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Soul Fusion (SOFU-EN) Card Ratings
1.
SOFU-EN031 is also the Sneak
Preview card. 2. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Soul_Fusion_(TCG-EN-1E) |
Soul Fusion
(SOFU-EN099) Frightfur Patchwork SPELL / 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) |
Rating: 2 out of 5 Sabres is okay, but Polymerization is the best you're going to get from this. |
Soul Fusion
(SOFU-EN098) Ostinato SPELL / 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) |
Rating: 1 out of 5 Worst De-Fusion variant I've ever seen. |
Soul Fusion
(SOFU-EN097) Predaplast SPELL / 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) |
Rating: 1 out of 5 Only protects 1 Predaplant and at best does what all of them already do, including the low benefits. |
Soul Fusion
(SOFU-EN096) D/D/D Super Doom King Purple Armageddon DARK / Pendulum Monster / Level 10 / ATK 3500 / DEF 3000 / Scale 1 and Scale 1 Pendulum Text 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). |
(Fiend / Fusion / Pendulum /
Effect) 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) |
Rating: 2 out of 5 Less complicated than Genghis, but not really much better. |
Soul Fusion
(SOFU-EN095) D/D/D Flame High King Genghis DARK / Fusion Monster / Level 8 / ATK 2800 / DEF 2400 (Fiend / Fusion / Effect) 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) |
Rating: 1 out of 5 Needs to lay off the drugs. |
Soul Fusion
(SOFU-EN094) Predaplant Dragostapelia DARK / Fusion Monster / Level 8 / ATK 2700 / DEF 1900 (Plant / Fusion / Effect) 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) |
Rating: 1 out of 5 Fusionist is now a Predaplant monster. |
Soul Fusion
(SOFU-EN093) Edge Imp Cotton Eater DARK / Pendulum Monster / Level 7 / ATK 2400 / DEF 1600 / Scale 1 and Scale 1 Pendulum Text 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. |
(Fiend / Pendulum /
Effect) 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) |
Rating: 2 out of 5 Should feel pretty sheepish for having these low tier effects and stats. |
Soul Fusion
(SOFU-EN092) Patchwork Fluffal EARTH / Effect Monster / Level 1 / ATK 0 / DEF 0 (Fairy / Effect) 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) |
Rating: 1 out of 5 The stiches are about to fall out. Previous Fusion Substitutes like Versago are much better. |
Soul Fusion
(SOFU-EN091) Until Noble Arms are Needed Once Again TRAP / 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) |
Rating: 1 out of 5 They won't be needed ever again with how they're designed. |
Soul Fusion
(SOFU-EN090) Heritage of the Chalice SPELL / 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) |
Rating: 2 out of 5 A 2nd way to fetch Artorigus (#0) and Gawayn. (#0) |
Soul Fusion
(SOFU-EN089) Morgan, the Enchantress of Avalon DARK / Effect Monster / Level 3 / ATK 1300 / DEF 1600 (Spellcaster / Effect) 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) |
Rating: 1 out of 5 You lose two cards just to negate one effect. Generic, but too costly. |
Soul Fusion
(SOFU-EN088) Noble Knight Ivyanne LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1600 (Warrior / Effect) 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) |
Rating: 1 out of 5 For 150 less ATK, you can give Maha Vailo a stronger boost with any Equip Card. |
Soul Fusion
(SOFU-EN087) Second Expedition into Danger! TRAP / 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) |
Rating: 1 out of 5 Considering there is no actual danger, why would you even bother? |
Soul Fusion
(SOFU-EN086) Danger! Response Team SPELL / 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) |
Rating: 1 out of 5 There will be little, if any, response when you need them most. |
Soul Fusion
(SOFU-EN085) Danger!? Tsuchinoko? DARK / Effect Monster / Level 3 / ATK 1300 / DEF 0 (Reptile / Effect) 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) |
Rating: 1 out of 5 Special Summoning copies of itself isn't dangerous for the opponent. |
Soul Fusion
(SOFU-EN084) Danger! Mothman! DARK / Effect Monster / Level 4 / ATK 1800 / DEF 400 (Insect / Effect) 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) |
Rating: 3 out of 5 The most dangerous for anyone on the receiving end. |
Soul Fusion
(SOFU-EN083) Danger! Dogman! DARK / Effect Monster / Level 7 / ATK 2400 / DEF 1000 (Beast-Warrior / Effect) 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) |
Rating: 1 out of 5 Konami slowed Dark World effects (#24) to 1/4 their original speed. |
Soul Fusion
(SOFU-EN082) Danger! Thunderbird! DARK / Effect Monster / Level 8 / ATK 2800 / DEF 2400 (Winged Beast / Effect) 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) |
Rating: 1 out of 5 Zapdos from Pokemon isn't so legendary anymore. |
Soul Fusion
(SOFU-EN081) Consolation Prize TRAP / 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) |
Rating: 3 out of 5 It's more like winning big tournament prizes. |
Soul Fusion
(SOFU-EN080) Subsurface Stage Divers TRAP / 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) |
Rating: 1 out of 5 They came down with The Bends at the surface. |
Soul Fusion
(SOFU-EN079) The Revenge of the Normal TRAP / 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) |
Rating: 2 out of 5 Not limited to Normal Monsters, but you need to be at a disadvantage, and this may not be enough. |
Soul Fusion
(SOFU-EN078) Trap Trick TRAP / 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) |
Rating: 1 out of 5 Definitely choose the treat because this trick has no value. |
Soul Fusion
(SOFU-EN077) Toll Hike TRAP / Continuous Trap Each player must send 1 card from their hand to the GY to declare an attack. (Rare) |
Rating: 1 out of 5 Skip the toll and use Gravekeeper's Servant (#17) for a much better result. |
Soul Fusion
(SOFU-EN076) Invincibility Barrier TRAP / 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) |
Rating: 1 out of 5 For a mere 1K, Skill Drain blocks them all. |
Soul Fusion
(SOFU-EN075) Necro Fusion TRAP / 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) |
Rating: 0 out of 5 Battle City's rule for Fusion Monsters is now a card. |
Soul Fusion
(SOFU-EN074) Crusadia Krawler TRAP / 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) |
Rating: 2 out of 5 Just another manditory Trap Monster for booster sets that has hardly any uses. |
Soul Fusion
(SOFU-EN073) Thunder Dragon Discharge TRAP / 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) |
Rating: 1 out of 5 Thunder Dragon was already discharged after Metal Raiders released. |
Soul Fusion
(SOFU-EN072) Thunder Dragons' Hundred Thunders TRAP / 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) |
Rating: 2 out of 5 Kind of a free Soul Charge (#14) for Thunder Decks that can be used on at least a few viable monsters. |
Soul Fusion
(SOFU-EN071) Orcustrated Core TRAP / 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) |
Rating: 1 out of 5 Bad to the core, and ready to deliver the worst melody you've ever heard. |
Soul Fusion
(SOFU-EN070) Orcustrated Attack TRAP / 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) |
Rating: 1 out of 5 This is Karma Cut, but worse. |
Soul Fusion
(SOFU-EN069) Eternal Galaxy TRAP / 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) |
Rating: 2 out of 5 For the so-called eternal galaxy (#11), you're quite limited on uses. |
Soul Fusion
(SOFU-EN068) Necrovalley Temple TRAP / 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) |
Rating: 1 out of 5 Burden of the Mighty can do better for pretty much nothing. |
Soul Fusion
(SOFU-EN067) Salamangreat Gift TRAP / 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) |
Rating: 1 out of 5 All the work required to even use this requires even more when it's actually activated. |
Soul Fusion
(SOFU-EN066) Parallel Panzer SPELL / 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) |
Rating: 1 out of 5 Cyberdark Impact's main strategy now has additional requirements. |
Soul Fusion
(SOFU-EN065) Extra-Foolish Burial SPELL / 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) |
Rating: 1 out of 5 Accurate name at least. |
Soul Fusion
(SOFU-EN064) Concentrating Current SPELL / 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) |
Rating: 2 out of 5 Useful only during your opponent's turn basically. |
Soul Fusion
(SOFU-EN063) Herald of the Abyss SPELL / 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) |
Rating: 1 out of 5 The opponent's downside is far less than your payment to get it done. |
Soul Fusion
(SOFU-EN062) Giant Ballpark SPELL / 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) |
Rating: 2 out of 5 There's a few, though sending a Normal Monster is the only way to Special Summon the other copies. |
Soul Fusion
(SOFU-EN061) Sky Striker Maneuver - Vector Blast SPELL / 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) |
Rating: 1 out of 5 They have a new weapon, but there isn't even a high chance of it firing. |
Soul Fusion
(SOFU-EN060) Thunder Dragon Fusion SPELL / 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) |
Rating: 1 out of 5 Requires some of the softest monsters in the game. |
Soul Fusion
(SOFU-EN059) Orcustrated Einsatz SPELL / 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) |
Rating: 1 out of 5 Llimited to 2 bad Decks (#21) and doesn't resolve right away. |
Soul Fusion
(SOFU-EN058) Orcustrated Return SPELL / 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) |
Rating: 1 out of 5 Return this for something better, like Trade-In (SDRL #19) or Allure of Darkness. (#84) |
Soul Fusion
(SOFU-EN057) Orcustrated Rebel SPELL / 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) |
Rating: 1 out of 5 Not even open to any Link Monster. (#42) |
Soul Fusion
(SOFU-EN056) Galaxy Trance SPELL / 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) |
Rating: 1 out of 5 Even Photon Decks (#81) get a weaker Soul Charge. (#14) |
Soul Fusion
(SOFU-EN055) Necrovalley Throne SPELL / 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) |
Rating: 2 out of 5 Spy (#59) at least has the DEF, and there may be one or two others. |
Soul Fusion
(SOFU-EN054) World Dino Wrestling SPELL / 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) |
Rating: 1 out of 5 It'll look more like ballet than a wrestling match. |
Soul Fusion
(SOFU-EN053) Will of the Salamangreat SPELL / 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) |
Rating: 1 out of 5 It's their last will. |
Soul Fusion
(SOFU-EN052) Rise of the Salamangreat SPELL / 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) |
Rating: 1 out of 5 There's only one to pick from, and it's terrible. |
Soul Fusion
(SOFU-EN051) Salamangreat Sanctuary SPELL / 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) |
Rating: 0 out of 5 A card devoted to the pointless tactic of Reincarnation Link Summons or making your Links weaker. |
Soul Fusion
(SOFU-EN050) Cynet Fusion SPELL / 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) |
Rating: 0 out of 5 Should be on the Dark Web because it's no good in regular Duels. |
Soul Fusion
(SOFU-EN049) Some Summer Summoner LIGHT / Link Monster / ATK 1600 / Link-2 Links: Bottom Corners (Thunder / Link / Effect) 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) |
Rating: 1 out of 5 Hasn't even put in the work to become useful. |
Soul Fusion
(SOFU-EN048) Agave Dragon EARTH / Link Monster / ATK 3000 / Link-4 Links: Left, Right and both Bottom Corners (Wyrm / Link / Effect) 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) |
Rating: 1 out of 5 A Common is quite appropriate for this Link-4. |
Soul Fusion
(SOFU-EN047) Folgo, Justice Fur Hire DARK / Link Monster / ATK 2400 / Link-3 Links: Top and both Bottom Corners (Beast / Link / Effect) 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) |
Rating: 1 out of 5 Better forgo it instead. |
Soul Fusion
(SOFU-EN046) Crusadia Spatha LIGHT / Link Monster / ATK 500 / Link-2 Links: Left and Bottom (Warrior / Link / Effect) 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) |
Rating: 1 out of 5 We've reincarnated a Slime Token. (#26) |
Soul Fusion
(SOFU-EN045) Orcustrion DARK / Link Monster / ATK 3000 / Link-4 Links: Top, Bottom, Top-Right and Bottom-Left (Machine / Link / Effect) 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) |
Rating: 1 out of 5 Reptilianne Medusa for more work and less benefit. |
Soul Fusion
(SOFU-EN044) Longirsu, the Orcust Orchestrator DARK / Link Monster / ATK 2500 / Link-3 Links: Top, Top-Left and Bottom-Right (Machine / Link / Effect) 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) |
Rating: 1 out of 5 Aren't we supposed to be getting more potent as the Link Ratings rise? |
Soul Fusion
(SOFU-EN043) Galatea, the Orcust Automatron DARK / Link Monster / ATK 1800 / Link-2 Links: Top-Right and Bottom-Left (Machine / Link / Effect) 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) |
Rating: 1 out of 5 This is a terrible way to make a Deck viable because the effects are not available right away, or just suck. |
Soul Fusion
(SOFU-EN042) Galaxy-Eyes Solflare Dragon LIGHT / Link Monster / ATK 2000 / Link-2 Links: Bottom Corners (Dragon / Link / Effect) 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) |
Rating: 1 out of 5 Regular Solar Flare Dragon is much better than this. |
Soul Fusion
(SOFU-EN041) Dinowrestler King T Wrextle EARTH / Link Monster / ATK 3000 / Link-3 Links: All 3 Bottom Arrows (Dinosaur / Link / Effect) 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) |
Rating: 2 out of 5 Doesn't need to Reincarnation Link Summon to have at least 1 good effect, unlike Heatleo. |
Soul Fusion
(SOFU-EN040) Salamangreat Heatleo FIRE / Link Monster / ATK 2300 / Link-3 Links: Top and both Bottom Corners (Cyberse / Link / Effect) 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) |
Rating: 1 out of 5 Seems Decode Talker (DUPO #106) was in itself Reincarnation Link Summoned. |
Soul Fusion
(SOFU-EN039) Clock Spartoi DARK / Link Monster / ATK 800 / Link-2 Links: Bottom and Bottom-Right (Cyberse / Link / Effect) 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) |
Rating: 1 out of 5 How accurate to describe it as a toy. |
Soul Fusion
(SOFU-EN038) Diplexer Chimera LIGHT / Fusion Monster / Level 5 / ATK 2000 / DEF 800 (Cyberse / Fusion / Effect) 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) |
Rating: 1 out of 5 2 Cyberse Wizards (#1) would work, but there's nothing useful here. |
Soul Fusion
(SOFU-EN037) Thunder Dragon Colossus LIGHT / Fusion Monster / Level 7 / ATK 2600 / DEF 2400 (Thunder / Fusion / Effect) "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) |
Rating: 1 out of 5 Must be related to Bonfire Colossus. (#84) |
Soul Fusion
(SOFU-EN036) Thunder Dragon Titan LIGHT / Fusion Monster / Level 10 / ATK 3200 / DEF 3200 (Thunder / Fusion / Effect) 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) |
Rating: 1 out of 5 This must be intended to be the boss of the Deck, but other than its stats, I don't see it. |
Soul Fusion
(SOFU-EN035) Gravekeeper's Supernaturalist DARK / Fusion Monster / Level 7 / ATK 2000 / DEF 2000 (Spellcaster / Fusion / Effect) 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) |
Rating: 1 out of 5 Gravekeeper's (#61) now have an Extra Deck that is off to a bad start. |
Soul Fusion
(SOFU-EN034) Cyberse Clock Dragon DARK / Fusion Monster / Level 7 / ATK 2500 / DEF 2000 (Cyberse / Fusion / Effect) "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) |
Rating: 1 out of 5 Certainly makes your turn shorter once the effect is used. |
Soul Fusion
(SOFU-EN033) Salamangreat Emerald Eagle FIRE / Ritual Monster / Level 8 / ATK 2800 / DEF 2000 (Cyberse / Ritual / Effect) 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) |
Rating: 1 out of 5 Potent effects, but that's going to make the entire Ritual Summon cost much more. |
Soul Fusion
(SOFU-EN032) Two-for-One Team LIGHT / Effect Monster / Level 2 / ATK 1200 / DEF 1200 (Warrior / Effect) 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) |
Rating: 1 out of 5 Here's Clara and Rushka before they became famous. (#49) |
Soul Fusion
(SOFU-EN031) Token Collector EARTH / Effect Monster / Level 4 / ATK 0 / DEF 2000 (Fiend / Effect) 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) |
Rating: 2 out of 5 Hasn't collected that many uses. |
Soul Fusion
(SOFU-EN030) Gokipole EARTH / Effect Monster / Level 3 / ATK 1000 / DEF 1200 (Insect / Effect) 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) |
Rating: 2 out of 5 Insect Knight (#4) would be good to get with this, especially for the bonus effect. |
Soul Fusion
(SOFU-EN029) Bearblocker DARK / Effect Monster / Level 3 / ATK 1600 / DEF 0 (Fiend / Effect) 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) |
Rating: 2 out of 5 Helps you respond better against the opponent, but not during your turn. |
Soul Fusion
(SOFU-EN028) Condemned Witch DARK / Effect Monster / Level 4 / ATK 100 / DEF 2000 (Fairy / Effect) 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) |
Rating: 2 out of 5 Condemned mostly to use their DEF. |
Soul Fusion
(SOFU-EN027) Diana the Light Spirit LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1000 (Thunder / Effect) 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) |
Rating: 1 out of 5 Unrelated to Spirit monsters (#176) or ones like The Rock Spirit (#7), but about as bad. |
Soul Fusion
(SOFU-EN026) Mystrick Hulder DARK / Effect Monster / Level 5 / ATK 1500 / DEF 2400 (Spellcaster / Effect) 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) |
Rating: 1 out of 5 Easily worse than other cards that do the same thing. |
Soul Fusion
(SOFU-EN025) Chaos Dragon Levianeer DARK / Effect Monster / Level 8 / ATK 3000 / DEF 0 (Dragon / Effect) 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) |
Rating: 1 out of 5 Summon requirements pretty much always ruin what could be a good monster. This also lacks DEF. |
Soul Fusion
(SOFU-EN024) Impcantation Bookstone DARK / Effect Monster / Level 5 / ATK 0 / DEF 0 (Spellcaster / Effect) 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) |
Rating: 1 out of 5 The back cover tells a story about how it was never going to be the monster it aimed to be. |
Soul Fusion
(SOFU-EN023) Impcantation Penciplume LIGHT / Effect Monster / Level 3 / ATK 0 / DEF 0 (Psychic / Effect) 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) |
Rating: 1 out of 5 Sounds like an evolved form of Vileplume from Pokemon, but it has bigger problems for Duelists. |
Soul Fusion
(SOFU-EN022) Thunder Dragonduo DARK / Effect Monster / Level 8 / ATK 2800 / DEF 0 (Thunder / Effect) 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) |
Rating: 1 out of 5 Twin-Headed Thunder Dragon (#69) was remade into an even worse monster. |
Soul Fusion
(SOFU-EN021) Thunder Dragonroar DARK / Effect Monster / Level 6 / ATK 2400 / DEF 0 (Thunder / Effect) 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) |
Rating: 2 out of 5 Half the properties for a 3-star rating are there. The other two ran away. |
Soul Fusion
(SOFU-EN020) Thunder Dragonhawk LIGHT / Effect Monster / Level 6 / ATK 1800 / DEF 2200 (Thunder / Effect) 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) |
Rating: 1 out of 5 Dragonmatrix is best so far and only for its DEF. Aren't these supposed to be better than the originals? |
Soul Fusion
(SOFU-EN019) Thunder Dragondark DARK / Effect Monster / Level 5 / ATK 1600 / DEF 1500 (Thunder / Effect) (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) |
Rating: 1 out of 5 Literally just a higher rarity version of the original. |
Soul Fusion
(SOFU-EN018) Thunder Dragonmatrix LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 2000 (Thunder / Effect) (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) |
Rating: 2 out of 5 Thunder Dragon extends its family, but to mediocre results so far. |
Soul Fusion
(SOFU-EN017) World Legacy - "World Wand" DARK / Effect Monster / Level 8 / ATK 500 / DEF 2500 (Machine / Effect) 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) |
Rating: 1 out of 5 Did this come from Fairy World? Jorgon von Strangle shut it off clearly. |
Soul Fusion
(SOFU-EN016) Orcust Harp Horror DARK / Effect Monster / Level 4 / ATK 1700 / DEF 1400 (Machine / Effect) 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) |
Rating: 1 out of 5 The strings break the instant a finger touches them. |
Soul Fusion
(SOFU-EN015) Orcust Cymbal Skeleton DARK / Effect Monster / Level 3 / ATK 1200 / DEF 1500 (Machine / Effect) 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) |
Rating: 1 out of 5 Orcusts are literally instruments of self-destruction. |
Soul Fusion
(SOFU-EN014) Orcust Brass Bombard DARK / Effect Monster / Level 1 / ATK 500 / DEF 1900 (Machine / Tuner / Effect) 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) |
Rating: 2 out of 5 Might be playing a few sad notes because a 2 out of 5 is only 20% of 100. |
Soul Fusion
(SOFU-EN013) Gravekeeper's Spiritualist DARK / Effect Monster / Level 4 / ATK 1500 / DEF 1500 (Spellcaster / Effect) 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) |
Rating: 0 out of 5 Worse than the other copies (#46) of Poly as those don't need anything else on the field. |
Soul Fusion
(SOFU-EN012) Gravekeeper's Headman DARK / Effect Monster / Level 4 / ATK 500 / DEF 1500 (Spellcaster / Effect) 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) |
Rating: 2 out of 5 You won't need Necrovalley to make use of this card's effect, but there's little worth getting. |
Soul Fusion
(SOFU-EN011) Galaxy Brave LIGHT / Effect Monster / Level 8 / ATK 0 / DEF 0 (Warrior / Effect) 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) |
Rating: 2 out of 5 Helps with Xyz Summons, but only with Photon (#8) and Galaxy monsters. |
Soul Fusion
(SOFU-EN010) Galaxy Cleric LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 600 (Spellcaster / Effect) 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) |
Rating: 1 out of 5 Overlay Regen (#52) does the first effect for free. Jar of Avarice (#74) can do better with the 2nd effect. |
Soul Fusion
(SOFU-EN009) Dinowrestler Pankratops EARTH / Effect Monster / Level 7 / ATK 2600 / DEF 0 (Dinosaur / Effect) 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) |
Rating: 1 out of 5 The improvements over The Fiend Megacyber are microscopic. |
Soul Fusion
(SOFU-EN008) Dinowrestler Systegosaur EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 0 (Dinosaur / Effect) 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) |
Rating: 2 out of 5 Lacking DEF kills any chance they'll get a 3 for any member. |
Soul Fusion
(SOFU-EN007) Dinowrestler Capoeiraptor EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 0 (Dinosaur / Effect) 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) |
Rating: 1 out of 5 Must've taken notes from the likes of Goblin Attack Force, which also has higher ATK. |
Soul Fusion
(SOFU-EN006) Dinowrestler Capaptera WIND / Effect Monster / Level 3 / ATK 1600 / DEF 0 (Dinosaur / Effect) 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) |
Rating: 1 out of 5 No need for the disadvantage with Karakuri mdl 339. (#22) |
Soul Fusion
(SOFU-EN005) Salamangreat Jack Jaguar FIRE / Effect Monster / Level 4 / ATK 1800 / DEF 1200 (Cyberse / Effect) 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) |
Rating: 3 out of 5 Apart from Clock Wyvern, the monsters in this set have been lacking until now. |
Soul Fusion
(SOFU-EN004) Salamangreat Falco FIRE / Effect Monster / Level 4 / ATK 1200 / DEF 1600 (Cyberse / Effect) 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) |
Rating: 1 out of 5 The trend of info is only slightly improving from card to card. |
Soul Fusion
(SOFU-EN003) Salamangreat Foxy FIRE / Effect Monster / Level 3 / ATK 1000 / DEF 1200 (Cyberse / Effect) 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) |
Rating: 1 out of 5 Related to Fox Fire clearly. |
Soul Fusion
(SOFU-EN002) Salamangreat Meer FIRE / Effect Monster / Level 2 / ATK 800 / DEF 600 (Cyberse / Effect) 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) |
Rating: 1 out of 5 A meerkat that wouldn't be friends with anyone in The Lion King. |
Soul Fusion
(SOFU-EN001) Clock Wyvern WIND / Effect Monster / Level 4 / ATK 1800 / DEF 1000 (Cyberse / Effect) 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) |
Rating: 3 out of 5 Time for one of the set's few 3 out of 5s I guess. The effect is highly ill-advised though. |
Soul Fusion
(SOFU-EN000) Alviss of the Nordic Alfar DARK / Effect Monster / Level 4 / ATK 1500 / DEF 1000 (Spellcaster / Effect) 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) |
Rating: 1 out of 5 A new Nordic monster (#81) that is likely going to be unnoiced because it brings nothing good to the table. |