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The Dark Illusion
TDIL-EN099 | |
Card Type: | Xyz Monster |
Card Info | Palezoic Anomalocaris WATER / Aqua-Type Xyz / Rank 2 / ATK 2400 / DEF 0 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 |
Comments: | So clearly they want you to use those pathetic Trap Cards below to Xyz Summon this guy but that's a pretty poor way to go since they won't be Monster Cards unless their conditions are met. This guy also asks for at least 3 Level 2 monsters for Xyz Material and does have somewhat worthwhile effects and its ATK is rather high for its Rank but that DEF sure isn't. |
TDIL-EN098 | |
Card Type: | Trap Card |
Card Info | Paleozoic Pikaia 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 |
Comments: | This one would be at least at a rating of 2 stars but even with the variations of Pot of Greed, most of those are better than this. |
TDIL-EN097 | |
Card Type: | Trap Card |
Card Info | Paleozoic Canadia 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 |
Comments: | More like Pathetic Canadia because like the two before it, you have better options already available and easier to activate than this will ever be. |
TDIL-EN096 | |
Card Type: | Trap Card |
Card Info | Paleozoic Hallucigenia 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 |
Comments: | It's clearly not a strong hallucigen because it's easy to see that this card isn't worth the effort. |
TDIL-EN095 | |
Card Type: | Trap Card |
Card Info | Paleozoic Olenoides 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 |
Comments: | Regardless of which of these effects you want to use, there are already better alternatives. |
TDIL-EN094 | |
Card Type: | Spell Card |
Card Info | Empowerment 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 |
Comments: | The boost is weak and few of the Empowered Warriors or Aether monsters are any good. The last effect is worst of all. |
TDIL-EN093 | |
Card Info | Dragodies, the Empowered Warrior LIGHT / Warrior-Type Pendulum / Level 4 / ATK 1500 / DEF 1500 / Scale 2 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). 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 |
Comments: | It's searchable by Sangan and Reinforcement of the Army and once you activate it, you'll have a low scale and relatively decent effect to work with but aside from that, the other effect is pretty slow and its stats don't really let it hold its own so getting that new monster won't be much help. |
TDIL-EN092 | |
Card Type: | Spell Card |
Card Info | Revolving Switchyard 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 |
Comments: | You get an additional monster to join you but regardless of how strong your new monster is or what you do next, your opponent won't be taking battle damage that turn. Of course, the 2nd effect isn't too bad but not good enough to rate this card higher. |
TDIL-EN091 | |
Card Type: | Xyz Monster |
Card Info | Number 81: Superdreadnought Rail Cannon
Super Dora EARTH / Machine-Type Xyz / Rank 10 / ATK 3200 / DEF 4000 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 |
Comments: | The effect works on itself and it's pretty easy to bring out but doesn't make any benficial alterations to the ATK or DEF, leaving it vulnerable to attacks. |
TDIL-EN090 | |
Card Type: | Effect Monster |
Card Info | Heavy Freight Train Derricrane EARTH / Machine / Level 10 / ATK 2800 / DEF 2000 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: | 2 |
Comments: | This card works with even Karakuris, which are all EARTH Machine-Type monsters but bringing it out by its effect will cut its stats to poor status so using it as Xyz Material would be a good idea, especially since it'll activate the last effect once that Xyz Monster's effect is used. |
TDIL-EN089 | |
Card Type: | Spell Card |
Card Info | SPYRAL GEAR - Big Red 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: | 2 |
Comments: | This is the other SPYRAL GEAR card you get to choose from and while not all that bad, it has very limited uses at the moment. |
TDIL-EN088 | |
Card Type: | Effect Monster |
Card Info | SPYRAL GEAR - Drone WIND / Machine / Level 1 / ATK 100 / DEF 100 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: | 2 |
Comments: | Using the 2nd effect is definitely something you'll want to do as its stats will be no match for virutally all monsters that exist in the game to date and it'll power up whatever other SPYRAL monster you have out at the time, though probably not by much more than 1000 or 1500. |
TDIL-EN087 | |
Card Type: | Effect Monster |
Card Info | SPYRAL Quik-Fix EARTH / Machine / Level 1 / ATK 500 / DEF 400 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: | 2 |
Comments: | Currently, only 2 SPYRAL GEAR cards exist but I'm sure there will be more to come and hopefully they'll be worthwhile to make the archetype as whole decent in the least. |
TDIL-EN086 | |
Card Type: | Effect Monster |
Card Info | SPYRAL Super Agent EARTH / Warrior / Level 4 / ATK 1900 / DEF 1200 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: | 4 |
Comments: | SPYRALs are also making their debut here and with this guy up first with 1900 ATK and no side-effects, they too are off to a good start, even if the effects aren't worthwhile. |
TDIL-EN085 | |
Card Type: | Spell Card |
Card Info | The Hidden City 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: | 2 |
Comments: | No doubt we'll probably get more Subterrors as the sets are released but for now, this doesn't have a whole lot to snatch from your Deck and its entire effect revolves around what little we have. |
TDIL-EN084 | |
Card Type: | Effect Monster |
Card Info | Subterror Behemoth Stalagmo EARTH / Rock-Type Flip / Level 10 / ATK 2800 / DEF 2100 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 |
Comments: | So far, this guy is the strongest of all Subterrors but with only 2100 DEF and having to be face-down first to even achieve any of the effects, it's not all that great either. |
TDIL-EN083 | |
Card Type: | Effect Monster |
Card Info | Subterror Behemoth Umastryx EARTH / Reptile-Type Flip / Level 7 / ATK 2000 / DEF 2700 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: | 2 |
Comments: | Since it can hit the field by its effect, that's what you really want to shoot for because it's a fairly easy thing to accomplish since it's not specific to a certain way. It's stats aren't all that strong for its Level though. |
TDIL-EN082 | |
Card Type: | Effect Monster |
Card Info | Subterror Nemesis Warrior EARTH / Warrior / Level 4 / ATK 1800 / DEF 1200 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 |
Comments: | While I wouldn't recommend using the first effect, I'll still recommend this card in your Deck as its ATK is right that the start of what I consider to be a decent monster. |
TDIL-EN081 | |
Card Type: | Spell Card |
Card Info | Ninjitsu Art Notebook 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 |
Comments: | You're giving away a threat you've just set on the field and that's never a good idea, especially since you have to get rid of a Ninja monster from your hand to do so. |
TDIL-EN080 | |
Card Type: | Trap Card |
Card Info | The Forceful Checkpoint 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 |
Comments: | There's no guarantee you'll negate the attack as you have a 1 in 3 chance of getting a Monster Card so if there's no monster, you don't get to do anything else whereas cards like Negate Attack just stop the attack without the risk. |
TDIL-EN079 | |
Card Type: | Trap Card |
Card Info | Pendulum Hole 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 |
Comments: | Pretty powerful too since Pendulum Summons are once per turn and this stops them all for no cost but all other types of Summons can't be stopped with this. |
TDIL-EN078 | |
Card Type: | Trap Card |
Card Info | Unified Front Normal 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 |
Comments: | This can help weaken an opponent's monster to literally nothing but this won't be good to activate during your turn. |
TDIL-EN077 | |
Card Type: | Trap Card |
Card Info | Premature Return 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 |
Comments: | I don't understand the high rarity choice here either given that cards before this can do better for the same or even no cost and are lower rarities. |
TDIL-EN076 | |
Card Type: | Trap Card |
Card Info | Floodgate Trap Hole 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: | 3 |
Comments: | A powerful Trap Card that goes against pretty much any monster that hits the field, making it stronger than even Bottomless Trap Hole, especially since the monsters stay face-down, even after this card expires. |
TDIL-EN075 | |
Card Type: | Trap Card |
Card Info | Destruction Sword Memories 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: | 2 |
Comments: | It fetches Buster Blader from your Deck by ditching a support card and that's not too bad, nor is being able to Fusion Summon the Dragon Destroyer Swordsman from your Extra Deck, though its materials are banished from your Graveyard. |
TDIL-EN074 | |
Card Type: | Trap Card |
Card Info | Triamid Pulse 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 |
Comments: | Regardless of what effect you pick, it's costing you 2 cards from your Graveyard so you're more than likely getting rid of more than what you can benefit from this. |
TDIL-EN073 | |
Card Type: | Trap Card |
Card Info | Metalfoes Combination 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 |
Comments: | It'll include your Fusion Summons, which may help more so if they're Metalfoes Fusion Summons but this'll prove pretty well useless much of the time. |
TDIL-EN072 | |
Card Type: | Trap Card |
Card Info | Metalfoes Counter 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 |
Comments: | Not all Metalfoes are strong in ATK or DEF but a free monster is a good thing in this case since it has no drawback and the other effect can help too. |
TDIL-EN071 | |
Card Type: | Trap Card |
Card Info | Magician Navigation 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: | 2 |
Comments: | Unlike Ancient Rules, this brings out two monsters, though the final effect isn't that much better and either way, this card is slower than Ancient Rules. |
TDIL-EN070 | |
Card Type: | Trap Card |
Card Info | King Scarlet 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 |
Comments: | What's the point in using this when there are plenty of less-situational Trap Monsters like Embodiment of Apophis that don't have to wait for any conditon for their activation? |
TDIL-EN069 | |
Card Type: | Trap Card |
Card Info | Fusion Fright Waltz 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: | 1 |
Comments: | It's worse than Final Fusion, which has the same requirements, though isn't specific to what your Fusion Monster has to be. This forces yours to be a Frightfur Fusion Monster and wipes out all other Special Summoned monsters out, only to hurt both players' LP in the end. |
TDIL-EN068 | |
Card Type: | Spell Card |
Card Info | Card of the Soul 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 |
Comments: | No wonder it's short-printed because this lets you grab practically any monster you want without any side-effect and in a LP Gain Deck, that literally increases what you can search with this. |
TDIL-EN067 | |
Card Type: | Spell Card |
Card Info | Magical Mid-Breaker Field 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 |
Comments: | It's really only good during your turn because once it gets to your opponent's turn, you can't destroy your opponent's monsters and you can't even activate new Field Spells you've activated this card. It also doesn't help that this has to be played at the beginnng of your Main Phase 1 or 2 either. |
TDIL-EN066 | |
Card Type: | Spell Card |
Card Info | Pot of Desires 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: | 2 |
Comments: | If your Deck benefits from cards being banished, then this may not be too bad, though it's still not that good given that's a risky move regardless of where this is used. |
TDIL-EN065 | |
Card Type: | Spell Card |
Card Info | Cosmic Cyclone Quick-Play Spell Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it. SECRET RARE |
Rating: | 2 |
Comments: | This may get rid of threats that MST would otherwise trigger and the fee isn't too bad but even being a Quick-Play Spell isn't enough for me to understand why it's so high in rarity. |
TDIL-EN064 | |
Card Type: | Spell Card |
Card Info | Triamid Kingolem 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 |
Comments: | A bit better than Triamid Cruiser as it protects Triamids from harm when they battle and you do get a new Triamid from your hand if this card is sent to the Graveyard, though the ATK boost isn't really any better than the boosts offered by the other Triamid Field Spells. |
TDIL-EN063 | |
Card Type: | Spell Card |
Card Info | Triamid Cruiser 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 |
Comments: | Not much to search for when this is destroyed but while it's out, it has some okay uses. |
TDIL-EN062 | |
Card Type: | Spell Card |
Card Info | Triamid Fortress 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 |
Comments: | Clearly this is a good candidate for Triamid Decks and one they'll probably search for when they don't have it but the other effect doesn't revive the Triamid monster, it adds it to your hand so you'll have one less monster to defend you. |
TDIL-EN061 | |
Card Type: | Spell Card |
Card Info | Metalfoes Fusion 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 |
Comments: | Restrained to Metalfoes Fusion Monsters but can return itself to the Deck to let you draw 1 card so it's almost better than Polymerization. |
TDIL-EN060 | |
Card Type: | Spell Card |
Card Info | Metamorformation 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 |
Comments: | Since Metalfoes are pretty well Normal Monsters, they'll be protected so long as at least one of your two Pendulum Zones is occupied by a Metalfoes monster but apart from that, 300 ATK and DEF isn't much to gain and really doesn't justify this card's rarity. |
TDIL-EN059 | |
Card Type: | Spell Card |
Card Info | Dark Magic Expanded 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: | 2 |
Comments: | This'll only really work in a Dark Magician/Dark Magician Girl Deck because outside of that, you won't likely be able to activate this, or get much out of it. |
TDIL-EN058 | |
Card Type: | Spell Card |
Card Info | Illusion Magic 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: | 2 |
Comments: | Same as TDIL-EN057's comments. |
TDIL-EN057 | |
Card Type: | Spell Card |
Card Info | Dark Magical Circle 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: | 2 |
Comments: | If your Deck is centered around Dark Magician, then this may not be too bad, though even then, it's not that good. |
TDIL-EN056 | |
Card Type: | Spell Card |
Card Info | Forbidden Dark Contract with the Swamp King 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 |
Comments: | This may offer multiple Fusion Summons but since it's once per turn, it's no better than Dark Fusion, which also doesn't hurt you back and isn't at risk of being destroyed before its benefits can be used. |
TDIL-EN055 | |
Card Type: | Spell Card |
Card Info | Frightfur Sanctuary 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 |
Comments: | This card asks for too much to even be remotely worthwhile. If this is their sanctuary, tear it down and rebuild it. |
TDIL-EN054 | |
Card Type: | Spell Card |
Card Info | Luna Light Perfume 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: | 2 |
Comments: | You'll end up with two Lunalight monsters in your possession but that's only if you're willing to throw out a card from your hand and acknowledge that this card is going to be banished to get the 2nd one. |
TDIL-EN053 | |
Card Type: | Spell Card |
Card Info | Super Hippo Carnival 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: | 2 |
Comments: | Hip Hippo is certainly one of the better Performapals to use and this gets it from anywhere in your possesion unless it's banished and then you get additional Tokens but you won't be using the Extra Deck until those Tokens are gone. |
TDIL-EN052 | |
Card Type: | Xyz Monster |
Card Info | Ebon High Magician DARK / Spellcaster-Type Xyz / Rank 7 / ATK 2300 / DEF 2800 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 |
Comments: | I like the idea of being able to activate Quick-Play Spells and Trap Cards during your opponent's turn but with only two Xyz Materials to start, that's not that impressive as it costs you one Xyz Material to do so. Plus it'll probably be in Defense Mode much of the time as it only has 2300 ATK, though once it's destroyed, it does have some final minor perks. |
TDIL-EN051 | |
Card Type: | Synchro Monster |
Card Info | Coral Dragon WATER / Dragon-Type Synchro-Type Tuner / Level 6 / ATK 2400 / DEF 500 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: | 3 |
Comments: | It doesn't ask for specific Synchro Materials and for a small fee, you can get rid of threats. As a bonus, once it's sent to the Graveyard after being Synchro Summoned, you'll draw an extra card, though it would be nice if it let you draw 1 card if sent to the Grave after being Special Summoned. |
TDIL-EN050 | |
Card Type: | Synchro Monster |
Card Info | Tyrant Red Dragon Archfiend DARK / Dragon-Type Synchro / Level 10 / ATK 3500 / DEF 3000 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: | 2 |
Comments: | Since your other monsters can't attack, it may seem like a good idea to have them destroyed but it really isn't because then you're relying on this guy alone and it can only stop 1 Spell/Trap Card. Luckily, it doesn't ask for Red Dragon Archfiend, though that does make it easier. |
TDIL-EN049 | |
Card Type: | Synchro Monster |
Card Info | Assault Blackwing - Onimaru the Divine Thunder DARK / Winged Beast-Type Synchro / Level 12 / ATK 3000 / DEF 2000 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 |
Comments: | While it doesn't initially state it needs Synchros for Synchro Materials, you may want that if you want it to have the extra 3000 ATK when it attacks, though it's not a whole lot better than Sohaya the Rain Storm. |
TDIL-EN048 | |
Card Type: | Synchro Monster |
Card Info | Assault Blackwing - Sohaya the Rain Storm DARK / Winged Beast-Type Synchro / Level 5 / ATK 1500 / DEF 2000 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: | 2 |
Comments: | Assault Blackwings really haven't proven to be that good IMO when compared to the original Blackwings and this guy isn't a whole lot better but it's better than Sayo the Rain Hider at least. |
TDIL-EN047 | |
Card Type: | Synchro Monster |
Card Info | Assault Blackwing - Sayo the Rain Hider DARK / Winged Beast-Type Synchro / Level 2 / ATK 800 / DEF 100 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 |
Comments: | There are far better options if you want a monster that can survive attacks like Marshmallon and Arcana Force 0. This guy is more effort than it's worth. |
TDIL-EN046 | |
Card Info | Nirvana High Paladin DARK / Spellcaster, Synchro and Pendulum / Level 10 / ATK 3300 / DEF 2500 / Scale 8 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. 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 |
Comments: | Well I certainly didn't see this one coming, though I think it pretty well means the remaining Monster Card types (Ritual and Fusion) will get a Pendulum Monster down the road but this guy certainly brings a lot to the table from its ATK to its effects. Of course, much like Odd-Eyes Rebellion Dragon, you'll have to bring this guy out as a Monster Card first and that means using a Synchro Monster non-Tuner. What hurts this card is pretty much all the effects involve a Pendulum Monster. In fact, it's the ATK and last two lines in the Monster Text that are enough to give this guy two stars. |
TDIL-EN045 | |
Card Type: | Fusion Monster |
Card Info | Metalfoes Crimsonite FIRE / Psychic-Type Fusion / Level 9 / ATK 3000 / DEF 3000 1 "Metalfoes" monster + 2 monsters with 3000 or less ATK RARE |
Rating: | 2 |
Comments: | A bit more formidable but you'll also have more work to get it on the field. |
TDIL-EN044 | |
Card Type: | Fusion Monster |
Card Info | Metalfoes Orichalc FIRE / Psychic-Type Fusion / Level 8 / ATK 2800 / DEF 2200 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 |
Comments: | That's better, especially since it's stronger and inflicts double piercing battle damage, which against some monsters can be devastating for your opponent's LP. |
TDIL-EN043 | |
Card Type: | Fusion Monster |
Card Info | Metalfoes Adamante FIRE / Psychic-Type Fusion / Level 5 / ATK 2500 / DEF 2500 1 "Metalfoes" monster + 1 monster with 2500 or less ATK RARE |
Rating: | 1 |
Comments: | I thought we were done with Fusion Monsters like this but apparently not and this guy has pretty specific Fusion Materials too. |
TDIL-EN042 | |
Card Type: | Effect Monster |
Card Info | Fairy Tail - Snow LIGHT / Spellcaster / Level 4 / ATK 1850 / DEF 1000 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 |
Comments: | If this is the start of a series of monsters or an archetype, then it's off to a good start, though I wouldn't recommend using the other effect for its revival. |
TDIL-EN041 | |
Card Type: | Effect Monster |
Card Info | Wrecker Panda EARTH / Beast / Level 2 / ATK 800 / DEF 800 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: | 2 |
Comments: | Only a roughly 33% chance you'll get a monster unless that's all your Deck is and it'll probably gain 800 ATK or less in most cases but on the off-chance it's more, this can be somewhat of a threat, especially since the ATK boost isn't temporary. |
TDIL-EN040 | |
Card Type: | Effect Monster |
Card Info | Tuning Gum DARK / Fiend-Type Tuner / Level 1 / ATK 400 / DEF 1200 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 |
Comments: | It's already a Tuner so I don't know why you'd want to make another monster a Tuner unless you had another non-Tuner monster to go with it and this guy has little in the ATK and DEF department but it could save one of your Synchros from harm if it's only that Synchro Monster under fire. |
TDIL-EN039 | |
Card Type: | Effect Monster |
Card Info | Totem Five FIRE / Rock / Level 3 / ATK 500 / DEF 200 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: | 2 |
Comments: | More than likely, this card was created to worth with Pendulum Summons as that's likely the only way you'll be getting 5 monsters out at the same time as not even Dark World monsters generally have this power. Since this guy has to be one of those 5, doing so will cost your opponent their hard work and likely some LP though. |
TDIL-EN038 | |
Card Type: | Effect Monster |
Card Info | Zap Mustung LIGHT / Thunder / Level 4 / ATK 1600 / DEF 1500 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 |
Comments: | One doesn't need to Special Summon anything to take this guy down as it only has 1600 ATK and 1500 DEF, which means the likes of Guardian of the Thone Room, Battle Ox and stronger will be too much and even if this guy prevents its own destruction in battle twice per turn, that's still a feeble stall tactic. |
TDIL-EN037 | |
Card Type: | Effect Monster |
Card Info | Spell Strider EARTH / Warrior / Level 4 / ATK 1800 / DEF 600 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 |
Comments: | Using its effect to bring it out isn't that bad and since you don't have to do that, it works as a standalone attacker. |
TDIL-EN036 | |
Card Type: | Effect Monster |
Card Info | Black Dragon Ninja DARK / Beast / Level 7 / ATK 2800 / DEF 1600 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 |
Comments: | Not only can't you Special Summon it outside the effect of one of its friends or support cards but you're depleting 2 cards in your hand just to get rid of one threat and this'll only get back the monsters it banishes, which means your hard work will be undone once this guy is gone. |
TDIL-EN035 | |
Card Type: | Effect Monster |
Card Info | Amaterasu LIGHT / Fairy-Type Spirit / Level 9 / ATK 3000 / DEF 3000 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: | 2 |
Comments: | The unfortunate thing is, unlike most Spirit monsters, this guy can't even be Normal Summoned or Special Summoned, leaving you to Tribute Set it on the field and hope its effect resolves. Unfortunately, that'll take out your other cards too and like any Spirit Monster, it'll return to the hand at the End Phase. |
TDIL-EN034 | |
Card Type: | Effect Monster |
Card Info | Block Dragon EARTH / Rock / Level 8 / ATK 2500 / DEF 3000 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 |
Comments: | Relatively easy to bring out and offers some protection for Rock-Type monsters but only outside battle and the new Rock-Type monsters you get are added to your hand, making them useless if this guy bites the dust on your opponent's turn. |
TDIL-EN033 | |
Card Type: | Effect Monster |
Card Info | Scapeghost DARK / Zombie-Type Flip-Type Tuner / Level 1 / ATK 0 / DEF 0 FLIP: You can Special Summon any number of "Black Sheep Tokens" (Zombie-Type/DARK/Level 1/ ATK 0/DEF 0). COMMON |
Rating: | 4 |
Comments: | It may have 0 ATK and DEF but so do the Black Sheep Tokens you bring out to replace/join it and they don't have to be on both sides of the field, not to mention you have multiple options to use them. |
TDIL-EN032 | |
Card Type: | Effect Monster |
Card Info | Toon Dark Magician DARK / Spellcaster-Type Toon / Level 7 / ATK 2500 / DEF 2100 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: | 2 |
Comments: | We're past the Toons like Blue-Eyes Toon Dragon that can't attack right away and cost 500 LP to attack at all but we're still not at the point where Toons have the power they need to be decent. |
TDIL-EN031 | |
Card Type: | Effect Monster |
Card Info | Shiranui Solitaire FIRE / Zombie / Level 4 / ATK 500 / DEF 0 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 |
Comments: | You're wasting monsters just to have this guy, whom has dismal ATK and DEF, just to bring out a Zombie-Type Tuner with 0 DEF, which means no Zombie Master, or likely any of the decent Zombies out there. Even the real game of Solitare has more to look at than this. |
TDIL-EN030 | |
Card Type: | Effect Monster |
Card Info | Triamid Sphinx EARTH / Rock / Level 10 / ATK 2500 / DEF 2500 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: | 2 |
Comments: | At least you can Special Summon it with any Triamid card, not just its own effect but even then, its stats are pretty low. Plus it only gains ATK for each differently named Field Spell in your Graveyard but Field Spells are pretty rare these days, let alone ones with different names and with only 2500 ATK and DEF to start, your opponent will attack it anyway. |
TDIL-EN029 | |
Card Type: | Effect Monster |
Card Info | Triamid Hunter EARTH / Rock / Level 3 / ATK 1400 / DEF 1100 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: | 3 |
Comments: | These guys seem to like Field Spells as they all have the effect to trade one with another and this guy may help with Xyz or Synchro Summons but only works with Rock-Type monsters. |
TDIL-EN028 | |
Card Type: | Effect Monster |
Card Info | Triamid Hunter EARTH / Rock / Level 3 / ATK 1400 / DEF 1100 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: | 2 |
Comments: | These guys seem to like Field Spells as they all have the effect to trade one with another and this guy may help with Xyz or Synchro Summons but only works with Rock-Type monsters. |
TDIL-EN027 | |
Card Type: | Effect Monster |
Card Info | Triamid Dancer EARTH / Rock / Level 3 / ATK 600 / DEF 1900 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 |
Comments: | So here's the Traimid archetype Konami announced a while back but this guy probably isn't the best one to bring in first given the only remotely good thing about it is its DEF. |
TDIL-EN026 | |
Card Info | Dinomist Ankylos WATER / Machine-Type Pendulum / Level 4 / ATK 1500 / DEF 2000 / Scale 6 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. Banish any monster destroyed by battle with a "Dinomist" monster you control. COMMON |
Rating: | 2 |
Comments: | They seem to like Field Spells because so far they all have the effect to trade one Field Spell for another, though at least it's not restrained to Triamid Field Spells or something. |
TDIL-EN025 | |
Card Type: | Effect Monster |
Card Info | True King Agnimazud, the Vanisher FIRE / Wyrm / Level 9 / ATK 2900 / DEF 1900 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: | 2 |
Comments: | Perhaps this is to combo with past cards like Fire Kings but most FIRE monsters don't benefit from being destroyed and using Backfire with this is only going to deal 500 damage as they're being destroyed simultaneously. Of course, that's marginally better than Tribute Summoning it though. |
TDIL-EN024 | |
Card Info | Metalfoes Volflame FIRE / Psychic-Type Pendulum / Level 7 / ATK 2400 / DEF 2000 / Scale 8 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. Roasting red rockets boost its blazing, bright-blast burners to liquified lava levels. Vanquisher of the Vanisher! RARE |
Rating: | 2 |
Comments: | Just one star too many in its Level that makes the difference between a 2-star rating and a 3-star rating because aside from the worthwhile Scale, everything else is at least acceptable, though not great. |
TDIL-EN023 | |
Card Info | Metalfoes Goldriver FIRE / Psychic-Type Pendulum / Level 4 / ATK 1900 / DEF 500 / Scale 1 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. That gleaming, golden buggy breaks bad guys good. What wonderful wheels! (With a bumbling buffoon....) RARE |
Rating: | 4 |
Comments: | Now we're talking. A beatstick Pendulum Monster is always good to run regardless of the Deck and this guy's scale is low enough for use with pretty much any Pendulum Monster's Scale. |
TDIL-EN022 | |
Card Info | Metalfoes Silverd FIRE / Psychic-Type Pendulum / Level 3 / ATK 1700 / DEF 100 / Scale 1 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. Sizzling soldier on a silver sublight speedjet. Can't track her, can't see her, can't escape that lightspeed laser. COMMON |
Rating: | 2 |
Comments: | Well if this is how they all are, I won't have too much trouble replicating them with my card template but this doesn't help their playability much. |
TDIL-EN021 | |
Card Info | Metalfoes Steelen FIRE / Psychic-Type Pendulum / Level 2 / ATK 0 / DEF 2100 / Scale 8 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. Cool iron bodies meet burning metal machines and man/machine combine. Burn up the soul - Metalfoes Fusion!! COMMON |
Rating: | 2 |
Comments: | I don't know if the flavor text is referencing Yu-Gi-Oh 5Ds with their sayings before their ace monsters appear but this guy certainly has a high Scale with no drawback and enough DEF to use on its own but it's little more than a carbon copy of Ignites. |
TDIL-EN020 | |
Card Type: | Effect Monster |
Card Info | Master Peace, the True Dracoslayer LIGHT / Dragon / Level 8 / ATK 2950 / DEF 2950 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 |
Comments: | It takes the same number of Tributes its Level takes under normal conditions and can stop any effect during either player's turn but while you replace it with two monsters that are also in its summoning requirements, it can't be Special Summoned other ways and its stats make it just shy of being decent. |
TDIL-EN019 | |
Card Type: | Effect Monster |
Card Info | Magician's Rod DARK / Spellcaster / Level 3 / ATK 1600 / DEF 100 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: | 2 |
Comments: | That means you can get instant access to pretty much any of the support released to date, though getting this guy back by its effect is pretty mediocre. |
TDIL-EN018 | |
Card Type: | Effect Monster |
Card Info | Magician's Robe DARK / Spellcaster / Level 2 / ATK 700 / DEF 2000 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 |
Comments: | Unveiled with the Shining Victories Special Edition and it's not much to look at, nor is using the effect all that great since it only Special Summons Dark Magician. |
TDIL-EN017 | |
Card Type: | Effect Monster |
Card Info | Magician of Dark Illusion DARK / Spellcaster / Level 7 / ATK 2100 / DEF 2500 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: | 2 |
Comments: | You'll be best off to use the first effect because the 2nd isn't likely going to do you much good, especially since it can only be use once while the monster is face-up. Its stats aren't great either. |
TDIL-EN016 | |
Card Type: | Effect Monster |
Card Info | Red Mirror FIRE / Fiend / Level 1 / ATK 0 / DEF 0 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 |
Comments: | You'll have bad luck from the moment you draw this because it's not remotely useful as there are very few FIRE Fiend-Type monsters in general, let alone any that are good and his stats each have a goose egg to their names. |
TDIL-EN015 | |
Card Type: | Effect Monster |
Card Info | Red Gardna FIRE / Fiend / Level 4 / ATK 0 / DEF 2000 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 |
Comments: | Red Dragon Archfiend is a worthy monster to have out with its 3000 ATK and clearing out any Defense Position monsters your opponent may have and this guy has that monster's DEF but won't do a lot much of the time. |
TDIL-EN014 | |
Card Type: | Effect Monster |
Card Info | Red Warg FIRE / Fiend / Level 6 / ATK 1400 / DEF 2200 When you Normal Summon a "Resonator" monster: You can Special Summon this card from your hand, but its ATK becomes halved. COMMON |
Rating: | 1 |
Comments: | I don't know what a warg is, or even if it actually exists but this clearly the runt of those. |
TDIL-EN013 | |
Card Type: | Effect Monster |
Card Info | Blackwing - Gofu the Vague Shadow DARK / Winged Beast-Type Tuner / Level 5 / ATK 0 / DEF 0 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: | 1 |
Comments: | The dreaded 5 word clause means that this guy has to really bring in the good stuff or he's doomed to get the equally dreaded rating. However, he doesn't succeed because though he's a Tuner, he prevents you from usng your new Tokens for really anything and has literally nothing to offer in its stats. |
TDIL-EN012 | |
Card Type: | Effect Monster |
Card Info | Blackwing - Tornado the Reverse Wind DARK / Winged Beast / Level 4 / ATK 1000 / DEF 1200 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: | 2 |
Comments: | Pretty weak but it'll grab a Tuner monster from your Graveyard if you meet this guy's conditions. |
TDIL-EN011 | |
Card Info | D/D Savant Nikola DARK / Fiend-Type Pendulum / Level 6 / ATK 2000 / DEF 2000 / Scale 8 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). 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 |
Comments: | He's come down with Archetype Bias and that's probably because his scale is so high. In fact, he's been plagued with unplayability too given his stats and other horrible effects. |
TDIL-EN010 | |
Card Info | D/D Savant Thomas DARK / Fiend-Type Pendulum / Level 8 / ATK 1800 / DEF 2600 / Scale 6 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. 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: | 2 |
Comments: | Not a very strong Level 8 monster but as a Pendulum Monster, it may be useful in a D/D Deck. |
TDIL-EN009 | |
Card Info | Acrobatic Magician DARK / Spellcaster-Type Pendulum / Level 5 / ATK 800 / DEF 2300 / Scale 2 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. 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 |
Comments: | Regardless of where you Special Summon it, it's probably going to be in Defense Mode and not do much after that, though its Scale is decent enough. |
TDIL-EN008 | |
Card Type: | Effect Monster |
Card Info | Performapal Life Swordsman LIGHT / Warrior / Level 1 / ATK 0 / DEF 0 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 |
Comments: | Its ATK and DEF tell all. There's no life in this monster at all, and he's not going to give any other monster much life either. |
TDIL-EN007 | |
Card Info | Performapal Radish Horse EARTH / Plant-Type Pendulum / Level 4 / ATK 500 / DEF 2000 / Scale 3 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). 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 |
Comments: | Its DEF is high enough to help it thrive a while but it's the Pendulum Effect and Scale that are any good. |
TDIL-EN006 | |
Card Info | Performapal Bubblebowwow EARTH / Beast-Type Pendulum / Level 6 / ATK 2300 / DEF 1000 / Scale 5 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. 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: | 2 |
Comments: | This guy's name was revealed in a scripted duel at this year's North American World Championship Qualifiers but a scripted duel isn't the best way to decide on whether a card is good or not because they generally follow anime rules. Here though, it's hardly the best of the Performapals. |
TDIL-EN005 | |
Card Info | Performapal Gumgumouton EARTH / Beast-Type Pendulum / Level 5 / ATK 900 / DEF 2400 / Scale 1 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. 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 |
Comments: | Well it doesn't matter which zone this guy is in because he'll protect one monster from destruction either way. Unfortunately, that's all he does in either case, though its Scale is certainly low enough. |
TDIL-EN004 | |
Card Type: | Effect Monster |
Card Info | Performapal Inflater Tapir WIND / Beast / Level 6 / ATK 1000 / DEF 2000 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 |
Comments: | This guy looks like he just came back from the eye doctors but it's clear it cannot see very well because its effect and stats are working against its rating to leave it with a measly 1 star. |
TDIL-EN003 | |
Card Info | Performapal Extra Slinger DARK / Spellcaster-Type Pendulum / Level 3 / ATK 800 / DEF 1100 / Scale 6 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. 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: | 2 |
Comments: | Thank goodness for that Pendulum effect because otherwise, this'd be among the ranks of bad Pendulum Monsters, though it still isn't good enough to parade through town about. |
TDIL-EN002 | |
Card Info | Performapal Gongato EARTH / Beast-Type Pendulum / Level 1 / ATK 100 / DEF 100 / Scale 2 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). 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 |
Comments: | It'll protect you from damage either way, though you'll probably end up in a situation where you need the effect you don't have, though with 100 ATK and DEF, it won't be around to help you that often anyway, even as a Pendulum Monster. |
TDIL-EN001 | |
Card Type: | Effect Monster |
Card Info | Performapal Bot-Eyes Lizard EARTH / Reptile / Level 4 / ATK 1600 / DEF 1200 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: | 2 |
Comments: | It's pretty weak but will get any Odd-Eyes monster from your Deck to the Graveyard for easy revival. |
TDIL-EN000 | |
Card Type: | Effect Monster |
Card Info | Magical Something DARK / Spellcaster / Level 4 / ATK 1800 / DEF 1300 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 |
Comments: | Ah, something not Pendulum-related I see, and more specifically related to Spellcasters and Spell Counters. Regardless of what this supports, you have a good option for each of them. |