the Salamangreat
Continuous Spell
During your Main Phase: You can Special Summon 1 "Salamangreat" monster from your hand or GY. You can send this face-up card from the field to the GY, then target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; Special Summon "Salamangreat" monster(s) from the hand and/or GY in Defense Position, up to the number of that monster's Link Rating. You can only use 1 "Will of the Salamangreat" effect per turn, and only once that turn.
(Common)


I'd much rather only use the 1st effect because that's the only good one as the other one is much too situational.
 
                               Rating: 2 | SOFU-EN052 | Spell Card
Rise of the Salamangreat
Ritual Spell
This card can be used to Ritual Summon any "Salamangreat" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control a FIRE Link Monster, you can also use "Salamangreat" monster(s) in your GY, by shuffling them into the Deck. If this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon 1 "Salamangreat Emerald Eagle" from your hand, ignoring its Summoning conditions.
(Common)


Only Salamangreat Emerald Eagle exists to Ritual Summon with this but maybe there are better ones on the way?
 
                               Rating: 1 | SOFU-EN051 | Spell Card
Salamangreat Sanctuary
Field Spell
If you Link Summon a "Salamangreat" Link Monster, you can use 1 "Salamangreat" Link Monster you control with its same name as the entire material. During damage calculation, if your monster battles: You can pay 1000 LP, then target 1 Link Monster you control; make its ATK 0, and if you do, gain LP equal to its original ATK. You can only use each effect of "Salamangreat Sanctuary" once per turn.
(Common)


Why would I go through the effort to Link Summon only to make that Link Monster useless for a LP fee? I don't really understand what people see in these. There's nothing "great" about them.
 
                               Rating: 2 | SOFU-EN050 | Spell Card
Cynet Fusion
Normal Spell
Fusion Summon 1 Cyberse Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control no monsters in the Extra Monster Zone, you can also banish up to 1 Cyberse Link Monster from your GY as Fusion Material.
(Rare)


Currently, the only Cyberse Fusions are Cyberse Clock Dragon and Diplexer Chimera, which aren't very good so I'm hoping for better ones down the road.
 
                               Rating: 2 | SOFU-EN049 | Link Monster
Some Summer Summoner
LIGHT | Thunder-Type Link | ATK 1600 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 Thunder monsters
Once per opponent's turn (Quick Effect): You can discard 1 card, then target 1 Thunder monster in your GY, except a Link Monster; Special Summon it to your zone this card points to.
(Super Rare)


You're pretty much guaranteed to have two Thunder-Type monsters in the Grave and this card has no side-effects apart from discarding 1 card or being unable to revive a Link Monster. Still, it's pretty weak and has no other effects apart from that.
 
                               Rating: 1 | SOFU-EN048 | Link Monster
Agave Dragon
EARTH | Wyrm-Type Link | ATK 3000 | Link-4
Active Link Arrow(s): Left, Right, Bottom-Left 
and Bottom-Right
2+ monsters, except Tokens
If this card is Link Summoned: You can apply these effects in sequence, depending on the Types of monsters in the GYs (skip over any that do not apply). You can only use this effect of "Agave Dragon" once per turn.
● Inflict 100 damage to your opponent for each Dragon.
● This card gains 200 ATK for each Dinosaur.
● All monsters your opponent currently controls lose 300 ATK for each Sea Serpent.
● You gain 400 LP for each Wyrm.
(Common)


No wonder it's a Common. The effect is only applied the moment it's Link Summoned and there's not only no other effects but it's a Link-4 monster with pretty bad effects as a whole.
 
                               Rating: 2 | SOFU-EN047 | Link Monster
Folgo, Justice Fur Hire
DARK | Beast-Type Link | ATK 2400 | Link-3
Active Link Arrow(s):
Top, Bottom-Left and Bottom-Right
3 monsters with different Types
Cannot be used as Link Material. If this card is Link Summoned: You can Special Summon 1 monster "Fur Hire" with a different Type from the 3 monsters used for the Link Summon, from your Deck in Defense Position. If a card(s) your opponent controls is destroyed by battle or card effect: You can draw 1 card, then if you control 3 or more monsters "Fur Hire" with different names, draw 2 additional cards. You can only use each effect of "Folgo, Justice Fur Hire" once per turn.
(Super Rare)


One of the major downsides with this is the fact that it can't be Link Material but the effects are at least somewhat worthwhile.
 
                               Rating: 1 | SOFU-EN046 | Link Monster
Crusadia Spatha
LIGHT | Warrior-Type Link | ATK 500 | Link-2
Active Link Arrow(s):
Left and Bottom
2 Effect Monsters, including a "Crusadia" monster
Gains ATK equal to the original ATK of any monster this card points to. A monster this card points to cannot attack. Once per turn, if an Effect Monster is Special Summoned to a zone this card points to (except during the Damage Step): You can target 1 monster in either player's Main Monster Zone, except this card; move it to another Main Monster Zone on its controller's field.
(Common)


Crusadias continue to disappoint me with their anti-attacking effects and low ATK, not to menton pretty bad effects as a whole.
 
                               Rating: 2 | SOFU-EN045 | Link Monster
Orcustrion
DARK | Machine-Type Link | ATK 3000 | Link-4
Active Link Arrow(s):
Top, Bottom, Top-Right and Bottom-Left
2+ Effect Monsters, including an "Orcust" monster
This linked card cannot be destroyed by battle or card effects. You can target 3 of your banished Machine monsters; shuffle them into the Deck, and if you do, the ATK/DEF of any linked monster(s) your opponent currently controls become 0, also their effects are negated. You can only use this effect of "Orcustrion" once per turn.
(Ultra Rare)


While likely more effort than the previous two Orcust Link Monsters, this guy at least has some of the better effects, notably the 2nd effect, which isn't even restrained to the Archetype.
 
                               Rating: 2 | SOFU-EN044 | Link Monster
Longirsu, the Orcust Orchestrator
DARK | Machine-Type Link | ATK 2500 | Link-3
Active Link Arrow(s:
Top, Top-Left and Bottom-Right
2+ Effect Monsters, including an "Orcust" monster
This linked card cannot be destroyed by card effects. You can target 2 of your banished Machine monsters; shuffle them into the Deck, then you can send 1 linked monster your opponent controls to the GY. This card cannot attack the turn you activate this effect. You can only use this effect of "Longirsu, the Orcust Orchestrator" once per turn.
(Super Rare)


I can't give it a high rating but I can certainly give it double Galatea's rating as it has better effects, just not enough to make it decent. It also takes a bit more effort to bring out.
 
                               Rating: 1 | SOFU-EN043 | Link Monster
Galatea, the Orcust Automatron
DARK | Machine-Type Link | ATK 1800 | Link-2
Active Link Arrow(s): Top-Right
and Bottom-Left
2 Effect Monsters, including an "Orcust" monster
This linked card cannot be destroyed by battle. You can target 1 of your banished Machine monsters; shuffle it into the Deck, then you can Set 1 "Orcust" Spell/Trap directly from your Deck. You can only use this effect of "Galatea, the Orcust Automaton" once per turn.
(Super Rare)


It's pretty bad as a whole from its somewhat specific Link Materials to the mediocre effects you get in return. This is one musician that sounds more like a broken record.
 
                               Rating: 1 | SOFU-EN042 | Link Monster
Galaxy-Eyes Solflare Dragon
LIGHT | Dragon-Type Link | ATK 2000 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 LIGHT monsters, including a monster with 2000 or more ATK
If this card is Link Summoned: You can target 1 "Photon" or "Galaxy" monster in your GY; add it to your hand. During your opponent's Main Phase (Quick Effect): You can discard 1 "Photon" card and 1 "Galaxy" card, OR discard 1 "Galaxy-Eyes Photon Dragon", then target 1 Special Summoned monster your opponent controls; destroy it. You can only use each effect of "Galaxy-Eyes Solflare Dragon" once per turn.
(Ultra Rare)


Specific Link Materials with really nothing to make it worthwhile so it's total garbage.
 
                               Rating: 2 | SOFU-EN041 | Link Monster
Dinowrestler King T Wrextle
EARTH | Dinosaur-Type Link | ATK 3000 | Link-3
Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right
2+ "Dinowrestler" monsters
If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Your opponent's monsters cannot target monsters for attacks, except this one. At the start of your opponent's Battle Phase: You can target 1 Attack Position monster your opponent controls; this Battle Phase, your opponent cannot attack with other monsters until that one has, and if it does not declare an attack, destroy it at the end of the Battle Phase.
(Common)


I'd rate it higher if it was more generic for Link Materials but still, it's certainly leagues above Salamangreat Heatleo.
 
                               Rating: 1 | SOFU-EN040 | Link Monster
Salamangreat Heatleo
FIRE | Cyberse-Type Link | ATK 2300 | Link-3
Active Link Arrow(s):
Top, Bottom-Left and  Bottom-Right
2+ FIRE Effect Monsters
If this card is Link Summoned: You can target 1 card in your opponent's Spell & Trap Zone; shuffle it into the Deck. Once per turn, during your Main Phase, if this card was Link Summoned using "Salamangreat Heatleo" as material: You can target 1 face-up monster on the field and 1 monster in your GY; the ATK of the first target becomes equal to the other target's, until the end of this turn.
(Rare)


Good luck managing to use a 2nd copy of this card to bring this guy out. Plus for a Link-3 monster, the effects are terrible.
 
                               Rating: 1 | SOFU-EN039 | Link Monster
Clock Spartoi
DARK | Cyberse-Type Link | ATK 800 | Link-2
Active Link Arrow(s): Bottom and Bottom-Right
2 Cyberse monsters
If this card is Link Summoned: You can add 1 "Cynet Fusion" from your Deck to your hand. If a monster(s) is Special Summoned to a zone(s) this card points to (except during the Damage Step): You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it, but negate its effects, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. You can only use each effect of "Clock Spartoi" once per turn.
(Rare)


You're gonna have to do better than this if you want me to rate a low ATK Link Monster high because they generally take at least one monster and that's like Tributing it for a weaker monster. It's 9 times out of 10 a bad idea and this is part of those 9 times.
 
                               Rating: 2 | SOFU-EN038 | Fusion Monster
Diplexer Chimera
LIGHT | Cyberse-Type Fusion | Level 5 | ATK 2000 | DEF 800
2 Cyberse monsters
Once per turn: You can Tribute 1 Cyberse monster; Spell/Trap Cards, and their effects, cannot be activated during the Battle Phase of this turn. If this Fusion Summoned card is sent to your GY: You can target 1 "Cynet Fusion" and 1 Cyberse monster in your GY, except this card; add them to your hand. You can only use this effect of "Diplexer Chimera" once per turn.
(Common)


It's about on the same playability level as Gravekeeper's Spiritualist in that it has pretty generic Fusion Materials and okay effects but also has the last effect restrained to one copy's effect per turn.
 
                               Rating: 2 | SOFU-EN037 | Fusion Monster
Thunder Dragon Colossus
DARK | Thunder-Type Fusion | Level 8 | ATK 2600 | DEF 2400
"Thunder Dragon" + 1 Thunder monster
Must be either Fusion Summoned, or Special Summoned during the turn a Thunder monster's effect was activated in the hand, by Tributing 1 Thunder Effect non-Fusion Monster (in which case you do not use "Polymerization"). Cards cannot be added from the Main Deck to your opponent's hand except by drawing them. If this card would be destroyed by battle or card effect, you can banish 1 Thunder monster from your GY instead.
(Secret Rare)


It's weaker than Thunder Dragon Titan but offers somewhat better effects, even though it too offers only two ways of being brought out, one of which actually isn't that bad. Still, the fact that it comes pre-packaged with Thunder King Rai-Oh's effect when it takes more effort is certainly a letdown.
 
                               Rating: 1 | SOFU-EN036 | Fusion Monster
Thunder Dragon Titan
LIGHT | Thunder-Type Fusion | Level 10 | ATK 3200 | DEF 3200
3 "Thunder Dragon" monsters
Must be either Fusion Summoned, or Special Summoned by banishing 1 Thunder monster from your hand and 1 Thunder Fusion Monster you control, except "Thunder Dragon Titan" (in which case you do not use "Polymerization"). When a Thunder monster's effect is activated in the hand, even during the Damage Step (Quick Effect): You can destroy 1 card on the field. If this card would be destroyed by card effect, you can banish 2 cards from your GY instead.
(Secret Rare)


Generic Fusion Materials or not, there's no use in bringing this guy out when the best effect it has to offer is to destroy 1 lone card on the field after a Thunder-Type monster's effect is activated in the hand. Not even 3200 ATK and DEF will be enough because it also has only two ways it can be brought out. I don't see why it was necessary to give it such restraints or such a high rarity.
 
                               Rating: 2 | SOFU-EN035 | Fusion Monster
Gravekeeper's Supernaturalist
DARK | Spellcaster-Type Fusion | Level 7 | ATK 2000 | DEF 2000
2 "Gravekeeper's" monsters
Gains ATK/DEF equal to the combined original Levels of the materials used for its Fusion Summon x 100. While "Necrovalley" is on the field, this card, and any card in your Field Zone, cannot be destroyed by card effects. During your Main Phase: You can activate this effect; during the End Phase of this turn, add 1 "Gravekeeper's" monster or 1 "Necrovalley" card from your Deck to your hand. You can only use this effect of "Gravekeeper's Supernaturalist" once per turn.
(Rare)


It's relatively easy to bring out and can either help add to your hand's arsenal or get the condition needed to prevent its own destruction by card effects by getting the Field Spell it protects. Still, it only has 2000 ATK and DEF and only gains 100 x the Levels of the Fusion Materials. Plus, having two copies out won't help you at all given the last effect is once per turn.
 
                               Rating: 1 | SOFU-EN034 | Fusion Monster
Cyberse Clock Dragon
DARK | Cyberse-Type Fusion | Level 7 | ATK 2500 | DEF 2000
"Clock Wyvern" + 1+ Link Monsters | When this card is Fusion Summoned: You can send cards from the top of your Deck to the GY, equal to the total Link Rating of the materials used for this card's Fusion Summon, and if you do, until the end of the next turn, other monsters you control cannot attack, also this card gains 1000 ATK for each card sent to the GY by this effect. While you control a Link Monster(s), your opponent's monsters cannot target other monsters you control for attacks, also your opponent cannot target other monsters you control with card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card effect: You can add 1 Spell from your Deck to your hand.
(Ultra Rare)


For all the effort it takes to bring this guy out, this monster will be the one getting clocked beause the ATK boost doesn't last long and locks your other monsters out of attacking that turn. Yeah, top-tier garbage right here.
 
                               Rating: 1 | SOFU-EN033 | Ritual Monster
Salamangreat Emerald Eagle
FIRE | Cyberse-Type Ritual | Level 8 | ATK 2800 | DEF 2000
You can Ritual Summon this card with "Rise of the Salamangreat". When this card is Ritual Summoned using "Salamangreat Emerald Eagle" you control: You can destroy all Special Summoned monsters your opponent controls. Once per turn: You can Tribute 1 "Salamangreat" Link Monster; this turn, this card gains this effect.
● At the start of the Damage Step, if this card battles an opponent's monster: Destroy that opponent's monster, and if you do, inflict damage to your opponent equal to that monster's original ATK.
(Common)


There's nothing salamangreat about this card because the effects are situational and there's nothing else it has to offer.
 
                               Rating: 1 | SOFU-EN032 | Effect Monster
Two-for-One Team
LIGHT | Warrior | Level 2 | ATK 1200 | DEF 1200
Once per turn: You can make both players show 1 card from their hands, and if both the shown cards are the same type of card, apply 1 of these effects, depending on the type.
● Monster: Each player can Special Summon their monster.
● Spell: Each player draws 2 cards.
● Trap: Each player sends exactly 2 cards from their Deck to their GY.
(Short Print Common) 


The only effect is has is a game of chance and one that is not likely to get any result. On top of that, this so-called "two-man team" is clearly a duo of rookies that have no experience in what they're doing.
 
                               Rating: 2 | SOFU-EN031 | Effect Monster
Token Collector
EARTH | Fiend | Level 4 | ATK 0 | DEF 2000
If a Token is Special Summoned (except during the Damage Step): You can Special Summon this card from the GY (if it was there when the Token was Special Summoned) or hand (even if not). You can only use this effect of "Token Collector" once per turn. If this card is Special Summoned: Destroy as many Tokens on the field as possible, and if you do, this card gains 400 ATK for each Token destroyed. Neither player can Special Summon Tokens.
(Rare)


It doesn't shut down much as most cards that Special Summon Tokens suck but it also has 2000 DEF and the ATK boost is permanent so even destroying Scapegoat's Tokens gives it 1600 ATK.
 
                               Rating: 2 | SOFU-EN030 | Effect Monster
Gokipole
EARTH | Insect | Level 3 | ATK 1000 | DEF 1200
If this card is sent to the GY: You can add 1 Level 4 Insect monster from your Deck to your hand, then, if you added a Normal Monster, you can Special Summon it, then you can destroy 1 monster on the field with ATK greater than or equal to that Special Summoned monster's. You can only use this effect of "Gokipole" once per turn.
(Rare)


It's easy to get it into the Grave and not just through battle and will net you a probably stronger Insect-Type monster for doing so. However, you won't get anything else out of it unless you get an Insect-Type Normal Monster that is Level 4.
 
                               Rating: 2 | SOFU-EN029 | Effect Monster
Bearblocker
DARK | Fiend | Level 3 | ATK 1600 | DEF 0
During your opponent's turn, Set cards in your Spell & Trap Zones cannot be destroyed by card effects. If a Set card(s) in your Spell & Trap Zone is destroyed by an opponent's card effect: This card gains 800 ATK until the end of this turn.
(Common)


Not very strong but keeps your Spells and Traps safe from harm during your opponent's turn, rendering the likes of MST useless during that time. It also gets a temporary ATK boost too, though it's not enough to give it a higher rating than 2.
 
                               Rating: 2 | SOFU-EN028 | Effect Monster
Condemned Witch
DARK | Fairy | Level 4 | ATK 100 | DEF 2000
When this card is Normal Summoned: You can add 1 "Forbidden" Quick-Play Spell from your Deck to your hand. During your opponent's Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 Level 4 Fairy monster from your Deck, except "Condemned Witch". You can only use each effect of "Condemned Witch" once per turn.
(Secret Rare)


It should be condemned for trying to add support to worthless cards like Forbidden Chalice. Plus, what's the point in Tributing itself when the monster you bring out isn't generally going to be much better as its Level is the same? I'd much rather use Valhalla, Hall of the Fallen instead. Heck, I can use Valhalla to bring this card out too. It's really the 2000 DEF that allows me to give it any credit.
 
                               Rating: 1 | SOFU-EN027 | Effect Monster
Diana the Light Spirit
LIGHT | Thunder | Level 4 | ATK 1700 | DEF 1000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT monster from your GY. Once per turn, during your opponent's End Phase: Gain 1000 LP.
(Common)


She must be light on her feet but she's already outclassed by Neo-Spacian Air Hummingbird, which can easily gain at least 1500 LP each turn and has not only no Summoning requirements but is able to be revived by a variety of cards.
 
                               Rating: 1 | SOFU-EN026 | Effect Monster
Mystrick Hulder
DARK | Spellcaster | Level 5 | ATK 1500 | DEF 2400
If this card is Normal or Special Summoned: You can discard 1 card; apply the following effect, depending on the type of card discarded.
● Monster: Add 1 Trap from your GY to your hand.
● Spell: Add 1 monster from your GY to your hand.
● Trap: Add 1 Spell from your GY to your hand.
You can only use this effect of "Mystrick Hulder" once per turn.
(Super Rare)


This card reeks of unplayability with its relatively high Level and bad effects and thus the Rarity does not have any merit.
 
                               Rating: 1 | SOFU-EN025 | Effect Monster
Chaos Dragon Levianeer
DARK | Dragon | Level 8 | ATK 3000 | DEF 0
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 LIGHT and/or DARK monsters from your GY. When Summoned this way: You can apply this effect, based on the Attribute(s) of the monsters banished for the Special Summon, also this card cannot attack for the rest of this turn.
● Only LIGHT: Special Summon 1 monster from your GY in Defense Position.
● Only DARK: Shuffle 1 random card from your opponent's hand into the Deck.
● Both LIGHT and DARK: Destroy up to 2 cards on the field.
You can only use this effect of "Chaos Dragon Levianeer" once per turn.
(Secret Rare)


What's worse than a bad Summoning requirement? A bad Summoning requirement with equally bad additional effects and/or ATK and DEF. Considering this is Secret Rare, it's certainly among the ranks of Fiendish Engine Omega.
 
                               Rating: 1 | SOFU-EN024 | Effect Monster
Impcantation Bookstone
DARK | Spellcaster | Level 5 | ATK 0 | DEF 0
You can reveal 1 Ritual Spell in your hand; Special Summon both this card from your hand and 1 "Impcantation" monster from your Deck, except "Impcantation Bookstone". If this card is Special Summoned from the Deck: You can target 1 Ritual Spell in your GY; add it to your hand. You can only use 1 "Impcantation Bookstone" effect per turn, and only once that turn. You cannot Special Summon monsters from the Extra Deck.
(Common)


A book that no one should read as you'll lose brain cells with each word you read.
 
                               Rating: 1 | SOFU-EN023 | Effect Monster
Impcantation Penciplume
LIGHT | Psychic | Level 3 | ATK 0 | DEF 0
You can reveal 1 Ritual Monster in your hand; Special Summon both this card from your hand and 1 "Impcantation" monster from your Deck, except "Impcantation Penciplume". If this card is Special Summoned from the Deck: You can target 1 Ritual Monster in your GY; add it to your hand. You can only use 1 "Impcantation Penciplume" effect per turn, and only once that turn. You cannot Special Summon monsters from the Extra Deck.
(Common)


Konami seems to think they were so good the first time around that they made two more but that just makes it easy for me to rate them as they've all been terrible so far.
 
                               Rating: 1 | SOFU-EN022 | Effect Monster
Thunder Dragonduo
DARK | Thunder | Level 8 | ATK 2800 | DEF 0
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn, if a monster effect is activated in the hand: This card gains 300 ATK until the end of this turn. When this card destroys an opponent's monster by battle: You can banish 1 card from your GY; add 1 Thunder monster from your Deck to your hand. Once per turn, during your opponent's End Phase: You can target 1 of your banished cards; place it on the top or bottom of your Deck.
(Super Rare)


Two heads aren't better than one in this case because those two heads could only muster up 2800 ATK, 0 DEF and a pile of mediocre effects, including a Summoning requirement.
 
                               Rating: 2 | SOFU-EN021 | Effect Monster
Thunder Dragonroar
DARK | Thunder | Level 6 | ATK 2400 | DEF 0
You can discard this card; add to your hand, 1 of your "Thunder Dragon" cards that is banished or in your GY, except "Thunder Dragonroar". If this card is banished, or sent from the field to the GY: You can Special Summon 1 "Thunder Dragon" monster from your Deck in Defense Position, but return it to the hand during the End Phase. You can only use 1 "Thunder Dragonroar" effect per turn, and only once that turn.
(Ultra Rare)


It's not really worth bringing out, even though it has 2400 ATK because its effects aren't all that good and neither is its DEF. Those same effects also don't make it that worthwhile to use from the hand either.
 
                               Rating: 2 | SOFU-EN020 | Effect Monster
Thunder Dragonhawk
LIGHT | Thunder | Level 6 | ATK 1800 | DEF 2200
You can discard this card; Special Summon 1 of your "Thunder Dragon" monsters that is banished or in your GY, except "Thunder Dragonhawk". If this card is banished, or sent from the field to the GY: You can shuffle any number of cards from your hand into the Deck, then draw the same number of cards. You can only use 1 "Thunder Dragonhawk" effect per turn, and only once that turn.
(Ultra Rare)


It's not much better than the original Thunder Dragon or its incarnations in this set but at least is generic with the last effect, even though it's not really any better than Magical Mallet.
 
                               Rating: 2 | SOFU-EN019 | Effect Monster
Thunder Dragondark
DARK | Thunder | Level 5 | ATK 1600 | DEF 1500
(Quick Effect): You can discard this card; add 1 "Thunder Dragondark" from your Deck to your hand. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragon" card from your Deck to your hand, except "Thunder Dragondark". You can only use 1 "Thunder Dragondark" effect per turn, and only once that turn.
(Ultra Rare)


While I can tell it's a somewhat upgraded version of the original Thunder Dragon, since these are the first few of these released, they won't likely be doing much, even with the old cards still legal for tournament play.
 
                               Rating: 2 | SOFU-EN018 | Effect Monster
Thunder Dragonmatrix
LIGHT | Thunder | Level 1 | ATK 0 | DEF 2000
(Quick Effect): You can discard this card, then target 1 Thunder monster you control; it gains 500 ATK. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragonmatrix" from your Deck to your hand. You can only use 1 "Thunder Dragonmatrix" effect per turn, and only once that turn.
(Rare)


It's got 2000 DEF and can get another one ready to go for your next turn, though it's an easily forseen move by that point and the effects aren't going to help it that much.
 
                               Rating: 2 | SOFU-EN017 | Effect Monster
World Legacy - "World Wand"
DARK | Machine | Level 8 | ATK 500 | DEF 2500
This Normal Summoned/Set card cannot be destroyed by battle with a monster Special Summoned from the Extra Deck. You can only use each of the following effects of "World Legacy - "World Wand"" once per turn.
● If this card is sent to the GY: You can Special Summon 1 "World Legacy" monster from your hand.
● You can banish this card from your GY, then target 1 of your banished "Orcust" monsters; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.
(Common)


I guess they're trying to imply that World Legacy monsters are now friends with Orcusts but it's not all that good thanks to its low stats for its high Level. The effects aren't too bad but not great either.
 
                               Rating: 2 | SOFU-EN016 | Effect Monster
Orcust Harp Horror
DARK | Machine | Level 4 | ATK 1700 | DEF 1400
You can banish this card from your GY; Special Summon 1 "Orcust" monster from your Deck, except "Orcust Harp Horror", also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You can only use this effect of "Orcust Harp Horror" once per turn.
(Rare)


Not much to say that hasn't been said already given the card's effect is nearly identical to the other two.
 
                               Rating: 2 | SOFU-EN015 | Effect Monster
Orcust Cymbal Skeleton
DARK | Machine | Level 3 | ATK 1200 | DEF 1500
You can banish this card from your GY, then target 1 "Orcust" monster in your GY, except "Orcust Cymbal Skeleton"; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You can only use this effect of "Orcust Cymbal Skeleton" once per turn.
(Rare)


The rating comes from any future Orcust monsters that are released because the ones so far aren't that great and the effect is pretty much a carbon copy of Brass Bombard.
 
                               Rating: 2 | SOFU-EN014 | Effect Monster
Orcust Brass Bomard
DARK | Machine-Type Tuner | Level 1 | ATK 500 | DEF 1900
You can banish this card from your GY; Special Summon 1 "Orcust" monster from your hand, except "Orcust Brass Bombard", also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You can only use this effect of "Orcust Brass Bombard" once per turn.
(Rare)


The effect is pretty situational but it does have 1900 DEF and doesn't restrain you entirely to the Archetype.
 
                               Rating: 2 | SOFU-EN013 | Effect Monster
Gravekeeper's Spiritualist
DARK | Spellcaster | Level 4 | ATK 1500 | DEF 1500
During your Main Phase, if "Necrovalley" is on the field: You can Fusion Summon 1 Spellcaster Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material. You can only use this effect of "Gravekeeper's Spiritualist" once per turn.
(Common)


It's pretty much the Archetype's Polymerization card because it literally has no other purposes due to lacking any additional effect. It's not a bad effect and being searchable will help it a bit, though it's generally going to be restrained to its Archetype's Fusion Monsters.
 
                               Rating: 2 | SOFU-EN012 | Effect Monster
Gravekeeper's Headman
DARK | Spellcaster | Level 4 | ATK 500 | DEF 1500
If this card is Summoned: You can target 1 Level 4 "Gravekeeper's" monster in your GY; Special Summon it in Attack Position or face-down Defense Position. You can only use this effect of "Gravekeeper's Headman" once per turn. This effect is unaffected by "Necrovalley".
(Rare)


It'll get the effect regardless of how it's Summoned but its ATK and DEF are pretty weak for Normal Summoning or Flip Summoning it.
 
                               Rating: 2 | SOFU-EN011 | Effect Monster
Galaxy Brave
LIGHT | Warrior | Level 8 | ATK 0 | DEF 0
If this card is in your hand: You can reveal 1 "Photon" monster in your hand; Special Summon this card, and if you do, its Level becomes the Level of that "Photon" monster. If this card is Normal or Special Summoned: You can target 1 "Galaxy" monster in your GY; this card's ATK/DEF become that monster's ATK/DEF. You can only use each effect of "Galaxy Brave" once per turn.
(Common)


It can be useful for the high-Level and high ATK Galaxy and Photon monsters but the effects are restrained to only one member and not both. Plus with 0 ATK and DEF to start, he literally loses everything if the effect is negated.
 
                               Rating: 2 | SOFU-EN010 | Effect Monster
Galaxy Cleric
LIGHT | Spellcaster | Level 4 | ATK 1500 | DEF 600
If this card is in your hand: You can target 1 "Photon" or "Galaxy" Xyz Monster you control; attach this card to it as material. If this card is Normal or Special Summoned: You can target 5 "Photon" and/or "Galaxy" cards with different names in your GY; shuffle them into the Deck, then draw 2 cards. You can only use 1 "Galaxy Cleric" effect per turn, and only once that turn.
(Common)


It's not only searchable but can become Xyz Material for any Photon or Galaxy Xyz Monster and has its own built-in Pot of Avarice effect. Still, whichever effect you choose, you can't use the other that turn.
 
                               Rating: 1 | SOFU-EN009| Effect Monster
Dinowrestler Pankratops
EARTH | Dinosaur | Level 7 | ATK 2600 | DEF 0
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.
(Common)


Not even the ability of Special Summoning itself when your opponent has more monsters is enough. Honestly, both effects are pretty bad and that 0 DEF doesn't help either.
 
                               Rating: 2 | SOFU-EN008 | Effect Monster
Dinowrestler Systegosaur
EARTH | Dinosaur | Level 4 | ATK 1900 | DEF 0
If this card is Special Summoned: You can add 1 "Dinowrestler" monster or 1 "World Dino Wrestling" from your Deck to your hand. During the End Phase, if this card is in the GY because it was sent there this turn, and your opponent controls more monsters than you do: You can target 1 "Dinowrestler" monster in your GY, except "Dinowrestler Systegosaur"; Special Summon it. You can only use each effect of "Dinowrestler Systegosaur" once per turn.
(Common)


Seems these guys have taken pages from past monsters like The Fiend Megacyber, only they offer more and this guy isn't too bad but it seems they all have 0 DEF, which is going to cost them a higher rating. The other effect doesn't help it much either.
 
                               Rating: 2 | SOFU-EN007 | Effect Monster
Dinowrestler Capoeiraptor
EARTH | Dinosaur | Level 4 | ATK 1800 | DEF 0
This Attack Position card cannot be destroyed by battle. If this card is attacked, change it to Defense Position at the end of the Damage Step. During the Standby Phase, if this card is in Defense Position: You can Special Summon 1 "Dinowrestler Capoeiraptor" from your Deck. You can only use this effect of "Dinowrestler Capoeiraptor" once per turn.
(Common)


It can't be destroyed whie in Attack Mode but that means little when it doesn't stay in Attack Mode long if it attacks. The other effect can somewhat help make up for it, though it has to survive your opponent's next turn.
 
                               Rating: 2 | SOFU-EN006 | Effect Monster
Dinowrestler Capaptera
WIND | Dinosaur | Level 3 | ATK 1600 | DEF 0
If your opponent controls more monsters than you do: You can target 1 monster your opponent controls; send it to the GY. You can only use this effect of "Dinowrestler Capaptera" once per turn. If this card is sent to the GY as Link Material for the Link Summon of a "Dinowrestler" monster: You can activate this effect; the Link Monster that used this card as material gains 1000 ATK until the end of this turn.
(Common)


The effects aren't too bad, though the 1st is the best one it has to offer because you can not only even the playing field but also get rid of your opponent's strongest monster on the field.
 
                               Rating: 3 | SOFU-EN005 | Effect Monster
Salamangreat Jack Jaguar
FIRE | Cyberse | Level 4 | ATK 1800 | DEF 1200
If this card attacks a Defense Position monster, inflict piercing battle damage. If you control a "Salamangreat" Link Monster, while this card is in your GY: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Jack Jaguar"; shuffle that target into the Deck, and if you do, Special Summon this card to your zone your "Salamangreat" Link Monster points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn.
(Common)


5 cards in and we get another good card that's a Beatstick with the piercing damage effect.
 
                               Rating: 2 | SOFU-EN004 | Effect Monster
Salamangreat Falco
FIRE | Cyberse | Level 4 | ATK 1200 | DEF 1600
If this card is sent to the GY: You can target 1 "Salamangreat" Spell/Trap in your GY; Set that target to your field. If this card is in your GY: You can target 1 "Salamangreat" monster you control, except "Salamangreat Falco"; return that monster to the hand, and if you do, Special Summon this card. You can only use 1 "Salamangreat Falco" effect per turn, and only once that turn.
(Common)


Looks like we have an upward trend of improvement here but we're not yet at the point where I can call these guys decent.
 
                               Rating: 2 | SOFU-EN003 | Effect Monster
Salamangreat Foxy
FIRE | Cyberse | Level 3 | ATK 1000 | DEF 1200
When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn.
(Common)


Not a whole lot better than Meer but not a whole lot worse either.
 
                               Rating: 2 | SOFU-EN002 | Effect Monster
Salamangreat Meer
FIRE | Cyberse | Level 2 | ATK 800 | DEF 600
If this card is added to your hand, except by drawing it for your normal draw: You can reveal this card; Special Summon it from your hand. If this card is in your hand: You can discard 1 other "Salamangreat" card; Special Summon this card from your hand. You can only use each effect of "Salamangreat Meer" once per turn.
(Common)


It's not very strong but if you add it to your hand by an effect (other than Sangan or Witch for obvious reasons), then you'll be all set for a Summon of another monster.
 
                               Rating: 3 | SOFU-EN001 | Effect Monster
Clock Wyvern
WIND | Cyberse | Level 4 | ATK 1800 | DEF 1000
If this card is Normal or Special Summoned: You can halve this card's ATK, and if you do, Special Summon 1 "Clock Token" (Cyberse/WIND/Level 1/ATK 0/DEF 0). You can only use this effect of “Clock Wyvern” once per turn.
(Rare)


I wouldn't recommend using the effect because it makes this guy weaker but it still boasts 1800 ATK to use as a Beatstick.
 
                               Rating: 1 | SOFU-EN000 | Effect Monster
Alviss of the Nordic Alfar
DARK | Spellcaster | Level 4 | ATK 1500 | DEF 1000
If only this card is banished by the effect of a “Nordic” Link Monster: You can send to the GY 1 “Nordic” monster you control and 2 “Nordic” monsters from your Deck whose total Levels equal 10, then Special Summon 1 “Aesir” monster from your Extra Deck. If an “Aesir” monster(s) in your possession is sent to your GY by your opponent’s card: You can banish this card from your GY; Special Summon 1 “Aesir” monster from your Extra Deck with a different name from the cards in your GY. You can only use this effect of “Alviss of the Nordic Alfar” once per Duel.
(Common)


It's pretty costly to use the effects as a whole considering the Aesir monster you bring out won't be Summoned properly and you will lose three monsters in the process (including 2 from the Deck. Not that any of that matters since the effecet is once per Duel and requires a "Nordic" Link Monster to banish it and only it.