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The Dark Illusion (TDIL-EN) Card Ratings
1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:The_Dark_Illusion_(TCG-EN-1E) |
The Dark
Illusion (TDIL-EN099) Paleozoic Anomalocaris WATER / Xyz Monster / Rank 2 / ATK 2400 / DEF 0 (Aqua / Xyz / Effect) 3 or more Level 2 monsters Unaffected by other monsters' effects. Once per turn, if a Trap Card(s) is sent from your Spell & Trap Zone to the Graveyard (except during the Damage Step): You can excavate the top card of your Deck, and if it is a Trap Card, add it to your hand. Otherwise, send it to the Graveyard. Once per turn, during either player's turn, if this card has a Trap Card as Xyz Material: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. (Super Rare) |
Rating: 2 out of 5 Honestly, I don't see much here except the high ATK for its Rank, which gives it a 2. |
The Dark
Illusion (TDIL-EN098) Paleozoic Pikaia TRAP / Normal Trap Discard 1 "Paleozoic" card, then draw 2 cards. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field. (Common) |
Rating: 1 out of 5 I guess we can't even have good Trap Monsters (#94) anymore. |
The Dark
Illusion (TDIL-EN097) Paleozoic Canadia TRAP / Normal Trap Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field. (Common) |
Rating: 1 out of 5 They're basically carbon copies of each other and there's like 3 of them just in this section. |
The Dark
Illusion (TDIL-EN096) Paleozoic Hallucigenia TRAP / Normal Trap Target 1 face-up monster on the field; its ATK and DEF become half its current ATK and DEF until the end of this turn. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/ WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field. (Common) |
Rating: 1 out of 5 Unfortunately, this isn't a hallucination. They really ARE that bad. |
The Dark
Illusion (TDIL-EN095) Paleozoic Olenoides TRAP / Normal Trap Target 1 Spell/Trap Card on the field; destroy it. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field. (Common) |
Rating: 1 out of 5 By the time it's activated, it's already weaker than the vanilla Trap Monster Embodiment of Apophis. (#99) |
The Dark
Illusion (TDIL-EN094) Empowerment SPELL / Field Spell All Dragon, Warrior, and Spellcaster-Type monsters you control gain 300 ATK and DEF. Once per turn: You can discard 1 card; Special Summon 1 "Empowered Warrior" monster from your Deck. Once per turn: You can banish a total of 4 Warrior and/or Spellcaster-Type monsters from your Graveyard; add 1 "Aether" monster from your Deck to your hand. (Common) |
Rating: 1 out of 5 Only LOB levels of power, even though we left that era ages ago. |
The Dark
Illusion (TDIL-EN093) Dragodies, the Empowered Warrior LIGHT / Pendulum Monster / Level 4 / ATK 1500 / DEF 1500 / Scale 2 and Scale 2 Pendulum Text At the start of the Damage Step, if a monster you control battles an opponent's face-up monster: You can discard 1 card; the opponent's battling monster's ATK and DEF become half its current ATK and DEF (even if this card leaves the field). |
(Warrior / Pendulum / Effect) If this card in its owner's Monster Zone is destroyed by your opponent's attack or card effect: You can add 1 Warrior or Spellcaster-Type monster with 2000 or less ATK from your Deck to your hand, except "Dragodies, the Empowered Warrior", during the End Phase of this turn. (Common) |
Rating: 2 out of 5 Medusa doesn't need to be a Pendulum to do better than this. |
The Dark
Illusion (TDIL-EN092) Revolving Switchyard SPELL / Field Spell If a Level 10 EARTH Machine-Type monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can activate this effect; your opponent takes no battle damage for the rest of this turn (even if this card leaves the field), also you Special Summon 1 Level 4 EARTH Machine-Type monster with 1800 or more ATK from your Deck, and if you do, it becomes Level 10. You can send 1 card from your hand to the Graveyard; add 1 Level 10 EARTH Machine-Type monster from your Deck to your hand. You can only use 1 "Revolving Switchyard" effect per turn, and only once that turn. (Common) |
Rating: 1 out of 5 You'll end up like James from the Thomas episode "Tenders and Turntables" if you play this. |
The Dark
Illusion (TDIL-EN091) Number 81: Superdreadnought Rail Cannon Super Dora EARTH / Xyz Monster / Rank 10 / ATK 3200 / DEF 4000 (Machine / Xyz / Effect) 2 Level 10 monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; that target is unaffected by card effects, except for its own effects, until the end of this turn. (Super Rare) |
Rating: 2 out of 5 Might as well use it on itself because otherwise it's pretty much a huge waste, and barely worth it at all. |
The Dark
Illusion (TDIL-EN090) Heavy Freight Train Derricrane EARTH / Effect Monster / Level 10 / ATK 2800 / DEF 2000 (Machine / Effect) If an EARTH Machine-Type monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, but its original ATK and DEF become halved. You can only use this effect of "Heavy Freight Train Derricrane" once per turn. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 card your opponent controls; destroy it. (Common) |
Rating: 1 out of 5 Pretty much a more recent variant of Fusilier Dragon. |
The Dark
Illusion (TDIL-EN092) SPYRAL GEAR - Big Red SPELL / Equip Spell Activate this card by targeting 1 "SPYRAL" monster in your Graveyard; Special Summon it, and if you do, equip this card to it. It cannot be destroyed by battle. You can only activate 1 "SPYRAL GEAR - Big Red" per turn. (Rare) |
Rating: 1 out of 5 Only Super Agent is worth reviving and can be done better in more generic ways. |
The Dark
Illusion (TDIL-EN088) SPYRAL GEAR - Drone WIND / Effect Monster / Level 1 / ATK 100 / DEF 100 (Machine / Effect) If this card is Normal or Special Summoned: You can look at the top 3 cards of your opponent's Deck, and if you do, place them on top of their Deck in any order. During either player's turn: You can Tribute this card, then target 1 "SPYRAL" monster you control; it gains 500 ATK for each card your opponent controls. You can banish this card and 1 "SPYRAL" card from your Graveyard, then target 1 "SPYRAL Super Agent" in your Graveyard; add it to your hand. (Rare) |
Rating: 1 out of 5 The last one revealed and it's really adding little merit to the Deck as a whole. |
The Dark
Illusion (TDIL-EN087) SPYRAL Quik-Fix EARTH / Effect Monster / Level 1 / ATK 500 / DEF 400 (Machine / Effect) If this card is Normal or Special Summoned: You can add 1 "SPYRAL GEAR" card from your Deck to your hand. If this card is in your Graveyard and you control "SPYRAL Super Agent": You can discard 1 card; Special Summon this card, but banish it when it leaves the field. (Rare) |
Rating: 1 out of 5 Talk about being poorly equipped. No equipment in their arsenal will save their missions. |
The Dark
Illusion (TDIL-EN086) SPYRAL Super Agent EARTH / Effect Monster / Level 4 / ATK 1900 / DEF 1200 (Warrior / Effect) If this card is in your hand: You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, Special Summon this card if it is a card of that type. If this card is Special Summoned by the effect of a "SPYRAL" card: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can only use each effect of "SPYRAL Super Agent" once per turn. (Ultra Rare) |
Rating: 3 out of 5 James Bond would be proud of the work this guy does, and I am too. |
The Dark
Illusion (TDIL-EN085) The Hidden City SPELL / Field Spell When this card is activated: You can add 1 "Subterror" monster from your Deck to your hand. Once per turn: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position. Once per turn, when an opponent's monster declares an attack: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position, then you can negate the attack. You can only activate 1 "The Hidden City" per turn. (Secret Rare) |
Rating: 1 out of 5 Nemesis Warrior is the best we have, and it can be searched with Reinforcement of the Army. (#32) |
The Dark
Illusion (TDIL-EN084) Subeterror Behemoth Stalagmo EARTH / Effect Monster / Level 10 / ATK 2800 / DEF 2100 (Rock / Flip / Effect) FLIP: You can discard 1 "Subterror" monster, and if you do, draw 2 cards. You can only use this effect of "Subterror Behemoth Stalagmo" once per turn. When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position. (Ultra Rare) |
Rating: 2 out of 5 Basically it's Umastryx's stats flipped, and without much of anything else. |
The Dark
Illusion (TDIL-EN083) Subeterror Behemoth Umastryx EARTH / Effect Monster / Level 7 / ATK 2000 / DEF 2700 (Reptile / Flip / Effect) FLIP: You can target 1 monster your opponent controls; banish it. You can only use this effect of "Subterror Behemoth Umastryx" once per turn. When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position. (Ultra Rare) |
Rating: 1 out of 5 High DEF won't cut it here because that's coupled with bad effects and a pretty high Level. |
The Dark
Illusion (TDIL-EN082) Subeterror Nemesis Warrior EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 1200 (Warrior / Effect) During either player's turn: You can send 1 "Subterror" monster from your Deck to the Graveyard; Tribute this card and at least 1 other monster so the total original Levels Tributed equal or exceed the Level of that "Subterror" monster in the Graveyard, and if you do, Special Summon that monster in face-up or face-down Defense Position. If a "Subterror Behemoth" monster is flipped face-up while this card is in your Graveyard: You can Special Summon this card. You can only use each effect of "Subterror Nemesis Warrior" once per turn. (Rare) |
Rating: 3 out of 5 Makes more work to bring out the high-Level members, but you don't need them anyway. |
The Dark
Illusion (TDIL-EN081) Ninjitsu Art Notebook SPELL / Continuous Spell Once per turn: You can send 1 "Ninja" monster from your hand to the Graveyard; Set 1 "Ninjitsu Art" Spell/Trap Card directly from your Deck, except "Ninjitsu Art Notebook". (Common) |
Rating: 1 out of 5 Should take notes from better cards. |
The Dark
Illusion (TDIL-EN080) The Forceful Checkpoint TRAP / Normal Trap When an opponent's monster declares an attack: Look at your opponent's hand, and if there is a Monster Card, negate the attack, then discard 1 monster from their hand (your choice). (Secret Rare) |
Rating: 1 out of 5 A one-time Ordeal of a Traveler (SD7 #30). Worst security ever. |
The Dark
Illusion (TDIL-EN079) Pendulum Hole TRAP / Counter Trap When a monster(s) would be Pendulum Summoned: Negate the Pendulum Summon, and if you do, shuffle that monster(s) into the Deck. (Common) |
Rating: 2 out of 5 Only good against Pendulum Summons, which aren't going to happen that often. |
The Dark
Illusion (TDIL-EN078) United Front TRAP / Counter Trap Discard 1 monster, then target 1 face-up monster on the field; its ATK and DEF becomes the discarded monster's ATK and DEF, until the end of this turn. Monsters you control cannot attack directly during the turn you activate this card. (Short Print Common) |
Rating: 2 out of 5 The stronger the discarded, the weaker the affected monster becomes, but it's going to vary entirely. |
The Dark
Illusion (TDIL-EN077) Premature Return TRAP / Normal Trap Banish 1 card from your hand, then target 1 of your banished monsters; Special Summon it in face-down Defense Position. (Ultra Rare) |
Rating: 1 out of 5 If you're going to lose a card to revive a banished monster, D.D.R. (SDDE #18) is a much better choice. |
The Dark
Illusion (TDIL-EN076) Floodgate Trap Hole TRAP / Normal Trap When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions. (Ultra Rare) |
Rating: 4 out of 5 Very nearly overpowered with what this does. |
The Dark
Illusion (TDIL-EN075) Destruction Sword Memories TRAP / Normal Trap Discard 1 "Destruction Sword" card; Special Summon 1 "Buster Blader" monster from the Deck. You can banish this card from your Graveyard; Fusion Summon 1 "Buster Blader, the Dragon Destroyer Swordsman" from your Extra Deck, by banishing Fusion Materials listed on it from your Graveyard. (Common) |
Rating: 1 out of 5 Buster Blader (#95) should be a distant memory, but these cards keep coming out. |
The Dark
Illusion (TDIL-EN074) Triamid Pulse TRAP / Continuous Trap Once per turn: You can banish 2 cards from your Graveyard (any combination of Rock-Type monsters or Field Spell Cards), then activate 1 of these effects; ● Target 1 other face-up card on the field; destroy it. ● Target 1 Rock-Type monster in your Graveyard; Special Summon it in Defense Position. ● Target up to 3 Field Spell Cards in your Graveyard; shuffle them into the Deck, then draw 1 card. (Rare) |
Rating: 1 out of 5 You won't find a pulse because the Deck is clinically dead. |
The Dark
Illusion (TDIL-EN073) Metalfoes Combination TRAP / Continuous Trap Once per turn, if a Fusion Monster is Fusion Summoned: You can target 1 "Metalfoes" monster in your Graveyard with a lower Level than that Fusion Monster; Special Summon it. If this card is sent from the field to the Graveyard: You can add 1 "Metalfoes" monster from your Deck to your hand. (Super Rare) |
Rating: 2 out of 5 You might even be ready for a 2nd Fusion Summon, but it's mostly limited to Metalfoes. |
The Dark
Illusion (TDIL-EN072) Metalfoes Counter TRAP / Normal Trap If a card(s) you control is destroyed by battle or card effect: Special Summon 1 "Metalfoes" monster from your Deck. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 face-up "Metalfoes" Pendulum Monster from your Extra Deck to your hand. (Common) |
Rating: 2 out of 5 Both options get you a Metalfoes monster, but their stats vary. |
The Dark
Illusion (TDIL-EN071) Magician Navigation TRAP / Normal Trap Special Summon 1 "Dark Magician" from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster-Type monster from your Deck. If you control "Dark Magician", except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card your opponent controls; it has its effects negated until the end of this turn. (Secret Rare) |
Rating: 1 out of 5 You need Dark Magician above all, and it's been terrible no matter how it's reincarnated. |
The Dark
Illusion (TDIL-EN070) King Scarlet TRAP / Continuous Trap If a "Red Dragon Archfiend" monster you control battles, during damage calculation: Make that monster you control unable to be destroyed by that battle, and if you do, Special Summon this card as a Normal Monster (Fiend-Type/Tuner/FIRE/Level 1/ATK 0/DEF 0). (This card is also still a Trap Card.) (Common) |
Rating: 1 out of 5 If you have Red Dragon Archfiend (#41), you don't need this poor excluse of a Trap Monster. |
The Dark
Illusion (TDIL-EN069) Fusion Fright Waltz TRAP / Normal Trap Target 1 "Frightfur" Fusion Monster you control and 1 Fusion Monster your opponent controls; destroy as many other Special Summoned monsters on the field as possible, then each player that had a monster(s) destroyed by this effect takes damage equal to the combined current ATK of the targeted monster(s) on the field. (Common) |
Rating: 0 out of 5 This'll likely end up being the likes of Self-Destruct Button. (#105) |
The Dark
Illusion (TDIL-EN068) Card of the Soul SPELL / Normal Spell Look at your Deck, and if you do, you can add 1 monster from your Deck to your hand, whose sum of ATK and DEF equals your LP. You can only activate 1 "Card of the Soul" per turn. (Short Print Common) |
Rating: 3 out of 5 Get this card in your hand early, and that's 4000 ATK and DEF straight away. |
The Dark
Illusion (TDIL-EN067) Magical Mid-Breaker Field SPELL / Field Spell Activate this card at the start of your Main Phase 1 or 2. During each player's Main Phase 1, monsters on the field cannot be destroyed by their opponent's card effects, also neither player can target monsters their opponent controls. You cannot activate or Set Field Spell Cards. (Common) |
Rating: 2 out of 5 Your monsters are basically safe from harm half the time. |
The Dark
Illusion (TDIL-EN066) Pot of Desires SPELL / Normal Spell Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn. (Secret Rare) |
Rating: 1 out of 5 This info is highly undesirable. |
The Dark
Illusion (TDIL-EN065) Cosmic Cyclone SPELL / Quick-Play Spell Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it. (Secret Rare) |
Rating: 1 out of 5 Steeper than MST for pretty much no good reason at all. |
The Dark
Illusion (TDIL-EN064) Triamid Kingolem SPELL / Field Spell All Rock-Type monsters on the field gain 500 ATK. If a "Triamid" monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this face-up card in the Field Zone is sent to the Graveyard: You can Special Summon 1 "Triamid" monster from your hand. You can only use this effect of "Triamid Kingolem" once per turn. (Rare) |
Rating: 2 out of 5 Master will have 2300 ATK with this, and is really your best choice. |
The Dark
Illusion (TDIL-EN063) Triamid Cruiser SPELL / Field Spell Each time a Rock-Type monster is Normal Summoned, gain 500 LP. If a "Triamid" monster is Normal Summoned: You can draw 1 card, then discard 1 card. If this face-up card in the Field Zone is sent to the Graveyard: You can add 1 "Triamid" monster from your Deck to your hand. You can only use this effect of "Triamid Cruiser" once per turn. (Rare) |
Rating: 2 out of 5 A limited, but slightly better Mysterious Puppeteer (#43). |
The Dark
Illusion (TDIL-EN062) Triamid Fortress SPELL / Field Spell All Rock-Type monsters on the field gain 500 DEF. "Triamid" monsters on the field cannot be destroyed by card effects. If this face-up card in the Field Zone is sent to the Graveyard: You can target 1 "Triamid" monster in your Graveyard; add it to your hand. You can only use this effect of "Triamid Fortress" once per turn. (Common) |
Rating: 2 out of 5 Here's the support for the mediocre Deck idea. |
The Dark
Illusion (TDIL-EN061) Metalfoes Fusion SPELL / Normal Spell Fusion Summon 1 "Metalfoes" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If this card is in your Graveyard: You can shuffle it into the Deck, then draw 1 card. You can only use this effect of "Metalfoes Fusion" once per turn. (Super Rare) |
Rating: 2 out of 5 One bonus effect for recycling itself gives it a 2. |
The Dark
Illusion (TDIL-EN060) Metalmorformation SPELL / Field Spell All "Metalfoes" monsters you control gain 300 ATK and DEF. While a "Metalfoes" card is in your Pendulum Zone, "Metalfoes" monsters you control, except Effect Monsters, are unaffected by your opponent's card effects. (Super Rare) |
Rating: 2 out of 5 At least the Deck isn't terrible, making this okay for use. |
The Dark
Illusion (TDIL-EN059) Dark Magic Expanded SPELL / Quick-Play Spell Apply these effects in sequence, based on the number of "Dark Magician" and/or "Dark Magician Girl" on the field and in the Graveyards. ● 1+: 1 DARK Spellcaster-Type monster on the field gains 1000 ATK until the end of this turn. ● 2+: This turn, your opponent cannot activate cards and effects in response to your Spell/Trap Card or effect activation, also Spell/Trap Cards you control cannot be destroyed by your opponent's card effects. ● 3+: DARK Spellcaster-Type monsters you currently control are unaffected by your opponent's card effects, until the end of this turn. (Common) |
Rating: 1 out of 5 Only a 5% increase. |
The Dark
Illusion (TDIL-EN058) Illusion Magic SPELL / Quick-Play Spell Tribute 1 Spellcaster-Type monster; add up to 2 copies of "Dark Magician" from your Deck and/or Graveyard to your hand. You can only activate 1 "Illusion Magic" per turn. (Rare) |
Rating: 1 out of 5 You're already down a monster for what could've been used on said Dark Magcian. |
The Dark
Illusion (TDIL-EN057) Dark Magical Circle SPELL / Continuous Spell When this card is activated: Look at the top 3 cards of your Deck, then you can reveal 1 "Dark Magician" or 1 Spell/Trap Card that specifically lists the card "Dark Magician", among them, and add it to your hand, also place the remaining cards on top of your Deck in any order. If "Dark Magician" is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 card your opponent controls; banish it. You can only use each effect of "Dark Magical Circle" once per turn. (Secret Rare) |
Rating: 1 out of 5 Should've gone to a worthy monster like Chaos Command Magician. |
The Dark
Illusion (TDIL-EN056) Forbidden Dark Contract with the Swamp King SPELL / Continuous Spell Once per turn: You can Special Summon 1 "D/D/D" monster from your hand in Defense Position, but its effects are negated. Once per turn: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, including a monster Special Summoned by this card with the above effect. Once per turn, during your Standby Phase: Take 2000 damage. (Common) |
Rating: 1 out of 5 Signing these contracts is like automatically surrendering the Duel. |
The Dark
Illusion (TDIL-EN055) Frightfur Sanctuary SPELL / Continuous Spell Activate this card by discarding 1 card and sending 2 "Frightfur" monsters from your Extra Deck to the Graveyard. All Fusion Monsters you control are also treated as "Frightfur" monsters. If this card is sent to the Graveyard: You can target 1 "Frightfur" Fusion Monster in your Graveyard; return it to the Extra Deck. (Common) |
Rating: 1 out of 5 If you need this to have Frightfurs (#46) on the field, that should be a clue in itself why they're unused. |
The Dark
Illusion (TDIL-EN054) Luna Light Perfume SPELL / Normal Spell Target 1 "Lunalight" monster in your Graveyard; Special Summon it. You can banish this card from your Graveyard, then discard 1 card; add 1 "Lunalight" monster from your Deck to your hand. (Super Rare) |
Rating: 1 out of 5 Won't mask their unplayability scent. |
The Dark
Illusion (TDIL-EN053) Super Hippo Carnival SPELL / Quick-Play Spell Special Summon 1 "Performapal Hip Hippo" from your hand, Deck, or Graveyard, then you can Special Summon as many "Hippo Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) as possible, but they cannot be Tributed, and monsters your opponent controls cannot target monsters for attacks for the rest of this turn, except "Hippo Tokens". You cannot Special Summon monsters from the Extra Deck while a "Hippo Token" is in a Monster Zone. (Common) |
Rating: 1 out of 5 About the type of game you'd expect to find at a real carnival, only without the guarantee. |
The Dark
Illusion (TDIL-EN052) Ebon High Magician DARK / Xyz Monster / Rank 7 / ATK 2300 / DEF 2800 (Spellcaster / Xyz / Effect) 2 Level 7 Spellcaster-Type monsters While this card has Xyz Material, you can activate a Quick-Play Spell Card or a Trap Card from your hand during your opponent's turn by detaching 1 Xyz Material from this card at activation. If this Xyz Summoned card is destroyed by battle and sent to the Graveyard, or if this Xyz Summoned card you control is sent to your Graveyard by an opponent's card effect: You can Special Summon 1 DARK Spellcaster-Type monster from your hand or Deck, then you can destroy 1 card on the field. (Super Rare) |
Rating: 2 out of 5 High on drugs because this is quite mediocre for a Super Rare. |
The Dark
Illusion (TDIL-EN051) Coral Dragon WATER / Synchro Monster / Level 6 / ATK 2400 / DEF 500 (Dragon / Synchro / Tuner / Effect) 1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. (Secret Rare) |
Rating: 1 out of 5 Took a page from the new Blackwings that can double as Tuners, and the results are obvious. |
The Dark
Illusion (TDIL-EN050) Tyrant Red Dragon Archfiend DARK / Synchro Monster / Level 10 / ATK 3500 / DEF 3000 (Dragon / Synchro / Effect) 2 Tuners + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. You can only use each of these effects of "Tyrant Red Dragon Archfiend" once per turn. ● During your Main Phase 1: You can destroy all other cards on the field, also, for the rest of this turn, other monsters you control cannot attack. ● During either player's Battle Phase, when a Spell/Trap Card is activated: You can negate the activation, and if you do, destroy that card, and if you do that, this card gains 500 ATK. (Ultra Rare) |
Rating: 1 out of 5 Red Nova Dragon (#42) is much better than this. |
The Dark
Illusion (TDIL-EN049) Assault Blackwing - Onimaru the Divine Thunder DARK / Synchro Monster / Level 12 / ATK 3000 / DEF 2000 (Winged Beast / Synchro / Effect) 1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only. (Super Rare) |
Rating: 2 out of 5 I guess Blackwings (#9) are forever nerfed after their success in the 5Ds era of Duels. |
The Dark
Illusion (TDIL-EN048) Assault Blackwing - Sohaya the Rain Storm DARK / Synchro Monster / Level 5 / ATK 1500 / DEF 2000 (Winged Beast / Synchro / Effect) 1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. You can only use each of these effects of "Assault Blackwing - Sohaya the Rain Storm" once per turn. ● When this card is Synchro Summoned: You can target 1 "Assault Blackwing" monster in your Graveyard; Special Summon it. ● During your Main Phase, if this card is in the Graveyard because it was sent there this turn: You can banish 1 other "Assault Blackwing - Sohaya the Rain Storm" from your Graveyard; Special Summon this card. (Common) |
Rating: 1 out of 5 Crow Hogan could make this work, but he's friends with the main protagonist. |
The Dark
Illusion (TDIL-EN047) Assault Blackwing - Sayo the Rain Hider DARK / Synchro Monster / Level 2 / ATK 800 / DEF 100 (Winged Beast / Synchro / Effect) 1 Tuner + 1 non-Tuner monster If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Twice per turn, this card cannot be destroyed by battle. (Rare) |
Rating: 1 out of 5 Just run Armor Master. (#41) |
The Dark
Illusion (TDIL-EN046) Nirvana High Paladin DARK / Pendulum Monster / Level 10 / ATK 3300 / DEF 2500 / Scale 8 and Scale 8 Pendulum Text If a Pendulum Monster you control attacks, for that battle, it cannot be destroyed by battle, also you take no battle damage. At the end of the Damage Step, if a Pendulum Monster you control attacked: All monsters your opponent currently controls lose ATK equal to that attacking monster's ATK, until the end of this turn. |
(Spellcaster / Synchro / Pendulum / Effect) 1 Tuner + 1 or more non-Tuner Synchro Monsters For this card's Synchro Summon, you can treat 1 Pendulum Summoned Pendulum Monster you control as a Tuner. If this card is Synchro Summoned using a Pendulum Summoned Pendulum Monster Tuner: You can target 1 card in your Graveyard; add it to your hand. When this card destroys an opponent's monster by battle: You can halve your opponent's LP. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone. (Secret Rare) |
Rating: 2 out of 5 Practically an Accel Synchro (#40), and with about the same low potency. |
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Illusion (TDIL-EN045) Metalfoes Crimsonite FIRE / Fusion Monster / Level 9 / ATK 3000 / DEF 3000 (Psychic / Fusion) 1 "Metalfoes" monster + 2 monsters with 3000 or less ATK (Rare) |
Rating: 1 out of 5 Naturia Leodrake is much less restrained for the same ATK. |
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Illusion (TDIL-EN044) Metalfoes Orichalc FIRE / Fusion Monster / Level 8 / ATK 2800 / DEF 2200 (Psychic / Fusion / Effect) 2 "Metalfoes" monsters If a "Metalfoes" monster you control attacks a Defense Position monster, inflict double piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can target 1 card on the field; destroy it. (Common) |
Rating: 3 out of 5 Finally something decent for any Extra Deck. |
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Illusion (TDIL-EN043) Metalfoes Adamante FIRE / Fusion Monster / Level 5 / ATK 2500 / DEF 2500 (Psychic / Fusion) 1 "Metalfoes" monster + 1 monster with 2500 or less ATK (Rare) |
Rating: 1 out of 5 More Instant Junk-fodder. How delightful. |
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Illusion (TDIL-EN042) Fairy Tail - Snow LIGHT / Effect Monster / Level 4 / ATK 1850 / DEF 1000 (Spellcaster / Effect) If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. During either player's turn, if this card is in your Graveyard: You can banish 7 other cards from your hand, field, and/or Graveyard; Special Summon this card. (Short Print Common) |
Rating: 3 out of 5 Could make for a decent Archetype, and is much better than how other Decks (#22) start. |
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Illusion (TDIL-EN041) Wrecker Panda LIGHT / Effect Monster / Level 2 / ATK 800 / DEF 800 (Beast / Effect) Once per turn, during the Standby Phase: You can pay 500 LP; send the top card of your Deck to the Graveyard, and if you do, this card gains ATK and DEF equal to that monster's Level x 200 if it was a monster. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can add 1 monster with the lowest Level from your Graveyard to your hand (your choice, if tied). (Common) |
Rating: 1 out of 5 They remade Rallis the Star Bird (#7), only it doesn't self-destruct afterwards. |
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Illusion (TDIL-EN040) Tuning Gum DARK / Effect Monster / Level 1 / ATK 400 / DEF 1200 (Fiend / Tuner / Effect) You can target 1 face-up monster you control; that face-up monster is treated as a Tuner this turn. You can only use this effect of "Tuning Gum" once per turn. You can only attack with Synchro Monsters during the turn you activate this effect. During either player's turn, when a card or effect is activated that targets exactly 1 Synchro Monster you control (and no other cards): You can banish this card from your Graveyard; negate the activation. (Rare) |
Rating: 2 out of 5 Better make it Synchro Material, unless you want it stuck under your shoe. |
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Illusion (TDIL-EN039) Totem Five FIRE / Effect Monster / Level 3 / ATK 500 / DEF 200 (Rock / Effect) If 5 monsters are Special Summoned at the same time, including this card: Destroy as many cards your opponent controls as possible, and if you do, inflict 500 damage to your opponent for each card destroyed. (Common) |
Rating: 1 out of 5 More like Totem One-in-Five with how likely you are to pull this off. |
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Illusion (TDIL-EN038) Zap Mustang LIGHT / Effect Monster / Level 4 / ATK 1600 / DEF 1500 (Thunder / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect during your Main Phase 1, cannot be Special Summoned by other ways, and cannot be Special Summoned if you have Special Summoned this turn. Twice per turn, this card cannot be destroyed by battle. Each turn, the turn player can only Special Summon a number of times up to their number of attacks conducted (and reached the Damage Step) this turn. (Common) |
Rating: 1 out of 5 This won't even last until the Damage Step and hinders your efforts too. |
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Illusion (TDIL-EN037) Spell Strider EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 600 (Warrior / Effect) If this card is in your hand: You can target 2 face-up Spell Cards on the field (1 from each side of the field); banish them, and if you do, Special Summon this card. (Super Rare) |
Rating: 3 out of 5 The effect is much like the original's, but it's much stronger too. |
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Illusion (TDIL-EN036) Black Dragon Ninja DARK / Effect Monster / Level 7 / ATK 2800 / DEF 1600 (Beast / Effect) Cannot be Special Summoned, except with the effect of a "Ninja" monster or "Ninjitsu Art" card. Once per turn, during either player's turn: You can send 1 "Ninja" monster and 1 "Ninjitsu Art" card from your hand and/or face-up from your field to the Graveyard, then target 1 monster on the field; banish it. If this face-up card leaves the field: Special Summon as many monsters banished by this card's effect as possible to their owner's field(s). (Common) |
Rating: 1 out of 5 Must be tied to Joey's prized monster. (#1) |
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Illusion (TDIL-EN035) Amaterasu LIGHT / Effect Monster / Level 9 / ATK 3000 / DEF 3000 (Fairy / Spirit / Effect) Cannot be Normal or Special Summoned. During either player's turn, when your opponent activates a card or effect that targets this face-down monster: You can change this card to face-up Defense Position; draw 1 card. If this card is flipped face-up: Banish all other cards on the field. Once per turn, during the End Phase, if this card was flipped face-up this turn: Return it to the hand. (Super Rare) |
Rating: 1 out of 5 Big Shield Gardna now requires 2 Tributes and has typical Spirit (#177) monster downsides. |
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Illusion (TDIL-EN034) Block Dragon EARTH / Effect Monster / Level 8 / ATK 2500 / DEF 3000 (Rock / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 EARTH monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Rock-Type monsters you control cannot be destroyed, except by battle. If this card is sent from the field to the Graveyard: You can add up to 3 Rock-Type monsters from your Deck to your hand, whose total Levels equal 8. You can only use this effect of "Block Dragon" once per turn. (Ultra Rare) |
Rating: 2 out of 5 Almost like the Rock variant of Dark Armed Dragon (#19), but it's nowhere near as good. |
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Illusion (TDIL-EN033) Scapeghost DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Zombie / Flip / Tuner / Effect) FLIP: You can Special Summon any number of "Black Sheep Tokens" (Zombie-Type/ DARK/Level 1/ATK 0/DEF 0). (Common) |
Rating: 4 out of 5 Scapegoat on sterioids. |
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Illusion (TDIL-EN032) Toon Dark Magician DARK / Effect Monster / Level 7 / ATK 2500 / DEF 2100 (Spellcaster / Toon / Effect) Cannot attack the turn it is Summoned. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. Once per turn: You can discard 1 "Toon" card or "Manga Ryu-Ran", then activate 1 of these effects; ● Special Summon 1 Toon monster from your Deck, except "Toon Dark Magician", ignoring its Summoning conditions. ● Add 1 "Toon" Spell/Trap Card from your Deck to your hand. (Super Rare) |
Rating: 1 out of 5 This does everything to ruin Dark Magician's image. |
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Illusion (TDIL-EN031) Shiranui Solitaire FIRE / Effect Monster / Level 4 / ATK 500 / DEF 0 (Zombie / Effect) You can Tribute 1 Zombie-Type monster; Special Summon 1 Zombie-Type Tuner with 0 DEF from your Deck. If this card is banished: You can target 1 of your banished "Shiranui" monsters, except "Shiranui Solitaire", or up to 2 instead if "Shiranui Style Synthesis" is on the field; Special Summon them. You can only use each effect of "Shiranui Solitaire" once per turn. (Ultra Rare) |
Rating: 1 out of 5 Solitaire is a relatively easy game, and this is easy to beat. |
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Illusion (TDIL-EN030) Triamid Sphinx EARTH / Effect Monster / Level 10 / ATK 2500 / DEF 2500 (Rock / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Triamid" card, and cannot be Special Summoned by other ways. If a face-up "Triamid" card(s) you control, except "Triamid Sphinx", is destroyed by battle or card effect: You can Special Summon this card from your hand. While you control another "Triamid" card, this card gains 500 ATK and DEF for each Field Spell Card with a different name in your Graveyard, also monsters your opponent controls cannot attack, except to attack "Triamid Sphinx". (Super Rare) |
Rating: 1 out of 5 The long-lost Triamids of Yu-Gi-Oh can stay lost. |
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Illusion (TDIL-EN029) Triamid Master EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 700 (Rock / Effect) Once per turn: You can send 1 face-up "Triamid" card you control to the Graveyard, then target 1 Set Card on the field; destroy it. Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect). (Rare) |
Rating: 3 out of 5 Maybe the master can teach the other two a lesson about usefulness? |
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Illusion (TDIL-EN028) Triamid Hunter EARTH / Effect Monster / Level 3 / ATK 1400 / DEF 1100 (Rock / Effect) If a Field Spell Card is face-up on the field, you can Normal Summon 1 Rock-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect). (Rare) |
Rating: 1 out of 5 Double Summon (#56) gives you this effect more easily. |
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Illusion (TDIL-EN027) Triamid Dancer EARTH / Effect Monster / Level 3 / ATK 600 / DEF 1900 (Rock / Effect) Once per turn: You can target 1 "Triamid" card in your Graveyard; shuffle it into the Deck, and if you do, all Rock-Type monsters you control gain 500 ATK and DEF. Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect). (Common) |
Rating: 2 out of 5 Seems like Triamids are going the route of Chronomalies. (#42) |
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Illusion (TDIL-EN026) Dinomist Ankylos WATER / Pendulum Monster / Level 4 / ATK 1500 / DEF 2000 / Scale 6 and Scale 6 Pendulum Text Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. |
(Machine / Pendulum / Effect) Banish any monster destroyed by battle with a "Dinomist" monster you control. (Common) |
Rating: 2 out of 5 Most of its properties are either too high or too low, but the DEF will suffice. |
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Illusion (TDIL-EN025) True King Agnimazud, the Vanisher FIRE / Effect Monster / Level 9 / ATK 2900 / DEF 1900 (Wyrm / Effect) If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a FIRE monster, and if you do, Special Summon this card, and if you do that, you can banish 1 monster from your opponent's field or Graveyard, if both the destroyed monsters were FIRE. If this card is destroyed by card effect: You can add 1 non-FIRE Wyrm-Type monster from your Graveyard to your hand. You can only use each effect of "True King Agnimazud, the Vanisher" once per turn. (Ultra Rare) |
Rating: 1 out of 5 Level 9s continue to disappoint, and I partly blame Deep Space Cruiser IX. (#10) |
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Illusion (TDIL-EN024) Metalfoes Volflame FIRE / Pendulum Monster / Level 7 / ATK 2400 / DEF 2000 / Scale 8 and Scale 8 Pendulum Text Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 "Metalfoes" Spell/Trap Card directly from your Deck. |
(Psychic / Pendulum / Normal) Roasting red rockets boost its blazing, bright-blast burners to liquified lava Levels. Vanquisher of the Vanisher! (Rare) |
Rating: 2 out of 5 A Pendulum version of Red-Eyes B. Dragon with a high Scale. |
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Illusion (TDIL-EN023) Metalfoes Goldriver FIRE / Pendulum Monster / Level 4 / ATK 1900 / DEF 500 / Scale 1 and Scale 1 Pendulum Text Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 "Metalfoes" Spell/Trap Card directly from your Deck. |
(Psychic / Pendulum / Normal) That gleaming, golden buggy breaks bad guys good. What wonderful wheels! (With a bumbling buffoon....) (Rare) |
Rating: 3 out of 5 We've struck gold, and this time it's actually good. |
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Illusion (TDIL-EN022) Metalfoes Silverd FIRE / Pendulum Monster / Level 3 / ATK 1700 / DEF 100 / Scale 1 and Scale 1 Pendulum Text Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 "Metalfoes" Spell/Trap Card directly from your Deck. |
(Psychic / Pendulum / Normal) Sizzling soldier on a silver sublight speedjet. Can't track her, can't see her, can't escape that lightspeed laser. (Common) |
Rating: 2 out of 5 So far, they're not much of a force to be reckoned with. |
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Illusion (TDIL-EN021) Metalfoes Steelen FIRE / Pendulum Monster / Level 2 / ATK 0 / DEF 2100 / Scale 8 and Scale 8 Pendulum Text Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 "Metalfoes" Spell/Trap Card directly from your Deck. |
(Psychic / Pendulum / Normal) Cool iron bodies meet burning metal machines and man/machine combine. Burn up the soul - Metalfoes Fusion!! (Common) |
Rating: 2 out of 5 Won't be steelen much of the spotlight from better monsters. |
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Illusion (TDIL-EN020) Master Peace, the True Dracoslayer LIGHT / Effect Monster / Level 8 / ATK 2950 / DEF 2950 (Dragon / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 "Dracoslayer" monster and 1 "Dracoverlord" monster, and cannot be Special Summoned by other ways. Once per turn, during either player's turn, when a card or effect is activated: You can negate the activation, and if you do, destroy that card. If this card in its owner's control is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 "Dracoslayer" monster and 1 "Dracoverlord" monster from your Deck. (Ultra Rare) |
Rating: 2 out of 5 Won't keep the peace for very long. |
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Illusion (TDIL-EN019) Magician's Rod DARK / Effect Monster / Level 3 / ATK 1600 / DEF 100 (Spellcaster / Effect) When this card is Normal Summoned: You can add 1 Spell/Trap Card from your Deck to your hand, that specifically lists the card "Dark Magician" in its text. During your opponent's turn, if you activate a Spell/Trap Card or effect while this card is in your Graveyard (except during the Damage Step): You can Tribute 1 Spellcaster-Type monster; add this card to your hand. You can only use each effect of "Magician's Rod" once per turn. (Super Rare) |
Rating: 1 out of 5 Well no wonder Dark Magician is so bad. They don't have the proper equipment. |
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Illusion (TDIL-EN018) Magician's Robe DARK / Effect Monster / Level 2 / ATK 700 / DEF 2000 (Spellcaster / Effect) During your opponent's turn: You can discard 1 Spell/Trap Card; Special Summon 1 "Dark Magician" from your Deck (this is a Quick Effect). During your opponent's turn, if you activate a Spell/Trap Card or effect while this card is in your Graveyard (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Magician's Robe" once per turn. (Common) |
Rating: 2 out of 5 They're really going all-out to support LOB's first memorable Spellcaster. |
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Illusion (TDIL-EN017) Magician of Dark Illusion DARK / Effect Monster / Level 7 / ATK 2100 / DEF 2500 (Spellcaster / Effect) This card's name becomes "Dark Magician" while it is on the field. You can only use each of these effects of "Magician of Dark Illusion" once per turn. ● During your opponent's turn, if you activate a Spell/Trap Card or effect (except during the Damage Step): You can Special Summon this card from your hand. ● If you activate a Spell/Trap Card or effect while this card is face-up on your field (except during the Damage Step): You can target 1 "Dark Magician" in your Graveyard; Special Summon it. This effect can only be used once while this card is face-up on the field. (Super Rare) |
Rating: 1 out of 5 Dark Magician ran into Mirror Wall. (#76) |
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Illusion (TDIL-EN016) Red Mirror FIRE / Effect Monster / Level 1 / ATK 0 / DEF 0 (Fiend / Effect) When an opponent's monster declares an attack: You can send this card from your hand to the Graveyard, then target 1 FIRE Fiend-Type monster in your Graveyard, except "Red Mirror"; add it to your hand. If you Synchro Summon while this card is in your Graveyard (except during the Damage Step, or the turn this card was sent to the Graveyard): You can add this card to your hand. You can only use each effect of "Red Mirror" once per turn. (Common) |
Rating: 1 out of 5 ARC-V Jack Atlas is a master of disaster. |
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Illusion (TDIL-EN015) Red Gardna FIRE / Effect Monster / Level 4 / ATK 0 / DEF 2000 (Fiend / Effect) During either player's turn, when your opponent activates a card or effect while you control a "Red Dragon Archfiend" monster: You can send this card from your hand to the Graveyard; this turn, monsters you control cannot be destroyed by your opponent's card effects. (Common) |
Rating: 2 out of 5 Offers quite a bit of protection, but not on its own. |
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Illusion (TDIL-EN014) Red Warg FIRE / Effect Monster / Level 6 / ATK 1400 / DEF 2200 (Fiend / Effect) When you Normal Summon a "Resonator" monster: You can Special Summon this card from your hand, but its ATK becomes halved. (Common) |
Rating: 1 out of 5 Its stats are bad enough for its Level, but its own effect makes things worse. |
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Illusion (TDIL-EN013) Blackwing - Gofu the Vague Shadow DARK / Effect Monster / Level 5 / ATK 0 / DEF 0 (Winged Beast / Tuner / Effect) Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control no monsters. When this card is Special Summoned from the hand: You can Special Summon 2 "Vague Shadow Tokens" (Winged Beast-Type/DARK/Level 1/ ATK 0/DEF 0), but they cannot be Tributed or be used as Synchro Material. You can banish this card and 1 or more face-up non-Tuners you control, then target 1 "Blackwing" Synchro Monster in your Graveyard whose Level equals the total Levels the banished monsters had on the field; Special Summon it, and if you do, it is treated as a Tuner. (Common) |
Rating: 0 out of 5 Vayu's (#5) cousin has arrived, but they literally bring nothing useful to the dinner table. |
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Illusion (TDIL-EN012) Blackwing - Tornado the Reverse Wind DARK / Effect Monster / Level 4 / ATK 1000 / DEF 1200 (Winged Beast / Effect) When this card is Normal Summoned while your opponent controls a Special Summoned monster: You can target 1 "Blackwing" Tuner in your Graveyard; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Blackwing" monsters, also Special Summon that monster, but its effects are negated. (Common) |
Rating: 1 out of 5 Blizzard the Far North (#10) can revive any Blackwing (#8) from your Graveyard. |
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Illusion (TDIL-EN011) D/D Savant Nikola DARK / Pendulum Monster / Level 6 / ATK 2000 / DEF 2000 / Scale 8 and Scale 8 Pendulum Text You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once per turn: You can discard 1 "D/D/D" monster, then target 1 Level 6 or lower "D/D" monster you control; it gains 2000 ATK and DEF until the end of this turn (even if this card leaves the field). |
(Fiend / Pendulum / Effect) If this card in the Pendulum Zone is destroyed: You can target 1 "D/D/D" monster you control; return it to the hand, and if you do, place up to 2 face-up "D/D" Pendulum Monsters from your Extra Deck in your Pendulum Zones, but they cannot activate their Pendulum Effects this turn. You can only use this effect of "D/D Savant Nikola" once per turn. (Common) |
Rating: 1 out of 5 If I had a nickola every time one of these arrived, I'd be pretty rich by now. |
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Illusion (TDIL-EN010) D/D Savant Thomas DARK / Pendulum Monster / Level 8 / ATK 1800 / DEF 2600 / Scale 6 and Scale 6 Pendulum Text During your Main Phase: You can add 1 face-up "D/D" Pendulum Monster from your Extra Deck to your hand. You can only use this effect of "D/D Savant Thomas" once per turn. |
(Fiend / Pendulum / Effect) You can target 1 "D/D" card in your Pendulum Zone; destroy that card, and if you do, Special Summon 1 Level 8 "D/D/D" monster from your Deck in Defense Position, but for the rest of this turn, its effects (if any) are negated, and any battle damage your opponent takes becomes halved. You can only use this effect of "D/D Savant Thomas" once per turn. (Rare) |
Rating: 1 out of 5 Sir Topham Hatt will not be pleased that Thomas hasn't been a really useful Monster Card. |
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Illusion (TDIL-EN009) Acrobatic Magician DARK / Pendulum Monster / Level 5 / ATK 800 / DEF 2300 / Scale 2 and Scale 2 Pendulum Text When a monster(s) you control is destroyed by a card effect (except during the Damage Step): You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Acrobatic Magician" once per turn. |
(Spellcaster / Pendulum / Effect) If the activation of a Spell/Trap Card is negated (except during the Damage Step): You can Special Summon this card from your hand. When this card is destroyed by battle: You can place this card in your Pendulum Zone. (Rare) |
Rating: 2 out of 5 It can jump from the Pendulum Zone to the Monster Card Zone and back again, but it has little to use. |
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Illusion (TDIL-EN008) Performapal Life Swordsman LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 0 (Warrior / Effect) When your opponent gains LP (except during the Damage Step): You can Special Summon this card from your hand, and if you do, this card's ATK becomes equal to the LP your opponent gained. You can Tribute this card, then target 1 face-up monster you control; it gains 1000 ATK until the end of this turn. (Common) |
Rating: 1 out of 5 Very little life in it at all. |
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Illusion (TDIL-EN007) Performapal Radish Horse EARTH / Pendulum Monster / Level 4 / ATK 500 / DEF 2000 / Scale 3 and Scale 3 Pendulum Text Once per turn: You can target 1 face-up monster your opponent controls, and 1 "Performapal" monster you control; that opponent's monster loses ATK equal to the ATK of that "Performapal" monster you control (even if this card leaves the field). |
(Plant / Pendulum / Effect) If your opponent controls a Special Summoned monster, and controls at least as many monsters as you, you can Special Summon this card (from your hand). Once per turn: You can target 1 face-up monster on each player's field; until the end of this turn, that opponent's monster loses ATK equal to this card's ATK, and if it does, that monster you control gains ATK equal to this card's ATK. (Common) |
Rating: 2 out of 5 The conditions on the field are only right for it to be in Defense Mode or take root with its Pendulum Scale. |
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Illusion (TDIL-EN006) Performapal Bubblebowwow EARTH / Pendulum Monster / Level 6 / ATK 2300 / DEF 1000 / Scale 5 and Scale 5 Pendulum Text If a face-up non-Pendulum Monster(s) you control that was Special Summoned from the Extra Deck would be destroyed by battle or card effect, you can destroy this card instead. |
(Beast / Pendulum / Effect) When this card is Special Summoned from the Extra Deck: You can activate this effect; for the rest of this turn, Pendulum Monsters you control that were Special Summoned from the Extra Deck cannot be destroyed by card effects. (Common) |
Rating: 1 out of 5 The scripted Duel only proved how bad it was going to be for its actual release. |
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Illusion (TDIL-EN005) Performapal Gumgumouton EARTH / Pendulum Monster / Level 5 / ATK 900 / DEF 2400 / Scale 1 and Scale 1 Pendulum Text Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can activate this effect; that monster you control cannot be destroyed by that battle. |
(Beast / Pendulum / Effect) Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can activate this effect; that monster you control cannot be destroyed by that battle. (Rare) |
Rating: 2 out of 5 The effect proves relatively useful either way, but it's about the only thing useful at all. |
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Illusion (TDIL-EN004) Performapal Inflater Tapir WIND / Effect Monster / Level 6 / ATK 1000 / DEF 2000 (Beast / Effect) During damage calculation (in either player's turn), if a monster you control battles an opponent's monster: You can discard this card; neither player takes any battle damage from that battle. When an opponent's monster declares a direct attack while this card is in your Graveyard: You can discard 1 "Performapal" monster; Special Summon this card in Defense Position. You can only use this effect of "Performapal Inflater Tapir" once per turn. (Common) |
Rating: 1 out of 5 Quite the air head, and we all know how useful those types of characters are when they're needed. |
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Illusion (TDIL-EN003) Performapal Extra Slinger DARK / Pendulum Monster / Level 3 / ATK 800 / DEF 1100 / Scale 6 and Scale 6 Pendulum Text During your Main Phase: You can inflict 300 damage to your opponent for each face-up Pendulum Monster in your Extra Deck. You can only use this effect of "Performapal Extra Slinger" once per turn. You cannot Pendulum Summon the turn you activate this effect. |
(Beast / Pendulum / Effect) Once per turn: You can banish 1 card from your Extra Deck, then target 1 card in a Pendulum Zone; destroy it, and if you do, inflict 300 damage to your opponent. (Common) |
Rating: 1 out of 5 Extra, extra, read all about it! This card is terrible! |
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Illusion (TDIL-EN002) Performapal Gongato EARTH / Pendulum Monster / Level 1 / ATK 100 / DEF 100 / Scale 2 and Scale 2 Pendulum Text Once per turn, when an opponent's monster declares a direct attack: You can activate this effect; you take no battle damage from that battle (even if this card leaves the field). |
(Beast / Pendulum / Effect) Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can activate this effect; you take no battle damage from that battle. (Common) |
Rating: 2 out of 5 Comes up short compared to Battle Fader (#6) and Waboku (SD7 #26), but its Pendulum Scale is okay. |
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Illusion (TDIL-EN001) Performapal Bot-Eyes Lizard EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 1200 (Beast / Effect) Once per turn, during your Main Phase, if this card was Normal or Special Summoned this turn: You can send 1 "Odd-Eyes" monster from your Deck to the Graveyard; this card's name becomes the sent monster's original name, until the End Phase. (Common) |
Rating: 1 out of 5 All it does is become an Odd-Eyes monster (#4), and for nothing in return. |
The Dark
Illusion (TDIL-EN000) Magical Something DARK / Effect Monster / Level 4 / ATK 1800 / DEF 1300 (Spellcaster / Effect) Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card's Level is increased by the number of Spell Counters on this card. You can remove 3 Spell Counters from this card, then target 1 Quick-Play Spell Card in your Graveyard; Set that card to your Spell & Trap Zone. You can only use this effect of "Magical Something" once per turn. (Rare) |
Rating: 3 out of 5 Something decent for your Deck. |