*Ratings below are based on when the product was released and NOT today's Yu-Gi-Oh format*
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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

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The Duelist Genesis (TDGS-EN) Card Ratings

1. For info on how these ratings are determined, click here.
2. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:The_Duelist_Genesis_(TCG-EN-1E)
                               Rating: 2 | TDGS-EN099 | Effect Monster
Toy Magician
LIGHT | Spellcaster | Level 4 | ATK 1600 | DEF 1500
You can Set this card face-down in your Spell & Trap Card Zone as a Spell Card. If this face-down card in your Spell & Trap Card Zone is destroyed by an opponent's card effect and sent to the Graveyard, Special Summon it during the End Phase. When this card is Flip Summoned, destroy Spell or Trap Cards on the field equal to the number of "Toy Magicians" on the field.
(Secret Rare)

You'll have trouble keeping one on the field let alone two or three! Plus his effect puts him face-down in your Spell and Trap Zone, leaving you one defense less.
 
                               Rating: 2 | TDGS-EN098 | Trap Card
Kunai with Chain
Normal Trap
Choose 1 or both of these effects:
● Activate only when an opponent's monster attacks. Change the attacking monster to Defense Position.
● Equip this card to a monster you control. It gains 500 ATK.
(Super Rare)

You can at least use both effects simultaneously but still not a great card.
 
                               Rating: 2 | TDGS-EN097 | Effect Monster
Ice Master
WATER | Spellcaster | Level 8 | ATK 2500 | DEF 2000
You can Special Summon this card from your hand by Tributing 2 WATER monsters. Once per turn, you can place an Ice Counter on 1 face-up monster. You can Tribute this card to destroy all monsters with an Ice Counter(s).
(Secret Rare)

He's at least better than FEΩ since you can Summon him any way you like yet he's restricted to 1 Ice Counter per turn and you lose him to activate his other effect.
 
                               Rating: 1 | TDGS-EN096 | Effect Monster
Cold Enchanter
WATER | Aqua | Level 4 | ATK 1600 | DEF 1200
You can discard 1 card to place an Ice Counter on 1 face-up monster. This card gains 300 ATK for each Ice Counter on the field.
(Rare)

It can have 1900 ATK but it doesn't take much to change that. At least you can use its effect more than once but you have to discard a card to do so.
 
                               Rating: 1 | TDGS-EN095 | Spell Card
Fiendish Engine Ω
DARK | Machine | Level 8 | ATK 2800 | DEF 2000
During your End Phase, Special Summon 1 "Engine Token" (Machine-Type/EARTH/Level 1/ATK 200/
DEF 200) in Attack Position. Once per turn, you can have this card gain 1000 ATK. If you do, it is destroyed during the End Phase.
(Secret Rare)


This card has absolutely no use in any Deck since its tributes aren't worth its stats or its effect.
 
                               Rating: 3 | TDGS-EN094 | Effect Monster
Splendid Venus
LIGHT | Fairy | Level 8 | ATK 2800 | DEF 2400
All non-Fairy-Type monsters lose 500 ATK and DEF. The activation and effects of your Spell and Trap Cards cannot be negated.
(Secret Rare)

Her stats aren't very impressive but her effect should help with that as any non-Fairy-Type monster loses 500 ATK and DEF plus your Spell and Trap effects can't be negated (except with Jinzo).
 
                               Rating: 2 | TDGS-EN093 | Trap Card
The Selection
Counter Trap
Pay 1000 Life Points. Negate the Summon of a monster that has the same Type as a monster on the field, and destroy it.
(Rare)

Odds are that it won't be the same type as another monster but it does come in handy if its a Six Samurai monster.
 
                               Rating: 1 | TDGS-EN092 | Trap Card
Trap of Darkness
Normal Trap
Activate only by paying 1000 Life Points while you have 3000 Life Points or less. Select a Normal Trap Card in your Graveyard. This card's effect is the same as that Trap Card's. Remove from play that Normal Trap Card.
(Rare)

Both activation requirements really make this card terrible and for all your hard work, you'll probably lose as this card can easily get negated.
 
                               Rating: 2 | TDGS-EN091 | Spell Card
Tricky Spell 4
Quick-Play Spell
Send 1 face-up "The Tricky" you control to the Graveyard. For each monster your opponent controls, Special Summon a "Tricky Token" (Spellcaster-Type/WIND/Level 5/ATK 2000/DEF 1200) in Defense Position. "Tricky Tokens" cannot declare an attack.
(Common)

Chances are you going to Summon more Tokens than The Tricky card you lost and at least you can Tribute the tokens for other monsters or effects but the tokens can't attack.
 
                               Rating: 3 | TDGS-EN090 | Effect Monster
The Tricky
WIND | Spellcaster | Level 5 | ATK 2000 | DEF 1200
You can discard 1 card to Special Summon this card from your hand.
(Rare)

You can at least discard any card you want to Summon him and his 2000 ATK is enough to take out Gemini Elves and Vorse Raiders.
 
                               Rating: 1 | TDGS-EN089 | Spell Card
Charge of the Light Brigade
Normal Spell
Send the top 3 cards of your Deck to the Graveyard. Add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand.
(Secret Rare)

Here is yet another unworthy card to be a Secret Rare since it is useless without Lightsworn monsters, which should only be run in a Deck just for them.
 
                               Rating: 2 | TDGS-EN088 | Spell Card
Telekinetic Charging Cell
Equip Spell
Equip only to a Psychic-Type monster. You do not have to pay Life Points to activate its effect(s). When the equipped monster is destroyed and this card is sent to the Graveyard, you can pay 1000 Life Points to return this card to your hand.
(Rare)

If you are running Psychic-Type monster Decks, don't forget this card since some of them require LPs to use their effects, which can cost you in the long run later.
 
                               Rating: 1 | TDGS-EN087 | Effect Monster
Grapple Blocker
EARTH | Psychic | Level 4 | ATK 1200 | DEF 2000
When this card is Normal Summoned, you can select 1 monster your opponent controls. The selected monster cannot attack or be Tributed, while this card remains face-up on the field. During each of your End Phases, pay 500 Life Points or destroy this card.
(Rare)

He has the 2000 DEF that should allow him to get 2 stars. So why doesn't he? You have to pay LPs to keep him out, whether or not you used his other effect.
 
                               Rating: 2 | TDGS-EN086 | Effect Monster
Cyber Shark
WATER | Fish | Level 5 | ATK 2100 | DEF 2000
If you control a WATER monster, you can Normal Summon this card without Tributing.
(Secret Rare)

He can be useful in WATER Decks (and probably should only be used there) but even if you do Summon him, he can easily be destroyed by Trap Hole or Bottomless.
 
                               Rating: 1 | TDGS-EN085 | Effect Monster
Hand of the Six Samurai
FIRE | Warrior | Level 3 | ATK 1600 | DEF 1000
While you control another "Six Samurai" monster, you can Tribute 1 "Six Samurai" monster to destroy 1 monster on the field.
(Secret Rare)

Another wasted Secret Rare slot. He has the "I need another SS monster to get my effect" effect and his stats are enough for him to be removed by Bottomless or regular Trap Hole.
 
                               Rating: 1 | TDGS-EN084 | Effect Monster
Maiden of Macabre
DARK | Spellcaster | Level 4 | ATK 1700 | DEF 0
Each time this card destroys a monster by battle, place 1 Spell Counter on this card. This card gains 200 ATK for every Spell Counter on it.
(Rare)

She has to destroy a monster to even have 1900 ATK when there are monsters out there that already have 1900 ATK like Gemini Elf so use one of them instead.
 
                               Rating: 1 | TDGS-EN083 | Effect Monster
Izanami
WATER | Fairy-Type Spirit | Level 4 | ATK 1100 | DEF 1800
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you can discard 1 card to add 1 Spirit monster from your Graveyard to your hand.
(Rare)

She's not going to last more than one turn since even a Metal Guardian (1150 ATK) is enough to take her down.
 
                               Rating: 2 | TDGS-EN082 | Effect Monster
Herald of Orange Light
LIGHT | Fairy-Type Tuner | Level 2 | ATK 300 | DEF 500
You can send this card and 1 other Fairy-Type monster from your hand to the Graveyard to negate the activation of an effect of an Effect Monster your opponent controls, and destroy it. You can activate this effect during either player's turn.
(Rare)

This guy should ONLY be used for Synchro Summoning as its effect isn't worth the effort when Divine Wrath can not only negate the effect but is a better card to use.
 
                               Rating: 2 | TDGS-EN081 | Effect Monster
Counselor Lily
EARTH | Fairy-Type Tuner | Level 3 | ATK 400 | DEF 1500
When this card is sent to the Graveyard for a Synchro Summon, you can pay 500 Life Points to have that Synchro Monster gain 1000 ATK until the End Phase.
(Super Rare)

Well she is a Tuner monster and does let you temporarily give your Synchro Summoned monster 1000 ATK but not only do you have to pay to use the effect but she has no effects to protect herself.
 
                               Rating: 1 | TDGS-EN080 | Trap Card
Overworked
Normal Trap
Destroy each monster whose ATK is higher than its original ATK.
(Common)

Most people don't even run Field Spells that power up their monsters so this card generally is useless.
 
                               Rating: 2 | TDGS-EN079 | Trap Card
Needlebug Nest
Normal Trap
Send the top 5 cards of your Deck to the Graveyard.
(Common)

Helps for Lightsworn or DARK Decks but is terrible elsewhere.
 
                               Rating: 2 | TDGS-EN078 | Trap Card
Fish Depth Charge
Normal Trap
Tribute 1 Fish-Type monster. Destroy 1 card on the field, and draw 1 card.
(Common)

You get to destroy 1 card on the field and draw 1 card but good luck finding decent Fish-Type monsters to use this on.
 
                               Rating: 2 | TDGS-EN077 | Trap Card
Judgment of Thunder
Normal Trap
Activate only when you Summon a Thunder-Type monster(s). Destroy 1 card your opponent controls.
(Common)

Combo this with DNA Surgery and destroy multiple cards or just take out an opponent's card on the field but you have to Summon a Thunder-Type monster to use this.
 
                               Rating: 3 | TDGS-EN076 | Trap Card
Intercept
Counter Trap
Activate only when a monster is Tribute Summoned with 1 Tribute. Take control of that monster.
(Super Rare)

Snatch one of the deadly Monarchs or Summoned Skull right from your opponent's control! Doesn't work while Jinzo or Royal Decree are face-up, though.
 
                               Rating: 1 | TDGS-EN075 | Trap Card
Lightsworn Barrier
Continuous Trap
When a face-up "Lightsworn" monster you control is selected as an attack target, you can send the top 2 cards of your Deck to the Graveyard to negate the attack.
(Common)

Don't run this outside of Lightsworn Decks.
 
                               Rating: 1 | TDGS-EN074 | Trap Card
Gladiator Beast War Chariot
Counter Trap
Activate only if you control a "Gladiator Beast" monster. Negate the activation of an Effect Monster's effect, and destroy it.
(Super Rare)

Keep this card in GB Decks and run Skill Drain elsewhere.
 
                               Rating: 2 | TDGS-EN073 | Trap Card
Mind Over Matter
Counter Trap
Tribute 1 Psychic-Type monster. Negate the activation of a Spell or Trap Card, or the Normal or Special Summon of a monster, and destroy that card.
(Rare)

Where you aren't running Psychic-Type monsters, run a different card instead.
 
                               Rating: 1 | TDGS-EN072 | Trap Card
Telepathic Power
Normal Trap
Activate only when a face-up Psychic-Type monster you control is attacked and destroyed by battle with an opponent's monster. Destroy the monster that attacked, and gain Life Points equal to its ATK.
(Common)

Stick to Draining Shield instead since it saves your monster and gives your LPs a boost.
 
                               Rating: 2 | TDGS-EN071 | Trap Card
Psychic Rejuvenation
Normal Trap
Gain 1000 Life Points for each face-up Psychic-Type monster you control.
(Common)

If you got 1000 LPs for every monster you control, then this card would have without a doubt gotten a higher rating but since it doesn't, keep this in Psychic-Type monster Decks.
 
                               Rating: 2 | TDGS-EN070 | Trap Card
Psychic Overload
Normal Trap
Select 3 Psychic-Type monsters in your Graveyard. Return them to the Deck, then draw 2 cards.
(Ultra Rare) & (Ultimate Rare)

If you happen to have 3 of the better Psychic-Type monsters in your Grave or you're running a Psychic-Type monster Deck, then this card isn't too bad but is just horrible elsewhere.
 
                               Rating: 2 | TDGS-EN069 | Trap Card
Broken Blocker
Normal Trap
Activate only when a Defense Position monster you control, whose DEF is higher than its ATK, is destroyed by battle. Special Summon up to 2 monsters with the same name as that monster from your Deck in face-up Defense Position.
(Super Rare)

This card is pretty situational. Sure there are monsters whose DEF exceed its ATK but you won't likely have more than one of them in your Deck except for maybe Destiny Hero - Defender.
 
                               Rating: 1 | TDGS-EN068 | Trap Card
Synchro Deflector
Normal Trap
Activate only when a face-up Synchro Monster you control is selected as an attack target. Negate the attack and destroy 1 monster your opponent controls.
(Common)

Use Sakuretsu Armor or Mirror Force instead as they need nothing but an attacking monster to activate.
 
                               Rating: 2 | TDGS-EN067 | Trap Card
Spacegate
Continuous Trap
When a monster your opponent controls attacks or is attacked, place 1 Gate Counter on this card at the end of the Damage Step. During your Main Phase, you can send this card to the Graveyard to Special Summon 1 monster from your hand whose Level is equal to or lower than the number of Gate Counters on this card.
(Common)

Rack-up enough counters on it and you could Summon a powerful monster but this card can easily get destroyed.
 
                               Rating: 2 | TDGS-EN066 | Trap Card
Remote Revenge
Normal Trap
Activate only when a monster you control is targeted by a Spell, Trap, or Effect Monster's effect that destroys 1 monster on the field. Switch the target to an appropriate monster your opponent controls.
(Common)

Not too bad against cards like Zaborg and Man-Eater Bug but it too has limited uses.
 
                               Rating: 2 | TDGS-EN065 | Trap Card
Defense Draw
Normal Trap
Activate only during damage calculation during your opponent's turn. The Battle Damage you would receive becomes 0. Draw 1 card.
(Rare)

It would get a higher rating if it reduced all Battle Damage you take to 0 but it still has some uses like if you would take major damage, this card saves your lifepoints and lets you draw 1 card.
 
                               Rating: 1 | TDGS-EN064 | Trap Card
Graceful Revival
Continuous Trap
Select 1 Level 2 or lower monster from your Graveyard and Special Summon it in Attack Position. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.
(Rare)

Unless Disk Commander makes a graceful revival to the field, this card isn't going to get any play, even with Disk Commander back.
 
                               Rating: 2 | TDGS-EN063 | Trap Card
Equip Shot
Normal Trap
Activate only during the Battle Phase. Select 1 Equip Card equipped to a face-up Attack Position monster you control, and select 1 face-up Attack Position monster your opponent controls. Equip that monster with the selected Equip Card. Then, conduct battle between your previously equipped monster and the selected monster (other effects cannot be activated during this battle).
(Common)

It can help give your monster a decent boost but that's about it.
 
                               Rating: 3 | TDGS-EN062 | Spell Card
Book of Eclipse
Quick-Play Spell
Change all face-up monsters on the field to face-down Defense Position. During the End Phase, flip all face-down Defense Position monsters your opponent controls face-up, and your opponent draws 1 card for each.
(Common)

Re-use your Flip-Effect monsters and or put your opponent's monsters face-down to remove them with NoC or by taking them out with your own monsters!
 
                               Rating: 1 | TDGS-EN061 | Spell Card
Recycling Batteries
Normal Spell
Add 2 Thunder-Type monsters with 1500 or less ATK from your Graveyard to your hand.
(Common)

Bad outside Batteryman Decks. Need I say more?
 
                               Rating: 3 | TDGS-EN060 | Spell Card
Unstable Evolution
Equip Spell
While your Life Points are lower than your opponent's, the equipped monster's original ATK becomes 2400. While your Life Points are higher than your opponent's, its original ATK becomes 1000.
(Super Rare)

Lower an opponent's stronger monster to 1000 ATK to easily take it out or make your weaker monster stronger! The downside is its effects depend on your current LPs.
 
                               Rating: 2 | TDGS-EN059 | Spell Card
Lightsworn Sabre
Equip Spell
Equip only to a "Lightsworn" monster. It gains 700 ATK. When this card is sent from your Deck to your Graveyard, you can equip it to 1 "Lightsworn" monster you control.
(Super Rare)

Where you aren't using this, use Malevolent Nuzzler instead.
 
                               Rating: 1 | TDGS-EN058 | Spell Card
Power Filter
Continuous Spell
Neither player can Special Summon monsters with 1000 or less ATK.
(Super Rare)

Why UDE thought this card was worthy of being a Super Rare is beyond me since pretty much the only non-banned playable monster that fits its requirements is Sangan.
 
                               Rating: 4 | TDGS-EN057 | Spell Card
Geartown
Field Spell
Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard, you can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.
(Common)

Since it applies to both players, it's rating is 4 stars but very good with Ancient Gear Beast and Golem!
 
                               Rating: 2 | TDGS-EN056 | Spell Card
Mirror of Yata
Equip Spell
Equip only to a Spirit monster. The equipped monster does not have to have its effect that returns it to the hand activated. If it would be destroyed by battle, destroy this card instead.
(Common)

At least it'll keep your Spirit monster on the field but if it goes, so does your Spirit-Type monster.
 
                               Rating: 1 | TDGS-EN055 | Spell Card
Orb of Yasaka
Equip Spell
Equip only to a Spirit monster. When it destroys an opponent's monster by battle and sends it to the Graveyard, gain Life Points equal to that monster's original ATK. When the equipped monster you control is returned to the hand and this card is sent to the Graveyard, return this card to your hand.
(Common)

Use Guardian Angel Joan instead.
 
                               Rating: 1 | TDGS-EN054 | Spell Card
Sword of Kusanagi
Equip Spell
Equip only to a Spirit monster. During battle, when it attacks a Defense Position monster whose DEF is lower than the ATK of the equipped monster, inflict the difference as Battle Damage to your opponent. When the equipped monster you control is returned to the hand and this card is sent to the Graveyard, return this card to your hand.
(Common)

It isn't too bad with the stronger Spirit monsters but even so, I wouldn't use it.
 
                               Rating: 1 | TDGS-EN053 | Spell Card
Emergency Teleport
Quick-Play Spell
Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck. During the End Phase this turn, remove from play that monster.
(Ultra Rare) & (Ultimate Rare)

A pretty bad Ultra Rare card. If you aren't Synchro Summoning with them, leave this card out.
 
                               Rating: 1 | TDGS-EN052 | Spell Card
Psi-Impulse
Normal Spell
Tribute 1 Psychic-Type monster. Return all cards in your opponent's hand to the Deck. Then, they draw 3 cards.
(Common)

This card gives your opponent the complete advantage! Not worth it in any Deck.
 
                               Rating: 2 | TDGS-EN051 | Spell Card
Psi-Station
Continuous Spell
When a Psychic-Type monster is Normal Summoned, you can pay 500 Life Points to have it gain 300 ATK and increase its Level by 1.
(Common)

Since most Psychic-Type monsters are weak anyway and can at least be used to Synchro Summon (since they generally don't have anything else) this card has some uses but not much.
 
                               Rating: 2 | TDGS-EN050 | Spell Card
Lightwave Tuning
Normal Spell
Select 1 Level 4 LIGHT monster you control. It is treated as a Tuner monster while it is face-up on the field.
(Common)

If you can find a decent Level 4 LIGHT monster like X-Head Cannon, this card isn't too bad but it has limited uses.
 
                               Rating: 1 | TDGS-EN049 | Spell Card
De-Synchro
Normal Spell
Select 1 face-up Synchro Monster. Return it to its owner's Extra Deck. Then, if all the monsters that were used for the Synchro Summon of that monster are in your Graveyard, you can Special Summon them.
(Rare)

It's just a poor excuse to have extra Tributes and you can't activate it if the Synchro is face-down.
 
                               Rating: 2 | TDGS-EN048 | Spell Card
Battle Tuned
Quick-Play Spell
Remove from play 1 Tuner monster from your Graveyard. Target face-up monster you control gains ATK equal to the removed monster's ATK.
(Common)

It's the fact that you have to remove from play a Tuner monster that hurts this card and its rating.
 
                               Rating: 2 | TDGS-EN047 | Spell Card
Junk Barrage
Equip Spell
When the equipped monster destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to half the destroyed monster's ATK.
(Common)

If it inflicted the entire ATK, its rating would've at least doubled but that isn't the case.
 
                               Rating: 2 | TDGS-EN046 | Spell Card
Domino Effect
Continuous Spell
When a monster your opponent controls is destroyed by battle and sent to the Graveyard, you can send 1 monster you control to the Graveyard to destroy 1 monster your opponent controls.
(Common)

If the monster was like Sangan or something, then this card isn't too bad but it isn't very good.
 
                               Rating: 3 | TDGS-EN045 | Spell Card
Fighting Spirit
Equip Spell
The equipped monster gains 300 ATK for each monster your opponent controls. If it would be destroyed by battle, you can destroy this card instead.
(Rare)

Your opponent will generally have 2 monsters on the field on average due to Cyber Dragon, which'll give your monster a nice 600 ATK!
 
                               Rating: 2 | TDGS-EN044 | Synchro Monster
Thought Ruler Archfiend
DARK | Psychic-Type Synchro | Level 8 | ATK 2700 | DEF 2300
1 Tuner + 1 or more non-Tuner monsters
When this card destroys a monster by battle and sends it to the Graveyard, gain Life Points equal to that monster's original ATK. You can pay 1000 Life Points to negate the activation of a Spell or Trap Card that targets 1 Psychic-Type monster, and destroy it.
(Ultra Rare) & (Ultimate Rare)

It's clear that UDE didn't even think about this card's name and its effect is certainly isn't too much to think about either.
 
                               Rating: 2 | TDGS-EN043 | Synchro Monster
Magical Android
LIGHT | Psychic-Type Synchro | Level 5 | ATK 2400 | DEF 1700
1 Tuner + 1 or more non-Tuner monsters
During your End Phase, gain 600 Life Points for each face-up Psychic-Type monster you control.
(Super Rare)

Even if you don't run Psychic-Type monsters, his 2400 ATK isn't too bad but it's his needing 2 monsters that bring his rating down and his effect keeps the rating from dropping lower.
 
                               Rating: 4 | TDGS-EN042 | Synchro Monster
Goyo Guardian
EARTH | Warrior-Type Synchro | Level 6 | ATK 2800 | DEF 2000
1 Tuner + 1 or more non-Tuner monsters
When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon that monster to your side of the field in face-up Defense Position.
(Ultra Rare) & (Ultimate Rare)

Normally, a card like this would get 1 star but due to his effect, I have given him two more but it's his level and stats that keep his rating from being higher.
 
                               Rating: 4 | TDGS-EN041 | Synchro Monster
Red Dragon Archfiend
DARK | Dragon-Type Synchro | Level 8 | ATK 3000 | DEF 2000
1 Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster your opponent controls, destroy all Defense Position monsters your opponent controls after damage calculation. During the End Phase, destroy all other monsters you control that did not declare an attack this turn.
(Ultra Rare) & (Ultimate Rare)

A very powerful Synchro Monster! His only downside (and why his rating isn't 5/5) is that every monster you have that didn't attack gets destroyed.
 
                               Rating: 3 | TDGS-EN040 | Synchro Monster
Stardust Dragon
WIND | Dragon-Type Synchro | Level 8 | ATK 2500 | DEF 2000
1 Tuner + 1 or more non-Tuner monsters
You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a card(s) on the field, and destroy that card. If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase.
(Ultra Rare), (Ultimate Rare) & (Ghost Rare)

His stats and losing himself to negate the card effect and destroy it are why his rating is only 3 stars. Still a decent card to use, though!
 
                               Rating: 3 | TDGS-EN039 | Synchro Monster
Nitro Warrior
FIRE | Warrior-Type Synchro | Level 7 | ATK 2800 | DEF 1800
"Nitro Synchron" + 1 or more non-Tuner monsters
Once during each of your turns, if you activated a Spell Card, this card gains 1000 ATK during its next attack, for damage calculation only. Once per turn, if this attacking card destroys an opponent's monster by battle, you can change 1 face-up Defense Position monster your opponent controls to Attack Position, and attack it with this card.
(Ultra Rare) & (Ultimate Rare)


Use any decent Spell Card to destroy your opponent's defenses, power this guy up and let him destroy 2 monsters in one turn! The downside is he can't just simply attack a second monster.
 
                               Rating: 1 | TDGS-EN038 | Fusion Monster
Multiple Piece Golem
EARTH | Rock-Type Fusion | Level 7 | ATK 2600 | DEF 1300
"Big Piece Golem" + "Medium Piece Golem"
At the end of the Battle Phase, if this card attacked or was attacked, you can return it to the Extra Deck. Then, if all of the Fusion Material Monsters that were used for the Fusion Summon of this card are in your Graveyard, you can Special Summon them.
(Ultra Rare) & (Ultimate Rare)

He's just De-Fusion with legs. His rarity is certainly not worth using his effect or his stats.
 
                               Rating: 2 | TDGS-EN037 | Effect Monster
Noisy Gnat
EARTH | Insect | Level 2 | ATK 700 | DEF 300
You can send this card from your hand to the Graveyard to increase the Level of 1 monster on the field by 1, until the End Phase.
(Common)

Sane as TDGS-EN036's comments.
 
                               Rating: 2 | TDGS-EN036 | Effect Monster
Silent Strider
EARTH | Insect | Level 2 | ATK 300 | DEF 700
You can send this card from your hand to the Graveyard to reduce the Level of 1 monster on the field by 1, until the End Phase.
(Common)

If you are going to use this, I highly recommend using him only for his effect to help you Synchro Summon with your monsters.
 
                               Rating: 1 | TDGS-EN035 | Effect Monster
Yamato-no-Kami
DARK | Warrior-Type Spirit | Level 6 | ATK 2200 | DEF 1200
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 Spirit monster from your Graveyard. This card returns to its owner's hand during the End Phase of the turn it is Special Summoned. If this card destroys an opponent's monster by battle, you can destroy 1 Spell or Trap Card your opponent controls.
(Rare)

Same as TDGS-EN034's comments.
 
                               Rating: 1 | TDGS-EN034 | Effect Monster
Kinka-byo
DARK | Beast-Type Spirit | Level 1 | ATK 400 | DEF 300
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you can Special Summon 1 Level 1 monster from your Graveyard. When this card is removed from the field, remove from play that monster.
(Super Rare)

Here's a card that can be with you in spirit but should never be in your Deck.
 
                               Rating: 3 | TDGS-EN033 | Effect Monster
Dark Hunter
DARK | Fiend | Level 4 | ATK 1600 | DEF 400
This card's effect changes depending on the number of DARK monsters in your Graveyard.
● 1 or fewer: This card loses 400 ATK. ● 2 to 4: This card gains 400 ATK. ● 5 or more: You can send this card to the Graveyard to destroy all face-down monsters your opponent controls.
(Ultra Rare) & (Ultimate Rare)

His stats are bad but works well in a DARK Deck with Book of Eclipse from this set when you have at least 5 DARK monsters in your Grave for a Raigeki-effect!
 
                               Rating: 2 | TDGS-EN032 | Effect Monster
Beast of the Pharaoh
EARTH | Zombie | Level 3 | ATK 400 | DEF 600
If this card is sent to the Graveyard for a Synchro Summon, you can Special Summon 1 Level 4 or lower Zombie-Type monster from your Graveyard.
(Common)

If you aren't running Zombies with this guy, don't run him at all.
 
                               Rating: 3 | TDGS-EN031 | Effect Monster
Kunoichi
WIND | Warrior | Level 4 | ATK 1800 | DEF 1000
When control of this face-up card changes, its new controller discards 1 random card.
(Common)

Decent ATK but his effect could better and would have given him a higher rating.
 
                               Rating: 2 | TDGS-EN030 | Effect Monster
Izanagi
WIND | Fairy | Level 6 | ATK 2200 | DEF 1000
You can Special Summon this card from your hand by removing from play 1 Spirit monster from your hand. Spirit monsters you control do not have to have their effects that return them to the hand activated.
(Super Rare)

He at least stays on the field and prevents other Sprit monsters from going to the hand but really isn't worth it until better Spirit monster support comes out.
 
                               Rating: 1 | TDGS-EN029 | Effect Monster
Twin-Barrel Dragon
DARK | Machine | Level 4 | ATK 1700 | DEF 200
When this card is Summoned, select 1 card your opponent controls. Toss a coin twice, and if the result is 2 heads destroy the selected card.
(Super Rare)

Personally, I'd rather use his stronger self since I can use it when I want to and this guy can only use it once. I'd also use Snipe Hunter instead so use one of those two cards.
 
                               Rating: 1 | TDGS-EN028 | Effect Monster
Oyster Meister
WATER | Fish | Level 3 | ATK 1600 | DEF 200
When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Oyster Token" (Fish-Type/WATER/Level 1/ATK 0/DEF 0).
(Common)

It wouldn't matter if his effect Summoned the token whether or not he were destroyed in battle since the token is going to get destroyed too in most cases.
 
                               Rating: 1 | TDGS-EN027 | Effect Monster
Mecha Bunny
EARTH | Machine | Level 2 | ATK 800 | DEF 100
When this card is flipped face-up, select 1 card on the field and inflict 500 damage to its controller. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Mecha Bunny" from your Deck in face-down Defense Position.
(Common)

He doesn't even destroy the selected card and 500 damage is hardly much these days and his other effects are pretty bad too.
 
                               Rating: 1 | TDGS-EN026 | Effect Monster
Dharc the Dark Charmer
DARK | Spellcaster | Level 3 | ATK 500 | DEF 1500
FLIP: Take control of 1 DARK monster your opponent controls, while this card remains face-up on the field.
(Common)

From the looks of his background, he takes only weak DARK monsters as it would appear that he has charmed Meda Bat, who is just as bad as this card.
 
                               Rating: 2 | TDGS-EN025 | Effect Monster
Jenis, Lightsworn Mender
LIGHT | Spellcaster | Level 4 | ATK 300 | DEF 2100
During the End Phase, if a card(s) was sent from your Deck to the Graveyard by the effect of a "Lightsworn" card this turn, inflict 500 damage to your opponent and gain 500 Life Points.
(Common)

She has 2100 DEF but she won't be mending much for your LPs.
 
                               Rating: 1 | TDGS-EN024 | Effect Monster
Gladiator Beast Equeste
WIND | Winged Beast | Level 4 | ATK 1600 | DEF 1200
When this card is Special Summoned by the effect of a "Gladiator Beast" monster, add 1 "Gladiator Beast" card from your Graveyard to your hand. At the end of the Battle Phase, If this card attacked or was attacked, you can return it to the Deck to Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Equeste".
(Common)

He's exceptionally horrid outside GB Decks so keep him there.
 
                               Rating: 1 | TDGS-EN023 | Effect Monster
Destructotron
EARTH | Psychic | Level 4 | ATK 1600 | DEF 400
During the End Phase, if this card is the only Psychic-Type monster you control, destroy it. You can pay 1000 Life Points to destroy 1 face-down Spell or Trap Card your opponent controls.
(Common)

He lives up to his name but has no use in any Deck, including Psychic Decks.  
 
                               Rating: 2 | TDGS-EN022 | Effect Monster
Telekinetic Shocker
EARTH | Psychic | Level 4 | ATK 1700 | DEF 700
If a Psychic-Type monster would be destroyed, you can pay 500 Life Points and destroy this card instead.
(Common)

Since he's going to die anyway, he can at least protect your other Psychic-Type monsters and reduce your opponent's options.  
 
                               Rating: 4 | TDGS-EN021 | Effect Monster
Psychic Snail
EARTH | Psychic | Level 4 | ATK 1900 | DEF 1200
You can pay 800 Life Points and select 1 other face-up Psychic-Type monster you control. That monster can attack twice during each Battle Phase. This card cannot attack the turn you activate this effect.
(Common)

Great ATK for a Level 4 monster and no drawback either except that he can't attack if his effect is used.
 
                               Rating: 3 | TDGS-EN020 | Effect Monster
Psychic Commander
EARTH | Psychic-Type Tuner | Level 3 | ATK 1400 | DEF 800
When a Psychic-Type monster you control battles, during the Damage Step you can pay Life Points in multiples of 100 (max. 500) to have the monster it's battling lose that much ATK and DEF, until the End Phase.
(Common)

While not in the "great card" category, his effect lets him destroy any monster that battles a Psychic-Type monster for a few of your own LPs! Plus since he's a Tuner monster, I gave him an extra star!
 
                               Rating: 2 | TDGS-EN019 | Effect Monster
Mind Protector
LIGHT | Psychic | Level 3 | ATK 0 | DEF 2200
This card's controller must pay 500 Life Points during each of their Standby Phases. If they cannot, destroy this card. Monsters with 2000 or less ATK cannot declare an attack, except for Psychic-Type monsters.
(Common)

2200 DEF normally let this guy get 3 stars but his effect bumps it down.  
 
                               Rating: 3 | TDGS-EN018 | Effect Monster
Krebons
DARK | Psychic-Type Tuner | Level 2 | ATK 1200 | DEF 400
When this card is selected as an attack target, you can pay 800 Life Points to negate the attack.
(Common)

Paying 800 LPs is a far cry when it means this guys stay on the field! 
 
                               Rating: 2 | TDGS-EN017 | Effect Monster
Doctor Cranium
EARTH | Psychic | Level 1 | ATK 100 | DEF 100
When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to add 1 Psychic-Type monster from your Deck to your hand.
(Common)

At least this one doesn't require anything else to add the Psychic-Type monster to your hand but still not very good.  
 
                               Rating: 1 | TDGS-EN016 | Effect Monster
Mind Master
LIGHT | Psychic-Type Tuner | Level 1 | ATK 100 | DEF 200
You can pay 800 Life Points and Tribute 1 Psychic-Type monster, except "Mind Master", to Special Summon 1 Level 4 or lower Psychic-Type monster from your Deck in face-up Attack Position.
(Rare)

He does search out your Psychic-Type monsters but his stats only grant him a trip to the Grave and you major damage.
 
                               Rating: 2 | TDGS-EN015 | Effect Monster
Gonogo
EARTH | Rock | Level 3 | ATK 1350 | DEF 1600
An opponent's monster that battles this card is changed to face-down Defense Position at the end of the Damage Step.
(Common)

It'll at least put that powerful monster like Jinzo face-down to be destroyed later or prevent the effect from activating but if it let me choose the monster to put face-down, I'd rate it higher.
 
                               Rating: 4 | TDGS-EN014 | Effect Monster
Montage Dragon
EARTH | Dragon | Level 8 | ATK ? | DEF 0
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 3 other monsters from your hand to the Graveyard. This card's ATK is equal to the combined Levels of the sent monsters x 300.
(Ultra Rare) & (Ultimate Rare)

A very powerful monster if used correctly! That 0 DEF is why it's rating isn't 5 stars.
 
                               Rating: 3 | TDGS-EN013 | Effect Monster
Handcuffs Dragon
WIND | Dragon | Level 5 | ATK 1800 | DEF 1800
When this card is destroyed by battle with an attacking monster your opponent controls and is sent to the Graveyard, you can equip this card to that monster. The equipped monster loses 1800 ATK. When it is destroyed and this card is sent to the Graveyard, you can Special Summon this card.
(Rare)

Its stats are weak for its Level but then it's easy to get destroyed in battle and activate his effect! Plus it drains the equipped monster's ATK by 1800!
 
                               Rating: 1 | TDGS-EN012 | Effect Monster
Jutte Fighter
EARTH | Warrior-Type Tuner | Level 2 | ATK 700 | DEF 900
Once per turn, you can change 1 face-up Attack Position monster your opponent controls to face-up Defense Position.
(Common)

A fighter that has 700 ATK and 900 DEF? Not much of a fighter to me and certainly not a card for your Deck.
 
                               Rating: 3 | TDGS-EN011 | Effect Monster
Twin-Shield Defender
EARTH | Warrior | Level 4 | ATK 700 | DEF 1600
When this card you control is destroyed by battle and sent to your Graveyard, you can halve the current ATK of 1 face-up monster your opponent controls, until the End Phase.
(Common)

I certainly doubt a monster with his stats has little of any chance staying on the field but this guy doesn't need to and his effect is pretty good!
 
                               Rating: 2 | TDGS-EN010 | Effect Monster
Dark Resonator
DARK | Fiend-Type Tuner | Level 3 | ATK 1300 | DEF 300
Once per turn, if this card would be destroyed by battle, it is not destroyed. (Damage calculation is applied normally.)
(Rare)

While not a bad card, Spirit Reaper is better.
 
                               Rating: 1 | TDGS-EN009 | Effect Monster
Sinister Sprocket
DARK | Fiend-Type Tuner | Level 1 | ATK 400 | DEF 0
If this card is sent to the Graveyard for the Synchro Summon of a DARK Synchro Monster, you can destroy 1 face-up Spell or Trap Card.
(Super Rare)

This one is worse than Nitro Synchron. So yet another card whose rarity should be lower due to bad stats and effect.
 
                               Rating: 2 | TDGS-EN008 | Effect Monster
Big Piece Golem
EARTH | Rock | Level 5 | ATK 2100 | DEF 0
If your opponent controls a monster and you control no monsters, you can Normal Summon this card without Tributing.
(Rare)
                                                     Rating: 2
A Cyber Dragon wannabe. Where you aren't using this, use Cyber Dragon instead.
 
                               Rating: 2 | TDGS-EN007 | Effect Monster
Medium Piece Golem
EARTH | Rock | Level 4 | ATK 1600 | DEF 0
When this card is Summoned, if you control a "Big Piece Golem", you can Special Summon 1 "Small Piece Golem" from your Deck. That monster's effect is negated while it is face-up on the field.
(Common)

We don't get much better from here with the last one, folks.
 
                               Rating: 2 | TDGS-EN006 | Effect Monster
Small Piece Golem
EARTH | Rock | Level 3 | ATK 1100 | DEF 0
When this card is Summoned, if you control a "Big Piece Golem", you can Special Summon 1 "Medium Piece Golem" from your Deck. That monster's effect is negated while it is face-up on the field.
(Common)

What's this? Another okay monster? Run in Jack Atlas' Deck only.
 
                               Rating: 2 | TDGS-EN005 | Effect Monster
Shield Warrior
EARTH | Warrior | Level 3 | ATK 800 | DEF 1600
During damage calculation, you can remove from play this card from your Graveyard to prevent monsters you control from being destroyed by this battle.
(Rare)

Like Avenging Knight Parshath, and perhaps all cards with this rating, his effect is the only thing preventing his rating from being lower.
 
                               Rating: 3 | TDGS-EN004 | Effect Monster
Ghost Gardna
DARK | Warrior | Level 4 | ATK 0 | DEF 1900
When a face-up monster you control is selected as an attack target, you can change the target to this card. When this card is destroyed and sent to the Graveyard, 1 face-up monster your opponent controls loses 1000 ATK, until the End Phase.
(Common)

Ironically, had his DEF been lower, I'd rate him higher since he'd die more easily! Plus his -1000 ATK activates just when destroyed and sent to the Grave!
 
                               Rating: 2 | TDGS-EN003 | Effect Monster
Quillbolt Hedgehog
EARTH | Machine | Level 2 | ATK 800 | DEF 800
If you control a face-up Tuner monster, you can Special Summon this card from your Graveyard. If this card was Summoned this way, remove it from play when it is removed from the field.
(Common)

His Level states all on the rating. He helps bring out Synchro Monsters but unless you can get him back from the different dimension, he's not going to help you much.
 
                               Rating: 2 | TDGS-EN002 | Effect Monster
Nitro Synchron
FIRE | Machine-Type Tuner | Level 2 | ATK 300 | DEF 100
If this card is sent to the Graveyard for the Synchro Summon of a "Nitro" Synchro Monster, draw 1 card.
(Super Rare)

He's very restricted on his effect, so I don't know why he's a Super Rare. Had he let you draw 1 card if used for Synchro Summon of any monster, I could believe its rarity being Super and would rate it higher.
 
                               Rating: 2 | TDGS-EN001 | Effect Monster
Turbo Booster
EARTH | Machine | Level 1 | ATK 0 | DEF 0
If you have Normal Summoned a monster this turn, you can Special Summon this card from your hand. You can Tribute this card to destroy 1 monster your opponent controls that battled one of your monsters this turn.
(Common)

He makes Summoning Plasma easier or gives you an extra defense | helps take out an opponent's monster but is overall pretty bad.
 
                               Rating: 2 | TDGS-EN000 | Synchro Monster
Avenging Knight Parshath
LIGHT | Fairy-Type Synchro | Level 8 | ATK 2600 | DEF 2100
1 Tuner + 1 or more non-Tuner LIGHT monsters
Once per turn, you can change the battle position of 1 face-up monster your opponent controls. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.
(Secret Rare)

I really don't see how he's going to be avenging much as he's hard to Summon to begin with! He at least has the trample effect but that's the only reason he didn't get a 1.